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Pathfinder Adventure Path Subscriber. Organized Play Member. 8,202 posts (9,041 including aliases). 8 reviews. No lists. 2 wishlists. 1 Organized Play character. 31 aliases.



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Good stuff.

5/5

I always like to see an expansion of options for clerics, especially with the domains. In this pdf, you get some new channel abilities that clerics can do (based on domain choice) that include helping your party members with DR, weapon threat range, temporary hit points and a whole lot more. Some of the choices seem a bit more powerful/useful than others but still a great pdf to pick up.


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Feed the Hunger!

5/5

I was looking for a good swamp adventure recently as I was happy to discover this little gem.
Blacksink Marsh is a land rich with monsters and a cool backstory and the adventure has multiple hooks to try and pull your party into checking out the whats and whys of the mysterious disappeances of slaves and children.
Pett does a great job making the journey in the swamp seem treacherous and difficult to travel. I really enjoyed the possibility of combat in the coracles which will probably end up needing Balance and Swim checks!
The Drowning Temple is unique with it's traps and obstacles and I love the final fight which involves trying to save those in the Hollow God from a watery grave. Excellent!
Last but not least, I'm always a big fan of new monsters and the Karikanti and the Slough Shade do not disappoint.


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Meh.

2/5

(Ugh, first post was eaten...)
I liked the idea behind the adventure, recovering the lost artifacts of a druid guardian. But overall, I agree with the railroad comments and I didn't really care for most of the encounters and the items were weak. I did like the showdown at the inn as well as the Wooden Protector but that was about it.


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Fantastic.

5/5

I have not had a chance to test these rules but I have been waiting for something like this for years. A must have for all the rogues and swashbucklers out there when played with light weapons and a little flair.


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Average.

3/5

Revenge of the Kobold King was okay but not as good as it's predecessor. I agree with the below comments regarding disappointing magic items and I felt the camp and the barrows were too crowded with bad guys. Boss Teedum and his men seemed like an afterthought and I thought the adventure was a little rushed.
I did like some of the traps and ideas used in both parts, I almost wish Depnaakra had been used as the main villain instead of the undead Merlokrep. The Sting Warden had potential!
I also liked the Azlanti Chariot Beetle, I'm always excited to see new creatures.


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Stop the Baron!

5/5

I really enjoyed reading this adventure, especially since the party has a goal to help save the republic of Andoran from the machinations of the baron and the Cheliaxians. Good party motivation!

I LOVED all the information given for the town and the different people who live there. There are many opportunities that can either help or hinder the party while on their quest like discovering Andoran agents, avoiding the barony spies, dodging patrols, finding the secret tunnel, dealing with the deadly alchemist, all good stuff.

The adversaries in the castle are varied and interesting, ranging from the baron's spies and conventional soldiers to the "gifts" from Cheliax. The Crepitus rocks!

My only gripes are some of the weak artwork and I wish there were more post-adventure details like in Conquest of Bloodsworn Vale. Perhaps Chimera Cove will cover this but I wish to see what else happens around the new Piren's Bluff.


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Well Done.

5/5

I really enjoyed reading this adventure, especially since the party has a goal to help save the republic of Andoran from the machinations of the baron and the Cheliaxians. Good party motivation!

I LOVED all the information given for the town and the different people who live there. There are many opportunities that can either help or hinder the party while on their quest like discovering Andoran agents, avoiding the barony spies, dodging patrols, finding the secret tunnel, dealing with the deadly alchemist, all good stuff.

The adversaries in the castle are varied and interesting, ranging from the baron's spies and conventional soldiers to the "gifts" from Cheliax. The Crepitus rocks!

My only gripes are some of the weak artwork and I wish there were more post-adventure details like in Conquest of Bloodsworn Vale. Perhaps Chimera Cove will cover this but I wish to see what else happens around the new Piren's Bluff.


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3/5

I really wanted to love this adventure but it was a little disappointing. However I did get some good ideas off of it. I'll share some thoughts below so here's a spoiler warning...

Likes:
-The idea of the Aeromantic Infantibulum, an arcane engine for the floating city is fun and really evocative of some lost race of great power.
-Fiendish monkeys. That explains itself.
--The Derhii were cool, I think I would have liked them earlier in the story though, maybe switching them with the Lizardmen to gain information and plot development.
-The 'Seven Mysteries' sidebar and '10 Creepy Chaos Elements' were inspiring and helped flesh out the city and add some eerie atmosphere.

Dislikes:
-I didn't like the idea of the three cultist spellcasters, they just felt redundant.
-Overall my biggest problem was a disconnect with the danger of Chaos in the adventure. It was this force that destroyed the city and it's citizens but as the villain, it's almost an afterthought. Perhaps because the Shoggoth is more of a plot tool than the BBG that terrorizes the city. The cultists seem much more important than anything Chaos related.