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Pathfinder® / Pathfinder Adventure Path / #7–12: Curse of the Crimson Throne (OGL)
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Curse of the Crimson Throne

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.

In the Curse of the Crimson Throne Adventure Path, the heroes delve into the depth of urban adventure in order to stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau, where only the friendship of the barbaric Shoanti and a weapon drawn from the heart of a gothic castle can give them the strength to return and depose the evil queen once and for all.

Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging.

Edge of Anarchy

(1 of 6): The death of a king leads to chaos in the port city of Korvosa, and only the heroes can track down the assassin and stop the city from devouring itself in its leader's wake. Also includes rules for the divinations of the mysterious Harrow Deck, an overview of Varisian culture, and Eando Kline's encounter with the dangerous Shoanti custom known as the Burn Run.

Seven Days to the Grave

(2 of 6): Plague comes to Korvosa! As bodies fill the streets, it's up to the heroes to rally the city guards, save who they can, and unravel the origin of the mysterious sickness before the city becomes a charnel house. Also includes rules on diseases in fantasy settings; the commandments of Abadar, god of cities; and Eando Kline's gladiatorial adventures in the orc-held city of Urglin.

Escape from Old Korvosa

(3 of 6): With the government paralyzed, the criminals of Old Korvosa have risen up to fill the void, brutally carving out fiefdoms of blood and greed. Yet somewhere in their midst hides the man who holds the key to the city's strange afflictions, if only the heroes can convince him to come forward. Also includes an overview of the notorious Red Mantis assassins and the shape-changing rakshasas, as well as a journey down a dragon's gullet in the Pathfinder's Journal.

A History of Ashes

(4 of 6): In order to save their city from an evil queen, the heroes must venture into the savage Cinderlands and learn the ancient secrets of the barbarians who live there—and who would like nothing more than to see Korvosa wiped off the map. Also includes an ecological overview of the Cinderlands, as well as the trials and traditions of its people, the Shoanti. Plus an uncomfortably close look at an orc war in the Hold of Belkzen in the Pathfinder's Journal!

Skeletons of Scarwall

(5 of 6): The haunted castle of a draconic warlord stands ready to devour all those who enter its ancient gates, yet only in its gothic spires can the heroes find the weapon they need to prevail against Korvosa's cruel new mistress. Also includes insights into the sadistic church of Zon-Kuthon, God of Pain, as well as an exploration of the orc-ruled Hold of Belkzen and a lesson on the dangers of trust in Eando Kline's Pathfinder's Journal.

Crown of Fangs

(6 of 6): The time has come to put down mad Queen Ileosa before she can utterly destroy the city, but do the heroes have what it takes to assault the very walls of Castle Korvosa and contend with its fearless guardians, both innocent and diabolical? Also includes details on the artifacts known as the relics of Kazavon, the mysteries of the Harrow deck of many things, and Eando Kline's bizarre trek to the orc capital of Urgir.

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