King Ezelgar

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4/5

Disclaimers: Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
haunts+ sandbox + hack + final fight, kind of OK
Changes (with Spoilers):
I skipped all of the City of Xin-Shalast, Sandbox-City at such a high level is nothing I want to touch, I shortened the adventure significantly by keeping out the city and the Leng stuff
Details:
The Vekker cabin was really good and creepy, the wendigo was a great monster and the haunts work OK (they did work much better with low-levels in part 2)
I had to shorten everything because most of my players don't like high level play, we take very long for every fight and campaign exhaustion had kicked in, everyone knew that it was the last part and all of them where planing new PC's and where exited to play them as soon as possible.
The giant meat-grinder was quite fun and not as exhausting as I had feared, the two ladies put up quit a fight but the apprentice was unremarkable.
The final confrontation was kind of epic and challenging even with hours of planning and preparing of the PC's - a good and proper end for a great campaign
overall:
it was the only campaign (beside a lvl16 test with converted 2.ed PC's right at the beginning) in 3edition that we kept going longer than level 10 or 11 and I think that is saying something about the quality. RotRL gave me the fun in DMing back


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3/5

Disclaimers:
Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
Dungeon Crawl, solid but not great, nice theme
Changes (with spoilers):
Not much, fleshing out the Maze of Sloth a bit
Details:
Solid dungeon crawl, the dragon attack was a nice surprise, some of the wings of runeforge are a bit boring, iron cages was fun role-playing, ravenous crypts was creepy and by far the toughest fight, both groups had to retreat with one member down from there and came back buffed up to finish it. The sin-Point revelation was a nice touch and a unusual way to reflect on the last 4 adventures (by telling where they "earned" their sin-points). Role-playing was non-existed in this adventure with the exception of the iron cages, everything else was solved by beating on it with swords
overall:
When I was reading it I loved it, when we played it it was nothing memorable


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4/5

Disclaimers:
Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
Old school feel, a lot of hack and slash, memorable Boss-fight
Changes (with spoilers):
I replaced all the new monsters (except the black monk) with old school monsters to enhance the old school feel, I printed the northern half of Sandpoint to scale, emptied my living room and covered the floor with the map, we where playing in my eating room separated by a curtain from the living room, when the giants attacked i pulled back the curtain and we played on the floor all over the map - great fun. I wrote an encounter at the storval stairs
Details:
The sandpoint attack was fun and a great way to show the PC's advancement, defeating a hand full of goblins in BO and now giants and a dragon in the same place. Both groups befriended a mammoth at the storval stairs (after killing its giant rider) one group thought about awaking and training it as a ranger :-) the others made Titus Scarnetti build a stable for it :-) The payoff of the Scarnetti-Arc was quite nice, the high point of FotSG was Mokmurian, the fight was quite memorable and well-written, the library guardian was a fun rolrole-plaing encounter
Overall: Solid and good old school feel but not that memorable


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Print Edition Out of print

3/5

Disclaimers:
Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
An Adventure with great Ideas but some design flaws and a lot of things did not make sense, the graphic violence my disturb some people
Changes (spoilers):
I changed a lot to make this work, I can't even remember everything, the biggest change was to skip Black Magga and the flood completely and tone down the graphic violence by maybe 50% 8and my female players still found it to graphic)
Big Change: The PC's don't get the Fort, I railroaded them back to Sandpoint
Details (with Spoilers):
Some players where disappointed that the gambling bark was sunk, they thought that it would have been a great setting and much more entertaining than the Dam or Hook Mountain.
The Graul Farm (toned down) was big fun with all the traps and mama Graul was memorable, the devil in the dam was a good role-playing encounter and moral dilemma (and provided the first info’s about Karzoug), the keep was OK, hook mountain was a bit lame but the fight with Gnarl Breakbones was quite challenging
Overall: the weakest part of ROTRL, a lot of polishing needed, to violent


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5/5

Disclaimers: Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers)
Burnt Offerings was a very strong start to the ROTRL-Campaign and TSM even accelerated it. I had more fun DMing than almost every other Adventure in my 18 years of role-playing.
Changes (spoilers):
I skipped the Asylum and placed the NPC in the Sheriffs custody. I made them report the Sandpoint incidents to Justice Ironbriar as a foreshadowing, I wrote up a Inn in Maningmar (the Copper Dwarf) with a Faceless Stalker attack, the Idea is from the boards, I toned down the last fight.
Details (with Spoilers):
The Adventure has 3 parts with relatively hard cuts between them.
The first part is the murder investigation in and around Sandpoint, it was good and intriguing, I planted some red herrings (The Sheriff, .....,.....)
Second part is Foxglove Manor - the introduction of the Haunts. This part was one of the high points of my role-playing career, horror is difficult to do in role-playing but the Haunted mansion delivered it, absolutely amazing.
Third Part: Manignmar, The Skinsaw cult and Xanesha. The players had some good times in the Copper Dwarfs spa and exploring Mangimar, the Sawmill was atmospheric but the fight was quick and no big challenge. Xanesha was memorable and even toned down a great challenge, every clock tower I used as DM since that fight is eyed with great suspicion :-)
Overall:
The high point of ROTRL, quite memorable


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5/5

Disclaimers: Review may contain spoilers
My Experience with it: DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers)
This was the first Paizo Product I owned (my 3.5 group gave it to me as birthday gift) and marked the transition of that group after almost 20 years of Forgotten Realms to Golarion (and we stayed there, that is saying something about the quality of BO, I guess)
Changes I made (spoilers):
I played the Adventure pretty much as written, just fleshed out the Cathedral a bit
Details (with spoilers):
The town became pretty much alive. Titus Scarnettis became a much hated NPC and ..... (whom they rescued from Goblins) provided gossip and cookies whenever they came back and they even trusted the Sheriff, Father... and some others - trusting NPC's is almost unheard of in my 3.5 group.
The Adventure is excellent, both groups had great fun, high points where the Goblin Attack, Chief.... and the fight with ....) The setting came to live in this volume and Lamasthu (with the info from latter parts of ROTRL) was the perfect poster-girl to really make Golarion unique and different from the Realms.
Overall: Very good adventure, gave us Sandpoint and Golarion Goblins


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Funny, useful, great

5/5

This product has been tremendously useful in our PFRPG game and even in our weekly 3.5 game we work with the condition cards a lot.