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Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. FullStar Pathfinder Society GM. 699 posts (1,756 including aliases). 19 reviews. No lists. 3 wishlists. 2 Pathfinder Society characters. 2 aliases.

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DISCLAIMER I've written this review as a player participating in the Wrath of the Righteous adventure path. I have not read the adventure or its backmatter, and so I cannot comment on the quality of the writing or specific mechanical elements of the adventure. Furthermore, it is quite possible that my GM has tweaked parts of the adventure to fit our group of players. I can, however, provide an account of my impressions of the adventure after a successful playthrough.

Also, this review contains spoilers for Wrath of the Righteous #2: Sword of Valor.

With that out of the way, let's see how this adventure performed at the gaming table.

As the second installment in the Wrath of the Righteous adventure path, Wrath of the Righteous #2: Sword of Valor continues the epic story of a righteous crusade launched against the hordes of demons that threaten to undo the world. The demons have been driven from the ruined fortress city of Kenabres, and the momentous events that wrapped up the first book have all but destroyed the wardstones. All is not lost, however, because the heroes are here to save the day, fueled as they are by mythic powers. The question is, did the heroes have fun?

The premise of the adventure is simple: With a mandate granted by Crusader Queen Galfrey, the heroes lead an army of paladins into the Worldwound. Their mission is to deliver the occupied city of Drezen and find the powerful Sword of Valor. As a result, the adventure is divided into three parts: the march through the Worldwound, the assault on the city, and the search for the Sword of Valor.

The first part, the march through the Worldwound was my favorite part of the adventure. It featured everything I hoped it might - mass combat, despair, evil machinations, betrayal, all of it set against the backdrop of the Worldwound. This part of the adventure offered plenty of opportunities for some fun roleplaying, and it gave another glimpse into the wickedness of the demons and their allies. More importantly for me, though, it showcased one of the strengths of the demons in the Pathfinder RPG - their different approaches to the concept of destruction.

It is easy to think of demons as one-trick ponies whose only modus operandi is SMASH KILL MAIM! That would be a mistake, though. During the heroes' march through the Worldwound, their resolve was tested as the forces of evil constantly sought to destroy the army through subtle means. Whispered suggestions and damning words of despair, infiltrations of the army camp, soldiers accusing fellow soldiers of crimes committed by agents of the Abyss.

The mass combat was a mixed affair. I had fun as I took an active part in the planning and execution of the battles. Our GM did a good job describing the battles. However, if you were to ask some of my fellow players, I fear their enthusiasm might not be as profound as mine. It seems to me that the mass combat system created by Paizo lacks something in the sense that, as written, it fails to provide an immersive experience for everyone at the table.

The second part of the adventure, the assault on Drezen, featured more mass combat as our army fought the city's defenders. We spent quite a bit of time debating how best to approach the liberation of Drezen, debates based on intel provided by scouts. Each section of town would grant us certain boons, so it was a matter of us to weigh those boons against the level of resistance present in each section.

For me, this part of the adventure featured one of the higlights of the campaign so far. The annihilation of our army of paladins. The paladins had crushed all resistance with a single army remaining - a band of disorganized cultists. Based on our GM's description, there was no indication that this army would present a significant obstacle, and so our army took to the field. A couple of abysmal dice rolls later, both armies were destroyed. The battle showcased another issue with the mass combat rules. It's entirely too easy for a poor die roll or two to destroy an army.

We turned what I felt was a low point in the campaign into the highlight it became through a great bit roleplaying. 100 men had sacrificed their lives to clear a path to the citadel for us. They had endured through several battles against a determined foe before the onslaught had become too much for even our valiant holy warriors. The impromptu memorial was one of the best roleplaying sequences I can remember enjoying in my many years playing roleplaying games.

Finally our heroes were ready to assault the Citadel of Drezen itself and avenge our fallen brothers-in-arms. This third part of the adventure contained a traditional dungeon crawl, and it started with a bang.

As our heroes approached the citadel, we were attacked by what I can only assume was a mythic chimera. What a fun encounter that was. Very cinematic and against an extremely tough opponent. The citadel had its share of demonic minions as well, and the first real Boss of the campaign - Staunton Vaine - was slain. All in all, the citadel was a relatively traditional dungeon, but enough demon taint was there to give it that extra flavor. I suspect that some of the encounters in the citadel were placed there by our GM, so I won't comment on those, just in case my suspicion is correct.

As I mentioned earlier, I played through this adventure as a player, and as such I don't have any insight into the mechanical aspects of the adventure. However, I *can* comment on the general level of the challenges that were thrown at our characters. With a couple of exceptions, the encounters in this adventure felt a bit light. I didn't feel that we were really challenged. The exceptions, however, were brutal. The above-mentioned chimera brought my character to negative hit points and for a while we feared it might be a TPK. Another encounter, this one in the citadel itself, resulted in the deaths of two characters.

For the most part, Wrath of the Righteous #2: Sword of Valor was absolutely stellar and dripping with flavor. Lots of roleplaying opportunities (including meeting Crusader Queen Galfrey herself), interesting locations, NPCs with incredible depth, and some fun encounters. While this adventure did have a weakness - the mass combat - my overall impression is that this is a very well written adventure. Thank you, Neil Spicer, for another fine installment in the Wrath of the Righteous adventure path.

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The Invasion Begins


I've long been a fan of the concept of demonic invasions into the mortal realm, and the many opportunities such a concept adds to the gaming table. War, horror, desperation, heroism, and more. As such, it was with great glee that I saw the announcement of the Wrath of the Righteous adventure path (or The Demonblight Crusade as it was called before creative director James Jacobs asked the community to help figure out a more fitting name). I was excited. Demons. The Worldwound. The Mendevian Crusades. All three aspects of the Pathfinder campaign setting that I enjoy immensely.

Since the release of Wrath of the Righteous, I've been fortunate to join an amazing group of gamers in their adventures in Mendev and the Worldwound, and our band of heroes are currently near the end of the adventure path's second book - Sword of Valor. How, then, did the first book - The Worldwound Incursion - fare at our virtual gaming table? Well, let's find out.

Before I dive into the actual review, a wee spoiler warning might be in order. This review mentions specific names of characters and locations featured in the adventure. If you want to avoid possible spoilers, head on down to the CONCLUSION section for my final words on the book.

Also, this review is written from the perspective of a player. I haven't read the adventure or the book's backmatter, so I can't comment on specific stat blocks or other mechanical aspects of the adventure.

The adventure starts off with a description an assault on the fortress city of Kenabres by a horde of demons, in the aftermath of which our heroes found themselves under the city, saved by a dying dragon. Normally I'd consider such a start a letdown, because it didn't give us an option to interact with the invasion, but it was well written and gave me a sense of dread and wonder. The scope of the demonic invasion was well conveyed. There are plenty of ways for GMs to alter the opening parts of the adventure, but that wasn't really necessary, I felt.

The adventure itself started beneath the city, and it was in many ways a traditional dungeoncrawl in the sense that we moved through the underground tunnels as we tried to find a way back to the surface. The trek through the underground was sprinkled with interesting encounters, and the NPCs that had been placed in the opening scene by author Amber E. Scott added color to the experience. They were interesting and had differing motivations and demeanors. I particularly enjoyed our encounters with the mongrelmen that lived beneath Kenabres, and the lore surrounding them was rich.

After their first real interaction with the demonic forces via a battle against a servant of Baphomet, our heroes reached the surface, and this part of the adventure was my favorite part. Our GM did a great job describing the destruction and horror that was Kenabres, and as our heroes tried to find any surviving Mendevian crusaders, they encountered demonic vandals, madness-stricken crusaders, desperate survivors, and more. Having linked up with survivors in the inn named Defender's Heart, our heroes struck back against the Baphomite infiltrators in an assault on their safe houses, aided by clues found in the underground. As mentioned, this part was really well done. The horrror and devastation was vividly painted by our GM and the encounters fit with the general mood of the story. They made sense.

The final part of the adventure was basically an assault on the demonic stronghold in the fortress city, a place called the Gray Garrison. It too was well done, I think, and the demons' desecration of the place was detailed in a manner that made me want to bash in the head of every single demon and mortal demon-worshiper we found. The encounters were somewhat challenging, but not excessively so. A couple of encounters brought one or two characters down to negative hit points. The most rewarding segment of this final part of the adventure, however, was the destruction of the city's wardstone. It was the event that added the mythic subsystem to the game, granting our characters their first mythic tier. The adventure's ending was as epic as its beginning, as the heroes received visions of times past as well as potential future enemies.

As I mentioned earlier, I played through this adventure as a player, and as such I don't have any insight into the mechanical aspects of the adventure. However, I *can* comment on the general level of the challenges that were thrown at our characters. The encounters were varied in their deadliness, and, with the exception of one encounter in the underground, I felt that the real challenge started when our heroes reached the Gray Garrison. It was here that some of the encounters sent a few characters into negative hit points. It wasn't really my impression that the encounters in the adventure were designed to be challenging for our heroes as much as they were there to add depth to the story, and I liked that. They all made sense in the context of the story and the atmosphere, and they *were* taxing for our heroes.

I am very pleased with Wrath of the Righteous #1: The Worldwound Incursion. It is an extremely atmospheric and story-heavy adventure that manages to convey the horror of a demonic invasion without becoming excessive in its graphic depictions of its main themes. The encounters were all there to immerse us in the story, the NPCs were interesting, and the encounters adequately challenging. I played an Ustalavic tiefling inquisitor of Iomedae, and I got my money's worth, so to speak, with a character that was a part of both worlds - the demonic and the holy. I highly recommend Wrath of the Righteous #1: The Worldwound Incursion, and I count it among my best memories as a gamer.

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I recently found myself in a situation where I needed to populate the town watch in a small town for a campaign. I'd purchased Urban Dressing: The Watch a while back and I figured it might be time to put the book to the test. The book is a valuable resource in theory, containing as it does quite a few tables and some relevant stat blocks, but how well does it actually work when doing on-the-fly GMing?

The book contains five tables - Rank & File; Informers & Watchers; Sergeants & Captains & Specialists; Experts & Specialists; and Hooks, Complications & Opportunities. The entries in the first four tables contain information on sample watchmen, whether they be rank and file guardsmen, sergeants, and specialists. In addition to name, alignment, race, and class, each entry contains a two-sentence description of the sample NPC. These descriptions are varied and quite flavorful, setting each entry apart from the next. When using several tables to build the local town watch, you will end up with a rather diverse group of watchmen, the result being plenty of opportunities for fun roleplaying. The last table - Hooks, Complications & Opportunities - presents a set of hooks that involve the town watch in some way. I can see most of these leading to small side quests or maybe entire campaigns in some cases.

The NPCs featured in the tables offer a wide range of personalities and quirks, from the arrogant nobleman who looks down on the common folk to the paranoid specialist who believes a shadowy conspiracy lurks in the town's dark places. Not only do these NPCs provide plenty of roleplay, they are also hooks in their own right.

The crunch in Urban Dressing: The Watch consists of three stat blocks: Watchman (warrior 2), Sergeant of the Watch (warrior 3), and Captain of the Watch (fighter 4). These are pretty standard martial NPCs with appropriate equipment for their CR. While the three stat blocks are not groundbreaking in any way, they come in very handy when setting up impromptu encounters with the town watch, either as allies or adversaries. The stat blocks are in the low end of the CR spectrum but that is okay, since they are meant to represent generic city watchmen. I would have liked to see a wider range of stat blocks, possibly for low-level spellcasters and experts. Sine the stat blocks represent town watchmen, I was somewhat surprised to find no signal horns or whistles listed in the gear entries of the stat blocks.

Urban Dressing: The Watch is a great resource for on-the-fly town watch generation. With a few rolls of the dice you'll have enough material to represent the town watch in any encounters in which they are featured, whether it be the initial encounter at the town gates, encounters created by the characters' actions, or hooks for further adventuring in the town they are in. The three stat blocks increase the effectiveness of this on-the-fly GMing as you have the stat blocks readily available. For me, this product has proven invaluable, and it is now my go-to resource for on-the-fly town watch generation.

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Knights Galore!


When I first learned that Paizo was working on a book about knights in the Inner Sea region, I was thrilled beyond belief. As a fan of the Dragonlance setting, I've been using knights in my games pretty much since my first game as a GM and I still do, fascinated as I am by the notion of knightly orders and the wide variety of motivations that drive these knightly orders and the individual knights within them to excel.

Fast forward a few months and I've finally had a chance to actually read Knights of the Inner Sea. I'm pleased with the result and I'll tell you why.

The book follows the new format introduced in Varisia: Birthplace of Legends. 32 pages jam packed with information to help gamers bring the subjects contained in the book to the gaming table. Each topic in the book is given 1 page (For Your Character, Rules Index, Knights and Religion, Knights and Race) or 2 pages (Knights Overview, Eagle Knights, Hellknights, Knights of Ozem, Mendevian Crusaders, Other Knightly Orders, Anatomy of the Knight, Squires, Mounts, Cavalier Orders, Knightly Codes and Traits, The Spells of Serren, Magic Items), providing a fast and furious pace to the information given.

This, of course, requires that the text is clear and well written, and I feel that's the case in Knights of the Inner Sea. The text is easy to understand and written in a way that certainly inspired me. I also like that each turn of the page presents a new topic relevant to knighthoods in the Inner Sea. In a product as short as the books in the Player Companion line are, you can't afford to spend too much time dwelling on a single topic.

Every inch of the book has been utilized, including the inside covers. The front inside cover provides an overview of 4 knightly heritages, showcasing the differences within knightly heritages from various regions in the Inner Sea. This overview is just that. It's not a detailed essay on the history and personalities of each house, but rather a few short nuggets of information to inspire players and GMs alike to explore the notion of noble houses and knighthood in their own games. This, I think, is what Paizo does best. They provide us gamers with nuggets that allow us to add depth to our games. The back inside cover is all about mounts, focusing on the mundane sort such as horses and hounds. Once again, the information is precise, providing a brief description, a reference to a relevant stat block and book, and a game mechanic associated with the mount.

Following the trend started by Varisia: Birthplace of Legends, Knights of the Inner Sea is all about making things easy for the players. From the sidebar Questions to Ask Your GM through the Rules Index to the centerfold providing a visual breakdown of a knight's armor and equipment (as well as that of his mount), Knights of the Inner Sea does its utmost to ensure that any player contemplating playing a knight has as much information as he needs to get started. I really like that. As a veteran player, I like to think I know my way around the game, but even so, the book makes my life much easier when it comes to knightly characters. For instance, before Knights of the Inner Sea, I didn't know the name of every single component of a typical knight's arms and armor. I do now. The Questions to Ask Your GM segment is just common sense. Don't create a mounted knight if your GM intends to run an all-Darklands campaign for your group, for instance.

The greatest thing about the layout in the new format is that it no longer follows a set formular with specific sections that have to be in each book (such as Social, Faith, etc.). The content and the way it's laid out is adjusted to the needs of the subject matter. Of course you'll still see certain things in each installment going forward, such as the centerfold, but this seems far less forced than was the case with the old layout for the Pathfinder Player Companion Line.

If you're looking for obscure knightly orders or even detailed essays on the major knightly orders of the setting, this is not the book for you. There are two reasons for this. First, this book isn't big enough for that kind of thing, considering the large topic the book tries to cover. Second, Paizo's strength when it comes to fluff lies in whetting the appetite. In planting countless sparks with which to ignite the creative fire.

So what can you expect from the fluff in this book? Knights of the Inner Sea discusses what it means to be a knight in the Inner Sea region, covering such topics as types of knights, how religion affects a knight, and racial differences. In addition, seven specific knightly orders are presented. All of this with enough detail to help a player create a knightly character. So somewhat basic, well-written information. If you're a living Golarion encyclopedia the amount of new fluff is limited but, considering the purpose of the book, that's not a bad thing.

My personal favorite part of the fluff in the book is the centerfold. I've mentioned this before but it deserves a second mention. The Anatomy of the Knight section is brilliant and it's something I'll be referencing a lot both as a player and as a GM.

There are several interesting crunchy parts to this book. We get feats, traits, cavalier orders, spells, and magic items. But while these are, for the most part, cool and tailormade for knightly characters, I want to focus on roles, squires, and mounts.

Roles are a new feature that was premiered in Varisia: Birthplace of Legends. Some of you may not have access to that book so here's a brief description of what a role is. Basically, it's advice. Want to play a Gallowspire Warden (Knights of Ozem specializing in the patrolling of the Hungry Mountains and the prison of the Whispering Tyrant)? The Gallowspire Warden role lists options that help you build a fitting concept. Classes, archetypes, skill, feats, prestige classes, and equipment are suggested and the persona typical to Gallowspire Wardens is described.

Roles are clearly meant for new players and veteran players who don't have the time and/or the desire to go through the many books published for Pathfinder (the game AND the setting). As such, it's an invaluable resource, certainly for new players for whom the prospect of browsing through thousands of pages just to find the right game mechanics can be a daunting one.

The disadvantage, I think, that roles have is that, for a large portion of the player base, myself included, they fill a lot of real estate. Space that many will think could have been put to much better use either fleshing out some more fluff or presenting more new game mechanics. In the case of Knights of the Inner Sea, 4 pages have been dedicated to advice on how to build specific character concepts. I don't see myself using roles to create my characters and as such, I would have prefered something else. I realize, though, that I'm far from the only customer Paizo has to take into consideration, and roles serve their purpose quite well, I think.

Squires are handled via a feat. It's basically a minor version of the Leadership feat that allows you to gain a single cohort. When you reach seventh level, the Squire feat upgrades to Leadership. Pretty cool even if the prerequisite level seems a bit off. The really cool thing, though, is the addition of squire-specific archetypes that come along with the feat. While the archetypes can certainly be taken by any character of might qualify for them, they're intended to be taken by squires. The archetypes are Combat Healer Squire (paladin), Gunner Squire (gunslinger), Herald Squire (cavalier), and Weapon Bearer Squire (fighter). All in all a fun way of handling squires in the game.

Any self-respecting knight rides into battle on a war-trained steed and Knights of the Inner Sea has that aspect covered quite well, I think. The book divides mounts into two categories - Animal Mounts and Monstrous Mounts. We'll get to the animal mounts in a bit but first let's discuss the monstrous mounts. 13 monstrous mounts are featured in the book (blink dog, dragon horse, young dragon, dragonne, giant owl, griffon, hell hound, kirin, pegasus, shadow mastiff, sleipnir, unicorn, and worg). Although no new game mechanics dealing with monstrous mounts are introduced, the section does a nice job of describing how each monstrous mount might serve a knight. In addition, a page reference is given, allowing the reader to quickly look up the monster in the relevant book, and a Cohort Level is given. Very useful to any player contemplating getting a monstrous mount.

Animal mounts are featured on the inside back cover of the book. In all, 5 horses (chiadmar, Dort charger, fell pony, Lastwall jasper, and Taldor jennet) and 3 non-horse mounts (Chernasado riding elk, Erutaki husky, and Qadiran dromedary) are listed on the page. Each entry contains a short description, a page reference, and a trait. Not only do we get a bunch of Golarion-specific mounts to add some flavor to our knights (as opposed to the standard Core Rulebook heavy or light horse), but each mount comes with a trait. While this trait counts against a character's total traits, whenever you switch to a new type of mount (say, from Dort charger to Lastwall jasper), you also switch traits, losing the trait you with before and gaining the trait associated with the new type of mount. I absolutely love this, as it adds a nice bit of crunch to campaigns and adventures in which mounts make sense.

So how does this 32-page book on knights handle itself? Quite well as it turns out. The book's purpose is to provide players with enough material for them to be able to play knightly characters. It does that perfectly, I think. Knights of the Inner Sea provides details on some of the most popular knightly orders on Golarion, it contains rules for mounts and squires, it provides sample knightly heritages, it breaks down the importance of religion and how the different races approach the concept of knighthood, it visually describes a knight's arms and armor as well as that of his mount, it provides magic equipment and spells, it provides plenty of suggestions through roles, and overall it does so in a well-written and inspiring manner. If you expect the book to go deeper, providing material on more obscure knightly orders or game mechanics to really take your knight to the next level, you'll be disappointed. But if you expect this book to equip you with enough fluff and crunch to create that archetypical knight, this book has you covered.

My only two sour grapes are roles and some of the artwork. While roles work very well for what they're supposed to do, for me personally and the kind of gamer I am, its usefulness will be limited and it'll take up a lot of real estate that I might have wanted spent differently. Again, if you're new to Pathfinder or you're one of the MANY gamers who don't think it's particularly fun to browse through book after book after book to find the fitting game mechanics, roles will be a boon. As such, it's not something that'll detract from my overall impression of the book. Roles may not be useful to me personally but for a lot of gamers, they certainly will, and they work well.

The majority of the artwork in this book is quite decent. However, there are three pieces that did not sit well with me, specifically the artwork for the Hellknight, the Knight of Ozem, and the Mendevian Crusader. Artwork is a very subjective part of any roleplaying supplement, and for me those pieces did not do a good job at all visually describing typical representatives of the three orders. Other than those three pieces, the artwork in the book worked well enough, particularly the centerfold and the three panoramic pieces.

All in all, a very useful book that should help a lot of players realize their knightly character concepts. It's certainly inspired me.

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This review is based on a playthrough with a group consisting of a druid, a rogue, a sorcerer/cleric, a magus, and a ranger (the ranger died and was replaced by a paladin) and the experiences we had playing the adventure.


The Carrion Crown adventure path begins with a classic ghost story, a tale of an old prison haunted by unspeakable evil. While The Haunting of Harrowstone has its issues, it's a good mix of atmosphere, story, and creepy action.

Good things first:

1) The atmosphere presented in the adventure is awesome. It's gloomy and tense from the get-go and the tension only increases as the adventure progresses and the characters realize what's going on up in the old prison.

The physical description of the prison itself added a lot to the atmosphere as well and the players really felt that this was a spooky ruin and that terrible things had happened there in years past.

2) The story, while not unique, is engaging and flavorful. The plot is revealed gradually and the big reveal, an encounter with the ghost of the warden's wife, was a pleasing way to reveal the final pieces of the puzzle to the players and set up the final encounters.

3) The research felt like a page right out of a Call of Cthulhu adventure which, to my players and me, is a good thing. Although the characters failed to learn everything there was to learn about the prison and its prisoners during their initial research in the temple's archives and the townhall library, the prison itself offered additional means of research.

4) The use of haunts worked very well in this adventure. Haunts make for excellent low-level encounters and the game mechanics mixed with the flavor inherent in any haunt makes for a fun way for the characters to learn more about the adventure's background while keeping them looking over their shoulders. For a ghost story set in a ruined prison, the haunt mechanic is perfect and the haunts presented in The Haunting of Harrowstone were very well written.

5) Artwork. Overall, the artwork in The Haunting of Harrowstone was top notch. Especially the half-pagers done by Craig Spearing were phenomenal and really helped me as the GM to set the mood.

The Bad Things:

1) Pacing. We felt that there was an issue with the pacing of the story. As the adventure is written, the characters have roughly 30 days before the evil spirits haunting the prison escape and wreak havoc upon the town of Ravengro. It took the characters 7 days to wrap up the adventure and move on to the next adventure in Ravengro. Since the major clue to what was going on, a name written in blood, was spread out to match those 30 days, we felt that the 30 days was overkill. Half the time would have worked better, we felt, and might have added a bit more urgency to the adventure.

2) Trust. I didn't use the Trust Points system at all. I felt that what the Trust Point system was meant to achieve was just as easily achieved through simple roleplaying. To me it felt like extra book-keeping, and so I didn't bother with it. The adventure worked quite well without the system.

3) Artwork. As mentioned earlier, most of the artwork in The Haunting of Harrowstone was top notch. The exception was the Bestiary section. The artwork for the critters presented in that section didn't work for me at all.

The Verdict

A very good start to the Carrion Crown adventure path. There were some minor issues but those were minor and didn't take anything away from a solid ghost story filled to the rim with atmosphere and classic horror. My players felt that their characters were challenged and I felt that I'd successfully GMed a storytelling genre that, in my mind is somewhat difficult to pull off in a game like the Pathfinder RPG, namely horror. That wouldn't have happened if I didn't have a well written adventure to work with.

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