The kings and queens of Korvosa have long ruled under the shadow of the Curse of the Crimson Throne—an infamous superstition claiming that no monarch of the city of Korvosa shall ever die of old age or produce an heir. Whether or not there is any truth to the legend of the curse, Korvosa's current king is but the latest victim to succumb to this foul legacy. Now, the metropolis teeters on the edge of anarchy, and it falls to a band of new heroes to save Korvosa from the greatest threat it has ever known! This hardcover compilation updates the fan-favorite campaign for use with the Pathfinder Roleplaying Game, including new and revised content and nearly 500 pages packed with mayhem, excitement, and adventure!
This hardcover edition of Curse of the Crimson Throne contains:
All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.
An in-depth gazetteer of the city of Korvosa as it exists under the rule of its new queen.
An array of new rules options for characters, ranging from campaign traits to spells to magic items.
An expansive appendix with statistics, descriptions, backgrounds, and rules support for the 12 most important NPCs in the campaign.
A bestiary featuring nine monsters from the original Adventure Path making their debut under the Pathfinder Roleplaying Game rules.
Dozens of new illustrations, never-before-seen characters, location maps, extensive new encounter locations, and more!
ISBN-13: 978-1-60125-890-8
Pathfinder Society Roleplaying Guild Sanctioned Content Curse of the Crimson Throne is sanctioned for use in Pathfinder Society Roleplaying Guild.
I ran this AP for two years with five players. We're using the Pathfinder Second Edition ruleset (along with a resource document from pathfinderinfinite). After that much time, we've journeyed through 5 of the 6 chapters and I'm willing to give it a review!
It has been a blast! The city of Korvosa is very memorable, primarely in the atmosphere it breathes.. its people/npcs, locations, a tiny little bit of political intrigue.. the Chronicles Guide to Korvosa is another book that does a splendid job of painting the setting.
The adventure kicks off very, very strong! The first couple of sessions might be some of the best you've ever had while running an adventure. It is grim, realistic, exciting, it feels real! As if you're not sitting at that table but walking the streets yourself. Be that good or bad, there is no other chapter that quite reaches the heights of the first.
As people mention out, there is indeed a "leaving Korvosa" part in chapters 4 and 5, and they do feel very contrasted to the others. On the other hand, book 4 I found easier as a GM to adjust to my whims more than any chapter before it, and chapter 5 with its mega dungeon was a (for me) surprisingly appreciated intermediate after I had prepared all the resources (drawing the mega-dungeon on several huge 1-inched grid papers, making up the treasure table for 2nd edition) since it required much less effort from my part after that.
Now that we're about to crack the final chapter I can see my players have a lost of investment into returning to Korvosa and seeing all lose knots tied. I'm somewhat disappointed though, that, for the most part, the final chapter ALSO works as a mega-dungeon! I've explained this with my players and we've agreed that we don't need to chapters of that in a row; we'll take on the final one with a more narrative approach to the most interesting locations instead.
I'm certain that the final chapter will be a success and we'll have many, many opportunities yet to see how each relation of the pcs with the many npcs comes to an end. Many of them have become second family to our group!
Though it may require a bit of love in some spots to fit your needs, Curse of The Crimson Throne offers, without a doubt, a very memorable setting and storyline. It is harsh, often grim, with endless opportunities to bend it to a unique experience for your group!
This AP is widely considered one of the (if not THE) best Adventure Paths for good reason. It really is that good. Tons of really interesting NPCs and storylines. Lots and lots and lots of room for a GM to add their own touches. An excellent story that makes the PCs feel like heroes. Villains they really want to beat. Heck, it's even a good introduction to the pathfinder system and world.
Not only that, but since it's so popular, there's tons of advice about what changes to make, what to keep an eye on, and how to make changes that can improve it. This edition is a fantastic deal and an excellent campaign and I can't recommend it highly enough.
I wrote fricking long review about great time I had with running the whole campaign(and post campaign) and then it got deleted by the fricking "too much backtracking" page dagnabbit
I'm not gonna write the entire thing again, so here is in short: This campaign has great recurring NPC cast(most of later APs have problem with introducing cool NPCs and then rest of books never mentioning them again), great themes, great villains, Kazavon's awesome hair, allows multiple approaches to different situations(such as infiltrating with sneaking or talking through places instead of just fighting through them. Kinda reminds me of Deux Ex computer games in a way), awesome locations, awesome post campaign potential and is one of my favourite APs ever.
Short Version: A smart buy but held back by structural issues.
It's hard to get better adventure value for your dollar than this or the Rise of the Runelords collected edition. If I were reviewing on that alone, this would be 5 stars and then some. But there's more to an adventure than that.
The AP's hook is quite good, but almost immediately discarded in favor of saving the city. This can be helped a good session 0, but still feels artificial.
Even looking at the new plot, many elements feel shoehorned in. People point to volumes 4 and 5 for this, but there are sections in 2 that exist only to kill time as the plot advances and an entire dungeon in 3 that is cool but can seem forced if the players don't kick in the door right away. Any of these alone would be fine, but each makes the next more obvious.
That being said, there's a lot of cool stuff going on here, it just takes at least a star's worth of work to stitch it together.
I´m gonna list the differences between the original AP#7s chapters and it´s adaption into the hardcover edition:
Inside front cover:
The "Korvosan Hierarchy" overview is not reprinted.
Part 1:
The illustration on page 6 is exchanged for a cartoony new one on page 12 of the HC.
Page 10 of AP#7 has a map where the 8 locations in Korvosa that are important for book 1 are marked and named. This map is reprinted on page 400 of the HC but that one shows ALL important locations of the campaign at once, marked with letters and numbers.
"Lamm´s Lambs" stats are upgraded to young human on page 18 of the HC.
"Yargin Balko" now has a full body illustration instead of an upper body one. "Hookshanks Gruller" gets a full body illustration. "Giggles" gets a fbi. "Gaedren Lamm" gets a fbi.
Part 2:
King Eodred Arabasti gets a head illu. "Imps and Dragons" gets an illustration. "Meet the mob" gets a "Amin Jalento" head illu and his battle stats.
Part 3:
The illustration of "Sabina Merrin" on page 25 is not reprinted (she gets a new one on page 455).
Part 4:
"Cressida Croft" gets a head illu (and fbi on page 443). The Queens gets a new veiled head illu (the old one is more mysterious). The "renegade guards" stats in "All the Worlds Meat" get new stats. "Verik Vancasterkin" is upgraded from fighter 3 to fighter 4.
Part 5:
The "Ambassadors Secret" gets a new head illu. The fbi of "Vencarlo Orisini" from page 34 is not reprinted. The fbi of "Devargo Barvasi" on page 37 is replaced with a new one that is very much less impressive. He is upgraded from rogue 4 to rogue 5. "Majenko" is changed from pseudodragon to house drake. The illustration on page 41 is replaced with a new one (page 57). Both are equally creepy.
Part 6:
The "Trinia Sabor" fbi from page 43 is not reprinted (she gets a new look on page 460, but the old one is flashier). She is upgraded from bard 4 to bard 5. "The Shingle Chase" gets a better illustration. Curiously it features the old flashier Trinia Sabor outfit instead of the new.
Part 7:
The Owlbear skeleton gets gorgeous art on page 59 of the HC. The cool illustration on page 52 is replaced by a cool new one on HC page 61.
Cabbagehead´s head illu is replaced by a fbi. The "Gaekhen" head illu is not reprinted. "Vreeg" gets a much better new fbi.
Concluding the adventure:
The famous "green dress Illeosa Arabasti" illustration from page 56 (on which the first miniature is based) is NOT reprinted!
The Blackjack illustration from page 57 is replaced by a much better one on HC page 67.
Appendixes:
The 4 page Harrow article is updated to a 14 page one!
The 8 page "people of the road" article about varisians is not reprinted.
The 6 page Pathfinder´s journal is not reprinted.
Bestiary:
The illustration of the "Dream Spider", the only creature that hasn´t been adapted to a Bestiary yet, is not reprinted from page 82 but it´s stats are.
Inside back cover:
The "Korvosas enemies" overview is not reprinted.
While the new edition HC is better overall and everything needed for playing the campaign is included, updated and streamlined, quite a few cool things are left out.
I´m glad i got the original AP #7 too.
Taks, you think I'm restless? then come have gander at the potential group I have to explain a minimum month delay if they want to play this version CotC I'm gonna be lucky not to eat my own dice bag at the next meet up.
Will there be an interactive maps product released for this like there was for Runelords? Or can one pretty well use the maps that are already in the adventure path PDF? (I don't own the Runelords PDF)
I've just started reading over this, and I'm legit mad that I never was able to play in this, this hard cover seems like it's gonna be hype as hell. So much of what I'm reading could use updated, and it'll be really cool to see what gets changed aside from the obvious.
Don't quote me, but it seems there was a post upthread that said "no, it was rules generic enough that there would be no reason for a new one."
close:
JJ's word on a new Player's Guide:
Unlikely, since I was able to fit all that information into the book itself. I suppose it's possible to release the character traits as a mini-pdf or something... but at this point there's no plans that I know of to do a new Player's Guide for it.
Umm ._.; I was planning to pre order the Curse of the Crimson Throne hardcover, but it seems like it will be cheaper for me to buy hardcover over here from local gamestore and pdf separately :'D Delivery from USA to here just costs so ridiculously much...
Umm ._.; I was planning to pre order the Curse of the Crimson Throne hardcover, but it seems like it will be cheaper for me to buy hardcover over here from local gamestore and pdf separately :'D Delivery from USA to here just costs so ridiculously much...
It's fine. Direct sales give Paizo more profit, but local sales keep the business present where you buy it. Especially important for non-US/Canada :)
Anyway, yeah, new player's guide would be nice. Not just for traits and Korvosa info, player's guides are nice in that they give tips for players what to expect and how classes could fit the campaign and stuff
Understood Mister Jacobs. But there will still be blood pig and knivies right?
Of course.
I didn't really cut anything from the adventure, with the exception of the threat of war between the Shoanti and Korvosa, which ended up being a red herring, a distraction, and logistically nonsensical (since the Cinderlands and Korvosa are not neighbors).
first of all i want to say that i loved this AP, i consider it the best of all and the beautiful one in every single regard.
1 will be there new expanded content?
2 there will be ommited content like in RotRL?
3 will we get Pawns for this?
4 when do we will have pawns for carrion crown?
I can't wait to see more knivies, blood pig and of course Blood veil.
WHICH! reminds me, Mister Jacobs!
Will Blood Veil be an unchained disease in this?
Huh, that's actually something I'd really like to see. Unchained diseases were pretty interesting, and I feel like they'd fit the timetable for the AP better than the old rulings. Maybe a small sidebar for running it unchained instead.
Soooo glad to see this coming out. I love the Grey Maidens and snatch up every mini of them I can find (gonna have to paint the Reaper ones now). Really looking forward to running this. The Runelords hardback was part of what convinced me to try out the Pathfinder RPG. I bought RotR right along with the core rules, RotR pawns, and bestiary 1. Gotta say, the price is high but I'll definitely get it.
I really want to run this, the issue is finding players. I've been gushing about how much I love Ileosa to most of my regular players, so they know way too much about her to really be a good group for this campaign XD