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Is the all-in-one PDF missing the Prologue page? My copy has page 6 immediately following the Table of Contents, but the TOC says the prologue should be on page 4.

Paizo Employee (Assistant Software Developer)

What happened to the PDF files sizes? I have plenty of disk space, but the CotCT pdfs are 4 times the size of the RotRL ones. Is the art that much better?

Paizo Employee (Technical Director)

Steven Cole wrote:

Is the all-in-one PDF missing the Prologue page? My copy has page 6 immediately following the Table of Contents, but the TOC says the prologue should be on page 4.

Thanks for letting us know... I'm working on it...

Qadira (Pathfinder Adventure Path Charter Subscriber; Modules, Tales Subscriber)

Kudos on the "Visit Beautiful Kordosa" ad. Srsly awesome.

Paizo Employee (Technical Director)

We have updated the PDF of Pathfinder #7—Curse of the Crimson Throne Chapter 1: "Edge of Anarchy." The Foreword now appears in the single-file download, file sizes have been greatly optimized, and bookmarks have been improved.

Authorized users can download the updated version for free at https://secure.paizo.com/paizo/account/assets. (If the file shows that it has already been personalized, you'll need to repersonalize it before you can download the corrected version.)


janxious wrote:
Kudos on the "Visit Beautiful Kordosa" ad. Srsly awesome.

Thanks! I always appreciate feedback on our marketing efforts.

Paizo Employee (Assistant Software Developer)

Vic Wertz wrote:

We have updated the PDF of Pathfinder #7—Curse of the Crimson Throne Chapter 1: "Edge of Anarchy." The Foreword now appears in the single-file download, file sizes have been greatly optimized, and bookmarks have been improved.

Authorized users can download the updated version for free at https://secure.paizo.com/paizo/account/assets. (If the file shows that it has already been personalized, you'll need to repersonalize it before you can download the corrected version.)

Thanks, Vic!

Paizo Employee (Assistant Software Developer)

This month's Pathfinder's Journal was awesome. A really good in-world look at a barbarian's rage and fast movement.

Cheliax (Pathfinder Superscriber; Pathfinder Battles Case Subscriber)

Has it been shipped yet? Mainly cause I just got my sunscription 2 weeks ago and was wondering if and when this would ship with it.

Osirion (Pathfinder Superscriber; GameMastery Maps Subscriber)

Jeremy Mcgillan wrote:

Has it been shipped yet? Mainly cause I just got my sunscription 2 weeks ago and was wondering if and when this would ship with it.

Mine appears to be in the process of being fired by trebuchet at a passing UPS truck.

Spoiler:
Oh, wait, that was just copies of the WotC press releases about the GSL being available soon, and the UPS guy was just being used as a rangefinder... My stuff was already en route via a less violent method.


This is awesome, no better than awesome, it's like a squirrel salad sammich with pimentos!


Are you going to post the prospective levels each adventure will span for the new story arch as you did for "Rise of the Runelords?"


Ok, stupid question time……

At what level does Curse of the Crimson Throne start? I was just wondering how the three different series fit together and if the party has to start over at the beginning of each adventure path. Do they all get tied together at the end?

Thanks


jonas skinner wrote:

Ok, stupid question time……

At what level does Curse of the Crimson Throne start? I was just wondering how the three different series fit together and if the party has to start over at the beginning of each adventure path. Do they all get tied together at the end?

Thanks

All three start at level 1. It's tough to run three consecutive 15+ level campaigns, as the final path would be a party of gods fighting other gods. So far the first two paths tie together in that they both take place in Varisia, and there are a few Easter eggs that parties going through them in order will notice. Other than that, you could add in some common NPCs who have traveled to Korvosa, but there's nothing I've seen that ties them together directly.


I have just started running this module/campaign in 4th edition and was wondering, if anyone else had thought to do the same thing?

The alignment issue is one we have had to resolve, but otherwise it all seems reasonable. One thing that I am finding is that all of the Paizo modules are based on smallish, one might even say cramped, maps, which makes the much more versatile 4th ed combat a little hard to take advantage of.

Still, cramped is cramped and the players will adapt, I am certain.

Is there a thread anywhere, where people are helpign with these 4th edition conversions? it would be great to have some unofficial assistance with this, so the very worthy Paizo modules can be played in the new rule system.

Paizo Employee (Technical Director)

scytale2 wrote:
Is there a thread anywhere, where people are helpign with these 4th edition conversions? it would be great to have some unofficial assistance with this, so the very worthy Paizo modules can be played in the new rule system.

Try this thread!


What is the appropriate number of players for this adventure?


Glenn Rotton wrote:
What is the appropriate number of players for this adventure?

Welcome to the messageboards!

I believe that the assumed number of players for all of the Pathfinder Adventure Paths and Modules is 4, although it should be easy enough to adjust up and down.


Only one complaint about the setting of Korvosa;

The Imp vs Psudodragon thing plays a serious background/lore role in the city (fortunately not in the campaign itself).

BUT, In such a conflict, the Imps will always triumph. Fast healing, DR 5, and immunity to poison means that a hundred Psudodragons couldn't hope to take out a single Imp. This makes one of the random encounters useless unless you are feeling really cruel to your PCs, fortunately that is the only "real" spot in the campaign where this comes up.


Gneeker wrote:

Only one complaint about the setting of Korvosa;

The Imp vs Psudodragon thing plays a serious background/lore role in the city (fortunately not in the campaign itself).

BUT, In such a conflict, the Imps will always triumph. Fast healing, DR 5, and immunity to poison means that a hundred Psudodragons couldn't hope to take out a single Imp. This makes one of the random encounters useless unless you are feeling really cruel to your PCs, fortunately that is the only "real" spot in the campaign where this comes up.

See here for an easy solution.


Ungoded wrote:


See here for an easy solution.

Nice, thank you for pointing that out, guess I'll be able to use that encounter after all :)


I really like this module. But there´s one thing I don´t like that much:

Spoiler:
When the PCs come out of the Old Fishery, the city has completely gone mad. And the only reason for this is that a young queen most people don´t like sits on the throne now. Wow... when looking into history, there were a lot of young monarchs. Reason enough for a riot and the collapse of the economic system? I don´t think so. After all, the people don´t know anything about the evil nature of Ileosa yet.

I wonder how I can make the setting more believable after the death of Eodred. You need the riots to get the plot into motion, that´s for sure...


My table has just embarked on CotCT! Our first session ended with the fishery and the cliffhanger was the city erupting into chaos. I have purchased the Guide to Korvosa. I have my Harrow Deck and Curse of the Crimson Throne Item Cards are on order. We all very excited and can not wait to play through this entire AP!


Mitch Brock of Boston wrote:
My table has just embarked on CotCT! Our first session ended with the fishery and the cliffhanger was the city erupting into chaos. I have purchased the Guide to Korvosa. I have my Harrow Deck and Curse of the Crimson Throne Item Cards are on order. We all very excited and can not wait to play through this entire AP!

Hi Mitch! Glad you are enjoying Edge so far!


Just wrapped this adventure last night (with a few loose ends).

My players had a great time. Thanks, Nick!

Unfortunately, I wasn't able to work that character into the final dungeon that you told me about at GenCon (DBD), too much squick factor for this group.

Starting "Seven Days" in a few weeks!


Scribbling Rambler wrote:

Just wrapped this adventure last night (with a few loose ends).

My players had a great time. Thanks, Nick!

Unfortunately, I wasn't able to work that character into the final dungeon that you told me about at GenCon (DBD), too much squick factor for this group.

Starting "Seven Days" in a few weeks!

Awwwww...that's okay. Someday, someday, Donkey Baby Daddy will ride again.

:-)

(RPG Superstar 2011 Top 32)

Nicolas Logue wrote:
Scribbling Rambler wrote:

Just wrapped this adventure last night (with a few loose ends).

My players had a great time. Thanks, Nick!

Unfortunately, I wasn't able to work that character into the final dungeon that you told me about at GenCon (DBD), too much squick factor for this group.

Starting "Seven Days" in a few weeks!

Awwwww...that's okay. Someday, someday, Donkey Baby Daddy will ride again.

:-)

::blink:: Unfortunately my group is already past this ... but I wanna know what the hey you are talking about LOL


Gamer Girrl wrote:
Nicolas Logue wrote:
Scribbling Rambler wrote:

Just wrapped this adventure last night (with a few loose ends).

My players had a great time. Thanks, Nick!

Unfortunately, I wasn't able to work that character into the final dungeon that you told me about at GenCon (DBD), too much squick factor for this group.

Starting "Seven Days" in a few weeks!

Awwwww...that's okay. Someday, someday, Donkey Baby Daddy will ride again.

:-)

::blink:: Unfortunately my group is already past this ... but I wanna know what the hey you are talking about LOL

I can't post it here - it would get me banned. :-(

(Pathfinder Companion Subscriber)

Question - what # of adventurers are the APs designed for? I've got a group that fluctuates between 4-7, depending on the availability of my gaming group. Any suggestions how I could scale the AP upwards?

BTW - love the plot and storyline and everything else about this adventure path. We are running the PFRPG for the first time with my group (all 3.5 devotees) and we are having great success - keep up the great work!

Paizo Employee (Creative Director)

Alexander Rosenwald wrote:

Question - what # of adventurers are the APs designed for? I've got a group that fluctuates between 4-7, depending on the availability of my gaming group. Any suggestions how I could scale the AP upwards?

BTW - love the plot and storyline and everything else about this adventure path. We are running the PFRPG for the first time with my group (all 3.5 devotees) and we are having great success - keep up the great work!

We assume 4 players for all the adventures we do—that's the assumption for the baseline in 3.5, and it's an assumption we kept for Pathfinder.

Things should work well with 5 or 3 players, but once you get up to 7, you'll want to add more monsters to your combats and more treasure to your adventures. Take care trying to "up the danger" by adding more POWERFUL monsters though... just because you have more players than expected doesn't mean that any one of them is gonna be more powerful than expected, and when you add more powerful monsters than their level expects them to face, you start getting dead PCs more often. The overall battles might work, but only because your group's losing 2 or 3 PCs per battle. That starts to get old real quick... especially if you have to use all your treasure to raise dead or if your players start just making new characters every week...


I have two quick questions on this module:

1. How precisely does on get from the top level of the Fishery to the lower level? It's not really clear to me. The door attached to the boat at the back is said to be unknown by the patrons.

But the text also claims the alchemist/book keeper will flee to that level if his morale fails, but how precisely does he get to it?

2. Am I right that none of the NPCs would lead a party to the lower level, no matter how skillful the diplomacy? Gaedren's location seems isolated and inaccessible for a reason. I ask because my party seems pretty keen to get to Gaedren without a fight, but I don't easily see a way they can do that.

Thanks in advance, I know I am posting on an ancient product, but if there is anyone who might know the answer to these two questions I'd be obliged.

Paizo Employee (Creative Director)

DofC wrote:

I have two quick questions on this module:

1. How precisely does on get from the top level of the Fishery to the lower level? It's not really clear to me. The door attached to the boat at the back is said to be unknown by the patrons.

But the text also claims the alchemist/book keeper will flee to that level if his morale fails, but how precisely does he get to it?

2. Am I right that none of the NPCs would lead a party to the lower level, no matter how skillful the diplomacy? Gaedren's location seems isolated and inaccessible for a reason. I ask because my party seems pretty keen to get to Gaedren without a fight, but I don't easily see a way they can do that.

Thanks in advance, I know I am posting on an ancient product, but if there is anyone who might know the answer to these two questions I'd be obliged.

No worries about posting on old products! We'll get to them eventually!

1) There's a rickety walkway that runs along the south side of the building—this is area A3. That walkway can be accessed by the door in area A6. The walkway itself leads around the back of the fishery to the old boat (areas A9-A11). You can climb down the stairs in area A10 to the boat's hold in area A11, and there's a secret door in the hull that leads to the lower walkway, area A12. Note that the upper walkway (area A3) is higher than the lower one (A12), and that the lower one is mostly located UNDER the main building, which stands on pilings above the water level. Following the lower walkway (A12) leads you to the lower section of the building. You can also get into the lower section by simply wading or swimming through the water and up into the open area in A13, even though there's sharks and gators. Alternatively, you can jump into the hole in the floor in area A8; that drops into the water next to the walkway at area A12.

When the alchemist flees, he does so by ducking through the door in area A6 and running along A3 to the boat back in area A9/A10, where he can drop down the side of the boat and onto the walkway without sneaking though the spider infested hold.

2) Gaedren IS squirreled away, and the fact that his actual den is hidden can certainly make diplomacy a difficult task. I would probably have the PCs, if they can convince the locals to guide them, be led to the spider infested ship if the thugs are secretly trying to harm them still, or barring that, lower them down through the hole in area A8 to the walkway below.


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