Embark on a Thrilling Adventure with the Extinction Curse Adventure Path in Pathfinder 2e

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Pathfinder 2e Extinction Curse is an adventure path for the Pathfinder Roleplaying Game, and it is the second edition of the Extinction Curse adventure path. The adventure path follows a group of circus performers who get caught up in a larger plot involving a mysterious cult and a strange magical disease that is causing animals to mutate and go on the rampage. The adventure path is set in the world of Golarion, a fantasy world created by Paizo Publishing for their Pathfinder Roleplaying Game. The players take on the roles of circus performers who are traveling through the land of Avistan. They are part of the traveling circus called the Circus of Wayward Wonders, which has a reputation for featuring strange and unusual acts. The adventure begins when the circus arrives in the town of Abberton.

Pathhfinder 2e extinction curse

The adventure begins when the circus arrives in the town of Abberton. The town is in the midst of a deadly plague, and the circus sets up camp outside the town to avoid coming into contact with the disease. However, it is soon apparent that there is more to the plague than meets the eye.

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.

Pathhfinder 2e extinction curse

The players must investigate the source of the disease and stop the cult responsible for spreading it. As the adventure progresses, the players will travel to different locations and encounter a variety of challenges and enemies. They will explore ancient ruins, battle mutated creatures, and uncover the secrets of the cult. Along the way, they will gain new abilities and powers, as well as make moral choices that will affect the outcome of the story. Pathfinder 2e Extinction Curse is designed to be a complete adventure path, meaning that it provides a full story arc that can be played from start to finish. However, it is also designed to be flexible and adaptable, allowing Game Masters to customize and expand upon the plot as they see fit. In conclusion, Pathfinder 2e Extinction Curse is an exciting adventure path that combines elements of mystery, exploration, and combat. It offers players a chance to experience a unique and memorable campaign set in the world of Golarion. Whether you are a fan of the Pathfinder Roleplaying Game or new to tabletop roleplaying, this adventure path is sure to provide hours of thrilling gameplay..

Reviews for "Defeat Monstrous Creatures in the Extinction Curse Adventure Path in Pathfinder 2e"

1. John - 2/5 - I must say, I was highly disappointed by Pathfinder 2e Extinction Curse. The storyline was lackluster and predictable, and the character development felt shallow. The gameplay mechanics were overly complicated, making it difficult to fully immerse myself in the world. Overall, I found it to be a subpar addition to the Pathfinder series and I wouldn't recommend it to avid players.
2. Sarah - 1/5 - I regret purchasing Pathfinder 2e Extinction Curse. The game failed to capture my interest from the start and the combat system was overly convoluted. The graphics and visuals were underwhelming, making it difficult to feel engaged with the world. Additionally, the dialogue was poorly written and lacked depth. I would not recommend this game to others.
3. Mike - 2/5 - I found Pathfinder 2e Extinction Curse to be a disappointment. The story lacked originality and failed to captivate my interest. The character progression felt repetitive and there was a distinct lack of variety in quests and missions. The overall gameplay felt unpolished and lacked the immersive experience I was hoping for. I would not recommend this game to those seeking a truly enjoyable Pathfinder experience.
4. Emily - 2/5 - I was excited to dive into Pathfinder 2e Extinction Curse, but I was left feeling underwhelmed. The game felt like a watered-down version of its predecessor, lacking the complexity and depth I had come to expect. The combat system was clunky and the controls were not intuitive. Additionally, the dialogue options felt limited and the story failed to fully engage me. Overall, I was disappointed with this installment in the Pathfinder series.

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