I found these minis to be a vexing mix of the great and the not-so-great. Overall, they look about as good as the better DDM releases -- but at a much higher price. Single-mini boosters make for a neat impulse purchase, though $4+ a mini is a bit steep.
This set provides a good selection of monsters to serve as the basis of a new collection. Most of the obvious choices are represented, and generally with very sensible rarities. The plastic is hard enough to make throwing all your figures into a single big bin ala DDM a probable no-no, but neither will you have to treat them with the care you would give painted metal minis.
I wavered between three and four stars, but ultimately the relatively high price per figure kept me at 3. Luckily, I think this line is a few tweaks away from being a four-star product.
The Good
---------------
* The paint jobs are extremely detailed
* High number of steps/colors per model
* Plastic is hard enough to hold its shape and to show fine detail, while still being somewhat flexible
* The bases are shaped *exactly* like DDM bases, right down to the "lip" around the bottom edge (EXCEPT for the large bases...see "the bad").
The Bad
--------------
* The eyes could use some work
* The dry-brushing, where present, tends to be over-done
* The plastic is hard enough to be more brittle than DDM
* The large bases and just a tiny bit larger than DDM large bases -- meaning so items designed for DDM (like my Dapper Devil markers) don't fit
The Ugly
----------------
* There are black plastic "blobs" where some of the minis attach to the bases
* The amount of packaging -- why does Paizo hate the environment? ;-)
Substantial books, a flip mat, pawns, pregens, dice....there is plenty of meat here to run a game for months! The tokens are durable and well-illustrated, and a good selection is included. The dice are typical solid-color polyhedrons -- plain but totally serviceable. Including a flit-mat was also a nice touch, adding more long-term value to the product.
But it is the rules that stand out -- they are a joy. Plenty of GMing advice, tons of explanation, a healthy amount of equipment; all in a clean new package. In fact, the superior organization, editing, and graphic design have me considering using the Beginner Box instead of the CRB for a future game!
I do have a few nit-picks:
* More than four blank character sheets should have been included.
* The price. Note that I'm not complaining about the value -- that is excellent. I just wonder if a $35 price point will discourage casual buyers. Perhaps trading the pawns for tokens (which don't require separate bases and could be printed on a single side) may have allowed the box to slip in under $30.
Overall, however, it's difficult to point to a better way to introduce someone to the hobby. (*****)
This is a pretty impressive first effort -- easily as good as the better DDM releases. The plastic is hard enough to make throwing all your figures into a single big bin ala DDM a probable no-no, but neither will you have to treat them with the care you would give painted metal minis. There is plenty of detail and a high number of paint steps, but some slightly odd choices (why are the eyes, a focal point of the mini, a single black dot, where fine detail abounds elsewhere?).
Lack of inking and/or dry-brushing costs these guys a star. It has been reported that future sets will introduce an inking step to the process. Done correctly, that would push these minis to the next level. As it is, they have impressive detail, but they don't quite gel into a well-painted whole.
The value proposition also came close to costing a star -- $3 a mini is a bit steep for many people. Don't get me wrong, market realities are what they are, but I don't think I'd have purchased the 2k or so DDM collection that I did if I had been paying $3 a model.
As to the specific minis herein:
Ezren is my least favorite of the minis in this pack. His right arm is way too small and looks atrophied. His right leg is bent at an odd angle, making his stance look very...off. The detailing on his robe is nice, though.
Merisiel is one of the better figures. Proudly sporting "pathfinder-esque" big ears. Plenty of good detailing and a great pose.
Valeros has a nice paint job, but his pose looks a little forced to be practical. "Look, I have two swords -- feel free to stab me in the gut!"
Kyra is the standout figure. Amazingly detailed paint job, great stance, just a wonderful all-around mini.
The good
---------------
* The paint jobs are extremely detailed
* High number of steps/colors per model
* Plastic is hard enough to hold shape/fine detail while still being flexible
* The bases are shaped *exactly* like DDM bases, right down to the "lip" around the bottom edge
The bad
--------------
* The eyes could use some work
* There does not appear to be any inking or dry-brushing
* The sculpts are only so-so
The ugly
----------------
* There are black plastic "blobs" where the mini attaches to the base
I was on the fence between three and four stars, but this being a first set I had to give a little extra leeway. (****-)
The building-interior side is nicely detailed, depicting a variety of logical locations (smithy, garden, well) that one might expect to find in an isolated compound striving for self-sufficiency. One oddity: Several of the Inn's rooms lack a window, which struck me as highly impractical.
On the roof side of the flip-mat, the ground textures are blurred, as if the "camera" were focused higher. Neat effect.
The biggest drawback I see here is that this map is intended to be the new "standard tavern" flip-mat, but it seems overly specific for this purpose. (****-)
This book was right on the cusp of 3 or 4 stars for me. Ultimately, I went with 4, because the author was laboring under the constraints of licensed fiction.
I enjoyed this more than Winter Witch, which I found to be just OK. There are some twists along the way, and I think the author did a good job of showing the world through the eyes of a forlorn elf. I also found the main antagonist to be self-justified, which in my experience is too often overlooked in licensed fiction. All-in-all, worth the read. The author is no George RR Martin (yet), but it's hard to hold that against him.
Just don't feed your dogs those chicken bones! ;-) (****-)
Well-crafted prose supporting a solid story. Would recommend to a friend looking for a fun diversion. Picked up the third book in the series at the FLGS based on the strength of this (I was not really a fan of Winter Witch).
Spoiler:
The "Prince of Wolves" bit seems a bit forced, as does the novel's alternating POV structure.
I've struggled in the past with many of the products in this line, ultimately rejecting the "face" decks as too expensive for the value delivered.
I'm delighted to say this deck is well worth the price. Beautiful, useful, and thoughtfully designed, this set bring obvious and immediate value to the table. These cards tackle one of D20's most vexing chores effectively and attractively.
Once again, like many great ideas this one is obvious -- but only in retrospect. If you play Pathfinder, go get a set. (*****)
I have to question the logic of including water on both sides of a desert flip mat. One side? Absolutely. People (and critters) are drawn to water. But the flip side should have been unbroken desert. (***--)
This outdoor tile set repeats the sins of sinister woods -- there simply aren't enough basic tiles of the terrain type, so even a medium-sized outdoor encounter will require multiple sets. This shortcoming is compounded by the fact that, at the time of this review, this was WotC's only set of snow/ice themed tiles.
Another disappointment -- the single snow->dungeon transition tiles is badly discolored. Perhaps due to a printing error in my set, but it sure doesn't look like it. Rather, the color palette seems way off.
There are also no 3D tiles. On one had, that's understandable, because 3D tiles probably should have been in separate sets from the get-go, but to see them gone without mention is a disappointment.
Finally, these are overpriced. The $10 price of earlier sets was a much better value. The 3D tiles of previous two sets since the increase at least softened the blow somewhat -- now that those are gone, the price hike just stings more.
Unless you absolutely NEED snow/ice tiles...pass. (**---)
Featuring workmanlike prose marred only by a few minor POV wobbles, Winter Witch is adequate genre fiction -- but no more. Which is unsurprising, given the constraints of the line, but it would have been nice to get a stand-out early in the series. Instead Winter Witch is confirmation that the series, at least as it exists now, probably isn't for me. (**---)
I just finished reading this for the second time, and will be running it in two weeks. Wow! I can see this one running long if the GM doesn't keep players focused, but I'm really looking forward to running this one. :)
Spoiler:
Finally some puzzles, and good ones to boot! Plus cool, thematic dungeon with a reason to exist. Maybe a gimmie premise for Osirion, but full of awesome!
I noticed one error:
Spoiler:
Gamemastery Flip-Mat: Desert is erroneously identified as Map Pack: Towns (or similar). Cut 'n paste FTL! :P
I own both the Gazetteer and the original CS. Up until now I've used the Gaz as a player's guide, but this release, being intended as such, serves as an admirable replacement. Some setting details are (thankfully) held back. The new map (printed inside the front cover) is bright and easy to read; my favorite yet.
Speaking of maps: Unlike the Gaz, there is no fold-out map. While I get that it probably had to be left out at this price, it is still missed. One thing they should have included was the the holy symbols of the gods -- seems a strange omission.
Hopefully Paizo will discount the PDF of this product. A $5 price would make it a really easy sell for new Society gamers. (****-)
After skipping the Master Set -- Dungeon (too many reprints for me), I picked up this set at the FLGS.
The box includes a large variety of high-quality tiles. There are four major types of tiles here: City streets, building interiors, sewers, and docks. Curiously missing are rooftops, though the box itself does provide some roof surfaces. Another big plus: I own all the 3.5 and 4E tiles, and, unlike the prior dungeon set, most of these are not reprints.
Lack of roof tiles (which are pictured on the front of the box) knocks this from a 5 to a 4, but if you don't own a few sets of the original city tiles, pick this up. (****-)
Very well described, evocative setting. Challenging, but not quite too hard. Great faction missions. A solid example of what high quality Society play is all about. (****-)
I play a fair amount of PFS, and always prefer dice that are easily read from across the table. This die fits the bill perfectly. I only wish the "Paizo" face also had the number '20' printed on it. (****-)
Cassomir's Locker is a basic dungeon crawl set under Cassomir (though ultimatley, the setting matters little). This is a servicable mod, but there are a few aspects for which I did not care:
1. The link to the (superior) previous installment is tenuous at best.
2. The mod is simply too easy. I GM'ed a party that was right between tier 3-4 and tier 6-7. As I don't pull punches, when prompted I suggested the group not opt to play up, and the mod ended up a snooze-fest. I think even 6-7 would have been on the easy side. Forgivable, especially in such an early release, but be warned.
3. The mod is very much a dungeon crawl -- there is no puzzle solving, and very little role-playing, at least as written.
Worth playing, but only if the group isn't eligible to play any number of superior choices. (***--)
I picked this up because my main Pathfinder Society character is Osirion. I was more hunting for the details of Osirion culture, day-to-day life, sayings, etc., than game elements.
This is a beautiful book, easily living up to Paizo's high standards. It is also a good value at $10.00. The historical and geographical information is well presented and interesting.
Unfortunately, I did not find much of what I was looking for: Information on culture, the day-to-day life of an Osirion, etc. Depending on your expectations, you may find this book more to your liking than I did. (***--)
A beautiful rendition of a classic ambush site. Did I mention I love flip-mats?
My only real complaint is there is a too litte variation in the appearance of the surrounding trees -- it almost looks like chunks were "cut/rotated/pasted" (for all I know, they were).
As usual, I'd suggest starting your collection with a few that are blank on a side -- but this makes a great 3rd+ flip-mat. (****-)
This flip-mat depicts a very useful forest scene. The art is amazing; on par with the line since Paizo started doing the art.
However, as others have noted, it is simply too dark -- it looks like a very stormy day or moon-lit night. I would also suggest that if you don't already own a few flip-mats, start with one that is "blank" on one side. (***--)
This is a fairly comprehensive GMing guide. It's one part AEG Toolbox, one part DMG 2 (for 3.5), and one part Robin's Laws.
If you're new to GMing, and/or don't have any of the aforementioned works, it's five stars all the way. Don't hesitate to buy this book.
If, on the other hand, you've read (and loved) some of those earlier works, or have many years of GMing experience, you'll still find something here -- but not all of it may be new. It's still a great book, but I'd say it's a three star book for older hands. The PDF is still well worth the price, but I'd skip hard copy. (****-)
So, here's the 2nd tileset from WotC that incorporates 3d elements. It's more focused than the first such set, Harrowing Halls, and therefore less universally useful. Of course, that's the nature of a product focused on a specific terrain type. What might not be so typical of desert terrain is the amount of "real estate" devoted to water, but upon further consideration, the back of a desert tile is a pretty good place for a water tile, as you're unlikely to need both at once.
Otherwise, this is pretty much more of the same given the last set. You still get a 2:1 mix of 2D and 3D tiles, and still at a higher price than previous sets. The 3D terrains is changed up a little this time, with fewer square platforms and a few longer, narrower ones. But no door? ARGH!
Fair value for $12, but not the great value these sets represented at $10. My days of buying multiple sets of each release are over. Can someone please explain to WotC the difference between maximizing revenue and maximizing profit?
Pros
---------
* First desert Dungeon Tiles
Cons
-----------
* Price ($12 instead of $10)
* Still a mix of 3d and 2d
Note: This is probably a four-star set if you have Dire Tombs, which matches perfectly. (***--)
Pros: 3D!; What's here is well done.
Cons: Price Hike; 2/3 of the set not 3D
Well, against my better judgment (I *rarely* purchase anything from WotC these days because I can't stand their behavior; that's another story), and despite a 20% price hike, I decided to pick up a copy of the first dungeon tiles to include 3D terrain.
Four of the sheets are pretty standard Dungeon Tiles fare, but in this case focusing on building interiors. A new area for this series, and a good addition for those with existing sets, but you aren't going to be building a dungeon with just these.
Of course the exciting part is the remaining two sheets, which make up the 3D props. They include:
2-square wide staircase
2x2 pedestal, 10 "feet" high
1x1 round table
1x1 rectangular table
1x2 rectangular table*
Two 2x4 pedestals, 5 "feet" high
4x4 pedestal, 10 "feet" high
2 square wide door
* Missing a leg!
Everything is easy to assemble (thought the initial punching out of the slots is a bit of a pain), functional, and pretty good looking. This is the least expensive 3D terrain I've seen, but it still adds a lot over 2D only.
All of the 3D elements are reversible, being stone on one side and wood on the other.I would suggest getting multiple sets, as I'm not sure how long the models will hold up to being switched between the wood and stone sides.
Gripe: The entire set should have been 3D. As it stands, you have to buy more 2D tiles (which you may not want) to get the 3D stuff. Where are my crates? How about a wagon? How about more than a single door?
Also, while this is a great value compared to other 3D props, the won't last nearly as long as other props. I don't see why the price had to jump 20% over previous sets,as it's still the same six sheets of die-cut cardboard. Whatever the reason, gone are the days of 2 packages for a $20; let's hope the value proposition doesn't decline further, only to crater the way the value of D&D minis did, lest it be five sheets for $15 before we know it. WotC would be well-served by learning about Price Elasticity of Demand.
But despite these shortcomings, most DMS will want two of these in his collection. No one is going to mistake these tiles for Dwarven Forge, but Harrowing Halls takes Dungeon Tiles into the 3rd dimension, and they're better for it. (***--)
*Note: This review is based on a hardcopy 2nd printing of the Explorer's Edition*
Savage Worlds is a rules-medium RPG that specializes in suporting large battles while minimizing GM prep time. Gameplay is tactical, yet fast and loose, offering plenty of opportunity for integrating roleplaying with combat, while providing a framework to do so consistently and in a balanced manner.
Although inteded to be genre-independent, the game is focused on the human (or near human) power level. There are sections on magic, equipment at various tech levels, etc. The rules also offer satisfying character development with a minimum of complexity. The only common genre for which the game seems ill-suited (at least without supplements) is Supers. Nonetheless, overall I'm quite pleased with the variety of settings and games that could be run with just this $10 book.
And mention of the book itself brings up the big problem that prevents a five-star review: The binding on the 2nd printing of the Explorer's Edition is simply terrible. Despite careful handling, my copy was dropping pages right away, and a quick check of the Pinnacle boards shows I wasn't alone. Pinnacle is aware of the issue, and is correcting it in future print runs, but beware the 2nd printing, or at least plan to have it spiral bound. (****-)
First of all, here's what you get: A much prettier version of 3.5 w/ some of the proud nails removed. DMG and PH in one book. In other words, if you've been following Pathfinder Roleplaying Game (PFRPG), pretty much exactly what you should be expecting to get.
Did I mention this book is beautiful? Huge, sewn binding, ink that doesn't smear, amazing art (including armor that doesn't appear to do double duty as S&M gear). The physical quality of this book is 5 stars, and it's a steal at $50.00.
The game itself, in its attempt to clean up the biggest problems with 3.5, intoduces some great ideas. Enter Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), which act in tandem to unify combat maneuver resolution mechanics. The math may need some tweaking, but the idea is sound and delivers a noticeable effect in speeding up the use of maneuvers.
But for the most part, under the (very pretty) hood, this is just mostly 3.5. Which, again, is to be expected. If you really enjoyed 3.5, and/or you main concerns are easily addressed with houserules, this is a five-star book. There is also Paizo's great content to consider, which just sweetens the pot.
But -- and this shouldn't be a secret to anyone -- if you dislike D&D 3.5, you probably won't care for Pathfinder. I don't think it is different enough to really turn many people around. For those folks, this book is probably 3 (or even 2) stars. (****-)
Context: I GM'ed this module at Gencon 2009 seven times.
The good: This adventure's settings are very thematic and evocative. Combats are tactically interesting. The encounters provide plenty of chances for various character classes to shine. A steal for the price. Makes great use of Flip-Mats.
The bad: Minor mechanical snafus (NPCs with PC levels do not have their hit points computed per the PFRPG core rules; a missing spell or ability in a few spots). Needs a RPing encounter.
Spoiler:
Though not an issue with this mod per se, but imo channel negative energy is way too deadly in a BBEG vs. party situation. There is a level 3 cleric that can channel 2D6 dmg six(!) times in a burst without provoking AoOs. I'd drop a few of the clerics down by a level or two, especially the dock encounter at tier 1-2.
Even having the original Dungeon mags, this was well worth the purchase at full price. At $30, this is an amazing deal. Wonderful NPC depictions, a cool atmospheric city, planehopping; the list goes on.
...because it contains so much useful flavor. I can't think of any other book, beyond the CS or the Gaz, that would be more helpful to a GM in making Golarion come to life. (*****)
Ok. The monsters that are here are great. BUT there are just too many iconic monsters missing. Missing dragons. Missing giants. Missing mundane animals, for goodness sake. And this book has the same physical quality problems in the other 4E core books: Bendy spine, crappy binding, smudgy ink. Falls frustratingly short of its great potential. (***--)
Really great DMing and encounter building advice. Actually focused on running a good game. The main problems? Half-finished skill challenge rules and lackluster physical quality. Still, probably my favorite DMG so far. (****-)
Super heavy duty (admittedly an idea lifted from Green Ronin's awesome True20 screen). Great choice of charts on the inside, no unwanted pack-ins to jack up the price. A steal at $10.00. (*****)
...and then bought the PDF to see the experience from the DM's side of the table. Good production values, very atmospheric descriptions.
Spoiler:
The three ghouls in the end were a bit much. Yes, I know that they were only CR 1 each, but there is just too much chance of failing what likely amounts to a save-or-die roll with that many ghouls running around.
After multiple, thorough readings, my appreciation of this book just keeps growing. There is enough detail here to form a solid foundation, but not enough to constrain creativity. (Edit:I would almost recommend this over the full CS; if you're on a tight budget, but want to get in on Pathfinder Society play, this should be your first purchase).
The map is very well done, and the book itself stands up to plenty of punishment. There are a few minor editing snafus, and no index, but overall this product is a great value.
I finally got around to giving this a thorough read-through, and wow I'm sorry I let it sit on the shelf as long as I did. I'm hip deep in DMing ROTRL, but I'd love to run this right now. I dont' know of any higher praise than that...
With the exception of Seven Swords of Sin and Into the Haunted Forest, I've been extremely impressed with the Gamemastery line, and this adventure is a prime example of the best the line has to offer. Unqualified "Buy on sight." (*****)
I didn't find this as impressive as "Gates of Delirium." It works, and has the virtue of not being recognized or distracting, but pales in comparison to things like the WoW soundtrack (which you should RUN out and get, but ONLY if you players don't play WoW) or even lesser known classic works you can get in the bargain bin. (***--)
Preface: I know *nothing* about music, so if you want technical details, I can't give them. I can't tell a trombone from a harp.
I used this CD as background music while running "Expedition to Castle Ravenloft." It was suitably disturbing, dark, and creepy.
I'm going with 4/5 stars because imho the price is a little high. I think they'd be better off all around by going with $9.99 or so...I would guess the higher unit sales would offset the lower price. I know that at $10, I'd pick up more of Midnight Syndicate's work. As it is I have this disc and one other. (****-)
...but chain him to a desk and make him write more of this for me while he is at it.
To be fair, much of the imagery here may come from Mr. Hitchcock. In any case, there were several "shudder" moments that gave me pause. This module captures dark fey perfectly...I can't wait to inflict...err, run this.
One thing I do have to say about Mr. Logue's work: the outcomes seem relentlessly bad no matter how well the players do, which could get old. Easily changed, and not worth losing a star over, but worth mentioning. Someone needs to give Nic a hug... :D (*****)
The world can always use another good 1st level "kick off" adventure. The art and production values are top notch, as we have come to expect from Paizo, and the author even mixes in some good old fashioned detective work.
So what's the problem? Well, the set up for this adventure is a total railroad. While I understand that this criticism can be leveled against most adventures, especially ones of the low-level variety, there are *way* too many places to come off the rails here.
Spoiler:
There is a (seemingly incidental) magic dagger in the woods that requires a spot check to find (albeit an easy one, but still) that is later assumed to be in the party's possession. If it isn't, then the plot breaks. If the party finds the dagger, but stores it someplace where it can't easily be seen, the plot breaks. If, during the unavoidable Inn fight, the party wins quickly enough to prevent damage to an unrelated macguffin, the plot breaks.
Assuming you manage to stay on the track, things turn into a solid low-level wilderness romp, with cool, varied encounters. I didn't see any glaring stat-block errors on the first read-through, and I really liked the flavor text, names, etc.
Another nipick, more related to the integration of the various TC products than to the adventure itself: A few of the related products feel a bit shoe-horned in (for example, the inn is two stories, but the map pack depicts a single-story inn). The adventure does point out this discrepancy, and I get that most people will buy this as part of the treasure chest. Just read carefully lest you make bad assumptions based on the map tiles, etc. that end up not matching the text.
Undoubtedly well worth the $5 price, but not up to Paizo's normal standard. In any event, D0 is a much stronger choice. (***--)
This product really is a "special-features" behind-the-scenes look at the process of designing a new edition. If that interests you, this is well worth picking up. I know I intend to buy the next entry in the series.
The art is very strong. O'Connor seems to play a lead role, which I like as he was one of my 3E era favorites. A bit too much of the "Dungeon-punk" aesthetic endures, but that is more of an issue of art direction than it is of execution. There are several pieces that made me pause in admiration.
Complaints? The book is physically flimsy, being noticeably inferior to the paper/print quality of pathfinder. Also, the price is too high, given this book really does serve some marketing purposes. Given the print quality, I think $10 would have been a better idea, and probably moved the quantity demanded high enough to do a bigger run and spread the fixed cost over a larger # of copies.
Recommended for would-be designers or people interested in the design process; otherwise pass. (**---)
Very portable and convenient, but a touch flimsy. This flip-mat in particular is one of the better ones...the "path through the forest" is so common in D&D, and this is a more generic, prettier take on it that the Forest Path flip-mat. This would probably be the second flip mat I picked up after the dungeon one.
At this point, I have a half dozen of these things, but I still pick them up selectively. If that isn't an endorsement, I don't know what is. I can't see a reason not to own at least a few. (****-)
Rise of the Runelords takes a turn for the grim with this installment. The back cover text starts with "They even ate the dogs!" which fits the tone of the adventure perfectly. Things start out in a fairly conventional manner, but end up in a best haunted house since the original Ravenloft, complete with clever new mechanics good enough to insert into the DMG (just be sure you download the update).
The section on Magnimar is awesome. Pretty map, flavorful description, just enough detail to run with as a DM without feeling boxed-in. Some map key issues should be resolved by downloading the new map on the paizo site...too bad the printed map has errors, but they jumped right on fixing it.
Pathfinder Journal's font and presentation problems disappear in this installment, as the format changes up a bit. After the Pathfinder organization overview in issue one, we shift gears into a "in-character" journal as recorded by one of the Pathfinders themselves, which was a great choice for immersion in the world. Really a useful tool for describing things as the players would see them.
The only downside I see to this issue is the mistakes that crept in and had to be fixed later on the website. However, this situaiton is understandable given the timetable they were facing. If this were Pathfinder 12 instead of 2, I'd be more concerned.
Once again, Pathfinder delivers. Recommended. (*****)
This adventure is basically a series of traps and monsters strung together with a fairly flimsy pretense for existing. Not to say such a thing is inherently bad; rather, this adventure doesn't present a story so much as a giant meat grinder. In the context of a series of loosely connected dungeon chambers, the module certainly succeeds, with memorable, fresh, and well constructed encounters and environments. However, I'm more likely to use these rooms piecemeal, or run the whole thing as a one-shot, than I am to insert this adventure in an ongoing campaign.
The city in which the module is set is very cool flavor-wise, but the module is a little too sparse on detail to really use the city for anything more than a lead-in. A stronger map of the city would have been especially helpful.
Overall, this is a fair offering, and worth having if you have a subscription, skip if you buy piecemeal. Bump the rating up a star if you are in the mood for an old-school dungeon crawl. (***--)
This module has a simple but effective system for measuring how well the group "conquers" the frontier of Bloodsworn Vale, providing a nice mix of challenging encounters in a largely free-form, player-driven framework.
Neat, evocative encounters make this one very memorable, which is the true hallmark of success for an adventure. Some really flavorful (if slightly arbitrary) dust ups with some Fey set the tone for the rest of the adventure.
A set of these are near the top of my DM-ing "must-haves." Before I got these at Gencon I used the paper cut-outs I got in my Battlebox, but these are much better. Easy to position between miniatures on a full table, very durable, a pleasure to use. (*****)
...the reverse side makes a darn good map for drawing dungeons. The front side itself isn't as universally useful as the earlier city flip mat. Physcial materials are the same (short version: Good, plastic coating is a touch thin).
Overall, Flip mats are a stong product, but this wouldn't be the first one I'd buy. If you already have a few and want to build your collection, this is a fine choice. (****-)
I loved the idea of these...hand players an card for each item they find, they keep a master list of the items properties, etc. However, in practice this required so many cards in such variety that I quickly returned to my old index-card based system. Not really a fault of Paizo's execution, I just didn't find these all that useful. (**---)
I haven't run this yet, but I have read it thoroughly and love what I see. Great art, clean, magazine-like layout, and scary Kobolds.
There are a few logical flaws (unguarded orphange in a dangerous, remote wilderness?), but nothing major. An hour with this module was enough to convince me to subscribe to the modules.
If Paizo keeps up this way, I really see no reason to go anywhere else for my adventure needs. I'll say one thing for sure...it really takes the sting out of losing Dungeon. Highly recommended. (*****)
Beautiful production values, even at the cover price of $20 has a lot more to offer than WOTC adventures, both in terms of page count and content quality. The adventure itself features memorable villains, neat locations, and a cool twist on an old monster. Sandpoint is a gem of a "home base" town.
A few minor problems: One page was designed with a nigh-unreadable font, but luckily it seems to be an isolated incident. There are also a few stat block errors, but they are for the most part obvious, and certainly not excessive.
If you are a 3.5 DM (sorry: GM ;-)), you are crazy not to subscribe to this. Watermarked PDFs for subscribers are the icing on the cake. Bravo! (*****)