To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last?
This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
- "The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett. - The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue. - An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds. - Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross. - Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider. A Pathfinder Roleplaying Game adventure for characters of 3rd to 5th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Probably one of the strongest modules I've ever seen, The Sixfold Trial offers some truly original gameplay opportunities that are very RP focused. The inclusion of the actual script of the play that the PCs must perform is a brilliant addition. Even the second half is one of the coolest dungeons I've seen flavor-wise and in terms of background. I'm incredibly excited to run this.
One of the best Adventures I have ever read. Wow, just wow!
Well, it is more like 3 adventures in one... one part is the Action theater part, the second a rififi movie in a villa during a feast and the third an Escher-dungeon... really really good stuff! Plus many of the big players later in the campaign are shown here first.
I was so excited - the first part of this path? AMAZING.
The second part? :/
I think they were going for some kind of Tomb of Horrors type of thing... didn't quite work out. I might just suck as a GM, but I found the second half of this vexing. I didn't know how to help the PCs get what they needed without just throwing them on a set of rails and going "Choo Choo, all aboard the train."