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PZO9514

Pathfinder Module LB2: Treasure of Chimera Cove (OGL)
Paizo Publishing, LLC

5x5
Print Edition: $12.99
PDF: $8.99
5x5 5x5

A Last Baron wilderness adventure for 7th-level characters.

An ancient map points to a legendary treasure hidden in the mythical Chimera Cove, a long-forgotten pirate port. A host of deadly traps and lingering guardians awaits the plunderers, but an even greater evil has its sight set upon powerful relic. The path to riches is fraught with peril, but the reward far outweighs the risk.

ISBN-13: 978-1-60125-119-0

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Written by Anson Caralya

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


<< Pathfinder Module LB1: Tower of the Last Baron (OGL) Pathfinder Module D4: Hungry Are the Dead (OGL) >>


Product Reviews

Average product rating: FullStarFullStarFullStarFullStarFullStar (4.0) based on 2 reviews

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FullStarFullStarFullStarFullStarFullStar LB2: Treasure of Chimera Cove
Reviewer: silverhair2008

I am the DM that ran Chimera Cove for Kirth and Company. The tie-in from Tower of the Last Baron was very easy to use and set the piece fairly well. I found for my particular group using the Beta rules that I had to upgrade the monsters a bit, but otherwise the module ran fairly easy. There is a longer review under Pathfinder Modules on the Messageboards. Overall I liked the module and it required very little preparation. I do agree with Kirth, don't try this without a Cleric and an optimized party. Also don't separate at any time or you will DIE horribly. Huzzah for Mr. Caralya. Well done.

FullStarFullStarFullStarFullStarFullStar Never Made it to the End!
Reviewer: Kirth Gersen

Far from being a typical pirate's treaure adventure, this one has a very unique "treasure" and a bevy of interesting challenges along the way. I'm unable to give a full review, as most of our characters died less than halfway through: make no mistake, this one will kill parties that are not optimized for deadly combat, or who are foolish enough to split their forces at any time. Despite the gory finale, we all enjoyed it thoroughly.

Don't let the "LB" designation fool you; this adventure can easily be run on its own, in almost any campaign world.


Product Discussion
73 posts. See all discussion for this product.

Pathfinder Module LB2: Treasure of Chimera Cove (OGL)
Cheliax Savage_ScreenMonkey,

Wight Final avatar

Im really looking forward to reading this adventure. It kind of reminds me of the novel "Riptide" by Douglas Preston & Lincoln Child.

John Robey,

28 Weretiger avatar

What makes an adventure a "Last Baron" adventure?

I do kinda wish the Pathfinder modules were more divorced from Golarion. I don't mean ripping out every reference, but definitely making them more stand-alone and "setting neutral."

-The Gneech

hopeless,

TSR 95053-25 avatar

John Robey wrote:
What makes an adventure a "Last Baron" adventure?

I do kinda wish the Pathfinder modules were more divorced from Golarion. I don't mean ripping out every reference, but definitely making them more stand-alone and "setting neutral."

-The Gneech


I suspect its so it can serve as a sequel to that scenario if you wish, out of curiosity how setting neutral do you want it to be?

As I'm reading through that Last Baron scenario at the moment this sounds like a good addition.

John Robey,

28 Weretiger avatar

Well, it's a tough question to answer precisely because it's one of those "know it when I see it" kind of things. But a good example might be the "Dungeon Crawl Classics" line (at least the 3E incarnation, I haven't seen any of the 4E stuff) ... except for a handful of modules specifically tied together (e.g., "Blackguard's Revenge" + "Iron Crypt of the Heretics"), most of the adventures don't go into much detail about the surroundings except as necessary for the adventure at hand. However, there is a "DCC world," which was written up and published as a hardcover IIRC, which -can- tie all or most of the modules together if the GM desires it.

For whatever reason, the setting of Golarion just doesn't interest me much, and so for example all the space used in Gallery of Evil to talk about the city of Absalom is wasted on me -- if and when I use the module, I'm just going to port it into my own setting.

-The Gneech

Osirion yoda8myhead (Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game Subscriber),

R 1-Rakshasa-Opener Redo 1 avatar

John Robey wrote:
For whatever reason, the setting of Golarion just doesn't interest me much, and so for example all the space used in Gallery of Evil to talk about the city of Absalom is wasted on me -- if and when I use the module, I'm just going to port it into my own setting.

I think your best bet, then, is to stick to the Dungeon, Event, Journey and Wilderness lines, which is most of them. While there is world flavor in each of these, I think that the actual setting can be ported to whatever setting or homebrew world you'd like. Carnival of Tears can take place in any small town where they might have fey nearby and a traveling carnival comes through town. River into Darkness can be on any jungle river. Demon Within could be anywhere that knights fight demons and hold back the forces of the Abyss. The equivalent of Dragonfall could exist in any world. Even the Urban adventures can be placed in other cities. There's nothing so specific about the Ivy Disrict in Absalom that couldn't exist in other large metropolises. But any time you are taking something from one world to another, you'll need some creativity in making it fit seamlessly.

PZO9514

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