Djarrus Gost

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Organized Play Member. 148 posts (154 including aliases). 10 reviews. No lists. 1 wishlist. 18 Organized Play characters. 1 alias.



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Enjoyed running this at both tiers

5/5

I was able to get this going today with two different tables.
The low tier was about as perfectly balanced as a party can get. They more or less shut down every encounter with the the exception of the final one.

The higher tier table had a much different experience. While running this they were repeatedly brutalized and barely made it to the end. Part of it was due to my dice being on fire as the GM, part was cold dice on my players parts, and part was because this mod really does bring it at high tier.

The ending was a thriller. Nobody really saw it coming. Hopefully everyone minds their spoilers until the 14th. A very good, fun to run, mod.


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Yup giving this a 5 star ranking.

5/5

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.

4/5

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.

3/5

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.

2/5

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.

4/5

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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Best of the bunch

5/5

For a year 0 mod this one delivers. It present Taldor in such a light that you can see why it is in decline.
Your characters will be talking about this one many mods later.


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One of the best

5/5

Having played and then run this multiple times I will say that this one never fails to make the players laugh. The shear amount of breakstuffness that this mod brings is a joy. Your inner 10 year old will be gleeful.
The final combat is tough and feels like a boss fight.


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Incomplete mod

1/5

This mod is a sequel to a pair of other mods and thus has a recurring theme. I for one found the story presented in this mod to be enjoyable in the beginning and the the bad guy at the end was kinda meh. I do not think this is in any way the fault of Larry as the bad guy is limited by the story line.

Positives
Insane painter guy is a hoot to roleplay for judges and players that are up to it.
Smaller puzzle solutions are fun, individualized and attainable .

Nags

issues:

Obscuring mist seems to have been cast, yet the area on the map does not conform to the area of the spell.
Can we have a mod or 20 that don't have a swarm in it? (some tiers) Many of the players around me are sick and tired of them.

Negatives.
Main puzzle is unsolvable unless the DM thinks to print or bring resources that are not included with the mod, namely a map of Cassomir. The map in the mod has the answer on it so is not a useful reference to the players as it then swings the puzzle to too easy.
This is a major issue and is 3/4 of why I marked it down so far.

None of the puzzles seem to count towards the encounter count. This mod consistently runs long because of it even with skipping the optional fight. A four part puzzle really should have counted toward the 5 encounter limit especially since it starts with a lengthy chat with a madman.

Once again the stat blocks are of the go back to the previous encounter and look there for them variety. Please start putting them in the back. It will save on print and save having to have so many different pages open to run a fight.

PS. Just changed my review score down to 1 from 3 due to the 2+ months that Paizo has known about the glaring problem with this mod with no fix.


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Well writen and interesting read.

4/5

After reading it I really like this mod. The monster choices make sense and are interesting. The environment is well described. The plot is easy to follow. The faction missions are interesting. Most of the obvious questions have been answered by the author. Last but not least this is a mod that refers to the bestiary rather than some encounter 3 or so pages ago for stat blocks. Since i can bookmark the bestiary way easier than flipping back three or more pages in a pdf (I run from a laptop) this is a big convenience issue.

I marked it down from a perfect 5 for the following reasons.

Mod plot spoiler:

1 Typo on page 7 wrong hp total at higher tier. (minor)
2 It is yet another underground fetch mod. (A very well written one. Good enough i would not have lowered it's score just for this.)
3 Cheliax and Taldor missions may cause a pvp argument due to the way they read. (It is not the first time missions seem to conflict)
4 Neither of the big maps will fit on 1 standard flip mat. If you use something bigger than it should work fine. (mostly not a big issue)
5 Part 2 of a series that is not at all dependent on part 1. (why i dinged it a point. If it wasn't part 2 I would have given it a perfect score.)


Race

HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5

Classes/Levels

Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

About Valeria Avila Leonard

Name: Valeria Avila Leonard
Race: Dragon-Half
Class: BloodRager 5
Gender Female
Age: 72 (Looks 18 in Human Years)
Alignment: NG
Deity: Kurgress
Languages: Common, Draconic, Sylvan, Skald.

28PB
Stats: 14,16,14,12,11,14
STR: 18 = 18 + 0 + 0 (5 points) +4 -> 18
DEX: 16 = 16 + 0 + 0 (10 points)
CON: 16 = 16 + 0 + 0 (5 points) +2 -> 16
INT: 14 = 14 + 0 + 0 (2 points) +2 -> 14
WIS: 14 = 14 + 0 + 0 (1 points) +2 -> 13 +1(4th level)
CHA: 16 = 16 + 0 + 0 (5 points) +2 -> 16

Hit Points: 59/59
Init: +4 = 3(DEX)+1(Trait)

Melee: +9
Range: +8
Greatsword
Longsword
AC: 20:13:20

Skills:
BloodRager: 4 + Int+FC = 7
ACP = 2 //Armour Check Penalty
*Acrobatics: 9 = 3 + DEX Mod + 3 - ACP;
Appraise: 9 = 5 + INT Mod + 0 +2(Greed);
Bluff: 3 = 0 + CHA Mod + 0;
*Climb: 8 = 1 + STR Mod + 3 -ACP;
*Craft: 2 = 0 + INT Mod + 0;
*Diplomacy: 12 = 5 + CHA Mod + 3 +1(trait);
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 3 = 0 + CHA Mod + 0;
Escape Artist: 3 = 0 + DEX Mod + 0 -ACP;
*Handle Animal: 3 = 0 + CHA Mod + 0;
Heal: 2 = 0 + WIS Mod + 0;
*Intimidate: 8 = 1 + CHA Mod + 3 +1(trait);
Know(Local): 4 = 2 + INT Mod + 0;
Know(Nobility): NA = NA + INT Mod + 0;
Know(History): NA = NA + INT Mod + 0;
*Know(Arcana): 6 = 1 + INT Mod + 3;
Know(Religion): NA = NA + INT Mod + 0;
Know(Planes): NA = NA + INT Mod + 0;
Linguistics: NA = NA + INT Mod + 0;
*Perception: 10 = 5 + WIS MOD + 3;
Perform (Sing): 3 = 0 + CHA Mod + 0;
Profession(Seamstr): 2 = 0 + WIS Mod + 0;
Profession(Barmaid): 2 = 0 + WIS Mod + 0;
*Ride: 3 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 10 = 5 + WIS Mod + 3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: NA = NA + INT Mod + 0;
Stealth: 8 = 5 + DEX Mod + 0 -ACP;
*Survival: 9 = 1 + WIS Mod + 3 +3(SF);
*Swim: 8 = 1 + STR Mod + 3 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;

Class features, Feats, Traits and Racial Traits:

Class features (Bloodrager):
Bloodine:Abyssal
Bloodrage (2+CON+(Level*2) + (6 * 1) = 19 rnds),
Fast movement
Improved Uncanny Dodge
Blood Sanctuary
Blood casting,
Eschew materials

Blood Powers:
Claws 1d6 + STR,
Demonic Bulk (Su)

Blood Feats:

Feats:
Iron Will
Extra Rage
Dragon's Breath (Strength)

Traits:
Survivor (+1 init, Sense (cs))
Armor Expert (-1 ACP)
Princess (+1 Dip(cs), intim)

Racial Traits:
Type: Dragon
Energy Immunity (4 RP) (Fire)
Natural Armour +3 (4 RP)
Breath Weapon (6 RP) 1/day (Fire)
-> 2d6, Powerful Breath
Adaptability (SF(Survival)) (2 RP)
Greed (1 RP) (+2 Appraise)
Arcane Focus (+2 Concentration)
Darkvision 60ft
Low-Light Vision

Spells:

DC = 10 + WIS + Level
Level-1: 2 = 1 + 1(CHA)

Spells Known:
Level-1 (0):
Shield
Magic Missile (1d4+1 damage) (1 + 1 per 2 levels after first (max 5)) (current: 3)

AC, Saves, Attacks:

AC:
AC: 20 = 10 + 4(Armour) + 3(Nat) +3(Dex) +0(Dodge);
Touch: 13 = 10 +3(Dex) +0(Dodge);
Flat: 20 = 10 + 4(Armour) +3(Nat) +3(Dex);

Saves:
Immune: Sleep
Fort: 7 = 4(base) +3(CON);
Ref: 4 = 1(base) + 3(DEX);
Will: 5 = 1(base) + 2(WIS) +2(Iron Will);

Attack:
Melee: 9 = 5(base) + 4(STR);
Range: 8 = 5(base) + 3(DEX);
CMB: 9 = 5(base) + 4(STR);
CMD: 22 =10 + 5(base) + 4(STR) + 3(DEX);

Equipment:
180gp
Weapons: 50+15=65
Greatsword 2d6, 19-20x2, S
Longsword 1d8, 19-20x2, S
--Weight:12 = 8+4

Armour: (100gp)
Chain Shirt, +4, +4max, -2, 20%, Light
--Weight:25

Misc:
Adventure Gear: (about 10 gp)
Back Pack
Bed roll
Chalk * 10
Flint and Steel
Pouch, Belt
Sack
Sewing Needle *4
Water skin
Whetstone
Trail rations *2
--Weight:15

Clothes: (5sp)
Peasants -> normal
Peasants -> normal
--Weight:6

Weight Total:48
Light: 100, Med: 200, Heavy: 300

Cash:
0 Platinum
4554 Gold
5 Silver
0 Copper

Description:

Physical Description
You see an attractive woman of 6 foot 6, with a muscular and curvy build. She has Red hair, Amber eyes and fair skin.

Data and Background:

Job: Hunter, Survivialist, Merc (with restrictions),
Likes: Treasure, Honour, Humour,
Dislikes: Dishonourable conduct, Being made a Fool of, Enchantment Magic
Favorite foods: Meats, potatoes, eggs, Milk, Honey, syrup, Fish, Alcohol
Hobbies: Exercise, Training, Some Sewing and Singing

Background: Basic Rough Draft
Valeria was found next to her mother's corpse in the Lands of the Linnorm Kings by a Half-elven man named Odin.
Odin checked Valeria's Mother and confirmed that see was dead, and then heard the cry of a baby. He knew that the child would not survive the coming storm.
So he picked her up and tucked her up in his coat to keep her warm for his trip back to his village, Lykus.
When he got back, he asked for Village chief, Finfer, his father and Local Priestess, Astrid, for some help and advice on caring for the little one he braught back.
And he was shocked to discover that the baby he rescued was no a red hair half-elf baby, but a red Dragon-Half, with Dragon-Halfs vary rarely being born.
He learned that though she'll look mostly like a half-elf, she'll have some crest horns, gain some sharp canines, either gain Gold or Red colored eyes
thick tough skin, a few other traits and that she'll age much slower than himself.

Finfer decided that when the child had grown up enough that she'd be the wife of one of his grand or great grand children, as he wanted the power of dragons to flow through his blood line.
Odin was against it, but as a bastard child of Finfer and Helena, a Half-Elven woman, his father held little respect from him. As Finfer saw elven blood as weak and frail though does admit that seeing in dim light is advantageous during winter nights.

Knowing the various things that Valeria would go through helped Odin in raising her as time went on, and oddly it helped him and Freya get together to the point where they got hitched.
Both Odin and Freya raised Valeria as one of their own, and with the coming of new brothers and sisters slowly added to the feeling that she, Valeria was different.
At first she was always referred to as the "big sister" by her siblings, and then later slowly each one started calling her "little sister."
But the adults of Lykus also in some ways were treating her like a princess, even though her adoptive family treated her more like a normal child, which she was thankful for later in life.

After about 8 years later Finfer died, and his will contained his last words and instructions. They listed the Valeria is to be a the Chief-to-be's wife when she comes of age.
It also listed a contest and instructions for selecting the new chief and with it who's line would get the Blood of Dragons. The contest was to Slay or if possible capture a white dragon or a Linnorm with only 2 helpers with older and bigger ones and having less helpers being worth more , and that the contest would have a two year duration.
The contest would start in the spring, and when it came Finfer's four legitimate sons went out and none returned. Oddly Finfer had a clause in it stating that if none of his legitimate son returned before the deadline, Odin was to be chief until one returns.

With Odin as chief, Lykus prospered a bit better than it had before, and with Odin rejecting the Blood of Dragons part of the will allowed Valeria her own choice of whom she'd marry.

Though the people of Lykus and Valeria's family tried to raise her as a lady, she kept hold of some tomboyish traits like physically fighting, doing heavy physical work, and a few more.
Valeria did enjoy wearing some of the more feminine clothes, but preferred the masculine clothes when she was doing more physically demanding tasks.
The people and her peers did find the she was taking the Diplomatic route when dealing with them, when it was the best option.

Valeria was known by the village folk for her calm thoughtful ladylike self most of the time, though when she was doing masculine things she was slightly less lady like. But she also had a slight temper which she kept for the most part in control.
And when she did lose it, she would give off a slight heat, and she oddly would take something hot or very hot to use, including a torch one time, to which she gained a minor Nickname "Lady Pyro."

And there was a moment in her childhood where she was called a monster (by her peers of age from appearance) due to her now having visible crest horns, really Ruby Red hair, Golden Eyes, and sharp canines when she spoke.
She took it for a while and one day she snapped after they pulled a very nasty prank on her, it was the first time she entered a Rage and charged one of tormentors and gave him a swipe of her claws.
Thankfully Blacksmith, Gobber, stepped in before she could injured her tormentors. The incident caused some concerns, but even the adults knew that the prank pulled was either at line or crossed it.

When she finally got to an adult age she decided to go out and see the world, and to see what it had to offer.

Character Progression:

?