paizo.com Recent Reviews of Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)paizo.com Recent Reviews of Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)2024-01-30T19:20:48Z2024-01-30T19:20:48ZPathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6): The peacock's spirit (4 stars)Dark-Jedihttps://paizo.com/products/btq01vai?Pathfinder-Adventure-Path-136-Temple-of-the-Peacock-Spirit2019-11-20T14:09:18Z<p><b>Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)</b></p><p>The main points were made in Oranil's previous commentary. The adventure is rather nice but linear with several possible choices in the approach between roleplay and combat.
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I really liked the first part and the wink about the rise of the runelords.
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If I had to change something, it would be to leave the surprise on the end boss and not reveal his presence right away, but it would require changing the objective of the start. It would be a big surprise for the players.
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[Spoiler omitted]</p><p><b>Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)</b></p><p>The main points were made in Oranil's previous commentary. The adventure is rather nice but linear with several possible choices in the approach between roleplay and combat.
<br />
I really liked the first part and the wink about the rise of the runelords.
<br />
If I had to change something, it would be to leave the surprise on the end boss and not reveal his presence right away, but it would require changing the objective of the start. It would be a big surprise for the players.
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[Spoiler omitted]</p>Dark-Jedi2019-11-20T14:09:18ZPathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6): Humbling Pride (5 stars)Oranilhttps://paizo.com/products/btq01vai?Pathfinder-Adventure-Path-136-Temple-of-the-Peacock-Spirit2018-12-29T04:46:07Z<p><b>Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)</b></p><p>In my opinion, this is the best adventure written for this particular adventure path up to this point. When I was beginning to write this, I was trying to think back to the beginning of the book, as I had to read this over a long holiday, and I couldn’t remember what was presented; which is never good, having something be forgettable. All it took was a few flips back through, and a few images, and I remembered how strong, and engaging the opening section was for this adventure. Now, like in the last adventure, it was a place players had been too before, but it brought with it something new, and very different than what we had seen before, making the encounters far more interesting. When players finally move on to the new locations, each is presented in a way that feels organic; the Npcs have goals beyond xp for the heroes, and many of them can be approached, and dealt with without the need for combat. Sure, you’re typical group of adventures will try to roll through everything, but as with the previous adventures, the challenge is also present here, and, if this is even possible, more difficult than before. Not only in the combat, but in traps, hidden treasures, caster checks, and knowledges. What I find even more impressive is that, with little work on the GM’s part, this could easily be run as a stand-alone adventure; if you wanted. My only real complaint is that there is little to no mention of how the NPCs react to the players if certain events had happened (such as a PC carrying the sword of Pride, or one of them looking exactly like Sorshen.) These are very minor things, but still are somewhat noticeable. Overall, excellent adventure, and I cannot wait to see where we go from here.</p><p><b>Pathfinder Adventure Path #136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)</b></p><p>In my opinion, this is the best adventure written for this particular adventure path up to this point. When I was beginning to write this, I was trying to think back to the beginning of the book, as I had to read this over a long holiday, and I couldn’t remember what was presented; which is never good, having something be forgettable. All it took was a few flips back through, and a few images, and I remembered how strong, and engaging the opening section was for this adventure. Now, like in the last adventure, it was a place players had been too before, but it brought with it something new, and very different than what we had seen before, making the encounters far more interesting. When players finally move on to the new locations, each is presented in a way that feels organic; the Npcs have goals beyond xp for the heroes, and many of them can be approached, and dealt with without the need for combat. Sure, you’re typical group of adventures will try to roll through everything, but as with the previous adventures, the challenge is also present here, and, if this is even possible, more difficult than before. Not only in the combat, but in traps, hidden treasures, caster checks, and knowledges. What I find even more impressive is that, with little work on the GM’s part, this could easily be run as a stand-alone adventure; if you wanted. My only real complaint is that there is little to no mention of how the NPCs react to the players if certain events had happened (such as a PC carrying the sword of Pride, or one of them looking exactly like Sorshen.) These are very minor things, but still are somewhat noticeable. Overall, excellent adventure, and I cannot wait to see where we go from here.</p>Oranil2018-12-29T04:46:07Z