For those who have played a number of the Pathfinder Modules, I curious how you would rank how good them are.
I've played or DMed 7 of them and I would rank the ones I have experience with as follows:
1-Feast of Ravenmoor
2-Masks of the Living God
3-We be Goblins
6-City of Golden Death
7-Crypt of the Everflame
From what I've played/ran:
1. Carrion Hill
2. We Be Goblins!
3. Crypt of the Everflame
4. Murder's Mark
5. Realm of the Fellnight Queen
6. The Godsmouth Heresy
7. Master of the Fallen Fortress
However, that's not to say I don't like any of them. Even though I ranked Godsmouth at the bottom, I still think it's great! All of my module experiences so far have been amazing, as both player and GM.
I'm playing Feast of Ravenmoor and running The Harrowing next month, so I'm really curious to see where those will fall. But, considering Harrowing is a Crystal Frasier adventure, it'll probably fall somewhere near the very top. :)
Played all of these, never GMed any of them.
Feast of Ravenmoor
We Be Goblins!
The Ruby Phoenix Tournament
The Godsmouth Heresy
Crypt of the Everflame
Master of the Fallen Fortress
Awful modules that I'd recommend avoiding:
Paizo doesn't seem to publish any in this last category...
My top 5 from read throughs (in order)...
1) Realm of the Fellnight Queen - Neil Spicer Fae/Forest romp, Fantastic NPCs, one of my favorite writers.
2) Carrion Hill - Creepy, Cthulhu-ey, Ravenloft-y, and Richard Pett.
3) Tomb of the Iron Medusa - Mike Shel. I'm a big fan of his stuff since the Mud Sorcerer days. I'm so glad he's back into writing this stuff.
4) We Be Goblins! - More Pett!
5) The Harrowing - My first like from Crystal Frasier. Well written and different.
|NOG the Demoralizer|
I've played a few more since my original posting, i now rank them as follows:
1-Feast of Ravenmoor
3-Masks of the Living God
5-We be Goblins
10-City of Golden Death
Didn't work for me
11-Crypt of the Everflame
Just a few thoughts on the modules I've ran or played:
Tomb of the Iron Medusa: An excellent module featuring interesting combats and a rich backstory. Well done!
No Response From Deepmar: Couldn't find anything interesting in this module. Especially the story seemed bland..
Crypt of the Everflame: A tough dungeon-crawl, not ideal for inexperienced players.
Masks of the Living God: A great module not for combat-oriented players. Really enjoyed it!
Fangwood Keep: Played it recently, and had fun with it.
I haven't had a lot of experience with the modules though many sound fantastic.
The modules (though some are AP and PFS entries) I have run in my order of preference are:
1. Feast of Ravenmoor - One of the most fun adventures I have run period.
2. Snows of Summer - I know it's an AP entry but my party has been enjoying the hell out of it.
3. Masks of the Living God - Digging into the seedy underbelly of a supposed benevolent religious order was a blast.
4. First Steps I In Service to Lore - Also not part of the Modules line my PFS group loved the series of scenes throughout, especially the smurf trap.
5. City of Golden Death - The entire time my party was nervous that they were in WAY over their heads and the tone of being out of their league was very well done.
6. Hollow's Last Hope - This adventure was a fun bit of low-level wilderness exploration with a small 'dungeon' at the end.
7. Crypt of the Everflame - I had fun running this but I felt like it was designed to be an intro adventure, which is how I ran it, but there were a handful of encounters I had to alter or remove (*coughshadowcough*) to not slaughter a group of 1st level characters.
8. Master of the Fallen Fortress - This adventure was very linear and straightforward but short enough that the flaws didn't shine too brightly and we still had a lot of fun with it.
9. First Steps II To Delve the Dungeon Deep - Again not part of the Modules line but worth mentioning. It was fun but overall rather bland and uninspired for the most part.
I had the opportunity to play in The Wormwood Mutiny and it was a lot of fun from beginning to end. I was a paladin and the party leader to boot so there were some awkward bits but it still a blast.
|Mathwei ap Niall|
For me Modules are probably the best play for value of Paizo's products (Not counting rule books) and have enjoyed reading/playing them all. Admittedly some are far better then others (and some of them are far far worse).
Here's how I viewed them.
We Be Goblins! - Short but awesome, the most requested module to be run in my area.
Fangwood Keep – Just got it and it is almost perfect. My Favorite module out so far.
Tomb of the Iron Medusa - A perfect intro into high level play. Complex, with a rich backstory and some awesome opponents and RP moments.
The Moonscar - This is a campaign ender and a great one. Powerful with some insane moments and all around creepiness (Typical Pett). Well worth it if your game gets this far.
City of Golden Death - All around entertaining with enough unique points to keep you on your toes the whole way.
With that said here are my LEAST favorite modules so far. They may all have some good points but I just couldn’t bring myself to want to read them again:
Doom Comes to Dustpawn – Half-way through reading it I just no longer cared about anything happening. Plus what combat challenges where there just looked like any halfway decent party would steam-roll over them without slowing down.
The Midnight Mirror - Not horrible but it just failed to live up to it’s expectations for me. Good Ideas though, well worth cannabilizing for ideas and encounters.
No Response from Deepmar - Just bad. I tried but this one is just boring, bland and lacking in any reason to pick it up again.
Broken Chains – Again, a scenario with lots of potential but fails to take advantage of it. It honestly reads like someone had a great adventure then panicked thinking it was too tough and over-nerfed every challenge. Worth it if you feel comfortable undoing the nerfs yourself.
I've only run Realm of the Fellnight Queen and Broken Chains so far.
Some of the most popular ones are just the wrong style for me, so they get skipped. I'm definitely interested in a few others, though; especially The Midnight Mirror, From Shore to Sea, and Fangwood Keep. I'm biased towards relatively low-level adventures, as well as ones that feel like they can be easily fit into the setting I'm developing.
I've read a good few of the others, but often dismissed them due to inappropriate themes; I'm not big on horror, and the otherworldly stuff just doesn't fit the setting I'm doing in PF (it does fit another setting of mine, though).
I'll speak meaningfully only of the two I've actually run.
Realm of the Fellnight Queen: I thought this was excellent. I wasn't able to GM up to the potential of the module, especially since I tried to run it in a single ~8 hour session. In fact, I had to basically cut out everything in the final dungeon except for the end boss. I'd managed to include pretty much everything up to that point, though some interactions got glossed over. This is one I would definitely enjoy running again, perhaps with some adjustments for players who've already been through it. Many encounters were too easy, but I allowed my party to have a 25-point buy, which was a mistake. I had beefed up most of the fights, but not by enough.
If you're going to run this, dig up the podcast where Neil Spicer talks about what was cut; there's an enhancement to one fight on the blog, and discussion of how a dream sequence was intended to telegraph the final boss, but that was cut down for word count. Adding those back in helps quite a bit.
Broken Chains: I agree with Mathwei ap Niall; this had a lot of potential, but the execution wasn't there. It's basically three consecutive dungeon crawls. In this case I had a 6 person party, and I gave them a 20-point buy. I adjusted pretty decently for those factors, but not for the optimization level; specifically, the majority of the encounters involved individual monsters so weak as to be taken out before they could act. I also had to edit the module substantially for time, moreso than I had expected. I ended up re-drawing the second & third dungeons to cut out a lot of rooms just so we could get to the final encounters.
A lot of the fights seemed either repetitive or random. Too many groups of slaver thugs, and then why is there a morlock? I needed to put a lot more effort into making the inevitable betrayal seem less inevitable, and into buffing the encounters in interesting ways.
Initially I buffed encounters with the advanced simple template on solo monsters and with adding one or two more guys to the group fights. But even with this, every encounter was basically "and these guys are in front of you, kill them".
Even without resting at all, the party was never really threatened. I don't think any individual even felt at risk until what became the second to last fight, which was a conglomeration of two fights, with advanced template on everything. And I should have done that better by having the (mysteriously medium) howlers come from the flank. (Medium because I forgot they were large and had already drawn the map without room for two large creatures).
Both would have been improved by my not trying to run the full adventure in a single session; I should really use PFS scenarios for that role. Next time I will either arrange 2-3 sessions and run a module, or I'll run a scenario in an evening.
Absolute Best: Carrion Hill and We Be Goblins!, both are stellar (as would EZG say). I've run both of them and they're simply amazing. Some of the best moments I've had playing RPGs, period.
Those I'm really looking forward to running include (in no particular order):
Realm of the Fellnight Queen
From Shore to Sea
Feast of Ravenmoor
The Godsmouth Heresy
Price of Immortality Trilogy (Crypt/Masks/City), but only if run together.
I'd also consider Master of the Fallen Fortress, but only for a group of new players as an intro to the game.
I'm still undecided about many modules, but I agree that there aren't any I would refuse to run, as the overall quality is pretty high. I like the variety of adventures and formats (short free RPG ones, regular ones, connected ones). I'm really looking forward to reading /running Dragon's Demand, because this new format really appeals to me.
Unlike most of the people here, I enjoyed to run No Response from Deepmar (as a PFS module).
The first part of the module is very cool if you want to have an "alien (the movie)-like" athmosphere with your players. The second one can be quite short, skeeping a good part of the exploration part of the module (what I think it's a shame).
The third one is a true dungeon crawling quite hard with a certain flavor I liked.
From Shore To Sea is also a good module, If your players are interested in exploring old Azlanty ruins.
Murder's Mark Is one of my favorite. A good story, interesting PNJ a lot of role playing opportunity and an explosive finale !
Midnight Mirror I like this module. The fact that it's in Nidal give it a specific coolness. But be carefull, some fight are quite tough !
Interesting role playing hard choices at the end of the module.
Carrion Hill If you like "End of the World" atmosphere this module is for you !
I have all the modules from Hollow's Last Hope to Fangwood Keep. Here are my favorites:
1. Tomb of the Iron Medusa: This is my absolute favorite module and I think the best one that Paizo has so far published. You can read my full review here.
2. Crown of the Kobold King: Great fun! Falcon's Hollow is probably the best mini-setting presented in any module. My players absolutely loved to hate the villains that this adventure introduces: Thuldrin Kreed and the Lumber Consortium, Kabran Bloodeye and his gambling den, etc... Nick Logue is awesome at creating memorable NPCs and the story of the Kobold King Merlokrep that serves as the introduction of this adventure is some of the best, most entertaining and most fun writing that I have read in any of the paizo modules
3. Carrion Hill: Love the feel of this one. The players were spooked. Nice and self-contained. I inserted it into my Falcon's Hollow Campaign.
4. Carnival of Tears: A strong follow up to Crown of the Kobold King that features fey with some really cool horror elements added in. The players were initially suspicious and apprehensive, but then settled in to enjoying the carnival when it seemed like nothing really bad was going to happen right away. The look on their faces when they learned what was really going on was priceless. The adventure introduces some additional memorable NPCs that you can add to an ongoing Falcon's Hollow campaign.
Disclaimer: I haven't looked at We Be Goblins at all because we might one day be playing it as an intro Jade Regent. But judging by the reviews it sounds like it would probably be among the top modules despite its shorter length.
Hmm... separating them into those I've played:
The Harrowing: lots of fun, very odd in places. Every has to buy in to the surrealism of it though, I think our play-through suffered as a result of this not being the case. Probably demands a GM who's willing to go with the flow of the players and players who are up for an adventure that's not simply a murder-fest.
Feast of Ravenmoor: good stuff, though the 'big reveal' will be patently obvious to veteran PF players or characters with hefty knowledge skills. The final combat is quite brutal, GMs should read it thoroughly and decide if the PCs can cope with the encounter as written.
Carrion Hill: didn't finish this one, but it started well.
and those I've run...
We Be Goblins!: brilliant. The opening scenes are probably the best part, milk them for all they're worth. I had the joy of players who all picked exactly the wrong challenge for their characters, with hilarious consequences.
Crypt of the Everflame: I really appreciated how the adventure was set up to get progressively harder as it went along (some of the traps are - almost literally - nerfed), stressing its place as an 'intro to Pathfinder' adventure. It was written for use with just the core rulebook, however, so non-traditional parties may struggle - it's much less challenging with a cleric, for instance.
Dawn of the Scarlet Sun: has a couple of really good ideas for scenes but I don't feel the text is clear about certain things. The final combat is nasty (and maybe a bit frustrating) at the suggested level. Certain things in stat blocks don't make sense ... I can't recommend people run this 'as-is', but it might make a decent jumping-off point for a good adventure.
I could also recommend tons of Pathfinder Society adventures - anything in the Blakros Museum, First Steps, Before the Dawn pt 1 & 2 ... the list goes on.
Wish I had found this tread some time ago.
I have not run any
Played in Tomb of the Iron Medusa and Academe of Secrets. Both were OK but not exceptional
Playing through Dragons Demand which we are enjoying.
Feast of Ravenmoor and Murder's Mark which both appear very good.
Tears at Bitter Manor, appeared to be too ambitious for the size. Tried to pack too much stuff (and level progression) in, so I cannot see how it will work
When I sat down and made my list I was surprised at the number of modules I've actually ran/played.
1.) Carrion Hill - I ran this shortly after its release and my players loved it! Then, several years latter played it as a side-trek during our Carrion Crown campaign. Loved it all over again!
2) Lake Encarthan Trilogy - These three modules (Crypt of the Everflame, Mask of the Living God, and The Golden City) are excellent as stand alone efforts or the intended trilogy. I highly recommend them!
3) Dragon's Demand - Probably not on most people's list, but my players really enjoyed it and the fight at the end was epic for them.
4) River into Darkness - I was excited to run this at its release because its a classic Jungle River Trip themed adventure and it delivers. On my list of modules I would like to see updated to PF ruleset and expanded background.
5) Realm of the Fellknight Queen - I'm not a fan of fey adventures, their subtleties are just lost on me and my normal group. But this module offers something special my players were really keying on. Sadly events overcame us and we were unable to finish, but it was fun while it lasted.
Honorable Mention: Crown of the Kobold King - I ran this as a one off and it was a blast. I would love to run the Falcon Hallow series some day.
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Nobody's mentioned my all-time favorite, Doom Comes to Dustpawn! It has a sandbox feel with a high-stakes mission, fantastic discoveries and the most insane traps ever seen in Pathfinder. I've run it twice now, both live and PBP, and both times it was a huge hit.
I've done three ... 1. Masks of the Living God is excellent as it offers up something totally different and allows a lot of fun role-playing 9/10. 2. Fangwood Keep ... pretty interesting with a couple of different factions involved and not just a simple hack dungeon 8/10/ 3. Crypt of the Everflame ... nice premise of a bunch of novices rite of passage thing, but really it's just a dungeon and the characters cannot decide to do anything apart from go from A to B. But as hack and slash goes there are some fun things. 7/10.
I own most, maybe all, of the 3.5 modules and only a handful of the Pathfinder modules. So my list is out of date, but here it is anyway.
1. Shore to Sea.
2. Blood of the Dragonscar
3. The Harrowing
4. Seven Swords of Sin
Others I've enjoyed, but had to hack too much to put them on a best of list.
I think Shore to Sea is #1 by a wide margin. It has been well over four years since our group played it and we still talk about it. The tentacle attack in the lighthouse was one of many memorable encounters. This adventure is an A+
4 years after my initial post in this thread... (in order)
1) Carrion Hill - a legendary work by Richard Pett imho. It works great as a stand alone or mixed into the Carrion Crown AP. It's creepy, lovecraftian, and has a pretty cool Rogues Gallery.
I've recently worked this story perfectly into RotR if I go that route in my upcoming campaign (other options are Carrion Crown and Kingmaker). BTW, If anyone is interested in my Sandpoint/Carrion Hill outline just give a shout.
2) Tomb of the Iron Medusa - As an old fan of Mike Shel the Mud Sorcerer, this brings me back to the Tomb of Horrors (or a certain muddy tomb) days of old with a better back story. Also fits in nicely in Carrion Crown (right after Ashes at Dawn), or any city based AP. This really scratches the Deathtrap Dungeon itch.
3) Realm of the Fellnight Queen - This was my favorite in my last post. I love Neil Spicer's work and this module is easily adaptable to almost any campaign. I'll definately run this with Kingmaker (mixed in with Varnhold) or as is in RotR (Wartle/Sanos forest is a perfect along the way location for this as the PCs head for Turtleback ferry).
I could make this work for Carrion Crown too with some minor/moderate work (darker forest setting, some darker themed random/fixed encounters, tweaking the BBEG a tad, etc).
4) From Shore to Sea - This one took me by surprise after a read through, with a little help from my growing tastes in adventures. This has lovecraftian and Saltmarsh flavor which appeals to the Grognard in me. The only thing I'd omit is the floating ruins (personal taste).
Brandon Hodge has weaseled his way into my top 5 module writers (Gallowspire being my favorite AP ending of all time). My only complaint is that I'd love to run this in CC somewhere (effectively adding a Creature from the Black Lagoon chapter which fits thematically with this AP) between Harrowstone and Trial, but Ustalav's geography isn't playing nice. It may be easy to add a fishing village anywhere, but placing giant squid tentacles (one of the coolest encounters) and an island just anywhere is not. I wish Ustalav had a saltwater coast. :)
5) Dragon's Demand - Another gem from Mike Shel. It's a bit treasure heavy for my tastes but otherwise excellent.
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Very interested in Carrion Hill in RotR.
My outline so far....
1) The keepers are presently looking for an ancient book of the Dark Tapestry. A few years ago they uncovered the book's last known location, the hinterlands near Sandpoint. They have since infiltrated Sandpoint and are one step closer to finding the dark tome.
⦁ The book's last owner was Vorel Foxglove and it remains in Vorel's workshop (area B29) at Foxglove Manor. Aldern Foxglove knows nothing about this book, it's worth, or it's history.
⦁ Keeper Glem Baskerwhel is a known Sandpoint local and is considered an eccentric swamp Druid recluse living in a small hut in Brinestump Marsh. He is a silent partner to Keeper Rupman Myre's Middenstone business using the Carrion roaches of the marsh.
⦁ Keeper Rupman Myre is secretly a Necromancer as well as a Middenstone baron. He spends an equal amount of time at Rupman's Vat and Habe's Sanatorium where he is free to pursue his darker interests in secret. Keeper Myre takes the place of Caizarlu Zerren (use either stats depending on the party's strength). The goggle-eyed Keeper Sulm Marshan is his apprentice and oversees the Middenstone business when he is at the Sanatorium.
⦁ Keeper Waldur Crove has somewhat recently arrived at the Sanatorium from business in Magnimar. Unknown to the other Keepers, he is also a member of the Skinsaw Cult and plans to betray (and kill) the other keepers once the book is finally found. His goal is to become powerful enough to be Xanesha's second in command, a position currently held by Justice Ironbriar due to his political connection. Crove has recently murdered Erin Habe to remove any possible distractions at the sanatorium as he advances the timetable of his own agenda. To amuse himself, Myre has raised Erin Habe into a Ghoul which has escaped (Yarresh at the Sunless Grove) recently. Myre fears that the Ghoul will attract unwanted attention, and is afraid of what Crove will do to him once he finds out his escaped plaything may have jeopardized their operation.
⦁ Keeper Arlend Hyve is a known alchemist to most, and a master poisoner to a rare few. Rebuild to Rog4/Alch3 (purely for taste) and he replaces the NPC, Aliver "Pillbug" Podiker in Sandpoint.
2) Carrion Hill encounter sites are interspersed within Sandpoint and it's hinterlands.
⦁ The crypt (from area A6 onward) leading to the Sunless Grove can be accessed from a mausoleum in the Sandpoint Boneyard (area 2). Yarresh is Erin Habe (see Keeper Crove above). Run the Sunless Grove before the Sandpoint murders. This is a red herring encounter but can be somewhat helpful to the party in recognizing a Ghoul's handywork during the Sandpoint murders later as well as possibly outing the cultists secretly living in Sandpoint.
⦁ Rupman's Vat is located on Chopper's Isle, a path has been cleared skirting the eastern side of the Old Light to Junkers Way.
⦁ The Elm Way Church takes the place of The Pillbug's Pantry (area 16).
⦁ Crove's Asylum is simply renamed the Habe Sanatorium. Use the Carrion Hill asylum's maps/encounters. Replace Oleg with Grayst Sevilla.
NOTE ***The only thing I may change is the Ghoul Yarresh/Erin Habe Red Herring angle by doing away with it completely.
I might just keep one Ghoul/Ghast encounter with Aldern Foxglove. In this case he unknowingly draws attention to the Keepers while on his killing spree. You can still use the Sunless Grove encounter during the PC investigations, locals might have spotted a dark shape coming from the graveyard, just leave a random mausoleum door open with tracks/blood leading to it, etc. PCs can still find the two dead keepers (or possibly undead keepers) , etc.