Manshoon

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Goblin Squad Member. Organized Play Member. 433 posts (437 including aliases). 3 reviews. 1 list. 1 wishlist. 3 Organized Play characters. 1 alias.



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Slightly Cooled by This One

4/5

I did enjoy this book overall, but I have to say, to date, it was my least favorite of all currently published. Don't get me wrong, it was enjoyable, it just didn't grab me the way its predecessor did, and I've enjoyed each successive book more as well.

There were two specific parts that I really enjoyed, though. First, the beginning takes place in Korvosa, and having played Curse of the Crimson Throne, I felt like I was going back home. I had visited these places before, and I could see them again. Even the Shingle Runner feat from the player's guide made an appearance.

The other part was the special version of magic Declan was able to perform with his art. I really liked how things were brought into reality, and it reminded me of an episode of Eerie Indiana and a magic pencil when I was a kid. Very cool.

As I said, overall I enjoyed it, and the book was well-written, but the lack of draw brought it down to 4 stars.


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Proving Fantasy Characters Needn't Be "Epic" Level

5/5

Great start to the Pathfinder fiction line, and I'll be subscribing to the line based on this book. I just hope the future books are comparable. The characters come alive and you can really get in tune with them. They aren't "epic" level, they have their little quirks and personality traits, bringing them alive; you know the actions they take are the right ones for them after taking a little time to invest in the characters. And you want to invest in the characters. You can tell Dave Gross put a lot into each of the characters, making these fantasy creations real. I can't wait for future stories with them.


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Would Be a 5 If I Wasn't Such a Stickler

4/5

First off, let me say I love this book. There are so many things in it I found extremely useful, and have taken notes to bring to the table for the next time I run. I did notice it seems more geared to GMs who create and run their own worlds/adventures as opposed to published modules/APs, however, it's more than useful for GMs of all types. The one issue I had with the book is the numerous typos. I know they get busy, but I've not seen another Paizo product with nearly as many typos; I felt the urge to make use of my ever-present red pen on the pages. Despite this, I recommend this product to any GM.