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very solid

5/5

Disclaimer: I have yet to actually play the module, and plan to do so (and then edit the review) after that.

From Shore to Sea makes an excellent module. It's adventure hook is maybe a bit sketchy, as it assumes the PCs are already going through the region where the adventure will take place, and that's such a god forbidden no-where that you might find it a little bit difficult to integrate the adventure hook as written into a running campaign. Shouldn't prove any trouble if you are playing it as a one-shot though.
Once the actual adventure starts though, you are in for a tentacular treat. The mood is set strongly from the very beginning, and if your players are familiar with the works of H.P Lovecraft they will immediately recognize the kind of scenario they are in. The adventure has a cool, creepy feeling to it that is definitely an awesome change of pace from the usual heroic fantasy you see in most modules.
From what I gathered the module is not very challenging – a solid party should reap through many of the encounters with ease. I guess this is fine because the module is designed to work also for weaker parties (most RP intensive parties are relatively weak) who just want to enjoy the ride and worry less about combat. I suspect I might up the difficulty of some of the encounters when I run it, though.

a small issue that I have with this is that it is absurdly similar in plot to an AP module from Carrion Crown. if someone in the group went through that AP or is planning to, maybe it's best to skip "From Shore To Sea".

All in all a great module that I am sure will create a very fun, albeit creepy, weekend.


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Fine crawling to be found


This module is filled with several solid, short crawls. I did not like modules 3 and 5 of this AP (6 is not out yet by the time this is written), but this one is a great addition to 1 and 2. It's not one of those "Man, I want to run this NOW and see the expression on my player's faces" adventures that Paizo so often comes up with... but it's obvious from reading this that there is lots of fun to this one.


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A great finish to KM

5/5

without a doubt the best finishing model of any AP so far, this module is also my favorite in the KM AP. "Sound of a thousand screams" is so good because it does justice to the weirdness of the first world. the adventure presents a change from the pacing and aconstruction of the previous models in this AP while still maintining a very open, free and non-linear progression of events. there are many ways to approach each encounter and some very flavorfull foes to beat.

a small complaint is all that I have for this module: the Jabberwock. I don't appriciate the presenace of this creatue since it will never work either for me or my gaming group. that is , however, very subjective and might suit other people well.


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The Humble Beginning

5/5

When I kick off a new campaign, the kind that begins with a bunch of 1st level PCs scrambling for every copper piece they can strip off a dungeon, I make sure of some things.
Among the values that I consider most important to a campaign is it's feel. Playing a bunch of low level lackeys should be very different than playing the high level tough guys who are there to save the world. Accordingly, I strive to pronounce that feeling of "building your legend from the ground up" to my PCs in the first levels of play. I make many encounters that relay on naturally dangerous things, such as a poorly constructed bridge over a foaming, freezing cold river, or perhaps even getting caught in a thick forest while a storm is raging in the sky above.
This mentality is prominence in Crypt of the Everflame. The adventure is set to make the players feel as if they are in the shoes of young men and women, going for a memorable adventure to prove their worth, without actually taking any great risk to their life. When they came to realize that something real was going on, my players were actually terrified (well, the PCs were, and the players played it well). What begins as a nonlethal journey quickly becomes an awesome dungeon crawl with varied encounters and hazards.

Highly recommended!


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the fair folk

5/5

It is hard to shock experienced D&D players. So many NPCs and monsters got slaughterd around them so often, that death and violnace became part of their PCs routine.

However, not a single PC or player would walk out of this module without a mental scratch. The sick, twisted nature of the Fea is presnted here like never before, in a goery bath of murder, torture and bloody vangence.

The setting is awesome, the layout comfortable. the challanges are shocking, varied, and fun. your PCs will find themseleves racing time to fight off the insanity of a host of creepy Faeries, as well as witnessing disgusting sights that will stay with them forever. truly, there is not a bad word to say about this module.


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impressive

5/5

as somone who did not actually play or GM this module, I can't honestly testify that it playes well- but it reads well for sure. a mix of creative, cool fights and puzzles, as well as intresting foes and a new monster can't work too bad togather, right?


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a solid mix of fights and roleplay...

4/5

while no fight in this adventure is "cool" in the sense that no intresting monsters or epic stuff goes on- in fact, the mission the PC's are bent on completing is more of an errend than an actual quest of need. however, the challenges that each battle includes are intresting and (at least with my group) played well.
the faction missions are not very intresting (except the Qadiran one), and nothing here is very memorable. however, playing it was a great intertaiment that lasted for 4 hours or so.
good work, Mr Shackleton!


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will never live up to j1's standards, but...

5/5

it's still great. I think the pyramid itself is actually a weak point in the module- it's cool and very interesting, but it lacks the wonderful "Mummy" feel that I liked so much about everything else here. if you played and liked J1, go for this one too


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a modarate read

4/5

I will start by saying that this is a wonderful module. action packed, cinematic, memorable... but several issues forced me to reduce a star.

first and most noticeable is the PC - triggered events that takes place too often. the PC's just happen to be around at critical moments, and my players will never accept such a thing.
the second issue is that the writer's talent isn't really showing. the module is not fun to read, and I did not feel as immersed in the experience as I usually do.

still, this one is defiantly up to Paizo's standards.


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Better than I ever thought it could be

5/5

this adventure Rawks! me and me group of newbies (I'm the only expirienced one) are having the greatst time in our lives with it. recomanded- it's more than a thousand times worth the price!


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classic horror

5/5

for a long time, I sought out an adventure that will give my players the creeps. when they get to it I am sure they will have them at Skeletons of Scarwall. but this module is just as great.
major NPC's drop dead faster then flys, the PC's need to investigate if they are to solve their problem and get out of the place alive. complicated storyline, great feel, nice encounters, cool new monster, and a lot of optoions for in depth roleplaying... it could barely get better.

all hail Nicolas Louge!


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Better than Jerrsic Park...

5/5

stuck on an islend until trasport arrives, nevigating between grops of desoarte survivors, fighting off alien creatures and powerfull zombies... can it get any better?
this adventure is awsome, action packed and set in a cool place.


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a DMs only review- Riddleport is awesome!

5/5

Riddleport is a large port city brimming with life, magic and adventure. Exotic wares and bizarre merchandise are brought from across the world to the open market here, which serves as an idle crime-planthouse.
Recruited as bouncers, bodyguards and special agents of a casino manager, the PCs are going to face a ride they did not sign up to. Gangster wars, scams, and arcane phenomena make the every day life of the typical Riddleport citizen an interesting one, but when a cloud as black as ink appears in the sky (supposedly connected to the famous cipher gate), an evil much, much more sinister than any city scum could ever be accompanies it. Could your PCs survive the revelation of a ten thousand years old elven conspiracy?
Packed full with cinematic moments, creative ideas and setting, and deep and complicated NPCs, SitS is a blast of a way to expose newbies to D&D, as well as a way to surprise and intrigue older players in the game. Its just that good.


Worth your buck

4/5

first and foremost to anything else, buying this PDF is buying a nesty surprise to your PC's. Just imegine the look on your we-know-evreything players when thier tough party of 6th level PC's get thier ass kicked by a dretch...
at it's core, the PDF is an intresting idea that was excuted pretty well, and the core is wrapped neatly with intresting fluff, a great short story and a potencial plot hook for epic levels.
my only regreat is that the art was rather disapppointing, hence the missing star.

(P.S sorry about any grammer\spelling mistake I might have doen - english's not my native tounge).


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had a greater potencial

3/5

this adventure just missed so much. I expected it to be epic, to have grand fighting scenes set in an even grander background. I wanted resulotion and I wanted to know the fate of some major NPC's, but all Iv'e got was a list describing the fate of the NPC's niether me nor my players care about.
spoilers from now on-
I really wanted to have a part where the rebbles assult castle volsheneck and recepture it. I really wanted to have an action scene that centers around one of Ileoses monsteros monumants. when I read that there are tribes of monsters proteting the Sunken Queen, I wanted to see something like a chase scene, in which the PC's will be forced to flee unending hordes of raging frogmans. Iv'e got non of the above- the PC's sneak into Castle Korvosa, hack n' slash some fiends,fiending where the mad queen is, going there and hack n' slashing the queen. the endind I actually liked, becuse it was surpraising and dramatic. I'm still going to add all the elements I wanted into my game, but I hate doing 90% of the work to run an adventure I bought...

spoilers end

all that being said, the adventure's not bad, merley disappointing. mybe if they wouldn't have used half the space they had for describing *evrey single room* in the castle, the outcome would have been better.


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Play test review

5/5

a truly great adventure. ran it to my players and they loved it. mostly, the story was good becuse they enjoeyd the interaction with the rival team. during the advanture they have sabbotaged and tackled each other's plans again and again, and they even kiddnept members of the PC's team (and the PC's captured one of them and tried to trade back). the greats parts where when the two teams had to cooperate in order to survive extreme situations and tough encounters. Without Julistar and his hierlings though, the advanture isn't that good. I think it is important to make sure PC's don't just confront them at the very begining, by letting them know that Julistar works for a powerfull evil mistress, and that killing him won't be wise. that should be enogh, really.


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unblivebly good

5/5

A stuning adventure. Even better then "Seven days to the grave". If you liked " Entombed with the pheroes" you will love this one. If disliked "Entombed with the pheroes" you will love this one. If you are a multi-dimensonal painting of Obi-One Canoby that plans to overtrhow the qeen of England you will love this one.


well worth the money

5/5

great AP issiue. about the best that could be done with a first level charcters adventure.
just one warning: din't use the otyugh encounter! there are to many of them during the first three adventures.


it probably desrves more, though

3/5

The Curse of the Crimson Throne is, in my opinion, the best that Paizo ever did –and there's some tough competition in the category. There is nary a weak point in the entire AP, which is written with a unique tone and style. When there is a breach in such a well constructed creation as this, it seems even more devastating then it probably is.
The beginning of Escape is purely, unquestionably awesome. It has a soul of its own, and the background of Old Korvosa is breathtakingly believable. One can smell the drying mud that his PC steps through, and the GM has a great time capturing the imagination of his players. Assassination, death and intrigue shroud all. This is the same thing attempted at earlier installments in this AP, but even better.
However, once the PCs are forced to enter the maze of the Rakshasas, things get real bad, real quick. The living maze is tiresome, lacks in character and simply dosent fit comfortably along with everything else in the adventure.
This book has tons of awesome in it: the Red Mantis, the first half of the adventure, the awesome bestiary… I even liked the PF Journal this time. Kudus for all of those. But I can't help but feel that this weak spot in the AP really sort of damages the entire experience. This is a three star review, even though mostly, this book deserves five stars. Such a shame, really.


art for murder's sake

4/5

coming down to the bottom line, "gallery of evil" is well worth the price.
i started with the bottom line becuese untill you reach it, you have to go through lot's of trouble.
allow me to explain:
most of the adventure is a duengeon crowl. A good one, but still a duengeon crawl. I have orderd an urban adventure, and I fealt that the one hour part of the adventure when your'e actually in the city hadn't provided.

in adittion, some of the scenes could have been handeld better, and i had to do some work myself fixing them.


very helpful, but i'll have to do some serious editing

4/5

first i'll say, just to make it clear: this guide is very good, and i'd liked it.
but there is a major problam in this guidebook: it gives to much information. the endless lists of not- really-importent-to-know people frpm the city will quicly overwhelm any but the most enthuistic players, so they might miss importent pats.
second problam: from reading the guide, it is easy to guss what the first adventure is going to be about, for it holds many obvios clues.
therefore, i am going to edit this guide before asking my playrs to read it, and i recommend that you as DM's should do the same.


another well crafted adventure from paizo!

5/5

A large scale event sweeps the city, disrupting the status quo completely. The PCs will have to adapt to these extreme circumstances even as they investigate the mystery surrounding the events. The story is original, the villains chilling, the scope and stakes a step up from the previous adventure in the path.

The adventure has the perfect structure for an urban story - a lot of interweaving plotlines, small encounter areas, and interesting recurring NPCs, all topped with a decently chunky dungeon crawl to finish things with a bang.

This is also where the true story of the AP presents itself, and some of the most iconic organizations in the setting show up for the first time. In some ways this adventure is the linchpin of the whole path - after the first adventure did a great job of introducing Korvosa, this one kickstarts the plot and give the characters goals and a villain to hate.I think most of this AP is great - but this one little adventure makes it a must.


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