Way of the Wicked—Book #3: Tears of the Blessed (PFRPG) PDF

4.40/5 (based on 7 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

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!
  • And More!

Raise your army, dark lord, and march to war. There will be no one to stop you this time!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

FRM1003E


See Also:

1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.40/5 (based on 7 ratings)

Sign in to create or edit a product review.

Clerics, Angels and Phoenix, oh my

5/5

Your horrid villains are tasked with sacking a wintered-in valley of nauseatingly Lawful Good types. Recruit foot soldiers, bust the gate open and sack the place!

This chapter continues to demonstrate the villainous virtues of infiltration, sabotage, skulduggery and raw Evil firepower. The big nasties are all challenging icons of Things that are Good. Some groups will mop the floor with their foes, others will have a more difficult time.

As is the established pattern in earlier chapters, the villains can nova some encounters while carefully husbanding resources in other parts.

Plan carefully Ladies and Lords for failure to pay attention may send your damned souls to Hell far earlier than you wish...


Tears of the Blessed Review

4/5

Warning: Potential spoilers. Written from a GM's perspective. I ran this for 6 PCs.

In the third installment of the Way of the Wicked, the players are given the task of recruiting and army to sack the holy city of Valtaerna. Having played through this book, I must continue to give my compliments to creators. The world and the story is still holding the players attention and offering them creative ways to play their dark lords.

A particularly excellent part of this book was the appropriately epic Battle for Valtaerna. While this long fight spanned at least two full sessions and used almost every resource the party had, it never became tedious or felt like the players were just going through the motions.

However, if I had a criticism of this chapter of Way of the Wicked, it would be that the excitement is a little bit frontloaded. The Big Battle, while excellent, happens fairly early in the book. There is also the matter of a the Phoenix, who is fought relatively early in the book, but is actually a far more dangerous and memorable than the final boss.

Two words of caution to GM planning to run Tears of the Blessed:
1. Be careful with the Phoenix. My players were not well prepared heading in to that fight. Thankfully they had Protection From Energy or we may have had a TPK. However, our party mage had too few non-fire spells and the martial characters didn't have a way of getting through the Phoenix's DR 15/Evil. With the Phoenix's healing capabilities, the fight ended up being a slog where they could barely do more damage than the Phoenix could heal in a round.
2. Be careful with Holy Word. While, most encounters in the latter half of the book have access to this devastating spell, I highly suggest limiting your usage of it. This is a really powerful spell, that does a great job incapacitating players and making the encounter feel dangerous. Unfortunately, when you are a player, being incapacitated isn't very fun. Not only will your players hate it, but they will actively prepare ways to counter it. Considering that Holy Word is probably the best tactic of an otherwise rather weak final boss, you really don't want to wear it out.

However, minor complaints and warnings aside, I would still highly recommend this book. It runs far quicker and easier than Call Forth Darkness and maintains the series excellent quality in story and characters.


5/5

I've reviewed this on RPGGeek.com.

You can read it here.


3/5

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:

1. Mechanics
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.

2. Impetus
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.

3. Plot
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.


And the Heavens will weep

5/5

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!


1 to 5 of 7 << first < prev | 1 | 2 | next > last >>
551 to 600 of 634 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Pnakotus Detsujin wrote:
Gibblewret_Tosscobble wrote:

Does not need to change if you think it's a fair fight. I was going probably add 1 more Roc.

If i may suggest, if your group could have problems with weather sheninegans, I would switch Antheus and his rocs with a Sun Giant (CR 16) followed by murder of hippogryphs.

You should invent something to allow such enemy to fly, but i would avoid putting more giant birds because:
1) It reduces, to me, the narrative impact of the phoenix and of the stormborn king of book 4.
2) If you play weather in favour of the rocks, it becomes extremely tedious to fight something gigantic that can easily grapple you while you must roll to even walk straight.
3) A Sun giant, possibly buffed with more templates likes classe templates or the good old half celestial, becomes more of a solo, brutal boss fight which can also allow your characters's minions a chance to do something useful outside of the two endgame dungeons.

Re #2:

Weather in favor of the good guys is absolutely a Thing. The Bad Guys (PCs) have months to plan their soire into the valley. They're also, what, 11th level going into the place? They have impressive - but not yet phenomenal - cosmic power available to them. This is a place where they get to use it and sicc an army on the Good Guys.

Having rocs plowing through the storm giant's windstorm absolutely should be a Thing. The Bad Guys have had access (barring some really weird 'builds') to freedom of movement and cloak of winds for 5+ levels by this point. If they don't think to prepare for being grappled by called celestial grapple-monsters ... well, they'll learn in a hurry and may have to beat a hasty retreat.

Grand Lodge

If you're looking to "upgrade" the encounters, adding Aerial Creature or Thunder Child wouldn't necessarily be a bad plan. As for the rocs, give them the Divine mythic template and make sure one of their spells if freedom of movement. It's the small things that add up to make an encounter more challenging for the bad guys.


Taking a moment to step back to more of the beginning stages of the book now the Battle of Saints Bridge I've been reading this chapter over and over again and trying to understand exactly how the chain of events begins because it seems like you send people in to deal with the low-level troops which would be the holy Warriors and such first when you have the golems and you have the creatures on top.

However is this the start of the battle of Thames Bridge in which they have to move forward towards sanctum and then you start going through each battle scenario? Maybe it's just me and I'm having a hard time standing why wouldn't sound the gong as soon as they felt a large presence of evil.

How exactly are all the other battles alerted to the fact that you're evil players are making their way to the sanctum or is this just the standard formation for all of those different scenarios Example The Archers are always in place in some sort of General spot ready to attack evil the archons are always at the bridge the dwarves are ready to fight and so on.

did all of these different scenarios gift started because of what was going on in book 2?


Gibblewret_Tosscobble wrote:
Taking a moment to step back to more of the beginning stages of the book now the Battle of Saints Bridge I've been reading this chapter over and over again and trying to understand exactly how the chain of events begins

I believe you should view this encounters as events on the battlefield.

Truth is, an army of bugbears cannot take the valley alone, but sure could overcome the first few troops, getting nevertheless chocked by the mitrans at one of the bridges. Sanctum cannot bear a siege, therefore the mitrans tactic is to stop the army at one of this chokeholds.

You should present such encounters as situation which emerge in the middle of the battle, giving your players the option of regroup and "deal with them" personally or, at least, send a cohort with reinforcements.

If your players can predict what the mitrans may do, you should allow them to target - either by long range effects or by sneaking on them in the cover of the night - a few of these land-based groups while they are still rushing towards their own positions. You should however leave the last 2 events play out as written since the charge of the aasimar flying paladins and the priests of Mitra is the last stand of the city.


My picture of the arena I added misc broken/improvised/gladiator weapons


So I am considering just for fun, since that is what the arena really is about, in the 4th week allowing the firbolg barbarian who is the contestent to be allowed to use all his magical equipment and weapons lol, but have to take on all three beasts at the same time.


Dooo eeeet!

The Exchange RPG Superstar 2010 Top 32

Well, that was fun!

My party solve the last riddle and arrive at the Flame. Sambethe introduces herself and the Master, and gives the party the chance to leave. Needless to say, they decline, and the Master gestures to the party monk to come forward. (À la Morpheus in The Matrix, one hand beckoning). He then avoids every attack, drops the monk and kicks him several times while he's down. Cue silence at the table :D

Sambethe drops a blade barrier right down the middle of the party, slicing up 6 skeletons and hurting the rest of the party and their undead mini-horde. the party Cleric opens an Infernal Crevasse stretching around the front of the Flame, and tentacles flop around Sambethe's ankles before grabbing her tightly.

The Master spring attacks the Cleric and bounds back to the Flame. Unfortunately he fluffs his attack, but it was close. Undead crocodiles, all the way from Book 2, charge the Master and get kicked into bone dust. The vampire Hexblade can't touch the master but manages to avoid being tripped or repositioned.

Sambethe can't get free (darned gammy leg) and doesn't think she'll get a summon off with the pain of the tentacles disturbing her concentration. Instead she Flame Strikes the party, hoping to finish off the wounded before dispelling next round. Bad luck, they hang in there (thanks to some quickened channeling last round), and start causing more trouble.

The Cleric casts anti-life shell and laughs as the Master leaps over the crevasse to jump-kick him in the face and bounces off the ward. The vampire grabs the Master when he lands, sucks a few levels and grapples him. Sambethe can't get to the Master and doesn't trust a dispel - she uses another blade barrier instead, killing some undead but still no party members!

The necromancer''s spectral hand drops an enervation on the Master and the vampire pins him and takes two more levels. He's now down 8 levels. Sambethe pulls out a Holy Word (a bit late) before two quickened channels and the tentacles kill her. The vampire keeps his headlock on the Master and finishes him off too.

Ouch.

The Exchange RPG Superstar 2010 Top 32

After hiding out and resting the party crept out of their hideyhole to see two rocs circling. They come out and are promptly hit by a chain lightning from an invisible Storm Giant. Two swooping rocs miss with every. Single. Claw.

"How can little runts like you cause so much dama...GACK! KOFF! KOFF!"

Anteus gets a personal acid fog around his head and shoulders, and while he can still move he can't see his feet. Which is where the necromancer and vampire are...

In a few seconds he is hit with a greater hexblade's curse (-4 to lots of stuff) and drained two levels.
The cleric then tags him with a feeblemind which works. He is at INT 1.
The necromancer tags him with a nasty brain fever, doing 4 more INT damage.
Anteus drops unconscious out of the acid fog thanks to his freedom of movement.

Asmodeus hasn't even started to whisper "Give him to meeeee" at this point.


Nice! Always cool to hear how people are running their version of the path and what different players come up with.


Awesome as always, carborundum!

The Exchange RPG Superstar 2010 Top 32

Three questions today - tactics for the three Movanic devas first. What did you folks do?

Second - how did you use the ghost paladins?

And... I see that She-Forever-Silent (the Chalkydri angel) has summon movanic devas in PFSRD but not in the book. Is this to make her more of a speedbump than a challenge? In case it's all getting a bit dungeon-crawly...

thanks for any tips!

The Exchange RPG Superstar 2010 Top 32

I used some photos of Hereford Cathedral to give a good impression of the Cathedral.

Here's a link to start, your favourite search engine can find more :)

LINK


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would probably have gone with Yorkminster or maybe one of the big continental cathedrals. Hereford seems to be a bit less ambitious as I imagine this Cathedral, although the Ghost Martyrs from it's vaults would be particularly terrifying.

The Movanic Deva's I don't remember so I suspect they died ingloriously, although I ran book 4 in 2016 I think so my memory is suspect. I think I barely used the Ghost Paladins as the pc's could sluaghter them with ease. In Hindsight as the battle with the abbot went very smoothly for the pc's after they focused fire on the abbot and killed him and then found the golems easy meat I would add enhanced Ghost Paladins to his bodyguard with another few levels of Paladin.

She-Forever-Silent I think also died quickly, letting her summon some minions should make the players lives more complicated so go for it and have her get them deployed before the pc's attack her.

(All advice based around massively overpowered pc's with a fairly high level of competence)

The Exchange RPG Superstar 2010 Top 32

Yorkminster is awesome but it seemed a bit... big, as did the spectacular cathedral in Köln/ Cologne). As long as they see high vaulted ceilings :-)

The devas had their moment when the antimagic kicked in, but in the end they were simply not tough enough. The necromancer then used his all tools vest to produce a small anvil and a selection of armorers tools, before hacking some wings off and fixing them to the back of the cleric's breastplate like a cloak. A heavy, cumbersome, flappy cloak. Never mind the extra armour check penalty, as long as the enemy can see the huge symbol of Asmodeus he's painted in blood on the back...

The party have now kicked in the front door and were merrily slaughtering the legion archons with black tentacles when the ghaele decided to join in. She opened with chain lightning aimed at the cleric and his shocking ornamental amputated wings. Unfortunately for her he had spell resistance running and almost everyone else had evasion. Even the minotaur zombie made its reflex save!

I should add that in the entire session I never rolled higher than a 14, and I rolled eight 1s.

Anyway, the cleric was getting overconfident and decided to charge the Ghaele with a dispel good. For once he never made the spell resistance check, and in her retaliatory prismatic spray he got petrified!

Which is where we had to leave it for the next five weeks, due to holidays.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

At least you are not having a three month gap just before the final battle of book 6!

The Exchange RPG Superstar 2010 Top 32

Three months - ouch! Halfway now, I guess :)

We've played again and the group have stormed through the catacombs, wiping out ghost paladins left, right and centre. I couldn't see how many there were in total but after they'd taken out twelve or thirteen I got a bit bored :-)

The priests and guards were a mere speedbump, though the harm trap was appreciated by the undead party members. They'll be disappointed when it stops working outside the Cathedral.

The Chalkydri freaked them out once I used a pic of the girl from The Ring, so the cleric used his last dispel good. Nailed the attack, and the spell resistance, and she rolled a 2 on the save so poof!

Round the corner, no longer worried about traps, the rogue fell down the pit :-D Then we made it to Father McC. I had him with a summoned Archon which I basically made up. I used the Movanic Deva stats but gave her projected image, flame strike, empowered scorching ray and (3.5) Orb of Sound as SLAs. The real angel was with the Abbot in the next room, but the doorway was now an illusory one-way mirror. As the Abbot cast his buffing spells the party took AGES messing with the image of the angel.

She was standing in the empty room as the party advanced one at a time (for some bizarre reason). They ignored the celestial text and got burnt a little (mass fire resistance). As each came in and attacked the projected image, they (obviously) missed. I happily fake-rolled the "miss chance" dice and their will saves. The first four party members failed the will save and were convinced this was a big scary angel with displacement or blur. No-one could touch her and she darted around blasting them with fire and sound.

Once the Abbot cut loose with a holy word, they knew there was at least one more enemy somewhere. They decided to send one person to break the mirror, and when he stumbled through it (blind) instead of hitting it he got a serious longsword injury. Then came a blade barrier and the party had to stumble away to regroup and get the big guns out. A greater dispel took down the blade barrier, blindness was removed by various means and then the inner sanctum was stormed. The vampire got his hands on the real angel and sucked her backt o her own plane, then the last greater dispel ruined the Abbot's chances. A string of 18, 19, 20's got rid of frightful aspect, true seeing, freedom of movement, holy aura, death ward, divine power, protection from energy and greater spell immunity . He was left with... aid.

10 or 15 seconds later it was all over. Great fun, lots of tactical stuff, and mostly because of the stuff the players thought of themselves due to failed saves at the beginning.

QUESTION
They're planning to rest before going back upstairs, and there isn't really anyone left to stop them. Would Ara Mathra come looking now the ritual has stopped?


3 people marked this as a favorite.

Ara Mathra is locked now in the sactum, and cannot exit from it. He should be the last line of defense for the last flame.
However, if you want to oppose your players while they are resting, you could either send a few opponents or some kind of "advise" to have the Pc on the ropes.

For example, you could send in 1 or more "mote archon" made from the "shattered essence" of all the celestials you Pcs have slaughtered, which forms as one last act of defiance against their evil.

Alternatevely, you could have the King's Army arrive at the Vale while they are resting, making them do extra work to allow their npcs to escape, which only leaves them a few minutes to actually kill the angel.

Grand Lodge

Pnakotus Detsujin wrote:
Alternatevely, you could have the King's Army arrive at the Vale while they are resting, making them do extra work to allow their npcs to escape, which only leaves them a few minutes to actually kill the angel.

I agree that Ara Mathra won't leave the sanctum. He's there to stay until the PCs arrive. I wouldn't do anything with the army though. The PCs won't get any notification unless someone manages to have a sending spell warning them that a large army is coming in off the horizon. And that's assuming that there's anyone watching the horizon. This is brought up in Book 4.

I absolutely love the idea of a mote archon swarm. I'd never ran Hell's Vengeance so I hadn't heard of them before. That's brilliant. Just to be a jerk I was going to suggest a celestial fiery corpse orgy with the CN alignment instead of evil. This would show the slow corruption that the PCs have been affecting the massive temple with.


So finally the party has decided to start the assault. Through some home brew actions of the organization they Befriended a Neothelid. However, no Neothelid is going to directly team up with our evil doers but did lend them 50 charmed vessels to aid in the assault.

So the team scouted the area with a Druid as a bat and the Arcanist with his 120ft dark vision got just close enough to see the top of the watch tower, get the attention of the Watchers but teleport away.

They teleported to the top of the tower with:

The Warpriest, druid, sorcerer, and arcanist as well as the medusa and grumblejack.

They gave specific orders to all the other flyers they have to make their way to the wall as soon as the teleported. (they were about 2 miles away)

Everyone else is on foot and would not arrive for about 30 mins.

I have four of these on top of the saintsbridge tower.

They didn't have their dread necromancer or gunslinger at this session so it was going to be very difficult to begin with. They managed to kill one watcher, lost grumblejack, lost a befriended wyrmling gold dragon and bronze dragon, and almost list their medusa but she retreated.

They have killed the captain and are just trying to buy time until the rest of the troops can come and help deal with the watchers then they have to start dealing with the inside of the tower.

The New Watchers:

THE WATCHERS CR 11
XP 12,800
Male advanced half-celestial lammasu (half-celestial) oracle
LG Large outsider (native)
Init +7; Senses darkvision 60 ft., low-light vision, Perception +19
DEFENSE
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
hp 151 (9d10+108)
Fort +18, Ref +11, Will +12, +4 vs. poison
DR 5/magic; Immune disease; Resist acid 10 , cold 10 , electricity 10 ; SR 22
OFFENSE
Speed 30 ft., fly 120 ft. (perfect)
Melee claw +19/+19 (1d8+11)
Melee wings +19/+19 (1d6+11)
Space 10 ft. by 10 ft.; Reach 10 ft.
Special Attacks smite evil, Pounce, rake (2 claws +19; 1d8+8)
Innate Spell-Like Abilities:aid ( 1/day) bless ( 1/day) cure serious wounds ( DC 10, 1/day) detect evil ( 1/day) dispel evil ( DC 19, 1/day) holy smite ( DC 20, 1/day) neutralize poison ( DC 10, 1/day) protection from evil ( DC 10, 3/day) remove disease ( DC 10, 1/day)
Known Oracle Spells (CL 7th, concentration +13):
3rd (5/day)—cure serious wounds, searing light
2nd (8/day)—cure moderate wounds, resist energy, restoration (lesser)
1st (8/day)—bless, command(DC 17), cure light wounds, divine favor, shield of faith
0 (at will)—detect magic, detect poison, guidance, mending, purify food and drink(DC 16), resistance, stabilize

STATISTICS
Str 33, Dex 17, Con 34, Int 24, Wis 24, Cha 23

Base Atk +9; CMB +21; CMD 34

Feats Blind-Fight, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack

Skills Acrobatics +15 , Diplomacy +15 , Fly +21 , Heal +12 , Intimidate +15 , Knowledge (Arcana) +15 , Knowledge (Local) +16 , Knowledge (Nature) +16 , Knowledge (Nobility) +16 , Knowledge (Planes) +16 , Knowledge (Religion) +16 , Linguistics(Abyssal, Celestial, Infernal) +10 , Perception +19 , Sense Motive +16 , Survival +9
Languages Abyssal, Celestial, Common, Infernal
SQ +4 racial bonus on saves against poison, resistance to acid 10, resistance to cold 10, resistance to electricity 10, spell-like abilities, spells
Gear claw, wings

SPECIAL ABILITIES
+4 racial bonus on saves against poison

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Immunity to Disease (Ex) You are never subject to disease effects.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.

Smite Evil (Su) Once per day, as a swift action, the half-celestial can smite evil as the smite evil ability of a paladin of the same level as the half-celestial's Hit Dice. The smite persists until target is dead or the half-celestial rests.

Spell-Like Abilities (Sp) (CL 9th; concentration +11) 3/day-greater invisibility 1/day-dimension door

Spells A lammasu casts spells as a 7th-level oracle (Advanced Player's Guide 44), but does not gain any other class abilities possessed by an oracle. It ignores all divine focus material components for spells it casts.

I figured out how to keep the advancement going. I have told the party that since now they have alerted the Bug Bears to advance they are not stopping until they get to sanctum.

The bugbears are hungry, cold, homesick, angry, bloodthirsty and will stop at nothing to get to the town, so clearing the way for them is good advise.

The Exchange RPG Superstar 2010 Top 32

Pnakotus Detsujin wrote:


For example, you could send in 1 or more "mote archon" made from the "shattered essence" of all the celestials you Pcs have slaughtered, which forms as one last act of defiance against their evil.

That thing is brutal! Three heals? Yikes! I love it, great idea!


Question for you all.

Did any of you alter the Interlude difficulties of the battle of saints bridge? I don't know about you but my characters are level 11 almost 12, and a Level 5 Fireball or a volley of +7 basic non magical arrows isn't going to do crap.

I almost think it is laughable they said IF YOU WERE EVER to deploy protection from arrows this is it. When in reality, it's not that much damage if you even get through. (Which is why I replaced all the archers with double hackbutt wielding gunslingers with farshot and distance guns, shooting holy enchanted bullets)


To speed up the game, I would simply use the rules for the troops, and have each one of the enemy troops be commanded by a named NPC. Since a Troop represents an unit composed between 12 and 30 medium or smaller enemies, this should fit for the scale of the Battle of Saintbridge.

Following this rules, I would have the bugbears active as a total of 5 to 8 troops which start their rampage from the garrison of Saintbridge and then have to reach the city of Sanctum, and (assuming the pcs pull off a win) the number of troops remaining grants a different level of loot and dominion over the city. Maybe if the Pcs have got only 1 troop of bugbears left, the city itself may grant some kind of opposition in it's pillaging, or allow a few escapees to seek refuge in the near forest.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I largely did not bother with the interludes I did ramp up the combat stats for all the actual encounters, most of them went fairly well for the party but the flying paladins on winged mounts came very close to killing several pc's with good use of spells and brutal lance charges.

The improved stats for all these encounters are earlier in this thread.

And the three month gap was last year when I finished the campaign, it was mid may until september while I was convalescing from surgery in a different city to my gaming group


So I used advanced versions of the watchers, and increased the fight to 4 instead of 2, and it was one hell of a fight. My players brought in a rag tag bunch of minions they recruited and have lost:

Grumblejack
Carnatheria
A Bronze adult Dragon
A green wyrmling

and

Rajiu

I killed the sorcerer who has came back and is going to have to finish the battle of saints bridge with 2 negative levels.

They cleaned out the garrison pretty easily and are fighting the golems. They started by fighting them through the murder holes, until they bashed down the walls.

Our Drow Arcanist touched the chalice and got slapped with 4 negative levels.

It's going to be interesting to see how they do, I am tracking all of there stuff. Luckily for them they have been keeping all their stuff in portable holes, but since they didn't track which one is which, I told them it will be a 50% chance they search the right portable hole each round.

They are not exactly prepared but they aren't going to be push overs either.

The Exchange RPG Superstar 2010 Top 32

Sounds rough! Well done to your players :-)

My group has reached Ara Mathra at last, with his five greater stained glass golems :-) I owe you folks an update.

I've been thinking about Dessiter recently - the group didn't trust him the first time, and sent him on his way. Any ideas how he can get into their good books before book 4?

Have a good weekend folks!

Grand Lodge

1 person marked this as a favorite.
carborundum wrote:

Sounds rough! Well done to your players :-)

My group has reached Ara Mathra at last, with his five greater stained glass golems :-) I owe you folks an update.

I've been thinking about Dessiter recently - the group didn't trust him the first time, and sent him on his way. Any ideas how he can get into their good books before book 4?

Have a good weekend folks!

Have him be truthful, and also have him play to their vanities. He knows they're going to be betraying Thorn eventually. That none of them are going to be wanting to be his lap dogs forever. They're going to want to know how to get around the contract and discover the loophole. If they actually don't want to ever betray Thorn, don't want power, don't have any vanities, etc, etc, etc, then they're pretty sad and under developed minions that deserve everything they get.

Having Ara Mathra have stained glass golems seems a bit excessive, but I'm assuming the PCs just have that large an army.

The Exchange RPG Superstar 2010 Top 32

Good thoughts, thanks!
They have great big augmented zombies along, and almost infinite healing when they take the time. (Dread necromancer) So purely from an action economy viewpoint he needed bodyguards/ damage soaks. They lasted three or four rounds, which was nice. Ara Mathra got a holy word off, tried to plane shift someone up to heaven, flew out of melee range, and fired off a dispel. He seems impressive now, and when we stopped he hadn't been touched :)

Grand Lodge

carborundum wrote:

Good thoughts, thanks!

They have great big augmented zombies along, and almost infinite healing when they take the time. (Dread necromancer) So purely from an action economy viewpoint he needed bodyguards/ damage soaks. They lasted three or four rounds, which was nice. Ara Mathra got a holy word off, tried to plane shift someone up to heaven, flew out of melee range, and fired off a dispel. He seems impressive now, and when we stopped he hadn't been touched :)

Okay, that seems less excessive then. CR is difficult to match when you've got that kind of insanity on the PC's side. Hopefully your Mathra is an archangel. That'll at least help somewhat.

The Exchange RPG Superstar 2010 Top 32

Yeah, almost level 13. One's a vampire Hexblade, one's a dread ghoul Rogue bomber, one's "just" a full cleric. Then a Dread Necromancer and an evil-version of the old Shintao monk PrC. Throw in a buffed minotaur zombie with the Storm Giant's +3 axe, a buffed Owlbear zombie and a few others and that's what I have to contend with :-)


I'm starting this next week with a group of players. (Man, 6+ years and this AP is still attracting new players. Gary created something really solid here.)

Anyway: my players want to play 5e. I could do a 5e conversion on the fly -- probably will -- but I wonder if anyone has done this already? Checking here just in case.

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

I'm starting this next week with a group of players. (Man, 6+ years and this AP is still attracting new players. Gary created something really solid here.)

Anyway: my players want to play 5e. I could do a 5e conversion on the fly -- probably will -- but I wonder if anyone has done this already? Checking here just in case.

Doug M.

Someone has, yes. I just can't remember who. I think it's advertised on the net. Might have to do a Google search.


Google's not turning up anything for 5e? (One guy claims to have done it for Savage Worlds.)

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

Google's not turning up anything for 5e? (One guy claims to have done it for Savage Worlds.)

Doug M.

This guy is looking for feedback on what he's done up so far. I think there's a few formatting issues as a couple of things got pushed out of frame.

Grand Lodge

kevin_video wrote:
Douglas Muir 406 wrote:

Google's not turning up anything for 5e? (One guy claims to have done it for Savage Worlds.)

Doug M.

This guy is looking for feedback on what he's done up so far. I think there's a few formatting issues as a couple of things got pushed out of frame.

He also did a character creation write-up too.


This guy is looking for feedback on what he's done up so far. I think there's a few formatting issues as a couple of things got pushed out of frame.

Mm. Book One only, though.

Ehh, I can probably wing it. -- Anyone have any tips on running this module generally?

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

Mm. Book One only, though.

Ehh, I can probably wing it. -- Anyone have any tips on running this module generally?

Doug M.

You might have to contact him personally. The conversion was released two years ago.

The best way to do this is probably to give the PCs 32 point buy instead of the usual 27 that's recommended. Make sure to let the PCs know that they're essentially on their own. They shouldn't draw attention to themselves and they shouldn't try to hog the spotlight. They are be a cohesive unit or else they're all dead. Evil's one thing, but being a murder hobo is another. As for the AP itself, everyone is pretty much an idiot. Don't give them tactics that make them seem smarter than they should be. The ego of these guys is immense. The very idea that evil tries to exist is laughable to them. Only a select few named NPCs actually take the Ninth Knot seriously and treat them as a legit threat. Other than that, make sure it's fun.


Does anybody know if the WotW books 3-6 downloads from Paizo contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version but 3-6 do not.
Just wondering before I plunk down 40 more bucks.


kevin_video wrote:


The best way to do this is probably to give the PCs 32 point buy instead of the usual 27 that's recommended.

Hmm. Why?

Quote:
As for the AP itself, everyone is pretty much an idiot. Don't give them tactics that make them seem smarter than they should be. The ego of these guys is immense. The very idea that evil tries to exist is laughable to them. Only a select few named NPCs actually take the Ninth Knot seriously and treat them as a legit threat. Other than that, make sure it's fun.

Also hmm. I don't think the module requires the NPCs to be played stupid (though no, they don't seem terribly bright either).

Any sticky bits that are potentially problematic? (Or cool bits that are likely to produce Moments of Awesome?)

Doug M.

Grand Lodge

Douglas Muir 406 wrote:
Hmm. Why?

The original Pathfinder release suggested more point buy than you'd usually give. Anything released by Paizo assumed four PCs with 15 point buy for stats. This assumes four PCs with 20 point buy because it's so much more difficult to do missions and gain resources. However, it's still recommended to give the PCs 25 point buy. More so if the party isn't balanced (martial, skill monkey, full arcane, full divine). Using 5e rules, 27 point buy is the equivalent to 15 point buy. Using 32 would be roughly 20 point buy, and was the highest point buy you'd use in 3.5, which, again, is equivalent to 20 pts in Pathfinder.

Douglas Muir 406 wrote:

Also hmm. I don't think the module requires the NPCs to be played stupid (though no, they don't seem terribly bright either).

Any sticky bits that are potentially problematic? (Or cool bits that are likely to produce Moments of Awesome?)

To answer the first question, probably all of the final mission of Book 1. Regarding Book 2, that'll depend on the players because that's pretty much all sand box style, and I had two groups quit after they experienced it. Book 3, the infiltration and the slog after slog meat grinder encounters. The other books have their own "fun" issues too.

With regards to your second, easily anything in Book 1 regarding the final mission, and probably the final encounter in Book 6. Anything else would honestly depend on the players.

Grand Lodge

Vanulf Wulfson wrote:

Does anybody know if the WotW books 3-6 downloads from Paizo contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version but 3-6 do not.

Just wondering before I plunk down 40 more bucks.

All of my downloads had access to printer friendly versions, but I got mine through DriveThru. I would assume it's the same through Paizo, but can't speak from personal experience.


Thanks Kevin. Guess I'll ask in the Customer Service thread just to make sure. I'd hate to spend the money only to have buyer's remorse once they're downloaded.

Grand Lodge

Vanulf Wulfson wrote:
Thanks Kevin. Guess I'll ask in the Customer Service thread just to make sure. I'd hate to spend the money only to have buyer's remorse once they're downloaded.

No problem. I can definitely sympathize on that.

I got asked a really good question by anonymous on my Tumblr. After so long I'd somewhat forgotten that I had so much WotW stuff on there. Especially that I opened it up for questions. XD

Figure it's safest to put here since it mainly has to do with Book 2's mission and its success happening in Book 3.

Question:
Anonymous wrote:
Did you ever find out/ have any ideas for what Thorn's plan was to deal with the Tears of Achlys. He unleashed them to weaken the island, but he also planned to rule the island. If Richard hadn't stopped them, what was Thorn's plan?

In Book 3, Thorn tells the Ninth Knot “The Tears of Achlys is a scalpel, my Ninth, and with it we will cut the hated Mitran faith from the heart of Talingarde.” For the GM, it says “The pestilence will run rampant and as the winter lifts, the pilgrims will return to the Vale desperate for relief and divine aid.“ Followed by “Pilgrims wheel carts full of dying loved ones to the Vale of Valtaerna to receive the healing light of Mitra. And what do they find when they get there? They find ashes and death. The light of Mitra has failed them.”

If the Ninth have done their job, there’s no divine aid around. Everyone should be dead. At least, everyone capable of providing said aid. This means one of two things: 1) morale drops significantly because no Mitra clerics or paladins will heal them, and 2) anyone that wants aid will need to convert to Asmodeus worship or at least swear to him at that moment. For Asmodeus provides while Mitra does not. (Of course this assumes the party has a cleric like you’re supposed to.) Either way, Mitra loses power and Asmodeus becomes stronger.

To be perfectly honest, If Gary had thought of it, you could actually use the divine rules of 3.5 and a few splat books that basically turn greater gods into lesser gods. This means that a god can no longer provide higher (ie. 8-9th level) spells to their clerics. Angels and other divine beings might become “sickened” because they too are losing their divinity. There’s LOTS to play around with. Just a matter of what you want to do and how in-depth you want to go. Not sure about other adventure paths, but “Savage Tide” was really good about decreasing the power of the final boss of the AP based on what the PCs managed to clear. If they did almost nothing, then it’s a CR 30. If they did everything, then you’re looking at a CR 23. That’s quite the difference. And there’s nothing saying something like distributing the “Tears of Achlys” couldn’t go beyond the initial premise of narrative and actually have mechanical benefits.

I don't know if this is the actual answer we were supposed to come up with for ourselves, but this was my interpretation.


My downloads from Paizo do contain printer friendly versions of all books.

Grand Lodge

WagnerSika wrote:
My downloads from Paizo do contain printer friendly versions of all books.

That’s great to hear.


Talingarde has a bit of an eggs-in-one-basket issue with the Vale. It's not too hard to retcon, though. (And hunting down surviving clerics and healers is a very suitable off-camera job for minions, with senior henchmen coming in periodically to make reports, and PCs getting to make decisions -- just kill them, or devout resources to converting them?

Doug M.


Slight tangent, but: this is where I get sad and a little angry about the situation with Gary.

IIUC, he's completely walked away from FMG and all its works. And if he just had a change of mind and wanted to do something else, or he was going through some sort of personal crisis, I'd be okay with it. But he walked away, failed to fulfill a bunch of Kickstarter obligations, and never said a word to anyone. No explanation, no apology.

For a while -- a year, two, three -- it still seemed possible he might turn and come back. There's of course the famous case of Nick Logue, who disappeared in a similar manner, leaving a bunch of unfinished work and open obligations. A full four years later, Nick returned with an explanation -- he'd basically suffered a nervous breakdown -- and a sincere apology. Nick doesn't really do much gaming writing any more, but he's still a respected member of the community. But it's been five years now, and it really doesn't look like Gary will ever re-emerge.

Gary and I were in fairly regular contact for most of a year; you'll see my name as an editor on the last three books of this AP. I was pleased and proud to be a contributor, albeit a minor one. And now, I would have liked to tell him that we're still playing in his world, more than six years after he created it. But that e-mail address doesn't work any more.

Doug M.

Grand Lodge

I was the biggest advocator for Gary these past 5+ years. I too was in regular contact him for the better part of a year, and he gave me the confidence and gentle push to strive to be a writer. Now I've got nine small publications. But things are what they are, and that's on him. And because of what's happened, and the pressure put on him as the only person who might still be in contact with Gary, Michael is also in the wind and very particular of whom he replies to in emails. Gary's lucky he did as well as he did and WotW still somehow makes it into the Top 10 each week. He definitely knows that six years later we're still playing his world.

After so many years of "I'm better than you" and "all evil will be dealt with immediately should it arise", I'm not surprised by the lack of security of the over sense of self that Talingarde has. I wouldn't be shocked if the original history was the Vale wasn't an all-eggs-in-one-basket, but over three decades it just became that way. I mean, just look at those guardians. No normal being could have a hope in challenging them. Even Thorn isn't sure, but that's why he gets you to recruit everyone first. Insurance. That said, he doesn't have a clue as to what the PCs will face off against. He's just hoping for the best.

A few clerics and paladins put under torture and converted would be quite delightful. Especially if they think they can't be broken. The bugbears will especially like the challenge.


1 person marked this as a favorite.

Some Updates to my sessions and to this thread:

1st, It is sad how Gary has bailed. I will at least say he left us with something pretty decent. It needed a lot of work and cobbling but it's decent enough. As far as the other kick starters I would be highly pissed.

2nd, One of the quirkiest things I did which I know among most of the RPG community isn't really thought of as a great thing is actually putting your players on the SLOW track. I did that through the majority of book 2 (from the beginning) and it really forces the players to work together (more so than they already do), it makes them really have to focus in on their resources and learn each other's skills.

I feel after moving them to medium and watching them gain exp a lot faster steals some of the shock and awe when they win. Not that I am still not giving them hell ;).

3rd, the update

So we started this last session Saturday (Nov 10th), and they were in the middle of the Golem fight. They had just cleared out most of the tower and started to fight the golems. Druid dropps a burning entanglement on them. They then start to fire on them through the murder holes. That only lasted for a round or 2, then the golems (little fudge on my part) smashed down the wall and started to fight the party. This is return let the entanglement spread through the rest of it's radius.

It wasn't too hard of a fight, the gunslinger made quick work of them, but at the same time the Sorcerer and Gunslinger got a crap load of wounds from the golems.

The way I did it was, I made separate wounds that they have to target to heal and make the caster level check. They probably spent half their CWL charges before they realize what was going on after an arcane/spellcraft knowledge check lol.

So as they beat them, and allow the bug bears passed they move foward.

I did what the book said though and tracked everything, I mean everything. I made them account for all kinds of stuff.

Knights - They first send their recruits minions (not from the book, just through organizational methods, low rank peons and peasant) and they get shredded.

So they fight them instead. The gunslinger is terrified, he is very low on HP and can't really be healed. The gunslinger wrecks the horses, and at that point it really is over, no sweat!

They take a few shots from arrows. No big deal.

Archers (replaced with gunslingers, called the Hackbutt Militia) - They hear a fire ring out as the hackbutts fire 24 rounds of ammunation with daylight cast on them, so the area is lit up like a christmas tree.

They decide to let the duergar handle it. As they make an action, it works, they win.

Then they get smacked by three fire balls (I upped it) and that wrecks a few of them but they heal back up, I toss them a couple high level potions and a scroll to get pass some of the cursed wounds.

Dwarven center - they of course send the duergar, they die, all is well.

Monks, they were going to fight but some of the players wanted it to go to a vote because they wanted to send vampires.

They send vampires. All is well

Archons - I originally was going to have 6 here, but returned it back to the default 2 (they are advanced however) They beat them but they almost lost their arcanist, gunslinger, and sorcerer. I allow my players even the ones who are going to die to not die until one whole round is passed giving people the chance to revive them. But it was very very close.

Flying Knights - Underwhelming fight they got a few hits off but the with the gunslinger and the sorcerer they made quick work of them.

The holy knights and priests (I doubled the priest from 4 to 8. and 4 of them already had divine power/favor whatever made them large sized) on.

They sent their generals (the people they assign under their organization in my session), and the vampires, and what ever else scrappers they had left. I had them roll ruthless actions and it wasn't terrible but as the book says this is supposed to be a fight for them so I met them half way.

They wiped out the holy warriors and 4 priests, the other 4 are on their way. Unfortunately for the party, they had time to get some control weather spells going and now this is happening to them:

i did let them keep half of their generals at half health. (medusa, nessian warhound, a former familiar imp, the golem, and trik.

Some of this is made up by me some is pfsrd stuff with 3rd party stuff:

Every turn:

1d4 Lethal Damage from Hail

Each 5ft Square requires 20 ft of movement speed. You can always move at least 1 5ft square as a full round action

Every Round roll d100.

d% Weather Behavior

01-20 Wind speed > 50 MPH | Check Size Medium | Blown Away Size Small

21-45 -8 to climb acrobatics fly perception | Flurry of Snow 20% Miss chance

46-70 Random lightning strike (ally or enemy) 10d8 Electricity Damage DC 18 Reflex for 1/2

71-85 Everyone gets hit with a chill spike on his or her turn. 10 Points of Non-Lethal Weather Cold Damage! Con Check of 10 + 1 for each previous roll for half.

86-100 All of the Above for the entire round.

If you aren't familiar with the checks

Ceatures cannot even walk with out succeeding at a DC 10 stength check, DC 20 fly check if you are flying.

Small creatures are knocked prone, roll 1d4x10 and take 2d6 points of non lethal damage unless a dc 15 strength check. Flying creatures are blown back 2d6x10 feet and take 2d6 points of non lethal damage unless DC 25 fly check is passed.

Wind speed can also make range impossible.

The priest however are equipped with items that let them move through the snow with no problem, see through the fog/concealment with no issue. They will however still take the hail damage and the cold damage, and are able to be knocked around and make str checks.

So as it stands they are down to pretty much 1st level slots in spaces, very few potions, half-ish health, and on the brink of destruction.

551 to 600 of 634 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #3: Tears of the Blessed (PFRPG) All Messageboards

Want to post a reply? Sign in.