Pathfinder #10—Curse of the Crimson Throne Chapter 4: "A History of Ashes" (OGL) (based on
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Chapter 10: "A History of Ashes"
by Michael Kortes
Forced to flee the city of Korvosa and pursued by sinister agents of Queen Ileosa, the heroes travel to the Cinderlands to seek out advice on how to defeat the ancient evil that has claimed their queen’s mind. Few living today know the truth behind this evil—and those who do are among the Shoanti barbarian tribes preparing to invade Korvosa. The PCs must earn the trust of three tribes in order to realize their goals and save Korvosa from a brutal war.
This volume of Pathfinder also features an in-depth exploration of the Shoanti barbarian way of life, an exploration of the harsh badlands known as the Cinderlands, and six new monsters native to these lands.
For characters of 10th to 12th 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.
A edição tem vários problemas. Sejam eles editoriais, conceituais ou de trama. Apenas a arte se salva 100%. Isso leva a supor que a aventura foi feita as pressas (um problema compartilhado com o conteporaneo Guide to Darkmoon Vale), mas mesmo assim a qualidade que o autor dá a seu texto consegue remediar boa parte dos problemas. Embora eu fique curioso no que mais tempo de desenvolvimento poderiam ter feito pela aventura, pessoalmente eu gostei e acho que não prejudica a qualidade total da campanha. Mestres interessados em conflitos entre duas culturas tem muito a aprender com essa aventura.
My players and I had a lot of fun going through this adventure. I dare to say that it was our favorite adventure out of the Curse of the Crimson throne AP. The Shoanti tribes made for some enjoyable role playing at the table and it was of great relief to break free from the city to venture into the world to gather knowledge about the foe that is to be faced. One of the best out of the series.
This module plays as well as it reads. And that's a good thing because reading it was a real treat.
The Shoanti are one of the most interesting cultures in the Pathfinder setting. And what's really great is that this module "shows" the players what they're all about through direct experience rather than "telling" them through dry exposition. The quests are varied and highly imaginative too. My players enjoyed playing as much as I enjoyed running it.
So far, this is my favorite installment of the AP series. And that's really saying something because it's got some pretty stiff competition.
This adventure is great to know the Shoanti culture, and the events are quite nicely designed, especially " bcome a snack of the legendary beast" one. Every event shows a bit of the SHoanti culture and works its way into making a bond ith them either good or bad.
The thing that took the 5th star is the fact that the "treat of war" its not very present, so if the DM doesn't emphatize the point by himself that part can be overlooked. The party works his way up to gain the Shoanti trust yet you see few other signs of brewing war.
All in all a great adventure that can be easely broken apart for insert in homebrew campaigns and a great chapter on the CotCT
So heading out into the Cinderlands, Shoanti massing for war against Korvosa. Lots of promise but only a little delivered.
The adventure quickly becomes a bit of a grocery list of tasks vaguely complicated by those shady Zon-Kuthon fellows.
There is some solid stuff in here with some great NPCs, and the tasks are neat but its focus seems to wander. It feels like a lot could've been cut in favour of a more direct lead in to Scarwall.
Let me make it plain that I love this module, but there is one thing that does not make it perfect for me: the Eternal Glyphs trap.
It seems to me that it is telling the GM to egg a PC on in a useless and probably annoying series of sayings. I know that if I pulled this on my group, I would get boos and hisses from the peanut gallery.
Other than that, I think this is an excellent module. I love the Runelords touch, and to see even a sculpture of Lissala was absolutely astounding.
I would play this adventure in a heartbeat, but I would have to do something with that trap.
A stuning adventure. Even better then "Seven days to the grave". If you liked " Entombed with the pheroes" you will love this one. If disliked "Entombed with the pheroes" you will love this one. If you are a multi-dimensonal painting of Obi-One Canoby that plans to overtrhow the qeen of England you will love this one.