Chapter 6: Sound of a Thousand Screams
(Did Paizo write the chapter name based on peoples’ reaction to reading this shit?)
This is it. The final chapter of Kingmaker. God this review took way longer than it should have…
I’m not going to make a pretense of pretending this chapter saves the entire adventure path. It doesn’t. It’s more railroading bullshit, just like the previous chapters. I will say that Sound of a Thousand Screams is much better than part 4 and 5, but those bits were so unspeakably awful, that that’s damning with faint praise, indeed. The party is supposed to be level 15 at this point and will end the module at level 17. Meaning, they shouldn’t have 9th level spells for Sound of a Thousand Screams. The reason for this will soon become apparent.
We finally get Crazy Hawt Fey Queen’s backstory. She fell in love with a Fey guy and then tried to build her own empire. The other Fey got pissy and took away her ability to love, turning it into a sword. She can’t find this sword because… reasons. Oh yeah, and there’s a prophecy that adventurers will break into her house and stab her to death with her sword. Her evil plan is to suck the Stolen Lands into the fey dimension (the First World) and, “bottle it.” No, seriously.
Kingmaker wrote:Nyrissa began the long task of shaping Thousandbreaths and wearing down the boundaries between it and the Material Plane, so that someday the boundary between realities would crack and the region known as the Stolen Lands would bloom with life as it and Thousandbreaths merged. The War of the River Kings was but one of the steps toward this goal—by weakening the kingdoms that occupy the land she wishes to claim, she weakens the opposition to her goal. Now that both kingdoms are reeling in the aftermath of their war, Nyrissa prepares to draw the Stolen Lands into her realm and bottle it, an act that will leave a wasteland on the Material Plane and give her the perfect gift or bribe to repair the damage her reputation suffered with the Eldest.
Despite all the wordy setup, the premise is super simple. The party track down Crazy Hawt Fey Queen and kill her in her castle. But this is totally different from the last two chapters that involved tracking down the villain and killing them in their castles! This time, the castle is in another dimension!
The whole bottling the Stolen Lands thing starts out with bits of the First World bleeding over into the material plane in localized areas called blooms. The party is supposed to find the boss of each bloom and kill them, weakening the whole process of dragging their kingdom into the First World.
Kingmaker wrote:No monstrous template, simple or complex, is provided to allow GMs to create new First World monsters, because no two such monsters should be exactly the same. It’s better to simply advance these monsters by 10–20 HD and give them a new ability of your choosing if you’re looking to build new First World opponents; the rules for advancing monsters and creating new monsters in the Appendices of the Pathfinder RPG Bestiary provide a wealth of advice on the subject.
What do you think this is, an adventure module? Figure it out on your own, GM! Lazy fucking hacks…
Anyway, once at least three of the blooms have been destroyed, the party will be able to enter the First World and make their way to Crazy Hawt Fey Queen’s castle. If you’re wondering why they can’t just use Plane Shift, it’s because the authors declared that won’t work. And just in case you manage to get the Gate spell, that also won’t let you skip the trek to Casa Da Hawt Fey.
Kingmaker wrote:The First World is a difficult place to reach, and mortal magic can be untrustworthy in providing a means of travel there. Plane shift does not normally allow travel to the First World, although it functions fine when used to travel to other planes from the First World. Gate is the only mortal magic capable of providing a guaranteed link to the First World, and even then the points at which a gate opens into the First World are subject to the whims of the rulers of whatever lands the gate leads to—a gate opened to Thousandbreaths always opens to the Byway (area A).
If the party got Wish spells via Planar Binding, I guess they can skip all this bullshit and jump straight to the end. I guess Paizo didn’t think of that, or they’d have suggested a way to screw you over for trying.
Destroying more of the blooms gets the party more XP and they have to deal with fewer encounters when they get to the First World. Killing the guardians of the blooms also powers up the sword Crazy Hawt Fey Queen was looking for.
Evindra, the sexy naked Fey from the last chapter, will give the party an exposition dump about Crazy Hawt Fey Queen and the sword. But once the blooms start showing up, the laidback pacing of Kingmaker suddenly goes away.
Kingmaker wrote:If there are still parts of the Stolen Lands the PCs have yet to (and wish to) explore, you should consider delaying this adventure until that itch for exploration is at least scratched, because once Nyrissa’s blooms begin to manifest, they come fast and furious. This is by design—the PCs should not have a lot of time to rebuild resources and recover between blooms, since the assault on their kingdom is meant to be a furious one. The events in this chapter take place over the course of a single month, with only a few days passing between each new manifestation of a bloom. This means that no kingdom management or development can occur once the blooms begin, since a kingdom phase lasts a month.
Unless the GM doesn’t feel like it.
Kingmaker wrote:Of course, assuming the PCs defeat all of the blooms and survive this month of destruction alive and with their kingdom intact, the adventure and campaign can immediately return to a more laconic pace if you desire. After the month of destruction, if the PCs have not yet fully explored Thousandbreaths or defeated Nyrissa, they’ll be rewarded for enduring that month by being able to tackle Parts Two and Three of this adventure at a pace of their own choosing—although if they take too long, you should feel free to have Nyrissa start a second or even a third round of blooms.
Am I the only one who despises these, “If the DM thinks you took too long!”, time limits? Because goddamn do I fucking hate them.
But now we move on the bloom encounters themselves. The first of which is a Swarm of Mandragoras that can’t fly and have only a single ranged attack (30’) that can only be used once a day. Another consists of a group of a level 12 Satyr Rangers and Advanced Ettins. The Rangers actually carry composite longbows with a decent full attack routine, so this encounter might be semi-interesting. Encounter number 3 is just weird, consisting of a bizarre dream scenario.
Kingmaker wrote:Whenever you describe a PC’s nightmare but before he wakes to endure the resulting spell effect, describe the nature of his nightmare and the fact that a giant black bird is looming over the horizon, watching. Give the PC a chance to react to his nightmare. If he does anything other than ignore the nightmare and confront the black bird in any way, describe the nightmare doing something horrific to his dreaming self, then have him awaken and endure the effects of the living nightmare as appropriate.
If, on the other hand, the character confronts the Nightmare Rook, he may make one of the following rolls— an attack roll (using his best weapon attack), a caster level check, or an Intimidate check. The DC for all three of these checks is 30. If the check fails, the PC doesn’t impress the Nightmare Rook—it laughs a raucous cawing laugh, and the PC wakes and must endure the effects of his living nightmare. With a successful check, the PC startles the Nightmare Rook and drives it off, and he wakens with a scream but does not suffer a living nightmare.
What kind of magical tea party bullshit is this?
Kingmaker wrote:A living nightmare manifests as a spontaneously cast spell that functions at CL 20th, focused on the sleeping victim of the effect. On this first night, only one victim succumbs to the effect, but as this bloom spreads, one additional victim succumbs each night—this bloom does not spread to additional hexes as much as it spreads to new victims in the same city. Any spell can manifest as a living nightmare, but you should make an attempt to have spells with particularly gruesome effects appear. One night, a person might be targeted by a creeping doom spell. Another, someone might wake from a dream about being strangled by an octopus to find himself caught in the area of a black tentacles spell. Summon monster and summon nature’s ally spells are an excellent way to have the monstrous antagonist of a nightmare manifest in reality to attack the dreamer and perhaps seek out the dreamer’s family, friends, and neighbors. You can use the table on page 16 to randomly generate a spell effect for each living nightmare if you wish. Living nightmares are mind-affecting fear effects.
Seriously... WTF? It’s so completely different than anything else in the module. I might like it, if not for the idiotic magical tea party crap.
The next encounter is far less inventive, consisting merely of 6 advanced Frost Giants that have Fast Healing 10. The next encounter is with a trio of Athachs and some unruly plants.
Kingmaker wrote:As the Knurly Witch’s gardeners, these athachs carry sickles and large bags of strangely pulsating seeds. They move through the brambles slowly, pruning back dead brambles and harvesting the eerie red seeds that periodically grow on the vines, only to replant the seeds in the ground. It is this act of pruning and seeding that keeps this bloom growing, and if all three athachs are slain, the bloom reacts by causing the brambles and vines to shriek and whip about in a frenzy. All creatures in the brambles at this time take 8d6 points of slashing damage from the thorns (DC 15 Reflex halves the damage). One round later, three foul-smelling pods of plant matter erupt from the ground at the locations where the athachs were slain—these pods take 1 minute to grow to full size, after which point three healthy new athachs emerge and return to work. In order to truly defeat the bloom, the three pods (hardness 5; hp 50; Break DC 25) must be destroyed.
All I see is a bunch of dumb melee brutes that can’t fly. I doubt this will challenge the party in the least. Encounter #5 is with a trio of advanced Purple Worms. Same problem as the last one. The 6th encounter is with a troll with 11 levels in Fighter (+7 WILL save) and 6 advanced Dire Tigers. I’d be complaining about how none of them have ranged attacks, but…
Kingmaker wrote:The Misbegotten Troll is seeking a new and beautiful bride, and after countless years preying upon fey, he’s looking for some variety—a human or halforc bride in particular.
Kingmaker wrote:the Misbegotten Troll, who hitched a ride into this world in hopes of finding himself a new bride—the Misbegotten Troll is somewhat rough on his paramours.
I can’t even make a joke about how fitting his name is, I’m too busy be squicked out by Paizo’s obsession with rape!
(Skipping ahead to when the party finds his lair.)
Kingmaker wrote:This small clearing is lit by ghastly yellow-green light that flickers like torchlight. The sources of the light are dozens of female human heads that hang by their hair from spikes on the outer edge of a towering beehive-shaped structure in the center of the clearing—these heads function as horrific lanterns, with the light emerging from empty eyesockets and gaping mouths. Worse, the eyes and lips of several of these grisly lanterns seem to be twitching and writhing as if in pain.
Kingmaker wrote:The dozens of severed heads that decorate his strange home are the remains of his previous “wives,” unfortunate victims harvested from across Golarion over the past several hundred years.
This isn’t going to make the players hate the troll for being evil, it’s going to prompt them to wonder aloud what the ever-loving FUCK is wrong with the module writer!
And then there’s the magic item the troll carries.
Kingmaker wrote:Necklace of Lovelies
Aura abjuration (evil); CL 17th
Slot neck; Price 36,000gp; Weight 4 lbs.
This repugnant and cruel magic item consists of a chain of cold iron on which dangle six tiny, cold iron cages, each of which contains a living but miniaturized pixie.
While the pixies are free to shriek and yell and cry, the item prevents them from taking any action that would directly free them from their cage and suppresses all of their supernatural and spell-like abilities.
As a swift action, the wearer of a necklace of lovelies can redirect hit point damage inflicted on him from any single attack or effect that damages him onto one of the pixies on the necklace—doing so automatically kills the poor pixie in a tiny explosion of blood. Once all of the necklace’s pixies are dead or released, the necklace becomes nonmagical.
This is just grimderp. I’m not repulsed, I’m rolling my eyes at this point. Also, you can’t take a swift action on someone else’s turn, so this item is useless.
The next encounter is a mass combat sequence.
Kingmaker wrote:This is a mass combat encounter that utilizes the rules for such presented in Pathfinder Adventure Path #35. If you don’t have access to that book, you can simply ignore this event, or run it strictly as a narrative encounter in which Nyrissa’s gibbering army surges against the city’s walls but is defeated through a heroic defense of the city.
The final encounter only gets run if the party delays their trip to Crazy Hawt Fey Queen’s castle for too long. The Lesser Jabbwerwock, a CR 20 dragon with DR 15/Vorpal, fast healing 10, and what amounts to a breath weapon (60’ line every 1d4 rounds, deals 20d6 sonic damage). It also has eye rays that it can fire two of each round that each deal 15d6+6d6 damage, but their range isn’t clear. The Lesser Jabberwock has an impressive full attack routine, and it creates strong wind in a 30’ radius whenever it makes a full attack. Its flight speed for a dragon is really slow (60’), so I could easily see the party just engaging it entirely with ranged attacks.
Each bloom the party destroys yields a, “trophy”, and they need three of them to enter the First World via a portal in the Castle of Knives mentioned in the last chapter. Weirdly, the module itself allows an alternate method.
Kingmaker wrote:A DC 35 Use Magic Device also allows a character to trick the portal into allowing any creature to pass through it for a minute per successful check.
Assuming anyone in the party took UMD, that check should easily be doable. But of course, we can’t have the party going too far off the rails!
Kingmaker wrote:Any character who tries to fly above the wood’s tree line discovers an unsettling truth about the reality of this realm—there seems to be no world above the canopy. No matter how high she flies, the tops of the trees extend to what seems to be 200 feet above her. Only the Nightmare Rook (see area D) can actually travel above the treetops of Thousandbreaths.
It’s a cool visual, I guess.
Kingmaker wrote:Regardless of the speed or method used to navigate a path or river, it always takes 1d4 hours to reach the next glade. Check for wandering monsters once each time the PCs use a path or river to travel to another glade. Every time the PCs move onto a pathway, there’s a 50% chance the pathway is perilous in some way—roll on the Pathway Perils table to determine in what way.
I see nothing to indicate the party can’t just use Teleport to skip all this bullshit. Even if that didn’t work, Wish will.
Kingmaker wrote:A. Entering Thousandbreaths
This area is where the gate in Thousand Voices at the Castle of Knives leads to—an archway called the Byway, formed by a pair of beautiful women carved from iron. The statues make an arch with their raised hands, while in their other hands they hold high a sword that bears a striking resemblance to Briar. Indeed, the first time Briar is brought through this gate, it gains a Sharpness Point—as this occurs, both it and the two blades held by the statues momentarily glow with green light. Nyrissa notices this effect and thus knows when Briar enters Thousandbreaths, but she does not react. If the sword is in the hands of her agents, they’ll bring it to her soon enough, and if it is in the hands of her enemies, she does not want to confront them and instead hopes that the various perils of Thousandbreaths finish them of before they reach her.
In other words, Crazy Hawt Fey Queen isn’t the least bit proactive and is just going to lounge on her throne until the PCs show up. Why even have know when they enter her realm if she doesn’t
do anything about it?
Any of the bloom encounters the party skipped will show up in the First World, which gives them incentive to destroy every bloom. Let’s talk about the First World encounters. We have a group of 4 Lightning Treants that actually have ranged attacks, though any type of Energy Resistance shuts them down hard. There’s a Frost Giant with 8 levels in Barbarian and no ranged attacks. The Nightmare Rook is just an advanced Roc with a fear aura. A giant Mandragora that only has a 30’ radius scream (1/day) for a ranged attack. A pair of Winged Owlbears, another trio of advanced Purple Worms, and 6 advanced Dire Tigers.
By far the most interesting encounters are an Annis Hag with 13 levels in Cleric and a Black Dragon Wyrm. The spells the Hag picked largely suck, but at least the dragon will prove to be a decent fight.
It’s worth noting that every time each of these encounters are cleared, there’s a chance it disrupts the entirety of Crazy Hawt Fey Queen’s realm. Defeating all of them will guarantee this happens.
Kingmaker wrote:When Thousandbreaths is uprooted, it manifests entirely within the forest of Thousand Voices in the Stolen Lands, its glades replacing 10 different areas in the forest, with the House at the Edge of Time merging with the Castle of Knives. When the uprooting occurs, the sound of a thousand screams tears through the air, a horrific noise as the realm expels its thousand breaths at once in a traumatic death. The denizens of the glades are traumatized by this event, and all surviving guardians (with the exception of those who were inside of the House at the Edge of Time when the transfer occurred and the two non-natives—the Knurly Witch and Ilthuliak) become staggered as long as they remain on the Material Plane. Creatures permanently staggered in this manner are reduced in CR by 2.
This also debuffs the final boss, more on that later. Now, for the final act of Kingmaker, Crazy Hawt Fey Queen’s castle.
Kingmaker wrote:While in Thousandbreaths, the lake surrounding the House is effectively bottomless—just as one can fly upward and never rise above the tree level, one can swim down into the lake without ever reaching the bottom— but fortunately the surface is never more than a few hundred feet away should a swimmer elect to return.
I doubt the party would think to enter via the lake, anyway, but fuck you for trying to be creative. The entrance is guarded by a Linnorm that has a lot of immunities and a breath weapon, so at least it’s not a total pushover.
Kingmaker wrote:House Features
The House exists in the past and the future, the maybe and the never. One room may be clean and bright, with liveried servants and gaiety, while others are collapsing and decayed. Some have been damaged by the arrival of the PCs who slew the Queen yesterday and will do so tomorrow in this land of the impossible. Yet as strange as these warpings in time may be, stranger still is the fact that they remain constant, as if a storm of fractured time tore through the structure, only to be frozen forever in the middle of a chaos of a hundred different eras. This is how the House was when Nyrissa created it so long ago, and how it will remain—until the uprooting of Thousandbreaths.
Cute. In terms of crunch, the house resets after 24 hours, undoing any changes the PCs made to it. All this does is encourage them to skip all the encounters and skip straight to the boss. Let’s go over the encounters… We have 12 level 10 Ghost Rogues, which will make any Fighters in the party cry little Fighter tears, the Lesser Jaberwock if the party didn’t kill it earlier…
And a weird dragon plant, that flies and has a breath weapon. There have been a lot of dragons in this chapter… We also get 4 CR 14 weird Fey that fly and have some SLAs. There’s an animated object. The hag from earlier flees here if the PCs failed to kill her.
But by far the most threatening encounter in this castle is a Worm that Walks with 17 levels in Wizard. He even prepared some actually good spells, like Time Stop, Polymorph Any Object, and Reverse Gravity.
Kingmaker wrote:Before Combat The Wriggling Man casts mind blank every day, and activates his ring of invisibility as soon as the PCs enter the House at the Edge of Time. He casts overland flight and resist energy (cold) once updates from Nyrissa convince him the PCs will soon be entering this room.
I think this officially makes him the smartest and most optimized NPC in the entire adventure path.
Kingmaker wrote:During Combat
As soon as the PCs enter the room, the Wriggling Man, who stands near the throne but is invisible, casts time stop. He has at least 2 rounds to cast spells while time is stopped—he first casts quickened shield and then summon monster IX to summon an astral deva. The next round, he casts telepathic bond on the deva so he can communicate with it silently and quickened fire shield (chill shield) on himself. If he has enough time during time stop, he’ll also cast quickened resist energy (acid) and protection from energy (sonic) on the third round, mage’s sword on the fourth round, and reverse gravity on an area where he can affect the most walking PCs. When his time stop ends, he telepathically commands the summoned astral deva to imperiously demand that the PCs leave this place, claiming that they tread upon the works of one under the protection of Heaven itself. This is, of course, a lie—the Wriggling Man doesn’t expect the PCs to fall for it, but the tactic does amuse him and it could work, especially if the PCs don’t ask to make Sense Motive checks to see through the angel’s forced lie.
Casting spells with verbal components makes noise, the party is going to realize he’s there. Goddamn it Paizo…
We still have more encounters to go through. Four Advanced Elder Air Elementals, a pair of Advanced Wyverns, and 8 templated Nymphs. They have 7th level Druid casting, a gaze attack that deals CHA, STR and CON drain (DC 20 FORT negates), and a touch attack that can render the victim helpless if they fail a DC 20 FORT save (they also take some DEX damage).
Kingmaker wrote:Nyrissa once counted these nymphs her sisters and friends. Their beauty rivaled her own, but when Nyrissa suffered at the hands of the Eldest, these six did as well, and Nyrissa had the Nightmare Rook pluck out their eyes. These six defaced nymphs can still see and utilize their gaze attacks, but their beauty has been forever marred. They know that Nyrissa is responsible for their unending pain, but cannot bring themselves to hate her for it—instead spending their days in constant pain and servitude here. When they notice intruders, they silently move to attack, tears of blood running freely down their cheeks.
Seriously Paizo? This is just grimderp bullshit. Anyway, if they all use their stat draining gazes, they could be problematic to fight, but they don’t have any immunities and their spell selection is pretty bad.
But we have more encounters! A trio of advanced Devourers, a Medusa with 12 levels in Sorcerer (and terrible spell selection), and a trio of plants that can’t fly.
Now for Crazy Hawt Fey Queen herself. She’s hiding in a pocket dimension courtesy of an artifact, because
of course she has an artifact. Paizo doesn’t know enough about their own fucking game to design villains without making up artifacts that let them do whatever they want.
Kingmaker wrote:For all of the impressive features possessed by the House at the Edge of Time, none can match Nyrissa’s greatest creation—an extradimensional tower known as the Fable. This region exists as part of the House, but not wholly in the same place or time. The Fable consists of four similarly sized but overlapping circular rooms, each 20 feet in diameter and 20 feet high, but each quite different in contents.
In order to open a portal into the Fable, a character must physically contact the portal trigger and focus his mind on opening the portal by concentrating on a specific image. All four portal triggers radiate strong conjuration magic—a legend lore or vision spell can identify their use and the thought image that activates them, as can a DC 35 Spellcraft check made with the aid of detect magic. Alternatively, a DC 30 Use Magic Device check can blindly activate a portal.
Again, I would not blame the party for flipping the module off and just using Wish.
Kingmaker wrote:M7c. This chamber is a plain circular room with stone walls, floor, and ceiling, lit by several dancing lights floating near the ceiling. A statue of Nyrissa stands in the center of the room, one arm held out as if in greeting. It is in this room that the Fable’s power is concentrated, and where Nyrissa spends much of her time—in this room, she can observe every single room in her House simultaneously as if via clairvoyance/clairaudience. She can also use the Fable to immediately destroy any of her allies (but not intruders) in the house by simply snuffing out their lives and causing their bodies to burst. Nyrissa only uses this ability to destroy an ally who has become controlled by or seems to be allying with the PCs—an event likely to occur only with the unfortunate mephit in area K20, but if the PCs manage to dominate or charm an important ally, Nyrissa opts for its destruction as well. Likewise, if the PCs are about to learn something important, the nymph may well send her closest allies to intercept the PCs.
And this is just Gygaxian fuckery.
Now for the final boss encounter. Crazy Hawt Fey Queen is a level 6 Sorcerer Nymph with 10 levels in Mystic Theurge. The first time I realized this, I burst out laughing. Mystic Theurge? Seriously?
Her spell selection largely sucks, too. Her best spells are Maze and Antilife Shell. All the better to fuck with the Fighter, I guess. Assuming they didn’t suffer a mental breakdown 4 levels ago… Crazy Hawt Fey Lady at least has good AC (51), as well as saves in the 30s and 40s.
Kingmaker wrote:Protection from Decapitation Nyrissa has used a wish from a ring to gain a special defense against beheading—the first time she is beheaded by any effect (including a vorpal weapon), the wound immediately heals after it is dealt, effectively inflicts no damage, and does not decapitate her.
Fuck you Paizo. I bet the module writers are the sort of assholes who’d try to fuck over any player who wished for anything similar…
I think Paizo realized that their final boss might be too much for the sort of groups they designed this module for, so they offered the players some plot hax bullshit. The artifact sword grants SR 30 for its wielder in this fight and hitting Crazy Hawt Fey Lady with it prompts a DC 40 FORT save or she’s staggered. She passes this save on an 8 or higher.
But if the party uprooted her realm by defeating all the guardians on the way to her castle, she gets fucked up.
Kingmaker wrote:Nyrissa becomes horrifically distracted by the pain and despair being forced wholly into the Material Plane inflicts on her. On the first round of combat on the Material Plane, Nyrissa acts as if confused. Every 1d4 rounds, she automatically becomes confused again. In addition, she is constantly shaken and fatigued while on the Material Plane, and must make a DC 35 Concentration check in order to cast any of her spells.
Her Concentration mods are +31 for her Druid casting and +30 for her Sorcerer casting.
Winning this fight ends the adventure, but Paizo have some post game material lined up if the GM and players alike aren’t ready to end this long, long campaign by now.
Kingmaker wrote:Fury of the First World: With the defeat of Nyrissa and her attempt to draw the Stolen Lands into the First World, the frontier realm returns to a state of near tranquility. But such is not the fate of the First World. Soon after the PCs return to their capital, one of the rulers of the First World, Magdh the Eldest, appears before them, demanding recompense for the destiny and future deeds of Nyrissa that their intervention has altered. Only by seeking the forgiveness of the First World’s rulers can the PCs save their nation from the vengeance of that insane other dimension. See pages 57–59 for more details.
Fuck it, let’s just wrap this up and be done with this damn adventure path.
Final Thoughts
Kingmaker is a classic example of a great idea with a miserable execution. It does such a bad job at its premise, the only thing worth stealing from it is the concept itself. The rest can safely be jettisoned. The module is too damn hard in the early chapters, with random encounters easily leading to TPKs, and it clearly wasn’t designed for even moderately optimized characters in the latter chapters. Or high-level characters in general. It’s just a mess of bad design and perhaps the worst example I’ve ever seen of designing what are fundamentally low level adventure scenarios for high level characters.
From your comments on this thread, it sounds like the video game is much better, fixing some of the more questionable design choices Kingmaker made. But the Kingmaker Adventure Path is a colossal disappointment. And the worst part?
I heard some people saying this is the best module that Paizo ever made! LOL what?!
And with that, I’m finally done with this review. I apologize, that took far, far longer than I ever imagined it would. I think it’s going to be a good long while before I do another OSSR, I need a break after this one…