Owlbear

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Another disaster greets us in the evening.

1/5

I read this book in two hours, which is just under my usual time for reading a 340 page novel.

It's fast paced.

It's well written.

It's trash. Complete and total trash. Not all the great writing in the world can save Sembia from destruction at the hands of the Shadovar. It makes me wonder why I ever started reading these things at all. The big payoff we really want is denied to us, the Shades are still effectively unkillable, and everything pretty much might as well have ended with "And the world turned to cheese, Amen."




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Can no one cast a single divination spell?

4/5

I had a single problem with Seven Days to the Grave, and that's the encounterless effect of bringing Trinia out of the city. Technically, you can't expect me to believe that there isn't a single cleric capable of casting Locate Creature and wandering around town until they find her. Are NPC's REALLY this dumb? Other than that, it's a great adventure, but I just wish people would actually take the game rules into account when they write these stories.


This game is amazing!

5/5

I haven't played a game that was this much fun in YEARS. Play value increases IMMENSELY if you actually roleplay the mad scientists. This game is wrong on so many levels, and you should make it as wrong as possible.


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I Love This Book!

5/5

This is the way city supplements should be. Short enough to be interesting, but long enough to cover the subject.

What I like most? Assuming a PDF of this product is available, all of the GM information is IN THE BACK! You just print the first 48 pages and give it to the players along with the Players Guide for a more immersive roleplaying experience.

This is a great product, and I hope all the others are organized like this.


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Excellent Plot, Poor Execution (Contains Spoilers)

4/5

I love Nicholas Logue to death, but this adventure path starts off with a number of problems.

1) What if the PC's ally with the Arkonas? This is not hard to do.

2) What if the PC's decide 1200 GP isn't worth it to get embroiled in the situation?

3) What if the PC's hide out with Trinia and run from the city?

4) What if the PC's try to kill Blackjack themselves?

5) What if the PC's try to assassinate Queen Ileosa at the execution, heedless of the danger?

6) What if the PC's use the advantage of weeks of time passing between the meat and the endgame of the adventure to adventure, gain levels, and make themselves more powerful? Six weeks is a long time.

7) What if the PC's spend time working for the guard and volunteer the moment that the riots and chaos start?

This adventure has way too many opportunities to derail, and that's it's great failing. A good GM can get around it, but it's too linear for it's own good, and falls short of the mark by it's own desire to swashbuckle.


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Wow...

5/5

This is exactly the sort of players guide I like. Chock full of information and very little crunch involved.


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Another...Ahem...Classic from Nicholas Logue

5/5

I love Mr. Logue's work, and he's written another fantastic adventure.

Unfortunately, the graphicness of the gore and disgustingness of the inbred ogre tribe made me seriously consider not running the entire adventure path. While it's possible to gloss over it, it really does have the kind of feel of going off to battle the X-Files Home episode, only it lasts about EIGHT WEEKS. I don't know if my players would be willing to tolerate this, but I'll give it a shot.


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A great horror adventure

5/5

I'm giving this adventure five stars even though I shouldn't, because it fits so seamlessly into the rest of the adventure path and everyone really seems to love it.

The problems with the adventure are as follows:

Realistically, if your PC's come from sandpoint and are still low level superstitious farmers, they wouldn't Go here. At all. This is like the local bogeyman come to life. Goblins are one thing, but this is ridiculous.

Two: The killer himself is an undead. That actually ruins the entire point of the adventure. Twisted human motives are fine, but burying them under the onus of an undead you can easily slay instead of having a human murderer who the PC's might have some moral qualms about killing, especially if he IS the local bogeyman, is a cop-out. I wanted a real murder mystery, and I didn't get it, I was really hoping for a different type of adventure than this.

The city locations were fine, but I would have liked WAY more detail on Magnimar than the adventure provides. I understand that I can fill it in on my own, but all that gooey little fluff stuff warms the cockles of my old-school gamer heart.


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This is a good opening.

4/5

The problem is, this really is just an opening. Not having any contact with the villain's background means that making the adventure work requires writing backgrounds for the players yourself before it starts.

I LOVED the singing goblins, however.


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Yes! Yes! Yes!

5/5

I thought this was the best adventure out of all six of them. It's classic, it takes the rarely used Stone Giant and gives it the same kind of Iconic feel as the old "Against the Giants" modules, and if you wanted to 3.5 those, you could hammer this in with very little effort as an additional piece.

I love the setup for the module, because it makes it abundantly clear that a direct assault IS PHENOMENALLY STUPID. I love adventures where if you outright attack, you deserve to die wetly in a thick spongy mass, and this one really delivered the goods.


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One of the best I've seen

5/5

While I took the time to review part six first, this is one of the best dynamic dungeons I've ever seen. There are limitations to it, of course, but the fact that the Dragon can run away and just pursue the PC's into the place at the end makes it quite a challenge. Ideally, around the time the final encounter starts, that's when it's time to drop the dragon on them. Just wait for round two, and BOOM!

While the dungeons themselves were not particularly original, I actually LIKED that classicism and what they were trying to hearken back to. It's Paizo's respect for history that wizards lacks that makes these adventures great.


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Wow.

5/5

I was very pleased with the entire adventure path, as the dungeons were all highly dynamic except for Karzoug, stuck in his box.

The fact that Karzoug is meant to be stuck in his box and is meant to be a classic "Straight out of the SRD" evil wizard actually pleases me rather than turns me off.

I loved Xin-Shalast, that is the best idea for exploring a ruined city since Myth Drannor, and that was my favorite one ever, even though Wizards worked hard to ruin it.

The fact that every module comes with a number of pages of fluff, so if you don't want to run the adventure paths themselves you can just start doing stuff in the world and do your own thing, is what really gets my jones going. If Paizo chooses to switch to 4.0 after setting up all this thematic stuff, I'll be very disappointed.


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Better than the Original!

5/5

If anything, this one was better than the original. The unique setting, plus the continuation of intelligent, dangerous enemies really made me drool.

Plus, I love the idea of a boat that is actually sized for, run by, and controlled by large and huge creatures.

The other thing, of course, that made me really sit up and take notice of this adventure was the use of old monsters in creative ways, and the application of those monsters in unique tactical situations without excessive resorting to preprepared spellcasting.

I was highly entertained.

I ook forward to "The Stormbringer Colossus"


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Brilliant!

5/5

This dungeon really made me stand up and dance. The creatures were phenomenally intelligent, and designed terrain to take advantage of their natural abilities.

The entire thing seemed very well thought out, and I loved that there was a built-in sequel that seemed to function and carry through WITHOUT seeming stupid or contrived.

I was very pleased with the encounters in this dungeon, and all of the NPCs made sense within their own context.


Red Hand of Disaster

2/5

I don't think I've ever wanted to pan a product more than I do this one, but it's not quite bad enough to deserve one star.

The backstory on this plot is virtually nonexistent. There's no justification for how this many creatures came to exist, no justification for many of the NPC's in the adventure to exist, and the number of dragons in the adventure is disgusting and excessive.

Many of the NPC's in the adventure can't justify their own character classes. There's even a goblin ranger with a STR 8. What kind of guy trains to be a ranger with a STR 8? This guy wouldn't make it out of training camp, guys. Come on now, be fair.

If there was some sort of backstory that explained why this guy with a STR 8 was in charge of all of these creatures beneath him, I might have eagerly taken the bait.

I found that the story made more sense in the Forgotten Realms if you stuffed it into Unther/Mulholrand, as there are dozens of new Tiamat Cults all over that area now that Tchazzar has bitten the big one.

All in all, I was highly disappointed with the backstory on the adventure, and the abilities of some of the NPCs therein. I was really looking forward to a different sort of adventure, one without half-dragons, and maybe one dragon in the entireity of the adventure. It would have been cooler to fight seriously leveled hobgoblins for much of the adventure.

I urge Wizards of the Coast to abandon theme years for products and really concentrate on quality and roleplaying notes, rather than excessive focus on statblocks.

Then the game can be returned to the way it was meant to be, with people who actually know the rules, have learned the statblocks because they can make them themselves, and we'll have a more intelligent playerbase.


Oh, my, another excellent adventure bunch...

5/5

This is just a great big wow. Twenty campaign starters without an apology. Yes, some of them are really deadly. But I applaud the idea that although you may never need all twenty, the stuff is there for you to use, and it's immensely pluginable without overthinking things. If you can run an adventure in Greyhawk or the Forgotten Realms and all you have to do is change the names, you're cooking with gas. This is a fantastic supplement.