I'm not very good at describing or reviewing things. The short version is that it was awesome.
Since the GM asked for it, I'll list some highlights from the campaign. (SPOILER warning! If you're pretty sure you'll play this campaign in the future, I advise you to not read the next bits.)
In chronological order:
- In the very first session, the characters were all new and innocent first-level adventurers. In mortal danger, we fought goblins but eventually triumphed. The reward? A loaf of bread. Granted, it tasted good, but still. It was given to Jearis, my character, who was perplexed. I was too, and then amused.
- In the fifth session, we burned down the thorn vine wall that surrounded the hideout of the goblins and their bosses. This was the first of many fire-related issues we had to deal with and squirm out of. We also got our rowboat that I named "Sixth Oar" because the barbarian had bought us five oars. It was hilarious at the time!
- The sixth session consisted of tromping all around the countryside, tracking the fleeing boss of the goblins and asking other goblins where she went. The druid made nice work of the tracking and we found her and killed her good. It sounds somewhat boring when put like that, but it wasn't. I at least have memories of epicness concerning it.
- The haunted manor in the ninth session was very creepy.
- We exploded a barn in the twelfth session by using fire! In the thirteenth session, we burninated the hideous house of the half-ogres!
- In the fourteenth session, we were met with ogre "art". I'm thinking of the corpse positioned so that he seemed to be eating his own intestines. There was poetry too.
- In the fifteenth session, we killed ogres with fire! And a collapsing tower! In the pouring rain! We survived a massive ancient seamonster and fixed a massive dam!
- MOK MOK, MUR MUR!
- In the 22. session, we (or the barbarian and paladin) killed an evil white dragon in one round!
- In the 23. session, we found out about our sins as we trudged through the runeforge. We also saved a bunch of peope who had been turned into goldfish. It was awesome.
- In the 25. and 26. sessions, we saw great frozen mountains, dwarf ghosts and a wendigo. Jearis wasn't as impressed as I was.
- The last three sessions were all kinds of epic, what with the massive city of Xin Shalast, a gargantuan dinosaur in battle against a blue dragon and the big bad evil Karzoug himself.
An interesting point in the game (for me specifically) was how Jearis developed. Jearis started out as a scout (that's the class name) who didn't particularly care for anything else than sneaking around the forests and countryside; even getting treasure wasn't really remarkably impressionable. Then something started to change and Jearis grew on the treasure and was the first of the party to get a handy haversack and a bag of holding to hold all the loot. Eventually Jearis ended up being quite greedy. I didn't actually plan this or even notice it until very late, but it worked out quite well.
I also didn't plan on multiclassing Jearis, but we realized that we needed an arcanist in the party, and Jearis was the one with the highest intelligence score. Therefore, Jearis became a scout/wizard and an undeniable expert with ray spells – skirmish damage and being an archer make acid splash a great, great spell. Multiclassing seemed to also change Jearis a little to the power-hungry side. I chose transmutation as Jearis's specialist school. The "end boss" of the adventure was Karzoug, the runelord of greed and also a transmuter. Even one of the opposing schools (enchantment) was the same. Someone might think that Jearis sought to become the new