Zovarue

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Organized Play Member. 1,324 posts (1,500 including aliases). 4 reviews. 1 list. 1 wishlist. 1 Organized Play character. 6 aliases.



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Cult of the Ebon Destroyers Review

5/5

The goal of this module is to stop an evil Vudran cult from taking over. I liked the "Indian"-flavored touches that were present throughout. However, I felt that the last, 10th Level encounter would be a bit too tough for a non-optimized group of 8th Level PCs. PCs can make it easier on themselves if they figure out what special powers and advantages the Big 3 Bad Guys have in advance, before they attack their hidden temple. The encounters are all cinematic set-pieces (no boring 15-by-15 rooms here!); they reminded me of the "Mortal Kombat" movie (which in this case is a good thing).


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Feast of Dust Review

4/5

I enjoyed the "Feast of Dust Module." It is divided into three main chapters, to be played in sequence, and I found the first two chapters stronger than the last, as they had the most interesting characters for PCs to interact with. The last chapter of the adventure had interesting encounter locations, but the Big Fight with the Jackal Prince is not in the most dramatic/dynamic location and his minions feel underdeveloped. Since the Jackal Prince's minions are mostly evil outsiders, it's likely traditional Good PCs are going to hack-n-slash their way through rather than negotiate - as was suggested for one encounter with a daemon who wants to exchange an artifact for a secret password. There is also one map that has a staircase but no indication of where it leads (the other maps are better-marked).
Overall the adventure is solid, if a bit less dynamic in the last chapter. I really liked the gazeteer to Dimayen in the back and all of the new monsters in the monster appendix, and there were nice details on the artifacts that the PCs can use, which bumped my rating from 3 stars to 4.


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Liane Merciel's Nightglass

4/5

I enjoyed this book much more than I'd expected to, given its subject matter (the torture-loving nation of Nidal). Isiem is a wizard who descends into a moral wilderness under the rule of the Umbral Court, and then finds his way to a kind of redemption in the end. Some reviewers have complained about the two parts of the book not holding together very well, but I didn't experience that. There's lots of food for thought here, more than what I'd expected from a fantasy novel. Some of the questions Merciel raises are: What does it truly cost to cling to one's nation, tribe, or land? Can people ever truly atone for the evil they do? Ought one's morals and principles be sacrificed in order to survive, and is that ever justifiable? This novel is actually pretty deep. Despite all of the action in it, a lot of it is about Isiem's inner journey.


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"Jackal's Price" Is Worth the Price

4/5

I like this entery in the LoF Adventure Path. The DM needs to be careful to foreshadow how some of the NPCs connect to the Big Bad Guy, and also drop hints about the captain who made a deal with BBG, or else I could see the capt. coming out of nowhere as a "deus ex machina." I especially liked reading Clinton Boomer's set piece; it had a cool, classical feel to it.


Full Name

Lizzie Tamar

Race

Halfling Unch rogue (bandit)

Classes/Levels

Hp 24/24 AC 18, T 15, FF 14, F+4, Ref +8, Will +4 (+2 extra vs fear), Perc +9, Stealth +14, Init +4, speed 20 feet.

Size

Small

Age

24

Alignment

NG

Deity

Desna

Languages

Common, Dwarven, Elven, Goblin, Halfling, Orc

Occupation

Scout

Strength 11
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 12
Charisma 12

About Lizzie "beads" Tamar

Halfling unchained rogue (bandit) 3
Portrait

Ability Scores:
Str 11 Dex 18 Con 12 Int 12 Wis 12 Cha 13
FCB:
Lvl 1,2,3: +1 HP

Stats:
HP: 24 (3d8+3 con +3 FCB)
Saves: Fort +4, Ref +8, Will +4 (+2 extra vs fear)
AC: 18/15/14 (10 + 4 Dex, +1 Size, +3 armor)
Languages: Common, Dwarven, Goblin, Halfling, Orc
Speed 20ft
Initiative +4
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
==================================
Offense:

BaB +2, CMB +1, CMD 15
Melee: Dagger +7 (1d4+4 P/S, 19-20 x2), sap +7 (1d4 NL B, 20 x2)
Ranged: Dagger +8 (1d4+1 P/S, 19-20 x2), Sling +7 (1d3 B, 20 x2), Sling +8 (1d3+1 B, 20 x2, PBS)
===================================
Defense:
Studded leather

Skills: (9 a/lvl, 8 +1 int)
Acrobatics +10 (3 rank, +4 Dex, +3 Class)
Bluff +7 (3 rank, +1 Cha, +3 Class)
Climb +5 (2 rank, +3 class)
Disable Device +13 (3 rank, +4 Dex, +3 Class, +1 Trapfinding, +2 masterwork tools)
Kn. Local +6 (2 rank, +1 Int, +3 Class)
Kn. Planes +3 (2 rank, +1 int)
Perception +9 (3 rank, +1 Wis, +3 Class, +2 racial) (+1 extra vs traps)
Sense Motive +7 (3 rank, +1 Wis, +3 Class)
Stealth +14 (3 rank, +4 Dex, +3 Class, +4 Size)
Use Magic Device +7 (3 rank, +1 Cha, +3 Class)

Background skills:
Linguistics +7 (3 rank, +1 Int, +3 Class)
Sleight of Hand +10 (3 rank, +4 Dex, +3 Class)
===================================
Traits:
Foxclaw scout (campaign): You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws,
and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats:
Lvl 1: Point blank shot
Lvl 1: Weapon Finesse (class)
Lvl 3: Go Unnoticed
====================================
Class features:
Finesse training, Sneak attack 2d6, Trapfinding (add 1/2 lvl to Disable Device)
Rogue talents: Surprise attack (lvl 2)

Adventuring gear: Book, journal (10gp), Charcoal stick x2 (1gp), Potion of CLW (50gp)
Rogue kit (120gp): This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, masterwork thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Smokestick x1 (20gp), Wrist sheathe (1gp)

Combat Gear: Bullet, sap (1gp), sling (30) (3sp), Dagger x2 (4gp), Sling, Studded leather (25gp)

5 gp, 7 sp left.

Appearance:

Lizzie is a fair looking halfling lass, with jade colored eyes and short green dyed hair in which she has a some small colored beads.
To her, they represent her family and friends, always being close to her.
She wears a green shirt with an unusual style studded leather armor, along with a couple of leather bracers.

Personality:

Lizzie is generally an optimist, but does not continuously trying to cheer people up. She always sizes new people up, a habit she developed from being a Foxclaw scout. But she can be pretty upfront if she has an opinion, some say a bit blunt at times.
Knowing she's not physically the strongest by far, she considers observation and striking suddenly to be favorable tactics.
And cats, she loves cats, especially their house cat Whiskers, a red furred young cat with white paws.

Background:

Lizzie's grandparents fled from Cheliax back in the day, settling the Tamar family in Nirmathas. Her parents run a small shop for household items, for which Lizzie runs errands. Being a bit curious early on about the defenders of Nirmathas, she snuck into observing a training session. It was intruiging, these were the people keeping the town safe. Though she got caught by a particularly vigilant elf woman named Ivanna, who found the young girl amusing and daring. She was posed a challenge, if she'd manage to sneak undetected to a certain point, she'd turn a blind eye to the kid returning to watch.
It took her a couple of times, but she managed eventually. Come to her surprise, Ivanna used this to present Lizzie's sneaking and thereby potential for surprise attacks, to the captain. She had just found a way into becoming a hero of the town, one who can make sure they can be safe.
She became a part time assistant to her parents, and spent the rest of the average day to her scouting duties. Her folks may not be too happy with the risk this profession imposes, but they are proud of their daring daughter.