As the heroes return to Taldor, they discover that strange seeds have finally borne fruit—conspiracy has laid their patron low. They must now face the cunning secret society, the Immaculate Circle, and put an end to its immortal machinations, finding new enemies along their path. To finally set the world right and end the War for the Crown, the heroes must confront not one but six of Taldor's greatest emperors, resurrected from the past! Can the heroes survive, or will Taldor's past sins forever define its future?
This volume of Pathfinder Adventure Path concludes the War for the Crown Adventure Path and includes:
"The Six-Legend Soul," a mind-bending Pathfinder RPG adventure for 16th-level characters, by Amber E. Scott.
Ways to continue your campaign, including a system to determine Eutropia's legacy based on decisions made by your heroes, by Crystal Frasier.
A look at six of Taldor's most famous emperors, including the legendary spirits they provide to mediums and feats useful for any hero, by Lyz Liddell.
An overview of the resolute Ulfen Guard, by Ron Lundeen.
A bestiary of powerful and dangerous creatures, including the terrifying phylacator kyton and the hubris-grown bramble throne, by Kate Baker, Jay Erickson, Tom Hansen, Aerick Lim, and Nathan Reinecke.
ISBN-13: 978-1-64078-052-1
"The Six-Legend Soul" 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).
Other Resources: This product is also available on the following platforms:
Important to keep reviews spoiler free so, I go into more detail in the GM thread for the book.
There is a nice mix of combat, intrigue, etc through the book. Three different sections, each with it's own focus. So, you see a lot of different play style opportunities here - perhaps more so than in other AP's.
The ending however, given previous volumes, left me a bit disappointed. I feel certain important issues brought up in earlier installments were pretty much hand-waved away with just a couple of throwaway sentences that reduced a complex political situation to...well, window dressing.
I don't think it was as strong a finish to the AP as it could have been as a result.
Normally I would like to go into more detail, but as this is Intrigue focused AP I would like to avoid spoiling juicy stuff as much as possible. So I just say that while I was little afraid that final book would be more combat heavy than other books, I was glad to find it still has investigation and intrigue element to it. Where first book was socializing, second book was subterfuge, third book was just investigation in general, fourth book was infiltration, fifth book was detective work and politics, this book is part murder investigation part subterfuge, in specific to clear the path to your target. And even then, you can actually avoid final boss fight altogether with alternate way of solving the situation.
Basically, this book is packed with so much cool stuff in every part that I'm now little bit sad this AP is over :'D But yeah, great finish. Hopefully we have similar AP in 2e, I really loved how this AP focused on giving alternate ways to solve major conflicts than just plain combat
How does the possesion work for the prince and is it possible to not have to kill him? Also in previous previews it mentions the party being blamed what sort of forces are sent/go after them?
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Kevin:
Spoiler:
The Prince is a 20th level medium and has a special ability that allows him to make use of six spirits of the legendary emperors that possess him. It is possible to not kill him and still succeed in the AP. The book makes special mention of this case. In this case he is no longer possessed by the six legends and reverts to a 1st level medium. I'll need a bit longer for the second question.
So I'd like some details on the Kyton, along with the Undead thingie. Plus maybe a little more about the Corbayrant, Huge magical beast, CR 16. Just like basics, alignment, any special details about attacks perhaps, and/or ecology. That's pretty much it
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Wight wrote:
Oh well, guess not. Since I'm waiting until next week I might as well ask some questions to pass the time.
** spoiler omitted **
Yes we do get a full writeup by way of a 2-page NPC spread.
Spoiler:
He is an 18th level conjurer, and his immmortality stems from a deal he made with an ancient kimenhul sahkil, named Thassritoum the Mewling Storm, which shields him from the awareness of pychopomps and death itself. He simply cannot die. If he's reduced to negative hit points, he just falls prone and is paralyzed, and then regenerates naturally, no matter how many damage he has taken. It's actually left to the GM to determine how he can actually be released from that deal and killed, if at all.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
The Corbayrant
Spoiler:
is a plantlike creature (i.e. it counts a both magical beast and plant for effects), it is intelligent and chaotic evil, looks scorpion-like and has both a poisonous sting as well as paralyzing spikes, and exudes an aura that suppresses protections from paralysis and poisons. It does not like the cold, though.
Phylacator kytons
Spoiler:
are called out the jailers and torturers of the planes. They use animated manacles to attack and can use imprisonment. They claim to be responsible for the kytons' escape from Hell to the Shadow Plane and are now in service of Zon-Kuthon there. We also learn that "kyton" is an exonym, and they actually call themselves "velstracs".
Soulpierced
Spoiler:
come into being from the tortured souls of victims of ritualistic murders. They are humanoid looking and are anchored to the place of their death by a sword piercing their heart. Unless the blade is removed before a soulpierced is destroyed, it rejuvenates like a ghost. It attacks by transferring its frustration to its victims via incorporeal touch, which also deals a whopping 17d6 damage. Removing the blade isn't too easy, too, a combat maneuver against CMD 47 plus a special prayer you need to know with a DC 35 Knowledge check.
Does the book take in account what happens if Pythareus or other such characters survive? I mean, I'd imagine it would be rather big change if he is still alive since he does unite Taldor's military
So uh, this book is super cool and stuff(I find it super eerie how instead of the Succession Loyalties divided map its just blank map of Taldor in this one) with cool moments and cool intrigue stuff, but I noticed one super major thing nobody commented on:
There is no map for area G.
Uh, is that on purpose? Since that is really unusual if that is the case
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Alright, to answer my own question from some days ago: This module is pretty fantastic. It features in equal part investigation, combat and social interactions, allows alternate ways to resolve many conflicts and is overall a very good final part for this great AP.
Gotta echo some other posts - this adventure is incredible. I can't put my finger on why it's so good, but the unique villains, justifiable and fun weirdness, and just the sheer creativity certainly helps. The Immaculate Circle might be my new favorite evil-bad-guy brigade. I mean, who would have thought that...
Spoiler:
A literally invincible wizard, a mezlan, an alchemical vampire, a wild hunt fey, and a rakshasa
would come together to basically run a nation as a shadow government. So cool.
I was surprised to see a whopping amount of 11 new feats in this volume. They are all across the board, including metamagic, item creation and teamwork. I like some of them for being straightforward and helpful (charge and run through difficult terrain, Step Up and Strike with two weapons) and others for their creativity (ignore ability damage's penalties, create your own Charisma headband).