Over
the years, Paizo has published a significant number of adventure
paths. The current one, Strange Aeons,
is in fact the nineteenth (not including the three published in
Dungeon
Magazine before
Pathfinder
Adventure Path was
born), and there will likely be many more in the years to come. Yet
one of the most memorable is also one of the earliest: Curse of the Crimson Throne.
Originally published in Pathfinder
Adventure Path Volumes
7 through 12 in 2008, it has gone on to gain a reputation as one of
the best—and with good reason.
One
of the things that always stood out for me with Crimson Throne
was its fully realised setting and cast of vibrant NPCs who remained
relevant throughout the entire adventure path. The detail simply made
it come alive. Indeed, I have always considered it one of the more
dramatic adventure paths. I could imagine cinematic scenes playing
out in my head as I read it—not that such things never happened
with other adventure paths, but somehow this was just a little more
so with Crimson Throne.
The adventure path did have its faults, but the whole certainly rose
above them.
However,
one thing that has made Curse of the Crimson Throne
a little less accessible is that the game system it was written for
has changed in the years since it was released. In fact, the system
changed the very next
year with the release of the Pathfinder Roleplaying Game, where
Crimson Throne was
written for the 3.5 Edition of Dungeons & Dragons. Conversions
between the two systems are not particularly difficult, but they can
take a bit of time, which can be a bit of a turn-off for someone
without the necessary time and wanting an adventure they can use with
minimal adjustment.
Three
years ago, another of the very early and popular adventure paths,
Rise of the Runelords
was re-released
in an updated hardcover compilation. This was to celebrate the tenth
anniversary of Paizo as a company and the fifth anniversary of the
Pathfinder name. The anniversary edition of Runelords
updated the adventure path to the Pathfinder rules and also took the
opportunity to expand it slightly and work out kinks in the original
product.
It
was perhaps inevitable that Curse of the Crimson Throne
would one day also receive a similar treatment. There’s no special
anniversary to celebrate this year, but does there really need to be?
Much like its Runelords
predecessor, the new hardcover compilation of Crimson
Throne updates the adventure
path to Pathfinder rules and also expands on the story where
beneficial and streamlines in other areas. It also takes advantage of
the most recent rules supplements, making use of newer monsters,
classes, and feats where appropriate.
At
nearly 500 pages in length, it is actually a substantially larger
tome than the hardcover Runelords
(a good 50 pages or so longer), and its extra length is certainly put
to good use. Indeed, it manages to make one of the best adventure
paths even better.
Curse
of the Crimson Throne is set
mostly within the city of Korvosa and details the rise to power of
Ileosa, the city’s newest queen (the adventure path actually begins
just before the death of her husband, King Eodred). But Ileosa cares
little for the well-being of her city. Instead, she plans
to eventually sacrifice its citizens to gain herself immortality.
Over the course of the adventure path, she engineers a plague and
other means to allow her to establish martial law in the city.
One
of the great things about Curse of the Crimson Throne
is that the main villain’s presence is felt early on and continues
to be felt throughout the adventure path. Although Ileosa isn’t
necessarily immediately identifiable as the main villain, it becomes
clear relatively quickly that she isn’t the most beneficent ruler,
and it doesn’t take all that long before it becomes clear to the
player characters that she is behind Korvosa’s woes—even though
they might not have the evidence to prove it.
This
isn’t easy to pull off in a campaign-length adventure path. Having
the main villain show up early on can be difficult without
engineering contrivances to ensure that the PCs don’t immediately
attack the villain—an occurrence that would likely result in the
PCs’ deaths, ending the campaign when it’s barely begun. In
Crimson Throne, the
PCs do meet Ileosa face to face early in the first chapter, “Edge
of Anarchy”. At this time, they are unlikely to suspect the queen
of anything and may even agree to work for her to help quell the
riots that have spread through the city after the death of Eodred.
Even if they do suspect her of something, she is in a castle filled
with guards that ought to make even the most foolhardy PCs think
twice about attacking her.
The
PCs won’t come face to face with Ileosa again until the end, but
nevertheless, her presence is tangible throughout the adventure path,
either seen in public appearances from afar or just through the
effects of her actions—for Ileosa is not a passive adversary. Too
often in roleplaying adventures, it can seem as though the villains
are just waiting around for the PCs to show up and thwart their
plans, with those plans always being on the cusp of completion but
somehow never quite reaching completion. Ileosa, on the other hand,
is constantly doing things, and the effects of those things are felt
by the people of Korvosa, including the PCs. She
is not simply waiting to be defeated. She intends to win and
once she knows the PCs are working against her, she works to have
them discredited and killed.
One
area in which Curse of the Crimson Throne
is often criticised is its opening and how the PCs are brought into
the tale, and to be fair, I think there’s validity to the
criticisms. The adventure path requires that every PC take a campaign
trait that links them to a minor crime lord in Korvosa named Gaedren
Lamm. Lamm deals in drugs, theft, and murder, and makes use of child
labour (a group of orphans called Lamm’s Lambs). The various traits
establish each PC (or someone the PC knows
or knew) as a victim of one of Lamm’s crimes. The authorities have
their hands full with other problems and criminals
considered worse than Lamm, so have not been able to do anything to
bring him to justice. This provides a reason for the PCs to come
together (when contacted by another of Lamm’s victims, Zellara
Esmeranda) as a group to take down Lamm.
It’s
a perfectly reasonable set-up, but can give players the false
impression that Lamm is a more important player in the adventure path
than he actually is. In truth, the PCs confront and likely defeat him
very early in “Edge of Anarchy”. It’s their actions here that
then lead to them meeting Ileosa and then being conscripted to help
the Korvosan guard bring order back to the city—the events that
then lead in to the adventure path proper. Some players may feel it a
bit of a let-down that Lamm is defeated so soon. There is also not a
lot of time for the PCs to bond with each other before defeating
Lamm, providing less incentive for them to stick together after
they’ve done so.
This
new version of Crimson Throne
hasn’t changed much about the opening, though it has added some
opportunities for characters to gain bonus experience for completing
tasks relevant to their individual campaign traits. There has also
been a change to allow for Lamm’s presence to continue
to be felt to a degree in the
adventure path. Later in “Edge of Anarchy”, the PCs learn of a
necromancer named Rolth, whom they eventually face in the second
chapter, “Seven Days to the Grave”. In the original version of
Crimson Throne, Rolth
was just another character with no connection to Lamm. In this new
version, he is Lamm’s son. However, it will be a while before the
PCs learn this, and so it’s not likely to change reactions to
Lamm’s quick defeat.
This
is one area where I think that GMs simply need to inform their
players from the outset that Lamm is merely a means to bring their
characters together and that he doesn’t play a major
role in the adventure path as
a whole. This is a spoiler, yes, and some GMs may baulk at the idea
of giving away plot points
before the campaign starts. However, it’s a minor spoiler, and
sometimes it’s better to let the players have a bit of
meta-knowledge to improve the overall experience. It’s not that
different to telling the player of a ranger that certain types of
creatures will be more prominent in the campaign so that the player
can choose favoured enemies that will keep her character relevant.
When
the characters emerge from their encounter with Lamm, they learn that
King Eodred has just died, and riots begin to break out across
Korvosa. The remainder of this first chapter is mostly made up of set
pieces where the PCs do various tasks to help bring order back to the
city (possibly even doing these tasks in the name of Queen Ileosa).
These set pieces may at first seem a bit disjointed, but they serve
to familiarise the players with Korvosa and to introduce the
characters to various NPCs who will appear throughout the adventure
path. The PCs also need time to gain a bit of experience, too.
The
NPCs they encounter include Cressida Kroft (head of the Korvosan
Guard), Trinia Sabor (an artist whom Ileosa frames for the murder of
King Eodred), Vencarlo Orisini (who is in truth the masked vigilante
Blackjack, heroic protector
of Korvosa), Sabina
Merrin (Ileosa’s bodyguard and lover), and
several others, including Queen Ileosa herself. As I mentioned above,
Curse of the Crimson Throne
has a wonderfully vibrant cast of NPCs. More than that, they remain
relevant. Many adventure paths introduce interesting NPCs who only
appear for a short time and then are rarely seen again, if ever. The
NPCs here continue to play important roles throughout
the entire adventure path, allowing the PCs lots of opportunity to
develop strong relationships with them, and
also allowing story arcs for the NPCs. For example, Sabina has a
potential redemption arc. Depending on how things play out and how
the PCs react, Sabina might eventually betray Ileosa and come over to
the PCs’ side.
While
the characters’ backstories and personalities remain unchanged in
this new edition, they all, of course, have updated stats. In some
cases, this even means
changes to their classes and
abilities. Most notably, Orisini/Blackjack is now a vigilante (a
class introduced in Ultimate Intrigue) instead of a
rogue/fighter/duellist. To be honest, I’m not fond of the vigilante
class (mainly because I find it kind of pointless and unnecessary),
but I understand why this change has been made. Blackjack is pretty
much the poster child of the vigilante class.
In
“Seven Days to the Grave”, Ileosa unleashes a plague on the city
of Korvosa, and the PCs must work to find a cure, ultimately
confronting a cult of Urgathoa working for the queen. If they haven’t
started suspecting Ileosa of ill-doing at the beginning of this
chapter, they will certainly know she’s their enemy by the end,
particularly as she forms the Gray Maidens, an order of women
warriors who play a large role in the remainder of the adventure
path. Some people may wonder
how a plague can spread in a world where remove disease
spells exist (especially in 3.5 where remove disease
was more universally successful than its Pathfinder version, which
requires a caster level check to succeed). The adventure takes this
into account and shows just how it is
possible. There is, of course, only a limited number of remove
disease spells available at any
particular time, and the villains make certain to infect local
clerics first to ensure that the disease spreads faster than the
remaining healthy clerics can cure it.
In
“Escape from Old Korvosa”, the third chapter, the PCs must sneak
onto the island of Old Korvosa, which was quarantined during Chapter
Two because of the plague (and
remains quarantined now).
There they rescue Vencarlo Orisini and Korvosa’s former seneschal,
Neolandus Kalepopolis, who has been missing since Eodred died. Both
he and Orisini have been kidnapped by one of Korvosa’s most
powerful noble families, the Arkonas, who are actually rakshasas.
Chapter
Four, “A History of Ashes”, begins another frequently criticised
portion of the adventure path. For the first time, the PCs leave
Korvosa to
go in search of information from the Shoanti who once guarded over
the region that has become Korvosa. The Shoanti people may possess
important clues to Ileosa’s powers and how she can be defeated. In
the original version of Crimson Throne,
the entirety of this adventure and the next, “Skeletons of
Scarwall”, take place outside of Korvosa.
Of
course, there is nothing in the original stopping PCs from going back
to Korvosa once in a while to restock provisions or check in on
friends and allies. By this point, the PCs likely have access to
spells like teleport,
making such journeys easy and quick. However, there is also nothing
of note going on in Korvosa either, which is kind of odd. It’s like
the rest of the world simply goes on pause while it waits for the PCs
to finish what they’re doing.
The
new edition has taken steps to deal with that. There is an entire new
section in “A History of Ashes”, which brings the PCs back to
Korvosa to help the rebels make a strike against one of the main
bases of the Grey Maidens and their Red Mantis allies. This section
does a great job of keeping Korvosa relevant during a period of the
adventure path when it may occasionally seem forgotten. Another thing
I like about it is that it’s quite flexible about when it occurs,
allowing gamemasters to slot it in at a point that works for their
particular campaigns. It might happen partway through “A History of
Ashes”. Perhaps, at a tense moment with the Shoanti, the PCs could
receive a message requesting their
return to Korvosa immediately. Other GMs might prefer to leave it
until the end of “A History of Ashes” or at any other moment that
seems appropriate. I suspect
many people familiar with the original version will be very happy
with this added section.
The
text also contains numerous suggestions for events that happen in
Korvosa while the PCs are away. There
are even some suggestions for how some of the early events of Chapter
6 could occur during Chapter 5, requiring the PCs to go back and
forth between locations. Again, this is very much at the GM’s
discretion, depending on what works for a particular group.
Indeed,
there has been a great deal of attention paid to keeping Korvosa and
its citizens at the forefront
throughout the entire adventure path. For example,
each chapter, starting with the second, contains suggestions for what
NPCs from earlier chapters who don’t have a specific role in the
current chapter might be doing. Appendix
2 also contains a sidebar with some background events that go on in
Korvosa throughout the adventure path. These
are things the PCs probably won’t be directly involved with (such
as Ileosa commissioning immense statues of herself), but they provide
useful background colour. Of course, there’s nothing stopping the
PCs interfering with these events if they choose to.
As
well as being set outside Korvosa, “Skeletons of Scarwall” is a
massive dungeon crawl, which makes for
quite a change in style for
the adventure path. Scarwall
was the castle of an evil dragon warlord named Kazavon, who once
conquered much of the surrounding areas. Kazavon was too powerful to
be completely killed, however, and so remnants of his body were
transported to different parts of the world to
prevent them coming together and resurrecting him.
His fangs ended up in Korvosa (the PCs learn of this in Chatper 4
from the Shoanti), where Ileosa has recovered them (Kazavon’s
spirit has been manipulating her for a long time). To defeat Ileosa
and Kazavon,
the PCs must retrieve the sword that was originally used to bring
down Kazavon: Serithtial.
For this reason, they must enter Scarwall, which is now haunted by
the spirits of those who once lived there and those the castle has
trapped there since.
With
its change in style, “Skeletons of Scarwall” is the weakest part
of Curse of the Crimson Throne.
There are other dungeons in
the adventure path,
but none anywhere near in size to Scarwall. It
is a well-designed dungeon, for sure, but its size can make it feel
out of place, and some groups may find the length of time they have
to spend there takes away from the overall enjoyment they have of the
adventure path. Groups that
aren’t particularly into dungeon crawls may find it a bit of a
slog.
Scarwall
has
not been significantly
changed in the new edition.
However, there are several things included to help address the fact
that its length might not be to some groups’ tastes. There are, of
course, the aforementioned suggestions for starting the early events
of Chapter 6 during Chapter 5. This will keep the PCs moving back and
forth between Scarwall and Korvosa, helping
to split up the length of Scarwall into more manageable chunks. The
conclusion of Chapter 5 also contains some suggestions for shortening
Scarwall, including simplifying the means for destroying
the spirit that that controls Scarwall and/or making Serithial
easier to find. All of these methods do require bit of work from
gamemasters to implement, which might not be ideal for those wanting
something they can run right out of the book. However,
at least the option is there.
Curse
of the Crimson Throne comes to a
climactic conclusion in the final chapter, “Crown of Fangs”. The
time has come for the PCs to liberate Korvosa from the evil that has
enslaved it. Unknown to the PCs, however, Ileosa has left Korvosa to
enact her plan to sacrifice its citizens to gain immortality. She has
left behind a simulacrum of herself to rule in her place. After
some events to help rally the people to their side, the PCs attack
Castle Corvosa itself, where they face Ileosa’s simulacrum, and
track down the whereabouts of the real queen.
They
then travel to the Sunken Queen, the place where, millennia ago,
Runelord Sorshen enacted a ritual to give herself virtual
immortality. It is here that Ileosa hopes to recreate the same ritual
(and Kazavon secretly hopes
to use to resurrect himself).
Eventually, the PCs come face to face with Ileosa herself along with
several more simulacra of her and a personification of the spirit of
Kazavon in the form of a creature called a taniniver. The
presence of the taniniver is a substantial change from the original
(there, Ileosa simply had some dread wraiths to help her), and a very
good change, in my opinion. It provides a more tangible presence to
Kazavon without bringing him back at full power. This way gives the
PCs the best of two worlds: they get to prevent his resurrection, but
also fight him in a reduced form.
Of
course, as with any adventure path, the conclusion of Chapter 6
includes a “What if Ileosa Wins?” section, just in case the
unthinkable should happen. If things go particularly badly, it’s
possible Kazavon could be resurrected fully. The
PCs may not survive such an encounter.
As
well as the six adventures that make up Curse of the
Crimson Throne, the hardcover
also contains several appendices with material to help GMs run the
campaign. The first contains suggestions for continuing the campaign
if players don’t want to stop playing their high-level characters
after “Crown of Fangs”.
These can include revenge
plots from Ileosa’s followers or even a risen Ileosa herself, as
well as a rise of Kazavon plot. This
appendix is short (only two pages) and contains only basic ideas. GMs
will need to flesh out the details themselves.
The
second appendix provides details on the city of Korvosa itself and
the surrounding regions. As well as descriptions of its locations and
history, there are also five separate stat blocks for the city,
detailing the city under the various conditions it will go through
during the adventure path (such as “plagued” and “martial
law”). There is also a substantial table of rumours that the PCs
might hear throughout the adventure path. The end of the appendix
contains information about the Korvosan Hinterlands, the Cinderlands,
and other regions around Korvosa.
The
information in the second appendix is quite substantial and detailed.
Although it’s not as much as in a full book dedicated to the topic
(such as Pathfinder Chronicles: Guide to Korvosa), it’s more
than adequate for GMs to run the campaign.
Appendix
3 deals with the Harrow, which plays a substantial role in the
adventure path. After the PCs defeat Gaedren Lamm early in “Edge of
Anarchy”, they discover that Zellara, the woman who brought them
all together, has actually been dead the entire time—a victim of
Lamm—and it is, in fact, her ghost that brought them together. At
this point, Zellara’s spirit merges with her harrow deck. Once per
adventure (chapter), Zellara can perform a special harrowing that
provides the PCs with “harrow points” that they can use during
that adventure. These points work similarly to hero points, although
they have very specific ways they can be used (these ways change in
each adventure). For example, in “Edge of Anarchy”, PCs can use a
harrow point to reroll of a Dexterity-based check, to gain a dodge
bonus to AC, or to gain a burst of speed. Much like hero points,
harrow points provide a way to give PCs a slight edge without
significantly unbalancing things. They
allow the players to feel like they have just a little bit more
control over their characters’ fates.
For
people who don’t have access to the general rules for harrow decks
from other sources, Appendix 3 replicates them in full here, with
full colour pictures of every card along with the card’s
description. There are also rules for the harrow deck of
many things (a variant of the
deck of many things)
that the PCs will have an opportunity to draw from in Chapter 6—if
they dare (their harrow points can help affect this draw).
Appendix
4 provides details and game stats for blood veil (the disease that
ravages Korvosa in Chapter 2) and introduces the kyton eidolon
subtype for the unchained version of the summoner class (from
Pathfinder Unchained).
One of the major NPCs is a summoner whose eidolon is of this type, so
GMs will need it for that. PC summoners might also have a kyton
eidolon at the GM’s
discretion.
Appendix
5 contains new equipment and magic items from the adventure path,
while Appendix 6 contains the stats for the major NPCs. Even though
the PCs will hopefully be able to prevent Kazavon’s resurrection,
this appendix contains stats for the great wyrm dragon just in case
the worst should happen. The seventh and final appendix contains the
new monsters from the AP.
The
physical book itself is really quite beautiful. In the six volumes of
the original Curse of the Crimson Throne, the artwork was
somewhat inconsistent. Pathfinder Adventure Path was still
quite new at the time, and the series had not yet established a
consistent style with its art. The new version uses some artwork from
the original that matches the current Pathfinder style and adds lots
of new art, giving the whole thing a consistent look and feel. Most
of the major NPCs have brand new portraits, in some cases giving
cartoonish-looking characters from the original (like Laori Vaus)
much more believable appearances.
Paizo
also published a Limited Edition version
of the hardcover, with a faux leather cover. This is the version I
purchased and it is a truly beautiful book to hold in your hands.
Unfortunately, the Limited Edition sold out during pre-order and is
no longer available. The interior, however, is identical to the
standard edition, so you’re not losing out on any content with the
standard edition.
There
is no doubt that the new edition of Curse of the Crimson
Throne accomplishes an
astounding task. Not only does it update the adventure path to the
current version of the game and compile it all in one location, it
also takes the opportunity to fix some of the flaws in the original,
and makes one of the best adventure paths even better. I look forward
to running it in the not-too-distant future.
Thanks!
ReplyDeleteGreat review. Spot on
ReplyDeleteI'm about to run it. Thank you for the informative and helpful review!
ReplyDeleteSounds like a great AP. I just ordered it.
ReplyDeleteSuper informative. Many thanks!
ReplyDelete