Wardens of Wildwood: Pactbreaker (GM prep)


Wardens of Wildwood


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This is a spoiler-filled resource thread for the Wardens of Wildwood: Pactbreaker adventure by Andrew White.

Below, here are my prep sessions for each chapter with the help of two other DMS. I'd love to see what how other GMs are preparing and what their reactions are to the narrative of the AP in the first module.

Chapter 1: Seeds of Discontent
https://www.youtube.com/watch?v=B3mrCVlBHa4&list=PLvGfjAUtO-GX0OaIwOyPj hHMhYVsNDSqv&index=4&ab_channel=BrambleBearDM

Chapter 2: Wildfires
https://www.youtube.com/watch?v=4_J4xdZ5ja4&list=PLvGfjAUtO-GX0OaIwOyPj hHMhYVsNDSqv&index=3&ab_channel=BrambleBearDM

Chapter 3: Fallen Leaves
https://www.youtube.com/watch?v=ufZ5qZAg_iw&list=PLvGfjAUtO-GX0OaIwOyPj hHMhYVsNDSqv&index=2&ab_channel=BrambleBearDM


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First of all I would like to say thank you for having me as a guest for the streams. I have a lot of thoughts on this Adventures path and will do my best to outline my main pain points.

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 great.

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.

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.


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Just want to say all of that is excellent feedback - keep it up!


Niktorak wrote:

First of all I would like to say thank you for having me as a guest for the streams. I have a lot of thoughts on this Adventures path and will do my best to outline my main pain points.

You are most welcome, you've been a delight. I'm just sorry I haven't been better about clearing up the module materials.

You've poured a great amount of work into this deep dive, and it would be fantastic to have you make a video showcasing this, or join me in doing so once we have all 3 modules to give our final impressions.


So, I actually really like the adventure. I can see past any gaps as an experienced DM and make up any changes. Adore having so many NPC’s to prep for and have cards for all of them as I know my players will fall in love at random, and I’ll be having to bring more back.

My first note as we reach the end of chapter 1: there doesn’t appear to be enough XP to level up. My players prefer xp rewards from encounters and every other adventure path has supported this. However, I make chapter one about 560xp. Certainly not enough for a level up as proposed by the opening section for milestones.

All the games and influence events lack any listed xp, and I image this is where it would need to be made up?


Getting ready to run this, with not much systemic experience in Pathfinder (a recent convert from other systems). A little nervous about starting with the Gala - I like the setting, but want to make sure I fill in those gaps.

Were those GM prep videos taken down intentionally, and if so, is the information available anywhere else? I can't seem to find any similar resources online, and I'd love to be as prepared as possible going in.


Has anyone added extra encounters or games for the 3 day festival by chance for the "security Party" to sink their teeth into?

I think the group I am running this for would like a bit more meat before things start going WRONG.., LOL

Thanks for any and all suggestions!!

PS

The party will be going right into Spore War after this AP is done so maybe add something in to hint at things to come??

Tom

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