The Agents of Edgewatch Adventure Path reaches its exciting climax! Only one member of the fiendish Twilight Four remains, but having completed her pact with the murderous god Norgorber, the already powerful politician has risen to new heights as she is imbued with both a spark of divinity and the authority of Absalom's crown. Now, the heroic Edgewatch agents must stop a massive, labyrinthine excavator before it stampedes the entire Radiant Festival fairgrounds, then secure a sacred relic long hidden in one of Absalom's most famous siege castles. With this powerful artifact in hand, all that's left is to ascend the reanimated nightmarescape of Beldrin's Tower and face off against the daemonic Gray Queen once and for all!
“Ruins of the Radiant Siege” is a Pathfinder adventure for four 18th-level characters. This adventure concludes the Agents of Edgewatch Adventure Path, a six-part monthly campaign in which players take on the role of city watchdogs and dole out justice to Absalom's most nefarious criminal elements. This volume also includes new rules and inspiring legends about the otherworldly harbingers of fear, the sahkils; the long-abandoned and treasure-laden siege castles that dot Absalom's perimeter; and a pack of new monsters and villains for urban fantasy campaigns.
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.
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As other reviewers have said, the protean aspect is a twist that isn't foreshadowed... which is what makes it work. The storyline of an unseen enemy suddenly grasping control really fits with the plot of Edgewatch and the trifecta of Norgorber's followers, and if foreshadowed by the GM properly, will have players thumping their fists because they never saw it coming. My literal only complaint is the NPC on the cover not representing the AP at large!
This book felt like it came out of nowhere - there was no hints dropped for the big bad at any point and the themes (eg proteans) just felt jarring compared to the rest of the AP.
All the players and GM ended up reading it because of a discussion we had and all decided not to play it and end our game at the book 5 boss which we thought was a much more appropriate battle.
At the start of the AP is says something about the book being a complete change of pace to the rest of the AP and that PCs might want to consider retraining. This is a massive red flag. When PCs have worked so hard through 5 other books to get where they are now, this is not the change of direction that is welcome. Especially with impending time limits in plot.
This book unfortunately did not intrigue any of the players to want to continue with our current characters.
Does the toolbox have new capstones for all the classes like the AoA and EC did?
Nope. It contains a few artifacts, two of which are the basis of the struggle in this book, as well as two spells and rules for the new warpglass material. The toolbox is literally three pages this time around.
Just wondering if these will be sanctioned for Organised Play? Just finished Book 4. I notice 'Abomination Vaults' have been, but not these. My apologies if I've missed something here, I probably have. Thanks so much for your time on sanctioning all these products.