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Warning: This review contains spoilers Written from a GM's perspective I ran this for 4 PCs Summary: Of all the adventures in the Giantslayer adventure path so far, this one is my favorite. While it is not perfect and follows some of the same patterns as earlier adventures, it still manages to bring some new fun things to the table without falling into any major pitfalls.
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Warning: This review contains spoilers Written from a GMs perspective I ran this for 7 PCs I ran the Pathfinder re-released version In A History of Ashes feels like a critical turning point in the Curse of the Crimson Throne adventure path where enemies and objectives start to become clear and the PCs begin to truly march toward their ultimate goal. This turning point is handled superbly in one of the best written chapters of the adventure.
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Warning: This review contains spoilers Written from a GM's perspective I ran this for 4 PCs Giantslayer continues to be decent enough adventure with some interesting set pieces, but a bit too uneven for me to highly recommend. This chapter did manage to somewhat improve upon the previous installments, with regards to combat balance. Unfortunately, it also seemed to lose ground with regards the overall intrigue of the main story.
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Warning: This review contains spoilers Written from a GMs perspective I ran this for 7 PCs I ran the Pathfinder re-released version Escape From Old Korvosa is another strong chapter in the Curse of the Crimson Throne Adventure Path. For my table, everything ran very smoothly and I was very close to giving this five stars. However, I held back from giving it a perfect score due to a few obvious flaws that I was able to avoid, but that could cause a lot of trouble for other game masters if they ran the book exactly as written.
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Warning: This review contains spoilers Written from a GMs perspective I ran this for 6 PCs I ran the Pathfinder re-released version Curse of the Crimson Throne is an adventure path that is mostly advertised as an urban adventure filled with political intrigue. Seven Days to the Grave is a clear case where the adventure path effectively achieves exactly what it set out to do. Korvosa is beginning to fall apart and everywhere something seems to be going wrong. Still, the adventure does a great job of giving the PCs plenty to do and not instilling the sense of hopelessness that can sometimes infect this type of game.
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Written from a GM's perspective I ran this for 6 PCs Carrion Hill is a module with a clear goal. It draws heavy inspiration from the works of H.P. Lovecraft in order to create a sinister mystery and an inevitable fight with an ancient horror. I would highly recommend it to any table looking for that type of game.
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Warning: This review contains spoilers. Written from a GM's perspective. I ran this for six players, using the re-released version for Pathfinder. I've always heard great things about Curse of the Crimson Throne. However, the fact that my 3.5 experience was limited to only a couple of adventures as a player was somewhat of a deterrent. Since converting the whole thing wasn't something I really wanted to do, this adventure path got put in the backlog of things I might run some day. So, naturally I was thrilled when they announced that they were re-releasing the whole campaign for Pathfinder. Curse of the Crimson Throne immediately came out of the backlog and jumped right up to the top of the list of things I wanted to run. and having completed the first installment, I feel that the adventure mostly lives up to the hype.
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Warning: This review contains spoilers Written from a GM's perspective I ran this for 4 PCs My gaming group has completed book 2 of the Giantslayer adventure path and my overall impression is that this adventure had many of the same strengths and weaknesses as the first book. It is full of content which is thematically interesting and contains plenty of opportunity for roleplaying, perhaps more than one might expect from a clearly combat focused Adventure Path. However, I found the overall enjoyment of the table was somewhat diminished by how frustrating and deadly the adventure often became.
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Warning: This review contains spoilers Written from a GM's perspective. I ran this with four PCs. I've written reviews for several adventure paths and modules now. This one unfortunately may be the first one where I have criticisms that amount to more than just nitpicks. A general summary of my opinion of this adventure would be that it thematically worked well. However, the balance and the pacing were off enough to be noticeable for the players and for me to have to be very careful as the GM.
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Warning: This review contains spoilers Written from a GM's perspective. I ran this for 6 PCs. I ran this with my group for three sessions (about 3 hours each) and found it to be a wonderfully compact module with great setting and story. |