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Reckless's page

Pathfinder Chronicles Charter Superscriber; Pathfinder Roleplaying Game Subscriber. 474 posts (493 including aliases). 1 review. Aliases: More Careful Dude, Thr3adcr4p.

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Recent reviews by Reckless:



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FullStarFullStarFullStarFullStarFullStar Not for me, but my players liked it

This module had lots of potential, but, for me, the layout and format made this module very difficult to run.
Positives: Interesting locale, wide range of choices for the PCs to explore, a wide variety of encounter types to challenge the players.
Negatives:#1 Layout. The encounters/areas were laid out in an order based on the map on the inside of the jacket. Very little rhyme or reason for the way they were laid out on the map. Then, add in the fact that there is a timeline (on page 11- 1/3 of the way though the book.) for the encounters that essentially goes A_B_K_J_I_G_E_C_L_H_I_F_M, and you have a lot of flipping back and forth. The Fort, which is labeled "A", is put in an Appendix in the back of the book (Map on inside front cover.)
#2 Railroading

Spoiler:
In order to encounter, much less defeat, the King of Roses, the first "boss" of the adventure, the party must complete a "series" of sidequests in an 8 room dungeon. Many parties will fail this, due to the obtuse nature of the quests and the likely desire to just kill all these vicious little fae.
Spoiler:
The fire seed is another. This "Immovable" floating time bomb is designed to scare/force the PCs into moving quickly to take down the story's ultimate villian, Lord Vardak. My players floated up to it, threw it in a handy haversack, then threw the haversack into the river far, far away from the fort. Problem solved. It was followed by a very forced/argumentative conversation, as the players felt they had completed their mission and had earned their rewards.
#3 Adventure Design Flaws-I felt the random encounters in the vale were simply too easy for 6th level characters. The encounters in the final "dungeon" were problematical.
Spoiler:
The greater barghests had problems with narrow passages and doorways, plus the 2 that were to come to Vardak's aid couldn't leave their room without either using dimension door or having to save vs. the pit.



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