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Very good

4/5

Read my full review on Of Dice and Pen.

On the whole, the Giantslayer Player’s Guide does its job well. It offers an introduction to the campaign and provides players with the tools to make characters who fit the adventure path and will remain relevant throughout.


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Great maps

5/5

I can never have too many maps in my games. Particularly the big ones. I love unfolding them, laying them out on the table, and pointing to one location or another. I love the context they provide for where things are happening in the game world. And sometimes, they’re just pretty to look at. As such, I appreciate the map folios that come out for each adventure path. They help me get my fix of pointing at maps. They’re also generally useful for any games set in the same region, not just the adventure paths in their name.

The Giantslayer Poster Map Folio is no exception. Like most other adventure path map folios, it comes with three fold-out poster maps, each showing a location relevant to the Giantslayer Adventure Path. The first is a map of Trunau, the town that the adventure path starts in, and where the player characters might call home. The second is a map of the Mindspin Mountains, the region where the adventure path expands into. Trunau is located towards the northeast corner, and from there, it’s possible to trace out the route the remainder of the adventure path takes. Both these maps are useful, functional, and attractive.

The third map in an adventure path map folio tends to be a more artistic piece. Often, it’s a map of a country or region done in the style of a map the characters in the game might actually purchase and use, rather than one designed for gaming purposes. In this folio, it is a map of Skirgaard, the location of the fourth adventure. In this case, it’s more than just a map; it’s also an illustration of the entire village. Skirgaard is a small enough location that it’s possible to not just show where each individual location is, but to also sketch out every location in detail, complete with people moving about and smoke rising from chimneys. The map shows the village from the vantage point of a little bit above and to the south. When PCs arrive at the village, GMs no longer need to describe what they see. Instead, they can just show the map and say, “This is what you see.” The map is breathtakingly beautiful to look at, and I think it’s probably my favourite of all the artistic maps in all the adventure path map folios.

The Giantslayer Poster Map Folio makes a great addition to a Giantslayer campaign, and to any campaign set in Trunau and/or the Mindspin Mountains.

Of Dice and Pen


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A good ending to a variable adventure path

4/5

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I’ve had mixed opinions of the instalments of Giantslayer so far—some have been good, others not so good—but Shadow of the Storm Tyrant works well as the culminating adventure. It’s primarily a dungeon crawl, but has a good sense of urgency and variety that its predecessor, Anvil of Fire, is missing. It also has some epic-feeling encounters and combats appropriate for a high-level party, and it makes good use of its setting, which helps to turn what could have been just a bog-standard dungeon crawl into something much more unique.


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Nice breadth of options

4/5

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I’ve always had a love-hate relationship with the Leadership feat. It’s a feat that requires some careful adjudication, but it’s also one that can add an interesting dynamic to the game. Overall, Cohorts and Companions does a good job expanding the options for cohorts without exacerbating the more difficult parts of Leadership (it’s already potentially one of the most powerful feats in the game). The best part of Cohorts and Companions, however, is that it provides so many non-Leadership-based options that increase the way PCs can gain allies. I’m often wary of Player Companion books these days (indeed, I ended my subscription to them quite some time ago and don’t have any of the ones from the last couple years) because they add so many options that just go unused and forgotten. However, I see potential for Cohorts and Companions to see more use than many do, which definitely makes the book worth having.


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Bad, but the support articles are pretty good

1/5

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Anvil of Fire is one long dungeon crawl with battle after battle after battle—with almost every encounter being virtually identical to the one immediately before it. There is very little opportunity for pause (except if and when PCs decide to retreat from the dungeon to recover) and even less opportunity for interaction with NPCs in any way other than combat. There is so much of the same in this adventure, I can’t imagine any group of players not being completely bored by the end. Even the most avid “hack’n’slash” players will likely be dismayed at the lack of variety in the combats.


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Good book

4/5

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Planes of Power is a great introduction for designing adventures set on the Elemental Planes. Indeed, there’s enough information in here to inspire numerous full campaigns. GMs will need to expand on the details and fill in the blanks, but overall, the book is an invaluable resource to get them started.


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Good adventure, but getting repetitive

3/5

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On the whole, I like Ice Tomb of the Giant Queen quite a bit. My biggest issue with is the repetitive quality it has to it. After two adventures which involve the PCs having to sneak into areas of significantly more powerful forces, it would have been nice for something a little different. I also worry that the next adventure, which puts the PCs up against the fire giants who are training the most élite soldiers for the Storm Tyrant’s army, will be more of the same again. Every adventure path needs a bit of variety to it, and Giantslayer could use a bit more.


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Great follow-up to Inner Sea Gods

5/5

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I love this book just as much as I love Inner Sea Gods, and it has seen a lot of use in my games. It is full of evocative and flavourful information that can form the basis of all kinds of characters and adventures. I particularly like that it uses its full space for this information and doesn’t feel the need to include numerous new feats and spells. I now have ideas for about fifteen new campaigns that I will probably never have time to run, but it’s fun to have the ideas anyway!


Great, atmospheric adventure!

5/5

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The House on Hook Street is a phenomenally good adventure. I’ve recently started running it as part of my Curse of the Crimson Throne campaign (it’s actually relatively easy to modify it to take place during the adventure path instead of several years after), and my players and I have been enjoying it immensely so far. I highly recommend it!


Great Book!

5/5

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These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!


Decent, but not great

3/5

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The adventure is a little too similar to the previous adventure, The Hill Giant’s Pledge, in that both involve sneaking into a similar giant-controlled location (and The Hill Giant’s Pledge does it better). Following up one adventure with another that does virtually the same thing runs the risk of making things stale for the players. However, there are things to make this adventure more unique, and good GMs should be able to make it into a memorable experience.


Great resource on Golarion races

4/5

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Overall, Inner Sea Races is a very good and useful book. The first three chapters contain a wealth of information about the various races inhabiting the Inner Sea region, and although some of this information comes from previously published books, much of it has been updated and expanded upon. Importantly, it compiles all this information into one easy-to-reference book. The fourth chapter is the weakest part of the book, but there is still much in the chapter that is useful to people creating characters for the setting. The book is already a frequently referenced source for my own games and is likely to be for many other people’s games as well.


Good, but not spectacular

3/5

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Dirty Tactics Toolbox follows in the vein of its predecessor “Toolbox” books: Ranged Tactics Toolbox and Melee Tactics Toolbox. And much like those two other books, I have the same basic issues with it. While it’s a perfectly functional book, there’s not a lot in it that really stands out and is memorable when compared with the vast amount of other options already available in the game. That said, I do think it edges out the previous two books by a small margin by having a few more things that did catch my attention and a few more instances of nicely integrated world flavour.


Good adventure

4/5

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The second part of the Giantslayer Adventure Path, The Hill Giant’s Pledge by Larry Wilhelm contains a wide assortment of interesting NPCs (both villains and allies), each with fairly detailed back-stories and motivations. It makes for a wonderfully dynamic adventure that can play out in a multitude of different ways depending on what the PCs do. There are a couple of inconsistencies here and there that don’t work quite so well, but on the whole, it’s a very good continuation of the adventure path.


Useful, high-quality maps

4/5

Like most other map folios, the Iron Gods Poster Map Folio comes with three full-colour poster maps suitable for use with the Iron Gods Adventure Path, but also usable with other campaigns set in Numeria.

There is a map of Numeria itself. As is standard for country maps in these folios, it is done in the style of a map the PCs might actually use in-world and can be freely shown to players. It is beautifully illustrated with pictures of monsters and very setting-appropriate robots. I am also happy to say that, unlike the map of Osirion in the Mummy’s Mask Poster Map Folio, this one has labels of cities, towns, and other major landmarks like Silver Mount. This makes it much more useful in actual play and not just something pretty to look at.

The other two maps detail Starfall, the capital city of Numeria, and Torch, the town Iron Gods begins in. The map of Starfall is rather uniform in colour, (mostly shades of brown) making it less interesting to look at, but it remains useful for gameplay. There is a lot of brown on the map of Torch as well, but the town’s smaller size means more variation and detail can be included, making it not quite so uniform as Starfall.

Overall, the maps are definitely worth it for any campaign set in, or passing through Numeria.

Of Dice and Pen


Disappointing

2/5

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Belkzen, Hold of the Orc Hordes should have been an opportunity to add more depth to orcs in Pathfinder, and to be fair, it makes a couple tokens attempts to do so. However, on the whole, it misses out on the opportunity, instead focusing mostly on describing locations and adventure sites, many of which happen to have orcs in them. It does little to give the orcs any real character beyond violent killers or to differentiate one orc tribe from another. By the end of the book, orcs remain pretty much as faceless as they’ve always been, just fodder waiting for for the PCs to kill them.


Good introduction to the AP with a compelling mystery

4/5

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Once the battle begins in Battle of Bloodmarch Hill, the adventure takes on a rather epic quality, which makes it quite an exciting introduction to an adventure path. But even before that, the murder mystery provides a great draw into the world in which Giantslayer takes place. I will admit that, based on just brief descriptions, Giantslayer doesn’t seem the most engaging of adventure paths. However, this first adventure definitely shows how wrong that is. I am looking forward to reading the remaining instalments.


One of the Best!

5/5

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Without doubt, Qadira, Jewel of the East is one of my favourite Pathfinder Campaign Setting books. It is simply jam-packed with information that not only brings the nation of Qadira to life, but also expands the world of Golarion in pretty significant ways with its glimpses into the wider Empire of Kelesh. This is an important and exciting thing for, while Golarion is certainly a diverse world, the fact is that the majority of books (with a few notable exceptions like Distant Shores and Osirion, Legacy of Pharaohs) have detailed places based on white European cultures. Qadira, Jewel of the East helps balance things out a little. I highly recommend it.


Some good, some bad, overall mediocre

3/5

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I like much of Plunder & Peril, but I feel it fails in certain key areas. It’s an interesting experiment to present three short adventures in a Pathfinder Module. However, I think trying to make them both linked and workable as stand-alones was not necessarily the best decision. It has resulted in three adventures that don’t work well on their own (except maybe “Rum Punch”), but as linked adventures, have many ways in which the PCs can go drastically off-script. I also feel it was a poor decision to conclude the three adventures with a dungeon crawl. It loses the style and flair of the other adventures and doesn’t have the opportunity to regain them that it might have if the dungeon crawl happened in the middle. In the end, Plunder & Peril ends up as a mostly mediocre module.


A tantalizing glimpse of a wider world

5/5

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I always love seeing far-off lands of campaign settings described in greater detail. Not only does it give other real-world peoples some much-needed representation, it provides a welcome change of pace from the standard European-based cultures that make up the bulk of so many fantasy worlds. Distant Shores provides a tantalising look at the vast diversity that exists in Golarion. While I know that time and resources make it difficult to fully describe everywhere in the world, I hope that Distant Shores is only the first of several books that will one day explore numerous other regions of Golarion.


Great balance between options and setting info

5/5

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Overall, I really like the balance Giant Hunter’s Handbook strikes between mechanics and setting information. The new character options don’t overwhelm with their sheer quantity. Instead, they support the flavour of the setting. And the setting information provides you with a basic, but good understanding of how the people of Golarion interact with giants. After reading the book, I felt like I actually learned something about the world rather than just be presented with a bunch of character options that I would rapidly forget about. I wish the Player Companion books would reach this balance more often.


Even better than the original

5/5

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It was perhaps inevitable that Curse of the Crimson Throne would one day also receive a similar treatment to Rise of the Runelords. There’s no special anniversary to celebrate this year, but does there really need to be? Much like its Runelords predecessor, the new hardcover compilation of Crimson Throne updates the adventure path to Pathfinder rules and also expands on the story where beneficial and streamlines in other areas. It also takes advantage of the most recent rules supplements, making use of newer monsters, classes, and feats where appropriate.

At nearly 500 pages in length, it is actually a substantially larger tome than the hardcover Runelords (a good 50 pages or so longer), and its extra length is certainly put to good use. Indeed, it manages to make one of the best adventure paths even better.


Even better than the original

5/5

Read my full review at Of Dice and Pen.

It was perhaps inevitable that Curse of the Crimson Throne would one day also receive a similar treatment to Rise of the Runelords. There’s no special anniversary to celebrate this year, but does there really need to be? Much like its Runelords predecessor, the new hardcover compilation of Crimson Throne updates the adventure path to Pathfinder rules and also expands on the story where beneficial and streamlines in other areas. It also takes advantage of the most recent rules supplements, making use of newer monsters, classes, and feats where appropriate.

At nearly 500 pages in length, it is actually a substantially larger tome than the hardcover Runelords (a good 50 pages or so longer), and its extra length is certainly put to good use. Indeed, it manages to make one of the best adventure paths even better.


High seas adventure!

4/5

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I generally like these kinds of sourcebooks as they provide material that GMs can draw on when they need something last-minute, while also being supplements they can build entire campaigns around. For the most part, Ships of the Inner Sea doesn't disappoint. There's a good variety in the types of ships presented and all of them contain enough ideas and adventure seeds to keep any group occupied for some time. It's certainly a resource I will turn to if I run a seafaring campaign at some point in the future.


Monsters Galore

4/5

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I like Bestiary 5 a great deal. On an initial look-through before reading it more thoroughly, there were numerous monsters that drew my attention, that made me want to know more about them, and screamed to be included in one of my games sometime down the road. There's a wide variety of monsters present, with every type represented and the spread between them being fairly even. Ooze is a monster type that is often under-represented, but there are quite a few new oozes in this book. Along with that there are lots of magical beasts, constructs, undead, vermin, fey, and so on. In addition, there are several mythic monsters, and Bestiary 5 is the first hardcover book to contain monsters using the occult rules from Occult Adventures. The monsters cover a wide variety of challenge ratings as well, from 1/6 to 24. The bulk of the creatures are in the low- to mid-CR range, but there are also a sizeable number of high-CR monsters as well.


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