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Pathfinder #9—Curse of the Crimson Throne Chapter 3:
 
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Pathfinder #9—Curse of the Crimson Throne Chapter 3: "Escape from Old Korvosa" (OGL)
****( ) (based on 8 reviews)

Paizo Publishing, LLC

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Chapter 9: "Escape from Old Korvosa"
by Richard Pett

Old Korvosa is under quarantine, a sprawling slum contained by roadblocks and guardposts manned by remorseless Hellknights and sinister plague doctors. While the rest of Korvosa stifles under an increasingly brutal martial law, the quarantined streets of Old Korvosa descend into true bedlam. Yet the one man who may hold the truth behind the perils that have brought Korvosa to its knees is lost inside the quarantine zone. Can he be rescued from the clutches of a new menace rising in the festering pits of Old Korvosa, and what secrets does he know that could justify the bounties for his death?

This volume of Pathfinder presents an in-depth exploration of the rakshasas of the world of Golarion and reveals details on one of the world’s most sinister networks of assassins, the Red Mantis.

For characters of 7th to 10th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. 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. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.

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

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PZO9009


See Also:


<< Pathfinder #8—Curse of the Crimson Throne Chapter 2: "Seven Days to the Grave" (OGL) Pathfinder #10—Curse of the Crimson Throne Chapter 4: "A History of Ashes" (OGL) >>


Product Reviews (8)

Average product rating: ****( ) (based on 8 reviews)


****( )

Portuguese - Br


Como um todo Escape from Old Korvosa funciona apenas inserida no contexto de Curse of the Crimson Throne, mas ela possui elementos muito interessantes que podem ser explorados em outras campanhas (principalmente para quem gosta de mitologia hindu). Seu foco no enredo pode gerar problemas, mas eu recomendo que os mestres leiam a aventura e tirem suas próprias conclusões. De qualquer forma, tanto o artigo sobre os Rakshasas e sobre a Red Mantis valem a compra da edição e os monstros novos são bem diferentes e exóticos do que estamos acostumados como monstros de D&D. Recomendo bastante.



****( )

Decent


It had an enjoyable start and overall my players and I did have fun. The arkona palace was our least favorite part out of the entire AP for Curse of the Crimson Throne.



****( )

Another grand tome


It had its frustrating moments, such as the PCs getting chased out of town without even a hint as to what to do until the next book shows up... but that's minor at best. This book has some amazing characters in it, especially the vile Arkonas.

And there are the usual magnificent backup articles, with my favorite being the one covering rakshasas. And the Red Mantis? Naaasty.



***( )( )

And now ...the MAZE OF DEATH!


Escape starts with a bang and ends in a series of frustrations. The Quarantine, Pilts Swastel, Red Mantis all provide a great beginning and a promising lead up to the Arkonas. The Arkonas I thought were one of the more promising elements of the AP but I found them to be terribly squandered in this adventure.
The setup for the latter dungeon crawls rankles mightily and I couldn't help but be reminded of the Thieves Guild from the D&D movie. "Yes I will help you but first you must traverse the MAZE OF DEATH!" Then the Arkonas are unceremoniously dumped from the campaign. Like I said strong first half but pitters off quickly. The Vudran background and Rakshasa article are quite good though.



***( )( )

Great start...Poor finish


The storyline for the adventure is fantastic, well, right up until the Rakshasa's. The palace and dungeon are over the top. Though they seem appropriate based on the Rashasa's desire for lavish surroundings, they don't fit in with the story, city and especially not in Old Korvosa. The Rakshasa were not believable. I love everything else about this adventure, but in my game, I will be replacing the Rakshasa with something more in character with Old Korvosa.



****( )

Part Event / part Dungeon crawl


The first half of the adventure (the events) continues with the great style of the CCT path, and the second half introduces a large dungeon which would be quite a "common dungeon crawl" but there's an amazing -simple but interesting- mobile dungeon and another -simple but interesting- encounter with the "engines" of the mobile dungeon. Work it out cleverly and you get an awesome experience out of this "common dungeon crawl". Great work Paizo!



*****

Stunning Work!


First off: I'm not running or playing in a Pathfinder game right now. I love the universe and the stories, but I'm all booked up on role-play at the moment.

So I bought this, I'll admit, entirely for the Rakshasa article - but quite unexpectedly, the rest of the book (both the Red Mantis section & the stellar adventure) caught me and dragged me in. I'll be running elements of this adventure, and soon!

Five star product.



***( )( )

it probably desrves more, though


The Curse of the Crimson Throne is, in my opinion, the best that Paizo ever did –and there's some tough competition in the category. There is nary a weak point in the entire AP, which is written with a unique tone and style. When there is a breach in such a well constructed creation as this, it seems even more devastating then it probably is.
The beginning of Escape is purely, unquestionably awesome. It has a soul of its own, and the background of Old Korvosa is breathtakingly believable. One can smell the drying mud that his PC steps through, and the GM has a great time capturing the imagination of his players. Assassination, death and intrigue shroud all. This is the same thing attempted at earlier installments in this AP, but even better.
However, once the PCs are forced to enter the maze of the Rakshasas, things get real bad, real quick. The living maze is tiresome, lacks in character and simply dosent fit comfortably along with everything else in the adventure.
This book has tons of awesome in it: the Red Mantis, the first half of the adventure, the awesome bestiary… I even liked the PF Journal this time. Kudus for all of those. But I can't help but feel that this weak spot in the AP really sort of damages the entire experience. This is a three star review, even though mostly, this book deserves five stars. Such a shame, really.


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