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Seagull

The Weave05's page

Pathfinder Society Member. 201 posts. 8 reviews. No lists. No wishlists.

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***( )( )

Some flaws


I'd really love to give this 3 and a half stars if I could. So far, this is the weakest link of the Kingmaker AP. The exploration is much less lively and there's just less to do. Some encounters are trivially easy and mostly serve to eat away at time rather than challenge the players. Exploration became a slog towards the end, and we were ready for this much awaited dungeon crawl.

Speaking of which, this AP led us right to the dungeon crawl right off the bat. At our level, we nearly TPKed. I'm not sure if that was intentional, but it seems oddly punishing for following the story as it's given. Instead, we backed off and explored the hexes for experience so that we could finally go in and survive the crawl. The story suffered a bit from that.

The dungeon crawl, however, makes up for most of that. Despite its strange layout, the encounters are challenging, the mapping is extensive, and the final boss was a really blast for us, if incredibly hard.




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*****

Building it up


This is a great adventure. I can't speak for everyone when I say some of the final encounters are tough since we lost a player during this AP (bringing us down to 3). The city creation rules were great! At first, some of the events that can occur are devastating, but we managed to outlast them and build up our kingdom so that we could shrug off the bigger hits like earthquakes and hurricanes and whatnot. Aso worth noting, this may be the first and only time the age rules for characters could come up; we spent months and years making kingdom checks and building up our city. It was a lot of fun until the resident paladin had to start worrying about reaching middle age sooner than he expected!




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****( )

A Good Start


Stolen Land is an excellent foray what looks to be shaping up to a great AP. Be warned, however; some encounters are really tough, and without taking the time to spoil any particular fights, at two times we almost had a TPK. One time actually resulted in a TPK because the players traveled too far south right off the bat. Otherwise, the challenge makes for an exciting intro to a solid adventure.




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*****

Great Stuff!


These rules have helped one of my PCs play out a Dwarven blacksmith while still giving him time to adventure with the others. They PDF presents excellent guidelines to really "make craft work" with an adventuring party. At the cost of realism, it drastically cuts down the time it takes to craft some of the more "difficult" items in the rulebook, such as fullplate.

If you're looking for a good set of craft rules to go by, go for these. They've worked wonders in my campaign so far. Simple, elegant, easy to read, and short.




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*****

Great Stuff.


This is my favorite of the Undefeatable series (almost tied with the Barbarian one).

I've always thought that Sorcerers and Wizards were lacking in the amount of feats they had options to, and this really opens them up. They allow for great amounts of versatility and a lot of fun spell options. Nothing jumps out as being overpowered or abusable, and it seems like it would be easily added to any ongoing game.

Try them out!


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