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GreatKhanArtist's page
Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 189 posts. 5 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.
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review.
I'm not going to launch into a long detailed review, as other reviewers have written ample descriptions of what's in the book. I will however testify that is really is that good. This is a must-buy.
While the adventures don't use the Margreve itself as an entity, they are all solid, interesting and playable. I would run every last one as written, which is unusual for me.
My only upset is that almost the entire book is in b&w, including the maps. I would like the option to have the art in color, especially the maps. If I want to print in b&w and lose detail, that should be my choice, not the publisher's.
Since it is in black and white, get the PDF and save some dough at the printer's. 4.5 stars.
This rieview is not about the module content, but the Scratch and dent sale.
It should be noted that those items Paizo has marked down are actually in near mint shape. This module had a noteworthy crease and my APs had slight dogearring on the corners. If you plan to port the print eds to your session and they will see wear and tear, why not buy the discounted version? Your wallet will thank you.
First of all, congratulations on a job well done, Neil!
This adventure centers on the PCs stopping an evil fae queen and her army of darkness. The adventure begins at a wedding, easily changable, but which allows for the PCs to meet up with important NPCs again, if the DM so chooses. Like RotRL's first adventure, there's lost for the PCs to do in town, including games and other tests of skill and a chance to interact with NPCs. Again, an excellent chance for the canny DM to introduce some campaign leads and reoccuring NPCs. Without giving too much away, it's not long until the wedding is crashed.
Continuing on, this adventure has a number of interesting outdoor environments, though my one major disappointment is the lack of variety in foes the PCs meet. Although this adventure is fae-heavy, [I don't think this is much of a spoiler] there are an equal number of good and evil fae to interact with, and some of the good fae are just as much fun, if not more so, than the evil ones. Neil definately gets bonus points for synergy, as the entire adventure feels like a bad fairy tale, using classic european mythical woodland creatures as support, background and villains. The spells and abilities the fae queen uses against the PCs also helps drive home this point.
This adventure in well-devised in that many of the encounters, and one major one, are dependant on both combat and negotiation. PCs could solve some of the "combats" either way, and how they interact with the woodland creatures will show the consequences of their actions.
This adventure is generally suitable for all gamers, the only unsettling parts being the carvings and the pit, however a DM could easily remove this feature or add more horror with a bit of tweaking.
The other disappointment I had was that this adventure is so Golarion-centered, especially with the bleaching. To convert this adventure would probably ruin too much of the delicious flavour. If you are a fan of another setting, run it as a one-shot diversion, because it's not to be missed.
All in all, an adventure I highly look forward to running. Congratulations again, Neil and I look forward to many more adventures to come!
As suggested in the product description, this is an infiltration mission. Sneak into the evil cult, find out what its aims are (especially if you are playing the series) and destroy it from the inside out.
This adventure is the middle part of a 3 part series, which includes notes on how to play it as a solo, which I intend to do and appreciated. It includes the customary new monster and a brief note on the church of Razmir. Despite being an adventure centering around an evil cult, this one is a PG rating. Take it or leave it, but I can't help but wonder what Logue or Pett would've done with this one...
The adventure is not original, but it is well written and enjoyable. I recommend it for lazy DMs and new players, as it has few complicated encounters and requires little DM prep. The locals are also not exotic, but are logical. As a nice side, the author includes how to play paladins and clerics who need to change face but might not want to change faith. Problems can be solved in various ways, including diplomacy over swords. For players who want to roleplay, this adventure offers an excellent stage. It would also be highly adaptable to several different settings.
In conclusion, this adventure is basic and straightforward, enjoyable for both DMs and players. It's just nothing I couldn't've come up with myself, hence the average rating.
I bought this from my FLGS last year. It is actually pretty cool. It snaps to from a front and back, both of which have different textures. It is fairly stable without the use of glue, standing up to being bumped in wargaming. It is also rather large, forming end-to-end about 1m (3ft) of terrain. The window pieces are really cool and very sturdy, you will not knock out the frames. It comes with several (4?) sprues of nibbly-fiddlies--gargoyles, torches, sconces, etc. The gargoyles are my fave, they are quite detailed.
Its limitations are that is can only be put together in certain directions, making interesting shapes impossible. There are no angle walls here. It also only has one set of doors, so you have a GIANT cathedral. This is the most disapointing feature to me. It also only has 4 varient walls (two with different printing on each side) so it does get repetitive.
I have not painted my set yet, but would reccomend airbrushing, or at the very least using slightly watered-down acrylic with a sponge brush to avoid streaks. This product will also take chalks and washes well, I'd suspect.
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