Non-spoiler AP pitch?


Curse of the Crimson Throne

Grand Lodge

Hi all,

I've got the CotCT hardback, and I really want to run this AP as a long term commitment to a group of PFS'rs. Can you give me a pitch to convince others to play this AP? (And not just a pointer to the players guide ;))

From two perspectives:

  • In-character story perspective, without spoilers
  • Player mechanics perspective


I was trying to get at this with a post on the main AP general discussion on AP pitches (non humorous)

All the Curse ones were filled with spoilers about the Queen's nature

It sounds like you did what I did, buy the book because it looks great and the AP is one of the most highly rated out there (and of course has been refreshed) before actually gauging player interest.

>>>

In character: It is difficult but basically save the city from corrupt elements.

The title can't be ignored - so perhaps link in that there is underlying malign influence due to the inherently unstable nature of the leadership positions in the city

(It starts small scale with the hook but the corruption ends up running much higher)

>>>

Player mechanics: What specifically do you mean by this?

It is a primarily urban campaign if that is what you meant (in fact they hate druids in Korvosa).

Being a self contained city with lots of detail in the back and the Korvosa guide book means there is material for you to spend as much time as you like bedding into the setting

>>>

It is a tricky one to pitch

What do the players you are trying to convince like most about the games they are playing?

As an aside several people substantially re-write the start as some consider it an anti-climax. Others like that the players get an early win. The latter is probably good for PFS players who are used to "wins" after every session (this won't be the case throughout an AP)

What is VITAL is that they craft characters that are likely to stick together after the fishery and have a deep love and connection to the city (ideally family or something). Anything that is not going to make them jump on a ship and sail to Magnimar (or Absalom) at the first sign of trouble


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Lanathar wrote:


What is VITAL is that they craft characters that are likely to stick together after the fishery and have a deep love and connection to the city (ideally family or something). Anything that is not going to make them jump on a ship and sail to Magnimar (or Absalom) at the first sign of trouble

My solution to this was to tell the players that the campaign would be about saving the city of Korvosa from bad stuff about to happen to it. I then gave them to details of the city (recaps from the Guide to Korvosa book) and told them that whatever characters they made, it would be up to them to create characters that WANT to save this city. In that way I'm forming a social contract with the players in the game so we have a shared understanding of what to expect from the campaign.

Grand Lodge

In a city full of ancient evils, built by colonists from a nation of devil worshipers on top of an ancient evil, piled on top of other ancient evils, with even more ancient evils in the general neighborhood, you fight some ancient evils corrupting the city along with some more or less fresh evils hand in hand.

I'm not sure how spoilerific it is.

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