So many cool things about this adventure make me want to give it 5 starts, honestly. The first couple of parts in the adventure are amazing and cool and wierd and unique. However, once the PCs start exploring dungeons, the fun stops.
The dungeons are nothing special. There are rooms, and monsters, and you walk into the rooms and kill the monsters. It's routine, there are zero twists (I'm sorry, the "three linked dungeons" thing just isn't enough), and the entire section is longer than it should be.
The themes of this AP are just not very good with long, classic feeling dungeouns, so this adventure dosen't work. Next one sounds more interesting!
"Blood of the City" is a tense, action filled adventure involving intrigue, friendhip, death and tragedy. It is actualy very good as a thriller, which is what I'd expect out of a Pathfinder Novel, the fights are described expertly (nearly as good as in Death's Heratic), the story is unpredictable in a good way, and in it I probably found the best, most plausible translation of game mechanics into a story from any of the Pathfinder Tales line (admittadly i didn't get around to reading many of them yet).
To sum up, "Blood of the City" is actualy a very enjoyable story and I read the last 1/3 of it in one tension filled sitting. It's oh so regretable that it's a story about atuomatons, not people.
The book has not emotional hook whatsoever. None of the characters seems to react as a human would, to anything. The main character is as emotionaly dead as the white stone from which Magnimar is built. While she experiences major changes and revelations in the book, we get no emotional response from her - her inner world, the way she experiences things and feels them, is hidden from the reader. The book feels more like a dry recounting of events than an actual story. Kind of like how a history teacher sounds when lecturing about world war 2 - it's supposed to be a grand story about the largest war the world has ever seen, but you don't experience it that way. Her companions are all not very well rounded characters and we only get to see very rare, short glimpses to their personalities.
To be fair, the book actualy address the issue - many characters call out the POV, Luma Derahxi, for being very guarded with her emotions. At one point a character even complains that Luma was "able to give an accurate description of a room and eveything that was in it... but of how the terrible things that happened in the room effected her, she gave no hint..." That's fine by me as a character trait, but why can't the reader learn about the inner world of the character?
Maybe Author Robin D Laws knows exactly what he is doing and it's all a descision he's made to help portray the character - if so, it's an impressive echievment, and from what little he's shown of character development I actual think he can do it very well, except that he maybe finds it not very interesting. The end result, unfourtanatley, is that my enjoyment of the book was decreased dramaticaly, which is a real shame because the book had such great potential.
Will I recommend this book? No, I have to say I wouldn't. But I certainly would try to read another of Laws' books and see if I can find a liking to it, because the potential for greatness is certainly there. Unless you are activley looking for a story set in Magnimar or anything, I'd skip "blood of the city", and give some of the other books in this line a try.
If you managed to forgive me that horrible pun and are reading this, know that "Dark Oak" is a fine adventure. It is presented in a very clean and pleasent style, stat blocks are well organized, and some excellent bookmarking allows to easily nevigate the PDF. The map of the location looks like it was drawn with a pencil on a piece of paper and then scanned, but all the lines are stright and precise and the outcome is very readable and easy to use - there's even a version for use of the PCs as a player handout (even though I'm not sure why a GM would just hand the players a map of a location they don't know...).
As to the content of the adventure itself, other reviewrs already went into great detail about it, so just read their informative reviews. Here I will say that I am planning on using this adventure in my own game, as it is short, and has a nice mix of roleplay and combat.
When I look at the price tag and the length of this adventure (very cheap and very short) and compate with, say, a Pathfinder Society scenario, I am impressed with the quality and value in this product. Obviously in many technical aspects this can't compete with a Paizo product, but if you are looking for a nice side quest in the swamps, this should be just O.K ;)
This adventure is excellent. Well designed encounters, good thematic style and really an all around cool (pun intended) experience. I'm sure any group could have great fun with this.
My only issue with the adventure is that it fails to fill it's part as the first installment of an AP. Sure, it sets the tone of the "winter" theme quite nicely, but fails on many other fronts. Here are some examples:
1) plot hook - the plot hook that should get the AP started, the one that should send the PCs to explore the forest where the first part of the adventure takes place, is VERY thing. I mean it's nothing more than, "someone you [the PC's] never heard about before is in trouble, and there's money in going out to help her, so...". In comparison to previous APs, this just really isn't all that impressive. The first moments of the game should involve players, but it with something like an immediate action scene or by being about something the PCs personaly care about. This is a weak opening to the campaign.
2) first encounter - unlike in previous APs, when the first encounter was a great chance for the party to start learning to work togather, and was almost always some kind of cool little, action packed fight, here the first fight is... a couple of zombies shuffling in a locked caraven. Yep. That's the first time players in your campaign will be rolling initiative, to fight a 100% random, filler combat. There are so many fun, innovative encounters in the adventure that I wander how such a blend one gets the spotlight of being the first.
3) Boss fights - I am sad to see that this adventure uses the faulty mechanism of solo boss fights. I guess some people like it but as far as I'm concerned this is bad design. Bosses should be encounters with a group of mooks, or in an environment they can interact with to generate an advantage and disable the PCs, whereas in this adventure they kind of just wait for the PCs in 10x10 rooms, alone. Kind of disappointing.
Again, let me stress that this adventure is EXCELLENT as just a fun Pathfinder game. As a first adventure in a campaign it fails to deliver in multiple fronts.
In the fine tradition of Shattered Star, this is an awesome dungeon crawl. Only reason I dropped a star off of my rating here is that it is relativley short on anything other than stright up crawling through a series of cool, room by room encounters. It certainly has the right feel for a high level dungeon crawl- everything from the location to the atmosphere to the sotry feels sufficently epic. Unlike some other chapter in the shattered star AP which I felt were rather standard in their difficulty level, this one is going to TOUGH in the PCs with some of the hardest encounters in the campaing so far.
Great dungeon, I'm sure it will be a hackload of fun to play through, but it lacks that "something special" to elevate it. For example, "Curse of the Lady's Light" (Shattered Star #2) had tons of roleplay potential and the entire dungeon felt alive, belivable and magical, and the inclusion of Grey Maidens was handled very well. "The Doomsday Door", the previous adventure in this AP, had a memorable villain that the PCs learned about during the adventure and that provided a very satisfying finale to the dungeon. Here, there's just one cool room after another.