In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the PCs must reveal
a long-buried secret and a treasure locked away for ages.
Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse.
This volume of Pathfinder Adventure Path includes:
“What Lies in Dust,” a Pathfinder RPG adventure for 5th-level characters,
by Michael Kortes
Revelations on and rules for joining Golarion’s most feared law bringers,
the infamous Hellknights, by F. Wesley Schneider
Diverse and exotic treasures recovered from across Golarion by the
Pathfinder Society, by Craig Shackleton
The unfortunate return of Radovan’s gangster past in the latest chapter of the
Pathfinder’s Journal by Dave Gross
Seven new monsters by David Eitelbach, F. Wesley Schneider, and Hank Woon
A Pathfinder Roleplaying Game adventure for characters of 5th to 7th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. 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. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
After the terrific second volume, the third book in Council of Thieves is a return to a more standard adventure. This is mostly a dungeon crawl with some investigative portions beforehand. The investigation is, unfortunately, more of a way to run players through mini-dungeon crawls with some RP on top. But they're still not bad mini-dungeons.
The larger dungeon is pretty good, with varied encounters and good atmosphere. The module does a good job of making the final dungeon something to be discovered, rather than something that's stumbled upon. Good pulp adventure vibes.
Not the most memorable of the Council books, but a nice bridge into the more intense second-half of the AP. An intriguing dungeon crawl with a few city-wide elements that were fun. I liked the flavor, and the players had a good time. Plot-light exploration and some cool enemies/items that we remembered long after.
One major concern though: There's an encounter in here that will skewer most parties unless they run like hell or have exactly the right spell or two to deal with it. Just beware. I had two player deaths on this one, and that was off-putting.
Overall, not bad, but not mind-blowing compared to some AP books.
We finished what lies in dust and everyone enjoyed every bit of it. Well almost anyway so I will start with the good.
The small side missions that are available in the start of the game gave the players a great brake from the one big dungeon way this adventure path loves (at least 2, 3 and 4 does). The side missions where a lot of fun, and everyone was stunned when a certain someone almost killed the melee powerhouse in close-combat after having immobilized the rest of the party in a cage. With the sisters I heard one of my players who hate monk as a class and a concept say those are the only monks I have ever enjoyed (sorry for paraphrasing Fenge).
The only bad thing I can say about this part is that the information the players got was not worth the effort. (not counting the stash, wow that was useful)
When they arrived at the BBD (Big Bad Dungeon) everyone was re energized by the small quests and where ready to explore. They enjoyed the traps and puzzles that where at first. There was however one problem, and that is properly the only real shortcoming of the dungeon. There is a “monster” that without enough foreshadowing comes and kills a player or two without any doubt. While I am not against killing a few players, it serves the purpose of making them feel mortal I think the timing for this encounter I not good. It is early in the dungeon where no one wants to leave the dungeon to raise a guy. My solution (at least the one I would use next time) is more foreshadowing of the dangers this creature pose.
Area B2, add a small similar creature with some of the same abilities as the bad thing with its own platform. Show off the abilities so that everyone thinks “I hope they did not do the same thing to that big one missing, and where is it now”.
The upper level had memorable encounters especially when the sorcerer picks up a cute doll and gets critically hit by inflict serious wounds leaving her with something like 5 hp after a surprise round.
The basement has this cool new game mechanic that scared the “s-word” out of the players. The finishing steps in the basement resulted in two casualties before defeating the major guardian of the level. This was a fine brake and the loads of cool elements that they had encountered before made this bearable and a good place for it to happen.
When they returned they went straight for the vault. All of the encounters that was down there even if similar had their own flavor (only enhanced by one of the big bad guys being a loved one by one of the players before “the accident”)
With regards to the writing it was alright, but there were quite a few bad production things like when they refer to something on the map that was removed.
All in all they were scared all the way through the dungeon and lost a lot of good people down there(and got them back after paying a load of gp), but everyone enjoyed it in the end with only a few sour feelings about that one encounter mentioned above.
Despite some neat ideas throughout the adventure, I find this Pathfinder disappointing in terms of presentation, with apparently rushed work and incomplete/missing information. I can only assume that 'What Lies in Dust' was flanked & repeatedly sneak-attack during production by the twin monsters of GenCon 2009 and an office move.
Whilst this might represent average or even good work for another games company, it seems to me to be well below Paizo's usual high standards. :(
Atrocious, while I'm not with Paizo, I'd make sure to make a post in the Customer Service board so that this can be seen much easier. In this forum it could be very easy to be missed by Paizo staff/customer service. Either that or send them a quick email with the same information and they'll get right on top of it.
My book is still "Pending". Weird how some have already gotten the PDF and some are still waiting....
Nothing weird about it :) It takes time to ship out thousands of orders. Someone has to be first and someone has to be last.
Try being an international customer, you get to wait for the queue and then extra for the transit time. I do every time, and I'm on the same coast. Imagine how the Europeans and the Aussies feel.
So, I was going to post about how it said my AP would be here in 4 - 8 days, and it never arrived, blah-blah-blah, but then I moved some stuff yesterday while cleaning up for Turkey Day, and there it is, my copy! My wife must have gotten it (which is unusual since I'm almost always home first) and put it on the counter and didn't tell me.
Anyway, after looking through it, I have to say I really, really like it!
One of my favorite adventure path so far. The Pathfinder lodge is incredible, with details, story, and memorable encounters. I love also the article on the Pathfinder relics. Now, if only I can find a group,...
My only gripe is that the P lodge grounds map is missing all the "T"s.
Originally, the map of the grounds had like 2 dozen "T"s scattered all over the place, but for various reasons we decided not to handle it that way. Feel free to place the traps wherever you want... but I suspect a better solution would be to have the PCs stumble across one or two or three and by that point dealing with the traps will either get too frustrating or too easy.
My only gripe is that the P lodge grounds map is missing all the "T"s.
Originally, the map of the grounds had like 2 dozen "T"s scattered all over the place, but for various reasons we decided not to handle it that way. Feel free to place the traps wherever you want... but I suspect a better solution would be to have the PCs stumble across one or two or three and by that point dealing with the traps will either get too frustrating or too easy.
I can understand that. I just wish they would have stated these guidelines in the adventure. I didn't know how many or few was designed for the challenge.
Holy crap, I still haven't gotten mine. What's the ETA for AP 28? Mid summer?
28 should be shipping out to subscribers within the next week or so. That would then place it in stores around the beginning of January, maybe a bit later, depending on how much the holidays interfere with the distribution chain.
I see a 3/5 review here - Charles Evans 25, would you mid posting what exactly isn't up your alley in WLiD ? I plan to run CoT someday, and I'm looking for potential bumps along the road...
I see a 3/5 review here - Charles Evans 25, would you mid posting what exactly isn't up your alley in WLiD ? I plan to run CoT someday, and I'm looking for potential bumps along the road...
Well I certainly loved the adventure, Delvehaven is awesome. However their are some very very difficult battles in the middle, maybe that's what had him mark it down.
(3/5 is still better than average! :p Even accounting for those battles, which aren't as much of an issue if you know thier a bit much, I'd rate it 4.5-5/5 myself. I REALLY liked Delvehaven).
Meh, tough fights are easily adjustable, and one of the highest rated Paizo adventures ever is coincidentally the most lethal one (Skinsaw Murders).
So I'm looking for plot holes, wonky hooks and kooky NPCs. Things you need to plan in advance to avoid.
I don't think so.
I'll look through...
Nope, plot hook wise, if you finished the previous adventure I don't see any problems, as the finale there pretty is the hook here. And straight forwardly so. I don't think I noticed any glaring holes, and there is maybe one 'kooky' NPC, who is both very cool, and totally ignorable without altering the plot even a fraction. She's totally optional.
Spoiler:
She is the enchanted necromantic, insane, head of an erinyes in Dargentu Vheed's service, who knows some details about the upper reaches of Delvehaven. But you can literally just not have the PC's find her, she can be helpful, but the plot and story in no way or at not point hinges on her presence. Even if the party do find her, and put her out of her misery, its no loss.
I see a 3/5 review here - Charles Evans 25, would you mind posting what exactly isn't up your alley in WLiD ? I plan to run CoT someday, and I'm looking for potential bumps along the road...
As I pretty much said in my review, my impression is that it lacks the Paizo fine polish that has become otherwise usual in their products.
Fortunately, the GM Reference threads are there on the Council of Thieves forum for questions about sections in a Pathfinder which don't quite make sense.
The stat block states "The remaining Sisters attack from reach with their crimson habits, draining their ki pool to add a third attack to
their flurry."
The crimson habit is a Varisian Bladed Scarf. It isn't a special monk weapon. How can they flurry with it? I'm all for it...its a kick butt idea, but I can't figure out how they get to flurry with it. What am I missing?
...then ignore the tactic where they use the scarf with flurry of blows entirely, and just have them attack normally with unarmed strikes.
If you don't care about rules and prefer to bend the rules to make things cooler...
Spoiler:
...then go ahead and treat the bladed scarf as a monk weapon. It's already an exotic weapon, and giving it the monk weapon thing doesn't really make it too over the top.
BUT: James's Recommendation...
Spoiler:
...Give the sisters a new feat that lets them use the bladed scarf as a monk weapon. Or if not a new feat, design a "Sister of Eiseth" archetype that allows them to use bladed scarves in this manner; this solution sounds coolest to me.
I just need a little clarification. Which do clerics of the Order of the Godclaw project: negative or positive energy?
Depends on their alignment. LG ones do positive, LE ones do negative, and LN ones get to choose. Of course... they ALSO have to pick one of the deities associated with the Godclaw—the Godclaw itself isn't an actual god and thus can't grant clerics their spells. If you'd rather have all divine spellcasters in the order NOT worship deities, then they can't be clerics. They should be oracles instead.