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 AP is a sandbox with very low-risk encounters peppered throughout other than Part 3 at the end. Most of the rewards are not for your personal use but to improve a town -- would've preferred some form of metacurrency to just giving me craploads of gold and then making you pick between killer items or building a new orphanage for at-risk youths.
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
Lamp Blighter: Art has wings, ecology describes flying, and skills include fly +20. But it doesn't have a fly speed!
I'm assuming an oversight and including Fly 30', but open to other explanations: Lost their flight because of a curse, bound through the air, train fly skill in anticipation of getting tiny winged boots or sorcerer levels...
Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
So.....anybody at the point they are starting this book, and if so...does anybody have a vigilante in their group?
The question I have is this.....how do you think the class would work with the Cult of Personality/Persona Facet? My current thought is that it is all 100% the social side of the class...but the whole subterfuge, heroism and probably genius (and maybe the others in some aspects) working well with the combat/vigilante side.
My Twoish thoughts are:
A) Only the Social side gets the facets and no modifiers will leak over to the combat side.
B) They both get their own persona facet builds
B1) This pool is 100% separate
B2) The pool has some spillover
B1 and B2 I have just now started to really thinking about....I have been mostly focused on A...but the player did mention that they can see their combat side being as good as in the social situations (well...in some, say started riots and smear campaigns, meeting with other partisans (say another vigilante) and such.
Lamp Blighter: Art has wings, ecology describes flying, and skills include fly +20. But it doesn't have a fly speed!
I'm assuming an oversight and including Fly 30', but open to other explanations: Lost their flight because of a curse, bound through the air, train fly skill in anticipation of getting tiny winged boots or sorcerer levels...
Has anyone come across an answer for this? It states that it flies in its description, has wings, flies in the image and has +20 to its Fly Skill, so I am pretty sure it is meant to have one. I want to include it in a future game, any assistance is appreciated!
Just finished this one last week. GREAT second installment to this AP. Amazing actually. I wish I could add a second glorious review for this, but reviews seem to have been disabled, sadly.