Alvena Adventures: The Forsaken Churchyard (PFRPG) PDF

3.30/5 (based on 3 ratings)

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Something unusual is happening in the small town of Thistle, nestled into the base of an old hill with a long-abandoned church that existed at the top of the hill since before anyone in the town can remember. Now some children and guards have vanished near the old churchyard, and people whisper of ghosts haunting the forsaken churchyard...

This is an adventure that is suitable for characters between 1st and 4th level, and its compatible with the Pathfinder Roleplaying Game. It is written to be simple and easy to use. It can be dropped into any existing campaign or used as a one-shot adventure, and comes with a party of four pregenerated characters for fast play. The book also contains a new magic item, optional spell component, and three new feats.

The adventure is designed to be simple to print and use at your gaming table and forgoes flashy artwork that would require more pages to be used in favor of a straightforward utilitarian design. It does not use premade maps, and instead notes any outstanding terrain or objects that should be present, and then allows the Gamemaster to express his or her creativity by drawing their own maps or using map tiles they already have, allowing the game master to adapt the encounters as he or she sees fit.

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3.30/5 (based on 3 ratings)

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Extremely flexible, balanced, challenging & easy to run

5/5

My PC's are currently running through "Shadowed Keep", from Raging Swan, and I needed some detail for the village they were using as home base for their expeditions into the keep. Shadowed Keep is awesome but it takes several sessions to complete, and it starts to feel like a grind with no possibilities for side-quests and no flavorful descriptions of NPC's and shops in the town the PC's return to after clearing part of the keep. My players were starting to grumble that it was all hack and slash, and I was fumbling to answer their questions about where they could shop and stay in town. I was pressed for time and I didn't want to flesh out a village from scratch, so for $2.00 it was a no-brainer to try "The Forsaken Churchyard" from Alvena Publishing. It proved to be the perfect compliment to the adventure I was running, as it shared many of the design strengths I appreciate so much about Creighton Bradhurst's Raging Swan Press.
The name of the game with Alvena Adventures seems to be efficiency. Everything is hyperlinked to the PRD for those of us that run games from an iPad or laptop. NPC's are statted out and have at least one flavorful characteristic or mannerism that brings them to life by sparking DM creativity. The writing style is terse, evocative and eloquent. I was reminded of a column I read recently by Chris Perkins in which he recommended an essay on writing by Stephen King called "Imagery and the Minds Eye".
I read the 22 page PDF in about 15 minutes and felt ready to run the adventure the same night.

SPOILER:

The players showed up, expecting to leave the faceless town and go back to the keep, like the last few sessions. Instead they found themselves bumping into stumbling drunks who tried to commit suicide-by-adventuring-party, finding out about missing children, smelling sweaty dwarf beards, choosing between an upscale brothel and an apparently run-down inn that surprised them with three fantastic meals a day including a rare steak dinner. Apparently generic encounters like a mugging in an ally surprised them by being very challenging and requiring skill checks, roll playing, and clever tactics to resolve without tragic results. A very memorable NPC was the cowardly half elf alchemist who seems to imbibe to freely of his own elixirs. He had a habit of talking in circles and repeating himself like Nicky Twotimes from goodfellas. This was uproariously funny at my table.

One of the strengths of this adventure was that it offered hooks for a side quest but could have served just as well as a scenic backdrop for the main adventure in progress if my players hadn't taken the bait. The minimal amount of prep needed meant nothing would have been wasted if my players hadn't chosen to save the children. I am always looking for ways to provide meaningful player choice, and "Forsaken Churchyard" delivered in spades.

The combat encounters are designed to be extremely challenging, without exceeding the CR budget for an appropriate encounter for APL. Enemies use their gear, tactics, and environment to devastating effect. In turn, resources are provided for clever PC's to leverage to regain equal footing with their foes. This resulted in better immersion then I have seen at my table in some time as captivated players realized they were not guaranteed success or even survival. In the end they prevailed, and walked away feeling challenged, but not unfairly so.

My only complaint with Alvena Adventures is that I can't find any more to download. I don't know of any other product on the market that can provide 2 long hearty sessions of gaming from a 22 page PDF with 15 minutes of prep time. I have seen many adventure products provide rules for scaling the challenge level to different size parties of different levels but it has never been implemented as well as it is here. You can literally drop this adventure into any campaign for 3-7 PC's of levels 1-4 with no additional prep time to make it fit. For $2.00 this is a product no DM should overlook.

The absence of maps and the low page count will put off some prospective buyers, but this only because we have been trained to have a particular set of expectations about RPG products. The condensed format of the material is decidedly a strength, not a weakness, and maps would without a doubt have been superfluous. Anyone who can't draw a ten by ten room on a chessex mat, or jot down some tombstones scattered around to provide cover, should not be playing D&D. These tasks are only slowed down when the DM has to keep checking to make sure his depiction of the area adheres to a pretty map in the PDF which is fairly arbitrary in its dimensions to begin with. For me, the absence of maps in this adventure gave me liscence to use terrain tiles and accessories that had been collecting dust.

Strongly recommended.


By far the worst PFRPG adventure out there

1/5

This pdf is 22 pages long, 1 page front cover, 1 page ToC/editorial, 1 page SRD, 1 page advertisement, leaving 18 pages of content.

Alvena Publishing dares to walk a different path in PFRPG-pdf publishing by flat-out stating that there are no artworks and maps in this book - an interesting take, as for e.g. some CoC-adventures the approach worked all too well - I can name at least 3 from the top of my hat that rock. The layout is also different, featuring text being presented in the 3-column-standard, though not in the horizontal standard you might know from e.g. SGG or ZSP, but in vertical orientation.

This being an adventure, the review contains SPOILERS, you've been warned.

The adventure per se has a basic and simplistic plot-line: In a town, there's an abandoned church, and some children have gone missing in a truth-and-dare at the now-defunct place of worship. The adventurers are to go and rescue them and annihilate any evil that might have taken hold of the place. After a page of introduction, we get 3 suggestions for general hooks which focus on the very basic ideas of good approach, mercenary approach and personal involvement. Thistle is detailed only in the most bare-bone form, providing names for 5 establishments and 4 characters. Three of these characters belong to the guard and one is the travelling alchemist providing a side-quest of picking rare flowers. More on that later. After arriving in Thistle, the players can encounter a grief-stricken, drunk father who wants to die by the PC's blades due to his girl being among the missing children, which I considered a bit rash, but oh well. Next up on the encounters in the town, the PCs can save a damsel in distress from some cowardly thugs. In any case, after the 2 encounters, the chief of the guards will recruit the PCs to check out the churchyard, where they'll fight orc-zombies, an undead spider swarm, more orc-zombies and finally a ghoul cleric. After vanquishing the final foe, the PCs will save the children and return from the abandoned church as heroes.

SPOILERS END

Sounds like an easy to pull off dungeon romp, doesn't it? I'll come out and be straight with you - this adventure makes a LOT of mistakes.
The two encounters in the town are the ultimate clichés of random encounters in any 1st-level adventure. While this would not be bad per se, there is no twist to the encounters. The town itself is not situated in any kind of culture/climate and the lack of a map becomes readily apparent: The town (and I'll continue calling it "town" - it's that generic) is supposed to be nestled next to a hill, which is supposedly used for mining, with the church being atop said hill. How do the business and the abandoned place of worship interact? This is but one example of what is the main problem of this book - the writing. Without maps and artworks, the adventure's mood and means to convey any kind of excitement are limited to the quality of the writing. And boy, does it fall short in this quintessential discipline. Want some examples? A moderate one from the flavor-text: "A lone church, made of stone, surrounded by a graveyard, surrounded by an iron fence that remains standing, though covered in rust." (pg.7, column 1) That's the sentence, I didn't cut or add anything. "Surrounded" is used twice in the same sentence, no height is given for the fence. And there is no verb. A "From the mist emerges..." or similar part is missing. On the same page, afore-mentioned magical plants (fog-lilies) for the side-quest of the alchemist are introduced. Sadly without providing any rules. The text states that the flowers work with fog-and cloud spells and alchemist items, that they can improve caster-level or DCs, but not by how much. A wasted chance for a nice piece of crunch. The only other information we get on the church is "This old church is built using an old style that is rarely used anymore." Ok. Which style? To which kind of god was this place once devoted? Should we assume a Judeo-Christian default? Why am I asking this? Well, there's a stone (900 GP worth, btw.) that can create up to 20 gallons of water per minute in the church. Decanter of endless water, anyone? I don't like the item due to creating water without a limit for 900 GP (somebody tell those nomads in the desert), but oh well. The church is flooded and the swarm is hidden in the water, seeking to attack the PCs from beneath the water. I get that. What I don't get is, why the swarm is not hindered by walking under the water (no swim speed) and why the cellar/catacomb is not flooded. Wait, what? Yep, after disposing of the submerged swarm, the PCs open the door to the cellar and venture down. Without mentioning any moisture on part of the stairs or how the door is elated, on higher ground, whatever. What about said mine? Wouldn't it have experienced some problems due to the seeping moisture? Is it here or somewhere completely different? I DON'T KNOW!

"But wait", Endzeitgeist, you say "Aren't you terribly nit-picky here?"

No, I'm not.
This is a potential suspension-of-disbelief-breaker. And even if given the benefit of the doubt, the fact remains that the church is so rudimentary in its depiction, so amorphous, that I can't friggin' tell why the cellar is not swamped. The same holds true for the next encounter - while finally some measurements are given for the narrow stairs down to the church cellar, no rules are given are mentioned for the PCs to be penalized by the cramped encounter apart from mentioning their enemies' reach. The final encounter has no description of the cellar, more or less leading to guess-work on part of the DM. How far away is the ghoul? Could he use perception to detect the PCs? What if they've been silent? Can he reach his hostages to try to escape while threatening to kill them? Once again, even after reading the section for the oomph-teenth time, I can't tell. On the plus-side, the treasure is detailed and goes beyond "You find X gold".
3 pages are devoted to the 4 NPCs, 2 of which don't really feature in the adventure, and 3 pages are devoted to pregens. One of the pregen-statblocks is divided between two pages, effectively limiting you to either cut the pages up or, even better, write the stats into separate char-sheets. Why? The pregens are also presented in a rather cluttered 3-column-standard, limiting the "go-and-play"-aspect of the module.

Oh boy, that's not everything.

Conclusion in the product discussion.


The Forsaken Churchyard (PFRPG) PDF

4/5

22 pages in total - front and back covers, table of contents and OGL, leaving 18 pages of original material – 12.5 pages for the adventure, 2.5 pages for NPCs and background material, and 3 for pregenerated characters. There is no art and there are no maps.

The Forgotten Churchyard is an introductory to low-level adventure. This adventure is very well crafted. There is a level of detail and a quality of description that brings life to the important NPCs. The descriptions include some of the motivations for the actions of NPCs and there enough personal details to allow the NPCs to have recurring roles in future adventures devised by the GM.

Just as the NPCs were well developed, so too are the actual encounters. Included are motivations and actions with some alternatives for the encounters. There are discussions of the possible effects on character reputation as a result of some of the outcomes of the encounters. And detailed descriptions of important features in the encounters. There are even possible encounter actions for the opponents highlighting the special nature and capabilities of those encountered. These are not your old time OE encounters, “You open the door. It’s a 10x10 room with 30 orcs in it. What do you do?”

There is something else special about this product. It is a PDF and it is written as a PDF. Important items in the description are linked to the Pathfinder website. Rather than scramble through the books to find the info you need, all you need to do is click on the highlighted word and you will get the exact explanation you need. You no longer have to print the adventure out. As the GM you can have a PC, laptop or tablet at your side, use the adventure and get more than you ever have before. [This is the first product for our game that has gone to the step of utilizing the available technology to ease the burden of trying to memorize everything that all GM’s have.]

Well written, excellent detail, good support info provided, no art or maps. Would have been a 4.0. [Nothing is a 5.0, despite of all the 5.0 we see on this list for just average products.] Being the first to innovate and add in the Internet support for the product:
Rating 4.5



Ok, anyone bought this? The lack of maps and the rather run-of-the-mill haunted cemetery keeps me off right now. So...any one from the publishers around here? Anyone willing to tell me whether this is a crawl/investigation?


I'd like to see a page count as well. The lack of maps is an interesting take, and it wouldn't preclude a purchase. However, a $5 price tag with no page count into is too big a leap of faith.

Paizo Employee Chief Technical Officer

BPorter wrote:

I'd like to see a page count as well. The lack of maps is an interesting take, and it wouldn't preclude a purchase. However, a $5 price tag with no page count into is too big a leap of faith.

The PDF contains 22 pages.


Thanks, Vic!
22 pages, no maps, 5 bucks? Sorry, not sold on this one.
@Alvena guys: Why should I buy this? Give me an incentive. Tell me what this is about.


*BUMP* Alvena guys, are you interested in selling your stuff?

Dark Archive

Pathfinder Roleplaying Game Superscriber
Endzeitgeist wrote:
*BUMP* Alvena guys, are you interested in selling your stuff?

not sure all the 3pp actively use the forums here.


Apologies for not responding to the product discussion sooner. Unfortunately I've been detained from the message boards due to non-gaming related reasons.

I'd like to say thanks for the feedback. Publishing PDFs is something that is a bit new for me, and I was testing the waters with this adventure. I'm also taking notes as to what has been said. So far, I believe the complaints with this product are:

1) Price is too high for page count. I wasn't certain what to set the price as, so I admittedly took a shot in the dark (and apparently overshot). I'll keep this in mind for future products (and IIRC, I believe there's a way for us online publishers to put products on sale, so I'll look into that).

2) Needs more description. Somehow, I didn't think to include page count (my bad guys). Also, in hindsight, I believe that the flow of the adventure could have been detailed a bit better (such as explaining that part of the adventure takes place in town, then moves to a dungeon-environment, etc).

I should have also noted that the page count is intentionally lower, as it has little in the way of artwork or maps. This was something of a design decision based on a utilitarian viewpoint. I thought about what I'd want from a download-able adventure, and I realized I would like to be able to print and reference things quickly, and have as much information in as few pages as possible. As much as I love nice graphics, I decided that it didn't actually help to run the adventure.

I'd also like to get some additional feedback.

Q: What do you think would be a fair price? $2, $3, $4? I know money's pretty tight for a lot of us, so I'd like to get a good idea how much is enough, not too much, and not too little (I'd like to turn the money from the pdfs into more time to write pdfs, possibly get an art budget for commissions, and get established better). I realize the expected answer would be probably "FREE!" but please be honest. ^-^

Q: What kinds of adventures would you be interested in? Things like level-ranges (such as 1-5, 6-10, 11-15, 16-20, 21+), locations (such as deserts, forests, jungles, frozen peaks, planar, urban, aquatic, naval, etc), and themes (horror, high-octane action, romance, RP-emphasis, classic dungeon crawling, etc).

Q: How difficult do you want the adventures to be by default? On a scale of 1-10, with 1 being encounters that are flavorful but lack real threats (such as kobolds + butterknives fighting in a room with a slippery floor) and 10 being encounters that are more like this.

Q: Anything else you'd like to mention?

Thanks for your feedback!
-- Scott.


Endzeitgeist wrote:

Thanks, Vic!

22 pages, no maps, 5 bucks? Sorry, not sold on this one.
@Alvena guys: Why should I buy this? Give me an incentive. Tell me what this is about.

This adventure is intentionally strait-forward, and built using a series of events that the GM can place in as he or she sees fit. It begins with the protagonists (the PCs) entering or starting in a town (the town's name is Thistle but can be adjusted by the GM to fit his or her campaign as desired) for their own reasons (I would say this adventure is pretty ideal to drop into an existing campaign or as an episodic adventure). Upon which they can have a series of encounters (not merely combat encounters, though there are two possible combat encounter events laid out for the GM, including a hostage situation).

After being involved with one or more of these local disturbances, the protagonists learn of a number of townsfolk (children and guards) have been swept away into an old church which was considered little more than an old landmark by the townspeople until the incident (with the final antagonist having took up residence inside while he plotted his goals). The protagonists can then engage in a dungeon-style adventure, as they attempt to find any surviving townsfolk and slay 'em some zombies.

The pdf itself features hotlinks to the PRD for those who enjoy GMing from a laptop or from their desktop (for online play, such as via online gaming platforms), to quickly click and view specific status conditions or key grappling rules (which are used during the event with the hostage). I'd be interested in getting feedback on this feature (yay/nay?).

It also includes notes for scaling the encounters up or down (based on a simple XP-budget formula) based on the Average Party Level and the party's size, in an effort to help GMs quickly add or remove enemies from their encounters (this is intended as an ease-of-use feature for GMs who are less certain about dealing with varying group dynamics).

By default the adventure is considered "Hard". All NPCs are PF-Legal, and assume the standard 15 PB for PCs and heroic NPCs, as well as 3 PB for non-heroic NPCs. They feature such things as reach weapons, zombie orcs w/2-handers, a nasty encounter inside the nave of the church involving a flooded room, and a rather vicious final encounter. It ends with conclusion notes, and a few ideas for chaining it into any subsequent adventures you want to run.

The whole adventure includes 10 events (or scenes), and depending on the speed of your group, is intended to present a nice adventure that lasts 1-2 sessions. It also includes a set of 4 premade PCs that can be used to play through the adventure immediately (especially as a pickup game), three new feats for Channel Energy, and an optional spell component/trade good (for those not interested in the adventure itself, the premade characters and the three feats can be downloaded for free: here.

Again, thank you for your interest. Your feedback is greatly appreciated.


1 person marked this as a favorite.

Well, for the price you get e.g. an adventure by Raging Swan Press, by an established author, with maps, artwork etc. The same is true for Headless Hydra's Soldragon Academy (who btw. offer a FREE adventure to sample their quality.). Sagaworks Studios also have an artless adventure (but WITH maps!) that is not only great. but also for free.
So for what you're offering, I'd suggest 2 bucks, at least until you've made a name for yourself. A short free adventure might help, too. As would art and MAPS. I HATE drawing maps and quite frankly, wouldn't buy an adventure without a map.

All the best,
Endzeitgeist

P.S.: "Hard" is good - easy adventures are boring. ;)

Dark Archive

Pathfinder Roleplaying Game Superscriber

I agree with End, in that how much you should charge depends. On quality, size, etc. As End pointed out some other 3pp with adventures of roughly the same size with maps are selling for the same price. So your's would need to be much better with out the maps to get people buying them.

I would like what End said start off a cheaper at say 1.99-2.99 to get established and once you build up a rep and get some positive reviews, you could then raise the price some. Or just give away a product or two for people to check you out and then sell for 3.99. Just my personal opinion.

As for the type. I would say a nice mix of themes would be nice. Adventures that have several in the same adventure is better. But write what you are good at writing at first and then branch out later.

As for how hard. Make it hard enough to be a challenge with out making it to easy. Which this part is perhaps the hardest thing it seems.

As for anything else, well as I mentioned I would make a product or two and give them away for free to let people try your stuff. Once people know what to expect they can better judge if they are willing to pay for your future stuff. Plus more people would pick up something free, just because it is free. Spend time posting and drumming up interest about your products etc. Finally find someone who can make maps or find a way to make maps. Adventures with out maps is a hard sell. Gamers love their maps. Plus like End I hate drawing maps, I have bought adventures before, just for the maps.


Thanks guys. I'll keep that in mind. I'll try to upload some more stuff soonish (trying to become an independent writer means I don't get to write full-time yet). As suggested, I'll write up some free downloads for everyone, and further adventures I put up here will probably be $1.00-2.99. I appreciate the feedback. ^-^

I'll try to make a nice mix of adventure themes.
I'll try to keep the encounters and such challenging/hard.
I'll try to get some maps packaged with the adventures (which may mean I'll be tinkering around in various image editing programs for a while). If I do get some maps made for my adventures, I'll definitely include them as a download-able supplement to the adventures (similar to how I offered the Pregens as a free download).

Again, thanks for the feedback, and I'm very much open to suggestions from you all (you know what you want :P). ^-^

Sovereign Court Raging Swan Press

J. Scott Mohn wrote:

Thanks guys. I'll keep that in mind. I'll try to upload some more stuff soonish (trying to become an independent writer means I don't get to write full-time yet). As suggested, I'll write up some free downloads for everyone, and further adventures I put up here will probably be $1.00-2.99. I appreciate the feedback. ^-^

I'll try to make a nice mix of adventure themes.
I'll try to keep the encounters and such challenging/hard.
I'll try to get some maps packaged with the adventures (which may mean I'll be tinkering around in various image editing programs for a while). If I do get some maps made for my adventures, I'll definitely include them as a download-able supplement to the adventures (similar to how I offered the Pregens as a free download).

Again, thanks for the feedback, and I'm very much open to suggestions from you all (you know what you want :P). ^-^

Hey Scott,

I by any measure don't have all the answers, but I've been doing this publishing lark for about a year now. I'd be happy to answer any questions you might have. I can be reached at gatekeeper [at] ragingswan [dot] com. For example, I know a cartographer who is good, reliable and very reasonable in price. He did the map for Dark Oak (and some other products for me) and it looks great IMO.

Good luck with future releases!


Conclusion to my review:

The 3-column layout is cluttered and hard to read, the pdf has colored background making it unfriendly on the printer. Worst of all, the revision to stat-blocks in PFRPG, clearly distinguishing between offense, defense, etc.-sections has not been implemented - instead we get the stats cluttered into the three-column format, making them rather unfriendly to use. The adventure is generic to the extreme, far beyond being easy to insert.

Raging Swan Press has adventures that are easy to insert and still feel unique.

This adventure is easy to insert due to offering NO PRECISE INFORMATION ON JUST ABOUT ANYTHING. The adventure has hyperlinks tied to the PF SRD, granted, but I sincerely doubt the utility of the 27 ones. For example, "Diplomacy" is linked to, as is "Paralysis", though the latter has its stats right after the special quality, but e.g. not the spells - this idea has simply not been implemented to its logical conclusion, thus severely limiting its appeal.

Don't get me started on editing either. I didn't notice A SINGLE column without a mistake, totaling at least 3 errors PER PAGE. And that is not counting awkward wordings, redundant information etc. You name it, it's there: Missing letters (e.g. page 4, middle column, fluff-text - "f" should read "of"), awkward homophone errors like "strait-forward"[sic! - no, straiGHt-forward does not have anything to do with the Dire Straits] (page , column2) , incorrect prepositions and tense-errors "[...] statue of a great angel, whose face has worn away from by time and weather[...]" (page 7, column 1), superfluous and missing "that"s, plain missing information like in the fog-lilies example mentioned earlier in my review.

Environmental hazards are used to make the battles more interesting, but their consequences have not been thought out and their implementation, again, is lacking. You name the error, I'll show you where to find it in this book. The fact that one of the pregens has been split over two pages bugs me, the fact that the formatting of either pregens or monsters does not adhere to PFRPG standards. It is suggested in the adventure to hand out meta-game information like the respective monster's BAB to players for succeeded skill-checks, which I'll never do. And the whole adventure is just an amorphous, incoherent blob. The story is weak, but there is also no fun dungeon to go through. This adventure has NOTHING but frustration to offer, at least it did for me. I've read plenty of FREE adventures (Necromancers of the Northwest's "Song of Fodin" for example) that are VASTLY superior to this one. Hell, the exact same plot-line has been done in "Crown of the Kobold King", and the Paizo adventure is superior in EACH AND EVERY way. This adventure is wholly reliant on the quality of its writing and utterly, completely, devastatingly, falls short on that regard. I read this adventure about 20 times, trying desperately to find something, anything on par with the time, something I liked and found diddly-squat. Most 1st-edition adventures provide a hell of a lot more information and feel more organic and less clichéd than this.

Even without the horrendous amount of editing mistakes, I'd rate this 1 star - it falls as short as one can fall of the premise of providing an entertaining, classic dungeon-crawl. I go so far as to even state that this one is FAR worse than the AD&D starter's kit adventures released in Germany. If that had been the first adventure I ever read, I would have quit rpgs immediately and started looking for another hobby. This adventure has the dubious honor of being the WORST PFRPG-adventure I've ever read. There are ONLY superior, and often VASTLY superior modules out there. Go buy one of them.
Any one.
Just please, not this one.

It also ranks among the worst RPG-books I've ever read.

In fact, I'd give it 0 stars if I could - it's significantly worse than any other PFRPG-books apart from the A.G.E.S.-gaming-crap I've reviewed so far and I hereby apologize to the authors of all 1-star-reviews I've written on this platform - rest assured, your pdfs EARNED at least that one star.

My final verdict will thus be 0 stars, unfortunately depicted as one star it doesn't deserve.

Oh, and while I'm at it: I'm calling corporate hack/personal favor on Mitchell Wageler's review here on Paizo. No one in their right mind, especially if one is so critical as the review professes to be, can give this adventure 4.5 stars.


Also sent to GMS magazine. Will post it eventually on EnWorld.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Interesting review End.


1 person marked this as a favorite.

0_o

Well I loved it...

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