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Bag of Devouring

Gorbacz's page

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber. Pathfinder Society Member. 12,867 posts (12,999 including aliases). 96 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 10 aliases.



1 to 5 of 96 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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Solid, nuanced regional sourcebook

****( )

While this book doesn't feature as much of weird and exotic as other recent Campaign Setting books did, it brings some nicely nuanced insights into Golarion's only major ongoing war. I doubt I'll ever use it, but I did enjoy reading it a lot. The only slight nag is that we didn't get a new, *functional* map of Nirmathas and Molthune, with the book using reprints of Inner Sea Map Folio instead. Still, a solid 4/5 for this one.


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I'm with Feros on this one

**( )( )( )

1. The map of Thrushmoor is very useful, it has all the most important locations marked (although I'm not sure if I prefer the names on the map or numbers to reference). The only problem is ... that it's the low-res map of Thrushmoor from Rule of Fear, enlarged. The buildings suffer from pixelitis as a result, and the whole map feels a bit iffy. Still, serviceable and valid, if every map in the folio was like it that would be a solid 4/5 but ...

2. Neruzhavin. OK, it's a pretty map but ... there's next to nothing you need it for. Neruzhavin is a big ruin with 3 landmarks, there's really no point in mapping it out.

3. All right Paizo, it's time to let it go. Pictorial country maps which feature no names BUT do feature doodles of monsters and buildings are useless. I'm sorry, they are cute and obviously somebody in Seattle fell in love with them, but you gotta take this idea out and apply chainsaw to its brain. Yes, plain Jane old school topography is boring, but useful. The Inner Sea Map Folio style should be applied to every individual map folio. The Ustalav map from Carrion Crown map folio is exactly what you should be doing and I wouldn't bat an eyelash if it got reprinted here.

And the double sucker punch of these being inevitable parts of Campaign Setting subscription for some reason, meaning you need to go through the hassle of temporarily cancelling your subscription if you want to skip one...


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Fantastic space-saver

*****

This is basically a shrunk-down, softcover, cheaper edition of the Core Rulebook. No content was altered, no artwork or formatting was lost. It's an incredibly handy book, far more handy and easy to use than the hardcover. The only possible problem could arise from the font being a wee bit on the small size for some, but as long as your eyes or glasses/contacts are fine, you'll get a lot of good use out of this one. I can't wait for Ultimate Equipment in this format!


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The best Paizo AP?

*****

*DISCLAIMER*: This is a single review for all adventures in this AP.
Hell’s Rebels is the best Paizo Adventure Path. Of all the AP, it is the one that’s most coherent, approachable and GM-friendly. This review applies to all 6 books because their quality and style are so consistent that you don’t even notice the fact that they were written by 6 different authors.

Let me quickly list some of the most important things which Hell’s Rebels gets right:

1. It has a clear, believable and complex plot which goes from point A to point B to point C while at the same time allowing for multitude of side treks, optional quests and player-driven initiatives.
2. It goes full on Golarion. It touches upon core themes of the setting and is heavily nested in its history. It provides the much-anticipated opportunity to punch one of the biggest evils of the setting in the face. One warning: you can’t just lift HR and drop it into other settings without massive amounts of work.
3. The BBEG is front and center, introduced in adventure 1, encountered and fought against several times across the campaign. He’s evil, callous, quirky, nasty, brutal, amoral and good at being bad. He’s right up there with Ileosa from CotCT.
4. The campaign starts in one city and mostly stays there, with some small side-treks and one bigger detour which, fortunately, is also urban.
5. There is a cadre of sympathetic, recurring allied NPCs to play second fiddles to the PCs. There are also enemies whom you can interact in ways other than roll for initiative. The RP opportunities are plenty.
6. The cast of both allies and opponents is diverse in every sense of that word.
7. The players get opportunity to discover some of the setting’s secrets and, to a limited yet satisfying degree, reshape it without causing a Realm-Shattering Event.
8. The ending is epic to the core and fitting for a campaign of this scale and magnitude.
9. Episode 4 is a special issue with extra page count, longer adventure, more support material, an excellent article on Aroden and much, much more!
10. I love the blue colour theme for this AP AND Wayne Reynolds did the cover art. Double victory!
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The best Paizo AP?

*****

*DISCLAIMER*: This is a single review for all adventures in this AP.
Hell’s Rebels is the best Paizo Adventure Path. Of all the AP, it is the one that’s most coherent, approachable and GM-friendly. This review applies to all 6 books because their quality and style are so consistent that you don’t even notice the fact that they were written by 6 different authors.

Let me quickly list some of the most important things which Hell’s Rebels gets right:

1. It has a clear, believable and complex plot which goes from point A to point B to point C while at the same time allowing for multitude of side treks, optional quests and player-driven initiatives.
2. It goes full on Golarion. It touches upon core themes of the setting and is heavily nested in its history. It provides the much-anticipated opportunity to punch one of the biggest evils of the setting in the face. One warning: you can’t just lift HR and drop it into other settings without massive amounts of work.
3. The BBEG is front and center, introduced in adventure 1, encountered and fought against several times across the campaign. He’s evil, callous, quirky, nasty, brutal, amoral and good at being bad. He’s right up there with Ileosa from CotCT.
4. The campaign starts in one city and mostly stays there, with some small side-treks and one bigger detour which, fortunately, is also urban.
5. There is a cadre of sympathetic, recurring allied NPCs to play second fiddles to the PCs. There are also enemies whom you can interact in ways other than roll for initiative. The RP opportunities are plenty.
6. The cast of both allies and opponents is diverse in every sense of that word.
7. The players get opportunity to discover some of the setting’s secrets and, to a limited yet satisfying degree, reshape it without causing a Realm-Shattering Event.
8. The ending is epic to the core and fitting for a campaign of this scale and magnitude.
9. Episode 4 is a special issue with extra page count, longer adventure, more support material, an excellent article on Aroden and much, much more!
10. I love the blue colour theme for this AP AND Wayne Reynolds did the cover art. Double victory!
Edit Review


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