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Fire Giant Forgepriest

DLandonCole's page

RPG Superstar 2013 Top 16. RPG Superstar 2013 Dedicated Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 135 posts (155 including aliases). 6 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 2 aliases.

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Come loaded for bear


I ran this yesterday and players and I greatly enjoyed it. We played the lower tier with five players.

People should be under no illusion that this is a challenging scenario - after all, it is the end of the Shadow Lodge.

Some of the encounters do have the potential to do real damage to PCs that lack caution; that having been said, I don't think it's over the top. The twist at the end is well written and genuinely surprising. There is also an excellent opportunity for roleplay at the beginning.

While a fellow reviewer, Sieylianna, clearly didn't have as much fun as me, I have to disagree with some of the specifics. My party did have time for healing - ample time, in fact; there isn't an opportunity to relearn spells but that's hardly uncommon.

I'm becoming something of a fan of Run Lundeen's work. The Temple of Empyreal Enlightenment is still, I think, my favourite scenario to date, but I had a lot of fun with Severing Ties, too.

I'd give this the full five stars.

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Suffers by comparison to 1 and 2

***( )( )

Much as I can believe what people say about this having been produced at short notice and so on, I think people are being a bit harsh on the module.

It suffers by comparison to Shades of Ice 1 & 2 (which are really strong scenarios) and, perhaps understandably, people expected a knockout in part 3, possibly featuring a relative of the final battle from part two.

That having been said, it actually stands up pretty well on its own. Not great, but solid; the final encounter is potentially a lot of fun - one good hit from the particular weapon the BBEG has suddenly makes the PCs a lot more wary of closing in. The 'trap' is pretty original and the big RP piece is a lot of fun. The combats along the way are pretty straightforward and are going to be dealt with easily enough in most cases, but that's no bad thing as it does give time for the RP.

I ran this mod, directly after Shades of Ice 1 and 2, at CrispyCon for a group of 1st and 2nd level characters, one of whom hadn't played PFS before.

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I ran this a couple of days ago and both and I and my players really enjoyed it.

It's not quite the Temple of Empyreal Enlightenment - still my favourite PFS scenario and by the same author - but it has some great combats that have real danger without being impossible and some fantastic roleplaying opportunities for GM and characters alike. I thought the premise of the adventure worked really well and, all in all, I think it's a great deal of fun to play.

I would perhaps suggest that you wouldn't want to run this with a party that were all at first level, or with inexperienced players.

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Excellent adventure


I've played and GM'd this module and it is first-rate - very much roleplay rather than rollplay for most of the module. It played out differently, with the combats against the BBEG happening in different places with different sidekicks and different tactics, and I understand from my group that they've had other variations. My only advice to GMs is that you really need to prepare this module carefully, but it's well worth doing.

The map of the temple is one of the best I've seen - really liked it.

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Does what it says on the tin - really well!


Having picked up the Advanced Feats for Oracle and Witch, I was pretty certain I'd end up buying all the advanced feats, so I bought this. I'm glad I did; it's a really interesting, useful product.

Obviously, the main part of the book is the feat listing, along with commentary. I've found them to be well thought through and that they really help add flavour to a character and to a party. Having everything together like this also makes it easier to take a feat from one AF and use it for a different class.

The builds are, to my mind, almost as useful as the feats. I'm pretty new to Pathfinder and seeing how a pro puts together a character as it advances has given me more than a few new ideas about where I want to take my characters.

All in all, I think this is a really good product and at a really very reasonable price.

My only suggestion is that it'd be nice if a version were available that included the "Might of the Magus" advanced feats.

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