Kuatoa

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Goblin Squad Member. Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 3,224 posts (5,524 including aliases). 16 reviews. 5 lists. No wishlists. 8 aliases.



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Creative!

5/5

A most fun game with a very creative twist. Not your usual board game. You can have fun without a stressful competition!


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Great if the DM gets creative

3/5

This adventure has the same chracteristich as all the CotCT AP, GREAT encounters.

Warning!!! Lots of spoilers ahead:

Spoiler:

You finally retur to the home city and have your chance to set things right in may places, yet you don't really get to "recover" your beloved city but pave the way for the NPCs to do so. You deal with the main villains but if the DM doesn't put a great effort to make it look so, the PCs can go from one encounter to the other and finish the adventure and just realize that everything is "ok" now. If the DM puts some effort to roleplay scenes where the city is taken back this "issue" can be easyly overloked. Other than this, personally I would have loved to have the final encounter beign done in the city, since Korvosa was the anchor for most of the adventure, it was rightly so to have it finish it there. There's a perfect reason for this final encounter to be made elsewhere, but with a tiny bit of effort the DM can wave this encounter into the Ziggurat below castle Korvosa and make very little changes.

The encounters, npcs, scenes and detaits on the adventure are -5 stars-, yet the missing links to make this a more "Korvosan" closure adventure take a couple stars... Yet if you are not using CotCT as a AP or you don't care much for Korvosa Roleplaying, then this is a 5 star adventure!


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Haunts and Horrors

5/5

This adventure breaks the line of CotCT style in an excellent way.

The adventure is a huge creepy "dungeon" that if the DM finds a way to expose the backgrupnd to the PCs, he can keep the PCs a the tip of their toes on every turn. This adventure was plenty of hack and slash yet if the DM sets the mood right, the combat feeling gets entirely different. The dungeon has such a great background that if you develop it nicely you can forget that you have beed dwelling in the same site for the past several encounters. The partition of the castle in wings makes a great way to imprint different feelings on each area and braking the phase of the castle giving the players a break on the "same place" feeling.

If you don't play CotCT I greatly recommend this module since its totally isolated, you can place it almost anywhere in most homebrew campaigns. A bit of a backgruod twist can fit it nicely into any home campaign.

On of the greates adventurers in the CotCT path!


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Good cultural overview

4/5

This adventure is great to know the Shoanti culture, and the events are quite nicely designed, especially " bcome a snack of the legendary beast" one. Every event shows a bit of the SHoanti culture and works its way into making a bond ith them either good or bad.

The thing that took the 5th star is the fact that the "treat of war" its not very present, so if the DM doesn't emphatize the point by himself that part can be overlooked. The party works his way up to gain the Shoanti trust yet you see few other signs of brewing war.

All in all a great adventure that can be easely broken apart for insert in homebrew campaigns and a great chapter on the CotCT


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Lord of the Spires

5/5

This adventure has everything I like, dungeon crawling, cave lurking, city walking, arena fighting, mountaing climbing, dragon slaying, fey-sighting and more! The only thing it lacks its heavy roleplaying or social interaction with other characters (at least live-non-monster characters), but at this point that way past due.

Also after you finish the adventure you have a whole city to continue exploring! There's also plenty of material you can expand to beef up your PCs up to higher levels if you want Karzoug to be even nastier.

A great 5 start sweetness!


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Seven deadly dungeons

4/5

This one starts up with a cool comeback to re-search an old dungeon at the "homebase" to find a cooler enemy and the trail to a deady dungeon, more specificaclly, seven deadly dungeons.
To enter the dungeon you have to bypass a nasty "classic" encounter and a devious gate "lock". Afterwards you enter an isolated dungeon -really big dungeon- that breaks down in seven different scenarios. I'm not too pro-large dungeons due to my players preference, but since this one can be deployed as different scenarios its a lot easier to digest. The leaders of every dungeon are quite fleshed out and adds a lot of flavor to the dungeons.

Way to go Paizo!


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Lost chapter of "AtG"

4/5

This one is very good but my PCs are not fans of very large dungeons... The plot on this one is quite simple but the encounters are quite coloful. The enemies are quite creative and there are some pretty cool encounters with the kind of adversaries you see once in a campaign. So all in all a great adventure. I'm taking one star away on a personal preference of lots-of-cool-locations- adventurers


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Afraid of the hills?

5/5

For me this was the better adventure of the AP RotRL. This because I love siege-like adventures especially if they can keep the keep.

The new presntation for the ogres brings a whole new fresh point of view fo the race.

This adventure has a lot of wandering around places and take action into very interesting places. The only thing I'm not so crazy about its the fact that this one its not so heavely connected to the RotRL campaign. Of course there are a lot of factors that link to it, but non too consequential. Anyway, a great adventure on its own!


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Here goes your horror rules

5/5

Well, aparently the second adventure of the 2 complete APs is better than the first! looking foward for the second adventure of SD!

The adventure starts out on a firm "detective-like" setting, which by the way I found very nicely aid.

The second big part of the adventure takes a very interesting turn into a horror-style adventure (more "haunted" maybe) and introduces a great set of rules for this kind of adventure. This alone is very well worth a star!.


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Earn your name!

5/5

If you want to stand up in your community -name it Sandpoint- you have to do some heavy monster killing, serious townfolk rescuing, charismatic -eye-blinking relationships, deep dungeon delving and treasure hauls from outdoors; then this is your chance! This adventure has it all. And developed in a great way.


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Great -not-so-good-aligned- start!

5/5

I liked this adventured a lot! A bit alike Edge of Anarchy with several encounters to get the PCs to familiarize better with Riddleport and a great opportunity to get Roots in the place. Also I feel the adventure is open to have a wider arrange of alignments, not only for do-gooders!

Hope the review doesn't have spoilers...


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The "cover" is tricky... But this turn out for the best!

5/5

I bought this one looking for a mean iceberg-monster adventure, but -surprise-... It was not. But to my pleasure, the adventure is one the best ship-based, horror-adventure I have seen! And on top of that, this Indulgence include several easy adventure hooks that work great as sea encounters and a couple nice creatures (here comes the mean iceberg) as a bonus. I completelly recomend this Indulges 110% to all interested in running sea encounters and campaign, all for 2.50, quite a bargain!


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great non-pirate sea adventures

5/5

All Indulgence adventures are great if you want to give a fresh aproach to watery adventures. And the fact that so far, the theme is more creepy-jungle-freak-monster related than pirates it also quite refreshing! Of course, if you love pirates, you don't need lots of work to add the eyepatch touch to the setting. This review goes to all Sinister Indulgences, Great work!




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Welcome to Korvosa

5/5

A great adventure in a great format to get familiar with Korvosa. After this the PCs will crave to do more city-crawling in the "home" of the AP Setting.


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No enough pest-encounters!!!

5/5

I have never run a "pest" adventure and this one really does the trick. I think it captures the whole idea really nice, thou I would have loved to see double the encounters with "pest" related issues to have my players running to wash their hands and not sharing their snaks in the course of the adventure. I will have to add more of these into it, as well as more antagonistic-creepy encounters with the plague doctors to involve more those creepy-cool NPCs. These kind of "milestone" large-scale events bring up top star in the APs review. Magnificent!


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Part Event / part Dungeon crawl

4/5

The first half of the adventure (the events) continues with the great style of the CCT path, and the second half introduces a large dungeon which would be quite a "common dungeon crawl" but there's an amazing -simple but interesting- mobile dungeon and another -simple but interesting- encounter with the "engines" of the mobile dungeon. Work it out cleverly and you get an awesome experience out of this "common dungeon crawl". Great work Paizo!