magnuskn |
Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.
Same here, I already had the "It's updated!" mail in my in-box, too.
However, once again the important NPC's are only very little in the adventure. I've resigned myself to coming up with my own stuff for them, but I think the bare minimum of telling GM's "What are those guys up to when the PC's go adventuring?" should still be in the module, so that we don't have to make ridiculous excuses everytime. I guess "They protect the caravan" makes for an all-around good explanation this time around, since there seems to be a huge potential for hostile encounters.
But at the very least Brinewall Legacy gave the NPC's a good reason to not accompany the PC's, Night of Frozen Shadows failed on that account, while this module does give no explanations but its inherently easier to give a good motivation for the NPC's inaction ( and, hey, one can always have the PC's return to a caravan surrounded by monster corpses ).
At least Ameiko doesn't get kidnapped in this module again... although it is written in as a story possibility. :p
All in all, a very good module at first glance. More detailed thoughts will have to wait until my hardcopy arrives.
Ashanderai |
Ashanderai wrote:Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.We just poked stuff on our end a bit. If you try to download, it should be remedied. My apologies for the inconvenience.
Okay, it works now.
Stephan |
I just skimmed the adventure and it seems to be everything that I was hoping for. Lots of outdoor encounters, interesting locations, some dungeons (but not too many), and very fine roleplaying opportunities. I think it captures the feel of an epic journey and incorporates the caravan rules better than the - excellent! - first two installments.
Gorbacz |
I like this.
I like this very much. In fact, the previous adventure was a letdown - not because it was a poor module (G.A.V. knows his craft), but it didn't gel at all with the "road movie" vibe I was supposed to feel from the AP.
This one hits it on the head. I'm feeling good as I read it and I can close my eyes and imagine how the adventure rolls, a sign of solid work done. Good job, Mr. Nelson!
magnuskn |
I like this.
I like this very much. In fact, the previous adventure was a letdown - not because it was a poor module (G.A.V. knows his craft), but it didn't gel at all with the "road movie" vibe I was supposed to feel from the AP.
This one hits it on the head. I'm feeling good as I read it and I can close my eyes and imagine how the adventure rolls, a sign of solid work done. Good job, Mr. Nelson!
Yeah, it's very good that the actual journey part is emphasized at last.
Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Yeah, it's very good that the actual journey part is emphasized at last.
Keep in mind, from a storytelling standpoint, this is the part of the campaign where you really want to emphasize the journey aspects of the caravan. Up until this point, the PCs have been traveling through known parts of Avistan (i.e., Varisia and the Lands of the Linnorm Kings). While, they might not have spent any amount of time among the viking-inspired cultures of the northlands, it's likely their heroes have at least heard about it. But, once they get out on the ice and start that journey across the Crown of the World, it...gets...real. There's no lifeline after that. The caravan is (and should become) their life. It's the only friendly people they're going to find for a long, long time. So, it's the right moment (in the overarching plot) to play up the relationship building with the NPCs, the hardships of such a trip, and the episodic encounters along the way. I really like how this one turned out. Jason did a great job (as always).
GreatKhanArtist |
I'm very happy to see the qallupilluk made it in. This is my favoite Inuit monster, and one I remember from my childhood. For those of you who want more on this fantastic monster, check out "A Promise is a Promise" by Robert Munsch, a Canadian children's author. This is a cautionary tale warning children to stay off thin ice, as the monster lures them to their deaths. The qallupilluk is a female with fishbones in her hair, as I recall, and I prefer the artwork to a fishheaded version. When you are done, read "Something Good", because "A Promise is a Promise" is actually a horror story for children. "Something Good" is a lot lighter and quite funny.
For those of you who would like to hear the Inuit language, Inuktitut, Susan Algukark is a well-known Canadian Inuit artist who has produced many albums. For a different take on something many of you know, she sings "Amazing Grace" in this language. Also, the film "Atanarjuat" or "The Fast Runner" is in Inuktitut and subtitled in English. It may be a little difficult to find, as it would be considered a foreign film. This film does have nudity and mature themes, so consider yourselves warned.
Be careful on the rotten ice, lest the qallupilluk drag you under!
logic_poet |
Ashanderai wrote:Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.We just poked stuff on our end a bit. If you try to download, it should be remedied. My apologies for the inconvenience.
I re-downloaded, and noticed an error on the interactive maps. This should be vague enough not to need a spoiler: It seems someone misread the fancy lettering in the map and came up with "UQTAAT" in the red interactive heading.
Chris Lambertz |
I re-downloaded, and noticed an error on the interactive maps. This should be vague enough not to need a spoiler: It seems someone misread the fancy lettering in the map and came up with "UQTAAT" in the red interactive heading.
I'll take a look at it. The single file PDFs also need to be checked out. There will be an e-mail sent out when these problems are fixed :)
Alephtau |
I am only about halfway through this adventure, and i really don't like how intensive it is with the caravan rules from the players guide. Most of the people i have ever played with would not agree with the use of the caravan rules as is. It seems to take away from the PC's abilities and puts the caravan up as an entity in and of itself. If a PC is observant and able to detect something,such as an avalanche, why should it be necessary to make some kind of caravan security roll? Even if i did like the caravan rules, I really don't like the adventure using them so heavy when the caravan rules are not even presented in the adventure path. To even understand what the adventure is referring to you have to get a PDF, which i dislike. Personally i wish Paizo would go back to publishing the players guides in print form so i would not need to deal with annoying PDF's.
Chiaroscuro |
Just wanted to chime in and say that having lived in the real-world equivalent of the Crown of the World's Outer Rim for much of my life, the warm soul-glow from dreams of being able to subject poor unsuspecting players to harsh Arctic perils may be the best thing to stave off the cold this winter.
Kudos on the sharp, sharp work translating both the culture of my Inuit neighbours, and the stark beauty found in adventuring across my home into Golarion!
RFGumby |
I just have a short question regarding the Yetis in the Uqtaal Necropolis in this adventure.
Am I missing something or are the yetis trapped in the necropolis by the two permanent antilife shells in areas S2 and S10 a? How did they get into area s16 from the yeti caves? Better, how did the get into the caves in the first place?
Robert G. McCreary |
I just have a short question regarding the Yetis in the Uqtaal Necropolis in this adventure.
Am I missing something or are the yetis trapped in the necropolis by the two permanent antilife shells in areas S2 and S10 a? How did they get into area s16 from the yeti caves? Better, how did the get into the caves in the first place?
It's in the description for area S2:
They bypass the antilife shell at area S10a by going through their caves into area S16, or into the catacombs through the tunnel at area S10b.
Glass Castle |
For Paizo's future reference-- I did not buy JE 1 or 2, but I went out of my way to purchase JE 3. The gazeteer was great and I love how you are adding 2 pages of extra content now that the Sample Characters are gone from the back of the books. The inclusion of the gazeteer is why I purchased this edition of the series--it's high quality with a lot of ideas like the Iobarian gazeteer in Kingmaker #3.
Robert G. McCreary |
Thank you! That part I have overlooked.But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?
Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
RFGumby wrote:Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.
Thank you! That part I have overlooked.But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?
I don't have the book in front of me at the moment, but there was at least one spot marked on my turnover map as being essentially a "chimney" that led up out of the caves into the mountains, so the yeti could come and go in that direction and not worry about the rest of the dungeon, to answer the "how did they get there" question.
Ashanderai |
Rob McCreary wrote:I don't have the book in front of me at the moment, but there was at least one spot marked on my turnover map as being essentially a "chimney" that led up out of the caves into the mountains, so the yeti could come and go in that direction and not worry about the rest of the dungeon, to answer the "how did they get there" question.RFGumby wrote:Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.
Thank you! That part I have overlooked.But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?
You know... between these posts about Chimnies and cities and elves at the Crown of the World, I am starting to wonder if the snow elves might have a special relationship with a large merchant in a red suit who runs a caravan a sleighs through the pass up there...
A certain someone in the adventure wouldn't happen to have a sister that really likes the heat, would she? ;)
Sincubus |
I really really love these books, keep them coming! The pictures are beautiful and I love how you sometimes throw in some Tome of Horror creatures and always give them an awesome picture, like the Stegocentipede and Sand Kraken pictures i've seen. Keep on doing that, while D&D mostly uses the same creatures in their adventures over and OVER again you guys always seem to randomize the encouters very differently!
Keep on the good work, and if I can make a wish, I wish for a quest (for a future water based adventure) that involves the Charybdis, because the Charybdis needs some love, you made such a good artwork for the creature in Bestiary 2 but now it needs an even cooler story/quest in one of these adventure books of course with cool battle-picture of the charybdis in it!
I can always dream can I? ;)
And i'm talking about all adventure books, not only about Jade Regent! (which is awesome aswel! Really enjoyed them, especially the one with the Selkie in it!
Elorebaen |
Cool adventure, in an interesting and new locale. I'm not sure I get the two ultra-negative reviews as the AP is billed as a road-trip, so I'm not sure how you can pan it for being what it is.
btw, who did the art in the Crown of the World article? Whomever that is, throw money at them and keep using them, because those pieces are AMAZING!!!
Keshori Sadhil Saatatya |
My pc's HATE the caravan stuff. Its boring. One person gets to roll attacks and security for the caravan and everyone else sits around bored. I nixed it because people loved the NPC's ( a lot of liberties were taken with their personalities because they got shunted aside developmentwise in this book) and the rp/battles but the travel sequence was awful.
Demonskunk |
So, I'm a diplomacy based Ronin samurai in this adventure, and my first edict is that I must try Diplomacy first at all times.
We reached a part where we've encountered a particular group of enemies in a particular cave system that we interrogated, and got to take us to their leader to have a conversation.
There's no way, in the way the map is laid out, for them to get to their leader without taking down all of their defenses.
what do?