Way of the Wicked—Book Three: Tears of the Blessed (PFRPG) (based on
Fire Mountain Games
Lead an Army of Darkness into Battle!
Inside the Vale of Valtaerna is found the most sacred site to the benevolent god Mitra in all of Talingarde. From this holy site, your enemies draw power and comfort. This is the story of
how you raised an army of wickedness and stormed that stronghold of light slaughtering all who stood in your way!
No longer are you a petty servant of darkness. Here is your chance to become a master of evil. But beware! This will not be easy. There are more than just priests in the vale. This is the lair of countless good celestials who will do all in their power to stop your rise. Can you defeat them? Will you be destroyed or will you emerge triumphant amidst the tears of the blessed?
Welcome to the third chapter of the “Way of the Wicked”—the only evil adventure path for the Pathfinder Roleplaying Game!
Inside you’ll find:
“Tears of the Blessed,” an adventure compatible with the Pathfinder Roleplaying Game for 10th-level villains by Gary McBride
Full color art and maps by Michael Clarke
A gazetteer of the city of Ghastenhall
Detailed information about the Church of Mitra, your most determined foes.
All you need to run a vicious narrative battle with your PCs in command.
102 pages of full color!
Raise your army, dark lord, and march to war. There will be no one to stop you this time!
Tears of the Blessed is a very cool concept module with a lot of neat flavor. The book itself is written with style and the general outline of the adventure itself is very promising. Here's my review:
While the fluff and circumstance in the module is fantastic at times (and drudging at others) it suffers from a lot of fidgety mechanics issues that belie a fair bit of annoyance.
A lot of the stat blocks in Way of the Wicked are streamlined. These are made for best use, which is, in thought, very kind, but in practice for the experienced DM very agitating. Baking power attack into most enemies attack rolls seems smart until they're also baking abilities in as well, making unraveling bonuses difficult. Some creatures have deflection against evil opponents in their stat blocks, making their CMD and AC jump up from what's written down. If you have a neutral character in the party, they're very powerful in this module.
Many opponents are not as dangerous as their CR entails. This leads to a kind of boredom syndrome-- a lot of battles are versus foes who, in writing, are CR 10, but in longevity are not-- AC tends to teeter around 20, and attack rolls around +13. Many battles are the opposite-- the creatures aren't very dangerous, but are extremely long-lived. Later on in the Vale itself, DR 5-15/evil is on every single monster you encounter until you begin to encounter incorporeal foes. From the middle of the Battle of Saintsbridge, almost every single foe you face has spell resistance. That is immensely painful. Many encounters are able to cast holy word, which is very punishing to melee. Many encounters are layered in personal or group protection from evil effects, making almost all mind-affecting abilities wasted. Protective aura is unbelievably irritating. Many encounters are slogs that the NPCs can never be victorious in, making the entire conflict unnecessary. A lot of encounters are just soldiers, or later, angelic soldiers, throwing themselves at you to die with little fanfare. Not a lot of encounters enhance the mood-- they just serve as filler.
The humdrum is broken up by several lynchpin encounters that are both exciting, interesting and incredibly iconic. Suchandra the Phoenix is an extremely worthy foe, as is The-Flame-That-Sings. Ara Mathra and She-Forever-Silent are intimidating, as are Taranea and the ghostly paladins (though three encounters of three is far too much in my opinion). These encounters are not only interesting, but some of the only encounters that are plot-worthy (see below).
As a warning, The-Flame-That-Sings is a full-on TPK encounter if your group does not have protection from energy and resist energy. By the time the group killed The-Flame and Suchandra got busy, everyone but the wizard was out of their 120 fire absorption and almost all of them but the monk and bard were on fire. In an adventure that is all-but guaranteed to have an evil-aligned cleric, this can be very devastating.
In this book, the PCs finish their quest from the last adventure and then are thrust into the next. This has the same kind of problem as the first two books: Cardinal Thorn says jump, so you jump, get tortured and jump minus a stat point, or the book permanently kills you. Not a lot of illusion of choice. You must meet with Sakkarot, that scenario is successful if the PCs try at all, you must go into the Vale, you must douse the three flames, you must kill everyone there, you must slay Ara Mathra. The PCs wants or character motivations don't come into it. There aren't any compelling characters to want to work for, like in other modules (unless you're still riding on the fumes of Thorn from book 1) or people who need saving. It's the opposite-- your character sees there are people who need killing and goes to kill them for the sake of killing. There's no characters to really hate or want to kill, either. Unlike the other books, evil doesn't turn on evil, nor is good annoying, self-righteous or antagonistic. It makes the module extremely bleak. You go around killing great people who don't deserve it and who can't fight back... for fun.
The plot is that the PCs go to a place that is good and nice, kill everyone there and then kill the angels there because their boss said so. There's really nothing beyond that besides plot seeds for the next books. An interesting character is introduced-- Dessiter-- and then disappears. None of the antagonists are really fleshed out beyond the room they're in, and thusly feel very flat. Many, despite there being a huge amount of reasons for them to, do not leave their encounter rooms. My favorite is Taranea-- a CG azata-- who follows orders to not intervene in the Battle of Saintsbridge until the PCs are (presumably) high enough level to fight her. An elementally chaotic creature and elementally good creature not only follows orders but lets people die because of them.
You spend almost the entire module knowing about Ara Mathra but he never interacts with the party-- not even a word from the sky, a showing, an angry prophecy. Strangely, the party is on a timer-- the leader of the Vale is summoning an army of ghostly paladins to fight the PCs-- but the PCs don't know it, so they kind of lackidaisically take their time through the module without much urgency.
Still not liking some of the organization, and definitely disliking many parts-- To enter 2-9, you must go through 2-9a, which is detailed after the contents of 2-9-- a half-page of exposition. Stat blocks still break the page. Maps are square with almost no exception, making drawing them uninspiring.
3 stars simply for the concept alone, though the execution was lacking. This module is, despite everything I just said, still worth a read. Really don't miss it-- it has some of the coolest ideas, scenarios, areas, monsters and concepts in it, surrounded by a lot of hit-or-miss basic D&D setpieces (mass combat) that the module could have abandoned without losing anything.
This one will have to be short. Suffice to say that in this one, after your villains got the Tears of Achlys at the climax of the last adventure, they first get some downtime (and plenty of side quests to get into trouble and grab some loot), and then they get their next assignment. Simply stated, destroy the most sacred and well-protected temple in the kingdom and defile it past any use. Oh, and no survivors.
You get all the easy jobs.
Anyway, there's considerable role-playing in here as you recruit allies, some of them characters you met before. You'll also meet a devil who's taken a close interest in your careers, which can lead to even further trouble. Not to mention enough battle and mayhem to satisfy the most bloody-minded player as you smash your way into the Vale of Valtaerna, going through everything from warriors to fanatic good clerics to celestials until you (hopefully) achieve victory. And after that you'll find yourself dealing with some very powerful good beings in the Vale -- you'll need sharp wits as well as ready blades to deal with them unless you want to be overwhelmed.
And then the REAL difficulty begins when you enter the Temple of Saint Macarius, deal with the opposition you find there, maybe find some very useful treasures, and finally confront the true master of the temple and leader of your foes. And you WILL need to be both fortunate AND tough to beat Ara Mathra!
It's rounded out with a Gazetteer of the city of Ghastenhall as well as a guide to the religion of Mitra, the Triune God, that should be very helpful for DMs (and maybe players in a more conventional campaign).
There are a few typos here and there, but this is every bit as amazing as the prior adventures in the series. Five stars!
4.5 stars + seal of approval - almost on par with its predecessors
The third installment of Fire Mountain Games' evil AP is 102 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving 97 pages of content, so let's check it out!
This being an adventure review, Asmodeus watches over these lines. If you're a player and don't want to be dragged to hell due to knowing about the massive
SPOILERS, I'd suggest you skip ahead to the conclusion.
Still here? All right! The adventure kicks off where "Call forth Darkness" left off - with the legendary Tears of Achlys now in the PC's possession, Thorn's plans grow closer to fruition. After receiving their rewards the PCs are sent off to Ghastenhall, where they meet up with an Asmodean scholar in disguise who has infiltrated the church of Mitra and happens to know Thorn from when he still was a mortal man. said man will ensure that the Tears of Achlys do their utmost damage. Their circlets also get an upgrade and by now, finding out that Thorn scries them via these items as well as some information on their benefactor's motivations can be coaxed from the man. Even better, the PCs have a whole month to spend on side-quests, some of which, like pit fighting, are detailed. Better yet, the organization (or what's left of it) of the PCs can be established in the town as well, giving them ample things to do while the Fire-axe continues his rampage through Talingarde. Winter is approaching and in the spring and summer, the hordes the villains unleashed upon the land will face off against the true power of the kingdom.
But between this war and now lies a winter, one the PCs are not supposed to sit idly by - they are called to the Fire-axe and there will have to negotiate for some squads of elite troops for their upcoming task: Burn down the most sacred vale of the Mitran faith, extinguish the holy flames and let none escape. While the basic negotiation is simple, the PCs can do so much more: E.g. ally themselves with the local vampire lord, recruit an unruly ogre-mage and a small army of reclusive Duergar and gain a valuable ally in a beauty-priestess turned mad medusa that first has to be pummeled into submission (and yes, her ruined temple gets its own map). Depending on how they fared until now, they will still have allies from previous adventures as well and some guidelines on managing the minions is provided, as is a suggestion on how to handle the potential wish of a PC to turn into a vampire. Oh, and it seems the PCs have come to the attention of the dark overlord and thus get their very own Nessian hellhounds and make the acquaintance of an infernal lawyer who will prove to be useful indeed in the future...
Gathering these allies is the first way to accumulate victory points for the vast battle to come - as soon as snow is falling the vale must burn! If the PCs are smart, they have done some reconnaissance, which means you could show them the beautiful full-color player-friendly map. They might also know that hiding alignment and infiltrating the tower at the vale's entrance will have to be the first step for success - killing the Lammasu-watchers another. It should be noted that the tower is fully mapped and while clearly a task for the PCs, they can send in minions - who fail. UNLESS the PCs act smart and send the right minion for the task, in which case the tower is not taken, but their task does become easier.
Once their army has passed the wall, the defenders will scramble to keep your dark hordes out and here the narrative battle begins - essentially, your army crashes into the vale and over the course of the battles, your villains will have to intervene and make decisions that influence your VP - an example would e.g. an elite cadre of archers (warp their bows!), a charge by good knights (take their horses away!) and then there are the elite dwarves - deadly, stout and another task for the PCs - or a great way to use their disposable Duergar allies. Fireballs and catapult stones may hit the PCs and the acolytes of the serene order, a unit of monks is next up and may make for yet another hard fight - or, if they're wise, a nice way to use their vampire spawn. The greater bridge is held by shield archons and here, the PCs must intervene - three battles await them until the bridge is taken - the shield archons, Aasimar paladins riding on celestial griffons and finally, holy warriors under the command of high level priests of Mitra. This is the first grindstone and after this, the victory points are counted - Your PCs have probably been taxed to their limits and beyond and it might be possible that they failed - the adventure advises the DM on the consequences and, depending on what the villains achieved, they'll have different outcomes and quite a bit of trouble-shooting advice is included in the pdf. Most probably, the town of Sanctum is theirs. They can man the tower. Make them scarce pilgrims lambs to the slaughter for their minions. Start a genocide in sanctum and gain information via torture. And of course, the 3 months of winter make for an excellent time to have people try to escape the vale and warn Talingarde - something that must be avoided, especially if the PCs have been seen.
The vale is not in the PC's hands, though: There still are 3 sacred flames burning bright for Mitra's glory and they must be extinguished. First lies atop a mountain guarded from flight, guarded by a Peri and a Phoenix. Yes. A phoenix. And the villains can steal its eggs while fighting the legendary beast. Very cool! The second location is the garden of serenity, where not only a vast labyrinth, but also an Agathion huntress, legion archons and a pack of advanced blink dog guard the entrance to the labyrinth. Have I mentioned the herd of Kirin the PCs may slaughter and use for their crafting? At the center of the aforementioned labyrinth, the second flame burns bright, guarded by the head of the local monastic order and an almost legendary oracle.
And then, once the second flame has failed and a red sky looks down upon the villains, it's time to get into the cathedral of Mitra and face the last resistance: Devas. Hippogriffs. A storm giant with tame rocs. Ghost Paladin Martyrs. And then there are three trails of Mitra for the PCs to outwit in order to find high priest Earnan MacCaithlan and stop him from unleashing his ghost martyrs via the bones of a saint. There also is a deadly Chalkydri angel and iron golems, which guard the vault where infernal artifacts await the villains - among which is the legendary blade Hellbrand, yet uncompleted, but eagerly awaiting the PC's command...
Hopefully, the PCs find a way to pierce an holy shield of fire (hints are provided), crush an Azata-emissary and finally, meet the true head of the order, the final guardian of the flames: Ara Mathra, He-who-stands-in-Light - advanced monadic Deva, CR 16. OUCH! With that and several possible conclusions, this adventure ends and provides quite a bit of trouble-shooting for beleaguered GMs.
The book also includes an extensive gazetteer of the trade town of Ghastenhall and I wholly expected to be bored by the write-up. Instead we get an interesting and unique town with some neat local peculiarities in food, street-names and goods available that makes the place exciting indeed. The excellent beautiful map does its best to add to the town's appeal and while I don't mind the respective quarter's names, I don't like the numbers and letters on it. A player-friendly map would be much appreciated here. This section also ties up a possible side-quest with a duke's missing daughter started in Book 2.
After that, we finally get a write-up of the faith that is the opposition of the PCs - Mitra's doctrine is revealed in all his soon-to-be-tarnished glory and the organization his church and its 7 tiers as well as holy symbols, ceremonies etc. are depicted in compelling and well-written detail. Fans of good inquisitors should note that the faith comes with a neat write-up of the Mitran Inquisition, but no crunchy inquisitions.
As much as I'm loathe to say it - editing can no longer be considered good. This installment of the WotW has more editing glitches than the first two books combined - from Mitran Priests that don't include the information on how many there are in the statblock to typos and minor punctuation errors, I encountered quite a few of them. Another pass at editing would have been great and I hope that future installments of the WotW devote a bit more care to the process. Layout adheres to the stellar, beautiful standard set by the series and the original full-color maps and artworks rock hard. However, I would have loved to see player-friendly versions of the maps for all locations, not just for some. The pdf is bookmarked, though the final one links to the introduction instead of the Mitra-article as it's supposed to do - another glitch that could have easily been avoided. The printer-friendly version is b/w, but still features all artworks and maps.
The Way of the Wicked has provided us with two of the best adventures out there for PFRPG, period. And now, in the "Tears of the Blessed", we finally get to battle celestials, those creatures mostly left untouched in adventures and rip them a new one. That's great.
However, I feel that the overt celestial massacre to be instigated in this module suffers from some points that could have used clarification: Number 1: After the initial battle (which is awesome and cinematic), the occupation feels a bit rushed and as if it leaves quite some potential untouched. The town of Sanctum needs a kind of gazetteer with detailed NPCs, perhaps collaborators and everyday heroes trying to escape, because 2: The PCs should have a way to corrupt the vale's magic in order to keep the celestials from calling reinforcements/teleporting outside. It would have been rather easy - make their patron devise a ritual that corrupts the detect evil-sight of the watchers in the vale to a kind of dimensional anchor/communication blockade. 3: After the epic invasion, there's not much for the villains to do in the vale but kill the static opponents. Apart from off-screen genocide/torture, there's just not much to be done in sanctum. Why not make the villains unearth foes/information? Prevent incursions? Corrupt Aasimar-populations and/or make them undead? I get the rationale for the powerful celestials/heroes to guard the flames, but I don't get why there's no plan for counterattacks/guerilla-warfare. Apart from a certain ritual, the remaining defenders don't make a smart stand - barricade the final flame, amass forces, strike back, anything but waiting for the heroes to kill them. Usually I wouldn't mind, but in contrast to the epic battle that lets the PCs sack Sanctum, the extinguishing of the holy flames, while cool and iconic, pales in comparison. Note that all these problems are easily remedied by just about any DM, but they still remain and detract from what otherwise would be a stellar module.
In the end, the editing glitches and minor story/pacing-problems conspire to make this not own up to the almost unbeatable standard set by the adventure path so far. Don't get me wrong, this is still a good adventure, but it falls a bit short of what I've come to expect from the saga. My final verdict, due to these unrealized potentials and glitches, will be "only" a 4.5 stars, rounded down to 4 for the purpose of this platform with a definite recommendation and, in spite of the lower review, my seal of approval. If you can see past the glitches, it's a stellar module - Those walking the Way of the Wicked need to have this anyway.
It’s difficult to say just what the draw is of playing evil characters. There’s an ineffable quality to being the bad guy, a sense that, if evil is something that tempts people to fall, then those who have fallen have no further moral failings that can be used against them. All that’s left is to make use of the certitude that comes from damnation and bring ruin to the champions of light. It’s in that spirit that we look at the third adventure in the Way of the Wicked adventure path: Tears of the Blessed.
Tears of the Blessed comes as two PDF files – the main file and a printer-friendly version thereof. The latter’s differences from the main file being that it removes the page backgrounds as well as the coloration from the page borders. Unfortunately, that’s not enough for me to give this particular area a pass, as it retains the full color interior illustrations (and even the page borders are kept in line-scale). True printer-friendly material removes all of the interior artwork, even though that means doing the layout again.
That said, the main file presents itself quite well. Bookmarks are present at each major section of the book, though save for one part there were no nested sub-section bookmarks (though the last bookmark took me to the front of the book). Copy and paste was fully enabled, which is always good. I do have to give props to Michael Clarke for keeping the high quality of the art coming. All of the pieces here are full-color, and while I wouldn’t put this at the highest tier of RPG art, what’s here is damn good (devil pun!).
I’m also going to cover up-front that there were some errors in this book. Nothing was major, but small problems crept in. I noticed several typos, several of which a quick spell-check could have caught. Likewise, the odd stat block error is present also, though never so much as to make a creature unusable (no aasimar, for example, has the humanoid type).
Tears of the Blessed follows hot on the heels of the previous adventure, Call Forth Darkness. It’s in this adventure, ironically enough, that we get stats for the magical disease which was the prize of the prior installment in the adventure path. Following achieving this, the PCs are immediately whisked off to the port city of Ghastenhall, settling in for a month to cool their heels before getting started on their next assignment…to raise an army and assault the faith of Mitra’s holiest temple!
I initially had mixed feelings about this section of the adventure, as it seemed like something of a carbon copy of how the previous adventure progressed. As in Call Forth Darkness, the first part of the adventure is a fairly short presentation on the town that the PCs are setting up in before going off and performing their real assignment. However, I quickly remembered that, although this portion of the adventure is short and somewhat underdeveloped, it’s still promising in what it offers, though as with Farholde this is because the gazetteer at the end really helps to make the town come alive.
Part of the reason why Ghastenhall feels so short is that its presented largely as potential adventuring opportunities, which make it feel almost like a series of side-quests waiting to happen – depending on how you present them, and how much your PCs invest in the town, there can be a lot to do here, or it can be quickly bypassed.
The second “act” of the adventure is concerned with the actual formation of the army of evil. As with the section on Ghastenhall, this is one core scenario around which more can be done if the PCs want to go out of their way. After an initial meeting with Sakkarot Fire-Axe in which he lends your PCs a few hundred bugbears to command, there are also several other avenues to explore. Most of these are to find new individuals to fight by the PCs’ sides, but a few do present possibilities for enlarging their overall force. Helpfully, the author does make mention of the PCs existing forces (e.g. Grumblejack the ogre, from the first adventure, or their custom-built evil organization from the second) and how they can play into the overall force.
This section also includes some very cogent advice on what to do if the PCs start to balk at being ordered around. This is wise, as by this point the PCs will likely start to chafe at having to do someone else’s bidding. Of course, this ultimately comes down to various ways to snap them back into line, but it’s good that the author anticipated something like this.
The third act of the book is the initial assault on the valley of Mitra’s holiest temple. This part of the book was interesting for the various tactical possibilities it presents the PCs – up until now, the adventures have lacked a certain degree of freedom in what the PCs could do; what latitude they had was presented in terms of operational discretion…that’s the case here, but the amount of discretion has grown quite a bit.
The Vale of Valtaerna is the valley in which Mitra’s holiest temple is guarded. This is no building constructed in a crevasse either. The entrance to the valley has a watch-tower built into it, and down in the valley is a lakeside small town, a mountain-temple, and finally the cathedral itself. The PCs attack is set to take place at the beginning of winter, when deep snows cut the valley off from the outside world for three months. For those three months, when communication is cut off and reinforcements are near-impossible, the PCs have to conquer the valley and slaughter every single living thing there.
That’s where the operational freedom comes in. This section gives a detailed overview of the watchtower itself, and follows it up with the ensuing battle as the PCs’ army fights its way past various defensive points to finally conquer the defenders. Needless to say, there are various things that the PCs can do in their initial assault what will greatly affect how the initial siege goes, which in turn affects the flow of the rest of the battle.
The author says that this section should keep up the pressure on the PCs, as the entire battle takes place in one night. That means that the PCs need to conquer the watchtower and then fight their way through encounter after encounter. Forget about the fifteen-minute adventuring day here! Be prepared to go through over a half-dozen encounters, and be warned that you can’t just send your army in for these – the battle takes the format of specific encounters that the PCs need to face in the midst of the chaos of battle. Various actions allow the PCs to acquire or lose Victory Points (making a return from the first adventure), with their point total determining the end result of the battle.
With the defenders crushed and the small town now firmly in their grasp, the book’s fourth act deals with everything else in the valley, save for the cathedral. It’s here that the book takes a decidedly darker turn as you immediately need to deal with what to do with the survivors…the elderly, the women, and the children (remember, your assignment is to kill everything). This part is something of a delicate balancing act, as the bugbear commanders have some suggestions about what to do with the prisoners (all of which are awful). In accordance with the advice in the first adventure, this book assumes that one of the bugbears commanders “deals” with the survivors, though your group can step in (for better or for worse) if they wish.
This section allows for three months of time in which to root out the remaining holy areas, and it’s important to note that the book doesn’t presume that it’s entirely quiet during that time. There is one event that does happen here, but after the initial scenes of setting up and dealing with the prisoners, it’s the only one. I do wish that the book had seen fit to give us further events.
The major parts of act four, however, deal with the mountain temple, and the garden in front of the cathedral. These are comparatively short encounters, having about ten areas between them both. They’re still fairly challenging, and aren’t optional (nor can you send your army to these places, as they require competence) – to permanently extinguish Mitra’s light, you must destroy the heart of each holy locale.
With the first two down, it’s the cathedral that holds the last of the religion’s heart. It should be noted that there have been plenty of good-aligned monsters in the adventure prior to this. Lammasus, blink dogs, kirin, all the monsters from the bestiaries that you never usually get to fight. The big one, however, is celestials. There are plenty of celestials throughout the adventure, and that doesn’t change here. Once the PCs manage to overcome the potent holy defenses and slay the cathedral’s final defenders, they can extinguish the central pillar of Mitra’s religion…just in time for the plague they received from the previous adventure to hit the nation’s populace hard.
Following the adventure, the book presents a gazetteer of Ghastenhall. I honestly expected to be bored by this, but was pleasantly surprised by just how alive the city felt. A port town, Ghastenhall is naturally not quite the bastion of righteousness that you’d expect for a country that has a single, Lawful Good religion. Moreover, the city’s history and colorful neighborhoods give it a distinctive quality that is not only likely to fire your creativity for what can be done here, but presents itself perfectly for your evil PCs as well.
The last section of the book gives us an long-overdue overview of your enemy religion: that of Mitra, the Lord of Light. This section surprised me, as I was expecting something more akin to Paizo’s style of deity write-ups; that wasn’t this. First, Mitra is a triune deity, having three simultaneous aspects – this gives him three deity entries, which presents an interesting set of options for those who worship him.
This section also doesn’t deal much with Mitra as an individual. There’s nothing here about what Mitra’s divine exploits, or how he feels about other gods. Instead, the section largely discusses his religion, specifically as it appears in Talingarde (since Mitra has no universal church, something I found odd for a primarily Lawful deity). There was some important information here, such as how spellcasters in Talingarde are comparatively rare – the head of the church, for example, can’t cast divine spells. This is an inversion of the usual assumptions in a Pathfinder game, and is likely something a GM should know when setting the stage for the beginning of this adventure path.
Overall, Tears of the Blessed represents a turning point in the Way of the Wicked. While before, the PCs were operating in secrecy just to survive, and having to defend themselves against those who’d do them harm, here they get to be the ones doing harm to others. In this book, the PCs take the offensive against the light, and get to snuff out the heart of it. There are some problems with the finer points of the product, but these are easily dealt with, and the overall adventure is one which will likely be extremely satisfying to your players. Never has causing so much sorrow been so much fun as it is in Tears of the Blessed.