The heroes have at last earned the magical energies drawn from the life-giving aeon orbs. They must now scale the highest peaks of the Starstone Isle, outwitting wily demons and facing the mightiest xulgath invaders from deep beneath the earth. In a trap-laden vault constructed by Aroden himself, the cunning high priest of the xulgaths labors to unlock the secrets of the dreaded extinction curse. If the heroes cannot stop him, an apocalyptic devastation will wipe out all life in Absalom and beyond!
“The Apocalypse Prophet” is a Pathfinder adventure written by Lyz Liddell for four 18th-level characters. This adventure concludes the Extinction Curse Adventure Path, a six-part, monthly campaign in which the heroes lead a traveling circus as they unravel a plot to eradicate all life from the islands of the Inner Sea. This volume also includes a gazetteer of the forbidding Kortos Mountains, an examination of relics left by the dead god Aroden, new monsters, and new rules.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
ISBN: 978-1-64078-241-9
The Extinction Curse Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (972 kb PDF).
Other Resources: This product is also available on the following platforms:
The book brings a well earned conclusion to the AP.
It flows organically from approach to obstacle to final dungeon.
The approach as fun with a little side quest that had my players on edge.
The obstacle is a series of trials that can get cumbersome.
The final chapter is your standard dungeon crawl which concludes with the final boss fight. The boss seemed a bit underwhelming. It hits hard but is positioned as a caster which is odd given his poor selection of spells. Still a fun fight and some special mechanics to boot.
Minus one star for terrible low quality maps in the last chapter.
"If the heroes cannot stop him, an apocalyptic devastation will wipe out all life in Absalom and beyond!"
So if the players fail this AP, the next one which takes place in Absalom won't be playable.
Maybe these two APs should be switched?
A group failing to succeed at an AP is not something Paizo can count on. It is up to you / your GM to work out the ramifications.
Yeah, i meant GMs should probably switch these two APs if they want to play on Golarion, otherwise a TPK in "Extinction Curse" will make "Agents of Edgewatch" impossible.
I mean "beyond" might imply that entire inner sea area or humans completely might die :p not much of extinction curse if specie survives else where on planet.
I mean "beyond" might imply that entire inner sea area or humans completely might die :p not much of extinction curse if specie survives else where on planet.
Sounds like you should open a consulting business for villains. :-)
"Yet, that plan is quite villainous. But you know what would crank it up to the next level of evil is..."
Umm, yeah, still needing help with this one :'D Still at least half a year time to figure out where the cool evil knight is from
You probably want to focus on the runes. They are too simplistic to resemble Thassilion wizard schools, but there is at least a pentagram. Given the full plate, it might be some kind of Hellknight. Couldn't find the art in Path of the Hellknight or Hell's Vengeance 1-4, though.
Umm, yeah, still needing help with this one :'D Still at least half a year time to figure out where the cool evil knight is from
You probably want to focus on the runes. They are too simplistic to resemble Thassilion wizard schools, but there is at least a pentagram. Given the full plate, it might be some kind of Hellknight. Couldn't find the art in Path of the Hellknight or Hell's Vengeance 1-4, though.
When can we finally see the finale cover for this? I for one would LOVE to see it! THANKS!
Final cover was just posted! Might take a moment for the changes to trickle through, but you should be able to see it shortly if you can't already. Have a great weekend! :D
Question for when people get their subscriber copies:
I know that the last volume of Age of Ashes had a few Rare Backgrounds for campaigns taking place after the AP that tied into the events of the AP. Are there backgrounds like those in this volume?
I'm trying really hard to hope for this book to ship out really late for me... I would rather have better odds to be early next month. :)
That said, I'm really excited to see this one. I hopefully will start running it around August after the APG and stuff comes out too. I just love high level content! Never been there as a GM or a player in any system, so hopefully I can drag a table there and see how it plays.
All the really cool, weird ideas happen in book 6. Everybody knows this.
Thanks for sharing. Does anyone else feel like that's incredibly weak for a capstone? Wow +1 to skill checks or AC for a minute! Glad I didn't take that extra 10th level spell.
Even with the more interesting blood magic abilities this feels like a waste of print space. Even for damaging ones like Elemental, Dangerous Sorcery a FIRST level feat is better. Anyone seeing a good interaction I'm not?
Thanks for sharing. Does anyone else feel like that's incredibly weak for a capstone? Wow +1 to skill checks or AC for a minute! Glad I didn't take that extra 10th level spell.
Even with the more interesting blood magic abilities this feels like a waste of print space. Even for damaging ones like Elemental, Dangerous Sorcery a FIRST level feat is better. Anyone seeing a good interaction I'm not?
This is a game where every +1 means a lot, given the degrees of success. Granting a +1 to AC, skill checks, or saving throws for 1 minute means a major buff you can apply to your allies. And since it's 1 minute instead of 1 round, you can apply that buff to ALL of your party.
Same with the (now) persistent damage you're applying with the other bloodlines. With no basic saving throw for them to save themselves, you can easily exploit weaknesses with every single bloodline spell you cast on them. And you can apply that same tactic to multiple enemies in the same combat.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
BTW, all the capstone have specific text that link them to events from the AP. That’s really cool.
The rogue one is awesome IMHO.
Rogue Alternate Capstone:
They can steal the magic from one item within reach (even if wielded) and give that magic to a non magic item of the same kind for 24 hours. (From headgear to headgear, or weapon to weapon) (excluding cursed or artifact items) This is a Steal action, using Thievery, vs DC of the item level or Steal DC (if on a creature), whichever is higher.