Death stalks the streets! The Curse of the Crimson Throne Adventure Path continues, bringing the blistering red hand of death to Korvosa. What starts as an isolated outbreak swiftly turns into a full-fledged epidemic and soon no one is safe. The city's resources quickly overwhelmed, a desperate queen takes harsh measures to stem the rising death toll. As bodies fill the streets it falls to the PCs to seek allies among the city's desperate guardians, curb the tide of panic, and save who they can. But with the fates of thousands in their hands, can the PCs reveal the mastermind behind the unnatural plague before Korvosa becomes a single mass grave?
This volume of Pathfinder includes:
- "Seven Days to the Grave," an adventure for 4th-level characters, by F. Wesley Schneider. - An investigation of disease, plagues, pestilence, and their effects on fantasy worlds, by Rick Miller and Edward P. Healy. - The commandments of Abadar, the god of cities, wealth, and law, laid bare by Sean K Reynolds. - Eando Kline dares the anarchic, monster-infested ruin of Urglin in the Pathfinder's Journal, by James Jacobs. - Six new monsters by F. Wesley Schneider.
Editor-in-chief at Paizo Inc. and co-creator of the Pathfinder Roleplaying Game, F. Wesley Schneider is the author of dozens of Pathfinder and Dungeons & Dragons adventures as well as several dark fantasy and sci-fi tales.
His first novel, Pathfinder Tales: Bloodbound, debuted from Tor and Paizo Inc. in December 2015. Watch for his story, "Stray Thoughts," in Eclipse Phase: After the Fall - The Anthology of Transhuman Survival & Horror, coming in early 2016.
Find more from Wes at wesschneider.com, on Tumblr at wesschneider, or on Twitter at @FWesSchneider.
Basic Plot: There is a deadly plague infecting the streets of Korvosa. Where did it come from? Who planned the dastardly disease? Will the PCs manage to stall the disease before the city succumbs to the ravages of blood veil?
Note: This is the 2nd book of a 6-book adventure path (campaign) written for D&D 3.5 rules but set in the Pathfinder world.
I like the open structure of the plot of this section of the adventure path. Unlike the Rise of the Runelords path, the PCs have a sense of the overplot from book one of the path. Rise of the Runelords was awesome, but the PCs don't always know why things are happening. In Crimson Throne, there is a sense of evildoing from the beginning, and by the end of this book, they ought to know who their big villain is. The question is more how to take care of it without getting dead in the process than simply when do we kill the baddy?
The information on disease and plagues (both real and fictitious) is fascinating. Making the PCs roll for infection was a real test of their ability to keep themselves healthy and moving. If your party doesn't have a cleric in it, they are SCREWED. With the right cleric, a lot of the problems of this installment become a LOT easier for PCs, but they still have to be careful how they ration out their abilities. Especially since their access to certain spells is limited at the level of the module. There are a lot of lessons in problem-solving here and some fantastic opportunities for role-play.