Copper Dragon

Arosslaw's page

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I'll echo many of the previoius posters and say that separate and apart from my issues with the individual parts of the AP, the whole thing just failed, for me, as a "pirate" adventure, which was what it was sold as. There was so much potential and opportunity here for something different and instead we simply got dungeon after dungeon again.

The finale, for me, was also a major fail. The big event everything was supposed to lead to is the prelude, and then the "finale" is a fight which the party is railroaded into whether they want it or not. I would have thought more of an emphasis on raising a fleet, recruiting alllies, but what we had seemed a bit perfunctory.

Heck, we only had one treasure map adventure, which required the clearing of two separate dungeons.

There are so many great fantasy sailing movies this AP could have drawn from (PotC, Sinbad, Jason and the Argonauts). A pirate adventure HAS to send with a big ship battle, and I would have loved to see six finale battles, each different and amazing. Didn't get that.

This one goes in the "miss" column for me, unfortunately, which is sad since I was really excited. I just don't have the kind of time needed to "fix it" (though I am amazed and humbled by those here who do have the time and post their ideas, awesome work) which is why I get the APs.

:(


Having read through the entire AP, I have to say this one seems to have missed the mark a bit compared to the others. I think what was missing for me was a read connection between each adventure.

It reminded me of the times I would pull a bunch of modules off my shelf to use, put them in level order, and then come up with some think "link" to pull the party from one to the other. The dramatic development found in most of the other APs just seems to be missing.

As pointed out in the last editorial, the AP contains no advice or scenes developing any connection between the party and the main bad guy. There doesn't even really seem to be anything in any of the adventures to build up the Whispering Tyrant himself. This is very much a "tell" rather than "show" AP which was disappointing.

Our favorite APs so far have been the ones that clearly built on the previous ones. Developing connections in the community, building a town, gaining benefits in the area, etc. There's none of that here at all. It really seems to be a grab bag of monsters (this week, werewolves! Then Cthulhu! Then vampires!") As many other posters have indicated, if I ran this I see the party trying to go off the rails in almost every scenario (Last week we helped evil cultists, now we're helping vampires? Screw this).

That out of all of the APs to date this is the only one I think will not go into the rotation speaks volumes of the quality of the AP series. I think there was some recognition in the final module that this one had missed the mark along the way, and I hope the need to build up the bad guy, and have a clear path and development between each and every step of an AP in the future will return.


I figured this info would be in the AP Tiefling article, but it wasn't. Is the official Pathfinder info on Tieflings as a playable race somewhere or are we still using 3.x rules?

On that subject, will the upcoming bestiary have info on critters as playable races?


Several of my Pathfinders and modules have said I could find extra material at pazio/pathfinder, but for the life of me I can't find anything.

What am I missing?


What is the current status of crits? One of the few things I've liked about 4E was getting rid of needing to roll to confirm a crit. What good reason is there for keeping yet another roll that serves only to frustrate players?


One problem I've always had is that while the caster's spells do more damage as they level up and rogues gain more sneak dice, the only way for fighters to do more damage was to get bigger weapons. The Weapon Training ability tries to address this, but by 16th level a +4 to damage really isn't going to amount to much when your opponent has over 100 hit points.

So, maybe I've missed something in the Alpha, but has anything been added to let Fighters, or anyone, simply do more damage?

This was particularly brought to mind when reading the Pathfinder 4 and the giant raid on Sandpoint. The giants all have over 100 hit points, yet poor Vakleros (our sample fighter in back) can only do 1d8+7+1d6. He'll be hacking giants for turns at that rate.


Okay, maybe I missed something. In Foxglove's manor the party finds a book referencing the sawmill. The adventure then jumps to the mill, but I don't see anything that discusses HOW the party finds the mill other that GM fiat.

Help?