Creating Memorable NPCs for Pathfinder Extinction Curse

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Pathfinder Extinction Curse is an adventure path published by Paizo Inc. for the Pathfinder Roleplaying Game. It is the eleventh adventure path released in the second edition of the game. The adventure path focuses on the players joining a traveling circus as they uncover a plot to unleash an ancient evil upon the world. The campaign is set in the nation of Ravounel, a land filled with mystery and danger. The adventure begins with the players joining the Circus of Wayward Wonders, a traveling circus that has mysteriously lost many of its performers.


There is, I think, a weakness in the integration of those two sides of things. Some players will love the circus concept, but it seems to me that even there the circus must be secondary to the adventure. For example, when told that the princess has been kidnapped (note: no actual princesses were harmed in the making of The Show Must Go On), I do not see many gaming groups being inclined to hang around for another week to promote and put on a show. In my experience they will (reasonably) l want to go Do The Thing right away. After an initial show, The Show Must Go On has a sense of urgency to most of the transitions. The adventures don’t involve traveling to a bunch of different towns. And for half of the adventures, the characters will be going places that the circus cannot follow. Unless the GM and players force more in, there’s really only one opportunity to put on a second show. So, the adventures themselves are good, and the framework set up to run the circus is good, but those aspects don’t play as well together as I would like.

There s also an appearance by some performers from Ye Olde Evil Circus presumably to help the players build up some bile for when they run into each other again in the next AP installment. There s also a solid mechanic for the circus as well, where the party can try to drum up anticipation before the show, design tricks to wow the crowd during the show, and over time upgrade the circus to rake in the adulation and the gold pieces.

Pathfiner extinction curse

The adventure begins with the players joining the Circus of Wayward Wonders, a traveling circus that has mysteriously lost many of its performers. The players take on various roles within the circus and must perform tasks and put on shows to earn money and keep the circus running. Along the way, they will encounter strange and dangerous creatures, uncover dark secrets, and try to prevent the release of an ancient evil known as the Eterna Strada.

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.

Pathfiner extinction curse

As the players progress through the adventure, they will gain levels and acquire new abilities and items. They will also have the opportunity to form relationships with other members of the circus and engage in personal quests and storylines. The adventure path features a mix of combat encounters, investigation and exploration, and roleplaying opportunities. The Extinction Curse adventure path is designed to be played over the course of several months, with each adventure representing a chapter in the larger story. The adventure path is designed for players of levels 1 to 20, meaning that it can provide many hours of gameplay and character development. Overall, Pathfinder Extinction Curse offers players an exciting and unique adventure set within the world of Golarion. With its focus on the circus and the uncovering of ancient mysteries, it provides a fresh and engaging experience for both players and game masters. Whether you are a longtime fan of Pathfinder or new to the game, the Extinction Curse adventure path is sure to provide hours of enjoyment and excitement..

Reviews for "Delving into the Lore of Pathfinder Extinction Curse"

1. John - ★☆☆☆☆
I was really disappointed with "Pathfinder Extinction Curse". The storyline felt weak and uninspired, and the characters lacked depth. The game mechanics also felt clunky and confusing, which made it difficult for me to fully immerse myself in the world. Overall, I found the whole experience to be quite underwhelming and not worth the time and money.
2. Sarah - ★★☆☆☆
I had high hopes for "Pathfinder Extinction Curse", but unfortunately, it fell short of my expectations. The game seemed to drag on with too many unnecessary side quests, and the pacing felt off. Additionally, the combat system didn't feel balanced, making it frustratingly difficult at times. While the graphics and visuals were impressive, they couldn't save the game from its lackluster story and gameplay.
3. Mark - ★★☆☆☆
As an avid Pathfinder player, I was excited to try "Pathfinder Extinction Curse". However, I was left feeling unsatisfied and let down. The story felt disjointed and poorly executed, with a lack of clear direction. The character progression system also felt convoluted and confusing, making it hard to fully invest in my character's growth. Overall, I found the game to be a disappointment and not up to the standards I expected from the Pathfinder franchise.

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