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Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6) (PFRPG)

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Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6) (PFRPG)
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Hell to Pay

Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.

This volume of Pathfinder Adventure Path continues the Hell's Vengeance Adventure Path and includes:

  • "Scourge of the Godclaw," a Pathfinder adventure for 13th-level characters, by Larry Wilhelm.
  • An exploration of how Cheliax's neighbors respond to the current uprising, by Alex Greenshields.
  • A look into the faith, dogma, and worshipers of the archdevil Geryon, lord of Stygia—Hell's fifth layer—by F. Wesley Schneider.
  • Dark secrets revealed in the Pathfinder's Journal, by Josh Vogt.
  • Five new monsters both dangerous and helpful, by Benjamin Bruck, Paris Crenshaw, Jason Keeley, Greg A. Vaughan, and Larry Wilhelm.

ISBN-13: 978-1-60125-842-7

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Product Reviews (1)

Average product rating:

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Very diverse but a lot of work for the GM!

****( )

GOOD:
Good illustrations, four very different locations which all have good maps, strong (but mostly not too strong) enemies, good roleplaying opportunities, 2 good minor artifacts and a nice new poison, the "beyond the borders" article where the reaction of the six neighbouring states and 3 organisations is summarized, the very interesting Geryon article with new spell and obediences and a bestiary with 4 (out of 5) cool monsters: Hammer Archon, Nehushtan (tiny NG snake/advanced familiar), Spellgorger (superdeadly) and Zana (fey).

BAD:
The size and build of the "Godclaw Citadel" make it complicated to handle for a GM, lots of enemies with spells, spell-like abilities and extraordinary abilities make it hard to remember everything, You need ALL 5 Bestiaries!
The Duergar Antipaladi sucks as does the Ez-Azael from the bestiary section.

UGLY:
In part 3 the GM has to handle an entire adventurer party of 3 casters and a 4th member with lots of special abilities - that is too much.
The plugging of the "NPC Codex" for one battle only is needless.
The same is true for the "Occult Adventures" book, which you need for only one enemy caster with lots of occult spells you have to read.

All in all the second half of "Hell´s Vengeance" continues to be much better than the first.
It is however an immense workload for the GM, which only expert Gamemasters can handle easily.
If you are a traveling GM and use physical copies, you´d have to carry 13 hardcovers with you!
A little less "bookload" would have been more.


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