The heroes and their circus arrive in Willowside, a swamp community in dire need of diversion from the relentless expansion of the blighted land known as the Welt. Willowside soon experiences a problem of a different sort, as dinosaur-riding xulgaths blockade the town. The heroes mount a defense of the village and learn what has brought the xulgaths to this isolated settlement. When the heroes break the siege, they learn that the xulgaths follow a monstrous ex-slave and have forsaken their directive to assault a nearby aeon tower. The tower's current occupants know more, and put the heroes on the path to reach the fifth and final aeon orb.
“Siege of the Dinosaurs” is a Pathfinder adventure for four 13th-level characters. This adventure continues 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 town of Willowside and lore about the inhabitants of the Abyssal realm of Gluttondark, as well as new monsters and xulgath-themed 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: 978-1-64078-226-6
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).
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I think what makes this book great is its focus on the town of Willowside. It uses Chapter 1 to set up the town and introduce the denizens. Chapter 2 to set the mystery underneath. And Chapter 3 is the culmination of the setup with a very satisfying resolution.
Good npc variety, plenty of player choice, good rp.
The book is so good it can even be used as a standalone adventure. Highly recommend.
I'm a paleontologist running a party of six that includes three other paleontologists through this, so they were absolutely stoked when they saw the title. They determined to recruit as many different types as they could for the zoo they've been building for the entire AP, and to release as many others as they could from the xulgaths. They were excited by the pteranodon attack and we were all very much appreciative that they weren't put in the dinosaur category like in 1e.
They were furious at the brughadatches for their treatment of the people at the gambling hall. The party found Ledorick exasperating, but in a "we love to see what ridiculous things they're doing now so we can add fuel to the snark fire" kind of way. They were a bit surprised at how strong the Banyan Boys were given their earlier impressions of them. That's the unavoidability of interacting with small town defenders at high levels, but the surprise was good in the moment. Their help in that boss fight was also very much needed given how tapped the party was after going through the rest of the dungeon. They really enjoyed planning out how best to help the town prepare for the siege, then strategizing which key points to attack first.
The array of encounters was well-balanced. They had been mostly trouncing things, so having the stakes upped at intervals added needed tension. The creep factor of some of the encounters, and the unknown of why they were having dreams which sometimes left them tired, added to it. They absolutely loved the unique mechanics of the tallow ooze. They thought the azure worm encounter was really cool---sometimes it's nice to encounter scarily strong creatures and negotiate so that no one gets hurt.
I ended up bringing Zashathal back up to full and not fatigued for the final battle because I knew they would get more out of the fight that way. It was a hair-raising battle, just like a book's final fight should be. The mechanics of it (the quralith in particular) forced them to change up their standard tactics and get creative. They rose to the challenge in some very clever and hilarious ways, and that session had them on the edge of their seats.
Some of my favorite art pieces were: the gahlepod, the siege tower, the Bokrug statue, the aukashungi swarm, the various xulgaths, Unakite, and the shrine map. I also liked that the Banyan Boys actually bore a familiar resemblance to one another.
The good:
-This leg continues to carry the strong aesthetic feel of the AP — traveling circuses roaming between small towns, with vaguely menacing threats looming in the wild and the past. *Feels* like a natural continuation of the preceding APs.
-Follows the best parts of the Age of Ashes in making skill tasks an important part of the AP. I’ve been missing these in the first few legs of this AP. So here’s my plea to Paizo to include more things like this!
-Nicely logically laid out, spelling out clear consequences if the party delays too much or retreats to rest at various points.
-The first leg of the AP to make a real effort to address the “why are all the grunts now high level?” puzzle, with camps of hundreds of actual low level grunts serving as a backdrop to some key parts of the adventure.
-The description of the town includes the levels of the major NPCs. Awesome!
-A bit of a welcome Lovecraftian horror vibe in a couple parts.
-A nice bit of fey horror sprinkled in as well.
-A *fantastic* article on Gluttondark (Zevgavizeb’s layer of the abyss). Really imaginative and evocative and alien, and sprinkled with adventure hooks.
The bad:
-The “high level grunts” issue still arises (the Banyan Boys — local heroes who defend the town — are 12-14th level?!) though various attempts to mitigate this are made.
-A big picture map of the town and where the surrounding areas are related to it would have been nice.
The pretty:
-The art continues to be beautiful, and appropriately creepy. The fey art in particular is great here, as is the Gluttondark art. But really, a ton of beautiful stuff here.
Has anyone had problems getting the interactive maps to open? I can get the actual book to open just fine but the maps just wont open. I just tried to pull the images out of the PDF to use in Roll20 and it told me it wasn't a pdf? I am confused!
I did not experience that issue; I did not try to extract any of the images from the interactive maps, but the file opened fine.. Have you tried re-downloading the file and/or downloading the multi-chapter file?
I did not experience that issue; I did not try to extract any of the images from the interactive maps, but the file opened fine.. Have you tried re-downloading the file and/or downloading the multi-chapter file?
I have redownloaded it multiple times, both the single file and per chapter file. It just doesn't open.
4 hours and still nothing, I work overnites so kinda can't wait to long, guess I'll have to check back Thursday. And this has to last us 2 months as mod 5 got pushed back a month before. :(
Understandable with this "thing" going on , maybe I'll read 1 page a day, when I get to buy it!! LOL
4 hours and still nothing, I work overnites so kinda can't wait to long, guess I'll have to check back Thursday. And this has to last us 2 months as mod 5 got pushed back a month before. :(
Understandable with this "thing" going on , maybe I'll read 1 page a day, when I get to buy it!! LOL
Tom
Actually, they moved book 5 back to a May release! So there is a bit of good news for you there, right?
Kind of disappointed, I was hoping for more dinos.
At least there are quite a few in there. And if you want to play up the siegebreaking more at your table... you've got all the templates you need. Perhaps even more coming next month in Bestiary 2, to further expand your sieginess.
COOL, thanks Sporkedup, when did that happen, just now?
And I now have my PF II and Starfinder AP mods, THANK GOD !! Ha Ha Ha
Tom
Last week or the week before, not sure. It was just quietly announced on the product page and it's now correctly showing on all the release schedule stuff!
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Xulgath Herd-Tenders “Feral Directive” ability would be pretty amazing for PCs with animal companions.
The fact that it’s an ability that many people have argued that rangers and druids should get makes me wonder if giving them this ability is foreshadowing a “Feral Directive” feat coming out in the Advanced Player’s Guide...
It probably won’t happen. But it would be pretty cool if it did!
I've been really enjoying the AP so far, knowing the people I play with though they'd be down for recruiting even more people to the circus than the AP gives them access to that's a fact.
I mean come on, Elephants are great for a big-top, Mammoths and Stego's are a step better, but a Bronto? Now that kind of Jumbo would definitely draw a crowd!
Remember, monsters get all kinds of things that player's can't get. This sort of thing would probably be *too* good for a player to have, but it makes dino-fighting xulgaths play just right as foes.
Kind of disappointed, I was hoping for more dinos.
Keep in mind all the weird Gluttondark monsters that are big and animal-like, and often used as mounts. We've been calling those the "Gluttondark dinosaurs" around here, which gives you even more dinosaur mayhem!