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![Lem](http://cdn.paizo.com/image/avatar/PZO1125-Lem2_90.jpeg)
This is the free module that was given out for free rpg day. It comes with character sheets for the new classes in the advanced players guide. Is it built specifically for those classes? I want to run my first game and since this module is free i figured I would use this one, but for simplicities sake and the fact that I don't own the advanced players guide I want to run it using core classes. Will it work with the core classes?
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Are |
![Nexian Galley](http://cdn.paizo.com/image/avatar/PF22-06.jpg)
You can use any class for the adventure.
I believe the pregenerated character sheets for the APG classes were included because you were allowed to use those classes when playing the adventure as a PFS game, even if the APG itself was not released yet. So, you got the necessary rules to do so if someone did want to play one of those classes.
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![Nosferatu](http://cdn.paizo.com/image/avatar/Nosferatu_final.jpg)
We ran this scenario for Free RPG Day a handful of times and we had about half of the players utilize the APG Pre-gens and the other half use core classes and it worked fine. It is a great intro module for new players.
I think you can download Hollows Last Hope too, which is an awesome module. I ran that for some new players at the house a few years back and they loved it.
Enjoy running the module! I am sure that your friends will enjoy playing it!
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gigglestick |
![Kassmak](http://cdn.paizo.com/image/avatar/06-Lizardflok-chieftain.jpg)
With a few tweaks
It works well with just about any character mix and does well for 2nd or even 3rd level characters if you just add a few extra baddies to the encounters. (We had one room that ended up with an encounter just like the cover of the module...)
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Aplus |
![Grallak Kur](http://cdn.paizo.com/image/avatar/GrallakKur.jpg)
I too plan to use this module to teach a brand new group of players the game. The encounters seem perfect, but does anyone have some ideas for some better hooks? I was originally going to go with Hollow's Last Hope, since the story is very engaging, but I don't think it's a good choice due to time constraints (we will have maybe 4 hours tops).
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![Eriniell](http://cdn.paizo.com/image/avatar/PZO9545-Eriniell_500.jpeg)
I too plan to use this module to teach a brand new group of players the game. The encounters seem perfect, but does anyone have some ideas for some better hooks? I was originally going to go with Hollow's Last Hope, since the story is very engaging, but I don't think it's a good choice due to time constraints (we will have maybe 4 hours tops).
I feel like this module already had some good hooks with it there was the historian who has sent them to find relics or the temple priest who wanted to see if there are any holy artefacts there, heck you could even have the owner of Kita send your party in search of her.
the module also suggests that if they were members of the city guard they could be sent to ensure its safe and not a danger
my party is already members of a faction so I plan to have them sent on a rescue mission to save the Pathfinder who went in before.
while also attempting to entice them to carry out a faction goal by having a faction representative talk to them individually since all but the sovereign court has goal objectives built in to the module anyway.
beyond that you could have them as a party that is travelling to absalon as it is getting dark and this is a possible location for them to rest for the night before having them hear noises from upstairs and entice them to investigate.
perhaps a friend or a child of a friend of one of your party went in to explore , the city guards say its outside of their jurisdiction and the friend doesn't have the money to hire members of the society to help so it falls to your party doing it as a favour then have this person appear in location 11
maybe before this siege tower was originally abandoned an ancestor of one or all of your party was involved in the attack on Absolem it was involved in and your party is going in to prove that their ancestor or ancestors were innocent of the vile deeds or treachery that is ascribed to them. this of course can end in three ways there's either no proof either way after all this time, unconvincing proof either way or you can add in proof within any part of the adventure that they were or were not innocent. this may take a little extra thought thinking of what the ancestor did or didn't do and how you would prove it either way, and then also writing in an answer to the question within the narrative or leaving it as there was nothing to find what were you thinking its been a hundred years.
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Commodore Jones |
![Diseased Rat](http://cdn.paizo.com/image/avatar/14_Horrible-Diseased-Rat.jpg)
Oops sorry about the blank post. (fixed now)
I've been talked into DMing again for the first time in over 25 years, going to run Master of the Fallen Fortress as an intro adventure in the Eberron setting for the group.
Reading around on other gaming groups runs through this adventure I've noticed that there's a discrepancy in the size of the tower that seems to have been missed. The modual describes the Ground floor of the tower to be covered in rubble from the collapse of the 1st floor above it creating the rough terrain inside. It also describes all the floors having 15ft ceilings. So with the first floor fallen in and littering the floor, the ceiling height of the spider encounter should be 30ft high, (have seen several game logs only having it at 15 ft heights). With 15ft between floors, and the 20ft ceiling on the top floor shouldn't the tower be more like 100+ft tall compared to the 80 listed?