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Curse of the Crimson Throne #1

Pathfinder Adventure Path #7: Edge of Anarchy

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Heads Will Roll!

The Curse of the Crimson Throne takes hold of Korvosa! In the shadow of an ailing king, a new ruler gathers power, sending shockwaves through a populace already plagued by unrest and pushing the largest city in Varisia to the brink of disaster.
In the face of anarchy, a band of heroes gathers at the call of a mysterious patron. Strange magic and mysterious prophesies set them on the trail of a common foe—a path that draws them into a struggle to save the city from ruin. Amid the intrigues of kings and generals, heroes and thieves, it's up to these new heroes to decides whether the rule of a new monarch will usher in a new age of glory or a reign of chaos.

This volume of Pathfinder includes:

- "Edge of Anarchy", an adventure for 1st-level characters, by Nicolas Logue.
- Revelations of the Harrow, the tarot-like deck of Varisian divinations, by designers Mike Selinker and Teeuwynn Woodruff.
- An exploration of Varisian culture, detailing the living history and mysterious ways of these enigmatic nomads, by Amber Scott.
- Details of Eando Kline's first journey into the dangerous Cinderlands, as recorded in the Pathfinder's Journal, by Michael Kortes.
- Six new monsters by Nicolas Logue and Mike McArtor.

Cover art by Wayne Reynolds

92 pages, Paperback

First published March 19, 2008

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Nicolas Logue

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Profile Image for Kat.
2,352 reviews117 followers
January 24, 2019
Basic Plot: Something is rotten in the city-state of Korvosa. There are riots in the streets, family and personal problems to avenge, and otyughs coming out of the sewers. The overplot for the series looks very solid.

Note: This book was written for D&D 3.5 edition rules, before the Pathfinder system was published or fully developed.

I've never really run a city campaign before. The characters have to work together in very different ways from a more traditional wilderness/dungeon crawl campaign.

There are two new game mechanics introduced in this book. The chase is one of them, and I really like the system they came up with for effectively running a chase and keeping it exciting/challenging for players. Without rewriting the whole thing, it involves logical skill challenges printed on randomly drawn index cards. It makes good sense and involves more than just character speed. The other mechanic is something called "harrow points." Each of the books in this adventure path is tied to a different character stat (strength, dex, con, etc.), which in and of itself is pretty ingenious. Using a Harrow deck, characters get special points that give them advantages in some encounters and the chance to make some re-rolls based on the book's specific statistic. In some of the path's books, these harrow points become very important. Plus, it gives the gm an excuse to use a cool prop, like the Paizo published harrow deck.
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