Tarquin

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Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns, Starfinder Accessories, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber. Organized Play Member. 2,400 posts (2,401 including aliases). 21 reviews. 3 lists. 1 wishlist. 6 Organized Play characters.



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4/5


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Not so great...

2/5

3 maps:

1) A nice map of Thrushmoor. Useful, good scale, pretty. My only complaint here is that it includes labels marking the adventure locales, so if I use it with players, they're going to know where everything is, no searching required. I would have preferred either no labels, or more generic labels so their are some decoys.

2) Art map of Ustalav. One of those pretty ones with the lush pictures of monsters and points of interest. I can't really use this with players because it gives away too much. More like something I'd hang on my wall (if I had a game room).

3) A big map of... nothing. Okay, it's a map of Neruzavin, which seems to be a big pile of rocks. It's a blow up of the map on p.14 of What Grows Within, and there really isn't anything to it - a pile of rocks, a lake, and 3 labeled encounter areas. But how am I supposed to use this? Lay it on the table and as players where they want to explore? "Here, here, and there." How is that made better by having it really big? Not enough to interact with players around, and what there is spoilers away any need for a map.

All in all, I've been increasingly disappointed with the Map Folios lately. They're pretty, but just not that useful to me. Town maps are great. Those really enhance the gaming experience. But they can't show exactly where all the encounters are. Regional and national maps are good, but I don't really like the art maps. Give em something on faux parchment that I can use with players in-game, without spoilers, player-safe. Or just a higher detail close-up of part of the Golarion map. I'd love some new hexploration maps. I'd love one nice, 1" grid battlemap per Folio. Something that show an encounter location with exciting twists, unique to the AP. That would have some real utility, some real value for me. A big picture of a pile of rocks... not so much. :(


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5/5

Nice collection of small boats and ships.


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Meh

3/5

Just not a lot of "wow" here. I agree with the other comments that the players map covered in spoilers isn't much good. Overall, not the most useful set of maps we've seen.

What I'd really like to see, as the new norm, would be 4 maps in every folio: a rustic looking player map of the region WITHOUT spoilers; a more precise GM map of the region (and these should have a consistent look, maybe even scale, across folios to slowly build a high detail Avistan map); a city map; and one mini-scale battle map, not necessarily of the scene of the climax, but of some really unique, flavorful locale in the adventure path.

We're currently paying almost $7 per map. That seems a little steep for what we're getting. But I'd pay more for a more useful combination of maps like the ones I suggested.


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4/5

There look like great little low-level adventures, and I like that you can used them separately or as a linked mini adventure path.

My only gripe is the lack of a town map in the module itself. The pull-out map has a great town map... but it ONLY appears on the pull-out map and not anywhere else in the pages of the module. The full-page copy of the cover illustration inside the back cover is nice, but I would rather have had a small town map would have been better.


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4/5

Nice images, lots of useful straights and turns, crossroads and bridges. The options are actually very reminiscent of the various Corridor packs. My only complaint is that all roads are 10' wide, like a "standard" dungeon corridor. I would really like to see some 20' wide roads... you know, wide enough for 2 wagons to pass or an army to march down. Maybe next time, Road Systems II. (Seriously, I'm ready for some II's that would build on and specialize existing map packs.)


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4/5

Nice maps. Very useful. But nothing very "sea" about them; they actually look more like an underground river to me, which is still useful. The other thing is that, following the recent map pack terminology, they are more like "corridors" than than "caves." A lot of the recent sets have been two-parters, with a "corridors" set made up of hallways and crosses, and a "chambers" or "caverns" set with bigger rooms. This set is all narrow. I'd love to see a companion set call "Sea Cave Chambers" or something with larger caves filling a card or two, and at least one with a wide mouth leading to a beach or open water. A nice tidal cave would be fun to trap PCs in (ooo, how about a high tide and low tide version of the same cave!), or an underground jetty for smugglers to tie up their boats.


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Great resource!

5/5

Very nice collection of flavorful desert- and African-themed creatures. Written for Kobold Press' Midgard setting, but most are easily portable to Golarion or whatever your world you're playing in.


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5/5

I have a bunch of these little (medium) tentacles that I use all the time as props and bits of bigger baddies, plus they match the giant tentacle Gifted Vision makes (2x2 base but 5" tall) and the mega kracken body (6x6 base). Those aren't available yet through Paizo but you can get them on the Gifted Vision site. One of the big tentacles came out in the blog a few weeks ago about the end to the Paizo staff's Egypt campaign. Really nice stuff.


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Good Story

4/5

I like it. Haven't played it yet, but the story seems solid. Definitely very investigation/story driven, so players will need to buy in to that, but there are lots of cool little connections if players look for them.

My one grip would be the big fold-out map. On one side is a nice map of the city and on the other is a great 1"-grid battle map of the bottom floor of a certain manor. The only problem is that the manor has four levels, so my players are going to get an awesome, professionally drawn map of the 1st floor... and fugly upstairs on graph paper. As a GM, more manor maps would have been better for me, ideally, the whole manor in 1" squares.


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Fantastic game!

5/5

Super easy to learn but ends up requiring a decent amount of strategy. It's fun, too, because you all play together and have to work together or else the zombies will overwhelm you all. (but the zombies aren't scary so it's perfect for little kids - my 7 year old loves it.)


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Should have been a Map Pack

2/5

This one is so modular, and so non-liner, I think it would have worked much better as a set of Map Pack cards. No reason to lay the whole thing of if players are going to be teleporting all over the place. Also, as a Map Pack, if a GM wanted to use just one of the rooms, she'd be able to integrate it more easily into another dungeon, so there'd only be one multi-colored room.

Not my favorite map, but over all I still love the Flip Maps and appreciate Paizo experimenting. Some crazy ideas turn out really cool and some fall a little flat. This one's a little bit of a dud for me, but it was worth the try. Actually, given the folding issues, maybe I'll try chopping it up into Map-Pack-sized pieces...


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Discontinued

5/5

Beautiful maps. I was part of the Kickstarter and got my copies about a month ago. Couldn't be happier. One thing I particularly appreciate is that you get two different decks (upper and lower) plus an outside view, and two different environments, space and the port. Super versatile. And, as with any of Christopher's work, art is fantastic.


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Lots of potential

4/5

Just got these. Haven't used them in a game yet, but played with them a little right out of the box. Great idea. They seem to stick well to the new laminated Paizo MapPacks. I'm planning on using the trees in particular to cover traps, ambushes, tunnels, etc. that I don't want players to see until the Search. I'll have to throw so decoys on there too so a tree-cling isn't an automatic give away.

Hopefully the line line will do well and they'll be able to offer more variety in the future - fires, ices, crystals, underground flora. etc.


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Wonderful city maps

5/5

Very organic, realistic feel - some clumpiness of buildings, some open spaces. Clusters of buildings along roads, even outside the city proper. Just the right amount of sprawl. Don't know anything about the setting, but I like the maps.


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5/5

Buy this.


4/5

Not complaining but there's an awful lot of water. Some good rock and sand tiles but quite a few shore, desert stream, and open water tiles too. And a little sailboat! 3D object include: long and short dock/bridges (stone on the reverse), a adobe brick/plaster building, a adobe/plaster stairway, a wagon, a market stall, a sarcophagus, and an extra little piece to go under a table (probably to make up for the one that was "missing" from the last set). All-in-all, nice stuff. I like the 3D but this set might be a wee bit heavy on 3D and light on desert tiles. With the little building, I'm kinda' hoping the upcoming city pack will have several 3D buildings.


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Out of print

3/5

Good description of a town, lots of buildings and NPCs detailed, lots of plot hooks. Very few stats so it can be used with any edition. My minor gripes are these:

* It's above-ground. I was kinda' hoping for a nice underground dwarven city.

* The city has a less-than-intuitive shape and some poorly utilized spaces. There is this big chunk of unwalled space that would have been easier for the builders to capture than to build around ... things like that irk me.

* The big fold out map has a mini-scale rectangular dwarven tavern on one side and a 1sq=20' map of the city on the other side. Nice enough looking map, but I was hoping for more battlemat.

So not a bad product, but not a must-have either, IMHO.


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Fantastic!

5/5

One of, if not the, best city book I've ever read, and city books are about my favorite supplement. Seriously worth getting for any setting.


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2/5

Nice selection of items, but I've grown to really like Vincent Dutrait's work as well... kinda' like when somebody other than WAR did the cover of the last Eberron book. The drawings all look a little puffy. Will this be the Item Card artist from now on, or will we be seeing a variety of artists, or was Vincent just unavailable for this one but will be back for the rest? (I'm hoping for the latter.)


Great quasi-historic setting

4/5

Good book, tons of ideas even if you don't use the setting.


4/5

I picked this up last week and have given it a quick read. Looks like it will be pretty useful for those who continue with 3.5 for a while and don't want to lug all those books around. Most important and/or confusing rules get their own page with all(?) the bits from all the books pulled together in one place. Nice.

Plus it's got a great picture of Cthulhu tearing up Mialee, Tordek, and the rest of the WotC iconics!


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5/5

Very cool. Leaves me wanting more. Very first-edition feel; lots of potential stories, lots of questions, some of which I know will be answered later, in other products, and some I suspect will just hang out there, tantalizingly unanswered ... Very cool.


Very fun game.

5/5

I have to admit that even with all the publicity, I wasn't particulary interested in Kill Dr. Lucky. But then I tried it at GenCon SoCal and both my wife and I loved it. I was there the next day with some students (age 12-13) and they loved it too! We even played the live version with us running around trying to take the old man out (True Kill Dr. Lucky!?).

For anyone who doesn't know how it works, the game is a distant cousin of Clue, with players moving around a mansion collecting cards, except here, you're trying to get Dr. Lucky alone (harder than you might think) and then use the weapons you've collected to bump him off. It has a lot of innovative twists but isn't overly complicated. Bottom line: great game, lots of fun.


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4/5

Cards are beautiful and will be a lot of fun to play with BUT I'm still not wild about the random assortments and I was surprised that so many of the cards in the Hero's Hoard pack were repeats of cards in the starter set. Still, I'm happy with the set.