Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6) (PFRPG)

4.50/5 (based on 15 ratings)
Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6) (PFRPG)
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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.

ISBN–13: 978-1-60125-196-1

The Sixfold Trial is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download.

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9026


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Average product rating:

4.50/5 (based on 15 ratings)

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Fun and Creative Module, Something for Everybody

5/5

I really enjoyed this module. It's not without its flaws. The play isn't for everybody. A lot of the encounters in the first part are very, very difficult to the point of being unfun. The mansion is a lot of space devoted to not a lot of actual content.

But I can tolerate more flaws in modules that are trying to do something interesting, and the play is very interesting. I loved the entire scenario. Learning lines, getting to know the other actors, schmoozing with the Westcrown upper crust. I think this scenario would really shine with a remaster that incorporates some rules that would be published later, such as influence points and social combat. But a GM can work to fix mechanics, and it's a lot more fun to do so when the source material is so much fun.

The dungeon crawl at the end was pretty good too, so there's something for the combat-oriented players as well. Just a very well-designed, balanced adventure that will appeal to players with a lot of different tastes.


Just finsihed the play...

5/5

...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!


Memorable, Bizarre, Varied, Exciting - Instant Classic

5/5

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.


Interesting, but haven't I played this before?

3/5

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.


Theatre of mixed reactions

4/5

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.


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The Exchange

James Jacobs wrote:
brock wrote:

I think that the dialogue of the play counts as product identity and hence :

"No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission."

means that you are not allowed to print or photocopy. Unless what Vic wrote counts legally as 'written permission'?

I wish we could get a clear statement on printing - if Paizo makes the same profit on a PDF sale as a physical one then it would save me a ton of cash to buy PDF and do my own printing. That's probably 'save' as in 'spend on other Paizo stuff'. :)

While the play is not open content, that doesn't mean you can't photocopy it or transcribe it by hand or whatever for your own personal use. This actually goes for ANY print product, to be honest (although since places like Kinko's have no way of being sure that you're going to use a photocopied document only for personal use they tend to err on the side of caution).

Same goes for PDFs. You can print out a copy for your own personal use, be that because you just want to read the book not on a computer or because you're using the contents to prepare player handouts or whatever.

You just can't mass produce these things or resell them or claim publicly that you created them is all. And "mass produce" does include putting content up on a public website.

Cool, thanks James. Can I take that as the necessary 'written permission' then? If so, I'll print the thread and take it with me to the shop and present it if challenged.

Are you able to comment on profit per PDF sale as opposed to print sale? I understand if this is commercially sensitive information. It's just that there is a large segment of possible purchases that I don't particularly want in hardcopy, but would buy in print if it meant lots more profit for Paizo - and then for the place I buy bookshelves from :)

Dark Archive

I *finally* got my copy (feels like it took an eternity to arrive at my FLGS), but it sure looks like worth the wait! Maps are very good (although some of them look hand-drawn?), the plot excellent (I can't wait for the Cornucopia) and in general it seems to be another "hit" for the Monstrous Mr. Pett! :)

I don't think I will have trouble with the players biting the hook... my only issue is with the play; I'd love to act it out with my players, because it's really, really well-written and a rare chance to try something like this. Only... I fear my players would find it a bit weird, awkward and uncomfortable, because English is not our native language; we're all fine with game jargon and using occasional English words, but this would be a whole play, and I suspect they would turn it either into a comedic performance (funny voices and overacting) or monotonously read it out loud.

Damn... I'd really like to play it out with the script and the dialogue, but I don't know how to do it. Translating the text would a huge task, and I fear I wouldn't do the original text justice. I'll have to think about this.

The Exchange RPG Superstar 2009 Top 4

So, since Arael the half-elf got his own fig, when can I expect to see this beautiful young lady in the glory of a Reaper green?


In the description of the Hand of the Inheritor, I was particularly impressed with the line:

Quote:
He enjoys battle hymns and marching music, though his voice is more suited for harmonizing with a true performer than leading a song.

It seems such a trivial throwaway detail, and yet I found it said a great deal about the character of the Hand very concisely. It's exactly this sort of flourish that makes me very happy to remain a subscriber.


I finally got to do this one the other day and my players loved it. The best part is all my players have been playing table top for years now and always hated APs, but they are having a great time with this one. At first they were like wtf a play? But once they got into it they had a blast. Oh and the rogue of the party in the audition for Dentris having to insult Robahl stole his monocle under his nose and wore it.

The Exchange

daviscd wrote:
I finally got to do this one the other day and my players loved it. The best part is all my players have been playing table top for years now and always hated APs, but they are having a great time with this one. At first they were like wtf a play? But once they got into it they had a blast. Oh and the rogue of the party in the audition for Dentris having to insult Robahl stole his monocle under his nose and wore it.

I think traditionally monocles are worn over the nose, not under it.


The opening text in the The Six Trials of Larazod mentions that the "Dramatis Personae and history of this play can be found online." Has this been posted to the web site somewhere? I am hoping to find the enhancements to an already stellar adventure! Thanks.


Sorry, disregard previous message. I just found it.


I am curious to know how other DM's are have run the actual play senario? I am running my very frist adventure path as a Noob DM and I would very much like a little extra input!!


My group just finished Bastards and have now started Sixfold Trial. It was a real change of pace for them after spending two sessions slogging though the catacombs under the old church of Erastus. I am running the game in German using the translation done by Scharlata with the extra lines he added for Farus and Monris. We finished Act 3 so far and my players are having a lot of fun.

Check it out on my blog....

The Sixfold Trial, Part 1 at Parhoon Naval Yards


So...

We're running the game and the group is in the The Asmodean Knot.

We just descended past the Lacedon encounter and come to a hallway. The one way there is singing voice.

We follow the voice and see large chamber with the chains (Kyton).

There is no source of the voice and it is not mentioned again.

Is this a Editing Error? Where is the source of the singing voice?

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