Pathfinder Module: Carrion Hill (PFRPG)

4.70/5 (based on 19 ratings)
Pathfinder Module: Carrion Hill (PFRPG)
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A dark urban horror adventure for 5th-level Pathfinder Roleplaying Game characters.

The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

Carrion Hill is an adventure for 5th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure features a mix of urban and dungeon sites, and draws its inspiration from the popular writings of H. P. Lovecraft.

This adventure is set in the sinister country of Ustalav in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world.

Written by Richard Pett

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-206-7

Carrion Hill is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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

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4.70/5 (based on 19 ratings)

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Solid Writing & Good Atmosphere

4/5

NO SPOILERS

I ran this for a group of PFS players running Level 4 pregens, and things . . . didn't go well. They TPK'd in the first encounter, which I think can be partially blamed on bad luck, partially on bad tactics, and partially on having PCs just a tad under the APL that the module expects. This review is based on running the module up to that point and on having read and prepared the rest of it. Despite how things went for my particular group, I genuinely like Carrion Hill. It's a very atmospheric module, the setting is interesting, and the antagonists are memorable. It's a fairly straightforward adventure to run, and won't overly tax GMs--but it's also not a simple dungeon crawl either. As for its Lovecraftian-inspiration, I would say: don't expect an RP- and investigation-heavy game like a true Call of Cthulhu RPG scenario. This is still Pathfinder, and while there is clear inspiration from the Cthulhu Mythos, the combat in this one comes fast and furious.

SPOILERS!:
Carrion Hill is set in the eponymous town, a location rich with history in the gothic nation of Ustalav. The plot is sparked by your classic "cultists summoning an eldritch horror from beyond", and, as these things are wont to happen, the horror breaks free and starts terrorising the town. In order to have any realistic chance of defeating the creature (a "Spawn of Yog-Sothoth"), the PCs must first weaken it by tracking down and killing the three surviving cultists who summoned it in the first place. In terms of structure, the scenario can be divided into six parts: the hook, the investigation, the three cultist hideouts (which can be done in any order), and the big battle at the end against the Spawn. There are a lot of references and inspiration drawn from the Cthulhu Mythos throughout the entire module, but I hope people who play this don't think true Call of Cthulhu RPG games are anything like it!

There's very little lead-up to the adventure hook; as written, the PCs are walking through the streets of Carrion Hill (for a reason determined by the GM; I liked the suggested one of seeing if Carrion Hill would be a good site for a Pathfinder Lodge) when they hear a town crier saying that the mayor needs heroes and is offering a reward. Once they arrive at the mayor's mansion, they're escorted in for some boxed text explaining that a series of attacks have occurred over the past few hours in Carrion Hill, all coming from below and destroying small buildings in the process. With his guards trying to contain the growing panic in the streets, the mayor offers financial incentive for the PCs to figure out what's going on and prevent further attacks. It's a pretty standard briefing, but it gets the job done and gets the PCs into the action quickly.

Investigating the mystery starts with the PCs being escorted to the site of the first attack, a shattered home covered in a strange black sludge and featuring signs of an enormous creature bursting its way free. The devastation and clues are described well (as is the omnipresent, gloomy rain), and the PCs will have no difficulty realizing that the creature emerged from a not-so-secret door leading into ancient crypts under the city. Following the stairs down, they'll soon reach the so-called Sunless Grove, an immense cavern of suitably Lovecraftian description, which is where the cultists originally summoned the Spawn. Right now, however, a ghoul is feasting on the corpses of a couple of cultists (who didn't survive the Spawn's appearance) while simultaneously reading a book (the famous Pnakotic Manuscripts) used in the ritual. The ghoul doesn't attack right away, and with a very high Diplomacy check and some bribery, the PCs can get the book without a fight. Combat is likely, however, and this was the encounter that unfortunately ended my run-through of Carrion Hill after just a couple of hours. Ghouls are always nastier than their CR would indicate because their ability to paralyze foes with any of their three attacks (on a full attack) means that one bad save can take a PC out of the fight. The ghoul here also has six levels in Rogue, so even if a GM doesn't go coup de grace crazy, sneak attack damage on paralyzed foes can add up quickly. I don't think it's an unfair fight for four PCs of levels 4-6 (especially because the players have time to prepare and talk over tactics and positioning), but it is certainly a challenging one for parties with low Fort saves or lacking elves. Anyway, assuming the PCs survive the encounter, they'll learn from the clues in the Sunless Grove that three cultists fled the scene of the summoning, and that the beast will be weakened if they're slain.

One of the cultists the PCs can track down is a necromancer named Rupman Myre, who runs a brick-making factory using zombie slave labor! The encounter takes place above and around vats of molten chemicals and contains a lot of different options for movement. At just four rooms, this is the shortest of the three "kill the cultists" section of the module. I like the little touches, such as how panicked Myre is about the Spawn as demonstrated by his actions and the dialogue he shouts.

A second cultist, Arlend Hyve, is a historian and alchemist (with seven levels of Rogue) who operates out of an abandoned temple to Aroden. Hyve keeps violet fungi in order to make poison, but I don't imagine he'd be too hard to beat. The violet fungi, on the other hand, could prove a surprise to over-confident PCs. Again, the setting descriptions here are really done well. This section is also fairly short.

By far the longest section about tracking down cultists is the one with Waldur Crove. Crove runs an asylum which is extensively detailed in the module: two floors and 39 labelled rooms! Even drawing it on flip-mats would be time-consuming. There's a lot for PCs to wade through in the asylum: dangerous lunatics, even more dangerous orderlies, morlocks, a pit with a monster that was original to this module (the Chaos Beast), and then the final battle against Crove (who has levels in Cleric and Wizard, with a focus on conjuring).

The Spawn of Yog-Sothoth attacks the PCs wherever they are when the third cultist is killed, meaning that the final encounter location could be in one of three places. This is certainly exciting and cinematic, and doubtless the players will be surprised and unprepared. The Spawn is a CR 10 creature and would run roughshod over most groups, but, if they've killed the cultists, it can have up to six negative levels and should be far more manageable. The module does a good job addressing various permutations of what the PCs could do during the adventure, and giving the GM advice accordingly.

I should mention that the artwork throughout this module is really good. The picture of the ghoul in the Sunless Grove (on p. 9) is perfect, and the various cultists and monsters have an appropriately creepy feel. The inside front- and back-covers are filled with maps, and they're clear and functional. The module comes with a two-page appendix describing Carrion Hill, and I was happy that there was enough to keep it from being a generic backdrop. The town has an extensive history, and I would like to see it used again for further adventures.

Despite my group's premature demise, I'd encourage you to give Carrion Hill a chance. It's a strong, self-contained, atmospheric scenario that has excellent descriptive writing and solid encounters.


H.P. Lovecraft would be proud

5/5

I decided to run this module as part of the Halloween festivities. Over the course of two sessions spanning a total of 7 hours, I guided 5 players through what is probably one of the better modules Paizo has released. While it’s an old one, this module does a great job at creating a Lovecraftian atmosphere, filled with horror and impending doom. It makes me long for more Pathfinder content concerning the old gods, but I can understand copyright issues might throw a spanner in the works. It’s a pity though because this module shows why that mythos is so delightfully dreadful.

The storyline is simple: stop a monster by stopping some other people first. The fact that you can stop those three cultists in any order you like is a nice bonus, but even better is the fact that it also influences the final encounter. Depending on the group this can make a significant difference. I will say though that the three cultists are of varying difficulties. Two of them can really cause issues, while the third one is relatively harmless. Speaking of harmless: some of the encounters simply do not pose a threat either in terms of fighting capabilities.

The fact they do not pose a threat for our heroes doesn’t make their presence pointless however. They are flavourful additions to a scenario that keeps getting more eerie and sinister. They’re small building blocks that can be used to really create an atmosphere you hardly ever encounter in pathfinder. I hindsight I think I could have utilised their presence even better by adding some more descriptions in order to create an even better sense of immersion.

And I think that’s what best about this module: flavour. A group of players that really enjoys roleplaying and horror will enjoy this adventure a lot. The final encounter, and some of the things leading up to it, can make it a really scary fight as well. The players at my table all had scared when they saw what they had to deal with. The only downside to this scenario, I think, is one that others mentioned below as well: a bit more proper investigation would have made really put this module as the best out there. But even without that, I’d say the module is definitely up there and is well worth playing, preferably on a dark and rainy evening.




Carrion Hill Review

5/5

Warning: Review contains spoilers
Written from a GM's perspective
I ran this for 6 PCs

Carrion Hill is a module with a clear goal. It draws heavy inspiration from the works of H.P. Lovecraft in order to create a sinister mystery and an inevitable fight with an ancient horror. I would highly recommend it to any table looking for that type of game.

One of the strongest aspects of Carrion Hill is the mystery itself. Investigations can be difficult to pull off in RPGs, since you have to tread the line between revealing too much, too soon and frustrating your players with a lack of information. Carrion Hill did a great job of keeping the PCs constantly moving in the right direction, while not undermining the overall suspense of the final encounter. One of the main reasons this works so well is because of the monster itself. The descriptions of the carnage it leaves behind makes it genuinely frightening for a group of fourth level PCs and details like the noxious sludge it leaves behind and the blood drained corpses just add even more texture to the initial crime scene investigation. Most importantly, the creature does manage to be an appropriately difficult encounter, without becoming so powerful that it is unfair.

Overall, my game was able to run without an significant issues. However, I have heard some minor complaints about the module, that we didn't encounter, but I can understand. First is the difficulty level. A lot of the fights are on the weaker side as. The zombies are not much of a threat if you have them trip into the vats. Most of the asylum residents do not pose a threat to the PCs. Keeper Hyve is fairly weak as a mini-boss. For my table, this was not an issue for a few reasons. First, with a table size of six, I was already putting in the effort to beef up the encounter strength. But more importantly, I see Carrion Hill more as a role playing adventure than a combat one. The zombies and the asylum patients might not have been difficult encounters, but they certainly were memorable. On the flip side of the difficulty scale, I have heard a lot of people point to the the chaos beast as a potentially deadly encounter. My PCs ended up not fighting it, as they found a pretty direct route to the final area. However, I can definitely see why the Corporeal Instability power would be cause for concern. GM's who run this should definitely be careful with it.

Another complaint I have seen about Carrion Hill is that it doesn't inherently capture that Lovecraftian feel. However, I really think this one comes down to the GM. The module provides the brushes and the paint, but like with any other adventure, the GM has to use them to paint a picture. Before running the module, I listened to an audio book of the Dunwich Horror, the H.P. Lovecraft story that the author cites as a huge inspiration. From that, I got a feel for the type of descriptions that were expected. Generally, I am a big fan of quickly getting PCs to a point where they can participate, instead of bogging things down with descriptions. However, for this game, I really took the time to prepare a fairly long introduction that would make the setting feel inherently sinister, while not overtly evil. So, while it takes a bit of work on the GM's part to create the right feel, I personally believe that the module provides a strong framework to build upon.

Overall, I give this module full marks. Even if it takes a little work to get it right, the foundations that it is built upon are strong.


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Liberty's Edge

Woooooot!

Dark Archive

Heathansson wrote:
Woooooot!

Aren't your players damaged enough?

Liberty's Edge

They're too high level for it. I'll just get new ones.


Ustalav, here we come!

Dark Archive

Heathansson wrote:
They're too high level for it. I'll just get new ones.

Yeah, Texas is a big state right? :)

Liberty's Edge

The biggest.
Cept for Alaska.

Dark Archive

You should be able to run this atleast a dozen times before you have to move then :)

Liberty's Edge

Then I'll just move to Oklahoma.


Alaska's a state?! It's bigger than Texas!? Heathy'd move to Okieland!?
Big Tex starts stamping around the thread, cussin' a blue streak.

Liberty's Edge

Maybe even Coloradder.

Paizo Employee Director of Brand Strategy

Modules no longer have letter/number designations? Interesting...


I'm hoping they just haven't been assigned yet.

Paizo Employee Chief Technical Officer

Mairkurion {tm} wrote:
I'm hoping they just haven't been assigned yet.

Nope... they're gone. We think we confused people with them.

Now, when modules are designed as part of a series, they'll have some graphical info to tell you that, but it won't be in the title.


Now I'm confused...

Spoiler:
Not working, huh?

Edit: Shakes fist at Yoda for deleting before he could get back.

Paizo Employee Director of Brand Strategy

Mairkurion {tm} wrote:

Now I'm confused...

** spoiler omitted **

Edit: Shakes fist at Yoda for deleting before he could get back.

For deleting what? What did I do?!


Pathfinder Adventure Path Subscriber

Gothic Horror, Lovecraft, Ustalav and Richard Pett. All mentioned in the same product description. OMG.

I just realized that's where I'm going to place my next campaign.


Yup. I was thinking earlier that maybe I don't need to buy modules for a while, with two Paths going on and all that. Well, maybe one more won't hurt...

The Exchange

Heathansson wrote:
They're too high level for it. I'll just get new ones.

and so doth the doom and ruin spread :)

Dark Archive

Richard Pett in Ustalav. Downright scary. Do want.


PATHFINDER MODULE: CARRION HILL wrote:
Carrion Hill brings Lovecraftian horror to the game table and irreparable psychic damage to your player characters.

Does this perchance mean that sanity rules will be included?


"....irreparable psychic damage to your player characters..."

I was hoping it would psychically damage my players....

Still, it's Pett's. Might be good.


Yoda,

Spoiler:
It showed you had a post after mine, so I rushed over and...nothing. I figured you deleted...but maybe it was weird server stuff?

Paizo Employee Creative Director

T'Ranchule wrote:
PATHFINDER MODULE: CARRION HILL wrote:
Carrion Hill brings Lovecraftian horror to the game table and irreparable psychic damage to your player characters.

Does this perchance mean that sanity rules will be included?

Perhaps! Sanity rules ARE open content, after all!

But what it really means is that fans of the Lovecraft mythos will be seeing a few familiar names and creatures in the adventure.


James Jacobs wrote:
T'Ranchule wrote:
PATHFINDER MODULE: CARRION HILL wrote:
Carrion Hill brings Lovecraftian horror to the game table and irreparable psychic damage to your player characters.

Does this perchance mean that sanity rules will be included?

Perhaps! Sanity rules ARE open content, after all!

But what it really means is that fans of the Lovecraft mythos will be seeing a few familiar names and creatures in the adventure.

Nice. Definantly getting it, then.

Dark Archive

golem101 wrote:
Richard Pett in Ustalav. Downright scary. Do want.

I'm glad they didn't give this to the Logue -- my players just couldn't have handled that! ;P


1 person marked this as a favorite.
Asgetrion wrote:
I'm glad they didn't give this to the Logue -- my players just couldn't have handled that! ;P

I'm sure Pett will do honourable damage sir.

Dark Archive

1 person marked this as a favorite.
Nicolas Louge wrote:
Asgetrion wrote:
I'm glad they didn't give this to the Logue -- my players just couldn't have handled that! ;P
I'm sure Pett will do honourable damage sir.

I'm gonna write this down for future reference. Honourable damage. Love it.

Liberty's Edge

Big Tex wrote:
Alaska's a state?!...

I heard that! In fact, Alaska is twice the size of measly Texas, and equivalent in land mass to the entire Eastern Seaboard, from Maine to Florida and west of Tennessee. Yes, I am proud of my big honkin' country, er, state, I mean...

Alaska is sooo big, that when I drive from Fairbanks (my home) to the next biggest city, Anchorage, it's like a Seattelite driving to Eureka, CA, or a New Yorker driving to Raleigh, NC. That's right, think BIG.

Dark Archive

Nicolas Louge wrote:
Asgetrion wrote:
I'm glad they didn't give this to the Logue -- my players just couldn't have handled that! ;P
I'm sure Pett will do honourable damage sir.

Undoubtly, sir, but I don't think they could have handled the work of your twisted and deranged -- if absolutely brilliant -- mind. I already dread the day I'm going to start running the Council of Thieves AP... in a sick way, I'm glad that you're aboard the Pathfinder bandwagon, even though it would cost my players their sanity. ;)


James Jacobs wrote:
But what it really means is that fans of the Lovecraft mythos will be seeing a few familiar names and creatures in the adventure.

Just wondering here -- how and when did the Lovecraft Mythos go out of copyright? I seem to recall that TSR got in some legal trouble with Arkham House back when they did the first edition of the 1st Edition Deities & Demigods for including various Lovecraftian horrors.

That said, I love horror, so I'll be getting this when it comes out.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

Pett...gothic horror....nuff said!

Contributor

I'm sorry everyone, I can't bring myself to talk about, mention, hint at or admit to the existence of the CH place as it will cost me san, and I have very little left...

Yogtastic.

Ia! Ia! Na fhtagn! Headquarters out.

Contributor

At long last Mr. Mnaaaaar writing a Pathfinder Module! Huzzah! This will no doubt be very cool and an immediate-must-run adventure. Can't wait to read it. :)

Spoiler:
Rich, if you need a second set of eyes to check your draft, I'd be delighted to be that set of eyes! You know how to reach me, mate.


I'm counting the minutes with my rosary of Bratz Doll heads.

Dark Archive

Steve Greer wrote:

At long last Mr. Mnaaaaar writing a Pathfinder Module! Huzzah! This will no doubt be very cool and an immediate-must-run adventure. Can't wait to read it. :)

** spoiler omitted **

He has *several* sets of eyes of his own... *shudder*


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Andrew Turner wrote:
Big Tex wrote:
Alaska's a state?!...

I heard that! In fact, Alaska is twice the size of measly Texas, and equivalent in land mass to the entire Eastern Seaboard, from Maine to Florida and west of Tennessee. Yes, I am proud of my big honkin' country, er, state, I mean...

Alaska is sooo big, that when I drive from Fairbanks (my home) to the next biggest city, Anchorage, it's like a Seattelite driving to Eureka, CA, or a New Yorker driving to Raleigh, NC. That's right, think BIG.

Grrr, Anchorage, all spread out and with a Pi$$poor public transit system... Though I hear you Fairbanks people have it even worse when it comes to busses. Granted you actually drive so... :P


Eric Hinkle wrote:


Just wondering here -- how and when did the Lovecraft Mythos go out of copyright? I seem to recall that TSR got in some legal trouble with Arkham House back when they did the first edition of the 1st Edition Deities & Demigods for including various Lovecraftian horrors.

Some of it is in public domain, some of it isn't. Even the stuff that is might have sufficiently Golarion specific names, descriptions and traits and still be able to be used.

Paizo Employee Creative Director

frozenwastes wrote:
Eric Hinkle wrote:


Just wondering here -- how and when did the Lovecraft Mythos go out of copyright? I seem to recall that TSR got in some legal trouble with Arkham House back when they did the first edition of the 1st Edition Deities & Demigods for including various Lovecraftian horrors.
Some of it is in public domain, some of it isn't. Even the stuff that is might have sufficiently Golarion specific names, descriptions and traits and still be able to be used.

TSR didn't really get in trouble with Arkham House OR Chaosium, as far as I heard the story. It was more of a case of TSR management not wanting what was effectively a free advertisement for a competing company's games (Chaosium's "Call of Cthulhu" and "Elric" games) in one of their products, and so the later printings excluded this content and focused purely on mythological stuff or on the Newhon myths, which at the time time TSR did have the license for.

All of Lovecraft's writing is now in the public domain, as far as I can tell. It gets a little trickier when you realize that so much of his stuff is intertwined with content created by other writers, some of whom AREN'T in public domain as much. But the content in the actual Lovecraft stories is publicly accessible.

It also gets a little more complicated when you do game content based on Lovecraft, since Chaosium has the license to the "Call of Cthulhu" game (but not all of the actual ideas, since many of those are in the public domain). Nonetheless, we make sure to give callouts to Chaosium whenever we do something Lovecraftian; I for one LOVE their games, and they're an EXCELLENT source for GMs to go to if they want to inject more Lovecraft stuff into their game, be that game Pathfinder, D&D, Mutants & Masterminds, Toon, or whatever.

Carrion Hill will contain specific Lovecraftian elements, in any event, and is very much inspired by Lovecraft's writing.

Paizo Employee Creative Director

1 person marked this as a favorite.

The actual state of Lovecraft's writing re: public domain is, of course, murky. Basically, it's unclear if his copyrights were ever renewed, and no one seems to have any paperwork to prove it, and/or those who MIGHT have a claim are dead or have no interest. Basically, the majority of his writing I believe firmly entered the Public Domain just a few years ago, which is why when you go into a bookstore these days, you'll see so many different editions of his stories for sale, particularly in editions published by big bookstore chains.

Lovecraft himself certainly encouraged other writers to use his inventions, so using them to develop new stories is absolutely in keeping with Lovecraft's wishes, I suspect, were he still alive today. His writing certainly does still show up in modern writers' work today in this manner.

Liberty's Edge

nice
really some rules for sanity would be nice, but we can handle them :P

at long last something about old Ustalav... excelent..


Montalve wrote:

nice

really some rules for sanity would be nice, but we can handle them :P

http://www.d20srd.org/srd/variant/campaigns/sanity.htm

Contributor

James Jacobs wrote:
TSR didn't really get in trouble with Arkham House OR Chaosium, as far as I heard the story. It was more of a case of TSR management not wanting what was effectively a free advertisement for a competing company's games (Chaosium's "Call of Cthulhu" and "Elric" games) in one of their products, and so the later printings excluded this content and focused purely on mythological stuff or on the Newhon myths, which at the time time TSR did have the license for.

Exactly. It also meant TSR could take pages out of the book (8? 16? However many the Lovecraftian and Moorcock sections added up to) and still charge the same cover price. Clever girl....

Contributor

Steve Greer wrote:

At long last Mr. Mnaaaaar writing a Pathfinder Module! Huzzah! This will no doubt be very cool and an immediate-must-run adventure. Can't wait to read it. :)

** spoiler omitted **

Cheers Steve old boy - will do matey on the spoiler - I can think of no one more twisted to do so.

Huzzah!

Contributor

1 person marked this as a favorite.

Hang on...

This adventure is all about the Fluffy gnome tribe who go to magic enchanted Goodwood to try to rescue Silky the Unicorn from the clutches of the quite bad wizard Misunderstood Quentin.

Who's this lovecraft fellow and what does the word 'carrion' mean?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Sean K Reynolds wrote:
James Jacobs wrote:
TSR didn't really get in trouble with Arkham House OR Chaosium, as far as I heard the story. It was more of a case of TSR management not wanting what was effectively a free advertisement for a competing company's games (Chaosium's "Call of Cthulhu" and "Elric" games) in one of their products, and so the later printings excluded this content and focused purely on mythological stuff or on the Newhon myths, which at the time time TSR did have the license for.

Exactly. It also meant TSR could take pages out of the book (8? 16? However many the Lovecraftian and Moorcock sections added up to) and still charge the same cover price. Clever girl....

Cunning... like a fox! Only in the evil way that FOX is for getting good shows canceled on a regular basis.

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Richard Pett wrote:

Hang on...

This adventure is all about the Fluffy gnome tribe who go to magic enchanted Goodwood to try to rescue Silky the Unicorn from the clutches of the quite bad wizard Misunderstood Quentin.

Must...nuke...Goodwood. It's the only way to be sure.

Silver Crusade

James Jacobs wrote:


Carrion Hill will contain specific Lovecraftian elements, in any event, and is very much inspired by Lovecraft's writing.

That's why I want to get my hands on it.

Sovereign Court

Vic Wertz wrote:
Mairkurion {tm} wrote:
I'm hoping they [add.: the designators]just haven't been assigned yet.

Nope... they're gone. We think we confused people with them.

Now, when modules are designed as part of a series, they'll have some graphical info to tell you that, but it won't be in the title.

Hhm... I must have missed this.

I am very disappointed by this decision. The character/ number designation was a nice bow to the game's history and also from my point of view a better means of orientation than either the product titles themselves (which grow more and more numerous and hard to keep apart) or TSR's past titling schemes.

If there was anything confusing about the designators, then it was the increasing number of them which was partly in conflict with the original designators (--> LB, S, P for PFRPG modules). There wasn't anything confusing about D, E, U once you explained their meaning.

And then: What is easier to understand about a product number? ;-)
But then you must know which feedback you received from other customers.

Cheers,
Günther

Sovereign Court

Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
James Jacobs wrote:
It also gets a little more complicated when you do game content based on Lovecraft, since Chaosium has the license to the "Call of Cthulhu" game (but not all of the actual ideas, since many of those are in the public domain). Nonetheless, we make sure to give callouts to Chaosium whenever we do something Lovecraftian; I for one LOVE their games, and they're an EXCELLENT source for GMs to go to if they want to inject more Lovecraft stuff into their game, be that game Pathfinder, D&D, Mutants & Masterminds, Toon, or whatebver.

Toon? Wow, I'd forgotten about that one. ...what would it be like to catapult pies at The Great Race?

Sovereign Court

Richard Pett wrote:
This adventure is all about the Fluffy gnome tribe who go to magic enchanted Goodwood to try to rescue Silky the Unicorn from the clutches of the quite bad wizard Misunderstood Quentin.

I'd actually quite like to see Paizo make this.

I've got a mental image of an adventure you can happily play with quite young kids but which has enough allusions, oblique references and clever in-jokes to keep adult players laughing, and roleplaying, to the end.

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