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Monday, August 24, 2026
Cult of Undeath Supercut Add-on
Sunday, August 23, 2026
Paizo. Huh. What are they good for?
Not absolutely nothing, say it again. I've been reading a lot of the early Paizo stuff, partly as part of my trawl of the adventure paths (nearly halfway done with Second Darkness as of this writing, but you need to remember to add the three 3.5 adventure paths done in the pages of Dungeon Magazine before starting on the Paizo adventure path books.) I've also been reading the Paizo Adventures; originally called the GameMastery series, and I've still got a little over half a dozen to read before I get to where they spill out of 3.5 and become Pathfinder the RPG. I want to finish those and the adventure paths that were for 3.5 specifically at about the same time, so I've been reading a lot of the stand-alone modules to catch up, but now I'm going to slow down and pace them a bit. Ready to read the next one of the adventure path after having not read any of that in a few weeks.
Anyway, I thought I'd document which of the modules I'm reading I think are good enough that I'd potentially revisit them and adapt them into one of my ongoing campaigns. This will obviously be an ongoing effort; there were a lot of these modules published over the years, even just for 3.5, and there were at least twice as many published for Pathfinder 1e as for 3.5. Between the two, there were probably close to seventy modules published. I'll also talk about the chapters of the Adventure Path that I think I'd like to use, although I'll probably do a second post where I talk about the adventures from Shackled City, Age of Worms and Savage Tide. I should do some Freeport stuff too; maybe I'll even fudge it a little bit and post that under my new PAIZO REVISITED tag, which I'm creating specifically for this, since some of the modules, especially at the end, were published for the Pathfinder 1e system. All in all, I envision that the Paizo Revisited tag will be a nice little reference for me when I've done more of them in terms of what modules are workable to be adapted into one of my campaigns. I should attempt to adapt more modules into my campaigns after all; that's why I'm reading them, and although Darkness in the Hill Country and (maybe) Terror in Timischburg are not really adapted from anything at all, Cult of Undeath is largely (although radically) adapted from, mostly, the Carrion Crown adventure path, with some additional ideas inspired by the old 1e module "Against the Cult of the Reptile God" and another portion inspired by the H. P. Lovecraft story "Shadow Over Innsmouth."
Anyway, this isn't meant to be complete; I just want to document which modules I like while I still remember them well enough to do so. Maybe "like" isn't the right word; which modules have elements or even a basic structure that I'd think I want to potentially adapt. I'll bold and red the module titles so it's easier to pick them out when looking back at these posts later...
"Hollow's Last Hope", the very first stand-alone adventure, is pretty good, and pretty classic. While it isn't super innovative, and the whole "lumber barons" thinly veiled political statement is way too Seattle hipster for me, I never claimed I was going to run them straight out of the book. This module is sufficiently well-done that I could adapt it to a different setting, potentially with different monsters even and certainly within a different context, but the basic structure is sufficiently sound that I like it.
"Hangman's Noose", a low level haunted house, was a fantastic read, and is very strongly one that I want to consider finding out how to adapt it. I don't know for sure that I love the way that the characters were hooked into the adventure, but that's always campaign dependent anyway, and I don't hold that against an adventure, where they'd gotta think of something, but most likely you've gotta change it too.
"River Into Darkness" is a classic jungle river voyage, heavily influenced by The African Queen, the famous movie from 1951 starring Humphrey Bogart and Katherine Hepburn. Although I haven't read it in a long time, I know that the first half of "Racing to Ruin" from the Serpent's Skull adventure path has a similar theme, and the two could probably be combined to give you plenty more options, if you wanted them. I dislike the anti-colonialism soapbox, or even the need to acknowledge that such existed because they absolutely cannot do so without presenting it as a propagandistic narrative, but if you switch out the wild jungle elves with convicted felons; maybe even the equivalent of Moslem rape-gangs from the UK and elsewhere in Europe, it works better, and the wild elves that are attacking the fort are, instead of justified anti-slavers, brigands and criminals in their own right who you can defend yourself against violently without feeling the least remorse.
This is the most recent one that I've read, so I'll do any winners out of the remaining 3.5 modules in another post, maybe along with the D&D modules from the early adventure paths. I do want stuff that I can use in my newer southerly tropical and subtropical sections, like Baix Pallars and Porhomok and the jungle that separates them.
Meanwhile, from the Paizo adventure paths, I've combined "Burnt Offerings" with "Hollow's Last Hope" in an extremely abbreviated format before, and I think that they work quite well. There are other parts of "Burnt Offerings" that I like, but parts of it that I don't, so I'd certainly do some editing, if nothing else.
"The Skinsaw Murders" is one of my absolute favorite Paizo adventure that I've read so far, and I'd use the crap out of it. I'd probably change the context rather than have it be part of a campaign that has any resemblance to Rise of the Runelords, and I'd focus especially on the first half in the Sandpoint countryside, and maybe not even use the Magnimar section at all... although there's nothing really wrong with it.
I don't love "The Hook Mountain Massacre" as much as some fans do, but it does have some good material. I'd have to more liberally modify it, but as with "Hollow's Last Hope" I think that there's a good structure behind the module that I could still use.
I'm going to skip Curse of the Crimson Throne entirely, because I'm going to hold back on that one and think about possibly adapting the whole thing more closely, as Cult of Undeath was to Carrion Crown, but of the Second Darkness adventure path, which I've not finished reading yet, "Children of the Void," the second one, which is a kind of riff of movies like Alien or Predator or even Jurassic Park in a way where you're stuck in a wilderness setting with monsters running amok is actually quite a good one, and I'm going to use the "magic ritual calling down a meteor" idea from it as part of one of my own campaigns, probably Curse of the Corsair Coast as well.
Finally, although not a Paizo adventure, I've also recently read most of the original run of 3e adventures, and of those, "Speaker in Dreams" is absolutely the stand-out one that I'd consider using.
When I revisit PAIZO REVISITED, I imagine I'll have finished all of the adventures, both adventure path and stand-alone, published for 3.5e D&D. I'll also read some summaries of the original three D&D adventure paths that Paizo wrote before they went on their own so I can remember a little better what those were like. I know for sure that at least some of those adventures would pass muster, but I don't remember which ones at this point.
Adventure Path modules possibly need even more adaptation than stand-alone, to make them fit in a campaign of my own making instead of the one that they were originally written to take place in, as well as to level adjust any that are higher level, and to "context-adjust" them all out of a D&D context. This is more important for higher level modules too, of course, as low level D&D doesn't feel nearly as ungrounded and it is more like regular fantasy as you'd expect it to be. It quickly becomes a sub-genre of its own as access to more and more D&D magic because a given, which of course always makes these not work as well for me.
Saturday, August 22, 2026
Banners - I have a problem
I admit that I have a problem. I like making banners and using what is little more than WordArt level playing around to make them with lots of fonts, backgrounds, WingDing or runic decorations, etc. That said, I enjoy it, so here's a big batch upload of most of what I have that I haven't rendered obsolete and deleted. This applies both to the setting, and to the campaigns.















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