Golarion is an old world, and even its oldest civilizations stand atop the ruins of more ancient nations, long lost to the ravages of time. Each of the six cities presented in this book offers enough new challenges and treasures to support an entire campaign of any level. Take your game into the great unknown and make history at your table!
Lost cities in this 64-page book include:
Ilvarandin, a teeming metropolis hidden deep in the treacherous Darklands, ruled by sinister creatures who supply the surface with a strange drug, through which they plan to enslave the entire world’s dreams
Kho, the crashed flying city of the ancient Shory, whose still-sputtering magical engines lure explorers to the verdant Mwangi Expanse—and into the clutches of its resident marids, plague-bearing daemons, and winged ape-men
Storasta, the once-verdant jewel of Sarkorian civilization now enveloped by the Worldwound, where the corrupted forces of nature battle the hordes of the Abyss for control
The Sun Temple Colony, where humanity struggles against a twisted godling and a fire-spewing orbital lens in an attempt to establish civilization on the ruined continent of Azlant
Tumen, the ancient Osirian cliff-city, where cultists, golems, and desert elementals guard the greatest works of long-forgotten pharaohs
Xin-Shalast, City of Greed, in which gold-paved streets and crumbling mountainside monoliths lead to ultimate wealth and the strange otherworld of the Plateau of Leng
Lost Cities of Golarion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.
by Tim Hitchcock, Michael Kortes, and Jason Nelson
Even after months I still feel a bit overwhelmed after reading it. If I could give this product more than five stars, I would; it's a textbook example of how to write a RPG guide to lost and ruined cities. Great maps by Rob Lazzaretti, well-written songs and poems and vignettes that work brilliantly as hand-outs, evocative language, inspiring adventure hooks and NPCs, very nice monsters, awesome flavour... and practically nothing to criticize. Nothing. Every city feels and looks very different from each other, and even though it's only 10 pages per city, you'll get more than enough juicy lore and game information to run a campaign in any (or all) of them! In fact, Lost Cities provides you with guidelines on how to use each city as an adventure site for all levels (low, medium, hight) of play. It’s just amazing how much useful information they’ve crammed into 60+ pages.
Perhaps it tells something if I say that this book made me feel almost as excited as watching the best torturers in Order of the Rack practise their craft on Taldorian dandies! ;)
I recommend this book for any GM, and I wish I had had something like this when I was a fledgling Dungeon Master so many years ago. In fact, as far as I'm concerned, this is a MUST-HAVE book, and not just for Pathfinder GMs; since there are not a lot of game mechanics in it, Lost Cities can actually be used as a sourcebook for any RPG!
Ilvarandin, nearly everything I liked about the Underdark in one magnificent place. Despite not being a fan of underground adventures I could run this city for decades. Only would change the color of the phosphorescent fungi to blue.
Kho, expected more from the place, the choice of monsters is not at all to my liking and doesn't suite for a place inspired by African mythology. Needed more unusual magical devices like the wonderful Well of Axuma. If this was an Azlanti city the rating would be higher.
Storasta, nicely set up border city, excellent choice of monsters opposing the demons. Poor mechanical effects of the Carrock's How.
Sun Temple Colony, lenses again, failed to awe with the Azlanti tech. A bit cliche lovecraftian monster. Light should be pure.
Tumen, great idea about the city on four ledges and about the source of water. Not enough egyptian flavor. The nerd cult has too few details to be interesting.
Xin-Shalast, great megalithic city, monsters, template, Leng. Conquering such a place would be the highest adventurer's prize and triumph.
All of the six lost cities described in this book (except perhaps xin shalast, already covered in previous books) could have been the object of an entire adventure path. The sun temple colony is one of my favorite, and tumen brings us some additionnal lore on the 4 pharaohs of ascension. I also liked the ingenious work done on existing monster with new twists (fire shoggoth, plague bearing aurochs...) and the crystal creature template.
For each city, the "campaign" part is really useful, describing the challenge awaiting adventurers at low, medium and high level. This part also bring us some answers to a critical question, in my opinion : why would the PCs go to a lost city, which is most of the time in the middle of nowhere...
All in all, this book is useful, and brings a lot of ideas for every campaign. Congratulations to all the authors.
I run 2 regular games, one in riddleport and its sort of a pirates/explorers game, and the Kingmaker Adventure Path. The lost Sungod Temple and World wound areas were almost instantly useful. I see lots of potential for the other lost citys as well. Had two seperate groups play in and love this book.