Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6) (PFRPG) (based on
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Chapter 2: "The Sixfold Trial"
by Richard Pett
The Play's the Thing
To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last?
This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
"The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett
The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue
An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds
Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross
Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider
A Pathfinder Roleplaying Game adventure for characters of 3rd to 5th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
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. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
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...and had the time of our lives. The play really is much better read in character than as a dry read. Lots of fun was had by all.
This is not something for everyday play (or we'd all be acting buffs rather than role-players), but even the shy people at our table had lots of fun with this script! Hats off to Mr. Logue!
Easily one of the best AP scenarios. This books is unconventional, puts the players through strange situations, and is exactly the kind of thing I couldn't come up with in a home brew. A good model for any adventure: A quirky set of scenes and challenges that test the players in bizarre ways, followed by a hilarious set of NPC encounters and roleplaying opportunities, and finally a non-repetitive dungeon crawl in a weird, supernatural environment. Perfect balance of elements, lots of flavor. A+ all-around
Only downsides: The first third of the book is dangerous, and could kill players without them getting much say in the matter. Also, as with most of Council, tends to be a little railroad-y at times. If you and your players like the story and follow the cues, or you are adaptable as a GM, there shouldn't be any problems.
Other than the play at the begining (which is for adults) the rest of the adventure reminded me alot of a WFRP adventure(not a direct copy mind you just very similar). If your looking for something with that dark cultist sorta feel it wont disapoint. Hopefuly this path will continue to get better.
In my time time of G Ming, my PC's have made numerous public appearances, but never once as performers. While I was still in the process of reading the module, I saw this adventure as an opportunity to introduce another type of challenge to my game. Truth be told, things did not go quite as cleanly as planned. Interactions with the script and rolls became sketchy, and the damage count kept rising much faster than anyone expected. Still, this did not tone down the genius behind this adventure, and even if things went awry at some points, the content of the adventure kept the PC's into finishing the play, along with creating a hatred for Chelish nobility. There are plenty of interesting role playing experiences, and if you have a group that exists for combat alone (we all know how annoying that can be) this is a chance to change things up a bit.
Having now finished DMing the six fold trials I can tell you that it was a mixed experience. While the game went on quite well, I (and the players) did have disproval of the module planning.
The casting was much fun, and the limehouse had great potential for memorable fun times (had it not been for 7 rolls of 25 + on the bards behalf).
The trials are awesome and insane, not the encounters but the other ones! while a player carved his heart out in front of hundreds of nobles clapping their hands and enjoying the show was just bad luck, the trial in the belly of the beast was nasty for anyone wearing a heavy armor. The players had to resolve it trough a different solution than the one proposed by the adventure path. But other than that, this was a great and fun time. I’m sure this will be some of the most memorable things in my role-playing carrier.
After 8+ hours with two encounters the players and I needed to roll some dice for other things than skill checks, and here I will once again applaud the brilliance of the bastards of erebus, where they included side quests to be partaken at any point during the adventure. Had we went straight to the party without doing a little side quest on first we would not have been able to enjoy the 4+ hours we spent on the cornucopia.
The final dungeon like quest was far too long and we had to spend more than 14 hours of playing to get through to the other side. There was a few memorable encounters such as the boss and the agent, but the other 10+ encounters had little flavor. My players where extremely affected by stat drain, something that had a ruining effect on their fun. One thing is a few drains, but everyone had and str and con damage, something that resulted in 2 player Casualties.
A good start, with too few encounters, and a bad end with far too many random encounters, which weakened the party far too much for them to enjoy it.