Dybellos

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fun story, but beware water combat

3/5

There are some strange choices of battlefield in this adventure, given what the players are expected to be skilled at.
Chapter 1 takes place in a forest and has the players fight a couple fey, despite the player's guide explicitly telling the players that nature and survival are unlikely to be useful skills. This isn't too much of a big deal, since it's only a minor aspect of one chapter.
Chapter 2, on the other hand, has an entire dungeon of underwater combat in an otherwise totally dry campaign. Unless your each of martials spends (minimum) 11 gp and an action at the start of every combat, you are going to TPK. I recommend either:
- handwaving the underwater flat-footed rule
- having one of the powerful NPCs in town give your players access to a temporary swim speed as an additional favor for their sidequest
- offset the "price of admission" by giving the players more treasure

This stuff aside, I think the storyline of tracking down and killing the coven one by one is great. It's also a great excuse for your players to see more of Geb in preparation for ruling it.


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perfect little bastard

5/5

Convenient size, seems sturdy. The clothes/skin/horns are all different material, which is neat :o)


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5/5

If you're planning on running Outlaws of Alkenstar in foundry, please do yourself a favor and use this. It goes far above and beyond the existing pdf importer for older APs.


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3/5

I was excited to run this as soon as it was announced, but it's been a bit disappointing so far.
The Good:
- Great hook. The best way to unite a group of chaotic PCs is revenge, which is conveniently a mainstay of the western genre.
- Fun NPCs. The main villains are fun and compelling (even if they barely show up in this one) and there's other fun stuff like the Nailgobblers in the meantime. I recommend showing your players a pic of Ambrose Mugland from the cover of book 2 to make them hate him more.
The Bad:
- The Mana Wastes' strange and unpredictable effect on magic is one of the most notable parts of the setting, and it's weird that they're barely mentioned. I just told my casters they would have wellspring magic as a free archetype and called it a day, but I was really hoping for some explicit rules.
- Why would you tell me to give my players a map of the city then have them traverse an "unavoidable" bridge over a river that literally can't exist? I just pasted some rooftops over the (impossible) river and told my players they were jumped in an alley instead.