Pathfinder Campaign Setting: Castles of the Inner Sea (PFRPG)

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Pathfinder Campaign Setting: Castles of the Inner Sea (PFRPG)
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Storming the Castle

Whether they are knights of chivalrous causes or nobles scheming nefarious designs, the movers and shakers of Golarion need strongholds to host their forces and to serve as a headquarters for launching their various plots and goals. Perhaps no strongholds are more suited to this challenge than the mortar-and-stone castles, keeps, and fortresses that dot the world, whether they are entrenched on grassy baileys or built into the sides of sheer mountain ranges.

Castles of the Inner Sea provides a thorough exploration of six different castles set throughout the Inner Sea region of the Pathfinder campaign setting. Detailed descriptions of the castles examine their histories as well as their most important features and structures, breathing life into fully realized maps of the castle grounds. Rundowns of castle denizens and stat blocks for key NPCs give players reasons to fear the dangers of these soaring fortifications, and a sample adventure location for each castle makes it easy for Game Masters to drop castle encounters into any game.

This book contains details on the following castles:

  • Castle Everstand: A borderland stronghold standing between the pastoral lands of vigilant Lastwall and the vicious orc hordes of Belkzen.
  • Castle Kronquist: A haunted Ustalavic fortress that is home to one of the Whispering Tyrant’s most dreaded vampire minions.
  • Citadel Vraid: A wicked castle founded as a gift to the Hellknights’ Order of the Nail and rumored to be cursed by ancient magic.
  • Highhelm: A cultural and trade capital of the dwarven empire that stands as a testament to the glorious achievements of this industrious race.
  • Icerift Castle: An unfinished keep, ruined by the frigid winds of the north and supposedly haunted, that plays home to monstrous arctic denizens.
  • Skyborne Keep: A floating cloud castle ruled by a malevolent storm giant, who uses it as a vessel to plunder various merchant ships and trade caravans.
Castles of the Inner Sea is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

Written by Tim Hitchcock and Alyssa Faden.
Cover Art by Lars Grant-West.

ISBN-13: 978-1-60125-508-2

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Great Book, but Maybe Not What You Were Expecting

5/5

Castles of the Inner Sea is a 64-page entry in the Pathfinder Campaign Setting line. It provides an in-depth overview of six different castles in Golarion. After a short introduction and terminology section, each ten-page section for each castle is divided into the following topics: History, Description (keyed to a full-page schematic of the castle's interior), Denizens, Threats (including a new description and stat-block for an NPC or monster), and then a fully-mapped and statted area of the castle suitable for adventuring. Each section also includes helpful sidebar adventure hooks to get the PCs there and some example encounters they might find there or in the area. Before getting to specifics, special mention should be made of the art and layout of the book: it's beautiful. The drawings of each castle from the outside perspective are gorgeous and evocative, while the interior maps are detailed and useful. Scattered throughout the book are drawings of key NPCs. The interior artists and cartographer deserve praise for their work on this one. Now, on to the castles represented:

1. Castle Everstand, a fortress on the border of Lastwall that helps to keep the orc hordes of Belkzen at bay. This is a castle that would make an excellent "home base" for low-level PCs, as there's a small village just outside the city gates to serve their needs, but enough CR-appropriate threats nearby (recon missions in orc territory, for example) to keep adventurers busy. I liked how, although this is a "good" castle, tension is developed by explaining how the leaders of Castle Everstand are barely resisting the temptation to change from a purely defensive mindset and instead launch some sort of crusade to take the fight to the orcs--there's some good storyline potential there. Full stats are provided for a CR3 "Lastwall Border Scout" (perhaps someone who could escort the PCs on their first couple of missions). The adventuring locale, suitable for four 1st-level PCs, is the Everstand Crypts, a long-abandoned, partially flooded level below the castle full of vermin and some undead. Reading through the section on Castle Everstand gave me a "Keep on the Borderlands" vibe, and I think it would work well as a starting area for players brand new to RPGs or Pathfinder.

2. Castle Kronquist, a gothic citadel in Ustalav that is home to incredibly powerful threats of the undead and vampiric nature. This location is about the exact opposite of Castle Everstand, and is designed for high-level (13th to 16th level) PCs. The history of Castle Kronquist is really interesting and well-written: the fortress was placed under siege during the Shining Crusade as it was home to one of the Whispering Tyrant's most powerful generals, a vampire lord named Malyas. But the siege of Castle Kronquist was lifted after nearly a year because the building would always reconstruct itself overnight! The knights of the Shining Crusade kept close watch on the citadel for years before finally deciding that Malyas must have somehow escaped, and now the place is long-abandoned. The PCs might come to Castle Kronquist to discover the truth of Lord Malyas's whereabouts, but before they do they're likely to encounter Cvotgar Haas, a former vampire hunter who has been turned! Full stats of Haas are provided, along with details on the area of the castle where he resides (designed for 4 15th-level PCs). This is clearly not the sort of place normal PCs want to make their home, but it could make the basis for a good story arc for high-level characters.

3. Citadel Vraid, forbidding headquarters of a Hellknight division, the Order of the Nail. Located in the Mindspin Mountains west of Korvosa, this castle is actually three fortifications connected to one another only by a very defensible bridge. The Hellknights (Lawful Evil agents of a nation that has made pacts with demons) are a very popular part of Golarion; I've never had much to do with them, but I could see why Citadel Vraid would be an interesting location for PCs to visit. Full stats are provided for a typical Signifier of the Nail (a Hellknight with sorceror levels) and for Mistress of Blades Maidrayne Vox, a centaur Hellknight general. The adventuring locale provided is The Hellfast, a labyrinth under Citadel Vraid wherein the leaders of the Order of the Nail conduct their rituals of summoning and binding. Come to think of it, this might be a good location for a storyline involving deception and infiltration, as the PCs could be tasked with retrieving/accomplishing something in the Hellfast without being discovered and bringing the whole castle down upon them! I would note that, for a castle intended for high-level use, more magical defenses should probably be detailed to keep the usual PC tricks from being employed (teleporting, passwall, gaseous form, etc.).

4. Highhelm, a dwarven metropolis high up in the Five Kings Mountains. Highhelm is one of the legendary Sky Citadels, and is said to contain great secrets and treasures of the dwarven people. From my reading, Highhelm really does seem more like a walled city than a "castle" per se, and although reasonably interesting, I'm not really sure it belongs in this book. Unlike the other castles, the Threats section for Highhelm doesn't list NPC stat blocks but instead provides a couple of new items: a powder ball (an explosive device) and a Sky Mine (a hot-air balloon that explodes when hit with a flaming arrow). The adventuring locale, suitable for four 4th-level PCs, is called Deepscar Keep, an abandoned fortification several hundred feet below Highhelm that has been reclaimed by some of the denizens of the Darklands. Overall, this was the least interesting entry in the book for me; but, I suppose, if you have a particular interest in dwarves or need a PC base for major exploration of the Darklands, it could be useful.

5. Icerift Castle, a stronghold in the forbidden arctic wastes of the Crown of the World in northern Mendev. Abandoned for a century, the backstory to this one is fascinating (if grisly), involving cannibalism and slaughter. Now, the castle is inhabited by a vicious tribe of Wikkawaks, which are apparently white-furred bugbears that live in arctic climes. The Wikkawaks are led by a CR 12 arctic druid named Ugmitok, and she receives full stats and a picture. Ugmitok's clever trick is to summon a dreaded wendigo with a loud blast of a horn, and then flee with her fellows to a barred shelter so that the wendigo attacks everyone else while the Wikkawaks are safe! Below the castle, the adventuring locale provided is The Ice Caves, a series of catacombs for four 10th-level PCs. The Ice Caves are where the Wikkiwaks live, and their lair is guarded by a couple of fun traps. I imagine it would take a really pressing adventure hook to get PCs to come to such a remote location, and I don't imagine them sticking around for long once they do (unless they like the cold and are fond of teleport spells).

6. Skyborne Keep, a fortress of storm and cloud giants that flies through the skies to raid trade routes and settlements below! I thought this was the most fun and original idea in the book, as it's easy to throw into almost any campaign (once the PCs are in the double-digits level-wise). The premise is that a group of Pathfinders uncovered an ancient but surprisingly well-kept castle on a remote mountaintop. The Pathfinders were discovered and attacked by a power-hungry storm giant named Lona Orames. Only one Pathfinder survived (a half-elf named Bastian Saloni), and he did so by making a deal with Lona: he revealed the secrets of Skyborne Keep and would help her learn how to fly it! Bastian now serves as Lona's trusted adviser, and uses his knowledge of precious magical treasures all over Golarion to help the residents of Skyborne Keep raid and pillage. I like the emphasis in the description that the leaders of Skyborne Keep are smart and patient, and thus avoid becoming predictable and falling into ambushes. A good part of the story involving Skyborne Keep could involve the PCs simply trying to figure out where it will strike next. Lona Orames receives a full stat-block (and I'd guess you haven't seen many storm giant monks before!), while a (rather dangerous) adventuring locale is the lower levels of Skyborne Keep designed for four 17th-level PCs). The only thing missing is any hint of who built the castle to begin with.

Castles of the Inner Sea is one of those books that may not be what buyers are expecting. At least half of the book (Castle Kronquist, Icerift Castle, and Skyborne Keep) detail direct threats to PCs and are thus much more in the form of "dungeons" (broadly speaking) than they are castles that PCs could visit and make use of. One of the locations (Highhelm) is really more of a walled city than a castle. That being said, this is a really great book, and in some ways would be better value for its money than Dungeons of Golarion because it's more detailed, more practical to use in a campaign, and much more GM-friendly. My advice would be to ignore the title, scan the summaries of the different locations discussed, and buy the book if you think one or more of them would be useful in your game. As I said above, the artwork and maps are excellent, and they could also serve as the location for custom threats.


5/5

As someone that don't care that much for golarion lore I have to say that I find this book to be very interesting and well done.

Castles of the inner sea present six very different castles to use in your campaign. Every castle comes with detailed maps, a list of important Npcs, and the full stats of a relevant Npc (except for highhelm).

I definitely can see myself using any of the locations in actual gameplay, specially considering every one of them comes with a small dungeon crawl.


Surprised by Castles of the Inner Sea

4/5

Castles of the Inner Sea is full of castle flavor. It wasn't on my "must get list", found it second hand, and now its on my recommendation list. Its full of juicy castles, backmatter and NPCs. My favorite part was the dungeon crawl for each castle. Need a 4th level crawl? Done! Now I wish the crawls had PFS chronicles.


Good variety

4/5

Read my full review on my blog.

Perhaps the best thing about Castles of the Inner Sea is the variety. These are six very different castles, providing opportunities for different kinds of characters at different levels. This means that, while it’s unlikely that any individual campaign would use all six castles, it’s easy to slot at least one of them into just about any campaign. Castle Everstand works well as a base of operations for low-level characters crusading for good, while Highhelm is practically a campaign setting all its own. Icerift Castle, Skyborne Keep, and Castle Kronquist make suitable adventuring locations for high level characters, and could even be the culminating goal of an entire campaign. Citadel Vraid, on the other hand, could be either the fortress of a major enemy organization or even a base of operations for PCs who belong to that organization.


A New Bar is Set

5/5

If I were ever forced to pick just one Campaign Setting book to recommend to a new GM, this book would be it. It has a little bit of everything, whether it is something to drop into a game, or use as the seed for a whole campaign. I received this book only the other day and have read it over twice now, consuming it like water.

There are seven chapters in this book, starting with an excellent introduction that gives a brief overview of all the castles covered, and an informative list of castle terminology. After that there are six castles looked at, each given their own chapter. The chapters are broken down into an overview, history, description, talk about its denizens, and the threats of/to the castles. Last but not least there is also a mini-adventure at the end of each chapter related to that castle.

Did I mention that every castle also stats out at least one relevant NPC, and has a minimum of two gorgeous maps (usually one for a castle overview and a second for the location of the mini-adventure)? As a huge fan of cartography I can admit that the maps are what sealed the deal for me on this book. I feel spoiled as I flip through this book seeing full page grid maps of castles, keeps, spires, and dungeons.

Even with the amount of information packed into such a small book, nothing feels half done. While I am left wishing that each chapter had it's own book after reading this, what is in here is a rich building block for a creative GM to fill in a lot of the gaps. There's also a mini-adventure in here for pretty much any level gaming group (groups of four 3rd, 4th, 8th, 10th, 15th, and 17th level adventurers). This book oozes accessibility for a GM of any level gaming group. I will always keep this book within quick reach for great ideas, maps, NPCs, and adventures. Alyssa Faden and Tim Hitchcock have outdone themselves on this one.


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Silver Crusade

I love that Citadel Vraid not only gets explored but also shown as really needing to be knocked over. Sorely tempted to plug this into our Shattered Star campaigns for the Shoanti PCs. :)


Is there any way I'd be able to get high res copies of the Icerift maps ? If they exist.


Bought this just last week, and the dungeon under Castle Vraid has me simultaneously rubbing my chin with interest and clicking my tongue in irritation.

Pro: it's atmospheric as hell! So Chelaxian! Devils, summoning circles, a torture chamber, all good.

Cons: it's badly designed. There's no easy way in (you enter from a DC 30 secret door in the boss's private chambers). It has two completely separate wings that don't connect or interact -- it's really two separate dungeons. It uses the same monster (hellknight signifer) literally seven different times -- PCs are going to get really bored with having the same spells cast at them. And it's lethal AF, which normally I don't mind, but this is lethal in insta-kill ways that 8th level PCs won't easily be able to guard against. (One example: there's an alarm spell that, if sounded, will bring the whole dungeon down on you. There's a little ritual to disarm it. Unless the DM is very kind, there's no way the PCs should be able to discover or figure out this ritual.)

I kinda want to run this. But I'll have to do massive surgery on it first. It's been five years; has anyone tried running or playing Castle Vraid? Or, failing that, does anyone have any thoughts on fixing this?

Thanks in advance,

Doug M.


-- Oh good grief, I just realized: the VERY FIRST ROOM in this dungeon has five zebub (accuser) devils. This little horrors are only CR 3... but they have Greater Teleport at will! On the first round of combat, one of them will certainly teleport away and give the alarm, bringing the entire dang dungeon down on the PCs.

On one hand, having a bunch of intelligent, teleporting watchdogs to give the alarm makes sense! Yay to the Hellknights for playing it smart! But OTOH, it means a bunch of ordinary 8th level PCs are going to die before they get out of the dungeon's first room. This could be spackled by adding something to keep the devils from teleporting away -- a summoning circle, some wards, or just a line about how they're not allowed out of the room. But there's nothing.

Bad design, dammit.

Doug M.


Douglas Muir 406 wrote:


-- Oh good grief, I just realized: the VERY FIRST ROOM in this dungeon has five zebub (accuser) devils. This little horrors are only CR 3... but they have Greater Teleport at will! On the first round of combat, one of them will certainly teleport away and give the alarm, bringing the entire dang dungeon down on the PCs. And even if teleportation is blocked somehow? Accuser devils have Whispering Wind as a SLA. One standard action and boom, that's the end of the dungeon crawl.

On one hand, having a bunch of intelligent, teleporting watchdogs to give the alarm makes sense! Yay to the Hellknights for playing it smart! But OTOH, it means a bunch of ordinary 8th level PCs are going to die before they get out of the dungeon's first room. This could be spackled by adding something to keep the devils from teleporting away -- a summoning circle, some wards, or just a line about how they're not allowed out of the room. But there's nothing.

Bad design, dammit.

Doug M.

Silver Crusade

2 people marked this as a favorite.

I'm not really seeing how "our secret HQ is heavily fortified and competently protected" is bad design.


Rysky wrote:
I'm not really seeing how "our secret HQ is heavily fortified and competently protected" is bad design.

Yeah no. Sure, it's great design for the Chelaxians who live in it. Woo, well done them. But it's terrible design from a gaming POV. And those are two completely different things. Basically, it's emphasizing in-world realism at the complete expense of playability.

This dungeon will flat-up kill the PCs in the first room. It is literally unplayable. That's bad design.

Doug M.


1 person marked this as a favorite.

It’s a castle, not a traditional d&d dungeon. If the players try to clear it room by room, they are in trouble. They may need to create diversions to draw out defenders, use stealth to sneak in and get what they want, place the castle under siege, or otherwise think differently than a hack n slash mentality.

Or, as GM, change things to make it easier or wait until the PCs are higher level.

Silver Crusade

Jhaeman wrote:

It’s a castle, not a traditional d&d dungeon. If the players try to clear it room by room, they are in trouble. They may need to create diversions to draw out defenders, use stealth to sneak in and get what they want, place the castle under siege, or otherwise think differently than a hack n slash mentality.

Or, as GM, change things to make it easier or wait until the PCs are higher level.

^

It’s not a “A to Z room to room players have to clear to advance” dungeon, it’s a cool lair those NPCs have.


There's a Pathfinder Society scenario set in Castle Vraid. It's the sequel to The Dissapeared, but I can't remember the title.


Jhaeman wrote:
It’s a castle, not a traditional d&d dungeon. If the players try to clear it room by room, they are in trouble. They may need to create diversions to draw out defenders, use stealth to sneak in and get what they want, place the castle under siege, or otherwise think differently than a hack n slash mentality.

I'm open to all those things. I don't believe that every dungeon has to be a series of disconnected rooms where the PCs can kick the doors down.

But *clever tactics won't work here, either*. You can't draw out defenders because the dungeon has only one entrance / exit, and it's through a secret door in the castle commander's quarters. (This raises the question of how you even get in there in the first place, but never mind that now.) Using stealth: that's not impossible, but the entire party better have sky-high stealth. Otherwise, good luck getting everyone past that erinyes with her +16 Perception. Oh, and you're still going to trigger that Alarm spell that alerts the whole dungeon.

Look, I've been gaming for over 30 years and playing Pathfinder for almost 10. You can click on my alias and you'll see I'm not in the habit of giving negative reviews. I think that in general, Paizo's products for PF are quite solid, and many are excellent. But every now and then something slips through quality control. That's pretty clearly what happened here.

Quote:
Or, as GM, change things to make it easier or wait until the PCs are higher level.

"This section of Citadel Vraid is a suitable adventuring location for a group of four 8th-level PCs."

Doug M.


Brother Fen wrote:
There's a Pathfinder Society scenario set in Castle Vraid. It's the sequel to The Dissapeared, but I can't remember the title.

Is it "Fortress of the Nail"?

Doug M.


1 person marked this as a favorite.

Seriously, all you need is some actual roleplaying here. Have one of the party members get hired in the castle as a toilet cleaner. Throw a baby shower party and invite the Erinyes. Use some smart disguise eg. have the dwarf walk around in a barrel. Create a distraction by summoning a host of solars to keep the defenders busy. Sure, you'll need a high level spell scroll, but in 1978 we'd just ask Gary and he would have a sagely Wizard sell us one in exchange for some blackjack and hookers down the road. Seriously, why has everything to be "balanced" and all about numbers and rules these days? Challenge Rating? A real roleplayer doesn't need them. The book says greater teleport works? Well today it doesn't because the stars ain't right! Simple!

It's them video games being wrong for your brain, Sir!


Douglas Muir 406 wrote:
Brother Fen wrote:
There's a Pathfinder Society scenario set in Castle Vraid. It's the sequel to The Dissapeared, but I can't remember the title.

Is it "Fortress of the Nail"?

Doug M.

Yeah. That's the one!

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