The county of Meratt is Taldor in a microcosm: a once-glorious land left to decay by negligent nobles. But to help secure Princess Eutropia's bid for the throne, bold adventurers must now infiltrate her ancestral homeland and overthrow the corrupt Count Lotheed from within, gaining allies and solving problems left to fester far too long. Can they play idle noble by day and hero by night well enough to reverse the county's fortunes, or will the weight of history's sins be too crushing a burden?
"Songbird, Scion, Saboteur," a Pathfinder adventure for 4th-level characters, by Crystal Frasier and Richard Pett.
A gazetteer of the county of Meratt, a once-glorious country landscape rotting from within, by Amanda Hamon Kunz.
A cult of personality subsystem so PCs can cultivate their public images and put their renown to work for their benefit, by Linda Zayas-Palmer.
New rules for relics: magic items empowered by powerful historical events and improved by feeding their purpose, by Logan Bonner.
A bestiary of monsters ranging from the spell-retrieving galluvix to the eyeball-plucking lamp blighter, by Tim Akers, Brian Duckwitz, Troy Lavallee, and Patchen Mortimer.
ISBN-13: 978-1-64078-025-5
"Songbird, Scion, Saboteur" 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 (922 kb zip/PDF).
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This book is amazing! All the NPCs and every location in the county of Meratt is so rich with detail. This book alone makes War for the Crown an all-time great adventure path.
I can't say for sure whether this adventure was the perfect storm for my group or if it's just that good but it has been one of the best times I've had running a Pathfinder Adventure Path since I started more than five years ago taking the mantle from my previous favorite Dance of the Damned.
I've never had players so eager to not only build great roleplaying relationships but fully engage with intrigue and mystery. From an engrossing mystery as to the identity of the Night Swan to the blossoming relationship between a vexing Duchess who vanishes and reappears regularly.
Whole sessions of going for tea with local nobles and having snipish conversations with drunken upstarts some with little to no conflict. My players couldn't have been happier.
I can't recommend running War for the Crown more if just for the story that this adventure crafts for your players.
If you have the time to put into building some background and spinning out ideas with this adventure I have little doubt it will carry your players to an epic conclusion.
I really liked how this chapter made it seem like you were making a difference in the town, both in forming the political alliances and fixing the town. Short term adventurers tend to show up wreck things and then let people go on with their lives. Here you see what a bunch of semi trained adventurers can do when properly motivated to stick around.
This one was great, part one was a lot of dun with a great set up, part 2 was ok i liked the idea tho i found the way it was written to be a littel od, mostly becase of how sandboxy it was but that goes with the beast, part 3 was a great dundeon crall all together loved it
I really wanted to like this chapter more than I do. There's tonnes of potential, and some really cool ideas. It feels though like the writers tried to cram just a little bit too much into it, and rushed the process as well. Too much content, and not enough info on how to manage it.
With the addition of cult of personality rules, rebuilding tasks, relic triumphs, and possibly including more robust rules from Ultimate Intrigue, it's going to get complicated really quickly. I was hoping for some suggestions on tying all the new rule systems together -- especially a suggested timeline with cult of personality, gaining influence and rebuilding potentially all in play at the same time. Additionally, the influence rules include waning influence if attempts aren't made each week. With travel being as much as two days each way to visit neighbouring nobles, it really cuts into the time the PCs have for the other cool parts of the adventure.
I would have given it four stars, but this chapter also has many more grammatical/proofing errors than is usual for a Paizo product.
Hey Tacticslion, it seems you made it into the AP! Anything you like to share about it? Will Pett horrify and disturb my party in the first 5 minutes, or is he going to lull them into a false sense of security before he strikes?
What do "launches igloo," "housing locale," "go call heinous," and "ein callous hog" have in common with (I predict) at least one npc in this adventure?
There are no Prestige Classes in Adventure Path books.
Not quite:
#2, "The Skinsaw Murders" – Spherewalker
#8, "Seven Days to the Grave" – Justiciar
#14, "Children of the Void" – Chevalier
#26, "Rhe Six-Fold Trial" – Inheritor's Crusader
#27, "What Lies in Dust" – Hellknight
#45, "Broken Moon" – Agent of the Grave
#116, "Fangs of War" – Chernasardo Ranger
I stand corrected.:-)
With the exclusion of the Chernasardo Ranger and Agent of the Grave, there are no Prestige classes in AP books.
Those two are more of an NPC option, if i remember correctly.
The other ones are 3.5 versions or outdated/have been reworked i think (Hellknight certainly has been).
after reading the product description, the Lamp Blighter seems like a hopeful candidate for an Undead or an Aberration. I'll keep my hopes up, at least until I check back in a few weeks to find a spoiler saying otherwise ;)
Any chance we get a little summary of the Bestiary?
Yes!
Spoiler:
Galluvix (CR2 N Tiny magical beast) - fox rooster.
Giant Devil's Tooth (CR6 NE Huge plant) - looks like a 2-armed monstrous blob of pink ice cream with cherry sprinkles. DOOM!
Goldpebble (CR5 N Large magical beast) - aquatic snake that lures you in by looking like gold bebbles.
Lamp Blighter (CR6 CE Small fey) - I'm calling it a ghoul pixie.
Also I'm loving that so far this book proves to be even more intrigue focused than first book :D This AP is probably going to be even more roleplay heavy than Council of Thieves and Crimson Throne
Finished skimming, saw the Galluvix and that you can have it as improved familiar
I take my rating back, this AP is now THE best AP that has ever existed and will ever exist. It transcends the rating system, ascending beyond realms mortal can understand
But if you force me to put it in stars, 11/5 stars
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Yeah, the character on the cover is supposed to be Eutropia, as there is a wall painting of her on page 75 of the module. But she looks way older than in the depiction in the last module. From the picture on the cover I'd peg her at well into her fourties, instead of being 30-something as she should be. The depiction in the first module seemed to be more accurate to her age.
Huh, this reminds me of Dragon Age: Inquisition on some parts. I mean, you get your own estate to improve, you can improve your local hamlet and you even get to judge criminals with varying effects depending on your call :D Also, lot of influencing your neighbors. This book is pretty sandboxy for the most parts.
There are also npcs opposing each other, so there is genuine choice who to ally with :3
Other Cool Stuff:
There is use of profession midwife in the book. Also, if you spend enough time and effort to gain loyalty uber high, all of Lotheed's guards abandon his estate and you can convince him to stand down in verbal duel. Intrigue for the win!
Also, all three NPCs in NPC section have mention of what if you want to romance them :D One of them gets "If player wants to have tragic romance" mention