![]() Sign in to create or edit a product review. I was able to get this going today with two different tables.
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. Lets just start by saying that I am a fussy reviewer.
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?
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. 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. 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.
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.
For a year 0 mod this one delivers. It present Taldor in such a light that you can see why it is in decline.
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.
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
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.
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. 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.)
About Valeria Avila LeonardName: Valeria Avila Leonard
28PB
Hit Points: 59/59
Melee: +9
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:
Blood Feats: Feats:
Traits:
Racial Traits:
Spells:
DC = 10 + WIS + Level Level-1: 2 = 1 + 1(CHA) Spells Known:
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:
Attack:
Equipment:
180gp
Weapons: 50+15=65 Greatsword 2d6, 19-20x2, S Longsword 1d8, 19-20x2, S --Weight:12 = 8+4 Armour: (100gp)
Misc:
Clothes: (5sp)
Weight Total:48
Cash:
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
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.
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.
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.
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 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 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.
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:
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