Minireview: Pathfinder #6, Spires of Xin-Shalast

Spires of Xin-Shalast, written by Greg A. Vaughan, is the conclusion to the Rise of the Runelords adventure path. It starts out very strong, with a great sequence involving dwarven ghosts and a Wendigo spirit. After that, the party is supposed to make their way to the ancient city of Xin-Shalast, and while it’s pretty good it has some problems. To be fair, though, most of those problems are due to the fact that it’s a huge place, and the page count limit here just doesn’t allow the writer to do it full justice. A GM running this would either have to keep the players on a very tight railroad or do quite a bit of prepwork. The final confrontation reads like it should be a titanic battle – which may or may not be your thing.

Overall, I’d give this whole adventure path something like a “four stars out of five” rating. The first half is excellent, with varied moods and encounters and fun subplots. The second half is still ok, but suffers a bit in my mind from being a combatfest most of the time. Maybe that’s the way D&D adventures tend to go as the level increases, but still…

Besides the high amount of combat, another problem crops up in that some of the plot connections between the parts of the “path”, and even within the parts themselves, are quite vague. The players are apparently expected to follow the plot with very meager leads at times, and I found myself wondering at times “why on earth would the players do what’s expected here?” With a good GM and some prepwork I’m sure that those problems would be minor (and ideally not even noticed by the players), but I think it’s fair to warn prospective GMs of this “adventure path” that it would be a good idea to read the whole thing, or at least some parts in advance, before starting a game. That way you can start dropping hints early, and provide lots of alternate plot hooks for players in case they miss the “default” ones. As they will, more often than not.

As far as main plot went: pretty standard “ancient bad guy is waking up and needs to be stopped” thing. I found the use of the seven deadly sins as a central power motif to be a bit hokey, but hey… this is D&D, hokey is part of the game. It worked well enough, though I’d love to see a main plot that wasn’t a variation of “ancient evil rises”. That’s… been done. A lot.

In case the above sounds too negative: I found this to be a high-quality set of linked adventures, with lots of really cool ideas and settings. Some GM tweaking will be needed, but that’s the case with pretty much anything.

I’m looking forward to the next adventure path, the city-based Curse of the Crimson Throne. It sounds interesting, and urban scenarios often offer lots of nice social interaction. The second half of Runelords took place mostly in the wilderness, which may also have been a factor in my feeling that it was combat-heavy.

On the other hand, the main plot of Crimson Throne seems to be… wait for it… “ancient evil rises again!”. The goggles! They do nothing!

[…]

Published on Mon, 05 May 2008 12:48

Minireview: Pathfinder #5, Sins of the Saviors

Sins of the Saviors, by Stephen S. Greer, is the fifth and penultimate part of the “Rise of the Runelords” adventure path. It’s not perfect, but it’s better than the last part in that it’s somewhat less straighforward. It’s also mostly “just” a dungeon crawl – granted that it’s a fairly interesting dungeon, but still… a bit too little social interaction there for my taste. Some parts are very cool, though; the beginning is nice, and the dungeon itself has some nifty parts and some internal politics which could be expanded in fun directions. I’m not completely sold on the “seven sins” motif that the adventure path uses a lot, but it’s used to fair effect here. Overall, quite solid.

Other than the adventure, the book contains some notes on “rune magic”, mostly 3.5DD crunch which doesn’t interest me. The (to me) more interesting part was the rest: a writeup on Lamashtu, a “Mother of Monsters” god (good stuff), some more Pathfinder travelogue (also fun), and some more strange creatures to pit the players against.

I’ll reserve comments on the whole of the adventure path until I read the last part, but so far it’s looking like a nice package with lots of varied stuff thrown into the mix. I remain sold on the overall quality of Paizo’s “Pathfinder” stuff, even though I still don’t play D&D. […]

Published on Tue, 22 Apr 2008 08:51

Minireview: Pathfinder #4, Fortress of the Stone Giants

Fortress of the Stone Giants, written by Wolfgang Baur, is the fourth installment in Paizo’s “Rise of the Runelords” D&D adventure path. As a concept, an “adventure path” is a set of linked adventures which can either be played stand-alone, or linked together to form a longer campaign. Sort of like the old TSR “Against the Giants” modules, or the “Slavelords” ones, or many others. I like the concept myself, it provides quite a bit of versatility in how you use the things. Of course, since there is a long-term plot involved there is a fair bit of inevitable railroading, or at the very least some behind-the-scenes GM headscratching to the tune of “how on earth do I get the PCs to do this next?”. You can’t really avoid that, unless you create a totally “sandbox” adventure setting – which has problems of its own.

Anyway, this is part four of a six-part series. After the crazed macabre goblin mayhem of part one, the horror trappings of part two, and the inbred mutant hillbilly splatter-horror of part three, this one is much more straightforward and does what it says on the tin: an assult on a stone giant fortress. It’s intentionally written as a sort of “spiritual successor” to the old “Against the Giants” adventures. Maybe because of the straightforwardness I didn’t find it quite as good as the first three parts; it’s mostly a combatfest and doesn’t offer many clever twists unlike the previous parts. To its credit, most of it is quite logical (though some parts of it feel a small bit like a zoo dungeon and are a bit incoherent), and the main bad guy has a nice backstory (though it’s likely that the PCs will never uncover it).

Other than the adventure, the book contains essays on the stone giants and dragons of Golarion, one more Pathfinder travelogue piece, and a bestiary with some nice, otherplanar antagonists. The add-ons overshadow the adventure itself this time around; I especially liked the stone giant writeup, it made them quite interesting instead of just “big hostile piles of hit points”.

As an interesting aside, this book incorporates some beasts from Cthulhu into D&D; some of the Paizo guys have a love of CoC, and this isn’t the first time Lovecraft has made side treks into their D&D creations. While some purists may yell in horror, I find it rather cool – especially since they go to great lengths to credit CoC and Lovecraft, and to say how good a game CoC is.

As a whole, a solid if not exceptional addition to the “Runelords” series. […]

Published on Fri, 11 Apr 2008 14:03

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