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Pathfinder Adventure Path #101: The Kintargo Contract (Hell's Rebels 5 of 6) (PFRPG)

***** (based on 3 ratings)
Pathfinder Adventure Path #101: The Kintargo Contract (Hell's Rebels 5 of 6) (PFRPG)
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Devil in the Details

The Silver Ravens have defeated Paracount Barzillai Thrune and liberated Kintargo, but unless steps are taken to protect what they've won, it's only a matter of time before Cheliax's rulers respond with open war—one that could likely destroy the Silver City. The key to the city's last defense may lie hidden in a sprawling scroll recovered from the wicked inquisitor: the Kintargo Contract. Within this contract's clauses and stipulations lurks a cunning loophole that gives the heroes an opportunity to use Cheliax's own love of law against it, not only securing the city, but also freeing the surrounding region from the infernal machinations of House Thrune and the Church of Asmodeus. Yet as the heroes scramble to parse the contract and Kintargo reels from its recent upheavals, an old menace from the city's past strikes. Before Kintargo can be truly safe, the Silver Ravens must save the city from a monster of its own making!

This volume of Pathfinder Adventure Path continues the Hell's Rebels Adventure Path and includes:

  • "The Kintargo Contract," a Pathfinder adventure for 13th-level characters, by Jim Groves.
  • A thorough investigation of infernal contracts, by F. Wesley Schneider.
  • A look into the secretive and enigmatic strix, by Robert Brookes.
  • Fiend hounds and infernal trickery in the Pathfinder's Journal, by Stephanie Lorée.
  • Five monstrous threats, by Kalervo Oikarinen, David N. Ross, and Todd Stewart.

ISBN-13: 978-1-60125-800-7

"The Kintargo Contract" 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 (723 kb zip/PDF).

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

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Non-Mint: Ships from our warehouse in 1 to 7 business days. 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.

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Product Reviews (3)

Average product rating:

***** (based on 3 ratings)

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The best Paizo AP?

*****

*DISCLAIMER*: This is a single review for all adventures in this AP.
Hell’s Rebels is the best Paizo Adventure Path. Of all the AP, it is the one that’s most coherent, approachable and GM-friendly. This review applies to all 6 books because their quality and style are so consistent that you don’t even notice the fact that they were written by 6 different authors.

Let me quickly list some of the most important things which Hell’s Rebels gets right:

1. It has a clear, believable and complex plot which goes from point A to point B to point C while at the same time allowing for multitude of side treks, optional quests and player-driven initiatives.
2. It goes full on Golarion. It touches upon core themes of the setting and is heavily nested in its history. It provides the much-anticipated opportunity to punch one of the biggest evils of the setting in the face. One warning: you can’t just lift HR and drop it into other settings without massive amounts of work.
3. The BBEG is front and center, introduced in adventure 1, encountered and fought against several times across the campaign. He’s evil, callous, quirky, nasty, brutal, amoral and good at being bad. He’s right up there with Ileosa from CotCT.
4. The campaign starts in one city and mostly stays there, with some small side-treks and one bigger detour which, fortunately, is also urban.
5. There is a cadre of sympathetic, recurring allied NPCs to play second fiddles to the PCs. There are also enemies whom you can interact in ways other than roll for initiative. The RP opportunities are plenty.
6. The cast of both allies and opponents is diverse in every sense of that word.
7. The players get opportunity to discover some of the setting’s secrets and, to a limited yet satisfying degree, reshape it without causing a Realm-Shattering Event.
8. The ending is epic to the core and fitting for a campaign of this scale and magnitude.
9. Episode 4 is a special issue with extra page count, longer adventure, more support material, an excellent article on Aroden and much, much more!
10. I love the blue colour theme for this AP AND Wayne Reynolds did the cover art. Double victory!
Edit Review


A nice palate cleanser

*****

While by no means less challenging than the previous adventure, The Kintargo Contract shifts gears somewhat.

If your party approaches all of its problems with drawn weapons, well, that's an option, but a decidedly sub-optimal one.

Not that there's no combat- not by a long shot- but this adventure, after a campaign of wheeling and dealing with allies and opposing straightforwardly antagonistic foes, allows some scope for proper diplomacy- trying to win over people who don't necessarily like you very much.

It's also a nice reminder that there is more to rebellion than just toppling the old order- you have to build something to replace it.


A role-playing-rich fifth leg to an urban sandbox AP

*****

(Preliminary note: Hell's Rebels is a series of urban sandbox adventures. Like most sandbox adventures, these adventures especially benefit from a DM who is willing (i) to tailor the adventure to the motivations and goals of the particular party, (ii) to allow players to be proactive, and to shape the adventure around their decisions, and (iii) to allow the party to try (and succeed at) dealing with problems in unexpected ways. So while these adventures run fine "out of the box", they work best with experienced and flexible DMs who are willing to put in a little extra work.)

I haven't run the Kintargo Contract yet, so this review is largely based on my impressions from reading through the adventure. After the somewhat combat-heavy 4th leg, the Kintargo Contract is crammed with entertaining role-playing opportunities, mixed with some interesting skill-heavy challenges. And although the events in this leg aren't as dramatic as the 4th leg -- there isn't a clear climax to this leg of the AP -- it looks really, really fun to play.

Some expected highlights:

  • --Bargaining for information with Odexidie in the Fallen Fastness
  • --A cornucopia of role-playing opportunities while courting votes from the five families
  • --The Soulstrain Haunt in Mangvhune's secret lair, and the terrifying fight with a Magic Jar-ing dybbuk that results

Some tweaks I'm planning on making:

  • --A clever party might decide to not tell Cheliax about the hidden clause in the Kintargo contract, in order to lure Cheliax into invading Ravounel, which would void the contract between Hell and the House of Thrune, and free all of Cheliax from infernal control. To forestall this possibility, I'm planning on emphasizing Cheliax's overwhelming military power early on (during Silver Raven council meeting in fourth leg), and making it clear to the party that even without infernal help, Cheliax has a strong enough military to both hold on to their empire and crush Kintargo.
  • --Traveling to hell to bargain with Odexidie for information is something I can imagine players resisting if they can get the information they need from Jackdaw instead. So I'm planning on tweaking the hidden clause in the Kintargo Contract to also require the ratification of the lord-mayor to require a certain ritual in a certain location, and to make the details of this ritual known only to Odexidie.
  • --Since the scarring the Soulstrain Haunt makes to the afflicted character's soul is a great way to allow the players figure out key points of the plot with respect to the soul anchor, I'm planning on tweaking the haunt so that a successful save prevents the Trap the Soul effect, but still scars the player's soul and releases the Dybbuk.

Overall assessment: This leg is crammed with role-playing opportunities and skill-based puzzles, and looks like one of the most fun to play through. While it's not quite as enthralling as the best AP 5th leg (Rasputin Must Die), it's in contention for being the runner-up. 5 stars.


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