Grasshopper

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Goblin Squad Member. Organized Play Member. 680 posts (21,465 including aliases). 10 reviews. No lists. 1 wishlist. 7 Organized Play characters. 21 aliases.



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BUZZWORTHY!

5/5

A great mix of creepy atmosphere and fun twists. It is reminiscent of one of my favorite PF adventures, Feast of Ravenmoor, but is its own mystery to solve. We very much enjoyed this adventure.


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TPK

1/5

I'm not one for sour grapes really and the GM really should have known better, but a scenario that hits a group of mainly 7th level players with a CR8+ and then annihilates them by tossing on 2 more CR 9s... doesn't deserve any higher.

Deets:
3 L7 (with 2 pregen newbies), 1 L8, 1 L9 survived about an hour before finally 2 Galvos and speed bombing nuked us. Never even saw the Spires. We could have handled the regular encounter despite newbie mistakes, but the Galvos were just a big middle finger to the players. GMS should NOT use them regardless of what the scenario says unless you have a full-up Maxed out party.


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Buy One, Get Three Great Adventures!

5/5

Not one, not two, but THREE great first level adventures. All linked by certain disturbing events and can be run in any order or used separately. Reading through this module, I felt a certain old school style, but there is plenty of description and assistance for inexperienced GMs and detailed instructions for ramping up each adventure to second level as PCs are expected to level after finishing two of the three.

Also included are five fun monsters of often underrepresented types including a plant, two fey, a vermin and a magical beast/potential familiar. Additionally, there is a pull-out town map/ reversible battle mat and three NPCs including the main vermin... I mean villain. um... you'll see.

My only gripe is that I would have preferred a more in depth gazetteer of the town and region. There are some locations described in the first adventure and some local history which is nicely tied to the third adventure, but not much more to inspire further adventure. I'll take off half a star and round up.

Nonetheless, I will again say that these are three great adventures which would each serve as fantastic low level adventures whether your party is in the mood for urban investigation (#1), battle in the wilderness (#2), or exploring a spooky old mansion (#3).


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Good module, but possibly a poor introduction to PF

4/5

This is a well written dungeon crawl. I played it as a Free RPG Day event and really enjoyed it, but we had an overloaded table which definitely saved us in the first encounter.

I'm assuming the purpose of Free RPG Day is at least partially to recruit new players and I'm not sure this would serve as a great introduction to PF. It's a full-on fairly tough dungeon crawl with no real opportunities for social skills. Most of the encounters involve hardness or DR and this could make a rather frustrating first experience if not a TPK.


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Great Golarion Resource

5/5

I honestly wasn't sure that I needed another book of NPCs, but this might even get more use than my NPC Codex. It does a fantastic job of highlighting peoples and places from all around the Inner Sea. I was pleasantly surprised by the number of Golarion specific NPCs that I can put to quick use.

About a third are CR 10 or higher which are of less use to me as I don't often run much above 10th level, but that's a personal preference. Many prestige classes are put to good use and an appendix at the back helpfully provides the non-core abilities and details. The descriptions are full of nice little details about Inner Sea cultures and lands.


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A magnificent muddle

2/5

Tim Hitchcock does twisted great, but Broken Chains never really comes together. The premise of infiltrating a nefarious slave market in the exotic City of Bazaars is intriguing, but the module fails to follow up in any coherent way.

There are some nice nods to the supposed setting of Katapesh, but only small gestures like the meager two page appendix on the Garden of Chains, pesh dealers, and a cameo by a black haired gnoll mentioned in Dark Markets. It is really hard to evoke the flavor of the Great Markets of Katapesh however, when nearly all of the module occurs underground. The trap-filled qanat is an innovative locale, but comes to feel too much like just another sewer crawl with the inclusion of otyughs and other oddities.

The final part really loses its way. I did quite enjoy the demonic plots and grotesques that Hitchcock describes, but ultimately the final chapter just feels like a series of unfinished sketches that only devolve into an unsatisfying conclusion.


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1,001 Amazing Adventures!

5/5

I have referenced this chronicle so much it's falling apart. Chock full of inspiration and adventure ideas. I am currently running two campaigns based largely on material provided in this little book: pesh magic, 22 pages on the many markets and wonders of the capitol city, and 24 about the mysterious ruins and desert hazards that compose the rest of the nation, and watch out for the dhabbas and sand eels.


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My Final Wish was for a far more memorable ending

2/5

I remember being quite disappointed with the finale of Legacy of Fire when I first read through The Final Wish. Having just started the AP again with the outstanding Howl of the Carrion King, I revisited the last chapter and can honestly say my opinion hasn’t changed. I really expected something a little more interesting for the culmination of one of the more innovative APs. Instead we get the Liberation of Kelmarane as “cinematic combat” i.e. characters run a few errands and take on a few high level NPCs while the battle takes place mainly off screen.

The big show down with the enemy which has been building throughout the AP occurs at the end of a very vanilla dungeon crawl with a few uninspired visits from past friends and foes. Whatever happened to “the strange wish-powered minions the PCs are destined to face in the final adventure”? The House of the Beast was far more fun the first time through.


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AWESOME!!

5/5

I just read it cover to cover. Lots of fun and great ideas for memorable encounters. Full of background information on what makes goblins goblins, plus equipment, class roles, and traits. Details on a plethora of goblin tribes with a focus on Isger, Mediogalti, The Shackles and Varisia. But WAIT! There's more...Goblin Feats, Gods, Spells, Magic items, and a goblin PC How to guide. Really great stuff!!


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Excellent Introduction to the East

5/5

This was the best organized and most coherent Companion yet. I haven't really appreciated most of this series so far as the Companions often feel like a random collection of odds and ends of limited usefulness. Qadira gave a thorough overview of the history, geography, society, and even culture of magic. Enough background to give me a solid feel for the nation. I might have wanted to see a Dervish PrC, but I found the Daivrat to be very original and a good read. In fact all the Djinnfo was well presented.
My only suggestion would be that the traits be collected together, but otherwise I really enjoyed this product. AND much appreciation for reconnecting gnolls with their ghoulish heritage!