A vision of a strange shop in the Grand Bazaar of Absalom accompanies the unexpected arrival of powerful magic cards that mysteriously manifest in the possession of a band of adventurers. But when an investigation of this vision reveals murder, treachery, and fiendish machinations, the adventurers are thrown into a race to control the very future of all things to come, tied to the ubiquitous fortune-telling cards known as the Harrow! Who has chosen your characters for this deadly quest, and what might become of your destinies should you fail?
The Choosing is a Pathfinder adventure for four 11th-level characters. This adventure begins the Stolen Fate Adventure Path, a three-part monthly campaign in which a group of adventurers race against time to gather the scattered parts of a powerful deck of magical fortune-telling cards. This adventure also includes a detailed look at a brand new demiplane tied to the Harrow deck, new rules options to explore these magical cards, and several new monsters ready to test your characters' mettle!
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.
Written by: Ron Lundeen
ISBN-13: 978-1-64078-511-3
The Stolen Fate Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle Sheets are available as a free download (774 KB PDF).
Other Resources: This product is also available on the following platforms:
Impressions before running the adventure which may still take several months to get to. Consider it a WIP review
Background. There was a lot of inconsistencies trying to explain the factions and the characters. The Band of Blades faction was not mentioned in the campaign background and only dropped in Chapter 1 without context. It was a very frustrating experience to ctrl+f throughout the .pdf, going back and forth to piece together what the heck is going on.
Chapter 1. I like the idea of the investigation, but do not like the influence subsystem at all. It seems to grind gameplay to a halt, and I hate systems that feel like rolling dice for the sake of rolling dice and this was one of them. It makes little narrative sense to halt all progress and action for conversational dice rolls where you could potentially spend hours or days harassing three NPC's for information you need. I probably would go with a node-based design to obtain the three clues needed to solve the mystery.
Chapter 2. I love the idea of portal fantasies like Kingdom Hearts and Tsubasa Chronicles where you get sent to different worlds, it is peak adventure. However, in many of the Harrowing Realm adventures it feels like the players are participating in very minor parts to larger narratives. I hated reading "this is beyond the scope of this adventure", or some quests even invalidating the players' efforts like certain NPC's not needing the key that the players were sent to retrieve. I also disliked how the adventures do not reflect the deeper meaning of the Harrow cards, some being only superficially related to the card’s imagery. Too many things are hand-waved for my liking, especially with how willing some NPC’s part with the Harrow Cards that saved their lives.
I love the concept of the adventure path, but I feel like I may have to majorly rip this apart to get something more cohesive and have more narrative significance.
Chapter 3. There is a pretty significant NPC where their fate is left up to the GM and PCs without any suggestions on what role they could serve in assisting the PCs if they remain an ally. Despite being a pretty significant character, they're completely dropped never to be seen in the next two books. The final encounter feels strange, as the boss hasn't been very much directly involved nor do any of the other NPC's talk about him much. The build up seems to come almost exclusively in background note for the GM, with very little, if at all, present in the actual content the players will see.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Might we expect this week will be the week for maybe the Player's Guide? Or official cover art? (Just trying to judge when the release might be and counting back 30 days)
Might we expect this week will be the week for maybe the Player's Guide? Or official cover art? (Just trying to judge when the release might be and counting back 30 days)
Two comments up from you, Aaron says mid-April for the PG :>
will be perfect when I end AV AP. Will this also be available in a foundry module?
If nothing change until then, yes. The last word on foundry modules is "All new AP books as they are released, all other content will be as a case by case basis." (Paraphrased)
I can also confirm that the module work has started for this one so it is for sure happening.
will be perfect when I end AV AP. Will this also be available in a foundry module?
If nothing change until then, yes. The last word on foundry modules is "All new AP books as they are released, all other content will be as a case by case basis." (Paraphrased)
I can also confirm that the module work has started for this one so it is for sure happening.
Ecstatic to hear this! The modules really are fantastic
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Weird. Looking forward to seeing how "harrowed" is a bloodline. :-)
Weird. Looking forward to seeing how "harrowed" is a bloodline. :-)
That's mostly left up to the individual player, but the basic idea is that one of your ancestors had a harrow reading performed that was so impactful that it was passed on to a descendant, or perhaps that ancestor's harrow reading more or less predicted your character's birth and fate, so that you were empowered by the harrow from the moment you took your first breath.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Choose Your Fate!
When strange cards from a magical harrow deck manifest without explanation among the belongings of a group of powerful adventurers, the fate of reality falls on their shoulders. You are those adventurers! Are you up to the task of defending fate itself from those who seek to bend the forces of destiny to their whims? The Stolen Fate Adventure Path begins with “The Choosing,” a complete adventure for 11th- to 13th-level characters.
We are preparing the free player's guide, promotional video and AP landing page for this Friday! I hope it is in our cards.
Will this AP be fully supported in foundry vtt similar to how abomination vaults was supported?
That is up to Foundry. Paizo licenses the use of their intellectual property to Foundry, but it's a business decision by Foundry as to what materials they license.
Foundry staff do all the work to convert Paizo materials for use on Foundry. No Paizo staff involvement in the creation of Foundry products.
Just got access to this and the interactive maps are missing quite a few maps: Areas C,D,E,F,G, opera house on page 43, basically every map in Chapter 2 is missing. Also hex map on page 70.
Just got access to this and the interactive maps are missing quite a few maps: Areas C,D,E,F,G, opera house on page 43, basically every map in Chapter 2 is missing. Also hex map on page 70.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I am currently reading through the adventure. I very much enjoy the references to past works (adventures, settings, and novels). Speaking of which...
Spoiler:
"Prince of Wolves," eh? I think a certain tiefling bodyguard might have a few things to say about that. Hopefully with his boss and their faithful hound (I am not expecting this, but it would be fun to get them in on it).
First post as an AP subscriber!....and this AP looks like a good one to start with indeed. A neat follow on perhaps from Abomination Vaults as someone else previosuly mentioned.
(I find the new website difficult to navigate. The older version had a much easier to find/read page overview of all the APs and smoother transitions from one AP listing to another via the numerical sequence. This new website keeps dumping me back on a very colourful PF2 summary page - which doesn't include the latest ones in the pipeline.)
(I find the new website difficult to navigate. The older version had a much easier to find/read page overview of all the APs and smoother transitions from one AP listing to another via the numerical sequence. This new website keeps dumping me back on a very colourful PF2 summary page - which doesn't include the latest ones in the pipeline.)
I think in this case it's not the fault of the website, it's not published on the website yet but the URL is up. I imagine the proper page for it will come up later today.
I just want to comment that the way thematically appropriate classes and class options are covered in the Player's Guide is lovely and a great addition to recent 2E APs. I love how you folks balance avoiding spoilers vs making characters that get interesting opportunities to use their abilities.
Oh this would have been nice to run for my players...
If only we had a PF1e Version of this...
Shame. As usual.
At what point does one stop beating the dead horse?
PF2 launched four years ago, and has been doing quite well for itself. Paizo's been nothing but honest about how unfeasible straddling multiple rulesets is for their team. PF1 got a decade of content, more than any one table can ever hope to see all of - so why do this? Being publicly bitter and spiteful won't change the realities of their staffing or the interests of their writers, it just looks unflattering.
If the AP sounds interesting, buy it. If you don't want to convert it - something people do for both editions of Pathfinder and every other RPGs all the time - then don't. It's really that simple.
Honestly between 6 bestiaries the NPC codex and all the statted up characters in various 1e books I find it's fairly easy to switch 2e for 1e characters like 90% of the time same for monsters (Either a direct switch or in the case of new 2e monsters something in 1e thats fairly close.)
Pathfinder Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
For some reason, the PDF for this is enormous - it's 192 MB. By contrast, the core rulebook is about 80 MB. The entire Kingmaker AP + the Companion Guide together weigh in at about 160 MB.
Most individual AP volumes weigh in between about 20-50 MB.
Can someone please fix the PDF? It's large enough that it's actually inconvenient - it looks like Gatewalkers 3 has a similar (but not as bad) issue, as does the new Starfinder Drift Hackers volume (109 MB). Starfinder Adventure Path PDFs have had similar issues in the past, too.