
If you look at these early Pathfinder comics as supplemental material and springboards for the tabletop RPG, they justify themselves much better than if you’re simply reading them for the story.
Because the story has really fallen apart by this point, though there’s an admirable attempt to make you feel at least something for the somewhat bland, blank slate characters than we’ve seen so far.
Trapped by the goblins and their masters (more importantly, their human ‘queen’, perhaps?), our heroes are forced to drink from the cursed waters and relive their traumatic pasts.
Or are least, that’s what I think was happening, because the clarity of the art stops being an issue only in fight scenes here, and actively harms the visual storytelling throughout.
Not only does a ton of stuff happen in a way which is unclear, but there’s a further major plot development that just doesn’t work with the art as is; it’s absolutely appalling in terms of its clarity, and I genuinely don’t know what happened.
It’s absolutely baffling, and there’s also a clue that this has been lazily written too; the Pathfinder Chronicles excerpt talks all about the poisoned waters that mutated the Goblins, so this shouldn’t have been some great mystery, or a surprising trap for our blundering heroes to just walk into.
On the plus side, there are at least five pages worth of RPG material for use with the tabletop game, as well as another map and poster too. The comic story itself may be lacking (to put it mildly), but you can’t fault the effort in providing RPG players with new content for their games of Pathfinder.
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