Vecna

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****** Pathfinder Society GM. Starfinder Society GM. 206 posts (7,902 including aliases). 11 reviews. 1 list. 1 wishlist. 45 Organized Play characters. 15 aliases.



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Great follow-up, great stand-alone

4/5

While having played 0-06 Black Waters does help and give PCs a connection to the main NPC here, not having that scenario on a character does not prevent anyone from feeling empathy for her. My only gripe is that the drownyards should have been more of a focus.


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Six months later, I still have fond memories of this

5/5

Very well crafted, although the end villain is a solo combat, which has it's weaknesses.

Since I can't give it 4.5 stars, I'll give it five.


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5/5


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Good buildup, good modularity, a final combat worth being called that

4/5

I've played it and run it. It isn't exactly first-time GM friendly as the investigation of part one can be tricky if your players start going out of the box. However, the scenario felt like it not only allowed but encouraged that sort of thinking. In that, I applaud it.

The fights also get progressively harder, with the final fight being actually quite hard. But while it is hard, it isn't unfair, and provides the right amount of punch against players, especially those jaded ones.

My only complaint? Guaril feel almost like an extra. He is not well integrated into the scenario.


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The bad guys haven't withstood the test of time

3/5

Barring the last couple fights, most of the opponents in this scenario aren't very challenging.

From a plot perspective, the story that is woven is a little on the weak side, and potentially confusing. Ithe is also mostly behind the scenes, requiring any gm wanting to expose what is going on to have to put in a little extra work.


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Too bad this thing doesn't allow for no stars.

1/5

Awful. I felt like the music to Benny Hill was playing the entire time. These guys ran and ran and ran and towards the end I wasn't even sure why. The "heroes" are ill defined and what little is defined is subject to change at any time. The protagonists reminded me more of immature players playing their characters than anything approaching actual characters. If you feel like you deserve to be punished read this book.


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Could be more detailed.

3/5

Perhaps I've been spoiled by more recent scenarios, which seem to be more thought out, but after running ths scenario tonight, I'm had pressed to find what it is I liked about it so much when I first played it a few years ago. Granted it is straightforwards. Your group will be put in straight into the adventure. The action doesn't stop, the gnome encounter is perfectly timed; it's short, perhaps even too short, but that isn't my gripe with it. I have issue with the lack of details, and some of the tatics used. The tactics for some of the npcs don't make sense, npc initial placement isn't indicated and the act 3-4 location isn't very well described.
Other than that its' a very efficient little scenario.

Also, if the chance presents itself to play up, do it if your party is well-built.


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Simple dungeon crawl

3/5

It's not a bad scenario by far. In fact most of it's appeal is in how straightforwards it is. Get in, explore, get out. But it felt a little ... empty for lack of a better word. The mechanics for the event during the climb are interesting. And the secondary success condition isn't very well highlighted. Players have a pretty good chance to skip it and not know it was there.


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One of my favorite scenarios

5/5

The goblins are really fun to run with, and seeing how each party decides to deal with them makes this scenario a memorable experience. Some of the encounters can be tough, namely the fist one and the very last one. The other encounters, while not necessarily tough, will leave their print on the players.

Had good times playing it, had an awesome time running it.


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Lots of stuff to do

5/5

I will probably edit this once I have run this as a GM.

The primary mechanic to go around town is clever, and allows for almost everyone to feel like they are carrying their weight.
Non-linear progression. Different approaches are possible for each encounter, rewarding creativity.

Overall a solid scenario.


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Pretty badass - Played only

4/5

I will probably edit this review once I run this scenario as a GM.

"Wow". That's what I thought to myself when my party finished part 2 of "Before the Dawn". The Act 3 fight is worth the entire scenario. But if the party does not pay attention to their surroundings and their objectives, it could turn sour.

The scenario is combat heavy. Having a spellcaster (preferably an arcane spellcaster) is also critical, as otherwise the party will miss out on some aspects of the scenario.


Full Name

Artazostra Alhazred

Race

Human (Qadira Keleshites)

Classes/Levels

Oracle/2

Gender

Female

Size

Medium

Age

23

Alignment

CN

Deity

Nyarlathotep (The Haunter of the Dark)

Location

Qadira

Languages

Common (Taldane), Kelish, Osiriani, Vudrani, Necril, Aklo, Ancient Osiriani, Ancient Azlanti

Occupation

Singer, Fortune teller

Strength 7
Dexterity 7
Constitution 7
Intelligence 14
Wisdom 19
Charisma 17

About Artazostra Alhazred Dead

Traits:
Talented (Ultimate Campaign)
Keeper of the Veil (Qadira, Gateway to the East)

Oracle:
Dark Tapestry
Haunted
Revelation: Gift of Madness

Feats:
Skill Focus: Knowledge (Planes)
Cosmopolitan

Spells:
0:
Mage Hand
Ghost Sound
Detect Magic
Read Magic
Virtue
Guidance
Bleed
1:
Cause Fear
Inflict Light Wound
Command
Entropic Shield

Skill
Appraise +3
Linguistics +7
Bluff +8
Diplomacy +7
Disguise +8
Knowledge (History) +6
Knowledge (Plane) +9
Knowledge (Religion) +6
Knowledge (Arcane) +6
Perception +8
Sense Motive +8
Spellcraft +6
Perform: Wind Instrument +11
Use Magic Device +7

Equipment:
Quarterstaff
Dagger
Pathfinder
Outfit, Hot Weather
Outfit, Cold Weather
Silken Ceremonial Armor
Wrist Sheath, spring-loaded
Wand of Summon Monster I (CL 3rd, 5 charges)
Pouch, Belt
Flute, masterwork
Alchemist's fire
Acid
Smokestick
Gel, frost ward
Repellent, vermin
Backpack, Common
Outfit, Entertainer's
Ration (5 days)
Waterskin
Rope