Scribbling Rambler |
I'm excited to start running this adventure in the next month or so, and the Smiteworks folks were kind enough to expedite the release of the Fantasy Grounds version after a request (once I had my pdf).
It has been a while since I picked up a standalone adventure. Do they usually release interactive maps as part of the pdf?
Vanessa Hoskins |
6 people marked this as a favorite. |
Oh Gods I can't fight the urge to be THAT person...
The henge is the circle of ditches and banks (specifically in the sequence ditch/bank/ditch) not the monoliths.
Sorry, back to your usual program. :)
Yes, you are correct, but we also have humans naming places Hill Hill Hill, so YMMV.
Some pirate or merchant sailed by once, made a note of it and said "it's a bunch of rust trees or something, like... like a henge of rust."
Another sailor said, "You mean like a Rusthenge?"
And on that day, the name was born, never to be changed by the most pedantic of naturalist scholars.
However, I will grant you a special boon for pointing this out. When you run or play this, please only refer to it as "Rustmonoliths." Do not correct anyone else nor explain yourself, just keep saying "Rustmonoliths" with a smile on your face and offer no explaination.
Ed Reppert |
Oh Gods I can't fight the urge to be THAT person...
The henge is the circle of ditches and banks (specifically in the sequence ditch/bank/ditch) not the monoliths.
Sorry, back to your usual program. :)
Huh. I could have sworn I responded to this already, commenting that two of my usually pretty good dictionaries have the wrong definition for "henge" but wikipedia gets it right. OTOH, that was about 6 AM, and I'd been up all night, so maybe I'm hallucinating -- or you posted the same thing in another thread. :-)
James Jacobs Creative Director |
7 people marked this as a favorite. |
Names of locations aren't always best when they're 100% accurate in definition. Sometimes, places get named for the poetry and emotional impact and the way the word sounds and feels when you say it.
The names "Rusthenge" immediately evokes in the reader what the site looks like in a way other names don't.
Elfteiroh |
4 people marked this as a favorite. |
Another "bad name" example: Canada.
From the official Canada governement website:
“Canada” likely comes from the Huron-Iroquois word “kanata,” meaning “village” or “settlement.”
So, the 2nd biggest country in the world is effectively named "Fillache" ("Village" with lots of typos). :P
Lukeeez85 |
2 people marked this as a favorite. |
Great! Rustenge + Seven Dooms sounds like a great 1-11 Adventure Path!
And then Shadows at Sundown starts at lvl 11 , so you can continue the Varisian adventure!
That's perfect as i am running Curse of the Crimson Throne right now and most of the players have played Rise of the Runelords
They will certainly enjoy playing through Rusthenge into Seven Dooms for Sandpoint into Shadows at Sundown after we finish Crimson Throne!
SatiricalBard |
1 person marked this as a favorite. |
GorionGolarion. wrote:Is it any clue about this coming to FoundryVTT ?Yes a Foundry module has been confirmed. Shouldn't be too far back in this thread.
Looks like the Foundry module is now available!
Titanium Dragon |
11 people marked this as a favorite. |
I just completed this adventure yesterday as a player. It's quite good overall, and frankly, a better introduction to Pathfinder 2E than the Beginner's Box.
The module does a number of things quite cleverly:
* It has a NPC healer who helps you out for a couple encounters at the very beginning, giving you "training wheels" that also feel like a natural part of the world and precondition you towards remembering that NPCs have agency, too.
* It has a variety of different (if mostly pretty simple) enemies you fight over the course of the module.
* It presents the players with a small mystery that they get to solve via RP after getting a few combat encounters under their belt, and which has multiple ways of solving it that lead to the next part of the adventure so the players can't really get stuck.
* There are actual stakes - the players aren't just doing it just because, there's a reason why they need to help out and go and continue into these dangerous situations, and it makes sense from an IC perspective that they would do so.
* The combat encounters aren't overly difficult but aren't overly simplistic.
* It teaches players about weaknesses, gives them the tools to exploit them, and rewards them for exploiting them.
* There are RP encounters throughout the module, not just in one place - each section of the game has an opportunity where you can do some roleplaying, and not just going into every encounter with bloody intentions in mind can allow you to avoid fights and get help and allies
* The NPCs who are helpful often have a good, very sensible reason why they are supplying you with stuff rather than joining in to help you fight, so you don't feel like they are just shoving it on the PCs for no reason or leaving the fighting to the PCs for no reason.
* You can disrupt the bad guys' plans in ways that go beyond just killing things that, if the players are paying attention, will allow them to make their life significantly easier.
* The little town in the module is just big enough to be interesting without being so big that you'll get lost in it and derail the adventure.
I liked it a lot! It was a fun thing and it worked very well, and had a bit of charm to it.
diogenes84 |
So, I just started running this and have now gone in and counted up the XP. If I haven't missed anything, the PCs will only level up to 1 if they do *everything*, including all the ways to reach the location of chapter 1's climax, which feels unlikely for the PCs to do. Have I missed something or severely miscalculated?
Other than that, it reads like a great adventure, can easily just milestone it, but this kind of bothers me a little :)
James Jacobs Creative Director |
2 people marked this as a favorite. |
So, I just started running this and have now gone in and counted up the XP. If I haven't missed anything, the PCs will only level up to 1 if they do *everything*, including all the ways to reach the location of chapter 1's climax, which feels unlikely for the PCs to do. Have I missed something or severely miscalculated?
Other than that, it reads like a great adventure, can easily just milestone it, but this kind of bothers me a little :)
Sometimes, the XP rewards in a chapter do get a bit tight. We generally try to aim for a total amount of rewards of 1,100 or so to build in a little wiggle room, but at the same point, in game, the transition from chapter to chapter doesn't always need to land on a level up break.
If you're worried that your PCs aren't going to get close to 2nd level, you can always give them an ad hock XP award for completing their goals in Chapter 1 to give them a boost. Note also that at the start of chapter 2, in the "Starting this Chapter" section, on page 28, the PCs gain 80 XP for doing just this (exposing the cult and gaining the aid of the villagers). Further, they can gain an extra 40 XP beyond that by delivering a map of Stonehome.
And in retrospect, I think that this section WAS originally included at the end of chapter 1, but when it came time to lay out the adventure, chapter 1 was overlong and chapter 2 was a little short, so moving that section to the next chapter allowed us to keep the page numbers happy and kept me from having to cut a half-page of text from chapter 1 and add a half page of text to chapter 2.
Cellion |
1 person marked this as a favorite. |
There's a couple foes right near the beginning of Chapter 2 that suffer from the "not a good target for the Weak adjustment" that several foes have. Their description and capabilities also don't line up very well. As a result I did a small rework for any GMs that may wander over here.
Replace the Weak Animated Armors with the following:
Rusted Bull Armor - Creature 1
[medium][construct][mindless]
Perception +4; darkvision
Skills Athletics +7
STR +3 DEX -3 CON +4 INT -5 WIS +0 CHA -5
---
AC15 (11 when broken); Fort +8, Ref +2, Will +3; construct armor
HP15; Hardness 5; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Construct Armor Like normal objects, the rusted bull armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once it is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 11.
---
Speed 20 ft
Melee [a] horns +8 (forceful, magical), Damage 2d4+2 piercing
Melee [a] gauntlet +7 (agile, free-hand, magical) Damage d6+2 bludgeoning
Reckless Charge [aa] The armor strides twice and then makes a horns strike with a +2 circumstance bonus to its attack roll. It becomes off-guard until its next turn.