Finally reaching the port city of Eleder, the adventurers arrive with knowledge of the route to the lost city of Saventh-Yhi. But new rivals are also on the trail of the legendary metropolis, and soon the race is on to reach the fabled ruin and claim its unimaginable treasures. Will the adventurers ally with ambitious explorers like the treasure-seeking Pathfinder Society, the unscrupulous Aspis Consortium, the gold-hungry Shackles Pirates, or others on their quest into the jungle's depths? And what dangers will they face as they enter the Screaming Jungle, one of the deadliest wildernesses on all of Golarion?
This volume of Pathfinder Adventure Path includes:
"Racing to Ruin," a Pathfinder RPG adventure for 4th-level characters, by Tim Hitchcock.
A tour of the exotic and tumultuous port city of Eleder,
by Tim Hitchcock.
A look into the calm and calamity of Gozreh, unpredictable god of nature, by Sean K Reynolds.
Bar brawls and noble quests in the Pathfinder's Journal, by Robin Laws.
Five new monsters, by Tim Hitchcock, Patrick Renie, Sean K Reynolds, and Neil Spicer.
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.
The first volume of Serpent's Skull felt like it had a strong premise and delivered on that premise. This second book fell flat in both regards.
I can get what they were going for with the story. The excitement of finding a lost, ancient city, of cutting through dangerous jungle, and to compete with other factions to be the one that "discovers" it. I put "discovers" in quotations because in the next volume it'll be clear that a ton of other factions have already discovered the city.
The core idea is one of competition and discovery: you're competing with other factions to be the ones to make this amazing find. Whether that premise is exciting to you is probably a matter of personal taste and can't be addressed mechanically.
However, the competition aspect could be addressed mechanically, and wasn't, really. It didn't feel like you had any means of helping/hindering any of the other factions. They didn't seem to meaningfully hinder you. The whole book was just a series of encounters spread throughout the jungle, with linear, Point A to Point B travel throughout. The encounters weren't thematically very strong or interesting. There weren't meaningful ways to increase the rate at which you moved, or any penalty for falling behind. The other factions didn't feel like they were doing anything to hinder you, or one another, or to interact with the story in any way.
So, mechanically, it's kind of a dull book that's designed to provide some content so that you don't get to the city too quickly. The content is neither bad nor good, it's mostly just content. It's a shame, because the book conveys a sense of what it was intending, and a GM could build on that to create the experience that was intended. However, the published material won't get you there, so the GM will have to put in the work required to make it happen.
A diverse overland-adventure with garundian flavor.
GOOD:
The description of the 5 factions (if a little short). The fight against the "Freemen" revolutionists. The quests the Priest of Gozreh gives the PCs.
I like the most encounters along the way, they really evoke a jungle vibe. In the ruins of Tazion is where this adventure really shines.
BAD:
The Eleder gazetteer could be more detailed - 8 locations marked on the crude map of this small city (pop 8,900) is not enough.
The Bestiary section is uninspired.
UGLY:
The rival faction attack in Kalabuto can very easily result in a tpk. In our game it didn´t because my paladin was the one standing watch at night, the 3 other PCs were almost killed in their sleep (one was).
The fight with the possessed dire ape was the same - without smite evil the shadow demon (CR7) would have tpk´d the party (level 5).
I had the fun of being a player in this book (Thanks, Elisabetha). I strongly suggest the GM read book 3 of the AP before running this (as the leaders of the factions are statted, shown and described more thorough there) and replacing the generalized faction agents with the real NPC stats from the INNER SEA NPC CODEX
If the GM invests a little time and likes the "african" flair, this can easily be a 5 star adventure.
Some good encounters unimaginatively strung together.
I am starting to think I may have a personal issue with the author of this one, Tim Hitchcock as I tend to dislike The adventures that he writes. In this case I read the adventure and realized it needed work so I went online and found tons of advice as to what other gm's did to fix this one. There is a wealth of good ideas out there and the rest of the adventure path is worth slogging your way through this one.
In this case I took about 75% of his encounters and changed the narrative to make it better for my players.
my suggestion for gm's:
do yourself a favor and instead of focusing on a single opposing faction to the players.. Have each faction mess with them in a different way. The mantis try an assassination. The government holds an inquiry into the ship wreck of the Jenevere keeping the players in town while the rest of the factions leave. The Aspis hire away a bunch of their local help. The pirates can steal a their supplies. The pathfinders break in and steal all their expeditions notes and maps. Give the players a reason to compete with all the factions. Not just one.
Here's the TL;DR: It's not the worst thing in the world, but it needs work. Use it as a skeleton for your campaign and adapt what you need to. Customize it and liven it up to your players' liking and you should have a pretty awesome adventure on your hands. The bad part is that it takes a lot more work than an AP should.
Here's the full review: Getting some details out of the way, I am the GM for this adventure path and I have 3 regular players plus 1 addition "per diem" player. All in all it's a pretty standard party. I'm also a very "let the chips fall" type of GM and prefer to roll out in the open, so what happens, happens. I've been GMing for many years (and in many different systems, including FATE, Star Wars, Iron Heroes, Guildschool, and other more narrative systems or custom created ones), so I like to think I have some weight to my opinion. Regarding Paizo APs, I've GMed the first 2 installments of Kingmaker, played through Books 1-5 of Kingmaker, GMed the first installment of Legacy of Fire, Jade Regent, the first 3 books of Rise of the Runelords, and played/GMed in countless other homebrews - all pretty awesome stuff. There, that's my gaming background in a nutshell.
Onto the review. The first installment of this AP was awesome; likely our favorite AP introduction as of yet. I actually think that's why this one fell so short of the first book; the semi-open sandbox island was so jarring against the incredibly railroady plot of this book that it came off as that much worse by comparison. The campaign shifts gears in such a sudden and dramatic way that none of us really saw it coming. The matter-of-factness in the way it's presented is also irritating: in some places, it just reads as "and then this happens, and then this happens, because PLOT." What if the PCs were tight-lipped about their discovery of the location of Savinth Yhi, as mine were? How does word just get out all of a sudden? Right off the bat, before the book starts, it assumes the word spread. I don't have a huge problem with this per se, and I believe some railroady details have to happen to get a plot moving in the beginning, so whatever. No big deal, but it is a little irritating.
The whole "pick a faction" thing was really poorly done. To put it short, the PCs have to pick a faction (5 factions, each one conveniently lining up with the backgrounds and motives of Book 1's castaways, which came off as a little campy to me) to ally with to go and find Savinth Yhi. Cool. Except that each faction is just a cookie-cutter of the other with a tiny bit of different flavor. Ultimately, no matter who they pick, nothing really changes. That really bugged me. Not even little things were altered, you just pick faction X and get rival faction Y. Even the "rival faction agents" are all just generic rogue/fighters no matter who your rival is. That got on my nerves, but with some good GMing you can really spice it up. I would add roleplay scenes for each faction as it chooses to try and sway the PCs to their side - this was actually really fun. I also altered the faction agents to the enemy faction a bit more.
The next bit about the Freeman Revolt isn't too bad, but it's written in such a matter-of-fact, linear fashion that it pained me. A fire starts at the PCs supply warehouse just as the combat ends. There's not even rules to put it out, and then as their doing that someone important to them gets kidnapped that they have to rescue. I like to inject a few more elements of player control, or even at least the illusion of player control to feel like they're not just chugging along the plot rails. All in all, this isn't too bad, but again, irritating.
Then there's this weird part about finding a guide to lead them into the city. The book doesn't mention other guides for the other factions, so I guess we assume they either somehow know the way or they got guides of their own, which is also odd because the PC's faction says that this Nkechi hermit dude is the only one around who knows the terrain really well. Hmm. Nkechi can be really fun if you play him up as some half-crazed hermit, though, and he can be a great character to keep around.
Then comes, in my opinion, the worst part: the "race." There is no race. Each faction has a set number of days it takes them to reach Tazion and the only interaction the factions have are when they stop in a midway town and get ambushed by generic copy-and-paste rival faction agents. There's no real sense of time or urgency unless you take the effort to inject it, which I tried to do. I tried to have at least one meaningful interaction with each faction throughout the journey and kept track of days and gave more options for dangerous shortcuts to cut back on time and lured them with treasure to have them take more time. Also, I scrapped almost all the encounters along the way, which are really pointless. One encounter per day hardly challenges even the worst prepared PCs and a lot of them are completely random or have little to know backstory. A necromancer with a troll? Why? A swarm of CR 1/2 zombies? Really? At level, what, 5?
The last bit is okay. The part about entering Tazion is decent and we didn't have much trouble, but we also heavily adapted the dungeon crawl to a more Indiana Jones style place with traps and puzzles. All in all, not bad here.
I realize this review comes off as a bit scathing. I love Paizo, but some harsh criticism is in order here. HOWEVER, this is by no means a reason to stop at this installment. We're knee deep in Book 3, which has issues of its own but is a lot easier to salvage, and Book 4 & 5 look pretty awesome. This Book is really better used as a framework for a properly customized adventure for YOUR game, which should really be true for any AP installment. This one will take some work, so if you're not interested in spending some extra hours outside of each session altering things, then maybe it's not for you. Then again, maybe you're players will really jive with the linear adventure. Use your best judgment here, but I'll have you know that despite the fact that I, personally, disliked this Book, we had a ton of fun playing it after I spent some time altering it to their game.
I see a lot of people here are complaining about how linear the whole campaign setting is, as well as a few problems with how boring a lot of the journey seemed to be. I played this as a player and we had a blast. While we did have a minor complaint about the linear path we were to take to get to the destination it didn't take long until we were simply having a blast journeying through Gorund.
The random encounters proved to be something that everyone hoped for since it boosted our XP bonuses, and allowed for us to feel like we were back in the turn based RPG days where we would farm for hours to get to the next level by walking in circles in one room. While few people enjoyed that portion of those games I loved it since it enabled myself to get to a much higher level without fighting higher level opponents.
The various NPCs that you meet and travel with are interesting and fairly unique. Add in some of the difficult weather encounters and it feels like you're looking into an actual epic journey instead of just fast traveling there. It gives you respect and perspective on what your asking your characters to do. With an interesting group and a good DM this can be a really great AP, but since it's a little hit and miss for those purposes I can't give it five stars. I guess my group just lucked out with a DM who has run this campaign before, and a group of fairly evil individuals who made the journey seem very strange compared to a lot of other APs we ran before.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
I love the old Land of Men with Tails modules from Dungeon, and hope we get all kinds of jungle fun.
That said, I must repeat a request I've made elsewhere before: Please, not another Heart of Darkness remake! After so many over the years, a remake of one of Bob Hope's Road to &SOMEWHERE would be preferable. If you need some real world inspiration, how about those Maya ruins United Fruit restored in between shuffling banana regimes? For inspirational reading set in jungle terrain, how about, say Call it Courage? Haiti's been in the news lately, how about some voodoo legends I've not heard of yet? Punch, National Geographic, Harper's, and The Atlantic are all really old; maybe they have some actual exploration accounts from 1870-1890. Just, please, something, anything, other than Joe Conrad again.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
I take it that this overland journey is less likely to be up the Vanji to Whitebridge station, Nantambu, or Nightfall station, and thence overland, and more likely to be something like Eleder-Kalabuto-River of Lost Tears-Trail of Burstead Souls-Ocota River. Or is the eventual destination actually in the Screaming Jungle?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Mr Baron wrote:
when can we see the cover art?
I expect sometime after the staff all get back from conquering Indianpolis and actually get some sleep.
The general rule for covers is one month before, with exception for big books like those in the RPG line, which get their beautiful Reynolds masterpieces put up as soon as Paizo can manage
Who's the cover model this time? He looks like a bad@ss mix between Indiana Jones and Lemmy from Motorhead!
He's the leader for the Pathfinder expedition associated with the adventure. Coming up next volume, the leader of the Red Mantis expedition, followed by the leader of the Aspis Consortium expedition.
Tom Qadim
RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4
James Jacobs wrote:
He's the leader for the Pathfinder expedition associated with the adventure.
Ah, cool! I should have guessed since it looks like he's wearing an Adventurer's Sash.
So, we're getting the leaders of the rival expeditions on the covers, it would seem. I wonder who the sixth cover image will be, then.
Not all the expeditions; the Sargavan Government misses out getting their expedition leader on the cover of the 5th part, because that part's reserved for...
Spoiler:
Eando Kline, who plays a key role in the last 2 adventures.
As for who's going to be on the last cover...
Spoiler:
That'll be the serpentfolk cleric Vyr-Azul, the leader of the Ilmurea serpentfolk, but not necessarily the big bad end guy of the whole campaign...
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
James Jacobs wrote:
Not all the expeditions; the Sargavan Government misses out getting their expedition leader on the cover of the 5th part, because that part's reserved for... ** spoiler omitted **
Oh, very cool! I'll have to make sure my players will have
The PDF is not relased for sale until the street date, but subscibers (as I notice you are) get access to their free ones when the book is posted, which should be earlier.
The PDF is not relased for sale until the street date, but subscibers (as I notice you are) get access to their free ones when the book is posted, which should be earlier.
Actually, the product schedule page estimates indicate when we expect to have completed shipping from our warehouse; retail release dates are generally set 2–3 weeks later. So subscribers should get the PDF when their print copy ships in mid-September, but the retail release date—and the date on which non-subscribers can purchase PDFs—is currently estimated for late September/early October.
The PDF is not relased for sale until the street date, but subscibers (as I notice you are) get access to their free ones when the book is posted, which should be earlier.
Actually, the product schedule page estimates indicate when we expect to have completed shipping from our warehouse; retail release dates are generally set 2–3 weeks later. So subscribers should get the PDF when their print copy ships in mid-September, but the retail release date—and the date on which non-subscribers can purchase PDFs—is currently estimated for late September/early October.
As the schmuck who's probably going to be the one running this if it gets run I'm very glad to see someone I read about from earlier play a role in this path.
I can't get my free pdf until it ships. Now granted for me the pdf is so I can get advance taste of the icing (i.e. the bestiary) but the first one was delicious!
Looks very interesting so far, need to give it another once over but getting a very strong Isle of Dread/Forbidden City/Raiders vibe - just wish Part 3 was larger.
Might poach some Forbidden City/Isle encounter to add, but it looks pretty good.
Edit:Damn, I think this is the first time I got a DL on the first day of release!
Is there some reason page 25 of the PDF (page number 23 of the book, but p. 25 factoring in the covers) is so slow to render? I mean, it will eventually display but both Acrobat Reader and PDF-XChange Viewer take almost a minute to completely render the page, but all of the others just pop up just as fast as normal.
The download comes up at the same time as Paizo ships your volume of the AP. They've only just started shipping out, so I guess it'll be a day or so until all the subscribers have the pdf.
Uh....only select subscribers getting to download this PDF or what?
Uh...no,...I had to wait eight days after the first release of the APG before I had access to my pdfs and I'm a subscriber.
This was the first time I got my pdf on the initial release day or was first to post on a product which was released.
On average my time to get access to my downloads is around 5 days after the first subscriber gets access to their pdfs.
Reading it, digging it, in awe of those epic dreads sported within the book(you know the ones I mean).
I've don't recall ever seeing a "rail" laid out quite like this one, but it really makes perfect sense as far as usability for a trek-based module. Wonder if we might see this formula pop up again(heck, if Jade Regent involves crossing the Crown of the World...)
Spoiler:
I wonder if the "race" nature of the adventure might lead to groups going "not our problem" to a number of encounters that could be seen as delays. Might just come back to bite them during the endgame.
After waiting through all the delays I was happy to see that this finally arrived in hardcopy yesterday. That's where the joy ended...
As I began reading the book I got to page 32 and was then taken to a page in the 60s. A page or two later I was in the 50s. Then a section repeated itself.
Guess I'll be e-mail CS about this printing and binding failure.
I have a similar issue with my copy. I sent the following to CS the other day:
Quote:
Just received my copy of the above and was bummed to see that the slug for pages 33-48 is inverted, the color registration marks are visible, and hence, that truncates the "top" of the page (which is at the bottom). Looked at the PDFs in my downloads, and they appear to be ok.
After that set of pages, things are ok again. I _think_ everything is there, but haven't done a 1:1 check with the PDF.
I have a similar issue with my copy. I sent the following to CS the other day:
Quote:
Just received my copy of the above and was bummed to see that the slug for pages 33-48 is inverted, the color registration marks are visible, and hence, that truncates the "top" of the page (which is at the bottom). Looked at the PDFs in my downloads, and they appear to be ok.
After that set of pages, things are ok again. I _think_ everything is there, but haven't done a 1:1 check with the PDF.
I received a reply last night from CS. They're going to add a new copy to my next order...which ships in late October.
When I noticed Nyambe in the OGL section 15 (yes, I read that), I had high hopes that Paizo might put the open source Wakyambi elves in the Mwambi Expanse. Call me crazy, but I really like those crazy prehensile-tailed people.
I don't think those elves will ever exist except in MY Mwambi, but it's good to see the Pathfinder APs go further afield in OGL stuff than Tome of Horrors. Thanks!