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Leaf Leshy

Landon Winkler's page

Goblin Squad Member. RPG Superstar 7 Season Star Voter. FullStar Pathfinder Society GM. 838 posts. 48 reviews. 1 list. 1 wishlist.

1 to 5 of 48 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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Useful, but not inspiring

***( )( )

I think this book does what it sets out to do: make familiars more useful, engaging, and tied into character flavor.

But it doesn't make me want to run out and create any characters (although the Chosen One is pretty sweet). Mostly, it'll wait until one of my players says "ooooo, can I have a familiar?"

I have a more in-depth review posted here.

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Never really grabbed me

**( )( )( )

This feels like two books: an absurd introduction in the style of Vance and then a serious story for the follow through. There are some good ideas in the second half, but I never really got over the shift in tone.

Aside from a few name drops, this also doesn't really feel like Golarion. It really read more like an unrelated fantasy novel, which is fine in itself, but sort of weird for a Pathfinder Tales novel.

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Let me try the Universal Greeting


Short Version: An open adventure in a hostile settlement with a lot of conflicting factions.

This adventure reminds me of the classic Temple of Elemental Evil in all the best ways. There are a lot of factions at work that can clearly be played against each other, some called out explicitly and others that might take a bit more work.

I agree with some of the other reviewers that reputation is handled well here. It's easy to track and the way that the PCs can directly see the effects feels really good.

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Neat Dungeon

****( )

Short Version: Really cool, flavorful dungeon that doesn't feel tied into the plot.

Taking the major adventure sites separately, this is a solid adventure. There's lots of cool, weird stuff going on in the main dungeon here and some of the surrounding areas give great roleplaying opportunities.

But the transitions into and out of this book don't quite sit right with me. It feels a little too much like "hey, there's this cool place with a dungeon, let's figure out why we need to go there" rather than a natural continuation of the plot.

That said, I'm sure my players would go and enjoy the dungeon. I would just want to put a little extra work into those connections to make things a bit more cohesive.

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Hold onto your brains

****( )

Short Version: If you like Giger, you'll probably like this. And I like Giger.

This adventure really showcases the Dominion of the Black. Even if it weren't for the excellent back matter, the Dominion would be the star of the show.

But the way the adventure is structured, I never really felt any Dominion threat. They're hella creepy and super dangerous, but they really just sort of happen to be in the PCs way.

That said, I think this is one of those adventures that can easily slide from merely average to one of the best adventures your group has ever had. It all depends on the GM's ability to pull the players into the atmosphere of the adventure.

1 to 5 of 48 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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