Pathfinder Module: City of Golden Death (PFRPG) (based on
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Paizo Publishing, LLC
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An adventure for 5th-level Pathfinder Roleplaying Game characters.
The Price of Greed
In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?
City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!
This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.
Written by Joshua J. Frost
Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
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The City of the Golden Death was not my favorite module but it was definitely not my least favorite. The module itself seemed like it had PC massacre potential---the skeletal dragon on the cover, negative energy storms, molten gold flooding through city streets, and the very names of places containing words like “terror” and “death”. In reality we waltzed through all but the last encounter.
The module had an interesting premise but after awhile the huge city/ruins we had to trek through and its puzzles and secret doors became tedious. Golden Death was also combat heavy though not oppressively so. My favorite combat was an interesting encounter with
spoiler:
a rude snake person
that my party particularly enjoyed.
The module was pretty good overall and other than a few dull moments was a good way to spend a Saturday. It provides plenty of connection to the current Rune Lords theme and was fun but challenging for all party members.
This final adventure tries for an Indiana Jones style conclusion to the trilogy with the players traveling to deadly Isle of Terror where Aroden defeated Tar- Baphon (in his mortal form). The adventure begins with another boat journey of random encounters before the characters begin their journey to the lost city and this is where the adventure falls short somewhat for me: The Isle of Terror is shown to be a vast nightmarish land mass teeming with savage monsters, evil trees and poisoned waters, plenty of opportunity for exploration and yet the adventure puts your players on a very linear track following the cultists to the city on a race for time. The character of Dusan was also an awkward addition as an almost useless companion; me and my players forgot about him completely by the time we reached the city. Once there however, the adventure becomes more contained and more focused, with the place threatening to flood with molten gold if your players aren't fast enough. The place is filled with deadly challenges and interesting monsters, though I found the naga encounter to be a little too deadly and tedious (with the creature re-spawning after the players defeat it) and ended up removing it. My players came up with a very amusing way of resolving the adventure and despite the module's faults, we ended up enjoying it (though not as much as the first two).
This one is all about the encounters, and history. Every encounter is memorable. Not much for roleplaying, but when your going to place called he Isle of Terror are you really expecting to talk to people?
to many encounters not enough time for roleplaying
i actually realy liked it i just wish there was more time for role playing in it like there was in the last part befor this one other yhen that i have to say there was to many encounters
Encounters were decent but I was disappointed with the conclusion of the 3 module series and wound up rewriting the third module so that it was a satisfying conclusion to my players. The writer of the first two modules in the series was a lot better and it shows in the encounter descriptions and pacing.
The party's justification for going is weak, the rewards miserly, and yet the dangers phenomenal. Only stupid party's need apply.
Also the group the party is chasing bypass encounters and creative players can't bypass any of the fights the same way so it feels like a cheap trick. I added a lot more dead cultists so the party felt the cultists were at least in the same situation.
Another peeve is that tantalizing wealth is repeatedly snatched away from players with rather poor justification. It takes lot of modifications to not feel like GM Fiat to a good group of players. Creative GMing can work around the flaws but it is a lot more work than earlier modules in the series. An ok but far from great conclusion.