Mutant Goblin

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Finally - Tian Xia!

4/5

First I would like to note that this review is based on reading the adventure as my group has not yet reached this point.

This is the first time that the adventure actually enters the "mystic east" and the first part of the adventure is intended to give the PCs culture shock. I do recommend that if you are not familiar with Chinese and Japanese cultures to do some research before presenting the culture to the PCs.

The time spent is the city is flavor and intended to get the PCs to lower their guard before being ambushed. This will rip them out of the enchantment of Tian Xia and back to their mission.

I found that backstory presented for the pagoda to be well written and it will serve to flesh out the remainder of the encounters with the Oni very well.

The bestiary is also worth note in here because it is packed with Kami and Oni. A great resource. All in all this was a good introduction to Tian Xia.


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Road Trippin'

5/5

So far my groups favorite installment. They had a blast improving their caravan - interacting with locals - the RP opportunities are extensive in this campaign and if not fully utilized can detract from this installment.

About half way through the PCs will incur the wrath of an unorthodox enemy that stalks and hunts them - eventually forcing them into catacombs where they must fight to survive. Groups more focused on hack and slash will probably not like this installment - that is okay because the DM can throw more random encounters in - or cut out some of the caravan sections. For those groups who like more RP - they will (as I said above) eat this adventure up.

This adventure requires a substantial amount of DM prep - but your group will thank you for it, and my thanks goes to Paizo for delivering on an adventure that my players have fallen in love with.


Caravan Power!

4/5

Okay I know there seems to be a lot of confusion about the Caravan - and many assertions that there was not enough focus on it in this installment. I couldn't disagree more. The simple fact is they provide the DM with all the tools to make the caravan travel dynamic and emphasized - OR - completely omit it. This is because some groups simply will not enjoy it and other will eat it up.

Now to the review - Overall I would love to give this a 4.5 if I could - but I can't so It gets a 4. The NPCs encountered are well detailed and presented in masterclass fashion. This adventure focuses on the caravan (or not depending on the group) and has some of the most RP opportunities I have seen since Kingmaker.

The expose on Shelyn is well done and very informative. A truly solid installment.


Well done!

4/5

James Jacob. Need I say more? The man just never fails to execute. The adventure kicks off in grand fashion bringing us all back to Sandpoint. Yes BACK to Sandpoint - this is a sequel folks!

We have it all goblins, oni, caravans.... what is this thing called a caravan you might ask? Quite simply one of the best mechanics I have ever seen for extended overland travel and group combat.

My hat comes off to the crew at Paizo and James.


Another AP

4/5

WOW! What a great kick off for the third AP! My compliments to James Jacob for his incredible first installment. I didn't put this issue down until I had read it cover to cover! GOOD JOB!


SWEET!

5/5

Best issue of Dungeon EVER! This not only kicks off the second adventure path, but also has some of the best adventures I have seen!