Sword of Valor (GM Reference)


Wrath of the Righteous

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Pathfinder Adventure, Rulebook Subscriber

My experience with the Mass Combat is that many of the fights are cake walks. For all but the Schir army (done everything but the citidel) the PC army was able to take them out in no more than a round or 2 and often they completely destroy the opposing army during the Ranged phase. Has anyone else had this experience?


j b 200 wrote:
My experience with the Mass Combat is that many of the fights are cake walks. For all but the Schir army (done everything but the citidel) the PC army was able to take them out in no more than a round or 2 and often they completely destroy the opposing army during the Ranged phase. Has anyone else had this experience?

Pretty much. The way you combat this is to always have the enemy army fight as Reckless and do anything you can to increase their OM. Basically since they are usually cultists under the command of a Demon, and they are going to die in the initial assault anyway, they should try to cause as much damage as possible. Granted, this can be swingy and result in the death of your players army if you aren't careful so don't do it with every army, especially in a combat involving multiple armies.


Pathfinder Adventure, Rulebook Subscriber

Yeah they completely cleaned out Drezen in a day and a half. Only scurmishes left before laying seige to the citidel itself

Scarab Sages

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Had my players finish up the first floor of Drezen this past weekend. They had to retreat twice, the second time they retreated to the old Sword of Valor hiding place due to a nasty set of negative levels from the nabasu.

Spoiler:

However, they'd fought the brimoraks before the nabasu and one had teleported back to alert Staunton.

When the PCs didn't show up for a few hours, he grabbed his brother, Nurah (she had escaped), his guards, and the babaus and went looking. I rolled a d10 for what hour in their resting for the negative levels and rolled 10, so just as the negative levels wore off Staunton finally found them. Note, the party hadn't had a full 24 hours rest to recover HP and mythic power.

A minotaur opened the hidden passage.

The party arcane trickster pulled off the highest init and tossed a Web.

The party Paladin and his horse (yes, he was dragging it through Drezen. It fits in most places and makes a good tank, oddly enough) turned themselves into a wall.

The minotaurs were forced to break through the web and squeeze in, basically becoming targets of opportunity.

The babaus teleported in, while Joran invis'd his brother and Staunton stormed his own way in invisibility to get behind them.

Nurah stood in previous room, bard songing and being vaguely useless.

With three babau playing surround the party, things are getting a fair bit of desperate for an arcane trickster, a bow using Eldritch Knight, a Paladin, and a Cleric.

Then another babau appears from Soulshear and Staunton attacks.

This game runs on roll20 online, and I have a script that let's the players announce their use of Mythic Power and auto deduct the amount they use.

"Oh f&!&" was the phrase when they saw "Staunton Vhane makes a mythic effort!"

1d10+9+12 for Mythic Power Attack hurts.

After several rounds of pain on both sides (Glitterdust and Holy Smite saved the day here, blinding the babaus for three rounds total), they dropped Staunton. At -1. They then proceeded to start smacking on the babaus.

Nurah wanders in invis, still singing bard song. And drops a Cure Serious on Staunton.

Cue panic, and Staunton spends a Mythic on Amazing Init to get a standard to stand back up, then uses his spiked armor to full power attack the very low HP Trickster. He drops to 2, the party drops Staunton again into the -20s and realizes he's still breathing. The party Paladin shouts at the Trickster. "Coup de grace him. NOW."

The Trickster only rolls 17 damage. A DC 27 fort? I can make that. Staunton's got a +15.

I roll a 3. The party breathes a sigh of relief.

Joran, seeing his brother defeated, surrenders. Nurah is beaten to within an inch of her life. Literally. She's knocked down to -14, doesn't stabilize, and then the cleric (at 3 of 82 HP himself), makes the stabilize check.

The party now has cleared the first floor, as I'm ruling the succubus duelist teleports off to Avinacus to warn her after warning the denizens of below about who's going to be coming.

The party fully retreats out of Drezen to the army camp. After a nice RP session with Joran, he's at least aware he's been spared and spills the beans on what he knows about the dungeon. The party will be dealing with that next week.

I had everyone sweating, but it did require pulling two encounters together to do it. Everyone either went into single or negative HP realms, burned through every drop of Mythic Power they had, and I literally ran the archer in the party through 150+ arrows just for the first floor of Drezen.


I'm feeling good.

RPG Superstar 2009, Contributor

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::mythic thumbs up::


Pathfinder Adventure Path Subscriber

I only ran mass combat once before deciding it wasn't worth it, as I rolled high and the first tiefling army did a third of the army's hit points. Then came the confusion that an army of paladins can't heal themselves and I looked ahead to see that an army of reckless dretches could easily destroy it in one round.
It took my Pcs two attempts at the top level as well, with Vahne chasing them away the first time and the rematch the next day as the fight was very much against them since they had Nurah and a hidden succubus in their group.
@Lochar: You were taking it easy with Vahne, I had his damage up to a d10+32 my PCs were very afraid of him after he dropped their tank in one round on their first attempt. Multiple blinds the next time through made him more manageable.

Scarab Sages

12 from Mythic Power attack, 9 base. Where's the other 11 coming from?


Lochar wrote:
12 from Mythic Power attack, 9 base. Where's the other 11 coming from?

Probably Smite Good


Pathfinder Adventure Path Subscriber

8 from smite (he has 3/day, so 16 on first hit vs pallies and clerics. 3 from bull strength, 1 from divine favor and 2 from the bard. I only gave him 3 from mythic power attack as technically it never says that it does more damage with 2h weapons...or I don't think so. I also changed some of his spells to accentuate his champion-ness.

As for Nurah, don't discount an invisible bard giving all allies a +2/+2 on attacks. She was far from worthless, one of my PCs spent many rounds finding and trying to neutralize her.

Scarab Sages

Yeah, I tried that. Damn Worldwound walker Paladin.


Lochar wrote:
Yeah, I tried that. Damn Worldwound walker Paladin.

Yeah I have one of them in my group too. The Cleric took it as well and the Wizard is true Neutral. Not sure if the Warpriest replacement for the dead Bard has it but if not then he is really the only "Good" target left.


Pathfinder Adventure Path Subscriber

Never even heard of that, and guessing from what it does I probably wouldn't allow it. If it masks your alignment there are spells and a mythic ability that does that. Also, I required my PCs to be good to make things easier on all of us.


It's from Champions of Purity.

Quote:

Worldwound Walker

Your purity always remains a blessing, even when you’re surrounded by creatures that despise it.

Prerequisites: 5 or more Hit Dice, good alignment.

Benefit: You can alter the essence of your being to lessen the effects of spells designed to harm good creatures. When affected by spells and effects that behave differently according to alignment (such as unholy word or protection from good), you can choose whether you are considered good or neutral. This ability does not actually change your alignment or fool divinations, nor does it permit you to overcome alignment requirements for the use of magic items, class abilities, and so on.

Ostensibly a character with this feat is so used to surviving in an environment hostile to Good characters that he has learned ways to overcome certain abilities designed specifically to hurt Good. I don't exactly agree with it considering how much immunity it grants, but considering it's from the splat book directly related to the Worldwound I couldn't really justify banning it specifically. It's pretty clear what the intent is, and if the character has spent a lot of time in the Worldwound or fighting its denizens it definitely makes sense.


Pathfinder Adventure Path Subscriber
Aldarionn wrote:

It's from Champions of Purity.

Quote:

Worldwound Walker

Your purity always remains a blessing, even when you’re surrounded by creatures that despise it.

Prerequisites: 5 or more Hit Dice, good alignment.

Benefit: You can alter the essence of your being to lessen the effects of spells designed to harm good creatures. When affected by spells and effects that behave differently according to alignment (such as unholy word or protection from good), you can choose whether you are considered good or neutral. This ability does not actually change your alignment or fool divinations, nor does it permit you to overcome alignment requirements for the use of magic items, class abilities, and so on.

Ostensibly a character with this feat is so used to surviving in an environment hostile to Good characters that he has learned ways to overcome certain abilities designed specifically to hurt Good. I don't exactly agree with it considering how much immunity it grants, but considering it's from the splat book directly related to the Worldwound I couldn't really justify banning it specifically. It's pretty clear what the intent is, and if the character has spent a lot of time in the Worldwound or fighting its denizens it definitely makes sense.

I like it flavor-wise, I would like it better in a campaign where opposing alignments wasn't so important. And it is odd that a third tier mythic ability is only slightly more powerful than a feat. Unfortunately my PCs have shown me how easy it is to find feats and traits that are anti-demon so I am basically only allowing one appearance of those.

I am really liking the story of the AP but its downside is basically only throwing one type of opponent at the PCs. I know there are more types of enemies but demons are a very high percentage.


Yeah it definitely does make it easier for the PC's to optimize against specific types of enemies when the primary enemy is Demons.

Silver Crusade

A 3rd tier ability only slight better than a feat?

How about the feat Diehard and the 3rd tier ability To the Death

From Mythic Adventures wrote:
To the Death (Ex) You can shrug off wounds that others would find devastating. When below 0 hit points, you don't fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.
From Core Rule Book wrote:

Diehard: You are especialy hard to kill. Not only do your wounds automatically stabilize when grievously inured, but you can remain conscious and continue to act even at death's door.

Prerequisite: Endurance
Benefit: when your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform a standard action (or any other action deemed as strenous, including some swift actinos, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Now, aside from using a lot of words to say the same thing... how are these two abilities different? One is a feat with a prerequisite of Endurance and the other is a Mythic Tier 3 path ability...

In the playtest To the Death did not have you continue to take damage and you only died at 3x your con. Was that too powerful? Probably. Did it need to be relegated to equal power to a feat that anyone can take? No.

But, I have digressed quite a bit from the topic at hand.

Worldwound Walker, I have to say, I like it. I am running Wrath of the Righteous right now and I am surprised that none of my players have taken it.

Silver Crusade

Hi all,

I have a question about G11. Hall of Deception, with the Death of Righteousness encounter.

"affecting these victims as if by "phantasmal killer", save that any creature slain by this effect doesn't die-- rather, it is rendered unconscious but stable at -1 hp and is driven insane, gaining psychosis and secretly becoming chaotic evil."

And then it doesn't say anything else.

So... am I missing something or does anyone with an unfortunate Will/Fort save just turned chaotic evil changing their entire role in the campaign?

How has this effected other games?

Thanks!

Scarab Sages

Pretty much. With the exception of the fact that a couple/few Restorations can fix the psychosis and I'd allow that to shift their alignment back. Paladins and clerics may have to atone, however.


I've started working through these adventures as prep to running it. I've just started looking at this one and I'm wondering why anyone would ever have Horgrus accompany them to Drezen. He's not a fighter and the whole focus behind his aquiring wealth is to make himself safe which marching into demon controlled lands in a strike at a critical stronghold is not.

Even Irabeth is easier to account for. She tried to retire and live a safe life with her wife and the city got smashed into the dirt. Now with the Queen holding Kenabres she has picked up her weapons and armour for one final crusade and this time its truly in a worthy cause as the leader of a small army of paladins heading to retrieve a holy relic in the last great war against the worldwound.

I'm just wondering how other GM's handled getting Horgrus into the army or if I might not be better off just having him apply his -2 consumption bonus by supplying wagons and supplies before they leave the city as part of his support of the armies? Assuming of course he was made friendly.


Stupid inability to edit. I also have a question about the random encounters table in this book. Now according to the posts earlier you don't have them just pop up and get hit by 100 paladins (although I may run 1 or 2 like that if the encoutner isn't that intelligent). Some will just pick off guards around the camp edges at night and I already have some ideas of where to place others.

However what I'm unsure about is the encounter rate. It says there's a chance for every hour spent traversing the wasteland and that the army covers 36 miles a day with time lost for making/breaking camp. However how many hours does that actually convert too? That is how many miles an hour are they travelling and how long do they spend doing so.

Right now I'm thinking 8 hours sleeping, 1-1.5 hours spent making/breaking camp and another 1-1.5 for extras e.g. meal breaks, scouting, back tracking that sort of thing. Which means they travel 36 miles in 13-14 hours travel. That gave me a 2.5-2.7 hour travel time with a whole bunch of decimals so in the interest of simplicity I'm taking an average time of 2.6 miles an hour over the course of the day. Which would let me determine if the party spends X hours exploring something I can subtract the amount of distance they travel.

However this leads to the problem that at a 45% chance per hour and 13 hours (checks) its pretty much a guaranteed encounter a day (in addition to the stated ones) if I limit it to 1 per day. Consider (rolling dice right now) 48/2 (encounter that day on second roll), 93/42 (again second day encounter occurs on second roll), 28 (encounter on first roll. So is there any real point to rolling for encounters as opposed to just seeing what hits them or even just putting the text encounters (as opposed to random mobs) into locations that make sense?

For example having the Tiefling howlers encountered (luring the pc's away from their forces) a few hours away from the tiefling army as scouts, The bodak (and what makes it a stalker?) lurking in Valas gift where it tries to pick off pc's who split away from the party. The paladin somewhere between Vilareth Ford and Kreepers Canyon and the beast wranglers between there and the chapel.

EDIT
Also my poor fighter in my first test group (run by me) is ticked off people keep stealing his kills as he's the only one who didn't get a Righteous Medal of Valour from the encounter at the end of the first module.

EDIT 2
To reflect the paladin nature of the PC's army I'm thinking of giving it the ability to regenerate HP once per combat. To reflect the paladins healing themself or others in battle. Need to get a better look at how that works though. Reading is good, the ultimate campagin guide has rules on using lay on hands for healing go go paladins touch each other.


This is getting a bit silly but is Nulkineth's treasure meant to be 383 cp, 710sp, 3827 gp or are those values reversed i.e 383 gp, 710 sp and 3827 cp?


Pathfinder Adventure Path Subscriber

I skipped past all the random encounters as they seemed silly with an army around the PCs. I added some advanced templates to several encounters to make up for the missing xp. I did have the incubus leader assault one of the PCs at night while they were sleeping to stir up trouble. It did add some drama as that was also the first time they had suspicions about Aron.
My PCs also left Horgus at home. If you want him along you could stress how challenging it is to organize and feed an army. Then suggest that they could bring along or hire someone to do that.


Pathfinder Adventure, Rulebook Subscriber

It says in the book that your army is large enough to ward off any randoms. The only time I had "random" encounters was when the PCs moved away from the Army, say when investigating Vala's Gift or while moving between scermishs in Drezen (they had their army camp on Paradise Hill).


Pathfinder Adventure Path Subscriber

As for random monster questions in general: I roll them up ahead of time. That way I know the whens and wheres of what is happening. I can set the scene better so it doesn't feel random. It also gives me longer to brush up on their abilities and tactics. And best of all, it doesn't slow the game down as I rolled it all up midweek.


Pathfinder LO Special Edition Subscriber

Never posted, but the party finished this book a couple weeks back and we're currently in preparation for Book 3. I was also really happy with how the last fight went as it became very challenging with very little adjusting on my part actually.

Protip for Drezen Dungeon: There is a magical circle against good effect in the area so everything down there basically gets +2 Deflection AC, +2 Resistance to Saving Throws, and +4 Turn Resistance. Once I had factored that in to most battles, it made quite a bit of difference.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Is there any kind of timeline about how many mass combat encounters the army can have per day during the siege of Drezen? We have all those mechanics about siege points and loss of those per day, but there is nothing in the book which says that the party cannot have the army do all the battles (and do their own small-scale skirmishes) in one day.

Is there any kind of limitation on that, so as to make the whole siege points mechanic even meaningful?

Scarab Sages

I limited them to two battles/skirmishes a day, once in the morning and once in the afternoon, due to setup time, movement through Drezen, etc. Any time they were skirmishing they didn't have time to direct the army, so that ate one of the days efforts.


Gidget Hodge wrote:

Hi all,

I have a question about G11. Hall of Deception, with the Death of Righteousness encounter.

"affecting these victims as if by "phantasmal killer", save that any creature slain by this effect doesn't die-- rather, it is rendered unconscious but stable at -1 hp and is driven insane, gaining psychosis and secretly becoming chaotic evil."

And then it doesn't say anything else.

So... am I missing something or does anyone with an unfortunate Will/Fort save just turned chaotic evil changing their entire role in the campaign?

How has this effected other games?

Thanks!

CG Rogue (Mortal Herald of CC) had this happen. At first I thought it was just going to require atonement. Cleric healed him up, but he had good enough bluff to hide his insanity. After that point he was leading his party members into traps. During the climactic battle with the shadow daemon the rogue literally murdered the possessed party member twice and led to a TPK.

Scarab Sages

My group hit this trap this weekend themselves.

CG Rogues seem to have bad luck at this, don't they? He was the only one to fail it. I pull him aside, explain what happened, and had him roll a Will Save against his insanity. 19 and he surged it.

However, the paladin had triggered the trap by hitting it with Detect Evil, so when the rogue was the only one to fall the paladin got really confused when the rogue started pinging. They immediately disarmed and tied him up, retreated, and had a fun little conversation.

They decided to wait for the next day to try to fix it with an atonement or something else. Not sure, we called it for the evening at that point.


Pathfinder Adventure Path Subscriber

I limited the battles to only one a day. But I also just RPed through them and didn't roll dice. The PCs could handle as many skirmishes in a day as was natural. Which ended up being the crypt and the bridge on day one. Then the watchtowers, followed immediately by Soltengrebbe for a very challenging encounter.
I found the last fight to be very boring. As I suspected magic circle vs evil made his spells highly ineffectual. And my PCs will saves were on fire, so good for them. The will save of the fighter in my campaign is nearly legendary. He's been able to resist many succubi and the shadow demon's magic jar twice.

Scarab Sages

Seannoss wrote:

I limited the battles to only one a day. But I also just RPed through them and didn't roll dice. The PCs could handle as many skirmishes in a day as was natural. Which ended up being the crypt and the bridge on day one. Then the watchtowers, followed immediately by Soltengrebbe for a very challenging encounter.

I found the last fight to be very boring. As I suspected magic circle vs evil made his spells highly ineffectual. And my PCs will saves were on fire, so good for them. The will save of the fighter in my campaign is nearly legendary. He's been able to resist many succubi and the shadow demon's magic jar twice.

He's got at will Summon 1d3 Shadows at 75% chance. If they attacked the babaus they should have warned him as well as the vampire, then there should have been at least 6-8 shadows pumped out unless the party retreated for over the hour.

Although, honestly at will I can see him summoning a few and just sending them forward after a while if the PCs did retreat. "Go kill stuff."


Pathfinder LO Special Edition Subscriber

For my group, they hated that last fight. Every battle in the dungeon was sprinkled with 2 to 6 extra shadows since he had no reason not to (and with it at will, why not?). He really screwed with them with spell-like abilities and they're convinced the makers of Wrath of the Righteous are out to make them miserable...

Heh.

Scarab Sages

Aleron wrote:

For my group, they hated that last fight. Every battle in the dungeon was sprinkled with 2 to 6 extra shadows since he had no reason not to (and with it at will, why not?). He really screwed with them with spell-like abilities and they're convinced the makers of Wrath of the Righteous are out to make them miserable...

Heh.

Idea!

Vampire spawn don't have shadows. Except... now they do!


Pathfinder Adventure Path Subscriber

I had the vampire and some mythic shadows ambush the PCs at night after they pulled out from the dungeon which made for a good fight. I also had some shadows start in the room with him. Technically they couldn't hurt the PCs because of magic circle but I forgot that part at first. Nor do shadows have much of a chance to hit 2-3 of my PCs.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks for the tips about the frequency of mass battles, guys. I'll probably keep to Lochars suggestion, which has a decent frequency of encounters while still keeping the pressure of the siege events up. The party hasn't caught on to Nurah yet (who kept her feet mostly still after the Paladin immediately noticed Arons addiction), so it'll be interesting how the siege goes. :)


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After reading Sword of Valor, I knew I’ll have to rework a bit certain parts of this module in order for it to be more appealing for my players.

First, in my opinion, the army feels like an anonymous mass of faceless stormtroopers. Only one soldier has a name and a face (Arles). The Queen gave them an army which would help them to accomplish an important mission, making them responsible of the fate of these guys. I knew my players would want to know them and would care for them. I’ve read that the army isn’t supposed to be the center of the experience but it feels odd to not have at least several soldiers’ names. It feels like the players aren’t supposed to interact or even care for their army. My guess was that my players would interact with them and that I have to prepare myself for this.

In order to “humanize” the army, I split it in 4 groups of 25 men, each leaded by a captain.

Spoiler:
- Arles has been promoted captain. The veteran, pessimistic one. I keep the event with him and determinate that my players will have to prove themselves as competent enough to earn his trust.
- Friedrich, an heir of an old Sarkoris family. A really pious and serious paladin with a burning hatred for demons. At 1st unfriendly with the players.
- Celina, a young female paladin. Very friendly, dynamic and enthusiastic girl.
- The last one is a private joke with my group. During the 1st module, they were joking about posters’ recruitments “We want YOU in the Crusade” with a typical paladin’s image on it (blond, bright white smile, big armor). Well, now, this guy exists :D. Mathis is a local celebrity in Kenabres and now a captain in their army :D

It worked even better than I thought. As soon as my players received the army from the Queen, they wanted to learn more about the captains and the army. My Wizard even made a point to learn each soldier’s name (no I didn’t create all the names, just acknowledged he knew them all) . During all the way to Drezen, they took care of the army, trying to limit soldiers’ loss during the fights (My group feel responsible for the 1st deaths. They gentle repose every dead soldiers in order to raise them later. Don’t know if they will really raise them though) and were really careful to keep the soldiers’ morale as high as possible. During the battles, they worked as a team with the captains, started to create bonds with them and they earned the respect of everyone (even Arles).

Second, I’ve already tried (as a player) the mass combat system with two of my current players. We all disliked it (it felt too random and, as a player, you have no impact on the fight even if your abilities like AoE or Buffs would greatly impact the fight). So I modified it to include the group inside the mass combat fights. It looks like that:

Spoiler:
- If they manage to locate the army without being spotted, they have the possibility to act if they want (observing the environment, planning their attack, eliminating sentinels, sabotaging…). I improvise a lot during this part as I react to what my players want to do.
- The enemy’s army has a General. The main goal of the players is to defeat the General in order to lower the army’s morale. Defeating the General is basically winning the battle. If there are several armies during the same battle, each army has his own General.
- I place different types of enemies in the enemy’s army: sorcerers, heavily armored fighters, archers... in order to add more variety.
- When the battle starts, each army rolls their attack. The army with the higher score will have the upper hand during this round. This will determine the “mood” of this round.
- My players roll an initiative. At their turn, they’ll have to react to random situations. As they are in the middle of a battle, it can be anything: “A heavily armored horse runs towards you, how do you react? You spot a sorcerer throwing fireballs at your paladins, how do you react? One of your captains is critically wounded, how do you react? An enemy tries to dismount you, how do you react?”…
- They can also shout orders at their army (I consider that each player is considered a General by the army) and the army can use their special abilities (channel energy, lay hands…) as a normal player. Same for the enemy army (the Dretches can use their Stinking Cloud for example). I use the NPC Codex or the monsters stats to determinate their saves if needed.
- They also have to find the General and make their way to him (Perception checks). When they reach him, a custom-made encounter triggers with the General and several minions (I use the NPC Codex for the generals’ stats). If they defeat the General, it’s a win!
- After the encounter with the General, I stop playing round by round, I describe how the battle ends and I encourage my players to describe what they are doing until the end of the fight.
- Depending on how they handle the fight, I determine how many soldier passed away.

I was a bit concerned about these changes (more improvisation for me and I didn’t know if my players would like to “not follow the rules”) but, we are now in the middle of the 2nd part of the module and my group ADORES my version of the mass battles (They gave me very enthusiastic feedbacks). It feels more dynamic and dangerous, they feel they are a real weight in its outcome and they can use their buffs, spells and abilities. The Wizard can throw his fireballs, the Oracle can heal and buff, the Paladin can charge with the army and give orders. They are living the battle.


I have a question about how the Sword of Valor can influence the fight against Eustoyriax. It says that once a good aligned divine spellcaster touches it is reactivated once more and bestows its powers upon the persona who touched it. Does this include the ability to summon the Planetar or just drop Eustoryiax's AC and saves.


Pathfinder Adventure Path Subscriber

Caius: I would play it by ear depending on what your party needs. For my PCs that fight was very boring and unimpressive but they were prepared and made their saves against all of his abilities.
Estre: As I've mentioned before I ditched all the mass combat rules as they don't add anything to the story. I did have a general fight with extra effects vs the vrock. All of the other listed generals would be pushovers without a lot of modifications. I wish that I had added more NPC names as it made certain traitors easy to metagame and deduce.


I'm planning to make use of the augmented stat block that was posted on the forums that lets him attempt to dispel protection from evil when using his magic jar ability so that will probably add some fear in.


Estre wrote:

After reading Sword of Valor, I knew I’ll have to rework a bit certain parts of this module in order for it to be more appealing for my players.

First, in my opinion, the army feels like an anonymous mass of faceless stormtroopers. Only one soldier has a name and a face (Arles). The Queen gave them an army which would help them to accomplish an important mission, making them responsible of the fate of these guys. I knew my players would want to know them and would care for them. I’ve read that the army isn’t supposed to be the center of the experience but it feels odd to not have at least several soldiers’ names. It feels like the players aren’t supposed to interact or even care for their army. My guess was that my players would interact with them and that I have to prepare myself for this.

In order to “humanize” the army, I split it in 4 groups of 25 men, each leaded by a captain.

** spoiler omitted **

It worked even better than I thought. As soon as my players received the army from the Queen, they wanted to learn more about the captains and the army. My Wizard even made a point to learn each soldier’s name (no I didn’t create all the names, just acknowledged he knew them all) . During all the way to Drezen, they took care of the army, trying to limit...

Interesting idea although one captain per 25 seems a little low but I've always tended to be influenced by 1st ed DnD on this (a sergent commands an extra 10, lietuenant 50, captain 250). Only personal taste though and I'm not entirely sure how you could divide up 100 men properly maybe . . .

Company = 100 men (1 captain in overall command)
Platoon (not happy with the name) = 20 men (1 captain, 1 lieutenant and 3 seargents each in command of 1, part of the 25).
Squad = 10 men (1 corporal in charge of each).

So you'd have . . .

1 Captain
1 Lieutenant
3 Seargents
10 Corporals
85 Veteran Paladins

All the above are Knights in their own right and in "normal" circumstances the number in a company would be higher with squires, cooks, general support staff and possibly some more soldiers but this is an elite hard hitting force each used to operating alone so that's been pared off.


So first time posting, but I had a question regarding Eustoyriax. So he has the ability for at-will summon (75%; 1d3 shadows) using the universal monster ability rules. So unless I'm missing something he can summon 11.25 shadows a minute on average, and averaging out 675 shadows an hour (keeping pace at this number because after an hour the summon creatures pop out of existence). Unless there is some limitation regarding his version of summoning that I don't know of I can't see how he couldn't just conquer Golarian (or most of it) just on his own, especially so if the summoned shadows can create shadow spawn from their slain victims. I've looked at the rules but I can't find anything to counter this... so I'm assuming it's an oversight on the broken uses of this ability?

Scarab Sages

Technically, no. There's not a limitation.

However, the demons don't want to rule over a wasteland, which is what it'd be if Eustoyriax did something like that.

Not to mention protection from evil is a first level spell and denies the summoned shadows the ability to touch for long enough for a short Crusade of paladins and channeling clerics.


Pathfinder Adventure Path Subscriber

And according to other threads, Eustoyriax is irrelevant for that theory. Any shadow any where could start doing that and take over the world.


Fair enough on the not ruling over a wasteland, but if the summoned shadows create shadow spawn when they kill say 675 commoners on the first round assaulting a city. Those shadows aren't summoned creatures and are not stopped by protection from evil, and are free to transform more victims. I see that more as rapidly multiplying problem.

In my game I am putting harsher limitations on the ability itself, such as only 1/minute and can't travel farther than 100ft from Eustoyriax himself.

Seannoss - I always assumed shadows never did that because they have no inherent leadership, and were more instinctual than anything else. The summoned shadows obey orders, which then create non-summoned shadows which attack the nearest available sources of life.


Pathfinder Adventure Path Subscriber

Even with those limitations he could overwhelm most cities and most PC groups. I'd say don't overthink it :)
Most people have added a few extra shadows here and there to hint at his ability. I had a group of mythic shadows attack the PCs while they were resting to represent it.


Oh yea, I don't plan on abusing it at all. Just wanted to throw the idea out there and make people aware of the silliness of his ability. As is I feel it's a crazy broken potentially game-breaking ability.


Pathfinder Adventure Path Subscriber

True, but in actuality its a pretty weak ability...unless you really dislike your PCs.


Pathfinder LO Special Edition Subscriber

I actually used it a lot. Soon as they hit the dungeon there was usually 2 to 6 extra shadows every encounter. The PCs were after his...shadowy blood in revenge very quickly especially when they learned it wasn't going to stop until they took him out. Also went a long way to making the dungeon more challenging.

Scarab Sages

Granted my players are beyond the dungeon at this point, but I have a question none the less.

The strongly chaotic and evil aligned gives a -2 Penalty to all Int, Wis, and Cha based checks, stacking.

Does that include Will saves, being Wis based?

Does it include concentration checks, since your primary casting stat is used?


Pathfinder Adventure Path Subscriber

Yes, there could be extra shadows in each encounter, that would have only been one extra encounter in my group's case as the took the direct route there. And Kirana was already with the wizard in the ritual room so that encounter didn't need much buffing. I did have 3 shadows in the room with him and they lasted almost a round but did do some damage, although I messed up and they shouldn't have done anything.
Lochar: I do not believe either of those count as checks but I'm not positive. If they do it would make the Display of mythic abilities even better. And it is a relative question as two of the next books take place in the Abyss.

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