Ricle Peakes

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Even More Player Praise For Islands of Plunder

5/5

I recently ran this adventure for the players of my pirate AP and afterwards they were very vocal about how much they had enjoyed it. They cited the fact that they could approach the scenario from whatever angle they chose as a big plus. They stated that the opening was a complete surprise and that the surprises just kept coming. They found their adversaries to be both complex and dangerous. In short they loved playing it just as much as I loved running it. Matt Goodall and everyone else involved on the Legendary team deserves every bit of praise they receive for this adventure. It is truly a gem of adventure writing and design.

If you have not tried Legendary Games Adventure Path Plug-Ins then you seriously ought to. I, personally, have run more than a half-dozen of them now and they all bring something unique to the table as well as serve to expand and complement the Adventure Paths in a seamless and synergistic fashion. Simply put, if you are running the AP's without these plug-ins then you are missing out. They are that much fun.


More Player Praise For Islands of Plunder

5/5

I ran this adventure for my gaming group this Sunday. They loved it. They enjoyed the surprise nature of the introduction, the quick paced plot, the boarding action, the capable and dangerous enemies, and the fact that they could tackle the situation in whatever manner that they could conceive. Matt Goodall and the rest of the Legendary Games Team have once again produced an outstanding piece of work and my players and I could not be more pleased.

If you have not tried Legendary Games Adventure Path Plug-Ins then you seriously ought to. I, personally, have run more than a half-dozen of them now and they all bring something unique to the table as well as serve to expand and complement the Adventure Paths in a seamless and synergistic fashion. Simply put, if you are running the AP's without these plug-ins then you are missing out. They are that much fun.


Players Praise For Islands of Plunder

5/5

Hello All. I recently purchased a copy of Islands of Plunder: Tarin's Crown and I thought I would drop in and explain how thoroughly my players enjoyed this Adventure Path Plug-In.

Seriously, my players loved this module. It left them calling for more. In fact they are eager to continue with Scourge of the Steaming Isle. They noted to me how they enjoyed the free-form plot that allowed them to approach the adventure from so many different possible directions. They felt that the challenges and adversaries were well thought out and demanding enough to make things difficult. They said that the cast of NPC's came alive with the back story and that the story itself was engaging. In short, they want more pirate plug-ins.

If you are running a pirate style campaign or Paizo's Pirate themed Adventure Path then this adventure is absolutely worth giving a shot. Try it. You will not be disappointed and your players will love you for it.


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FMG's Ambitious Kingdom Building AP Continues...

1/5

Hello all. I am a backer for Throne of Night and, like many, I received my PDF copy of Throne Of Night: The Earth's Wound recently. I gave it a good reading over the last few days and thought I would continue my review of this AP. Other than a confusing dedication about opinion, quoted from Voltaire, I really liked this chapter. Seriously, one cannot procrastinate on a Kickstarter Project as long as the author has on this one and honestly not expect someone to voice an opinion. That said, lets get on with the review...

The dual storylines continue through this module as the Dwarven "Explorers" continue their quest for their lost clan home and the Drow "Overlords" continue their conquest in the name of their fiendish patron. Unlike the first module, the second modules dual plots run parallel to each other. The differences in the story are primarily the result of the players choices. Once again, the players are supplied with a large sandbox to explore and claim for their young kingdom. I like the Explorer storyline far better in this chapter than the previous one. The dwarves are given opportunity to make significant strides towards the completion of their quest in this chapter. Also, despite the plotlines running parallel to each other, there should be a huge difference between each parties experiences in each encounter area as a group of Drow PC's and a group of Dwarven PC's are very likely to approach these encounters from extremely dissimilar angles.

The production quality of the PDF is high, with full color pages throughout accompanied by wonderful original artwork. The PDF comes with a printer friendly companion PDF and a Players Guide. My only unfavorable observation of the layout is the dark page backgrounds tend to obscure the (also) dark text making the PDF difficult to read for those with less than perfect vision. Again, to be fair, the printer friendly PDF is easily read (as it lacks the dark background)and is just as lavishly illustrated throughout. On the downside there are many, many more typos in this chapter than the first.

In the back of the PDF the author takes a few pages to expand upon the Patron system introduced in the rear of the first chapter. He also introduces a portion of the modified Kingdom Building rules intended for use with Throne of Night and promises to supply us with more on this subject later.

Throne of Night: The Earth's Wound appears to be entertaining and fairly well written with a good replay value and, unlike the first chapter, each storyline gets an equal share of opportunities to further their goals. Parties playing each storyline are more likely to both feel a sense of accomplishment at the end of chapter 2.

Overall, I have to say that this time Fire Mountain Games is in much better form. There were more typos in this chapter, but I can overlook that in favor of the compelling adventure ideas contained within (for both storylines). Congratulations to both Gary McBride and Michael Clarke on what promises to be an outstanding follow-up to their award winning Way of the Wicked AP.

Just one huge glaring problem big enough to land a Boeing 757 on and store and maintenance it in. This company embraces apathy as a customer service policy. In addition to that they sell print copies of kickstarter stretch goals for months and months on end without ever bothering to supply their backers with those same stretch goals that they already paid for. Not that the backers have received any print copies of Throne of Night either, because they have not, despite the fact that they have been told several time to expect them "soon". First over fourty months ago, then twenty-four months ago and most recently two Decembers ago. At this point we have not heard a single word from Gary McBride in more than fourteen months. We were even promised a revised release schedule more than sixteen months ago and even that has yet to materialize. No matter how good their work is, it is entirely overshadowed by their utter failures to keep their backers informed as well as provide them with the rewards that they were promised. I am awarding 1 star, and only because I cannot award zero stars. I will revise this if this company ever actually delivers on its promises to its backers.


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I'd Buy That For A Dollar!

5/5

The fourth entry in Legendary Games Mythic Minis line is a perfectly themed expansion to the Mythic Marshall Path. The abilities within are thematically appropriate to the Marshall's role as the unbeatable combat coordinator and really add functional and flavorful options to the paths already enviable capabilities. The abilities contained within include: Expert Aid, Teamwork Feat Mastery, Unbroken Will, Conflicting Orders (my personal favorite), Friendly Flanking, Shatter Resistance & Resurging Speech. And, believe me, they are definitely mythic!

The PDF's production quality is, as usual, immaculate. The bang-for-your-literal-buck is practically unbeatable. All-in-all this is definitely another feather in the Legendary Design Teams cap. Grab yourself a copy today. You will not be disappointed.


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I'd Buy That For A Dollar!

5/5

The second release in Legendary Games new Mythic Minis product line is an expansion of the Mythic Champions path abilities. I found each of the new abilities to be both flavorful and functional. Additionally each ability felt thematically appropriate for the Champion Path in its role as the premier mythic combat specialist.

The abilities featured in this expansion are: Analytical Eye, Combat Feat Mastery, Smashmouth, Mythic Marine, Mythic Rider, Reaping the Chaff (my personal favorite), Trick Rider & Two Can Play At That Game (an advanced Analytical Eye ability).

The layout is gorgeous. The rules are functional and thematically appropriate. The art is beautiful. And the price is simply Legendary. The bang-for-your-literal-buck is unbeatable. Grab yourself a copy today.


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More Must-Have Monster Feats!

5/5

Legendary Games third entry in their Mythic Minis line has hit another home-run with more must-have mythic monster feats! If you are running a Mythic game or using Mythic monsters in your game then you could definitely use this PDF.

This PDF focuses on feats for flying creatures (and players) and features mythic versions of classic feats as well as several new feats ramped up and retooled to strike fear into the hearts of heroes, both mythic and non-mythic alike. The selection within includes Devastating Flyby, Flyby Attack, Hover, Improved Flight, Silent Soarer, Stratospheric Soarer, Wingover & Wingstorm. And, believe me, they are definitely Mythic!

The production quality and rules content is, as always, outstanding.

And the price is simply Legendary.

Grab yourself a copy now and terrorize your PC's with them this weekend!


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Must-Have Mythic Monster Feats!

5/5

Simply put, if you are running a Mythic Game or using Mythic Monsters in your game then you need this PDF. It contains Mythic versions of the most popular monster feats. And, man, are they Mythic!

This PDF contains mythic versions of the Ability Focus, Awesome Blow, Improved Natural Armor, Improved Natural Attack, Multiattack, Multiweapon Fighting and Snatch feats. Each powered up and revamped to turn PC's weapons aside with ease, mash them into jelly or send them flying and leave them gasping for breath.

A must-have expansion for any GM running a Mythic Campaign or any Mythic rules enthusiast. Grab your copy today!

Additionally, I would like to mention that I have been purchasing products from Legendary Games for quite a while now and the folks at the Legendary Games site never fail to provide anything less than Legendary Customer Service.


A Righteous Adventure on the Road to War!

5/5

A few nights ago, when Legendary Games released their latest AP plug-in for the Righteous Adventure Path, I made a point to purchase a copy from the Legendary Games site. As usual, I was not at all disappointed.

A few things really stand out about this module.

First, the adventure was written by none other than Jim Groves and Neil Spicer. Who better to expand a plotline than the very same authors who penned those chapters of the Righteous AP?

Second, this AP Plug-In utilizes a very free-form structure by breaking down the adventure into individual encounters on their armies long journey into the demon lands. This makes it easy for a GM to work the expanded story into the campaign seamlessly as the players march their army into untold dangers. Legendary Games first utilized this structure in their "Road to Destiny" AP Plug-in (for the Far East AP) and it serves quite well to provide a GM with more material to make long journeys more eventful and challenging.

Third, the production quality is extremely high. As usual for Legendary Games, the art (OMG, the art!) and layout of the material is absolutely top notch work and, in this reviewers opinion, sets the standard for other third party publishers to aspire to. The art was done by Tim Kings-Lynne, and is beyond exceptional. The maps were done by Ashton Sperry and were excellent and several of them were suitable for use in encounters beyond the scope of the adventure. After all, who doesn't need extra maps for encounters?

Road to War: The Equinox Crown expands upon the PC's efforts to accompany and command an army of crusaders as they make their way deep into the demonic lands to assault a fallen crusader fortress which has long been overrun with demons. The Crusader Queen has charged them with retaking this fortress and recovering a sacred relic in order to restore hope to her beleaguered troops. On their long march they encounter refugees who plead with them to secure another powerful relic. This one being a crown of the lost nation of druids which used to live here before the demonic invasion. The refugees fear what the demons may accomplish should they use the crown against the crusaders and ask them to find it and to keep it safe. The recovery of the Equinox Crown turns out to be just the beginning. Once it is in the PC's possession it begins to exhibit signs of its ancient power reawakening. Can your players discover the long lost history of the Equinox Crown? Can they utilize its might to help end the demons grasp on the long-lost druidic kingdom? Or is this but another demonic ruse meant only to delay their army from its holy task?

Find out...on The Road To War!


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An Original & Intriguing But Overly Ambitious(?) Start

1/5

Hello all. I am a backer for Throne of Night and ,like many, I received my PDF copy this last weekend. I spent the last week reading through it and going over it and making sure that if I needed to run it on short notice that I would be ready.

It is definitely an ambitious undertaking on the part of Fire Mountain Games and I applaud their efforts for even attempting it. The trick is that Throne of Night may, in fact, be a little too ambitious.

The first module (and the rest as well) support two storylines. That of despotic drow "Overlords" and brave dwarven "Explorers". The story progresses differently for each, and care is given to make sure the experiences of each party are varied. Each encounter area is written with both storylines in mind. This includes different reactions and motivations from various NPC's and even extends to differing treasure for each group to find at each keyed area. Naturally, this had the effect of approximately doubling the word count for each encounter area. The end result is that, while the module has forty more pages of adventure content than the comparable Kingmaker module "Stolen Lands", It actually has the same number of encounter areas in it. The dual-storied nature of the AP took it's toll in terms of that doubled word count per encounter that I mentioned earlier. But, to be fair, this module has more replay value than most that I have read. Still, one must wonder, how much better this adventure might have been had the author not doubled his word count per encounter in favor of pursuing a single storyline. Of course this would also have had the effect of narrowing the target audience of this AP, so it is a give and take series of choices that I do not at all envy the author for having to make. They must have been difficult ones.

The production quality of the PDF is quite high, with full color pages throughout accompanied by wonderful original artwork. The PDF comes with a printer friendly companion PDF and a nineteen page Players Guide. My only unfavorable observation of the layout is the dark page backgrounds tend to obscure the (also) dark text making the PDF difficult to read for those with less than perfect vision. Again, to be fair, the printer friendly PDF is easily read (as it lacks the dark background)and is just as lavishly illustrated throughout.

In the back of the PDF the author uses several pages to supply potential GM's with troubleshooting tips for each of the AP's storylines. Although, for some reason, the "Overlord" storyline receives the lions share of attention in this troubleshooting area. Perhaps this is due to the inherent difficulties associated with running an evil party. Additionally, each storyline, both Dwarven and Drow, receives a set of optional campaign rules and traits designed to help the players create varied and capable all-dwarven and all-drow parties. Once again though, the author pays the price in terms of word count. Each race gets a few goodies and tips, but has to split the spotlight and page count of this section with the other storylines goodies and tips.

There was one thing that I had hoped to see in the module that was not there. There are some references to the use of the Kingdom Building rules and accommodations were made for their application to the AP in this module, but the impact of these areas was promised by the author to be explored in future modules and were not present in this one. Once again the afore mentioned limited word count exacts its toll upon the AP.

Throne of Night: Dark Frontier appears to be entertaining and fairly well written with a good replay value, but its ambitious scope provides widely disparate story opportunities for each group. It could be argued that there is two times the story within the covers, but I personally found the Explorer storyline to be unrewarding as it sets the players upon a quest and then provides very little in the way of furthering that quest in this module. Comparatively this module is a rewarding and thought provoking challenge for the Overlords as it provides their storyline with a good mix of conquest and intrigue. Essentials for an evil campaign.

Overall I would normally rate the module at three stars (two for the Dwarves and four for the drow, averaged), but due to its exceptional replay value, ambitious scope and the reasons below I am awarding only a single star. Is the Throne of Night project by Fire Mountain Games too ambitious for its own good? Only time (and a few more modules) will tell.

Just one huge glaring problem big enough to land a Boeing 757 on and store and maintenance it in. This company embraces apathy as a customer service policy. In addition to that they sell print copies of kickstarter stretch goals for months and months on end without ever bothering to supply their backers with those same stretch goals that they already paid for. Not that the backers have received any print copies of Throne of Night either, because they have not, despite the fact that they have been told several time to expect them "soon". First fourty months ago, then twenty-five months ago and most recently two Decembers ago. We have not heard a single word from Gary McBride in more than fourteen months. We were even promised a revised release schedule over sixteen months ago and even that has yet to materialize. No matter how good their work is, it is entirely overshadowed by their utter failures to keep their backers informed as well as provide them with the rewards that they were promised. I am awarding 1 star, and only because I cannot award zero stars. I will revise this if this company ever actually delivers on its promises to its backers.


Righteous Heroes For A Righteous Game!

5/5

I purchased the print version of this product from the Legendary Games site through Createspace. This was the first time I had invested in Legendary Games Heroes line of Pre-Generated Characters. When it arrived a few days ago I found myself thoroughly impressed.

Each of the characters was provided with a well thought out backstory and personal motivations which really meshed with the AP and would easily allow a player to springboard into the AP seamlessly. Not just that, these backstories were fun! I found myself wanting to play them.

Additionally each character was beautifully illustrated with its own original art making them even more compelling and really bringing them to life in the minds-eye.

Mechanically they were sound and absolutely playable. Not overly optimized, and definitely not pushovers, they appeared completely capable. They were also provided with both notes for scaling their build down to 15 point buy as well as notes for their suggested progression through 6th level to get the most out of them in this AP. In my mind the only optimized PC is one that is built to synergize with the campaign and in that respect these characters really deliver.

Now, combine all that with the top-notch production quality that Legendary Games and their Design Team is famous for and you get a product and characters that synergize with the Righteous Crusade Adventure Path in a fashion far beyond my expectations. Once again they have really outdone themselves. This product caused me to reconsider purchasing the rest of the line for the other Adventure Paths. It is truly that good.

Best of luck to the folks at Legendary Games and to all of you as well and Happy Gaming!


Mythic Monsters: Mounts

5/5

I downloaded a copy of Mythic Mounts from the Legendary Games site the evening it released.

This one is definitely a "must have" accessory for anyone intending to run Wrath of the Righteous or any other campaign using the Mythic rules.

I figure most WotR/Mythic parties will contain a Paladin, Ranger, Druid, Cavalier or other companion capable/oriented PC. This PDF is for them, without a doubt, and it really delivers with several new mythic powers for animal loving PC's and stats for a variety of Mythicized Mounts.

Grab a copy. You will not be disappointed.



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Goblins' Very Own Class Deck? Squeeeee!! :))

1/5

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Hi all,

I've been googling my eyes out for a chronological order in which to play the season 4 scenarios in which to enjoy the metaplot of that season to its fullest.

I know the core metaplot as it were is centered around scenarios 04-8, 04-10, 04-12, 04-20 and 04-26, but where do 04-00 and 04-02 fit in? And what about the subplots?

Anyone out there having a shortlist lying around maybe?


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Damiel FTW!