The Saving Throw
Seven Swords of Sin 7.10.2009
Saving Throw's review of Seven Swords of Sin.

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Seven Swords of Sin
published by Paizo Publishing reviewed by Martin Drury
36 pages, 2008, $19.99
Story 4
Enjoyability 4
Adaptability 4
Intelligibility 4
Review Scoring

   The Seven Swords of Sin is an excellent adventure for a Game Master looking to either follow-up to a Rise of the Runelords campaign or give players an introduction to the ancient history of the land now known as Varisia. The real question, however, is whether or not the adventure holds to the quality gamers have come to expect from Paizo Publishing.

The story of Seven Swords of Sin will appeal to gamers who have delved into the world of Golarion before, or those who are new to the Pathfinder campaign setting. Likewise, the story can be adapted by a Game Master to be placed in another setting, whether published or homebrew, although not as easily as some adventures.

The battles, traps and other challenges will require players to use all the tricks, abilities, and weapons at their characters' disposal to overcome the obstacles. A few encounters exist which have the potential to bring about a total party kill, but those encounters are likely to be the ones the players remember most if they manage to navigate it without death befalling their characters.

The primary villian, and some of the other non-player characters, are memorable, especially if their quirks and abilities are played up by the Game Master. The villian has established her hidden lair somewhere in the city of Kaer Maga. This complex, teeming metropolis was built inside an ancient fortress and is filled with all manner of friends and foes.

Seven Swords of Sin will immerse players in the history of the Runelords of Thassilon either in preparation for the Rise of the Runelords campaign, or to help reinforce the history presented in that campaign. Either way, it upholds the tradition of excellent writing and game design players have come to expect from Paizo Publishing.

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