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Do you have some spoiler-free suggestions for additional resources released since the original AP that could be implemented to make the experience better?
We're potentially sticking pretty close to the Core Rulebook and early hardcovers, but I'm wondering if Occult Adventures, Ultimate Intrigue, Horror Adventures, Villain Codex, Harrow Handbook, Inner Sea Gods or anything else would be beneficial to players and the GM playing through the hardcover version.
Perhaps something brief, like the following, to avoid spoilers:
[EXAMPLE ONLY] Ultimate Intrigue (GM) - Light to moderate use of Intrigue rules

Turelus |

Inner Sea Races - Good information on the common human ethnicities in the area (Chelish, Varisian, Shoanti).
Inner Sea Gods - Information on deities with temples or mentions in the campaign.
Guide of Korvosa - Amazing information on the city, player safe for the first sections, one GM section in the back.
The Hardcover will note any books which a GM could read for additional information (I forget all of them, sorry) but none of them are needed. The above will be enough of the world lore for players.
Additional Adventures (GM Only)
Additional content the GM can run for the campaign.
http://paizo.com/threads/rzs2u18e?Turelus-CotCT-Changes
PFM - House on Hook Street
PFM - The Harrowing
PFM - Academy of Secrets
PFS - Portents Peril
PFS - The Green Market
PFS - Fortress of the Nail
PFS - The Veteran's Vault