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Solid Continuation

4/5

APs played: GM for books 1-6 of Extinction Curse, GM for books 1-3 of Ruby Phoenix, Player for books 1-2 of Edgewatch, Player for books 1-2 of Strength of Thousands

Book 3 introduces the best NPC by far imo and has the players go on a chase after a foe throughout the country. The locations they travel to are interesting and varied and sets up good foreshadowing for the main antagonist.

The section with the 2 armies is probably the most frustrating part of this book. The adventure seems to imply the characters should spend weeks to months here, but they are in the middle of a race against time from their perspective to track down someone they desperately need information from. There is no reason in character for them to spend time talking with or impressing these factions as that would only slow down their investigation.

Overall still a really solid continuation of the AP. I think foreshadowing and leading up to a good villain is vital for a story and this plants the seeds of that very well.


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A Big Problem

4/5

APs played: GM for books 1-6 of Extinction Curse, GM for books 1-3 of Ruby Phoenix, Player for books 1-2 of Edgewatch, Player for books 1-2 of Strength of Thousands

Book 2 is probably the most controversial book IMO of this AP. Overall it's a really good investigative mystery that sets up the players well to show their loyalties to the country as well as introduce fantastic NPCs throughout the chapters. The first enemy the players go after is the best by far. They are extremely well written and capture the sinister vibe of the AP well.

The worst part of this AP is the thing I am the most torn on. At the start the players are offered a ritual to provide them negative healing. This makes sense and gives the players a way to purchase healing items that would be available in the undead country as positive energy is illegal normally. However, this introduces a huge problem for the rest of the AP. I do not know if this ritual being included was not communicated with the rest of the writers of this adventure or what happened, but for the rest of the adventure, each book has a couple encounters where the only damage the enemies can do is negative damage. Which means the players are completely immune to the encounter. I believe if the players are playing undead, this should be a nice unforeseen benefit they get. However, since this was just blanket negative healing given to the party, the rest of the adventure should have accounted for this. Many tense situations end up being treated like a joke since the players can just walk through groups of enemies with no penalties. I recommend keeping some lower stakes negative only encounters as is to let the players feel powerful, but some should be switched to doing cold damage or something else so they aren't complete jokes.

In the end this was still a very enjoyable book but I have to knock this down a star because the ritual above causes so many problems for the rest of the adventure.


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Great Adventure

5/5

APs played: GM for books 1-6 of Extinction Curse, GM for books 1-3 of Ruby Phoenix, Player for books 1-2 of Edgewatch, Player for books 1-2 of Strength of Thousands

Book 1 of Blood Lords is a fantastic start to a cohesive, well written adventure. As a GM, I greatly appreciate it being written out in plain text at the start of the book who the main antagonist is and what their motivations are. It really helps for planning things in the long run and incorporating my player's backstory.

Book 1 is a solid introduction to one of the major factions of the nation as well as a few reoccurring NPCs. It really sets the stage and allows the GM through the Blood Lord the player meets to provide in character information on the setting and politics for the adventure.

The only criticism I have is the investigative part can be confusing on what to tackle in which order. The early game can also be incredibly deadly (i.e. a blade trap outright killed a player character).

Overall this is a really solid start to an adventure that me and my players loved and currently have as our favorite AP.


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Love 6 book APs!

5/5

Fantastic book. It's really nice to have a full 1-20 conclusion to a story. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Love 6 book APs!

5/5

Fantastic book. It's really nice to have a full 1-20 conclusion to a story. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Love 6 book APs!

5/5

Fantastic book. It's really nice to have a full 1-20 conclusion to a story. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Love high level content!

5/5

Fantastic book. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Love high level content!

5/5

Fantastic book. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Love high level content!

5/5

Fantastic book. Always love to see high levels being supported in tabletop games. Please keep making high level content!


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Hiccup in an otherwise great AP.

4/5

(Edit: I originally posted this review as 5 stars with no comment purely to combat the 1 star no comment reviews a lot of APs receive from trolls. I apologize for doing so as I realize 5 star reviews with no content are just as useless as 1 star reviews with no content.)

APs played: GM for books 1-6 of Extinction Curse, GM for books 1-3 of Ruby Phoenix, Player for books 1-2 of Edgewatch, Player for books 1-2 of Strength of Thousands

Book 5! Getting to the end here. This one unfortunately may have been the least liked by my group. The characters and set up is fun, as well as finally getting hard evidence the party needed, but there are a few problems with it.

First of all, just like the last book, the players have worked hard to get into their position but they receive almost no respect. The book even calls out to impress on the players that they are just like common folk in Yled and the players hated this with a passion. The players don't even feel like they're actual members of government other than doing some downtime in book 4.

Additionally, the investigation that takes up the 1st half of this book is too vague. There isn't enough direction to get the players to check out the temple except for the rumors which are also problematic. The rumors that are listed are way too railroading. Every single one says "Hey, go check out this person". There aren't even any fake rumors or any other information that could be helpful, it's put all on the GM to make up. Extinction Curse did this much better with the rumor tables they had with a variety of different information.

The story and characters were phenomenal but this mechanically felt like the weakest book somehow which was disappointing.


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Back on track and going strong!

5/5

(Edit: I originally posted this review as 5 stars with no comment purely to combat the 1 star no comment reviews a lot of APs receive from trolls. I apologize for doing so as I realize 5 star reviews with no content are just as useless as 1 star reviews with no content.)

APs played: GM for books 1-6 of Extinction Curse, GM for books 1-3 of Ruby Phoenix, Player for books 1-2 of Edgewatch, Player for books 1-2 of Strength of Thousands

Finally to Book 4, where the players become Blood Lords. Very solid villian of this book and the characterization of Geb is wonderful. The combat was incorporated very well into this book and the entirety of it flowed very nicely.

My biggest problem with this book and the next are the players aren't afforded really any respect for their status. They become elite members of the government and are treated like the same still for not very justifiable reasons imo. It feels like the players should have earned more respect by now for stopping a treasonous plot. (The first of many, honestly but they get barely any respect until book 6.)

Despite the problems with the attitude of the NPCs, everything else in this book is wonderful. The characters, the locations, the combat, all of it is masterfully written. After some speed bumps it really feels like the AP got back on track here.


Full Name

Dwoldrean Brewbelly

Race

Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12

Classes/Levels

Saves:
+16FORT +9REF +14WILL

Gender

AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20

Strength 18
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 14
Charisma 20

About Dwoldrean Brewbelly

Dwoldrean Brewbelly
Male Dwarf Paladin (Hospitaler) 9
LG Medium Dwarf
Deity Cayden Cailean
Initiative +0 Senses Darkvision 60’
Perception +20 (9ranks/3 trained/2WIS/1 trait/5item)

4’5” 206; a tall (for a dwarf), thick, tree-stump like dwarf with auburn hair and a broad smiling face

==DEFENSE==

AC 25 (10armor/3shield/1deflection/1NA) Touch AC 11 (1deflection) Flat-Footed AC 25 (10 armor/3shield/1deflection/1NA)
HP 115 (70/27CON/9FC/9toughness)
Fort +16(6class/3CON/5CHA/1item/1race) Ref +9(3class/5CHA/1item) Will +14(6class/2WIS/5CHA/1item)

==OFFENSE==
Spd 20ft
Melee +2 keen waraxe +15/+10 (4STR/9BAB/2Weapon) 1d10+6 (4STR/2Weapon); PA +15/7 1d10+12 (4STR/6PA/2Weapon)
Ranged Light crossbow +9 (9BAB) 1d8

==STATISTICS==
Str 18 (+4/14base/4Angval) Dex 10 (10base) Con 16 (+3/14base/2racial) Int 10 (12base/-2racial) Wis 14 (+2/13base/1LV4) Cha 20 (+5/14base/2racial/2item/2LV8)
Base Atk +8/+3 CMB +113 (9BAB/4STR) CMD +23 (9BAB/4STR)

==TRAITS & FEATS==

Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Exalted of the Society:
You may channel energy 1 additional time per day

Toughness:
+3HP at 1st level; +1 HP each level starting at 4th

Fey Foundling:

Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort)

Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. (lv8 -3/+6)
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Extra Channel:
You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy. As a Hospitaler, each day you can choose to LOH or channel a total of 2 extra times total.

Greater Mercy:
+1d6 LOH if no mercy condition used.

Furious Focus:
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

==PALADIN ABILITIES==

Weapon and Armor Proficiency:

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex):

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp) x2:

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four times per day at 19th level.

Divine Grace (Su):

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su):
2d6(6)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this.

Aura of Courage (Su):

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex):

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su):

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Level 3 = Sickened; Level 6 = Fatigued; Level 9 = Poisoned

Channel Positive Energy (Su):
3d6(8)
When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.

Angelic Bond:
As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Spells:

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
(2)lv1 (class+CHA); (2)lv2 (class+CHA)
Lv1-Hero’s Defiance x2; Keep Watch
Lv2-Ironskin; Paladin’s Sacrifice

Aura of Resolve:
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.

==SKILLS & LANGUAGES==

Skills:

Ranks: 16 (16class)
• Acrobatics
• Appraise
• Bluff
• Climb
• Craft*
• Diplomacy* +20/23 (5CHA/9ranks/3trained/1item/2racial) +3dwarves
• Disable Device
• Disguise
• Escape Artist
• Fly
• Handle Animal*
• Heal*
• Intimidate
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)*
• Knowledge (planes)
• Knowledge (religion)*
• Linguistics
• Perception* +20 (2WIS/9rank/3trained/1trait/5item)
• Perform
• Profession*
• Ride*
• Sense Motive*
• Sleight of Hand
• Spellcraft*
• Stealth
• Survival
• Swim
• Use Magic Device
*Class Skill

Languages:

Dwarven; Common

==RACIAL ABILITIES==
Spoiler:

+2CON/-2INT/+2CHA
Defensive training: +4 dodge AC vs. giant subtype
Hatred: +1 racial bonus to attack rolls on orcs/goblins
Unstoppable: Toughness as a bonus feat; +1 FORT
Iron citizen: +2 on Diplomacy
Fey magic: Underground cast 1/day create water; mending; resistance; stone shield
Darkvision 60’

==EQUIPMENT==

Spoiler:

Combatd Gear
Angval the Skylord’s Waraxe
+1 full plate
+1 heavy steel shield

Other Gear
50’ silk rope
Backpack
Rations

Magic Items
Wand CLW 23
Ring of protection +1
Cloak of resistance +1
Amulet of natural armor +1
Traveler’s any-tool
Boots of the cat
Eyes of the eagle
Ioun pink green sphere cracked +1 Charisma based skill (diplomacy/competence)
White cloak, +5 stealth in snow, endure cold

Items to buy:
Belt of STR/CON
Bracers of merciful knight
Boots of speed
Amulet of natural armor

Skylord’s Headband:
Inscribed into the mithral headband is an image of a tankard of ale with a rich head of foam; on the side of the tankard is a waraxe. Upon the blade of the waraxe is another tankard, barely visible it is so small +2CHA; +2d6channel: +3 dimplomacy-dwarves

Angval the Skylord’s Waraxe:
+2 keen dwarven waraxe; +4 strength to a dwarven user; Cast weapon of awe 1/day as a swift action

65 GP

My Oath to Cayden:

Do good, live well, have a drink now and then, and stand up for what you believe in.

Recent family tree:

King Korim Kraghammer

King Dolgrin Kraghammer; Vemgwa Kraghammer+Jum Brewbelly; Bheldi Kraghammer+ Werd Pyregut

King Rogar Kraghammer; Dwoldrean Brewbelly; “King” Brald Kraghammer

Background:

Grandson of King Korim Kraghammer and son of Vemgwa Kraghammer and Jum Brewbelly, royal lords of the Sky Citadel of Janderhoff. Dwol’s wild spirit and mercurial temperament were always troubling to his family and even more so the stolid and orderly dwarves. At the traditional ceremony of choosing he declared his commitment to the young god Cayden Cailean and was shortly thereafter exiled from Janderhoff. Renouncing his father’s name he followed wherever the paths took him in the service of justice and freedom slowly making his long way West, eventually falling into the service of King Ibram in his newly establish (for a dwarf) kingdom. Dwol has served with distinction and although they serve different divinities, King Ibram has taken a liking to the young dwarf.

message from grandfather:

"Dwoldrean, my time is limited so I'll get to it. A seer came to Janderhoff and foretold the ruin of my line and our people. She also foretold of your birth and said a slim hope for our people existed with you but that you would surely perish if you remained within Janderhoff when you reached adulthood. So your mother and I concocted an excuse, a feud between us over your choice of Cayden, and so your family was exiled. Truth be told, a real feud existed between your mother and I. If dwarves are known for their stubbornness and determination then I can say without equivocation that your mother was the most stubborn and the most determined, and that did not always make things easy between us. Now as foretold, the fate and hope of our people resides with you. I have known the weight of duty and now you will know it too, it can be heavier than any mountain but if you possess but a fraction of your mother's will and determination you will bear it without complaint. May Torag and Cayden guide your journey and keep you safe!"
[spoiler=Politics]
Oin tells Dwol that at the time he left about 25% of the people of Janderhoff were leaving for other areas, how many and where they went are something he plans on looking into as these folks may be willing to return with different leadership. The 75% that remained were mostly indifferent to the change in leadership with perhaps 10-15% firmly behind Brald. That was over a month ago so things may have changed. He’s not 100% sure who Brald may be allied with but suspects there may be a connection with the Duegar in Nar-Voth. Oin feels 2 of the 10 main clans will support Dwol, Oin’s clan the Burntbeards (mostly forge workers and smiths) and Alesmiths (mostly brewers and military), the rest he is less certain of.

NPCs:

Oin Ironfist-scout to Kings Korim and Dolgrin
Ivar-dwarf at a camp near the town of Biston

==PROGRESSION==

Spoiler:

1-fey foundling
3-power attack
4+1 WIS
5-extra channel (2 more LOH or channel)
7-greater mercy (+1d6 w/LOH)
8+1 CHA
9-fruious focus
11-
12+1 CHA

Spells Cast

2 extra/day either LOH or Pulse; mix and match OK
LOH(9)5d6:
Pulse(8)5d6:
Angelic Bond (5 times for 1 minute each):
Smite evil (2/day):
Weapon of awe