Korvosa withers in the grip of a mad monarch! Beaten down by riots, disease, and the ironclad enforcers of a cruel despot, the people shudder in their homes and pray for saviours. The time has come to rise up against the crazed Queen Ileosa Arabasti and put an end to her vicious rule. Yet within the walls of Castle Korvosa waits an army of soldiers, bodyguards, and diabolical monstrosities—to say nothing of the seemingly invincible queen herself. Can the PCs put an end to a tyrant's reign? Or will an ancient evil claim Korvosa once and for all? All is decided in this, the fateful climax of the Curse of the Crimson Throne Adventure Path!
This volume of Pathfinder includes:
- "Crown of the Fangs," an adventure for 14th-level characters, by Tito Leati. - Details on the relics of Kazavon, seven terrifying artifacts possessed by the spirit of one of Golarion's most notorious dragons, by J.D. Wiker. - The mysteries of the Harrow Deck of Many Things, an artifact capable of reshuffling fate and changing fortunes, by the Pathfinder staff. - Eando Kline's trek to the orc city of Urgir takes a turn for the impossible in the Pathfinder's Journal, by James L. Sutter. - Four new monsters by Tito Leati and F. Wesley Schneider.
Basic Plot: Back in Korvosa for a final showdown with the Queen.
This was the sixth and final book in the Curse of the Crimson Throne Adventure Path. It was written for D&D 3.5 rules in the Pathfinder world, before the Pathfinder rules were developed/published.
Overall, the final book does what it needs to do. It ties up loose ends regarding the plots that have been going throughout the entire campaign. It even gives opportunities for continuing the game after the "official" material has ended.
But damn was I disappointed by the final boss battle. There were a lot of BA things done to the final boss, don't get me wrong, but with the dominant class of the final boss, I had to do some serious tweaking to make the boss a viable challenge for my players. Even then it wasn't as "epic" as I had really wanted it to be. Maybe it's because I had a larger group of players who were really tricked out well, but I felt they should have been a lot more fearful for their characters' lives than they were. Ah well, moving on.