Planning your adventure pitches
I wanted to share some advice to help those of you advancing to Round 4.
Keep in mind, the goal of your pitch is to excite the judges and voters about your plans. We need to know enough about the module to know whether we'd like it, but don't need every detail. Use evocative writing to get us excited.You can certainly include entries from previous rounds, which would allow you to have expanded information on that, assuming people have read those rounds.
Some of the things you should focus on:
* Adventure Type: Is this a mystery adventure? Horror? War? What should people who vote for (or later buy) this module expect from it?
* Keep in mind word count. You're writing a module that's about 24 pages. You won't have room for unlimited encounters and locations, so don't try to be *too* ambitious. Look at Pathfinder Society Scenarios for a good example of what you should be considering in terms of scope.
* Location: Where is the adventure going to take place? We don't need every detail about the location(s), but should know if this is going to be an urban adventure, wilderness, dungeon or something else. Give us the most important aspects of the most important location(s) that will be involved. It might be worth mentioning if you think a location will have a map (keeping in mind that you're only going to have 1 or 2 maps in your module). Remember, if it's going to be based in your location from Round 2, we already have a good deal of information, and you don't need to repeat that (that said, if something's changed in that location based on feedback, this IS the place to make sure we're aware of that).
* Opponents: There's a reason we had an entire round devoted to villains. Give us a little information about the villain(s) the PCs will be facing. Also let us know what other monsters/foes that may be in the module. This might be mentioning merely that fey will play a large role, but you might also highlight a specific type of fey that's important (brownies) or even note a couple fey who are specific NPCs (i.e. Jhanas, quickling bloodrager 6).
* Other obstacles: If one of the adventure locations is going to be trap-filled, let us know. You could choose to give us some idea of what kind of traps the PCs will encounter if you think it's worth it (lots of pit traps) and certainly feel free to detail a specific, new trap if you think it's cool, but you don't need to fully stat up (or even give us the CR) of a spiked pit.
* Rewards: Don't overemphasize this,
but feel free to give us some idea of what rewards the PCs can expect. Don't
detail every magic item you expect to have, but if there's something special,
call it out. Remember to keep wealth-by-level in mind (if you're writing an
adventure for Level 3 characters, don't plan to have a staff of power for a reward for surviving. Similarly, keep in mind
your adventure might be played as part of a larger campaign; don't give out
rewards that may break someone else's game (PCs shouldn't become rulers of
their own kingdom at the end of your module).