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Ninja

B_Wiklund's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 357 posts (1,546 including aliases). 42 reviews. 2 lists. No wishlists. 4 aliases.



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Poor introduction of Tian Xia

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First the good:

1. The first part of the adventure (roughly 1/3) is great. Hongal and the journey through the haunted forest provided for some memorable sessions and after crossing the crown of the world coming to Tian XIa felt momentuos to the players.

2. The kami and the history of the oni are fleshed out for the players.

Now the problems.

1. The Hongal chapter while good could've been further developed. I added material to this as it was a lot of fun and provided a mcguffin that the party wanted to get from the ruler.

2. As other reviewers posted this was about the worst time for a dungeon crawl and an indifferent one at that. I was able to plunder some stat blocks but I can't imagine any group enjoying that crawl with little payoff in the end.


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Serviceable

**( )( )( )

As with Book 5 there's some good parts:

1. Creepy Virlych setting

2. Renchurch is atmospheric gothic dungeon crawl

3. A lot of great encounters, unique opponents (Lucimar, Gray Friar etc.)

But as others have pointed out this still ends up being a dungeon crawl in the end. I got my use out of this book by plundering it for stat blocks and some other elements (the Tyrant's Whispers) but I would think that groups running through this as is will find it rather grindy.


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Potential but needs work

*( )( )( )( )

There's quite a few good things about this installment:

1. Caliphas - great setting, gazzetteer article has some wonderful details to help bring this gothic urban setting to mist-shrouded life.

2. The vamp courtyard - Quinley, Luvick, Countess are all interesting NPCs and their is some good story/rp potential for the notion of helping the vamps.

However, this adventure comes on the heels of a side trek and mostly feels like a side trek as well. The background motivations for the villain's plan are too opaque to the players and as written most parties would probably wonder why they are going to this bother. Additionally, the

Spoiler:
tailor villain
is fairly forgettable and the last part of the adventure while a well written crawl feels stapled on. All in all, this is a very uneven adventure but with some good parts that a GM willing to hack together to fit the campaign better will get some good mileage out of. With the support articles the book would merit 2 stars but as this primarily a review of the adventure material I will indicate 1 star.


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Cthulhu Dungeon crawl

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Overall an enjoyable adventure but not a strong entry in the CC AP. The adventure starts off strong with investigation and memorable setting and NPCs. However, it then quickly slips into a hackfest as the party must essentially clear out 3 locations (albeit 3 interesting and well-written locations). There are some great encounters, lovecraftian references that help mitigate this but the adventure still feels like a missed opportunity in using the mythos. Additionally, the background is a muddle and needs to be streamlined. For DMs running this as part of CC I suggest you look on providing the party more motivation to be following the Dark Rider (perhaps some more fleshed out clues as to the Raven's Head) as a DM sticking to the written content may find players wondering why they're going to all this trouble.


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Good but needs tweaking

***( )( )

First the Good:

1. A detailed overview of the arctic regions, compelling encounters (both combat and rp).

2. An interesting villain and arc to the journey.

3. Makes good use of the arctic setting

Constructives:

1. I do not recommend running this is as. I made many adjustments as I went along to fit the party and garner player interest.
2. The villain is unrelated to the bigger plot. I made her one of the Amatatsu who died on the journey and is now an angry spirit being used by Sithud.
2. Handwave the length of the journey (give a description of the hardships but wouldn't recommend grinding this journey out any further)
3. A lot should be cut out (as long as your handwaving xp points) so as not to drag.

Overall, my group enjoyed this trek. I would recommend cribbing from Under Frozen Stars if you want to add a dosage of SF to the adventure.


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