The Edgewatch agents follow up on a lead in Absalom's financial hub, where they unravel a series of clues to determine the target of an impending bank robbery and put a stop to the crime before it occurs. The robbery turns out to be just one piece to a much larger puzzle though—after the heroes investigate the bank robbers' slummy thief den, the trail ultimately leads them into the city's expansive network of underground catacombs, where the agents infiltrate and disband one of Absalom's most vicious murder cults.
"Sixty Feet Under" is a Pathfinder adventure for four 4th- or 5th-level characters. This adventure continues the Agents of Edgewatch Adventure Path, a six-part monthly campaign in which the players take on the role of city watch officers doling out justice to Absalom's most nefarious criminal elements. This adventure also includes new rules and details about Golarion's mystical subcontinent of Vudra, the various guard factions within Absalom, and a slew of new monsters.
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: 978-1-64078-263-1
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This book is overall still good book, making it second best in AP I suppose, but it has its issues. If first book sets up the problems for rest of AP, this book is where cracks widen and start becoming noticeable.
Biggest issue overall is lack of guard pcs feeling like town guard. Whenever there is raid or operation, its assumed that PCs deal with it on their own with guard at best just circling building on outside to prevent escapes. Why? Because adventure is written to treat PCs like normal adventurers instead of town guard. Town guard's normal thing is coming with overwhelming numbers, but AP doesn't commit to exploring that feeling or in general providing feeling of comrade in arms. Other edgewatch officers from first book didn't get many appearances, but here they disappear completely.
Heck its kinda weird how little book does to justify leaving outside precipe quarters to solve crimes on other districts, you'd think Lavarsus would at least lampshade it. It kinda seems like Muckruckers and Sleepless Suns are all too happy to have Edgewatch's aid(Token Guard isn't even talked to) and Graycloaks are only one to complain about jurisdiction so clearly its not normal while Lavarsus/Ollo practically sends you out of precipe quarters to solve the case.
Well end result of that is that this book misses on opportunity to develop more connection to Edgewatch officers and Precipe Quarters in favor of setting up Twilight Four's plot being city wide. Plus and cons, but it starts of what results in book 3's bait and switch problem.
While book also says to give about week of break to PCs after first book(I have to note that its still weird how each eyes on absalom cover newspaper art implies the whole ap takes place in little over a month and how Radiant Festival's lenght implies ap has to take place in 3 months), it also is rather fast to throw pcs back into neck of things. Like I kinda wish there was more "mundane guard officer duty" like patrolling streets and solving civilian disputes, this is basically last book that does that, but everything here is connected to bank robbery and ultimately to big bad of the book.
But I digress, first chapter of the book is pretty decent crime solving(bank heist plan originally in game seemed silly, but reading it I actually get it now). Chapter 2 is were cracks start to be visible when pcs are thrown to take care of thieves guild on their own without backup, which at these levels is really exhausting and dangerous since it doesn't really feel natural to take 10 minute rests between combat.
Minor spoiler related to that:
our group ended up taking the deal with thieves' leader because we were exhausted at that point and it seemed safer option, but since our party was super lawful we were really begrudging about it. The scenario itself is one of rare situations where campaign actually provides "hard choices", maybe the only one, but it did start bit of disaster domino situation for us. I'll get to that in book 3. Anyway, my only real criticism about scene as written is that I feel like there should have been alternative mechanical opportunities for players to figure out she is bluffing than roleplaying or level 8 character failing what is extreme skill bonus for level 6 characters at deception.
Anyhoo, so chapter 1 is pretty fair even with lack of backup (muckruckers are poorly equipped, token guard is corrupt, okay, good enough excuses), chapter 2 has players fear high amount of enemies without backup, but oki, it could be worse. Chapter 3's dungeon is absolutely massive, has several overtuned enemies (and really tanky mooks) and pcs once again have to deal it without backup(it was tough even with gm having graycloaks help us). At least players should be able to rest until they have reached final part of dungeon (even if it feels bit odd to do that) but once they do retreat doesn't make sense anymore and final part of adventure is rather meatgrindery if party doesn't happen to counter enemies perfectly. If nothing else, it kinda started to feel like book assumes fighter and cleric in each party or something.
But okay, plot wise nothing too silly happens yet(only nitpick is editing mistake regarding two different description of what happens to big bad post capture, at least this book still remembers pcs are supposed to use nonlethal methods for most part) and worst of book is really the difficulty spikes being really harsh. At least you get to do crime investigation even with lack of back ups on raids.
After the great first book, we were really looking forward to the second book. There are again many possibilities to expand the role-playing game, to introduce new (also important for the future) NPCs. Hey, we spent two full sessions getting to know an expedition from Vudra. It might not all be 100% Pathfinder canon, but we all had fun. And then came the mega dungeon. Wow. I had never seen a dungeon that big from the inside. It is also designed really emga cool. But somehow... too big. Especially towards the end, we just pushed our characters through the map like a board game to finally be able to see the light at the end of the tunnel. When the time came, we were all glad that the second book was over. Looking back, my group also really enjoyed the dungeon! But just too big.
Full disclosure: I don't vibe with Agents of Edgewatch, but wanted to put my money where my mouth is and support content beyond the Inner Sea. Vudra seems great, and I can't wait to see it get more love from diverse voices. (And what's the deal with ratajins, anyway?)
Murder cults? Is it the Skinsaw Cult? :O Edit: I guess its probably one from Vudra because why else the vudra article?
Also what is that background pic from? can't recognize that monster behind the... Err forgot name of that monster even tough I know it started with P and was in several stuff I've run
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
To answer some questions:
The figure on the cover is
No, seriously, this is potentially a big spoiler:
Wrent Dicasperon, a.k.a. the Skinner. She is a member of the Twilight Four, representing Norgorber's Father Skinsaw aspect. She's this chapter's main villain.
There is a new archetype: the Jalmeri Heavenseeker, a monk style archetype tied to the Houses of Perfection. It grants thunder and lightning powers.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HTD wrote:
Is there any information about Vudran deities?
A little bit. The "Land of a Thousand Gods" moniker might be an understatement. There may be more than a thousand gods, what with hero gods, demigods, and cults, along with full deities. There are a number named throughout the article, but all we get are names and portfolios. There's no list, no description of alignments and anathemas. A couple are old friends (Irori and Sarenrae), there are a great many new gods. Some have a wide range of authority (Vudravati, who is the land) and others are rather more specialized (Lauta, god of finding lost goatherds). There are only tidbits, but they are both tantalizing and effectively used.
I got to say, the new Heavenseeker archetype is really amazing (especially compared to the Edgewatch Detective which I found quite bland). One thing I found interesting is that it has a level 20 feat as an option - More archetypes should do that!
This Catacombs dungeon crawl looks absolutely inspired. Tyrroicese and its friendly parasitic Outer God are really pulling at my imagination! Hopefully that's not a room my players would miss. This is definitely the best-looking dungeon Paizo have made for PF2, in my opinion, and that's bolstered by the fact that it should take by my estimation 6-8 sessions to complete!
I got to say, the new Heavenseeker archetype is really amazing (especially compared to the Edgewatch Detective which I found quite bland). One thing I found interesting is that it has a level 20 feat as an option - More archetypes should do that!
Thank you! I really like flashy martial arts, and the theme of this particular archetype seemed to justify giving it its own capstone, so I'm glad you're enjoying it!
Are any other subscribers still waiting for their PDF to become available for download? Product purchased 14/08/20 and still waiting for it to ship. I guess I'll be able to download it with all the non-subscribers tomorrow, maybe...?
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
According to the Customer Service forum thread on this month’s shipping, they’re still due to finish shipping tomorrow, so we should hopefully have access then.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
tricklet wrote:
Very minor spelling mistake on page 54, Part of D35's description - currently reads "a wife hall leads".
Also have to say I really like that you've placed Level Up reminders in relevant places - makes it easier for milestone levelling.
Oh nice, that’s new! Was it in the first book? (I plan to GM it, but not before I play it, so can’t read my PDFs until I have finished playing in it... :x )
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
mikeawmids wrote:
Right. So non-subscribers can download PDF and I am still waiting.... That's not great, is it?
It’s not great, but it happens. Especially after GenCon. And even more so this year when their warehouse operations are somewhat constrained by social distancing requirements that makes the traditional “all hands to the pumps, don’t mind the raptors” approach to getting shipping done unavailable. Still waiting for mine, but it’s not the first time. Stuff happens.
Woo for map of Vudra? :D (comes with name drop for two new ancestries from there too~)
...
??
& they are...?
Please & thank you.
--C.
Well I would recomend buying the book for Vudra article :p The land of thousand deities has lot of... Let's just say I kinda consider there to be lot of "mini worldwound" level plot hooks in sense of scale. Not planar rifts, but imprisoned gods and big hole of endless creepy crawlies, yeah thats a good way to put it.
Anyhoo, you wanted the name drop: "rhinoheaded kashrishis, and cunning but curse-twisted ratajins."
(in general, seems like Vurda's six common ancestries are human, vanara, vishikanya, ratfolk and those two. I kinda like how lot of distant places follow a thing of having different six common ancestries even in 1e :p Though duergar are mentioned in one plot hook so for all I know they somehow have other core ancestries even if it sounds really unlikely...)