Pathfinder Adventure Path #127: Crownfall (War for the Crown 1 of 6)

****½ (based on 9 ratings)
Pathfinder Adventure Path #127: Crownfall (War for the Crown 1 of 6)

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Everyone Loves a Party

As Taldor's entire capital city gathers to celebrate, few realize that conspiracy and royal rivalries are about to shake the empire to its core! When a high-minded cabal of senators and nobles tries to steer the nation away from disaster, Emperor Stavian III orders a bloodbath in the senate halls, trapping neophyte spies inside layer upon layer of magical security. As tensions rise and the emperor falls, can the heroes escape the forgotten halls beneath the senate and save the heir to Taldor from an assassin's blade? And even then, can anyone prevent a civil war that will tear one of the Inner Sea's oldest nations apart at its rotting seams?

This volume of Pathfinder Adventure Path launches the War for the Crown Adventure Path and includes:

  • "Crownfall," a Pathfinder adventure for 1st-level characters, by Thurston Hillman.
  • A gazetteer of Oppara, crown jewel of Taldor and center of Inner Sea culture, by Eleanor Ferron.
  • A closer look at some of the primary movers and shakers within the Taldan senate, who make for ideal allies, patrons, or rivals to politically minded players, by Thurston Hillman.
  • A collection of some of Taldor's most exotic and unusual threats, from the unsettlingly doll-like fantionette to the freewheeling onyvolan, by Thurston Hillman and Adrian Ng.

IBSN-13: 978-1-64078-015-6

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

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****½ (based on 9 ratings)

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One of the Strongest Starts to an AP

*****

Paizo ate my previous review, so I'll just give the Cliff Notes version:

This is an astounding AP. The new social influence rules are fun and will serve a group well whether they want to roleplay or roll-play. The combats are interesting, the adventure is generous with magic items, and it has what I consider (and my players would likely agree) the best plot hook and twist of any AP.

If you have a group that doesn't particularly enjoy intrigue or social encounters, or have a group of "murder-hobos", you may wish to skip this AP. For everyone else, I would consider this a must-play.


One of the best intros ever

*****

I have received legal advice (from Poland no less) that I should post a review, so here it is (note I haven’t yet run this, it is based purely on reading it):

This instalment has immediately become one of my top modules of all time. As all first instalments of an AP, it serves two purposes – first it introduces the next epic adventure path and second it is an adventure in its own right. As far as the first goes, it is terrific. It makes it clear that the players in this AP will be agents of a political leader/faction and not vying for the throne themselves. It also demonstrates that combat will take a less important role in this AP than many others. Finally, it embeds the story in the Empire of Taldor – there are hints of the vast history of the nation and how that will tie-in later, plus introductions to many of the political factions at work in the Empire during this adventure path.

As an adventure in its own right, I think it is exquisitely crafted. First thing to note is that it is definitely an intrigue/roleplay scenario over a combat-focussed scenario. The first several encounters have incidental combat opportunities at best – rather there is a whole bunch of investigation/research and diplomacy opportunities. When things DO get ‘tactical’ even the dungeon featuring the first few bad guys begins with an intricate puzzle spread over a few rooms before there’s any opportunity to kill things and take their stuff (although those opportunities come up later).

The factions are interesting, the initial patron (likely to continue in that role for the campaign, by the looks) is engaging, likable and has a deep background. She is portrayed as ambitious plus competent and yet still sympathetic. There is a good reason for her involving the PCs (often a matter requiring suspension of disbelief in Aps).

My biggest pleasant surprise of this module is that despite being heavily roleplay focussed in the early stages, I feel like I would be able to run it with anyone – whether they were comfortable acting it out or if they preferred to roll dice and consult DCs. As such, I think it would be a good intrigue/diplomacy adventure for a group lacking confidence in that regard (assuming they wanted to stretch their legs somewhat).

My only criticism is that it takes a long time before the PCs get to really flex their combat muscles. At least for my group, they LOVE getting into combats early so they can see how they gel as a group tactically and can try out whatever tactic/approach they’ve decided to pursue with their new, shiny characters. I think I would definitely run the PCs through a ‘meet the team’ adventure first – complete with lots of stealth/combat/etcetera. That would be easily motivated as a ‘testing ground’ for the patron before she entrusts them with the missions in this module. My worry is that, without that introduction, they’ll spend the whole first half (which is supposed to be subtle investigation/diplomacy) sabotaging the plot by getting into fights they really shouldn’t be starting.

As ever – that’s the kind of thing that depends heavily on your group’s idiosyncracies.

If you’re looking for an intrigue/political macinations module, I can’t think of a better one (in any system or any decade from the 70s through to now). There’s some work on the part of the DM, of course, but that’s the nature of the beast when adventures step outside the ‘usual’ fare of kicking in doors and killing clearly identified baddies.

It’s a thoroughly excellent adventure – hats off to everyone who worked on it!


TALDOGIS

*****

Excellent kick off an AP that is supposed to be about PCs helping drag an outdated male-dominated archaic dumpster hole that Taldor became into better times.

Also, Taldogis.

Also, angry conservatives.

What's not to love?


Unfortunate Language

***( )( )

Despite any good this book may hold, it is all predicated on "striking down primogeniture" such that a female may inherit. This is absolute popycock, primogeniture is the practice of the first-born inheriting and has nothing to do with male or female inheritance. This language gaff (which could've been fixed with the simplest of google searches; the word they were looking for is "agnatic") is only a sad indicator of consistent and recurring issues with the story & NPCs. More often than not important details are left to the DM to fill in on the fly, a trend woefully extended from several adventure paths hence. Couple this with a dearth of useful new mechanics & transferable content (of the monsters included, maybe one is useful outside of the book), this book is not worth the sticker price.


a bad first impression...adventures need not apply

**( )( )( )

sad to say but but i am sorely disappointed with this AP

ill try to keep it breif

pros

- Oppara Gazetteer - an introduction to the city with maps, notable locations and NPC's for use in the campaign and in your own games

- attempt at creating a interaction focused adventure to encourage new party dynamics and storys

- attempt at political based game, much akin to fantasy dramas like GOT and the like

cons

- role-playing is hampered by the new "influence system", heavily relying on dice rolls for interaction for more than half the book

- story progression from role-playing to dungeon is jarring and feels disconnected from the plot

- under developed and two dimensional NPC's, including a focus on one of the main NPC's who's background conflicts with itself and can be described as haveing the personality of a lump of wet paper

- the book relys heavily on "but thou must"and railroading is common

- chapters require heavy improvisation and GM re writes to make coherent

- dungeons and puzzels feel out of place and esoteric, a problem the creators must have known about as they include a side bar about skipping it.

while you can find enjoyment in the book, it will require heavy GM rewrites for plot, and NPC's, especially the main NPC which the whole plot revolves around

disappointing and hopefully not the start of a trend


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Paizo Employee Webstore Coordinator

4 people marked this as a favorite.

Announced for February! Image and description are provisional and subject to change prior to release.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

Yes! ^_^

Silver Crusade

5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Wait, the first issue of this AP is DIE HARD?

Yassss!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

SWEET!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Quote:
The adventure kicks off the War for the Crown Adventure Path, as players drag a once-grand nation kicking and screaming into the modern day,

Oh f*%* yeah.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

I hope the AP logo is subject to change prior to release, too. It really looks a bit pedestrian like this.


Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber

This sounds really cool!


I like it!


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)


Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

"...the players drag a once grand nation..." For a minute there I thought it said something about the players going drag:)

Sovereign Court

Players can become politicians, spymasters, and nobles? Yes pls!


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Feros wrote:

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)

Greg A. Vaughn has an adventure in every adventure path up until Mummy's Mask. :-)

Dark Archive

Trapped inside layers upon layers of magical security sounds intrigueing.

This also sounds like certain classes are more suited than others.

High Charisma seems to be a desireable ability for once in this AP...

Starfinder Society Developer

17 people marked this as a favorite.
Feros wrote:

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)

Whenever Crystal or John instructs me that it's OK to sleep... >_>

Paizo Employee Pathfinder Society Lead Developer

17 people marked this as a favorite.
Thurston Hillman wrote:
Feros wrote:

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)

Whenever Crystal or John instructs me that it's OK to sleep... >_>

Oh shoot, I knew I was forgetting to tell you something for the past couple of nights!

Eh...let's put in a couple more hours of writing first.


Coooooooooool


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber
captain yesterday wrote:
Feros wrote:

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)

Greg A. Vaughn has an adventure in every adventure path up until Mummy's Mask. :-)

True! But not once did Greg write two adventures in consecutive months! (I just checked)


I just wonder if it's Die Hard or Die Hard with a Vengeance...


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Is this adventure path going to heavily use the verbal duels from Ultimate Intrigue.

I'd rather not get it if it does.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

It sounds cool.

-Skeld


1 person marked this as a favorite.
Thomas Seitz wrote:
I just wonder if it's Die Hard or Die Hard with a Vengeance...

Surely it's Die Hard. What I wouldn't give to have a proper Pathfinder version of Hans Gruber...

Dark Archive

Pathfinder Adventure Path Subscriber

Interesting! Rockin' modernist cabals.

Sovereign Court

captain yesterday wrote:

Is this adventure path going to heavily use the verbal duels from Ultimate Intrigue.

I'd rather not get it if it does.

I don't know the specifics but "verbal duels" sounds awful.....


1 person marked this as a favorite.

For Taldor!


3 people marked this as a favorite.
Pan wrote:
I don't know the specifics but "verbal duels" sounds awful.....

They show up in Ultimate Intrigue.

The idea is to model verbal conflicts more like physical conflicts. By default we have 1,000+ pages of physical combat rules with different attacks, maneuvers, feats, special abilities, modifiers and so on. A negotiation, by contrast, is just "roll diplomacy".

Verbal duels introduce 'determination' which are basically hit points, each 'round' of the verbal duel has a winner and a loser who loses determination until they are forced to concede. Different tactics are available for each round, use of allegory for example uses a different skill than baiting the opponent and there are rock-paper-scissors style interactions between the techniques. Logic for example has a penalty when used to counter red herrings.

I'm not a fan, it adds a lot of mechanics, calculations, and general bookkeeping to social scenes and can obscure role playing behind a thick wall of abstract math problems.

Shadow Lodge

Pathfinder Companion, Roleplaying Game Subscriber

Took long enough. Now lets see how this thing goes.


Nut bunnies, I was hoping for Holomog and Geb. :(

Oh wells, I hope this'll be good.

Also, with a face like that, did anyone really expect Stavian to be a good king? :D

Shadow Lodge

4 people marked this as a favorite.

I mean, to me he was the perfect set up for the Vigilante class concept. Seemingly powerless ruler by day, hitting the streets and getting s*** done without regards for red tape by night.


Berselius,

I expect we'll get some Geb down the road. Maybe.


2 people marked this as a favorite.
Thomas Seitz wrote:

Berselius,

I expect we'll get some Geb down the road. Maybe.

Hope so, I'd also love to see another Megadungeon. Maybe something similar to Gygax's Necropolis? Only maybe the final boss can be an insane Mummy Lord cleric of Rovagug hoping to summon a brand new spawn of the rough beast. Then when the PC's finally beat him, BANG, the mummy lord's helmet pops open and he's revealed as a demilich! ^_^

Scarab Sages

Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Legends Subscriber
Berselius wrote:
Hope so, I'd also love to see another Megadungeon. Maybe something similar to Gygax's Necropolis? Only maybe the final boss can be an insane Mummy Lord cleric of Rovagug hoping to summon a brand new spawn of the rough beast. Then when the PC's finally beat him, BANG, the mummy lord's helmet pops open and he's revealed as a demilich! ^_^

We had a dungeon Crawl adventure Path with Shattered Star. that was pretty much all dungeons all the time. Alternatively, have you grabbed Emerald Spire? That's a megadungeon.


Are there any special rules being used in this AP such as mass combat or the verbal dueling?

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
John Compton wrote:
Thurston Hillman wrote:
Feros wrote:

Yay! Thursty!

...wait: TWO Adventure Path adventures in a row? Dude, when do you sleep?

:)

Whenever Crystal or John instructs me that it's OK to sleep... >_>

Oh shoot, I knew I was forgetting to tell you something for the past couple of nights!

Eh...let's put in a couple more hours of writing first.

That is one long ass chain to Canada.


4 people marked this as a favorite.

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

Silver Crusade

9 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Berselius wrote:

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

And then you end up with your own son killing you by means of a crossbow bolt through your guts while you take a poo. So much for wisdom ;-)

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Gorbacz wrote:
Berselius wrote:

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

And then you end up with your own son killing you by means of a crossbow bolt through your guts while you take a poo. So much for wisdom ;-)

Had it coming.


1 person marked this as a favorite.
Gorbacz wrote:
And then you end up with your own son killing you by means of a crossbow bolt through your guts while you take a poo. So much for wisdom ;-)

(shrugs) No one said being an advisor to the king is an easy job. :P

Rysky wrote:
Had it coming.

Yup. Also, one could say Tywin was UNWISE to not realize that Tyrion still had worth and could still be of great use to House Lannister.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Berselius wrote:
Gorbacz wrote:
And then you end up with your own son killing you by means of a crossbow bolt through your guts while you take a poo. So much for wisdom ;-)

(shrugs) No one said being an advisor to the king is an easy job. :P

Rysky wrote:
Had it coming.
Yup. Also, one could say Tywin was UNWISE to not realize that Tyrion still had worth and could still be of great use to House Lannister.

... there was probably a lot more for that playing out than just for being an Advisor >_>


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well I suppose it's a good thing Frodo threw the one ring into Mount Doom then, isn't it.


This is why having a half demon/half fiend wizard advisor works better. At least for Arthur.


Berselius wrote:

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

Can't you just use a enhancement spell and control her that way? Feels more honest and to the point than pulling a mind game and infantilizing her.


4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Lemartes wrote:
Are there any special rules being used in this AP such as mass combat or the verbal dueling?

Or Mass Verbal Dueling.

"Go away, or I shall taunt you a second time!"

"Run Away!!!!"


6 people marked this as a favorite.
Delightful wrote:
Berselius wrote:

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

Can't you just use a enhancement spell and control her that way? Feels more honest and to the point than pulling a mind game and infantilizing her.

Berselius is modifying and truncating dialog from Game of Thrones.

A reply I can see happening:

Princess Eutropia:

"Sir Knight, in matters of lance and steed you know more than I. In matters of Taldan succession law and the steps necessary to my rightful crown, I know far more than you. Wise councilors give their advice when necessary, then perform what their liege orders after she has considered their sage advice. Or am I asking too much of my lord?"

Liberty's Edge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Point to princess Eutropia.


The Mad Comrade wrote:
Delightful wrote:
Berselius wrote:

Princess Eutropia: Wisdom is what makes a good ruler.

My Cavalier: Yes. But what is wisdom? A house with great wealth and fertile lands asks you for your protection against another house with a strong navy that could one day oppose you. How do you know which choice is wise and which is not? Have you any experience of treasuries and granaries? Or shipyards and soldiers?

Princess Eutropia: No.

My Cavalier: Of course not. A wise ruler knows what he knows and what he doesn't. You're young. A wise young ruler listens to his councilors and heeds their advice until he comes of age. And the wisest rulers continue to listen to them long afterwards. Your father was not a wise king. Your father was not a good king. If he had been, he'd probably still be alive.

Can't you just use a enhancement spell and control her that way? Feels more honest and to the point than pulling a mind game and infantilizing her.

Berselius is modifying and truncating dialog from Game of Thrones.

A reply I can see happening:

Princess Eutropia:

"Sir Knight, in matters of lance and steed you know more than I. In matters of Taldan succession law and the steps necessary to my rightful crown, I know far more than you. Wise councilors give their advice when necessary, then perform what their liege orders after she has considered their sage advice. Or am I asking too much of my lord?"

I know. Which is why I think not bothering with the obvious manipulation and going straight for a magical solution is best when it comes to secretly controlling a monarch, especially one that's not going to fall for your condescending BS like Tommen the Inbred would. Tywin didn't have the ability to literally brainwash his rulers, players on the are hand do.


1 person marked this as a favorite.

I think of it as a smart-mouth chauvinist getting put in his place by his social better without resorting to something as gauche as kicking his butt. ;)

If anyone thinks that the princess is going to be some mush-minded weak Willed pretty thing susceptible to Jedi mind tricks and petty charm or dominate spells ... well, IMO the savvy GM will take care of that if the authors don't.

Besides, I love making stat blocks. It'll be pretty easy to come up with one to file the flavor text off of and swap in. *grin*

Edit: few cavaliers have the ability to use enchantments, so the reasonable supposition is that words will suffice to establish Princess Eutropia's status and attitude. One imagines that Her Highness will be quite capable in the new 'social combat' mechanics, especially when dealing with entry-level characters.


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The Mad Comrade, I was trying to make people amused by quoting game of thrones. Please chill kay?

Silver Crusade

7 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Chauvinism and infantilizing of women leaders is rarely amusing.


I did not see it as infantalizing (q.v. feeblemind to reduce a target to babbling non-functionality). I did see it as both (a) character advising his liege; and (b) chauvinistic.

Having said that, I thought the quoting of Game of Thrones was appropriate, thus Her Highness' response to a mouthy subordinate. *grin*


The Mad Comrade wrote:

I think of it as a smart-mouth chauvinist getting put in his place by his social better without resorting to something as gauche as kicking his butt. ;)

If anyone thinks that the princess is going to be some mush-minded weak Willed pretty thing susceptible to Jedi mind tricks and petty charm or dominate spells ... well, IMO the savvy GM will take care of that if the authors don't.

Besides, I love making stat blocks. It'll be pretty easy to come up with one to file the flavor text off of and swap in. *grin*

Edit: few cavaliers have the ability to use enchantments, so the reasonable supposition is that words will suffice to establish Princess Eutropia's status and attitude. One imagines that Her Highness will be quite capable in the new 'social combat' mechanics, especially when dealing with entry-level characters.

Yeah, your probably right that a I well stated Eutropia will be pretty resilient to jedi mind trick shenanigans. Still though, players might as well try to be the power behind the throne, or else what's the point of trying to save a kingdom from another group of a$%%&*@s if you don't get to secretly rule it through a figurehead?

Pretty sure that's on the Evil Overlord list.

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