Discover the unique story of the Extinction Curse module in Pathfinder 2e

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The Pathfinder 2e Extinction Curse module is a new adventure path brought to you by Paizo Publishing. It is designed to take players on an exciting journey in the fantasy world of Golarion. This module focuses on a travelling circus troupe called the Circus of Wayward Wonders, who stumble upon a plot that threatens the very existence of the world. The main idea of this module is **to provide players with an engaging and challenging adventure** that combines thrilling combat encounters with intricate mysteries to solve. The Extinction Curse module introduces new character options, including the versatile acrobat class and new spells and magic items. It also presents players with a sandbox-style campaign, allowing them to explore the world at their own pace and make meaningful choices that will impact the story.

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It also presents players with a sandbox-style campaign, allowing them to explore the world at their own pace and make meaningful choices that will impact the story. The module is divided into several acts, each with its own unique challenges and set pieces. The players will have to navigate treacherous dungeons, solve complex puzzles, and face off against dangerous foes to uncover the truth behind the plot that threatens Golarion.

Warhammer Fantasy Battles 6th Edition Characters/Special Rules

Just as there are regiments of mercenaries to hire, there are just as many lone freelancers wandering the Old World, selling their skills to the highest bidder. Many are thieves and brigands, and some are hard bitten mercenaries who will not (or cannot) join one of the many mercenary regiments. For more details about Dogs of War armies refer to White Dwarf 251 and 252
Witch Hunters are a secret order of scattered men, obsessed with the destruction of Chaos, Undead, mutants, deviants, unbelievers, blasphemers and potentially anyone else except other Witch Hunters. The Witch Hunters are rarely welcome to stay anywhere for long. Who knows who will fall under suspicion next? A single wrong word may condemn you!
Johann van Hal is perhaps the most famous of all the Witch Hunters of the age, the slayer of Vampire Gunther von Blodfel and the man who purged the haunted castle of Reikwald. It is unwise to question this grim and moody man about things he does not want to discuss. But those who are well versed in the lore of the Empire know that he shares the name of the infamous Vanhal, the dreaded Necromancer of ancient times. All the descendants of Vanhal have strived to atone for the evil deeds of their ancestor, but without success. For each evil Sorcerer destroyed ten new ones step onto the path of Damnation. For every Vampire slain an entire noble family will be infected with the curse of Vampirism.
Johann has only one companion, and he is not part of the order of Witch Hunters. He is Wilhelm Hasburg, a priest of Sigmar whose temple was burned by Chaos worshippers. Some say he became insane watching his life's work go up in flames, but none dare to dispute his faith and piety, which he shows with horrific self-mutilation and ceaseless prophesies of the end of the world. It is believed that his faith and continuous prayers protect him from evil magic.
When facing supernatural foes, many desperate generals draw the Mark of the Hammer on road signs and town gates, calling the legendary Witch Hunter to come to their aid. Johann will offer his services to anyone who is willing to pay. All the gold that he does not need himself is donated to the church of Sigmar. So when the forces of Undeath threaten or the darkness of Chaos falls upon the Old World, Johann van Hal and Wilhelm come. They face the most terrible foes without fear, and attack foul Undead orterrifying Daemons with cold fury and hatred burning in their eyes. After the battle they claim their prize and depart without a word - and most men are happy to see them go.

THE REGIMENT Captain: Johann van Hal.
Motto: Burn them all!
Battle-cry: "It's a witch!" is not Johann's official battlecry, but is often the last thing his opponents hear.
For Hire: The following armies may hire Johann and Wilhelm as a Rare choice: Empire, Dwarfs, High Elves, Wood Elves, Lizardmen and Dogs of War.

Although the witch hunters refer to all nonsanctioned magic-users within the boundaries of the Empire as "witches" or "warlocks," it is known that the Magisters of the Light, Bright, Gold, Celestial, Grey, and Amethyst Orders at the very least use these terms quite specifically. Generally, those petty Hedge Wizards not caught and burned, or who do not descend into screaming madness, or simply destroy themselves with the powers they unleash, have the potential to become witches, according to the Colleges' definition. In fact, these Colleges seem to view it as a given that Hedge Wizards that avoid capture or death inevitably begin to practice more dangerous witchcraft. [1]
Warhammer fantasy witcj infographics
Pathfinder 2e extinction curse module

The Extinction Curse module provides **a balance between action-packed combat and thought-provoking role-playing**. It offers a range of challenges that will test the skills and abilities of all types of characters, from nimble acrobats to powerful spellcasters. With its diverse range of encounters and exciting storyline, the Pathfinder 2e Extinction Curse module is sure to provide hours of entertainment for both new and experienced players alike..

Reviews for "The captivating NPCs of the Extinction Curse module in Pathfinder 2e"

- John - 2/5 - I was really excited to dive into the Pathfinder 2e Extinction Curse module, but I found it to be quite underwhelming. The plot was predictable and lacked depth, and the characters felt like cardboard cutouts with no real development. The pacing was also off, with long stretches of tedious combat that added nothing to the overall story. I was hoping for a thrilling adventure, but instead, I found myself bored and disengaged.
- Sarah - 3/5 - As a long-time Pathfinder player, I had high expectations for the Extinction Curse module, but unfortunately, it didn't live up to them. The overall concept was interesting, but the execution fell flat. The writing and storytelling felt disjointed, and the module lacked a clear direction or purpose. The encounters were also unbalanced, with some being way too challenging while others were too easy. It was a disappointing experience that left me feeling unsatisfied.
- Mike - 2/5 - I had high hopes for the Extinction Curse module, but it just didn't capture my interest. The story felt forced, and the mechanics were overly complicated, making it difficult to immerse myself in the game. The lack of guidance for the players was frustrating, and the module often left us feeling lost and unsure of what we were supposed to be doing. It's a shame because I had heard great things about Pathfinder 2e, but this module wasn't a good introduction to the system for me.

The standout encounters in the Extinction Curse module in Pathfinder 2e

Exploring the setting of the Extinction Curse module in Pathfinder 2e