
Rechan |
I know that CotCT will have all kinds of cool intrigue, social encounters, etc etc.
So, are we going to have dungeoncrawls?
I ask because I ran a city campaign, and I found it hard to work in some good, solid fights, especially the 'you go into a complex where several fights will occur'.
Just curious if it's all going to be Ambush/Solo Enemy in the Streets, or if we'll have the occasional 'kick in the door and sweep the place' too.

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What I'd like is more little snippy snips like the "hagfish water."
I got a loooooooooot of comedic mileage out of that dealyo. AND he made his save. It also led to a personal epiphany that dungeons, in general, are lacking in the department of lavatory facilities. If I was a contractor in the Forgotten Realms, I'd work that angle for a pile of doucats, to heck with smiting dragons.
Hudak the Shoanti fighter needs more Johnny Knoxvillesque crap to pull.

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Pathfinder Adventure Paths will always have dungeon crawl elements, Curse of the Crimson Throne included. In fact, Pathfinder #11's "Skeletons of Scarwall" is probably going to be mostly dungeon.
Apart from that, though, the dungeon elements in the rest of the campaign will be present but shorter, as a general rule.
The goal with any Adventure Path, of course, is to have something for everyone at some point along the way. Curse of the Crimson Throne is a lot more urban-based than dungeon or wilderness, sure, but at the same point tackling a thieves' guild based in an old warehouse or busting up an evil temple still have dungeon crawl elements even if those locations are in a city.
Anyway, yeah. With the exception of #11 which is almost all dungeon (but will still have plenty of roleplay elements inside it), the general rule for Curse of the Crimson Throne is smaller dungeons (but more of them) with lots of politics, roleplaying, chases, mystery solving stuff, and other urban campaign elements going on between. Often, a dungeon will have more than one solution; you can fight your way through to the end, or you can use stealth or diplomacy or bluff or whatever to achieve your goal without doing the combat-heavy route.

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James Jacobs wrote:. . . smaller dungeons (but more of them) . . .Could you please define "dungeons" in this context, Dr. Jacobs?
DUNGEON: A closed environment consisting of rooms connected by halls and doors. In some rooms are traps, in some are monsters, in some are roleplaying encounters. Peril is to be had, in any event.
It's easier to say "dungeon" than it is to say, "thieves' guilds, slaughterhouses, crypts, evil temples, ships, apartments, castles, sewers, etc."

Cobbler |

Awesome - love the idea of shorter, and therefor more numerous and diverse dungeons. It adds variety without challenging that important sense of verisimilitude.
It also encapsulates a more typical evening of play - 3-4 hours, 4-5 encounters by my reckoning. I've been designing my challenges along those lines for a while now.
Nothing I find harder to swallow than a random, crowded dungeon that makes no sense - as fun as these can be for one-off adventures, for an ongoing campaign its hard to get worked up about stuff.
The urban setting for COTCT has me drooling! Can't wait James!

Aureus |

Awesome - love the idea of shorter, and therefor more numerous and diverse dungeons. It adds variety without challenging that important sense of verisimilitude.
It also encapsulates a more typical evening of play - 3-4 hours, 4-5 encounters by my reckoning. I've been designing my challenges along those lines for a while now.
Nothing I find harder to swallow than a random, crowded dungeon that makes no sense - as fun as these can be for one-off adventures, for an ongoing campaign its hard to get worked up about stuff.
The urban setting for COTCT has me drooling! Can't wait James!
Could have been my post! Definitely my words! :)

mevers |

Anyway, yeah. With the exception of #11 which is almost all dungeon (but will still have plenty of roleplay elements inside it), the general rule for Curse of the Crimson Throne is smaller dungeons (but more of them) with lots of politics, roleplaying, chases, mystery solving stuff, and other urban campaign elements going on between. Often, a dungeon will have more than one solution; you can fight your way through to the end, or you can use stealth or diplomacy or bluff or whatever to achieve your goal without doing the combat-heavy route.
This sounds like it is shaping up to be a FANTASTIC AP. I can't wait to run it. Smaller dungeons with alternate solutions and all the goodness of an urban campaign? Sounds like a winner to me.
This is exactly the sort of stuff I think Paizo should be doing. Anyone can write a dungeon crawl, leave that to others (Goodmen Games, etc), and concentrate on what Paizo does best, interesting locations, with great NPCs, cool plot lines and awesome atmosphere.