Pathfinder Adventure Path #201: Pactbreaker (Wardens of Wildwood 1 of 3)

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Pathfinder Adventure Path #201: Pactbreaker (Wardens of Wildwood 1 of 3)
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Though they arrived as guests, the PCs are soon deputized as part-time guards for the annual Greenwood Gala, a convention for primal-tradition powerbrokers and a festival associated with the Green Faith. After entering competitions, making connections, and shutting down troublemakers, they earn a privileged seat at the ceremony renewing the Treaty of the Wildwood—a ceremony ruined when saboteurs assassinate several of the Verduran Forest’s eminent leaders. This is the final insult many forest dwellers needed; as vigilantes and militias of arboreals, fey, and beasts mobilize to punish Andoran and Taldor, the PCs must avert bloodshed and maintain order long enough for the Wildwood Lodge to choose a new leader and restore peace.

Pactbreaker is a wilderness-themed Pathfinder adventure for four 5th-level characters. The adventure begins the Wardens of Wildwood Adventure Path, a three-part monthly campaign in which a group of adventurers navigate a tricky balance between idyllic wilderness, a hungry nation, and primal forces beyond the natural world. This volume also includes a look at the Verduran Forest, an ecology of the sentient treelike arboreals, several new magical items to discover, and new dangerous monsters to test your PCs!

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign.

Written by: Andrew White, John Compton, Diego Valdez, and Josh Foster.

ISBN-13: 978-1-64078-575-5

The Wardens of Wildwood Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle Sheets are available as a free download (656 KB PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

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PZO15201-SC


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Amazing events yet lackluster twist

4/5

This is a great starting point for an adventure path. Many characters and factions gets introduced, with a lot of non-combat encounters. However, it drops the ball at the end. If you decide to run it I strongly recommend changing some things towards the end. ESPECIALLY the twist villain that appears at the end. You don't need to change who it is, but you will have to do the heavy lifting when it comes to foreshadowing and having a perpetrator. Since they just do not exist in the rest of the adventure path.

SPOILERS:
Ruzadoya is an awful villain for the rest of the adventure path, the speech she gives is amazing. Though it comes out nowhere after the cythnopharian appears and kills everyone at chapter 1. Then after you spend time getting to know characters and helping them around the verduran forest in chapter 2, she randomly gets elected to lead the lodge. This adventure path doesn't really do a great job of foreshadowing how much support she actually has. Regardless, this adventure book is fun. Albeit sets a bad precedent for the rest of this adventure path. As none of the many threads placed in this book are followed up on in the later books.








1/5


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Calcryx666 wrote:
Not gonna lie, I've been checking multiple times a day for the Players Guide here just in case, no sign as of yet though

Same. Although my group isn't going to start playing this AP until June. After reading Book one, I'm excited to see the player options. Jon Morgantini said on Discord earlier this week that it would be here by end of week but it looks like that it might get delayed until Monday/Tuesday.


Are there player options in this chapter?

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Yes. For player options, the adventure toolbox has the Verduran Shadow archetype and a bunch of feats you can take if you choose this archetype; the spell Bee-Man's Summons; and three magic items made from arboreal body parts.


Iiinteresting, thank you!

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Note that this book still references OGL books for some feats/creatures (like the bestiaries 1-2-3, Advanced Players Guide, and others). They just made sure to only reference stuff that didn't come from other companies' OGL products.

Seems like that for adventure, this is clearly not a full reset. :P


So what beasties are in the back?


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Benjamin Tait wrote:
So what beasties are in the back?

My physical copy arrived in the mail today so let's crack 'er open.

Creatures:
Arboreals-Paizo's ORC Treants
Azhana-fey forest gardeners
The Bee-Man of Bellis-2nd Ed re build of a 1st Ed being specific to the Verduran forest if I remember correctly
Chetamog-dire chipmunk? Like Giant Sloth sized Giant Chipmunk...
Cythnophorian-new corpse infesting/animating fungus
Ohancanu-Cyclopes like Fey, have an affinity for old-growth forests
Twigjack Bramble-troop stats for Twigjacks.

Oh sweet! Chetamog includes stat block for one of them as an Animal Companion.


What's the new archetype's shtick?

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
ornathopter wrote:
What's the new archetype's shtick?

Verduran Shadow shtick:
Being stealthy in forests, like using survival to sneak in forests, and for sneaking feats, but you can only use them in forests, unless you also fulfill the normal stealth prerequisite. That's the dedication.

The rest of the feats can give you climb speed, survival DC instead of AC as a reaction, and other stealthy forest warrior stuff.


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Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Huh, I think this is the first time I've gotten my physical copy before the Player's Guide came out.

Grand Archive

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Pathfinder Maps, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Players Guide here


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Calcryx666 wrote:
Players Guide here

My hero!


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I wonder if there's going to be a reference to Realm of the Fellnight Queen in here at all?

Liberty's Edge

Elfteiroh wrote:

Note that this book still references OGL books for some feats/creatures (like the bestiaries 1-2-3, Advanced Players Guide, and others). They just made sure to only reference stuff that didn't come from other companies' OGL products.

Seems like that for adventure, this is clearly not a full reset. :P

James Jacobs clarified that they will keep on doing this. They can always refer their own IP in an ORC product even if it was originally published under OGL.

Unless they feel like suing themselves ;-)


So the player’s guide demonstrates how far the players can tip the scale on the side of nature in this AP-

But what of the reverse? How protective of nature does the player group have to be to stay true to the AP as is?

The reason why I ask is that while my newbie group appreciates nature, their mindset is more akin to the average rural North American living in a conservative state or province.

My player group supports national parks but they’re a lil more suspicious than the average person of climate change and green political thought/theory. (I’ve tried) I’m a lil afraid they’ll accuse me of having ulterior motives if they think I snared them into an Aesop for their first AP.

Feel free to respond using Spoiler tags, but is there a way to run this AP so as to protect the magical forest and still alleviate the resource-hungry people’s needs?


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I wish that Howls of the Wild was already out to use awakened animals right away.

Paizo Employee Digital Products Lead

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Mammoth Daddy wrote:
Feel free to respond using Spoiler tags, but is there a way to run this AP so as to protect the magical forest and still alleviate the resource-hungry people’s needs?

Not really a spoiler, but:

I think it's probably accurate to say that your primary role in this AP will be to act as peacekeepers (albeit maybe sometimes in the Peacemaker sense, as in "by violently disposing of the enemies of peace"). Neither the forest viewpoint nor the civilization viewpoint is inherently right or wrong, but there are most definitely bad actors on both sides whose actions, if left unchecked, would clearly have ripple effects throughout the region that would be Bad for Everybody.

So, while your individual PCs may and probably should have strong opinions about who they would side with in a vacuum*, it's best if they're also pragmatic enough to recognize that full-blown war is not a good outcome for anyone, and that preserving that peace may occasionally require them to grit their teeth or beaks or whatever and make a decision that might be at odds with their own personal sympathies.

In other words, it's totally fine to have characters who strongly identify with the needs of Andoran and Taldor to harvest lumber, and it's also fine to have characters who are appalled by their disrespect for nature (maybe even in the same party!), just as long as they're not single-minded zealots solely dedicated to slaughtering the opposing side.

*Which we couldn't put in this Adventure Path, because Nature would have abhorred it. (I'm sorry.)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mammoth Daddy wrote:

So the player’s guide demonstrates how far the players can tip the scale on the side of nature in this AP-

But what of the reverse? How protective of nature does the player group have to be to stay true to the AP as is?

The reason why I ask is that while my newbie group appreciates nature, their mindset is more akin to the average rural North American living in a conservative state or province.

My player group supports national parks but they’re a lil more suspicious than the average person of climate change and green political thought/theory. (I’ve tried) I’m a lil afraid they’ll accuse me of having ulterior motives if they think I snared them into an Aesop for their first AP.

Feel free to respond using Spoiler tags, but is there a way to run this AP so as to protect the magical forest and still alleviate the resource-hungry people’s needs?

So, it's entirely possible that I am overreacting here, but the part of your post that I've emboldened gives me pause, because the average person is still way more suspicious of human-influenced climate change than the majority of the scientific community, I.E. the people who actually know what they're talking about...

Alright, not gonna mince words, if my interpretation of your post is accurate, I would honestly recommend not running them through this. Not gonna get more political than that, not in this thread at least
The good news, if you decide to go through with it anyway, the BBAG (of the first third at least) is superficially the kind of over-the-top extremist that Conservatives like to point at as 'what's wrong with the other side'; so as long as you play up that the PC's are not so much siding with the 'granola-crunching-hippie-weirdos' as fighting the 'kill-all-our-folks' bad guys you should be fine. Just don't bring up that even the extremists have some justification for their viewpoint/actions.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

I'm curious to read this and see how well paizo is handling giving information quickly without the alignments since the gm core settlement examples seemed confusing to me. Though it might just be matter of having to get used to different style of trpg writing again

If nothing else, its at least nice to get rid of "we can assume they are evil, right?"


3 people marked this as a favorite.
Pathfinder Lost Omens Subscriber
CorvusMask wrote:

I'm curious to read this and see how well paizo is handling giving information quickly without the alignments since the gm core settlement examples seemed confusing to me. Though it might just be matter of having to get used to different style of trpg writing again

If nothing else, its at least nice to get rid of "we can assume they are evil, right?"

And in shocking news, detaching arbitrary morality judgements allows for more flexible writing with opponents that may or may not be wrong, just looking at the world through a different lens.

I'm hopeful that in this arc (and others) that the flexibility gained allows for more options and outcomes beyond 'They all fight to the death because they are (alignment)'.

Liberty's Edge

Wei Ji the Learner wrote:
CorvusMask wrote:

I'm curious to read this and see how well paizo is handling giving information quickly without the alignments since the gm core settlement examples seemed confusing to me. Though it might just be matter of having to get used to different style of trpg writing again

If nothing else, its at least nice to get rid of "we can assume they are evil, right?"

And in shocking news, detaching arbitrary morality judgements allows for more flexible writing with opponents that may or may not be wrong, just looking at the world through a different lens.

I'm hopeful that in this arc (and others) that the flexibility gained allows for more options and outcomes beyond 'They all fight to the death because they are (alignment)'.

TBH I do not remember seeing alignment used as a justification for the "Fights to the death" NPC tactics.

TBT I remember seeing "Fights to the death" quite often, with no justification provided.


Pathfinder Lost Omens Subscriber
The Raven Black wrote:


TBH I do not remember seeing alignment used as a justification for the "Fights to the death" NPC tactics.

TBT I remember seeing "Fights to the death" quite often, with no justification provided.

My brain may be conflating the two, because it was exceedingly rare that G folks 'fought to the death' but folks who had the E were seemingly always doing it.

I'm really curious to see how the factions will define on this one.

I just hope it's not like the PFS1 Scenario Red Harvest where it was scripted to be IMPOSSIBLE to get the factions to sit down and talk to each other. That would be a waste of narrative space, imo.


Irnk, Dead-Eye's Prodigal wrote:


So, it's entirely possible that I am overreacting here, but the part of your post that I've emboldened gives me pause, because the average person is still way more suspicious of human-influenced climate change than the majority of the scientific community, I.E. the people who actually know what they're talking about...
Alright, not gonna mince words, if my interpretation of your post is accurate, I would honestly recommend not running them through this. Not gonna get more political than that, not in this thread at least
The good news, if you decide to go through with it anyway, the BBAG (of the first third at least) is superficially the kind of over-the-top extremist that Conservatives like to point at as 'what's wrong with the other side'; so as long as you play up that the PC's are not so much siding with the 'granola-crunching-hippie-weirdos' as fighting the 'kill-all-our-folks' bad guys you should be fine. Just don't bring up that even the extremists have some justification for their viewpoint/actions.

I’m not sure if you are overreacting tbh, but in any case one of the players responded positively to the Player’s guide so that’s good. Haven’t heard from the others yet.

The setting feels similar to that of a beloved children’s series by Patricia C Wrede, so we’re going full steam ahead once we finish Rusthenge. I might even remind the players that the forest is a semi-autonomous province, and any interlopers are defying some ancient form of federalism.

Dark Archive

3 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Sidenote, this has highest amount of civilian casualties I've seen in a while if you keep messing up.


CorvusMask wrote:
Sidenote, this has highest amount of civilian casualties I've seen in a while if you keep messing up.

Yeah, I love that there are very defined consequences! Hope they keep that up for parts 2 and 3!

Spoiler:
Side-sidenote: It sure was interesting to read the 1st chapter like "haha, the bees are going wild for the super pollen, what do you mean CASUALTY SCORE?!?!?!" And then all the failure entries for chapter 2! Life is tough in the forest! Good job Andrew White!


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The turtle reminds me of Merlin from Disney's Sword in the Stone when he had the wizard's dual with Madam Mim.


Terevalis Unctio of House Mysti wrote:
The turtle reminds me of Merlin from Disney's Sword in the Stone when he had the wizard's dual with Madam Mim.

Thanks for that. Now I can’t unsee it, and feel ancient at the same time!

So for the gods, is it advisable to pick from the religions they suggest because there’ll be plot-related stuff related to these faiths for interesting RP moments?


Mammoth Daddy wrote:
Terevalis Unctio of House Mysti wrote:
The turtle reminds me of Merlin from Disney's Sword in the Stone when he had the wizard's dual with Madam Mim.

Thanks for that. Now I can’t unsee it, and feel ancient at the same time!

So for the gods, is it advisable to pick from the religions they suggest because there’ll be plot-related stuff related to these faiths for interesting RP moments?

lol!

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Mammoth Daddy wrote:
Terevalis Unctio of House Mysti wrote:
The turtle reminds me of Merlin from Disney's Sword in the Stone when he had the wizard's dual with Madam Mim.

Thanks for that. Now I can’t unsee it, and feel ancient at the same time!

So for the gods, is it advisable to pick from the religions they suggest because there’ll be plot-related stuff related to these faiths for interesting RP moments?

For deities, that should be like this yeah. It's ok to pick other deities, but if something happens related to it, it would have been because the GM added it in. :P


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General Observations

Before diving into specific chapters, I want to highlight some inconsistencies found in the book. For instance, the location of Corozal in the Viridian Nexus is described as both 200 miles and 50 miles away in different paragraphs. Additionally, the timeline of Valanar the Green’s tenure is conflicting; he’s mentioned as being elected in 4700 and ruling since, but another part claims he’s ruled for 17 years. Clarification on these points would be great.

Spoiler:

Chapter 1: Greenwood Gala

The Greenwood Gala is an engaging start to the adventure, with well-developed NPCs like Alyce and Tanasha adding depth to the event. The activities, including the Cabber Toss and Flyting Contest, are creative and fun. However, the rules for the Parasmati game need further clarification to ensure smooth gameplay. It’s also unclear if there are additional background events that could allow for potential failure by the players, as the current setup seems to guarantee their success.

The terror attack is a pivotal moment, but there are several unanswered questions:

Starting Unrest Points: The initial amount of unrest that the players should contend with isn’t specified.

Valanar the Green’s Inaction: As a 15th level Archdruid, Valanar’s failure to defend himself from the seedpod is puzzling. Did he deliberately allow the attack? His unwillingness to be resurrected hints at deeper motives that need exploration.

Investigation Gaps: Players can find evidence linking the terror attack to Taldor, yet there’s no immediate investigation, and no one claims responsibility. The GM is left without clear guidance on the perpetrator’s identity, which is frustrating for both the GM and players. The GM not knowing who perpetrated the attacks in Book 1 or 2 is not acceptable. I'm not a player you don't need to keep me in the dark.

Chapter 2: Wildfires

At this stage, players possess a map indicating a location tied to the terror attack, yet Emorga insists on prioritizing the search for Corozal to foresee future events and reduce unrest. This feels disconnected from the main narrative. As of right now you could remove all of Chapter 2 and it wouldn't impact the overall story the AP is trying to tell.

Flashpoints: Each flashpoint in this chapter appears isolated, lacking a cohesive story arc that advances the main plot. The tasks—though varied and potentially engaging—do not uncover new evidence or further the investigation into the attack. Seemingly used to waste time before the vote for a new Wildwood Lodge leader takes place in a months time.

Chapter 3: Fallen Leaves

This chapter revolves around a crucial vote at the Gala grounds, now marred by a recent terror attack. What was Wildwood leadership doing in the months the players were gone?

Vote Dynamics: The introduction of new guests vying for leadership feels sudden. Why is there no representation from the Wildwood Lodge to reclaim their position? Lodge officials are mentioned as being present but not actively participating, which is confusing.

Influence Mechanics: Gaining influence seems pointless when the vote is inevitably stolen by Ruzadoya Swiftmane. This undermines players’ efforts, leading to frustration.

Aftermath of the Vote: After Ruzadoya’s unexpected victory, the narrative lacks urgency. Despite the treaty being nullified and the Gala attendees accepting an undead leader, the players are told to wait 8 hours before leaving. This delay is perplexing given the high stakes.

Downtime Misalignment: Post-escape, players are given as much downtime as they like. This is illogical as immediate action is required. Taldor’s implication in the terror attacks and the nullification of the treaty demand a swift response.

Political Response: There’s no mention of Eutropia’s reaction to the unfolding events. Given Taldor’s significant role, her response is crucial and should be clearly addressed.

Recommendations for Improvement

Consistency: Ensure information is consistent throughout the book, especially regarding key details like distances and timelines.

Clarify Rules: Provide clearer rules and potential outcomes for events like the Parasmati game.

Investigative Path: Establish a clear investigative path post-terror attack, allowing players to follow leads and uncover the perpetrators.

Narrative Urgency: Maintain narrative urgency, especially after significant events like the terror attack and the vote.

Political Dynamics: Detail the political dynamics and responses from key figures like Eutropia to provide context and direction for the players, especially because she's mentioned in the frontmatter. I do understand for page count that Tanasha Starborne takes that place in this AP.

Player Agency: Ensure players’ efforts have meaningful impacts on the story, avoiding scenarios where their actions feel futile.

Thank you for taking your time to read all of this feedback. I hope it helps improve future AP's.


5th level to...?


Belial__ wrote:
5th level to...?

13th

Dataphiles

Don't forget to add the button that takes you to the Foundry module.

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