When to run Academy of Secrets Module in Crimson Throne AP ?


Curse of the Crimson Throne


I just purchased the Pathfinder Module Academy of Secrets!

I'm currently running Curse of The Crimson Throne AP and wasn't sure where to fit this module in as a side quest. Do you have any great suggestions? Your ideas may help future GM's in advance when starting this AP from the very beginning.

The group just started Part 4 - A History of Ashes. They are on there way to the Cinderlands. The mage in our group has the character trait Acadame dropout, which makes this module perfect to tie into the AP.


So far... I was thinking perhaps after Part 4 with the cinderlands quest trails and before they head to scarwall. The lure of gold and glory to an evil party might draw them back under disguises to avoid the queen. Of course the headmaster would suggest disguises and send a message there way to bring them back. The acadmae would still have there doors closed off from the main populace with regards to the strife of the martial law. This is just my initial thoughts ...so far.

The recurrence of Lorthact (CR 23 unique devil) would be a nice followup shortly after the AP has ended. -As mentioned in Concluding The Adventure: The Devil’s Due.


This is directly from Academy of Secrets suggesting the tie in.

"Running Academy of Secrets in conjunction with Curse of the Crimson Throne could be tricky, but wouldn’t be impossible. In the continuity of that campaign, the PCs should be deep into the haunted castle of Scarwall when they’re the appropriate level to play in this module, after all. The best time to insert Academy of Secrets into Curse of the Crimson Throne is right when the PCs return to Korvosa, having successfully explored Scarwall and liberated the sword Serithtial. After the PCs find Korvosa to be fully in Ileosa’s control, they could be contacted by Toff Ornelos in secret (perhaps using Cressida as a proxy) to take part in the Breaching Festival, which Ileosa has demanded take place despite the dire situation Korvosa finds itself in. In this case, Ileosa herself isn’t present at the Festival, but her simulacrum is—the PCs will need to disguise themselves in order to take part in the festival, with the theory being that upon emerging victorious, they’ll win the support and admiration of the city’s citizens and thus be poised to strike at the corrupt government with the full mandate of Korvosa’s beleaguered populace. After completing this adventure, the PCs would move directly into the assault on Castle Korvosa, as detailed in “Crown of Fangs” in Pathfinder Adventure Path #12."

My group just reached 11th and I'm sure once they complete the cinderlands quests they will be prime for the module. Running scarwall before the module would put the party way above the intended level. I want to stay away from modifying the encounters.


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I think those are the two best choices, either before or after Chapter 5.

Before will be a little tricky because you just got them interested in going off to find the MacGuffin. I would suggest modifying the very end of Chapter 4 so that the tribal leaders haven't gone off to 'commune' yet. Instead say they need extra time to set up the 'ritual', perhaps getting some special materials, so they at least feel like there is time to run off on a side-quest first.

After is of course the level discrepancy, and the fact that they will have the MacGuffin by this time. I may not even modify it and leave as-is. Give them a false sense of superiority after defeating chapter 5 and entering the fun of chapter 6. Interesting Chapter 6 tie in - have Trifaccia hiding in the audience, popping out to join in the fray? Could get two sidequests with one stone.

I have so far planned to put it after for the aforementioned reasons. It will be after they've met up with their allies, but hopefully before the city has realized their heroes have returned. I may turn it into some sort of 'big reveal' to aid in the rebellion. Could make it interesting.

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CaroRose wrote:
It will be after they've met up with their allies, but hopefully before the city has realized their heroes have returned. I may turn it into some sort of 'big reveal' to aid in the rebellion. Could make it interesting.

That is exactly what I hope to do. The PCs ended chapter 5 at level-13, and I need to get them an xp boost to level-14 before starting chapter 6.

Having Trifaccia in the audience after they return from the Hall of Wards is a fantastic idea. I can imagine his taunts "You see! You see the devils these so-called heroes have unleashed on our city!!!"

If the players seem weak at this point, have the Trifaccia encounter replace one of the devil encounters (e.g. Pincer Assault or ice Devil Ambush).


I'm currently prepping this adventure for my future Crimson Throne campaign. Here's my catch:

Short version:

- The PCs learn that the queen has made an infernal contract with a devil to give her extra powers. If they want to confront her, they'll have to break the contract first, to make her less powerful.
- They also learn that she got this contract through her allies in the Acadamae, so this is the place where they'll have to look for more clues.
- Since the Acadamae's most treasured secrets are hidden in its best defended building, the Hall of Wards, the PCs will have to achieve the same goal as the contestants in the Breaching Festival, gaining entry to the Hall of Wards.

Long version:

I'm skipping Scarwall completely to refocus on the city and the resistance against Ileosa. I'm planning to use 'blood clones' in my campaign, powerful female fighters who were created by magic from the blood of Korvosan girls (somewhat like the simulacrum spell) and who serve the queen as grey maidens.

The PCs trace this blood clone factory to the temple of Asmodeus, where the second in command betrays highpriest Ornher Reebs in the hopes of becoming the new leader of the Asmodeus church in Korvosa. If the PCs agree to let her live and give her permission to keep the temple of Asmodeus open, she offers them information in return.

She tells them that the queen has entered into an infernal pact with a contract devil in the Acadamae. This has made the queen even more powerful, so if the PCs want a fighting chance against Ileosa, they'll need to break the contract first. If the PCs want to trace the contract devil, they should go to the place where Ileosa signed it, the Acadamae. She also gives the PCs information on contract devils and on how to break the contract.

The PCs gather information and learn that the Acadamae's best kept secrets are hidden in the Hall of Wards. So in order to find these secrets, they will have to gain entry to that building, just as the competitors in the Breaching Festival.

The PCs contact the thieves' guild to learn more about the breaching festival and the 'theoretical' way to gain entry to the Hall of Wards. Armed with this information the PCs will be ready to play the adventure.

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