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Tongue of Rebuke

Navior's page

RPG Superstar 2013 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 4,675 posts (6,980 including aliases). 107 reviews. No lists. 1 wishlist. 34 aliases.



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A bit too broad-ranging, but otherwise good

****( )

Read my full review on Of Dice and Pen.

On the whole, People of the River does a pretty good job of covering a large amount of material, but it is constrained somewhat by that large volume. While it's true that one can turn to more detailed sources (Numeria, Land of Fallen Stars and Guide to the River Kingdoms) for more information, I think I would have much preferred to see this book divided up into two books, one for Numeria and one for the River Kingdoms. They could then each be player-focused companions to the Campaign Setting books mentioned above. It would also allow for more in-depth coverage of the countries and the peoples who live there. But overall, People of the River is not a bad book and there's quite a bit in it to interest players creating new characters.


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Excellent Adventure

*****

Read my full review on Of Dice and Pen.

Secrets of the Sphinx by Amber E. Scott is an example of a dungeon crawl done well. It wraps together an interesting storyline with a compelling cast of characters (and lots of opportunity for roleplay with those characters), and places it all down in a setting that is more than just a static collection of locations and rooms.

The adventure also advances the plot of the Mummy's Mask Adventure Path in one of the most significant ways so far, leading at last to a confrontation between the PCs and one of the key antagonists. It's the first adventure where the PCs will feel that they've achieved a major accomplishment at the end of it.


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Decent

***( )( )

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There's not really anything about Risen from the Sands that makes one go “Wow!” It's a straight-forward adventure that's not particularly original and has nothing that really makes it stand out from other adventures. However, there's nothing particularly bad about the adventure either. It does its job and it does it competently. With a skilful GM, it will provide a few hours of fun for any group.


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Good book for adventure ideas

****( )

Read my full review on Of Dice and Pen.

Numeria is a land where the high-technology of robots and lasers clashes with the very low-technology of barbarian tribes. There’s actually quite a lot of material to squeeze into Numeria, Land of Fallen Stars, as the various Kellid tribes that inhabit the region are not a unified people, and on top of that, there is the Technic League (a group that wants, and mostly has, a monopoly on the control and distribution of technology recovered from the crashed ship) and the crashed ship itself to describe, along with the various alien creatures, mutant beasts, and robots. Overall, Numeria, Land of Fallen Stars does a very good job of getting all this information in there and providing GMs with a compelling setting and hooks for many amazing and outlandish adventures.


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Uninspiring

**( )( )( )

Read my full review on Of Dice and Pen.

Blood of the Elements looks at the geniekin races (ifrits, oreads, sulis, sylphs, and undines), providing background and character options for each. It also goes beyond this and looks at the four elemental planes, as well as the famed City of Brass on the Plane of Fire—and this is part of where the book goes wrong. There have been a number of Blood of... books and the best ones (Blood of Angels, Blood of Fiends) have had tight focuses, while the weaker ones (Blood of the Night) have tried to do too much. Thirty-two pages really isn’t enough space to adequately cover five races and include a gazetteer of the elemental planes, making Blood of the Elements one of the ones that tries to do too much.


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