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Pathfinder Campaign Setting: Lost Kingdoms (PFRPG)
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The Genius Guide to the Talented Rogue (PFRPG) PDF
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Pathfinder Society Scenario #3–24: The Golden Serpent (PFRPG) PDF
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Pathfinder Society Scenario #4–19: The Night March of Kalkamedes (PFRPG) PDF
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Pathfinder Society Scenario #4–18: The Veteran's Vault (PFRPG) PDF
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Angazhani (High Girallon)

Russell Akred's page

FullStarFullStarFullStarFullStarFullStar Venture-Captain, Ohio—Cincinnati. 526 posts (534 including aliases). 21 reviews. No lists. No wishlists. 10 Pathfinder Society characters. 3 aliases.

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*****

It will be hard to stop to eat.


Normally players want to get through the building of suspense as quickly as possible and get on to the combat. The set up in this module was fascinating to my group. A good two hours was spent before any real combat and that combat was a great set up for the rest of the adventure. The inclusion of a couple of early red herrings is also good for keeping the suspense high for the players. GMs will enjoy breaking out so classic monsters as much as the players will enjoy besting them. The scale of the combats also pose a great variety from BBG to mobs of mooks.

The warning I will give is the time to play this. Normally I can get a module ran in around eight hours. This one took nearly ten and it could have gone much longer. Allow at least twelve hours for this baby and your players will thank you.




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*****

My favorite module


Not only was the Goblins a lot of fun to play and to run for the adventure is perfect for them. Full of all things that make Goblins the most wonderful recreation Paizo has made.




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Story does not compare to the creatures.


The creatures in this scenario are fantastic. A thrill to run and the players enjoyed besting them and the trials it took to do so. They were let down by the story though. Since Pathfinder is all about the story I cannot suggest a GM pick this adventure as written.

This is no reflection on Adam’s work over-all which I enjoy.




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After reading it three times...


...wasn't sure what I was running. The story is set in a wide open setting but the play is a rail road. The players struggled with giving up precious things they have been saving since the first game. It was good to stress the secrecy of the faction missions but it would have made a good 1st act to the adventure instead of the way it was done.

First I must apologize, the trap I said would not effect anyone could have in my table's case effected two PCs. The combats were so strung out every player wondered why they weren't all together. They were all in cahoots after all. Would have made one great foray instead of three or four. When it comes up the Buried rules are on page 415 and the wind rules are on page 439 of the core rule book. Getting back quickly was a problem too though I found no penalty for not getting back in weeks rather than days.

It was nice to see some change to the SOP of scenarios and I hope they continue making the PCs feel like they need to rely on their own resources instead of being shunted off to the locations. This needs to be fleshed out more though in future scenarios.




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****( )

Infectious entertainment


I knew it would be a fun mod to run from the beginning. Only thing that seemed to be missing was an area map that would have been helpful to the players and DM alike. Everywhere you go seems to be this vague over there which makes it loose some of it's race against time element. You don't know how far apart places are so you don't know how long it takes to get to them. Pretty important when you are dealing with time frames in the hours and days. I liked the scene in Falcons Hollow when the players actions are much more free form. The blank looks on their faces when the story doesn't tell them what to do was priceless. Really messes with the meta gamer.


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