Smoke Haunt

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Goblin Squad Member. Organized Play Member. 358 posts. 9 reviews. No lists. No wishlists. 1 Organized Play character.



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Pretty Slick

5/5

Great for a small party in need of a healer, or a caster who doesnt like bein in a box. I really need a GM so I can play this class.


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Pretty Freakin Nice

4/5

Some feats seem a bit over powered, but most are very unique and look like they would be fun. A personal fav:

Head Butt (Combat)
You’ve learned how to use your cranium
to smash your foes.
Prerequisites: Con 13, Toughness.
Fun stuff incoming.


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I'd hit it.

5/5

I'm going to hafta give this one a try. Looks pretty fun, drops the "Evil" requirement of the standard assassin class, drops the poisons, picks up a lot of "Ninja" talents.


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A fun read.

3/5

There are plenty of items in this PDF that are pretty clever, and many interesting histories.

There are also a good number of recycled items that seem to just fluff up the size of the "Book".

Ring of resist element x +10
Ring of resist element x +20
Ring of resist element x +30
Ring of Wishes, 1 charge
Ring of the Ram, renamed Ring of the Far Fist.


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Nothing useful

1/5

Quite disappointed.

I really thought this PDF would appeal to me, I like my characters to be cunning and underhanded. But these seem to lack roots in the rules, the prerequisites don't make sense, some are completely covered by other feats or skills, some seem geared to replace role playing...

Did not enjoy, even a little.


Not so much.

1/5

You know that one thing at that one gaming session you had that made everyone laugh. You know when you tell it to other people and they think its funny but not as funny as you did. Thats about where this sits. I had a 12 hour shift to kill and I would have rather have been staring blankly into space than to have watched this.


Way to ruin a classic!

1/5

Please insert coin and try again. Seriously, they need to do a massive recall of this product, apologize, and open up the wallet and hire some real writers and animators.


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Doing a lot of things better.

4/5

I gave the SAW1 a rather savage beating in there first review, but I'm glad to see
(and say) that things are looking better. The stat blocks are cleaner, they dramatically lowered the treasure obtained (Really needed the drop, 1st run had the potential to have a 1st lvl party retire rich and live well for the rest of there lives), and had some solid suggestions for hooks.

The good:
Great look at a combat scenario, fighting from a small boat and navigating a small boat. Great character development for some NPCs you will kill off, good flavor as a reading GM.

The bad:
Incredibly unfulfilling as a stand alone. Just as I was getting hooked into the events, it ended. Slight build up, more build up, more build up, no climax, no resolution. I guess that will be in #12.

The Layout:
Very similar to SAW1:
7 pages of text info (Actually 4.3, each page has 1/3rd blank space for notes and one page has a 1/3rd page drawing)
2 pages for maps (Identical maps except 1 map is marked with Encounter1, 2, and 3.)
2 pages of GM character record sheets (If we are printing this before the session I can print 2 of 1 page, please fill the other page with crunch)
2 pages for front/back cover.
1 page of tokens
1 page OGL.

I would like to buy the entire run, 1-12, with only 1 OGL page, 1 GM Character record sheet.

I think I found the product I was expecting in the "Critical Hits" series from Legion Publishing. An intro, build up, climax, and resolution in one product. A good chunk of which resides here.


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Not so impressed part 1

3/5

Closer to 2.5 stars, but Im bein generous cause its the first issue.
The meat and potatoes: Not really impressed. I can see this getting better as this was there first jaunt, but here is how it plays out. There is a quick and easy intro and a more in depth intro, use whatever one suits your party best. There is a little fight, a HUGE fight, and a "Players move on to next issue from this point". I think if you take out the combat you have about 3 minutes of gaming material.
This adventure is not all bad by any means, there are a few new and unique ideas, and I plan on picking up the next couple issues at least.
I was expecting these to be stand alone adventure which I guess it can be, but its looking like an ongoing campaign with each week being 1/12th the adventure.
Me 2 bits: Turn all the +1 weapons and masterwork weapons and armor into normal items to minimize the incredible amount of gold the players can make from this.

The good:
Olfactory descriptions a plus, really add to a player being there.
Cool battle terrain scenario.
A lot of "Add this to sound cool" sections describing the scenarios.
Good rules reference section, IE: See PHB p165 for illumination rules, PHB p76 for Hiding, ect.

The Bad:
2 misspellings.

+3 init for 15 dex, Imp Init not stated in Init section, but stated as a feat, making init +7.

Feats: StealthyB? What’s StealthyB? Power AttackB? Am I missing something?

The, Umm, Ugly?
1 Beavis/Butthead Pirate scenario
First encounter nets the party 2 potions and 8 masterwork daggers. Woot! Time to retire rich!
Other encounters, +1 weapon, MW mail, 3 pots, +1 weapon, MW weapon, 17x4 MW weapons, Bracer AC +1, Ok, now its everyone has a +1 weapon, and +1 armor and MW weapons and a finally a ring of protection +2!

See discusion section for adventure breakdown, I cant fit it all in a review.


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Excellent!!! (In best Mr. Burns voice)

5/5

So I wrote this all inclusive review that got eated by the Paizo gremlins and I'm finally gettin back to doin another one, so here we go again.

Freakin great Adventure. This is defiantly one of those encounters that players will remember a long time and recant tales from for many years.

The events are non linear, so give the book a good read and get to know the NPCs as your party can encounter them in almost any order.

Your players MUST role-play a bit of this to enjoy the full experience of the carnival which I truly enjoy. I am really looking forward to throwing this at a few of my ROLL players and letting them see there is more to this game than dice.

There are some great new magical items to check out, and a menagerie of memorable NPCs. DnD hands out XP, this adventure hands out an experience.


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Ate my review twice.

5/5

Im not writing another one. Its good.


Not so impressed.

2/5

It looked like it was going to fill a void in my gaming and I was real excited to check this out and get it in use. Well, the board is on fragile cardstock with just a hint of magnetic interaction, the thin magnets barely hang on to the board. The magnets are hard to grip to move around. In the process of moving the pieces it is easy to erase the marker. The magnets colors are kinda difficult to distinguish; black and blue are dark and hard to tell apart. You need a pretty fine marker to write legibly on the magnets. I think the idea is good, the actual product could be improved in many ways. It’s back to the drawing board for me.


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Well thought out.

5/5

I am currently running a 4th lvl party through this adventure, tweaked with nastier bulked up enemies of course, it is a solid, well thought out run. This path will likely keep my party on the edge of there chairs for many sessions.