Battling the Forces of Extinction: A Pathfinder's Journey

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The Pathfinder extinction curse refers to a phenomenon in which a specific group or lineage of Pathfinder adventurers meets a tragic and untimely fate. It is a curse that seems to specifically target those who engage in the activities of exploring and charting unknown territories as part of the Pathfinder Society. The curse manifests itself in various ways, leading to the demise of these adventurers. It might involve encounters with dangerous creatures, treacherous terrain, or unforeseen magical traps. Many who fall victim to the curse are driven to their demise by their own desire for discovery and glory, often venturing into situations that are far beyond their capabilities. The exact origin and purpose of the Pathfinder extinction curse remain a mystery.


The Show Must Go On adds in a few pages of snares, circus weapons, and spells as well. My personal favorite is the personal rain cloud. Sure, it can do minor things like put out fires, grant fire resistance, or damage enemies that are weak to fire. But mostly it’s just unbelievably amusing to grief an enemy (rival, friend, whatever) by making a tiny cloud float around raining just on them.

This having been accomplished, there s an opportunity for the circus to put on a second act, as enough time has to pass for the mayor to leave to visit the local hermitage of Gozreh and then have everyone get worried that he hasn t returned. The Show Must Go On positions the characters as members of a new circus that recently broke off from the tyrannical leadership of a cruel circus master.

Pathfinder extinctio curse

The exact origin and purpose of the Pathfinder extinction curse remain a mystery. Some believe it to be the work of a vengeful deity or a powerful magical force seeking to eliminate those who dare to explore the unknown. Others speculate that it could be a natural consequence of a world that is hostile to those who seek to unravel its secrets.

Extinction Curse books 1-3 review

I try to avoid spoilers, but some are inevitable in review. So read at your own risk.

General stuff

  • I really liked overall plot. Villains are well-written. History ties really well with current events - and even shows them in a completely new light.
  • A lot of fights are fun; almost all are well-balanced.
  • Maps are well through out. Quality can be better for VTT use, perfectly fine at the table.
  • Supporting material with related bits of lore is pretty lovely.

Elephant in the room: circus

Circus is an important part of adventure, but not nearly as important as part about saving the world. But circus addd one very important thing: silliness. Most player groups I had wanted the game to be silly at least sometimes. And with a dedicated place to be silly other parts of adventure feels more serious. This is a huge plus.

  • Circus have A LOT of NPC. From the very beginning you have: 12 performers split unevenly into 6 tricks and 5 NPC in the sideshow. Every book adds 6+ performers to recruit. Most of them are mentioned once or twice and have next to none impact on the story. This is a lot of material, but you will have to develop them yourself if you want your players to care about them.
  • Rules about running circus are on heavier side: they take over 10 pages in the first book; sheet you need to fill for one show takes whole A4 page. Rules successfully provided a framework for roleplay, so they did their job. Inventing tricks were especially fun. The rules worked well for the first couple of books, but shows were way too easy and repetitive after what. Limited payouts and gated circus progress didn't help with it. I switched to alternative light rules after book 3.
  • Circus have great ark with a memorable villian in books 1-2. It still has an important role in book 3. Less important in later books, but never completely forgotten.
  • Overall, I find it fits well, and transition of characters from circus performers to epic heroes goes surprisingly smooth.

Books

Each book consists of 4 chapters. One chapter takes from 2 to 3 sessions to run, with a session between 4 and 5 hours. One chapter has enough EXP for level up.

I call it a dungeon if it has lots of things on the big tactical map and players can go everywhere. It might me a camp or a building or whatever. Tell me better term if you know it.

Book 1 - Show Must Go On

First half of this book is a blend of social and combat. Circus show, small dungeons, some investigation, some memorable fights. It does a good job at connecting players with local NPC.

Second half is two big dungeons back to back. Both have very fun moments; both are combat-heavy.

I think the developers really considered this book as played by people with low experience. It is easy to run for GM and provides plenty of learning opportunities.

It also lays a solid foundation of plot for future books.

Book 2 - Legacy of the Lost God

First chapter builds on the foundation of the previous book and makes players really hate a villain. Features super fun social encounter with rules for it and small dungeon.

Second and third are huge dungeons - combat-heavy, with a surprising amount of plot.

And the last one is a big dungeon with lots of social interaction and memorable fights.

It feels a lot like the first book, but with characters doing everything at a new level.

Book 3 - Life's long Shadows

This one assumes GM and players are Pathfinder veterans now - so the whole book is open world.

Hard to prepare because players can go anywhere, but hey, you had ~4 months to adapt!

Several small dungeons, freedom to explore, cool characters, investigation and feeling of enemies around the corner. This is a book where performers finish their transformation into heroes.

Have most of the potential to be amazing of these three and also have most potential to go wrong.

TL:DR

I had fun, my players had fun. I plan to continue on this AP. Circus works and fits into world-saving, the plot is interesting and AP is generally well done. Perfect if you want your adventures sillier. Sometimes you will have several sessions in a row of dungeon-crawling with little social interactions, so make sure your group like it.

Pathfinder extinctio curse

Regardless of its origins, the Pathfinder extinction curse has had a significant impact on the Pathfinder Society. Many talented and experienced adventurers have been lost, leaving behind a void that is difficult to fill. The curse serves as a constant reminder of the dangers that come with the pursuit of knowledge and exploration. Efforts have been made to study and understand the curse in hopes of finding a way to avoid or break its grip. Scholars and experienced adventurers have delved into ancient texts and consulted with magical experts in search of answers. These efforts, however, have so far been largely unsuccessful, and the curse continues to claim the lives of Pathfinder adventurers. In conclusion, the Pathfinder extinction curse is a mysterious and deadly phenomenon that targets those who dare to explore and uncover the mysteries of the world. It serves as a reminder of the dangers that come with the pursuit of knowledge and holds a significant impact on the Pathfinder Society. While efforts have been made to understand and overcome the curse, it remains a constant threat to those who engage in the activities of the Pathfinder Society..

Reviews for "The Mythical Creatures Connected to the Pathfinder Extinction Curse"

1. Jane - 1/5 - "Pathfinder Extinction Curse was a major disappointment for me. I found the story to be confusing and uninteresting, with weak character development. The pacing was all over the place, and it felt like the plot dragged on without any clear direction. Additionally, the gameplay mechanics were clunky and unintuitive, making it difficult to fully engage with the game. Overall, I would not recommend Pathfinder Extinction Curse to anyone looking for an enjoyable and immersive gaming experience."
2. John - 2/5 - "I had high hopes for Pathfinder Extinction Curse, but unfortunately, it fell short for me. The game lacked depth and complexity, making it feel repetitive and unchallenging. The graphics and visuals were also underwhelming, failing to create an immersive environment. The voice acting was lackluster and didn't bring the characters to life. While the concept of the game had potential, it failed to deliver a satisfying experience. I would not recommend investing time and money into Pathfinder Extinction Curse."
3. Sarah - 2/5 - "Pathfinder Extinction Curse was a letdown for me. The storyline lacked originality and failed to captivate my interest. The quests felt monotonous and lacked meaningful choices. The combat system was clunky and unresponsive, making battles frustrating rather than enjoyable. Additionally, the technical aspects of the game were subpar, with frequent glitches and crashes. Overall, I found Pathfinder Extinction Curse to be a mediocre and lackluster gaming experience that I cannot recommend."

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