Pathfinder Adventure Path #24: "The Final Wish" (Legacy of Fire 6 of 6) (OGL) (based on
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Paizo Publishing, LLC
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Chapter 6: "The Final Wish"
by Rob McCreary
Fear and ruin grip the land as the long-imprisoned army of a mad genie renews its
ancient war. From the streets of the exotic city of Katapesh to the shadow
of cursed Pale Mountain, this horde of immortal warriors leaves
only fire and ruin in its wake. Empowered and perverted by the granting
of wild wishes, this seemingly invincible legion strangles the realm in
its fearful grasp as an obsessed general stokes the embers of an age-old
devastation. Can the PCs save Katapesh from both a burning tyrant and
the resurrection of a living apocalypse? Find out in this, the climax of the
Legacy of Fire Adventure Path!
This volume of Pathfinder Adventure Path includes:
"The Final Wish," an adventure for 14th-level characters,
by Rob McCreary.
Accounts of the Spawn of Rovagug, the titanic spawn of the god of
destruction, by Clinton Boomer.
The magic of genies and insights into the power of wishes, by Wolfgang Baur.
Pathfinder Channa Ti's last-ditch efforts to prevent a dark god from entering the world, in a
climactic Pathfinder's Journal by New York Times bestselling author Elaine Cunningham.
Seven new monsters by Adam Daigle, Rob McCreary, and F. Wesley Schneider.
For characters of 14th to 15th level.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.
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I remember being quite disappointed with the finale of Legacy of Fire when I first read through The Final Wish. Having just started the AP again with the outstanding Howl of the Carrion King, I revisited the last chapter and can honestly say my opinion hasn’t changed. I really expected something a little more interesting for the culmination of one of the more innovative APs. Instead we get the Liberation of Kelmarane as “cinematic combat” i.e. characters run a few errands and take on a few high level NPCs while the battle takes place mainly off screen.
The big show down with the enemy which has been building throughout the AP occurs at the end of a very vanilla dungeon crawl with a few uninspired visits from past friends and foes. Whatever happened to “the strange wish-powered minions the PCs are destined to face in the final adventure”? The House of the Beast was far more fun the first time through.