Pathfinder Adventure Path #157: Devil at the Dreaming Palace (Agents of Edgewatch 1 of 6)

3.50/5 (based on 13 ratings)
Pathfinder Adventure Path #157: Devil at the Dreaming Palace (Agents of Edgewatch 1 of 6)

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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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Roll20 Virtual Tabletop
Archives of Nethys

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3.50/5 (based on 13 ratings)

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Not Perfect - But Definitely Promising!

4/5

I’ll start off by noting that I have not yet ran or played this campaign, but at the time of writing, I have bought all 6 books of the AP and intend to GM it for a group of my regular RP buddies very soon.

Keeping that in mind, I actually thought the first book in this AP was a pretty strong start. I had a few issues with it at the beginning, but otherwise, I was very happy with it. Also, this is the perspective of another white guy, but I thought that the themes of law enforcement are fine for the most part. Cop dramas are pretty popular on TV, and I kind of see Agents of Edgewatch as Paizo’s attempt to create a cop drama in roleplay form. Though, as another reviewer commented, I do not like the mercenary aspect of the Edgewatch Precinct either. I would’ve much rather seen the Precinct pay the players for their service – instead of forcing the players to get paid off by citizens and “confiscated” items. I intend to change this in my own home game, and run it much more like Pathfinder Society – where the players are expected to hand in everything they acquire during missions, and get a general salary for their work. If a player likes a particular piece of treasure, they can pay for it with their wages, and file the proper paperwork to get the original themselves, or pay for the precinct to get an exact copy made for them instead.

Now then, spoilers follow…

So, as far as my issues with the beginning go – I really was hoping that for an AP that’s basically trying to be a cop drama, they would do more at the beginning to set the stage for a cop drama. The campaign could’ve started with something unique, like the players taking the role of rookies having just signed up for the officer’s academy – and let them get to know each other in the first act while they went through basic training and their graduations.

Instead of something like that, Paizo threw us directly into the precinct and the party’s first assignment with absolutely no fanfare at all. Paizo didn’t even think it necessary to play out the opening ceremonies of the Radiant Festival – which is something that I’m definitely adding to my own home game.

Keeping all that in mind, I was still very happy with this AP book overall. The party goes to a number of unique locations like a zoo and a kind of Saw-like murder hotel – and though I’m not normally a fan of dungeon-delves (and I personally think Paizo relies too heavily on them in the first place), the unique nature of the dungeons in this book made me feel more excited for the experience. There’s also a great-looking roleplay segment where the party gets to meet a rogue’s gallery of villainous characters (who, unfortunately, in most circumstances never show up again – unless you write them back into the game yourself).

The two main villains of the book are pretty great too, and I have a feeling that a certain clown-prince of crime might have inspired the lead antagonist. Speaking of that lead antagonist, I’m intending to have him be a reoccurring character in my home game – and possibly even have him replace the ultimate villain of book 6 – because when it was all said and done, I actually liked him a LOT more than the campaign’s actual final villain.

As far as the first books other content, I did appreciate a map and description of the fairgrounds, and I intend to use it religiously during the opening acts of the campaign. The gear in the armory is also kind of cool – and I’m especially a fan of the telescoping nightsticks.

Overall – while this book did have its flaws, I was very happy with the installment.


A Masterclass in Foreshadowing

5/5

I'll spend little time discussing the themes of law enforcement in this book; others have done so better than I as a white person could ever do. Keep those reviews in mind before anything else: what I want to focus on is the excellent use of foreshadowing throughout the book. Spoilers ahead!

From the very start, payoffs are set up that won't come back until much, much later in the AP. Here's a mysterious zoo attack; the perpetrator will come back later. Here's an NPC that'll show up in the final book and help! Here's more who you'll meet later; some obviously antagonistic, some seemingly innocent. Setup for future books which could have completely been omitted as in many other AP volumes makes this a book with a narrative that'll weave in on itself throughout the adventure path. I can't wait for the glint of recognition in my players eyes followed by shock and surprise later on when mystery elements foreshadowed as early as the FIRST ENCOUNTER come back months later. And the fact that the book tells the GM that this will be important later lets them hype and build the scene with the due respect good foreshadowing needs without even having read the next books yet.

Whatever your take on the themes of Edgewatch, Paizo take note: this is how you set yourself apart from other APs!


A wonderful thriller marred by grotesque bits

2/5

Spoilers, in case you were wondering.

I will start this off by saying Sutter has given us an excellent adventure, with the buildup to the main villain and the affect he has had on almost every other NPC in some way, directly or not, being absolutely delicious for both players and GMs alike as all the pieces start to fall in to place.

The Menagerie riot is an interesting step in that while it may give many players red herrings for the time being its a nice little set piece that ties into later parts, more so if the players are able to actually pick up on it.

Midway through when the party has to infiltrate a villain bar and schmooze numerous characters (setting up the rogues gallery for this AP methinks) through various unique challenges and games is an utter delight as well.

That said, this AP does have some pitfalls so I would not in good conscience or taste run/play it as is.

There’s a small bit at the beginning where it says the PCs aren’t cops but mercenaries hired by the force, oof, to save on money and the like. That’s... not good, but it doesn’t seem to be addressed in the adventure proper and the PCs are indeed treated as rookie cops rather than outside assistance with less liability so that was probably left in from an earlier draft, hopefully.

Then there’s the loot. I wish more thought and different actions were taken in order to make sure PCs could stay equipped throughout the adventure but anytime people are dealt with, either criminals or victims, civil forfeiture and bribes/“thank yous” enter the picture and just leave an obscenely sour taste in my mouth. This whole component needs to be rewritten I would suggest.

Then we get to the second act, a workers revolt. Leading/Reading up to it you think there’ll be an intense hostage situation to try diplomacy at (and there is, to a point) when dealing with the workers who have been treated poorly, but sadly and horribly the workers revolting, Kobolds, wanting to set up a union for better rights and pay and chanting slogans they don’t understand but parrot (explicitly said so) immediate devolve into a massacre before the PCs even enter the picture, and the hostage situation itself for those that survived can go even worse very quickly and easily. This is compounded by the fact that the architect admits she was underpaying the Kobolds after, but the book tries to frame her a victim and as someone you should like, even pointing out she’ll be important later on in the AP. So Architect treating workers like crap good, protesters and unionizers deranged and homicidal, gotcha.

(Wip)


Way better than expected

4/5

First off: I don't have an issue with the whole police theme so I don't really care about playing police officers. The whole art design and tone of the book though paints the agents of edgewatch as a bunch of cringy do-gooders. Luckily that's easy to change so I won't let this affect my rating.

Spoilers Ahead!

The Bad:

The first chapter of the book is pretty mediocre: you'll get to walk around town and do a bunch of small tasks. The tavern one is great and foreshadows the final encounter in the book. The goblin encounter is fun. The rest is uninspiring, especially the foreshadowing for the main villain: making animals go wild is pretty low on the evil murder cult scale. Can't judge this without knowing the rest of the AP though.

Maps for the first chapter are mostly omitted with references to official flip mats and other products. This makes it look like they did this on purpose.

The Good:

Encounter and Map design is fantastic. The art is well done and there is plenty of room for tactical positioning and different movement on the maps. There are lots of traps and traps are also used in combat so that's great.

Loot is great so you won't need to adjust much there compared to Age of Ashes or Fall of Plaguestone.

The pair of main villains are designed really well. The main villain is a friendly, sadistic and always happy bastard that likes to torture people so this will be very fun to run since this will hit players in an unexpected way. Even better is his second in command who has a very tragic backstory and makes you empathize with her. However she's just bat shit crazy. All in all fantastic character design.

It's a railroad but you have more freedom in between encounters. The players can decide which side quest they want to tackle first.

The underground bar in chapter 3 is very well done and the tasks are fun. My only complaint here is that there are like ~8 floors to explore and you'll have enough clues for the next chapter after 3. That's kinda sad because you'll meet important and interesting NPCs for the next APs.

The festival descriptions in the back were kinda boring but each place has it's little issue and adventure hook in there. Gotta give them props here.

There's so much material and text crammed in here, so expect this to be a longer read than usual.

Verdict: Absolutely fantastic. You likely won't run this one straight out of the book but there's enough material in there to adjust it to your liking. Could have deserved a better chapter 1 with more oomph to get the PCs invested and therefore 4 instead of 5 stars.


Very strong start to the ap

5/5

First up I'll be honest and say that I dont actually play 2nd edition pathfinder however I do plan to convert this back to 1st edition so the game system has no bearing on the review.

As the five stars indicate I was very impressed with this adventure and in my opinion is probably the best one for the new edition so far and definetly a strong start for this Ap

regarding the recent controversy and the fact you play a form of law enforcement my own opinion is the subject matter has been well handled for the most part (There is one minor niggling bit but I suspect that it was more a result of trying to maintain the WBL in the game than any other reason)

If anything I would say the thing most people may have a problem with is the final chapter of the adventure which I dont want to spoil but lets just say that whilst not Hook mountain levels of violence/gore it certainly does push it further than any Paizo adventure I can think of in recent years and it is incredibly dark theme wise so definetly may not be for the faint hearted.

More than anything else I would say this Ap was more victim to poor timing than anything else and if the release of this ap and extiction curse had been reversed there would have been no problem with it but as always your milage may vary.


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Sporkedup wrote:

Finally got around to finish reading it through.

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.

In before Paizo staff shows up to say, "Write a review!" :D


Joana wrote:
Sporkedup wrote:

Finally got around to finish reading it through.

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.

In before Paizo staff shows up to say, "Write a review!" :D

Ha! Generally speaking, I'd prefer to run it before I commit to a review... but also, it would literally just join my backlog of intended reviews. Oops.


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Spoiler:
That is pretty much H. H. Holmes.

Dark Archive

2 people marked this as a favorite.

Although I think the atmosphere and art in DatDP feel a bit too "Victorian London" to my taste, it's a well-written module that features great encounters and great maps! Well done, James; this is IMO the best 2E adventure published so far! :)

Some comments and a question:

Spoiler:
WOO-HOO! this adventure features gricks and shredskins, which are among my favorite creepy monsters of all time! And that shredskin art is something that will give you nightmares!

I was also delighted to see the pickled punk encounter, but was somewhat confused by the stat block... first of all, it doesn't list any icons for actions? Secondly, pickled punk seems to be able to inflict automatic damage without spending any actions while attached? That is quite different from, for example, how bloodseeker's attach works. Maybe this was an oversight, or a "copy-paste" glitch from the 1E stat block?

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

For myself, I'm digging the Victorian vibe and art. Also, kudos to the artist for this chapter, they're captured a smoothly executed dung-eating grin for a certain character.


This one sounded it good enough for me to throw in for a subscription. Last two didnt thrill me. Hope this one is better

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

Started reading through this yesterday... oh man, this looks fun. I want to run the Kortos Trilogy!


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Found a small discrepancy, probably doesn't matter much.

The intro to chapter one says the Radiant Festival was supposed to be in 4719 but was delayed because of Tar-Baphon's invasion (see "Tyrant's Grasp"). The "Radiant Festival" article says the first festival was in 1620, one year after the "Radiant Siege" of 1619, and the second, in 1720, was when it was decreed that there would be a festival every 100 years. So it wasn't every 100 years starting with the year of the siege, but every 100 years starting with the year after the siege. Which kind of makes sense.

Like I said, not a big deal, but little things like this bother us ocd types. :-)

Oh, another very minor detail: the "Radiant Festival" article speaks of "the 4,000 year history" of the festival. It's 3,000 years. :-)


Has anyone put out any homebrew for this that removes the civil forfeiture and fine/bribes?


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The book 1 GM thread in the AoE forum has a lot of posts from people working to strip it. Highly recommend you give it a read (and ignore the people who say "Actually it's fine")

Simplest solutions: stipend based on WBL table, bounty-based payouts, or have some kind of quartermaster NPC providing them stuff. Police auctions can also work ("hey this guy got arrested and processed and the city is selling his stuff to process it") but I don't like that stuff IRL either so YMMV.


Use the Automatic Bonus Progression rules and a paycheck (with rapid promotions) to make up the rest of the wealth needed?

Marketing & Media Manager

1 person marked this as a favorite.

Lone Wolf Development plans to have the Pathfinder Agents of Edgewatch Adventure Path available for Hero Lab Online on October 20th.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I do wish I had a way to discuss playing in these games without being in risk of spoilers.

Like it was really fun how yesterday we skipped the certain dungeon with use of single charm spell on certain person who was making situation much much more worse and thus managed to get peaceful compromise (for everyone but the person making things worse x'D) But I can't talk about specifics because that'd be spoiling and if I went to talk to spoiler thread I woudl get spoiled

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Happy days! Edgewatch player content is finally available for ACP boon purchases :D

(sad at lack of archetypes or nightstick though, but finally nice to have access to admonishing ray)

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Level 4 reached :'D We getting pretty determined to catch the "devil" so to speak. Geezus how disturbing the final act of book is so far.

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Geezus, that final boss was overtuned x'D Also weirded out to learn that serial killer mentioned in blurb is inspired by real life serial killer (even if legend of real life inspiration was exaggerated by the press)

Marketing & Media Manager

CorvusMask wrote:

I do wish I had a way to discuss playing in these games without being in risk of spoilers.

Like it was really fun how yesterday we skipped the certain dungeon with use of single charm spell on certain person who was making situation much much more worse and thus managed to get peaceful compromise (for everyone but the person making things worse x'D) But I can't talk about specifics because that'd be spoiling and if I went to talk to spoiler thread I woudl get spoiled

Consider: Community / Forums / Pathfinder / Pathfinder Adventure Path

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Aaron Shanks wrote:
CorvusMask wrote:

I do wish I had a way to discuss playing in these games without being in risk of spoilers.

Like it was really fun how yesterday we skipped the certain dungeon with use of single charm spell on certain person who was making situation much much more worse and thus managed to get peaceful compromise (for everyone but the person making things worse x'D) But I can't talk about specifics because that'd be spoiling and if I went to talk to spoiler thread I woudl get spoiled

Consider: Community / Forums / Pathfinder / Pathfinder Adventure Path

But there are spoilers there xD


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Two sessions in and this feels like an absolute meat grinder.

I don't know if its some of the issues Paizo has with balancing things for level ones , something in the module, or just the new system, But it seems VERY hard for the PCs to hit anything, and incredibly easy for the NPCs to just hit crit a PC and drop them.


Starfinder Superscriber

Levels 1-2 in Pathfinder are always pretty swingy. Blood Lords #1 is the same.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I have started my progress of reviewing these books and detailing what the issue with ap is :'D

I think biggest issue with this book really is lack of adventure toolbox campaign outline article, it just has book volume summaries without detailing overall plan of the big bads resulting in that when you look at their plan as written, it just seems to have lot of weird holes in it.

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