Sign in to create or edit a product review. 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.
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. Pathfinder Adventure Path #40: Vaults of Madness (Serpent's Skull 4 of 6) (PFRPG)Paizo Inc.Add PDF $19.99 Print Edition Unavailable Fine crawling to be foundLord Snow —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. A great finish to KMLord Snow —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. Pathfinder Module: Crypt of the Everflame (PFRPG)Paizo Inc.Add PDF $19.99 Print Edition Out of print The Humble BeginningLord Snow —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.
Highly recommended! 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. 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? 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.
will never live up to j1's standards, but...Lord Snow —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 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.
still, this one is defiantly up to Paizo's standards. GameMastery Module D0: Hollow's Last Hope (OGL) PDFPaizo Inc.Print Edition Out of print Add PDF FREE Better than I ever thought it could beLord Snow —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! 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.
all hail Nicolas Louge! Better than Jerrsic Park...Lord Snow —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?
a DMs only review- Riddleport is awesome!Lord Snow —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.
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...
(P.S sorry about any grammer\spelling mistake I might have doen - english's not my native tounge). had a greater potencialLord Snow —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 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. 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.
Lord Snow
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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. great AP issiue. about the best that could be done with a first level charcters adventure.
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.
coming down to the bottom line, "gallery of evil" is well worth the price.
in adittion, some of the scenes could have been handeld better, and i had to do some work myself fixing them. first i'll say, just to make it clear: this guide is very good, and i'd liked it.
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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