The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving
in the alien metropolis of Carcosa, the adventurers must sever the links
that bind it to Golarion. In wandering the parasitic city, the characters
navigate frozen elder thing ruins, deal with accursed partygoers in a reflection of an
Azlanti city, and encounter a mute musician who can help them find their way through
the maddening and monster-infested streets. Can the heroes keep Carcosa from drawing
Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable
nightmare that stirs in the depths of Lake Hali? They must do what it takes to break
these links—or Golarion is doomed to greet the King in Yellow.
"Black Stars Beckon," a Pathfinder adventure for 15th-level characters, by Jim Groves.
Advice and suggestions on how to expand your campaign beyond this Adventure
Path's conclusion, including a system to bring your Pathfinder character to a whole
other world, by James Jacobs.
An unsettling interrogation and a troubling revelation in the Pathfinder's Journal,
by Adam Daigle.
A bestiary containing a new Great Old One and other loathsome monsters, by Benjamin Bruck, Jim Groves, and James Jacobs.
ISBN-13: 978-1-60125-919-6
"Black Stars Beckon" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
GOOD:
The artwork is really beautiful and all battle-maps (but the last one) are inspiring, yet easy enough to draw.
The first city location ("ancient Azlant") is ripe with roleplaying opportunities but also has some very cool fights.
The second one (Elder Thing city) has a great "scientific horrific" feel and the third one (Paris) is very flavorful and has a very cool final battle.
The NPC section is solid. The illustrations for Valeros and Seoni as "Call of Cthulhu" characters are great. The "Shrike Worm" from the Bestiary is nice.
BAD:
The arrival in Carcosa is essentially one battle after the other with little reason. I have now read the "continuing the campaign" section for the fourth time and it still fails to excite me, mainly because it stays so vague. "The Watcher in the Bay" seems just like a big monster without any real motivation or connection to Shub-Niggurath. I also can´t imagine a CR 24 beast to remain idly in the Avalon bay for so long.
The "Spirit Essence" mechanic seems unnecessary or at least described too long, i´d rather have had some tips for good introductary CoC adventures for players new to it. I don´t like the "Larva of the Outer Gods" ecology theory. These criticisms are all very subjective of course.
UGLY:
The last fight (the boss battle of the entire campaign) feels unsatisfying, as the main opponents are never met before during the entire campain and they don´t really communicate with the PCs. It is comparable to the end of the "Carrion Crown" AP imo. Also, there is no tactics section for the boss, probably due to limited page count.
The damage of the main weapon of "Armel" (greataxe) is 7 points to low for each attack, as only the normal strenght bonus for strenght 40(+15) is given, but it needs to be 1-1/2 (+22).
All in all a good final chapter to the "Lovecraft campaign", even if the final showdown lacks charismatic villain personality.
"The Daughters of the Yellow Sign, each a titan of unmasked fire in their own right, have parted the curtains. From Hali's deeps and Carcosa's gloomy balconies and Styx-black towers, come their lamentations and rage and the consequences of intrigues and follies born in Oblivion. Run into their embrace. Their carriages wait to take you from shadowed rooms and cobblestones to The Place Where the Black Stars Hang."
That might not be the "real" Paris. For those who are familiar with Robert W. Chambers's actual work (not just Lovecraft's, and later Chaosium's, use of his content), a lot of it was set in French locales, with a very French flavor.
It's not out of the question that the Strange Aeons version of Carcosa reflects that, as an homage to the creator of the Yellow Sign and the King in Yellow. ^_^
Paris was the reflected Azlanti city... ooh, and Azlant was our world Europe and the cataclysm was... was... o.O
Oh my God... I'm back. I'm home. All the time, it was... We finally really did it. You Maniacs! You blew it up! Ah, damn you! God damn you all to hell!
If this adventure is for Lvl 15 characters, what level will characters reach by the end of the AP?
As with most of our Adventure Paths, the last installment generally starts the PCs at level 15 and has enough content for them to reach level 17 by the end. The point at which that 17th level ding happens can vary. Sometimes it happens before the end, sometimes it's the result of the last encounter. We never really know for sure when it hits until that adventure is done being developed... and we're about 2–3 months away from that at this point, I believe.