Silver Dragon

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Unfortunately what i expected

4/5

First of all i have to say that i don't like the lovecraftian things, either in their pure form or in the form that PF uses them.
For some reason when Lovecraft makes his appearance in PF the encounters are going to be weak (extremely so), that was the case with Shattered Star 5 Into the Nightmare the Rift and that's the case with Valley of the Brain Collectors, fortunately the encounters aren't as weak as they were in the Into the Nightmare Rift but they are still weak and you need to beef them up considerably in order to not have the game being a walk in the park.
This book is the conclusion of act 2 where the heroes learn more about their enemy and finally gather the means to go and confront the evil that's about to befall the world.
The overall story is there, although it's lessened by the sandbox-ish nature of the book.
The technological aspects and themes are well presented albeit at a much lower ratio than in previous books.
To sum up, i didn't very much liked this module and i would have rated at 3 stars (or less) but the article on alien technology and the article on Dominion of the Black were both superb, so the final rating of the book bumped up to 4 stars.


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Very good blend of sci fi and fantasy

5/5

Wrote a lenghty review but the system ate it.
Long story short it's a good module, good asthetics, good dungeon ecology, interesting story but keep watch because it comes very close to having it's battles being a boring cakewalk.


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It surpised me!!!

4/5

I have to be honest and say that while i was reading this i was very dissapointed, from pretty much every aspect, but i was happily surprised when i actually run it and everything turned out well.

In contrast to the Fires of Creation (book 1) this module takes the heroes into a Mad Max type settlement in order to present them with threat of the adventure (the Iron Gods) and thusly concluding Act 1.
It also has a (very small) section that really evokes Dead Space vibes but unfortunately it's optional and very very small.
It has some sandbox elements that i didn't like, but it might be me since i don't like neither to play nor run sandbox campaigns.
Almost all of the encounters play very good (difficulty-wise) with a couple quite difficult encounters, keep in mind that (imo) this is true because the PCs are with same gear as they were in the previous book.
If you are one of those GMs that want and can build upon what you are presented then you would be very happey with Lords of Rust because it gives you a little information about a lot of things in Scrapwall but it's not fleshed out, so if you want you can do it yourself.

I don't give this module 5 stars because it wasn't much fun for me reading it (i was more engaged when i read the article on Technic League than i was in most of the actual adventure) but fortunately both me and my players had fun when i run it.
It's something very different than i expected (i expected to continue the themes present in Fires of Creation) and it turned out differently in play than i expected after reading it.

Summary: A very good part 2, now let us see where how this adventure path will continue.


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It has no identity

3/5

I should have liked this book, but i didn't.
I am not sure why i didn't like this book, i liked the previous one, i liked the protagonist, it has a party, high level characters, it has religious themes present (although a far cry from the previous ones), magic and spellcasting, it has a magical a magical dungeon, an uber artifact waiting at the end of the dungeon, i really should have liked it with all of that... but i didn't.
There were a few things that i noticed being annoyed by like the number of characters (too many in my opionion) but the thing that i felt annoyed me the most was that the story doesn't have a strong identity. It isn't the personal struggles of the protagonist, it isn't an action story, it isn't a rebel story, it isn't an action story, it isn't a mystery story, it tries to be all of the above in one book and that in my opinion dragged it down because not one thing was complete. It isn't about the personal struggles of Isiem because it spends very little time showing us his morality problems and his thoughts, it isn't an action story because it has very few action scenes (including battles) and those that are in; are far way from each other, it isn't a rebel story because the protagonists quickly leave the rebellous city, it isn't a mystery story because it doesn't give any real clues*.
Keep in mind that last few chapters are great, i truly enjoyed them but it was too little too late, the story has already left a poor taste in my mouth.

*spoiler:

And it really hurts the mystery part of the story when you give away the answer in the cover, from the moment we were given the first inch of a clue (the "they found something older than demons in the abyss") i managed to add two and two together and guess that there were researching qlippoth.


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Superb

5/5

I am running this AP.

Very good start, sets very good tones, it has a lot of sci-fi trappings and even some cliches, the presentation of a crashed space ship is very good and it does a very good job blending standard fantasy with sci-fi.


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In the end i liked it

4/5

I was very warry for the recent pathfinder tale (pirate's promise) which is this one's sequel so i decided to read pirate's tale, but the issue is that i don't like pirates.
It's a good thing then that this novel's crew aren't pirates, they don't do pirate stuff, they are more like con men or blackmailers.
There are very likable characters and some interesing naval stuff, it really shows that the author either really knows his boats or has done very good research.
My only issue that the magic in the novel isn't a lot but more importantly the magic shown in the novel is used in a very unusual way and not in the ways you might expect (for example in combat).

I recommend the novel to everyone because i ended up enjoying it very much, and i will definetely read the sequel.


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It has everything

5/5

This tale has quests, adventuring parties, dragons, lich, different plane, magic, ultra powerful wizards and everything you might expect.
The storytelling part of the tale is also very good, it has turns, twists, betrayals, love, loss and i particularly enjoyed the CG character and the LE character switching roles.

Don't mind the throwbacks to the old adventuring party of the heroine, yeah they can be a little weird at first but before long they make perfect sense.

It has very religious characters and the overall story ties very well with the themes of both Shelyn and Zon-kuthon. Yeah there is a possible continuity error with Zon-kuthon but i see it more as a missed opportunity.

It has quite a bit of magic, would have more if the protagonist was a real spellcaster instead of a ranger.

Overall i would say that the story is very moving (especially the ending) with strong the presence of love and pain, a lot at the same time, also this novel is a lesson why you don't have an adventuring party with no real divine spellcasters.

The only things that really bothered me are that:
a) The protagonist wasn't religious but still was a divine spellcaster, i get that she reveres the nature but i didn't see any Green Faith stuff or even any meditation/being one with nature/tuning in to the world's vibe suff. Truth be told it looked like the heroine had a small bit of arcane magic instead of a small bit of divine magic.

b) Everyone in the novel seems to ignore the fact that there is resurrection magic in the world, sure most of the adventure happens in a very backwater region and there isn't a lot of wealth to go by, but still; i can't stop thinking that the whole novel wouldn't have happened if someone remembered that there is resurrection magic available.


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Oh the twists!

5/5

An excellent book, a very good urban adventure and with an urban druid as the protagonist.
Also very good in order to introduce you to the city of Magnimar, if you plan to set a game or part of your game to Magnmira than this book is must-read.
The plot may seem a little slow at start but it only seems that way because it has so many characters to introduce and needs to build tension.

The only 2 things that somewhat bothered me where:
1) Sometimes there were too many characters in a scene, fortunately some were suddenly silent spectators in order not to bog down the scene.
2) The protagonist really seems like a spontaneous caster, everything she does/says/thinks when she casts spells gives you the impression that it's a spontaneous caster (where the urban druid is a prepared caster), i think that there were maybe 1 or 2 instances where it gives you the immpression that it's a prepared caster.

All in all i really enjoyed the book and i recommend it to everyone.


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A truly amazing book

4/5

Truly a very nice book, very well written with more fleshed out characters and a much better plot than city of the fallen sky, very good depictions of various places in Numeria (a very good book for both GMs and players in the Iron Gods AP), i really enjoy the book and i highly recommend it. Except for two things, one minor and one major issue:
Minor issue: The going outside the rules of the RPG that were present in the previous adventure of Alaeron were also present here (albeit to a much smaller degree) and i think that a lot of them might not be the author's mistake just be there because the technology guide was written when this book was written.
Major issue: The complete disregard for religion and faith from city of the fallen sky is worse in this book, in fact in this book it goes to making fun of faith and putting religion in a very unflattering light.
If it wasn't that then i would give this book a 5 star but it really bothered me so i give it 3.5 stars (rounded up to 4 since i really liked the rest of the book).
I really hope we see the adventure of Rodrick and Hrym in the south soon that's mentioned in this book.


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I didn't like this one

3/5

I have read a few pathfinder tales and this is the second one i didn't like (the other was song of a serpent).

The protagonist has a very interesting past but although supposedly a genius acts like the village's idiot most of the times.
The rest of the characters (both allies and enemies) are quite stereotypical (except one), i don't have a problem with that but some people might have. In addition nearly nobody (allies, enemies, extras) has any faith or religion whatsoever.

The story starts as very interesting (go explore a formerly flying city of the Shory empire) but the way it unfolds leaves a lot to be desired. First of all the characters spend only a small portion of the book in the ancient city since they spend most of the book traveling there. Secondly we don't get to know nothing more about the Shory empire. Thirdly the book teases you about a lot of locales and cultures but doesn't stay enough at one place in order to really give you stuff about it.

My biggest issue with this book is that the writer took A LOT of liberties with the mechanics of the pathfinder RPG, i can understand that sometimes you have to deviate from the rules of the game a little but this time things went too far.


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Excellent addition

5/5

They really do help during gameplay and they are quite funny to look at.
I really recommend them to everyone who goes at least to mid levels regularly with his campaigns.


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Superb

5/5

Excellent work, the 3 red dragons are great to look at from either side of the screen.

Keep in mind that the pictures shown here don't accurately represent the minis, they are better in reality.


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Very good

4/5

Although the red dragons are better than those, the white dragons are quite good, the sculpts are very good but the coloring could be better.
I really like the dragon evolution line i really want to do all the dragons (especially the evil ones).


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Excellent book

5/5

Like the other two books in the "faiths" line this book is very very good, it really brings flavor to a lot of deities who (to me at least) seemed very bland before.
Keep in mind that this book contains information about deities that are neutral on the good-evil axis or nuatral in both the good-evil and law-chaos axis, the deities that are neutral in the law-chaos axis but not on the good-evil axis are covered in the other two books (faiths of purity and faiths of corruption).
Here you will also find the paladin oaths for paladins of Abadar.


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Ultimate eastern and guns

2/5

I had wrote a quite lengthy review but the system ate it so here are the highlights:
1) The book is all about asian stuff and guns.
2) Don't buy it if you don't like either stuff.
3) The book has a lot good spells.
4) Most of the asian stuff mechanics work.
5) Gun rules don't work most of the times in APs and modules (they can't handle guns at mid+ levels).
6) The book had quite a few editing issues when it first came out, second printing corrected most of them but not all.
7) The art is superb.
8) Even if you don't like guns and eastern stuff you should buy the pdf since the price of the pdf is very good and you should get some use out it.


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Fleshing out your villains

5/5

Although this book is in the player companion line, it's more useful for GMs. It can really help you create the story for the villains your PCs are going to vanquish, or flesh them out and make them more interesting.

The book also contains oaths for antipaladins (including one that isn't on the inner sea gods) just like faiths of purity and faiths of balance had oaths for paladins.

One might think that now with the inner sea gods out this book would be redunt, but the price of inner sea gods might be quite steep, so if you just want to flesh out your villans then this book's price is very good.


One giant down

4/5

So i am in the proccess of getting giants' miniatures and this is my second one, while the mini is very good and worth the price, i should say that the beautiful frozen greataxe tends to bend very easily.


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Excellent work

5/5

Very very good work, it really shows you how to make the craft system work, a very good purchase indeed.
I recommend it to everyone, sure you might not want to even think of your characters crafting his weapons and armors, thinking that this is the job of NPCs but what about poisons? that's something that a lot of characters might want to do but with the current system it takes WAY too long, well know you can do better.


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Very good work

4/5

A quite nice book.
It has a lot of GREAT things (for example the magus), and a couple of really awful things (vow of poverty monk), but the book in general is a good book and it really helps you customize your spellcasters.
Sure there are a couple of loopholes in the book that needs closing (yes echoing spell i am looking at you), and there are a few typos in the first print but i am sure that Paizo will fix them as soon as possible.
All in all the book has several gems and a very few lumps but i really can't not get a book that has the bladebound magus and the qinggong monk in it.


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paladin oaths, SUPER

5/5

A great book, a very good resource when you are playing in Golarion. The info on the gods (even the "minor" ones) is very very helpful and really help you roleplay a follower of a good deity, the new feats and traits are just cherry on the top.
Can't wait for the other two deity books to come out.