Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause.
Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.
Seven Swords of Sin will be released at Gen Con Indy 2007 and will be the featured adventure in the first Gen Con Paizo Publishing "delve" event. Seven Swords of Sin's plot was written by James Sutter but its rooms were written via an internal Paizo Publishing "Deadliest Room Contest" in which many of the Paizo staff collaborated to make the most viscerally pleasing dungeon possible.
If you want to give your players a challenge, run them through the bloodiest, most heinous rooms the Paizo Publishing employees could think of.
GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
and the end result is kind of an incoherent mess. An admirable attempt was made to make it all make sense, but it's really just a bunch of strange rooms strung together for no real reason. I wish I'd put my money elsewhere.
Set in Varisia, the home of Paizo's original material, this adventure concerns long-lost swords which once belonged to the Runelords who ruled the Empire of Thassilon. Knowing that if they themselves quarrelled it would bring widescale destruction to the land, these wizards each created a sword embued with a faint trace of their power, and when they had a difference of opinion the swords were entrusted to champions who'd fight to the death to decide the matter. But that was long ago and few people even know of the swords, let alone know where they are now... or do they?
The characters are hired by the Church of Abadar, who apparently used to possess the Sword of Lust but it has been stolen and they want it back. Worse, they have heard rumours that someone is trying to collect all seven swords, each named after one of the seven deadly sins. To undertake this task, they need to travel to a town that's a haven for all the worst folk, thieves and cutthroats and even more unpleasant people, where the person thought responsible for the theft lives. Once there, asking around should eventually lead them to the underground lair of the thief - and what follows is a good dungeon-delve, with plenty of traps to keep the party on their toes.
You either love or hate puzzle/trap dungeons, and if you and your players enjoy them this is an excellent one with a whole raft of intriging and puzzling rooms to investigate and survive. It might make a good one-night stand, something outwith your normal campaign, and if you choose that option there are 4 pre-generated characters provided to allow you to jump straight in.
Overall, it is an interesting and well-constructed delve and certainly from this side of the DM's screen it holds together fairly coherently, although I think that it might appear a random succession of rooms to the characters. Good entertainment!
The module lacks in flavor. It is themed / linked to RotR yet the connections are few and far between. It soon becomes apparent the "logic" or "ecology" behind the dungeon is quite artificial. The maps were not sensational and the traps not particularly clever. Overall the worst Pathfinder Module so far.
This adventure is basically a series of traps and monsters strung together with a fairly flimsy pretense for existing. Not to say such a thing is inherently bad; rather, this adventure doesn't present a story so much as a giant meat grinder. In the context of a series of loosely connected dungeon chambers, the module certainly succeeds, with memorable, fresh, and well constructed encounters and environments. However, I'm more likely to use these rooms piecemeal, or run the whole thing as a one-shot, than I am to insert this adventure in an ongoing campaign.
The city in which the module is set is very cool flavor-wise, but the module is a little too sparse on detail to really use the city for anything more than a lead-in. A stronger map of the city would have been especially helpful.
Overall, this is a fair offering, and worth having if you have a subscription, skip if you buy a la carte. Bump the rating up a star if you are in the mood for an old-school dungeon crawl. (***--)