Review: Master of the Fallen Fortress (module)
A dungeon-based adventure for 1st-level characters.
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower’s empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?
Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo’s constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within.
This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide.
Written by Rob McCreary.
No plot. No story. No problem. What can be said about this dungeon crawl? I ran this for a group of 6 level 1 characters. Half of which are noobs. I did this according to Pathfinder Society rules (for credit), so I wasn’t allowed to go ‘off book’. This is a fun intro to Pathfinder. You learn a lot about different low CR baddies. However, there is no real story. Just go here and explore it.
This is a good intermediate step for bringing new people in to Pathfinder. You don’t have to deal with faction missions or hearing a long schpeel at the Lodge. My biggest complaint about this beginner mod is that there are a lot of combats, probably twice as many as a normal scenario. This made our pregen cleric Kyra work overtime. She could have ran out of spells and channels really quickly. It would have been nice to have some potions of cure light wounds to make an appearance a little more frequently. Also, some of the rooms (like the stupid bat swarm*) was just a room with something to fight, and no treasure to reward the PCs.
Still, a nice noobie mod, and everyone had a good time.
* I hate swarms