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Djarrus Gost

uncleden's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 139 posts (145 including aliases). 9 reviews. No lists. 1 wishlist. 10 Pathfinder Society characters. 1 alias.

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*****

Yup giving this a 5 star ranking.


Lets just start by saying that I am a fussy reviewer.
I loved how well this mod tied in to the previous mod in the series. Continuity is well done here. The flavor of the locale for this mod is also well presented. It truly felt like we were entering a dangerous place and gave us a good reason to tread carefully.
The encounters seemed balanced and depending on your party mix can be pretty challenging. The final 2 fights in particular were very satisfying.
I played this and the first one in this series with my Paladin character, but there is nothing in this storyline so far that would not have worked just as well with my should be NE thug character.
I liked this mod enough, after playing it and reading it that it gets 5 stars even with the following issues.

Nitpicks:
As usual most of the stat blocks for characters with levels have errors in them.
Also the following passage makes me giggle.
Use the lowest Stealth roll of the party to determine the final Stealth check. In Tier 1–2, they need a result of 10 or better, while in Tier 4–5, they need a result of 15 or better. Failing by 5 or more draws unwanted attention as the PCs are spotted by an Iron Guard patrol

This compels me to ask, what happens if you fail by 1? Is there any good reason not to just lower the dc by 5 and skip a line of text?




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****( )

Enjoyable.


I played this mod at tier 4-5. The fights were not unusually tough, except perhaps the last one. I have to say I was fairly impressed with the story. the faction missions seemed to be interesting as well. Also it meshed very well with the next mod in the series and actually felt like there was a reason to play the next mod in the series with the same character.

Why i did not givee it 5 stars.

nitpicks:
1 It is really hard to take seriously a villain that is a raging barbarian with a handaxe and a dagger.
2 The local thugs all speak common? It really is ok to give people a reason for exotic languages or comprehend language spells.




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***( )( )

Didn't hold up well.


I can barely remember playing this one. There is better stuff out there. As a year 0 mod it is a cakewalk for pathfinder characters.




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**( )( )( )

Ok I guess.


This mod is linear and all about the combats. If you have a party that is inclined to use diplomacy and actually treat government officials with respect they can get hosed out of a faction mission for it. Since I regard this as a penalty for good roleplay I downgraded this mod.
As a year 0 mod the fights are a cakewalk for pathfinder characters.




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****( )

Fun story. Almost there.


The story was fun to follow. It is also a fun one to run. The fights were soft in year 0 and now we are under the pathfinder rpg rules they really need updating as even the least combat effective parties will stomp them.
I do find myself practicing PJR gangsigns whenever I think about this mod. PJR 4 ever!
I would love to see a toughened up version of the PJR in a future mod with an axe to grind with the pathfinders.


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