Get ready to shine your badge and report for duty—the Agents of Edgewatch Adventure Path begins! In this thrilling new Pathfinder campaign, players assume the role of fresh recruits of the Edgewatch, the newest division of Absalom's city watch. Tasked with fighting crime during this year's Radiant Festival—a grand centennial gathering of exhibitors and wonders from around the world that this year celebrates the grand reopening of Absalom's treacherous Precipice Quarter, long a ruined haven of monsters and criminals. Soon after taking on the new beat, the detectives learn that the fair has attracted not only cutpurses and vandals, but also poisoners, ransomers, and even a sadistic serial murderer, and it's up to the Agents of Edgewatch to crack the case and bring these villains to justice!
“Devil at the Dreaming Palace,” by fan-favorite author James L. Sutter, is a Pathfinder adventure for four 1st-level characters. The adventure kicks off the Agents of Edgewatch Adventure Path, in which the heroes join the city watch to solve a series of crimes across Absalom, the City of Lost Omens, before the crooks can pull off the ultimate heist! This volume also includes an in-depth gazetteer of Absalom's Radiant Festival, thematically appropriate new monsters, and new rules designed to support the Agents of Edgewatch campaign!
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-13: 978-1-64078-253-2
Other Resources: This product is also available on the following platforms:
With any kind of published adventure, especially one in a new system starting at level 1 the most important question is "can I pick this up and run it?" If the answer to that question is no, it's like a car missing a part. It doesn't matter what the engine torque is if there are no wheels. It doesn't matter how engaging the plot or setting are if you can't run this as a game.
The escaped critters encounter is an absolute meat grinder. Paizo's products tend to over estimate low level (especially brand new first levels) but this is n.v.t.s. nuts. Several monsters in a row can walk up to PCs, hit them twice and drop them without even critting. One of the hits is LIKELY to be a crit that will drop them.
The situation is set up so that you probably shouldn't be taking short rests to heal up, much less take the long rests you're going to need to recover from each encounter. There are clever system agnostic adventurer shenanigans you can do to avoid engaging with the system, but as far as "lets try out pf2" goes you get the impression that the adventure and system want to turn you into a fine red mist.
This is a well-written first book to get the players and characters interested in the promised themes of the adventure.
Our player group all really enjoyed the Dreaming Palace and the House of Planes which we made the most of. The name-dropping for later is also a nice addition.
Unfortunately, the Adventure Path starts going down hill in the later books which makes starting this as a long-term game not as attractive a recommendation as a GM or player.
This book, and the AP itself, deal with some pretty disturbing content so it's not recommended for all ages, or for anyone who is sensitive to this kind of content.
That being said, the Dreaming Palace is an exceptionally interesting locale as the end of this book. Getting there is a bit odd though, first working as beat cops to deal with some minor disturbances, and then breaking a violent(?) labor strike. This latter part rubs me the wrong way since the assumption is that the players will put the strike down violently and some key NPCs are explicitly noted as being unwilling to explain their points, negotiate, or even talk at all. I recommend updating a lot of this section - sure, hotheads with a predilection for violence exist so having some NPCs that are 100% raging against The Man are fine, but I definitely feel like players should have more options and autonomy in resolving the situation than simply bashing everyone in the head.
Very good start, a bit boring in the middle, very good ending again
Agents of Edgewatch is a police adventure. This should be clear to the group before putting out feelers here. And I just think the first book has everything that is needed in a good police adventure path. It begins with harmless little trifles that need to be cleared up. And more and more pieces of the puzzle come to light, culminating in a really blatant killer in the end.
Yes, it will be brutal. And yes, one is not always on a flower meadow to see the sun smiling. But that's exactly what I expect for my part from this adventure path.
I think he's doing everything right. The middle section, however, is a bit boring. But really great beginning and end. And there's a lot to explore, lots of roleplay and interesting combat. All in all solid.
... well, except for AP-Collection like the Kingmaker Remake (which will be available for PF, PF2 and DnD5E IIRC),
or Pocket Editions for 1E Supplements or Rulebooks.
Darn, it's been a while since I looked at that.
Yes, the Kingmaker AP Hardcover will be PF2 strictly.
But yes, there will be a Bestiary for DnD5E and a Bestiary for Pathfinder (Legacy / Classic / 1E...)
Back to AoE 1/6: Man do I hope to be on the front of the shipping queue.
Dang, no one got an early PDF yet, really want to see how this AP unfolds a bit before I commit to running it in the near future.
For me how different is it compared to the other AP's,. Then as this is the first AP with all the core rules at least is it well put together and any mini games?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kevin Mack wrote:
Anyone got there subscriber PDF yet?
I've got it, thought I haven't had much of a chance to read it yet! Happy to answer questions, though.
TRDG wrote:
Dang, no one got an early PDF yet, really want to see how this AP unfolds a bit before I commit to running it in the near future.
For me how different is it compared to the other AP's,. Then as this is the first AP with all the core rules at least is it well put together and any mini games?
How are the maps?
Thanks
Tom
The maps (both the city map and the smaller maps) are beautiful -- really nicely done.
No new mini-games that I can see.
As for comparing this AP to other ones: This AP seems to have a lot more opportunities for RPing/using social skills to resolve encounters than the previous APs. This AP also seems to have a lot more of a detective/puzzle-solving angle to it than the previous APs. So if this is the kind of thing your players like, then this AP may be of interest to you.
Cool, thanks Porridge, most of my groups would like that change compared to AoA and EC. Bummer about no mini game so far as those are usually a big hit for my players, something like get X number of investigation points and you get specifc hints or uncover facts . Certain sidequests give a number of these points that unlock XYZ, but still 5 more modules to go!!
And once you have a chance to read is there a lot of cool and meaty NPC's in there as well?
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Valantrix1 wrote:
What are the new monsters in this one?
There are four new monsters:
Binumir (3): A banshee-like creature formed by a pair of individuals who bear a strong bond to each other.
Cobbleswarm (2): A swarm of cobble mites, little (usually harmless) pebble-like creatures who are sometimes inadvertently used in the constructions of roads or buildings.
Siege Shard (3): Constructs with a poltergeist-like feel to them, formed by the strong emotions of fear, confinement, and desperation that can occur during sieges and other violent conflicts.
Zrukbat (2): Secretive bat-like fey who can shapechange into various common objects, though their lack of common sense often makes often makes them do a poor job.
TRDG wrote:
Cool, thanks Porridge, most of my groups would like that change compared to AoA and EC. Bummer about no mini game so far as those are usually a big hit for my players, something like get X number of investigation points and you get specifc hints or uncover facts . Certain sidequests give a number of these points that unlock XYZ, but still 5 more modules to go!!
And once you have a chance to read is there a lot of cool and meaty NPC's in there as well?
Thanks again kind sir
Tom
The toolbox has a two page spread for three key NPCs in the adventure. Spoilers below, so *don't* read if you're intending to play this AP!
Key NPCs:
Grospek Lavarsus (7): The PC's city guard commander, and a classic "mean boss".
Hendrid Pratchett (6): A clever, charming serial killer, and the main antagonist of the adventure.
Ralso (4): An ex-con from a hard background, consumed by the tragic death of her sister, and a tragic antagonist of the PCs.
But the book has short cameos from a *lot* of other interesting/entertaining NPCs for the party to interact with -- many more than one usually finds in Paizo APs.
Hm, at first glance this reads much more linear in terms of storytelling than, say, the first module of Hell's Rebels. Also quite a bit more dungeon-based (or "large building" based) than I would have expected for this kind of topic.
And, of course, the theme of "PC's as city watch guardmen" is handled, as far I can see from a quick look-through, thoroughly respectfully, as one would expect from Paizo.
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber
Anyone happen to know when this is supposed to be released on Fantasy Grounds? I see Roll20 has promised to release it on July 30th but curious about Fantasy Grounds (as I generally prefer it for home games).
I'll guess I'll buy the first part even though I'm not planning to read this since I want to play this ap... Might not buy the parts after this mostly to avoid temptation of spoilers. Actually I'll consider it further because I can't currently buy Legends book...
Should probably add a mature content warning on this adventure. When they say "sadistic serial murderer" they mean "makes Curse of Strand look like Candyland".
Spoiler:
I was a little surprised at the sheer amount of detailed horror and depravity in one chapter, and while there's a sidebar addressing it, I was really expecting cheeky and amusing buddy cop hijinks mimicking the Watch novels rather than twisted gore horror.
Should probably add a mature content warning on this adventure. When they say "sadistic serial murderer" they mean "makes Curse of Strand look like Candyland".
** spoiler omitted **
Yeah, the last chapter is such a massive tonal shift, content warnings are well required.
I would probably make massive changes to that final chapter,
Spoiler:
because I would want a little less Saw, and a little more Scooby Doo
Guess I gotta read that last part, but, nope, not now. Prepping for this evening, in the best part of Curse of the Crimson Throne where the FUN beguns. Y'know, if you consider module two of the AP as fun. ^^
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Asethskyr wrote:
Should probably add a mature content warning on this adventure. When they say "sadistic serial murderer" they mean "makes Curse of Strand look like Candyland".
** spoiler omitted **
So I guess you didn't pay attention to the table of contents page?
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Rysky wrote:
** spoiler omitted **
Ah ok, that makes sense, then. I never read more than his first two books many, many years ago and decided that that's not really a kind of fantasy I like.
Should probably add a mature content warning on this adventure. When they say "sadistic serial murderer" they mean "makes Curse of Strand look like Candyland".
** spoiler omitted **
So I guess you didn't pay attention to the table of contents page?
The table of contents page warning isn't here on the store page, is it? It should be noted before purchase.
Spoiler:
The adventure goes well into X-Card territory in Chapter 4, much moreso than any other adventure they've published that I know of. Like the other person said, it's more Saw than Scooby Doo with the graphic descriptions of sadism.
That's great, but it should still be mentioned in this store page.
Spoiler:
"even a sadistic serial murderer" doesn't suggest that there's going to be around 20 pages of detailed depravity. The first three chapters aren't anything like the fourth.
First thought, in regards to this discussion at hand, this is not Saw levels much at all. It's intense, more Penny Dreadful than Supernatural, but almost all of it is very easily glossed over or rewritten as needed (and the AP itself offers a sidebar on exactly which points need some attention).
But more importantly, this book absolutely rocks. The writing is great, the variety of encounters is terrific, and it feels absolutely connected to future events! That's my favorite bit. The last two first-books in APs seemed to be removable by design, but this one absolutely is dialed in from minute one. I really appreciate that.
Between the heavily lawful elements of the campaign and the grotesque horror that apparently will be a part of it as well... I will have to work at what table I put together. But a good table for this literally feels like a whole level higher than Extinction Curse or Age of Ashes.
If this quality keeps up, I see a future classic just started.