Aaron Shanks Director of Marketing |
James Jacobs Creative Director |
8 people marked this as a favorite. |
Late to the party here, but I'm looking forward to seeing what you do with rust now since rust monsters are getting the ORC boot.
This adventure was deep in development when the OGL thing happened, and at that point, in a world where we feared that the OGL would be deauthorized, I put this adventure through a quick "de-OGLifying" pass. Turns out things weren't as bad as I'd feared, and this adventure ended up being able to be published as an OGL adventure... but the one rust monster in the adventure (which was also featured on the cover) had been changed to a different rust-themed critter.
There's a lot of rust stuff in here, and while the fact that there's no rust monster will catch some gamers who aren't following the whole OGL thing closely off guard, it really didn't impact the thing at all that much.
"Rusthenge" itself is a location I created in a game I ran at the office, and was part of the same campaign in which I created the haunted house that showed up in "Malevolence." It's tied to themes other than just a rust monster, and is itself exported from my homebrew setting. I'm not gonna spoil more about it yet... but the location itself as it appears in this adventure is different than what my players went through in that campaign, beyond moving from southwest Ravounel up to New Thassilon.
SpaceDrake |
We have not announced adding the Adventures line to our Foundry VTT offerings, no.
This being said, I'm sure PDF To Foundry will cover it, and at that point it's mostly about setting up walls and lighting, and getting NPC tokens in place, and for a third-level adventure that shouldn't be *too* onerous.
Aaron Shanks Director of Marketing |
Andrew White Front-End Engineering Lead |
9 people marked this as a favorite. |
Are these "one-of's" getting the Foundry treatment moving forward?
We don't currently have any plans to support every standalone adventure on Foundry, but we have been discussing the possibility of doing at least one in the near future, and Rusthenge is definitely one of the top contenders. Stay tuned!
Dancing Wind |
2 people marked this as a favorite. |
Consider this the successor to Pathfinder Adventure: Fall of Plaguestone, which will soon be out of print.
That's great news. I'm glad there's something that is designed from the start to be an introduction. I'm especially glad that it is being designed by folks who aren't trying to simultaneously cope with an edition change and a whole new ruleset.
Plaguestone was a valiant effort but not the intro I need for new players
SpaceDrake |
1 person marked this as a favorite. |
We don't currently have any plans to support every standalone adventure on Foundry, but we have been discussing the possibility of doing at least one in the near future, and Rusthenge is definitely one of the top contenders. Stay tuned!
Oooooh. Needless to say, having this and Seven Dooms Foundry-ready would be incredibly spiffy. Please keep us up to date!
thejeff |
WanderingVoidWolf wrote:Late to the party here, but I'm looking forward to seeing what you do with rust now since rust monsters are getting the ORC boot.This adventure was deep in development when the OGL thing happened, and at that point, in a world where we feared that the OGL would be deauthorized, I put this adventure through a quick "de-OGLifying" pass. Turns out things weren't as bad as I'd feared, and this adventure ended up being able to be published as an OGL adventure... but the one rust monster in the adventure (which was also featured on the cover) had been changed to a different rust-themed critter.
There's a lot of rust stuff in here, and while the fact that there's no rust monster will catch some gamers who aren't following the whole OGL thing closely off guard, it really didn't impact the thing at all that much.
"Rusthenge" itself is a location I created in a game I ran at the office, and was part of the same campaign in which I created the haunted house that showed up in "Malevolence." It's tied to themes other than just a rust monster, and is itself exported from my homebrew setting. I'm not gonna spoil more about it yet... but the location itself as it appears in this adventure is different than what my players went through in that campaign, beyond moving from southwest Ravounel up to New Thassilon.
Even though it's been relocated would this still make a good module to use as a prequel for Malevolence?
James Jacobs Creative Director |
4 people marked this as a favorite. |
James Jacobs wrote:Even though it's been relocated would this still make a good module to use as a prequel for Malevolence?WanderingVoidWolf wrote:Late to the party here, but I'm looking forward to seeing what you do with rust now since rust monsters are getting the ORC boot.This adventure was deep in development when the OGL thing happened, and at that point, in a world where we feared that the OGL would be deauthorized, I put this adventure through a quick "de-OGLifying" pass. Turns out things weren't as bad as I'd feared, and this adventure ended up being able to be published as an OGL adventure... but the one rust monster in the adventure (which was also featured on the cover) had been changed to a different rust-themed critter.
There's a lot of rust stuff in here, and while the fact that there's no rust monster will catch some gamers who aren't following the whole OGL thing closely off guard, it really didn't impact the thing at all that much.
"Rusthenge" itself is a location I created in a game I ran at the office, and was part of the same campaign in which I created the haunted house that showed up in "Malevolence." It's tied to themes other than just a rust monster, and is itself exported from my homebrew setting. I'm not gonna spoil more about it yet... but the location itself as it appears in this adventure is different than what my players went through in that campaign, beyond moving from southwest Ravounel up to New Thassilon.
You could with a bit of work, I suppose, but thematically and story-wise the two adventures are pretty different.
In the original campaign, which I ran as a sandbox set in Crookcove with a town map and regional map that the PCs could explore as they wished, I had a LOT of dungeons and adventure sites scattered around for them to discover, and the seeds in Rusthenge were one of those that could have developed over time into a larger threat to the region, depending on how much they followed up on them.
But the print version of Rusthenge is pretty different—Vanessa wrote it and brought her own story elements and themes to it and made it her own, plus it's tied into the lore of New Thassilon in a way that the Croockcove one didn't (which was instead tied into social conflicts in southwestern Ravounel between humans, strix, and xulgaths).
thejeff |
thejeff wrote:
Even though it's been relocated would this still make a good module to use as a prequel for Malevolence?You could with a bit of work, I suppose, but thematically and story-wise the two adventures are pretty different.
In the original campaign, which I ran as a sandbox set in Crookcove with a town map and regional map that the PCs could explore as they wished, I had a LOT of dungeons and adventure sites scattered around for them to discover, and the seeds in Rusthenge were one of those that could have developed over time into a larger threat to the region, depending on how much they followed up on them.
But the print version of Rusthenge is pretty different—Vanessa wrote it and brought her own story elements and themes to it and made it her own, plus it's tied into the lore of New Thassilon in a way that the Croockcove one didn't (which was instead tied into social conflicts in southwestern Ravounel between humans, strix, and xulgaths).
Kind of what I expected, honestly. Thanks.
Been wanting to run Malevolence for awhile, but want to start this group at 1st level and lack the time and spare brain cells right now to come up with anything appropriate so I saw this and wondered.
James Jacobs Creative Director |
7 people marked this as a favorite. |
James Jacobs wrote:thejeff wrote:
Even though it's been relocated would this still make a good module to use as a prequel for Malevolence?You could with a bit of work, I suppose, but thematically and story-wise the two adventures are pretty different.
In the original campaign, which I ran as a sandbox set in Crookcove with a town map and regional map that the PCs could explore as they wished, I had a LOT of dungeons and adventure sites scattered around for them to discover, and the seeds in Rusthenge were one of those that could have developed over time into a larger threat to the region, depending on how much they followed up on them.
But the print version of Rusthenge is pretty different—Vanessa wrote it and brought her own story elements and themes to it and made it her own, plus it's tied into the lore of New Thassilon in a way that the Croockcove one didn't (which was instead tied into social conflicts in southwestern Ravounel between humans, strix, and xulgaths).
Kind of what I expected, honestly. Thanks.
Been wanting to run Malevolence for awhile, but want to start this group at 1st level and lack the time and spare brain cells right now to come up with anything appropriate so I saw this and wondered.
The best way to link the two would be for the PCs to discover the deed to Xarwin Manor while doing Rusthenge. There's a good spot in Rusthenge for them to potentially find the deed (in the same spot where there's potentially a link to "Seven Dooms for Sandpoint"; you'll know it when you read it), so the PCs, after they finish "Rusthenge," can sail south to Ravounel and make their way into the southwestern hinterlands after establishing with the government that they are the deed holders for this old manor that is certainly a FREE HOUSE and is NOT HAUNTED IN THE SLIGHTEST.
Calcryx666 |
1 person marked this as a favorite. |
thejeff wrote:The best way to link the two would be for the PCs to discover the deed to Xarwin Manor while doing Rusthenge. There's a good spot in Rusthenge for them to potentially find the deed (in the same spot where there's potentially a link to "Seven Dooms for Sandpoint"; you'll know it when you read it), so the PCs, after they finish "Rusthenge," can sail south to Ravounel and make their way into the southwestern hinterlands after establishing with the government that they are the deed holders for this old manor that is certainly a FREE HOUSE and is NOT HAUNTED IN THE SLIGHTEST.James Jacobs wrote:thejeff wrote:
Even though it's been relocated would this still make a good module to use as a prequel for Malevolence?You could with a bit of work, I suppose, but thematically and story-wise the two adventures are pretty different.
In the original campaign, which I ran as a sandbox set in Crookcove with a town map and regional map that the PCs could explore as they wished, I had a LOT of dungeons and adventure sites scattered around for them to discover, and the seeds in Rusthenge were one of those that could have developed over time into a larger threat to the region, depending on how much they followed up on them.
But the print version of Rusthenge is pretty different—Vanessa wrote it and brought her own story elements and themes to it and made it her own, plus it's tied into the lore of New Thassilon in a way that the Croockcove one didn't (which was instead tied into social conflicts in southwestern Ravounel between humans, strix, and xulgaths).
Kind of what I expected, honestly. Thanks.
Been wanting to run Malevolence for awhile, but want to start this group at 1st level and lack the time and spare brain cells right now to come up with anything appropriate so I saw this and wondered.
That is what I have to tell my PCs as they enter every room of Xarwin Manor; it’s fine, it’s just a house guys, you literally have the deed, what could go wrong?
SpaceDrake |
joeparis |
joeparis wrote:Hi, just wondering if there be a recommended flip-mat(s) to go along with this adventure?As it so happens...
How did I miss this? Thanks!
Aenigma |
So this adventure is not directly related to Sandpoint or Magnimar? I'm depressed. I like Varisia very much, yet in Second Edition Paizo seems lost interest to Varisia altogether and instead started giving love to Absalom. Which is strange, considering the decade of near neglect of that particular region during First Edition. There are so many adventure paths and adventures featuring Absalom already. I think it's time to revisit Varisia or Numeria!
James Jacobs Creative Director |
12 people marked this as a favorite. |
So this adventure is not directly related to Sandpoint or Magnimar? I'm depressed. I like Varisia very much, yet in Second Edition Paizo seems lost interest to Varisia altogether and instead started giving love to Absalom. Which is strange, considering the decade of near neglect of that particular region during First Edition. There are so many adventure paths and adventures featuring Absalom already. I think it's time to revisit Varisia or Numeria!
As Cori mentioned above, Adventure Path #200 is set in and around Sandpoint. It's a special 200-page volume too, so there'll be a lot of Sandpoint and Varisia there.
(We also re-visited Varisia in the first book of Stolen Fate, if you're interested.)
It's not that we've "lost interest" in Varisia; it remains my favorite part of the setting, but it's VERY well-served and there's so much more areas to explore. Varisia is very much from me, as well, and as Paizo's staff grows in size, it's important for us to give just as much room for other creative folks here to build parts of the setting from THEM too.
But yah; Pathfinder 200 makes up for there being not much Varisia in 2nd edition, I hope!
Aenigma |
Varisia is revisited in The Choosing, the first book of the Stolen Fate adventure path? I'm glad to hear that. Does it also include the settlement stat blocks for Sandpoint, Magnimar, Korvosa, and Riddleport? Perhaps Seven Dooms for Sandpoint includes stat blocks and entirely new maps for those settlements?
Anyway, while seeing another adventure path centered around Sandpoint is good, the fact that it consists of only one book deeply saddens me. I know the tradition that an adventure path consists of six books is discarded in Second Edition (and I hate this destruction of tradition very much) but I honestly didn't expect there can be an adventure path that consists of only one book! Not sure if it can be called an adventure path or should be called a very big adventure module or a very big one-shot adventure.
Cori Marie |
1 person marked this as a favorite. |
Again, its a singular double-sized AP volume to celebrate that the line has hit 200. It's a single volume that is closer in size to 2 and half in adventure content thanks to not needing space for the back matter of two volumes.
James Jacobs Creative Director |
13 people marked this as a favorite. |
Varisia is revisited in The Choosing, the first book of the Stolen Fate adventure path? I'm glad to hear that. Does it also include the settlement stat blocks for Sandpoint, Magnimar, Korvosa, and Riddleport? Perhaps Seven Dooms for Sandpoint includes stat blocks and entirely new maps for those settlements?
Anyway, while seeing another adventure path centered around Sandpoint is good, the fact that it consists of only one book deeply saddens me. I know the tradition that an adventure path consists of six books is discarded in Second Edition (and I hate this destruction of tradition very much) but I honestly didn't expect there can be an adventure path that consists of only one book! Not sure if it can be called an adventure path or should be called a very big adventure module or a very big one-shot adventure.
No. The visit in "The Choosing" is...
EDIT: to expand upon what Cori said...
Seven Dooms for Sandpoint will include a settlement stat block for Sandpoint, as well as an update/addendum to the lore found in the 96 page softcover book we published for 1st edition. That book will be VERY helpful for GMs who want to expand the adventure, but I tried hard to make that book optional and not required to run the adventure as-is.
And while it consists of only one book, this book is 200 pages long. While that's only twice the size of a standard volume, the fact that we don't duplicate things support articles and Adventure Toolboxes and the like means that the actual size of the adventure in this one volume is close to that you'd get in a 3-part Adventure Path. It starts the PCs at 4th level, and by the end of it the PCs will be 12th level.
We decided to do this adventure in one oversized volume rather than 3 standard ones to celebrate the fact that we've been publishing Adventure Path volumes for 200 months in a row. That's 50 months longer than the print run of Dungeon Magazine, and it's a pretty significant achievement for any monthly product.
Davelozzi |
1 person marked this as a favorite. |
I would just like to say that it is super cool that the third chapter of this adventure is named after the latest Elvis Costello record. Vanessa Hoskins, take a hero point!
The_Mothman |
And while it consists of only one book, this book is 200 pages long. While that's only twice the size of a standard volume, the fact that we don't duplicate things support articles and Adventure Toolboxes and the like means that the actual size of the adventure in this one volume is close to that you'd get in a 3-part Adventure Path. It starts the PCs at 4th level, and by the end of it the PCs will be 12th level.
Since Rusthenge goes to 3rd level, and also takes place in Varisia, will there be options to tie the two adventures together, or are they bettery played separately?
James Jacobs Creative Director |
6 people marked this as a favorite. |
James Jacobs wrote:And while it consists of only one book, this book is 200 pages long. While that's only twice the size of a standard volume, the fact that we don't duplicate things support articles and Adventure Toolboxes and the like means that the actual size of the adventure in this one volume is close to that you'd get in a 3-part Adventure Path. It starts the PCs at 4th level, and by the end of it the PCs will be 12th level.Since Rusthenge goes to 3rd level, and also takes place in Varisia, will there be options to tie the two adventures together, or are they bettery played separately?
While Rusthenge doesn't take place in Varisia (as noted in the previous comment) there is a tie between this adventure and Seven Dooms for Sandpoint if the GM wants as an option. The Player's Guide for Seven Dooms presents several ways to generate a background and history for the PCs, and playing Rusthenge is one of those presented.
Vanessa Hoskins |
5 people marked this as a favorite. |
I would just like to say that it is super cool that the third chapter of this adventure is named after the latest Elvis Costello record. Vanessa Hoskins, take a hero point!
A complete coincidence, I assure you.
djnattyp |
1 person marked this as a favorite. |
Just noticed a small printing error in my physical copy of the book: on the map on the inside back cover there's a grey box with green borders covering some of room F4. This isn't present in my PDF copy so it may have been caught and fixed already.
Andrew White Front-End Engineering Lead |
11 people marked this as a favorite. |
Just to clear up some confusion: Yes! Rusthenge will be getting an official premium Foundry module. We obviously won't be releasing it on the same day as the print and PDF versions, because that day is now in the past, but development has begun and you can absolutely look forward to getting your hands on it Soon (tm).
SpaceDrake |
Just to clear up some confusion: Yes! Rusthenge will be getting an official premium Foundry module. We obviously won't be releasing it on the same day as the print and PDF versions, because that day is now in the past, but development has begun and you can absolutely look forward to getting your hands on it Soon (tm).
Holy f***les, this makes me bang my knuckles.
Thank you! That's going to make Rusthenge + Dooms another fantastic set to potentially start people off with! And I'm sure even veteran players will deeply appreciate it. This is a wonderful move and I'm glad Paizo is pursuing it.
Also, Cori, it is going to take me forever to adjust to Papa Smurf after seeing the serpent elf lady for so long.
EDIT: Hold on, I've been smurfed!
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Also, on the subject of Rusthenge proper:
(Also holy lol, some of those abilities are incredibly nasty for a level 5 creature.)
James Jacobs Creative Director |
4 people marked this as a favorite. |
Also, on the subject of Rusthenge proper:** spoiler omitted **
Cori Marie |
5 people marked this as a favorite. |
Andrew White wrote:Just to clear up some confusion: Yes! Rusthenge will be getting an official premium Foundry module. We obviously won't be releasing it on the same day as the print and PDF versions, because that day is now in the past, but development has begun and you can absolutely look forward to getting your hands on it Soon (tm).Holy f***les, this makes me bang my knuckles.
Thank you! That's going to make Rusthenge + Dooms another fantastic set to potentially start people off with! And I'm sure even veteran players will deeply appreciate it. This is a wonderful move and I'm glad Paizo is pursuing it.
Also, Cori, it is going to take me forever to adjust to Papa [redacted] after seeing the serpent elf lady for so long.EDIT: Hold on, I've been [redacted]!
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Also, on the subject of Rusthenge proper:
** spoiler omitted **
Don't worry the aasimar lady is here to stay