Pathfinder Adventure: Claws of the Tyrant

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Pathfinder Adventure: Claws of the Tyrant
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Face the terrors of the Gravelands!

The fate of two goddesses hangs in the balance as disgraced graveknight Seldeg Bhedlis prepares a ritual to rewrite history itself. Brave heroes and wicked villains alike assemble either to hinder or assist Seldeg in his plans in this heart-stopping adventure anthology for Pathfinder Second Edition!

Claws of the Tyrant is an anthology of three interconnected adventures set in the former nation of Lastwall, now known as the Gravelands. Gravelands Survivors is a Pathfinder Adventure for four 1st-level characters that follows a group of refugees as they race to keep a holy artifact out of Seldeg’s clutches. In Ashes for Ozem, an adventure for four 7th-level characters, the players assume the roles of agents assembled by Seldeg to infiltrate a stronghold of good and destroy it from within. In Of Blood and Faith, an adventure designed for four 18th-level characters, the Knights of Lastwall and their allies prepare for the final confrontation with Seldeg and end the graveknight’s machinations once and for all.

This anthology also includes a collection of monsters, feats, and magic items perfect for any adventure set in the undead-haunted Gravelands.

Written by: Alexander Augunas, Rigby Bendele, and Erin Roberts with Joseph Blomquist and Sasha Laranoa Harving.

ISBN-13: 978-1-64078-656-1

Claws of the Tyrant 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 (614 KB PDF).

*While supplies last.

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

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3.20/5 (based on 5 ratings)

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Disappointing

2/5

2/5 It's a case of great ideas, really lackluster execution. It felt like the first two adventures didn't need to exist, I'm running this for two different groups and both groups basically agree with me here.

The first adventure has a great feel, a good introduction in the crypt and a solid "reason" for you having to care, stay, know and ETC with the various NPC's your expected to go on this survival horror roadtrip to vellumis with divine purpose in your hands and once you leave to Yua's Hope, it feels pretty open-ended and good. And it's on the Road to Vellumis it really shows from the get-go that this needed more time in the oven.

The Road to Vellumis is just pick a pace with no difference in the choice. They sell you on this big influence once you leave the crip to setup "morale" and gain boons from the NPC's with the idea that NPC drama / interparty conflict and possibly losing these NPC's is a part of this. You'll spend a hour doing this big influence and it feels like it has direction. Then you leave yua's hope and you realize that the road is just random encounters like somebody tossed darts at a board and they never actually wrote so much as a suggestion to spice up the road. It really is befriend brushpaws, get forager on EVERYONE to invalidate the survival aspects and once you leave Yua's Hope, you'll be on a rather meaningless railroad where Omelia the main opposition has no written reason for being there with a ending that has also no writing or reason really.

It expects you to have a valiant end of getting this object to the city but they didn't even write a satisfactory battle other than "Plunk them with arrows after questioning the party for some reason that's not elaborated on." Omelia isn't scary. Your supposed to scare the party with her, but there's no written advice on how to do so and no written events hyping her up. But that's what your supposed to be doing. A constant problem with the whole thing.

Why does a ghost and her child attack you randomly at a random cottage you don't need to stop at? Nearly everything interesting or for there to be a "reason" for something, it really feels like you have to write that all yourself and at times when you wonder "why" you need to reference a lot of exterior material. I had no problem with this but it just felt like a lot of referencing for referencing sake for how short of a distance it takes most of it's content.

The IDEA that this 3 episode anthology gives you different perspectives is COOL but in execution it doesn't accomplish that and it tries to be Pulp Fiction but without any interconnectedness beyond theme and "I guess so." The bridge at the end of A1 also seems misprinted as a simple hazard with a reaction describing it's a complex one that regains reactions like they just didn't play test it which is sort of what the road to vellumis felt like entirely once we left yua's hope in both cases we got hyped up on the NPC's, roleplay, etc just to see it go a very short distance and that this wasn't really put through a thorough testing phase. It's good until the road, and then the rest of the entire book feels like your just sort of on a road first, the reasons for doing so coming secondary. A scary ghoul opposition with no supporting material. NPC's with morale that's never referenced again.

Second Adventure, Ashes for Ozem has cool lore about Nirmrathas/that Nation and they invented a keep from before Iomedae's ascension. This was the most enjoyable of the 3 thus far. Again, little reason beyond "you are seldegs evil lackey." And your thrust into a conversation with him and doing a research subsystem to set the pace of it. This adventure is a Infiltration but, in-encounter with a emphasis on the GM making it feel seamless and it being very short and sweet. Ironically despite being the shortest and in many ways the most skippable, it's the most concise with various options with commentary such as the various ways to destroy Fort Ozem and even if your party fails there's a lot of leeway to pick it right back up as another evil party and it was enjoyable tossing some challenge at the partys in waves.

However my enjoyment of it was entirely hinged on how I handled battle with the keep commander (keeping focused on her goal to protect the dragonball/special object.) This one really feels like a super generic fort infiltration that's been given reason to exist after-the-fact sort of like how A1 feels like a Walking Dead episode with great themes just to have 0 execution but at least this was enjoyable with some writing for the commander.

The Third Adventure Of Blood & Faith is what all of this exists really for and adventure 1 and 2 very very lightly catch-up to A3 after the mid-point of A3 and really felt like you could just view adventure 1 and 2 as totally separate/as if they didn't happen. The bloodstones never even matter because all that's needed is the object from A2 for purposes of this ritual.

It doesn't seem like this was designed with the idea of the party being as high level as they are. It starts out with a meeting about undead activity and undead lt's/seldegs forces and your just expected to go on very little detail after it mentions multiple locations and your put on-to figuring out two days of travel to Corlach Keep. The writers anticipate your party to have Teleport and have a block about that being viable, but they didn't anticipate the level 18 party to have Flying and they toss two entirely skippable encounters at you and they put this keep on an island and the worlds most obviously dangerous bridge that have no answers to it after tossing a death and a wyrm at you in a otherwise skippable piece of content. Oh it exists because the death is protecting the wyrm bones... And how is that relevant? Where's the support for that? Where's the depth? Supporting ques?

We're going to go from A1, A2 where there's not really a need or opportunity for items/buying/selling and we're going to jump a group into level 18 wealth in one of the biggest level jumps with multiple opportunities to spend more gold than usual for instance?

One of the hyped-up points of this and why I bought this to play it was meeting Arazni and maybe seeing some of the inter-conflict between the Shining Sentinels and the Crimson Reclaimers. But Arazni just sort of is summoned which you find out they can just do at any time in a ridiculously badly written moment where we're brought to what's supposed to be a secret place, inquiring comedically "you don't want us to discuss Arazni and all these secrets in the hallway now do you?!" There is no inter-faction drama just like there's no interparty drama written in A1. Disappointing.

They make up as if Arazni's own choice now is somehow equal to what the shining crusade did to her. The adventure doesn't explain Beirivelle Starshine's position and relation to Aylunna in the high-command of the knights and sort of just expects you to read the lost omens books and be able to navigate all of that. The pages where you talk to Arazni, this big moment, is very bare. At many times throughout claws it feels like whereas in other adventures they'd elaborate or even write some extra blocks of "what ifs" to support or induldge the "why" they've tried to cram this anthology together and cut corners. Corlach Keep's premise at the end of it is also a cool idea. But without any setup to who the researcher is that's down there or their relevance and etc. To have a good sense motive situation, you need to have the information/context and it needs to hit.

You can't just have a block of text explaining seldeg has captured a researcher and hope on a fairy fart that the GM is doing flashback style cutscenes without directing them or supporting them. A constant thing I felt while running this was feeling the need to have out of character movie-style scenes to fill in "what the heck" was happening and that's just not a good sign.

That's how I felt by A3 was that this comprised of ideas that don't have a page count to support them and an over dependence on exterior material to overcome the cramming of this.

It's like a museum that has no information plaques and your left a little confused what some of the exhibits were trying to convey on the fieldtrip. I get that some people enjoy some openness and doing their own thing, but I do also enjoy some sense and direction with an adventure.

My best stab at this is to reference the Starfinder society scenarios where there has been a change in the future where Arazni/Iomedae is switched around and to pull a groundhog day and say all of this is different snippets of broken time because seldegs ritual is changing everything. (When something doesn't make sense, it's time or something, duh! Multiverse theory, etc etc. But it's not even in a fun Starfinder way.)

There's some interesting questions that come up with no answers which is a real shame. Why did Seldeg abandon Geb and join TB? Where and how did Seldeg gain this Flayed Files thing beyond it just being a cool idea? Oh, Fort Ozem is iomedae's home pre-ascension? Cool idea! Oh, Nirmrathas' tomb? Lore of the day of vellumis getting blasted? NEAT! And then you get there and you realize it's only as interesting as the taglines. "Meet arazni!" "Destroy a fort!" "Survive the undead!" So many possible details and so many things could of been done to make this feel and flow better rather than hinging it so much on how the GM executes these things. It felt a bit railroady but without interesting set pieces. A story of really cool taglines that feel like they were given off to other junior writers as an assignment.

It's a ritual that doesn't need the stones (a hole to allow any result of A1, A2, A3 that also just invalidates their story involvement.) It's a sort of sandbox when you get back to vellumis with sort of a gadgetzeer, it's sort of a anthology but isn't. You should play A1, A2 but you can also skip A1, A2...

You can't have your cake and eat it too like that. You don't just setup a influence to then later never reference it. You don't just skip writing a middle and an ending and you don't have a story without reasons. It's cosmopolitan ice cream that tries to be everything and ends up not really doing anything well. Arazni was pretty underwhelming and Seldeg as a villain is hilariously incompetent and his concept of redemption is sort of weak and it comes out of left field for me, but maybe I just don't get it.

You can have a lot of fun with this as a base for homebrew. As a standalone product to be run as-is it's just not what I expect or want out of adventure products. And I really wanted to enjoy the pulp-fiction like aspect but that was pretty loose I found. Playing with a second group after a first helped me to fix some of these shortcomings but still I found chalking most of it up to groundhog day was the best thing to do with how hole-y some of it is and I didn't find that very satisfying. I've played most of the adventure products and most of them usually come-through on the premise/theme, this one sold me on a really impressive idea but it did not hit, fam.


Good but not great.

3/5

Chapter 1 has so many problematic areas and don't really want to get into them. I really enjoyed chapters 2 and 3....

However with Chapter 2 I made a lot of changes and ran it as a 4-5 hour one shot twice. Both times I had a lot of positive feedback; however, even though I had to make several changes it was mostly to speed up play for a one shot. Like a previous reviewer put this scenario was built like an infiltration, but is designed as a dungeon crawl. It would be good to include a lot of tips and tricks on how to make it a better infiltration mission. Even my players were confused at some parts because I described it as a heist. I essentially added a lot of skill checks where there would be forced combat so that it could be more heist / infiltration like. Which meant abstracting some of the components. Overall enjoyed the contents of the book even though there were many problematic parts in the specifics.

A lot of the NPCs had backstories that weren't relevant to the plot. Paizo needs to do a better job of not forcing backstory that has no relevancy to the plot, OR will come out during play. It feels forced and ungenuine taking up word count that could be used to better facilitate things like: "How to run this like a heist".


2/5


4/5

Upon initial reading and planning for play, I quite liked the first and third parts, and they seemed well-designed, with a clear understanding of the rules.
I'm sorry to say that the second part isn't the same. He proposes an infiltration that isn't really an infiltration, because he wants a dungeon crawler. He then presents the beginning as if it were a game of society, and adding drained players before beginning the exploration seems unnecessary. Given what that person created previously, I hope they don't let him write any more, because it's the least integrated and most poorly designed part of all.

I feel like they seem to have to add subsystems just to do it even though they don't understand them.


Excellent Storytelling

5/5

Both I and my players are HUGE fans of this book. We love the fact that we get to see the same story play out from three different perspectives. Especially the first adventure had us gripped, I recommend running the first one in a bit of a gritty way. Especially be more stingy with Hero Points as it makes the situation feel way more dire when the heroes of the story will have to just accept certain outcomes that might lead them to their demise. The storytelling is immaculate and I want to see more books like this be released.


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Paizo Employee Sales & eCommerce Assistant

7 people marked this as a favorite.

Announced for April! Product images and descriptions are not final and are subject to change. :)

Scarab Sages

2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

This sounds like an interesting way to explore a particular area or story.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

looks awesome. love the idea.


1 person marked this as a favorite.

HOLD ON A MINUTE. Is Seldeg still Geb's spymaster?

If yes, I am about to be VERY HAPPY.

If he's a turncoat, I will have to skip the first chapter and rewrite the last so that Agents of Geb take him down with righteous fury in the name of the Ghost King!

Grand Lodge

Huzzah!

RPG Superstar 2014 Top 32

3 people marked this as a favorite.

How many levels does each adventure encompass?


1 person marked this as a favorite.

I'm hyperventilating and crying here, if the two mentioned goddesses are Arazni and Iomedae I might pass out from excitment

Dark Archive

Tar-Baphon floating ghost head in corner makes me giggle x'D

Envoy's Alliance

CastleDour wrote:

HOLD ON A MINUTE. Is Seldeg still Geb's spymaster?

If yes, I am about to be VERY HAPPY.

If he's a turncoat, I will have to skip the first chapter and rewrite the last so that Agents of Geb take him down with righteous fury in the name of the Ghost King!

:) By the way, friend, did you happen to read a certain Pathfinder Comic titled

Spoiler:
Wake the Dead
?
Paizo Employee Creative Director

45 people marked this as a favorite.

Folks who were wondering "wouldn't a 128 hardcover standalone adventure step on the toes of an Adventure Path?" can now observe one of several ways in which they wouldn't.

Being able to present an anthology of thematically linked shorter adventures that aren't meant to be things that the same PCs play through is one of the concepts I'm excited to explore in the standalone adventure line. But that might just be me pining for the old days of Dungeon Magazine...

Grand Lodge

2 people marked this as a favorite.

For my birthday even!

Contributor

1 person marked this as a favorite.

Huzzah!

Hopefully y'all survive this one. >:)


Very interested in this adventure. Are their opportunities for level-ups in each of the three plots? 1st to 7th is a big leap, and I'm still pretty new to the system.


1 person marked this as a favorite.
Krasiph wrote:
Very interested in this adventure. Are their opportunities for level-ups in each of the three plots? 1st to 7th is a big leap, and I'm still pretty new to the system.

Seeing as how most adventures cover 3-4 levels, and the wording of the text here, the players will not level up their characters until the end of the adventure.


3 people marked this as a favorite.

This anthology approach sounds awesome.

Paizo Employee Creative Director

12 people marked this as a favorite.
Krasiph wrote:
Very interested in this adventure. Are their opportunities for level-ups in each of the three plots? 1st to 7th is a big leap, and I'm still pretty new to the system.

No; these are individual adventures and you're not meant/expected to play the same PCs in each one. Think of them as three separate adventures that just happen to be published in one book, rather than three separate books.

(It's possible one of them might have a level-up in it, now that I think on it, though... but it's still not intended to be linked to the others by the same PCs.)

Paizo Employee Creative Director

9 people marked this as a favorite.
CastleDour wrote:
Krasiph wrote:
Very interested in this adventure. Are their opportunities for level-ups in each of the three plots? 1st to 7th is a big leap, and I'm still pretty new to the system.
Seeing as how most adventures cover 3-4 levels, and the wording of the text here, the players will not level up their characters until the end of the adventure.

Correct, and these individual adventures are shorter than those we published before as single book adventures, and are of different lengths.

As we potentially do more of these... we might include a longer adventure as part of an anthology that covers 2 or even 3 levels of play (and thus contain fewer adventures overall between the covers), and we might also include much shorter ones that don't have enough content on their own to fill an entire level (and contain more adventures overall between the covers).

Silver Crusade

11 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Books like this are super interesting to me, because this fills a niche that Dungeon Magazine once did, where adventures of different level bands could be plucked out by a GM to be used as part of their own campaign.

Sovereign Court

1 person marked this as a favorite.

Reminds me of the D&D anthology books they have done where there are several shorter adventures linked by a theme, although most of them from memory were updating back catalogue stories to 5e.

Interesting idea and will bei nteresting to see what other stories are coming.

Grand Lodge

2 people marked this as a favorite.

So, I'm pretty hyped for this one. One of the things I really liked for 3.5e/1e was the sheer number of short adventures available in Dungeon Magazine and the short modules produced by WotC and Paizo. It allowed me to easily built a sandbox by dropping leads/rumors/wanted posters to half a dozen short adventures as rumors in the local tavern/guildhall and letting my players decide which way they wanted to go. I've been using Society scenarios, but they're typically a little short for what I'm looking for. Here's to hoping many more of these are made.


2 people marked this as a favorite.

Excited for this book, since I am currently running a conversion to 2e of Tyrant's Grasp and we could play this right after.

Bloodlords book 6 spoiler:
So it is not canon that in Bloodlords the players get Seldeg's armor for the ritual since he seems to be "alive" for this adventure?


1 person marked this as a favorite.

I guess I really don’t get the concept. Why have the adventures linked, but not be targeted at the same characters? It seems like a strange way to present a narrative and feels like an ersatz yet abbreviated AP... As for any comparisons to Dungeon about the only thing I see is that they are wildly different in level and vary in length. Dungeon adventures often ran the gamut of campaign settings, length, tone, level and obviously, theme.

Paizo Employee Director of Game Development

14 people marked this as a favorite.

Think of it as telling parts of a story from different perspectives to get a richer look at the whole event. This kind of narrative can be found in novels and films (or even comics) where there is more than one point of view or as a way to show a variety of experiences or reactions to a singular event.


4 people marked this as a favorite.
OceanshieldwolPF 2.5 wrote:
I guess I really don’t get the concept. Why have the adventures linked, but not be targeted at the same characters? It seems like a strange way to present a narrative and feels like an ersatz yet abbreviated AP... As for any comparisons to Dungeon about the only thing I see is that they are wildly different in level and vary in length. Dungeon adventures often ran the gamut of campaign settings, length, tone, level and obviously, theme.

I think the idea is that they're not presenting a narrative, but several independent (though admittedly related) narratives which can be dropped in wherever convenient for a particular group (much like Dungeon adventures).

At least that's my hope. :-)


3 people marked this as a favorite.

Wait, so we start as heroes in the first adventure, then we play as the villains in the second adventure, then back to heroes?

Heck yeah, that sounds awesome!


Is this suitable for mythic rules?

Grand Archive

2 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Blackhole252 wrote:
Is this suitable for mythic rules?

None of the adventure currently released or announced use the mythic rules. If you want to use them, you'll have to change these 3 adventures A LOT.

They didn't want to write an adventure using an incomplete version of the rules, and without fully understanding them. It might take some time before we see an adventure fully using them.

And after seeing/hearing about how deeply this changes all the paradigms, It was a very good decision.


very nice!!


2 people marked this as a favorite.

Will the Knights of Last Wall archetypes be updated to the remaster here?


Will there be a flip map for claws of the tyrant?

Paizo Employee Director of Narrative

3 people marked this as a favorite.

No, there's not an associated Flip-Mat for Claws of the Tyrant.

For a while, we were doing a Flip-Mat that was associated with each standalone adventure, but they didn't do as well as a general location Flip-Mat so we stopped doing those for every adventure. We may still in the future do these Flip-Mat/adventure pairings.

Dark Archive

Pathfinder Adventure, Adventure Path Subscriber

Looking forward to this, and kind of hoping that Gravelands Survivor will be marked repeatable for PFS...


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
CastleDour wrote:

HOLD ON A MINUTE. Is Seldeg still Geb's spymaster?

If yes, I am about to be VERY HAPPY.

If he's a turncoat, I will have to skip the first chapter and rewrite the last so that Agents of Geb take him down with righteous fury in the name of the Ghost King!

This one might be tough to run depending on how my players resolve the last book in Blood Lords...


Pathfinder Rulebook Subscriber

We just decided that as a group, next year we want to give Tyrant's Grasp converted for 2nd edition a try. Claws of the Tyrant is definitely something to watch.


4 people marked this as a favorite.

Oh yesss. Time to finally dust off my sadly disused Lastwall book! Still looking forward to a Gravelands Adventure Path, but in the meantime perhaps the anthology will do...


2 people marked this as a favorite.

Will there be a Foundry VTT product for this?


What happened to my Seldig?


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Just got from the Twitch Paizo stream...

The Two Goddesses are:
Iomedae and Arazni.


I dont know which I want to play first, this or Shades of Blood lol! Assuming they both get FVTT modules.

Very excited!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

So am I understanding correctly that the first story is for low level good characters.

The second story is however taking place for individuals presumably, other than the first set. And notably, this group of characters is motivated to battle for the Unholy side of things, as the protagonists in the story are what most of the world would consider Antagonists.

And then the story resets, and for the last chapter it is for high level holy characters trying to end the GraveKnights entirely.

So this would be an official adventure where some of the players are expected to play out presumably 'unholy' aligned characters. (we don't call it evil any longer, and the reason driving their motivations could be varied, but it sounds like they are at a minimum trying to destroy a 'Holy' stronghold. So on the Unholy side, even if not strictly sanctified unholy.

Paizo Employee Creative Director

6 people marked this as a favorite.

This adventure's an anthology of three adventures that are thematically linked but are NOT intended to be played by the same characters. The closest analogy to something Paizo has done before, I guess, would be Dungeon Magazine, which offered 3 adventures (one low level, one mid level, and one high level), but with a much tighter theme for the three than most Dungeon Magazines ever did.

We can for sure and SHOULD still use the word "evil" to describe "Evil PC" adventures though, and that's a better term to use than "unholy" since the word "unholy" carries specific rules baggage with it that would significantly limit the PC build options.


3 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, good and evil aren't gone, they're just not game mechanics anymore.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
This adventure's an anthology of three adventures that are thematically linked but are NOT intended to be played by the same characters. The closest analogy to something Paizo has done before, I guess, would be Dungeon Magazine, which offered 3 adventures (one low level, one mid level, and one high level), but with a much tighter theme for the three than most Dungeon Magazines ever did.

If this does well, then I hope that the team considers doing this more often. I miss Dungeon.

Paizo Employee Creative Director

11 people marked this as a favorite.
Evan Tarlton wrote:
James Jacobs wrote:
This adventure's an anthology of three adventures that are thematically linked but are NOT intended to be played by the same characters. The closest analogy to something Paizo has done before, I guess, would be Dungeon Magazine, which offered 3 adventures (one low level, one mid level, and one high level), but with a much tighter theme for the three than most Dungeon Magazines ever did.
If this does well, then I hope that the team considers doing this more often. I miss Dungeon.

The inverse of that is: "I hope folks like this, because I've been wanting to do this sort of standalone Adventure since I sent Dungeon #150 off to the printers." ;-P


2 people marked this as a favorite.

I like this idea. Part of the reason I subscribe to the Adventures Line but not the AP line is because I like having these as "drag and drop" adventures ready to fill story gaps in a homebrew campaign or to help as a template to learn better adventure design for a home campaign.

Grand Lodge

3 people marked this as a favorite.
Kelseus wrote:

I like this idea. Part of the reason I subscribe to the Adventures Line but not the AP line is because I like having these as "drag and drop" adventures ready to fill story gaps in a homebrew campaign or to help as a template to learn better adventure design for a home campaign.

I still use my old dungeon magazines for this on occasion, since it's so easy to build encounters for 2nd edition...use the maps, characters and ideas from the magazine and quickly build encounters that fit the theme. I spoke in this thread before but I would love to see more linked adventures in this theme, and I really hope this one is successful.

Paizo Employee Director of Narrative

14 people marked this as a favorite.

I'm a big fan of the anthology format. I used that format for Troubles in Otari and then Vanessa (who got this one started) used it here in a more dynamic way than we did in Troubles. I like anthologies for all the reasons mentioned here like being able to slot it into ongoing campaigns or to pick up a quick one shot, but one of my favorite parts about this anthology in particular is that it tells parts of the story from different perspectives in a way that I think a straightforward adventure wouldn't be able to do as well.

As long as readers and players keep enjoying these anthologies, I plan on making them more frequently.


1 person marked this as a favorite.
Terevalis Unctio of House Mysti wrote:
Will the Knights of Last Wall archetypes be updated to the remaster here?

Bump, bump


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Adam Daigle wrote:

I'm a big fan of the anthology format. I used that format for Troubles in Otari and then Vanessa (who got this one started) used it here in a more dynamic way than we did in Troubles. I like anthologies for all the reasons mentioned here like being able to slot it into ongoing campaigns or to pick up a quick one shot, but one of my favorite parts about this anthology in particular is that it tells parts of the story from different perspectives in a way that I think a straightforward adventure wouldn't be able to do as well.

As long as readers and players keep enjoying these anthologies, I plan on making them more frequently.

HUZZAH! HUZZAH! HUZZAH!

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Huzzah!

my players are a few sessions from finishing bloodlords and are super excited about this

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