Recent reviews by
Krome:
   
Tomb raiding was never this much fun!
Sun, Jan 4, 2009, 07:34 PM
A lot is jammed into only 32 pages.
The game starts in a surprising and original way. I won't go into spoilers, but I will I don't recall any other adventure starting this way... ever. And it works very well.
There is more than just the Pyramid to explore, and in the process make some fun enemies. This adventure is really nicely balanced between social, traps and puzzles, and combat.
The occupants are more than just "mummies."
Lots of surprises, leads, adventure seeds, area development.
If you own Sandstorm, you can really develop this adventure even more and make this a 10 Star adventure. I expect that if this product had had 62 pages available it would have been the finest of all Egyptian-style adventures ever.
Really.
   
Fantastic Reimagining of Egyptian-style Adventures
Sun, Jan 4, 2009, 07:16 PM
First, there simply is not enough Egyptian-style adventures in the industry. J1 and J4 are destined to be classics in this sub-genre.
From early hints about the adventure I was afraid it would be J1 redux. It most certainly is not. Its plot stands on its own, and is in no way a duplicate of J1.
I started reading the adventure part and was immediately amazed at the fantastic use of boring old monsters. With just two staple monsters of the adventure I felt it was a real place, using fantasy monsters to give it real life.
Then there are the traps. If you like traps you will LOVE this adventure. If your PCs do not enjoy thinking or being challenged then look elsewhere. The traps are imaginative, cleaver and full of flavor. As a spoiler and teaser...
The plot does build upon information learned in J1 (but certainly is not required to play J4), and I think J1 and J4 should be played together in some kind of combination.
Michael Kortes proves you don't need mummies for Egyptian-style adventuring.
Quite simply put, buy J1 and J4 and prepare for some darn good reading and some darn good gaming.
Bad side... a few typos, but super easy to get past that.
If I could give it better than 5 stars I would. I have become a definite fan of Michael Kortes, and look forward to MANY more adventures by him (hopefully set in Osirion).
   
WOW
Mon, Dec 15, 2008, 01:50 PM
The first AP to launch the NEW Paizo.
And I was not disappointed.
The fine folks at Paizo make a stand to show us that the decades old boring vision of fantasy roleplaying is not the only option out there. Re-imagining the cannon fodder race of goblins has given their first book so much praise and awards the big boys must be worried.
A fantastic story and a compelling adventure are sure to grab your players by the throat and make them beg for more. The goblins are no longer cannon fodder... they are MONSTERS! My players developed a vicious hatred for goblins I have never seen them exhibit ever before for any monster. Just the mention of "goblin" is enough to get them red in the face and ready for a bloodthirsty combat!
   
The best adventure since Elemental Evil
Mon, Dec 15, 2008, 01:45 PM
The Skinsaw Murders quickly became one of my all time favorite adventures... ever!
Without spoiling the best parts, Pett developed a fantastic mechanic to recreate the best hauntings of the best horror flicks. A whole flavor of horror stories have been missing for decades, and now Pett brings hauntings alive in a way that will leave your players screaming in terror as they flee and die.
The only drawback is there are several spots that could be potential Total Party Kills. Not for the feint hearted. A great story ties it all together with a classic haunted house location and more!
Turn down the lights, put out some candles, and some spooky music and watch your players tremble in terror!
   
A Players Resource for a New World!
Mon, Dec 15, 2008, 01:16 PM
I bought the Gazeteer before the Campaign Setting was released and am glad I did. I may not have bought it otherwise.
The Gazeteer is a succinct and easy to use guide to the world of Golarion. This is an excellent resource for players to gain a feel of their new world without bogging them down in too much material.
GMs will find this book as useful if not more so than the Campaign Setting. In a smaller, more easily accessible compact book, it makes looking up inspirational material easy and fast. For general questions about the setting I tend to reach for the Gazeteer first.
   
Inspirational and the ground breaking book for a new line
Mon, Dec 15, 2008, 01:11 PM
Goblins... the cannon fodder of any fantasy game. Lame and boring... BUT NOT ANY MORE!
This book revolutionizes the classic monsters of fantasy RPGs. Almost no new rules and mechanics. Instead, these monsters are reinvented with new concepts. Using the same old mechanics as before, these boring old staples of the industry are brought to new life and a new viciousness that has been missing for decades.
This book has inspired scores of fans to demand more Revisited books to pump new life into a game gone stale after decades of the same old ideas.
   
Best Deities Book So Far By Any Publisher
Mon, Dec 15, 2008, 01:02 PM
I received this book as a Christmas gift.
First, the quality of the book is fantastic. The binding is superb and the paper has great color and is heavy enough to put up with a good amount of abuse.
The 20 major deities of Golarion are examined in more detail than before. Each major deity is accompanied by a full color illustration. The text of each deity is divided into a section about the deity's history and objectives- a great way to get a feel of what each deity represents, and a second section about the religion of the deity.
The section of religion is by far the most useful to clerics and anyone who plays a character in a religion. This section has been sorely lacking in other company's publications.
After the 20 major deities are examined, there is a chapter for additional deities, including racial pantheons. The final chapter contains items and artifacts that are interesting and useful for players and DMs alike.
Overall I would say that this book is the best deities book released by any publisher.
The ONLY downside is there are a few typos spread throughout the book. So far, nothing that causes a problem in understanding the text.
   
The GM's Guide To All Things Golarion
Mon, Aug 18, 2008, 05:36 PM
First I want to discuss the quality of the book itself. I was concerned with the binding at first, afraid it would not stand up t regular use. Turns out the binding was designed to be a bit "loose" so it would stand up to abuse. The pages are bound just fine, the spine allows the cover to be bent and folded flat without damage. The pages are heavy and display brilliant color. All in all my initial misgivings were totally unfounded.
The text expands upon the information found in the Gazeteer. Each kingdom is allotted at least two pages of history and flavor. The setting's deities and and cosmology are detailed as well.
There is enough new material in the Campaign Setting that it offers great new ideas for GMs. In fact there are little jewels hidden everywhere. Simple legends and stories mentioned in passing- easy to miss, but invaluable if you pay attention.
If you are a GM and want to develop this world of Golarion with your own flavor this book is the essential guide to get you started.
The only thing better would be a 256-page book for EVERY nation in the setting!
And while it has been accused of lacking the content of Faerun or other settings, this book has no less than what any other general setting guide contained. Faerun has decades of history and backstory to bog it down and fill books. Golarion is just beginning. Futures books will develop Golarion just as Faerun and others were developed over many volumes and many years.
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