|
|
|
|
|
Balabanto's page
Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game, GameMastery Maps Subscriber. 244 posts. 11 reviews.
Profile
|
Recent Posts
|
Recent Reviews
|
Recent reviews by
Balabanto:
   
Can no one cast a single divination spell?
Tue, Apr 15, 2008, 01:20 PM
I had a single problem with Seven Days to the Grave, and that's the encounterless effect of bringing Trinia out of the city. Technically, you can't expect me to believe that there isn't a single cleric capable of casting Locate Creature and wandering around town until they find her. Are NPC's REALLY this dumb? Other than that, it's a great adventure, but I just wish people would actually take the game rules into account when they write these stories.
|
|
Mwahahaha!
| List Price: |
|
$34.99
|
|
Our
Price:
|
|
$31.49
|
|
Backorder
|
|
|
|
|
|
|
|
|
   
This game is amazing!
Fri, Apr 11, 2008, 11:50 AM
I haven't played a game that was this much fun in YEARS. Play value increases IMMENSELY if you actually roleplay the mad scientists. This game is wrong on so many levels, and you should make it as wrong as possible.
   
I Love This Book!
Tue, Mar 18, 2008, 07:07 AM
This is the way city supplements should be. Short enough to be interesting, but long enough to cover the subject.
What I like most? Assuming a PDF of this product is available, all of the GM information is IN THE BACK! You just print the first 48 pages and give it to the players along with the Players Guide for a more immersive roleplaying experience.
This is a great product, and I hope all the others are organized like this.
   
Excellent Plot, Poor Execution (Contains Spoilers)
Fri, Mar 7, 2008, 01:28 PM
I love Nicholas Logue to death, but this adventure path starts off with a number of problems.
1) What if the PC's ally with the Arkonas? This is not hard to do.
2) What if the PC's decide 1200 GP isn't worth it to get embroiled in the situation?
3) What if the PC's hide out with Trinia and run from the city?
4) What if the PC's try to kill Blackjack themselves?
5) What if the PC's try to assassinate Queen Ileosa at the execution, heedless of the danger?
6) What if the PC's use the advantage of weeks of time passing between the meat and the endgame of the adventure to adventure, gain levels, and make themselves more powerful? Six weeks is a long time.
7) What if the PC's spend time working for the guard and volunteer the moment that the riots and chaos start?
This adventure has way too many opportunities to derail, and that's it's great failing. A good GM can get around it, but it's too linear for it's own good, and falls short of the mark by it's own desire to swashbuckle.
   
Wow...
Sat, Feb 16, 2008, 03:06 PM
This is exactly the sort of players guide I like. Chock full of information and very little crunch involved.
   
Another...Ahem...Classic from Nicholas Logue
Sat, Feb 9, 2008, 12:04 PM
I love Mr. Logue's work, and he's written another fantastic adventure.
Unfortunately, the graphicness of the gore and disgustingness of the inbred ogre tribe made me seriously consider not running the entire adventure path. While it's possible to gloss over it, it really does have the kind of feel of going off to battle the X-Files Home episode, only it lasts about EIGHT WEEKS. I don't know if my players would be willing to tolerate this, but I'll give it a shot.
   
A great horror adventure
Sat, Feb 9, 2008, 11:58 AM
I'm giving this adventure five stars even though I shouldn't, because it fits so seamlessly into the rest of the adventure path and everyone really seems to love it.
The problems with the adventure are as follows:
Realistically, if your PC's come from sandpoint and are still low level superstitious farmers, they wouldn't Go here. At all. This is like the local bogeyman come to life. Goblins are one thing, but this is ridiculous.
Two: The killer himself is an undead. That actually ruins the entire point of the adventure. Twisted human motives are fine, but burying them under the onus of an undead you can easily slay instead of having a human murderer who the PC's might have some moral qualms about killing, especially if he IS the local bogeyman, is a cop-out. I wanted a real murder mystery, and I didn't get it, I was really hoping for a different type of adventure than this.
The city locations were fine, but I would have liked WAY more detail on Magnimar than the adventure provides. I understand that I can fill it in on my own, but all that gooey little fluff stuff warms the cockles of my old-school gamer heart.
   
This is a good opening.
Sat, Feb 9, 2008, 11:52 AM
The problem is, this really is just an opening. Not having any contact with the villain's background means that making the adventure work requires writing backgrounds for the players yourself before it starts.
I LOVED the singing goblins, however.
   
Yes! Yes! Yes!
Sat, Feb 9, 2008, 11:48 AM
I thought this was the best adventure out of all six of them. It's classic, it takes the rarely used Stone Giant and gives it the same kind of Iconic feel as the old "Against the Giants" modules, and if you wanted to 3.5 those, you could hammer this in with very little effort as an additional piece.
I love the setup for the module, because it makes it abundantly clear that a direct assault IS PHENOMENALLY STUPID. I love adventures where if you outright attack, you deserve to die wetly in a thick spongy mass, and this one really delivered the goods.
   
One of the best I've seen
Sat, Feb 9, 2008, 11:44 AM
While I took the time to review part six first, this is one of the best dynamic dungeons I've ever seen. There are limitations to it, of course, but the fact that the Dragon can run away and just pursue the PC's into the place at the end makes it quite a challenge. Ideally, around the time the final encounter starts, that's when it's time to drop the dragon on them. Just wait for round two, and BOOM!
While the dungeons themselves were not particularly original, I actually LIKED that classicism and what they were trying to hearken back to. It's Paizo's respect for history that wizards lacks that makes these adventures great.
   
Wow.
Sat, Feb 9, 2008, 11:40 AM
I was very pleased with the entire adventure path, as the dungeons were all highly dynamic except for Karzoug, stuck in his box.
The fact that Karzoug is meant to be stuck in his box and is meant to be a classic "Straight out of the SRD" evil wizard actually pleases me rather than turns me off.
I loved Xin-Shalast, that is the best idea for exploring a ruined city since Myth Drannor, and that was my favorite one ever, even though Wizards worked hard to ruin it.
The fact that every module comes with a number of pages of fluff, so if you don't want to run the adventure paths themselves you can just start doing stuff in the world and do your own thing, is what really gets my jones going. If Paizo chooses to switch to 4.0 after setting up all this thematic stuff, I'll be very disappointed.
|
|