The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
I like Hell's Vengeance, but I agree it has it's downfalls. Wrath of Thrune, however, in my opinion, is a best part of it at realising AP's promise: playing as evil character.
It's premise is relativly simple: there is a town captured by goody two-shoes's forces. Party are going in undercover. Objective is to destabilise the situation in town enough to recapture it. There is no bosses and orders, you are free to choose your aproach, as long as you're not bringing all the guards on your head.
And here the fun starts. You have this town on plate, it's leadership, it's security forces, it's citisenship. You can unravel them all in many many delicious ways ranging from coy and silly like seducing one of the city leaders romantic crush to horrifyingly brutal. And there is much consideration about nature of rebellion and civil war. Glorious Reclamation are good and you are evil, there is no mistake in that. But as our good guys confronted with reallity they bring with their uprising: necessity to fight their friends who don't agree with their ideals, necessity to do something with captured prisoners, their confidence is starting to unravel. Antagonists are not "lawful stupid", but their idealism based on genuine good intentions can bring as many suffering in the world as all evil ambitions, which is very interesting and refreshing view on such a story.
All in all, this adventure will require a lot of work from both GM and players, but it can be very satisfying.
Sorry if my review have any mistakes, as English is not my first language.
Sandbox adventure with unimaginative maps but solid enemies.
GOOD:
The NPCs and enemies are designed very good and tough.
The interior illustrations are cool.
The 3 magical items are good.
BAD:
The maps are too simple.
Kantaria is a bland settlement.
The GM has to invest much time to customize this adventure to his group.
The "Despair Meter" changes should be summarized more central but are all over the place.
UGLY:
This book makes the same mistake as the first:
The motivation for the PCs to swear loyalty is not there beyond "just do it".
Summary: While Thurston Hillman does his best (which is pretty good) to flesh out the adventure, the overall conception of the AP boxes it too much in. The Evil AP continues to be mediocre and could have been so much more, if the framework had been developed better.
Hell´s Rebels has much better designed maps and cities.
I'm not entirely sure of the timeframe for this, but the reveal of the updated cover and the unveiling of the new iconic are directly related. Hopefully we'll have it up soon.
Secretly evil/morally compromised Glorious Reclamation makes me a feel a little better.
It will make it more interesting when I perspective flip the AP >:D
Psah... I just meant, you won't want to be affiliated with them after what the PCs of this AP put them through! :D
Psh...I would rather die as Ned Stark than live as Littlefinger.
How about living as someone outside of G.R.R.Martins book because all of his characters die.
You think Martin's bad at killing his characters? Try Shakespeare. Hell, try the bleeping Bible! The spirit of Death itself literally gets killed in Revelations!
Also, does anyone know what this AP's bestiary features?
And what's the most evil, screwed up thing you're encouraged to do in this volume?
Just started reading it but here is a short start
Bestiary:
1. Prelim Angel - mounted lancer angel
2. Gale Spirit - undead flying head
3. Hiracapath - Armor shaped like a ram with and brilliant inner light
4. Merlucent - Kinda like a jellyfish man
And what's the most evil, screwed up thing you're encouraged to do in this volume?
Just started reading it but here is a short start
** spoiler omitted **
spoiler:
1. Sounds cool.
2. Sounds generic.
3. Sounds awesome; especially since ram and goat characteristics in this game are often presented as evil I.E Baphomet
4. People in my group will laugh at the last four letters of that name.
The merlucent are kinda creepy, a creepy bit that was missing since the 3.5 to PF changeover...
Spoiler:
They reproduce by implanting polyps in the heads of humanoids, who then eat away at their host's brains. A lot slower and easier to resist than any Mind Flayer, but still, creepy.