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

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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!

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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!


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Cool. But if you have the priests cast freedom of movement you don't need to give them those nifty boots that the party will then have. Might be a bit cheeky to have those priests be sylphs with the Cloud Gazer feat, and they wont need items for that either :D


WagnerSika wrote:
Cool. But if you have the priests cast freedom of movement you don't need to give them those nifty boots that the party will then have. Might be a bit cheeky to have those priests be sylphs with the Cloud Gazer feat, and they wont need items for that either :D

Freedom of movement as far as I can tell doesn't apply to natural terrain hindrances. :(


If you can move unhindered underwater or through Solid Fog I don't see why you could not move through snow. The spell states that you can move normally even under magic influenced conditions. If the spell would not help against non-magic conditions why have the word 'even' in there?


WagnerSika wrote:

If you can move unhindered underwater or through Solid Fog I don't see why you could not move through snow. The spell states that you can move normally even under magic influenced conditions. If the spell would not help against non-magic conditions why have the word 'even' in there?

Damn, good call!


Anyone ever see this version of the Phoenix?

Go to Unique Phoenix.

I'm considering it only because I plan on throwing the storm giant before the mountain and I think i calculated my players are going to land about 280k experience (split 5 ways of course) and they will probably be sitting at level 12 easy.

I just saw it was Evil :( bleh.


Okay so my PCs killed Prince Gaius (yes, really) so that thread is snipped. TBF none of them were interested in becoming vampires anyway. I gave the Prince a ghast henchman who would also love the Sanguinary Chalice (he thinks it would turn him into a lich) but so far they're not biting. Okey doke. They're not super interested in any of the town quests or plot threads. They did one round in the arena, got some bad crowd response rolls, and started a riot, so that's probably not a thing any more. I can live with this, I guess. One of them did get a girlfriend, who'll be horribly murdered by Tiadora, probably next session. The "make an NPC likable, then fridge them" thing is a hoary cliche, but I haven't done it in a long time, so let's see how it goes.

Now they're meeting Fire-Axe again. We're playing 5e (I'm customizing on the fly), which hasn't been a major problem yet but is about to raise a few complications.

1) In 5e terms, Raiju is an ogre mage. 5e ogre mages are too weak to be useful to a 10th level party. I can customize him up to be useful, but is there another 5e monster that might fill the same niche?

2) Same issue with the medusa. (Dangit, 5e needs templates.) I'm keeping her a medusa but I need a cool way to give her a power-up. Again, I could just customize her, but figured I'd ask for suggestions first.

Thanks in advance,

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

1) In 5e terms, Raiju is an ogre mage. 5e ogre mages are too weak to be useful to a 10th level party. I can customize him up to be useful, but is there another 5e monster that might fill the same niche?

2) Same issue with the medusa. (Dangit, 5e needs templates.) I'm keeping her a medusa but I need a cool way to give her a power-up. Again, I could just customize her, but figured I'd ask for suggestions first.

Thanks in advance,

Doug M.

5e really does need some more templates. So far I've only seen the dracolich. Honestly, customizing them would be easier. Raiju has a samurai's heart, so give him that archetype. The medusa, increase her HD and give her demon powers. Or, take a succubus and give it medusa powers. Or, use the 3PP template that was in the Book of True Evil. Maybe give her straight levels of fighter to bump her up for an appropriate challenge. Hate putting work on you, but it fits the narrative better than just giving different monsters.


I bumped up the Peri a bit and changed some of her feats to be melee oriented. I also focused more on disarming (since my party has a few weapon using people).

THE-FLAME-THAT-SINGS , A PERI

Enjoy and I hope it tears up your players. (I was going to add the advanced template but didn't think it was needed)


Advanced Suchandra, also added Quicked Cure Critical Wounds ;) Suchandra, The-Fire-That-Never-Dies, a phoenix .


I removed the quicked cure crit wounds, because I forgot it had regeneration, but i noticed it doesn't have the grab ability so I gave her snatch :). That'll be very fun.


Any way of giving her quickened dispel magic to shut down the fly spells of those she snatches?

Grand Lodge

WagnerSika wrote:
Any way of giving her quickened dispel magic to shut down the fly spells of those she snatches?

Probably the easiest way would be to swap it out with the quickened wall of fire spell.


So just curious to those GMs who have been through the garden of serenity...

When your players start to wander around at first, how do you roleplay that? Do you have a map drawn out that they can get lost on literally or do you mostly just say you're lost?

I ask because I have this map completely done on roll20, and I was thinking of literally allowing the players to walk around and then swap them off the page after about 5 mins (real time). I didn't check myself but is the maze actually able to be completed by looking at it top view or is it all dead ends?

I think it could be fun to watch them scatter around looking for the way out.

The Exchange RPG Superstar 2010 Top 32

Weird, I thought I'd replied a week ago - guess the board farted.

My party has a few fliers, so I described the hedges in the distance as constantly shifting. When they scouted ahead they approached the party from behind, so they decided the trick was to follow a path on foot.

After that I just had two or three large drawings of mazes to drop on the table in various orientations and use for the maze encounters (like the blink dogs and the LN Labyrinth Minotaur that I added Inevitable traits to.)

For the kirin I had a meadow and a collection of My Little Ponys. They kicked ass :D


Did you buff the kirin up? Because I can not see a bunch of CR 7 magic horses being a very tough encounter for level 10+ PCs with probably a gaggle of minions in tow.

Grand Lodge

WagnerSika wrote:
Did you buff the kirin up? Because I can not see a bunch of CR 7 magic horses being a very tough encounter for level 10+ PCs with probably a gaggle of minions in tow.

I've never considered them to be a tough encounter. More of a speed bump. However, I did note in one my updates that the kirin have been hit with an errata that this book didn't see at the time (powerful charge should be 2d8+10 not +14). In addition, I suggested giving them magic horseshoes (GM's choice). If they were considered too weak, then making them emperor kirin would be a good idea or using the Forgotten Foes stats instead (CR 13 each).

The Exchange RPG Superstar 2010 Top 32

My party sent a scout ahead, who encountered them in a semicircle opposite him. He wasn't a great liar, and detected as evil, so they gave him one chance to leave. He threw a bomb instead, so they attacked. Three flyby fire breaths and three or four lightning bolts made quite an impression, especially as they were now all flying and out of reach.

The party retreated, rested and buffed before coming back. Also before scouting again, which was a waste of some good buffs (the ponies were gone.) They regretted that when they met the Oracle and Master a few hours later :)

The Exchange RPG Superstar 2010 Top 32

Did I ever mention how my party finished off Ara Mathra? I'd given him 5 greater stained glass golems as (meat) shields, and bumped his SLAs with Greater Invisibility and Firestorm. Did he already have Quickened Mirror Image and Blade Barrier? If not, them too.

Anyhow, after a lengthy battle he ended up on one side of the blade barrier, menacing the party cleric when the necromancer cast harm, and delivered it by throwing his graveling familiar through the blade barrier, followed by a critical touch attack!

240 damage!

Even after his save, Ara Mathra was on 1 hp, so he necromancer commanded his minotaur skeleton to hack him down. Which it did, by reaching through the blade barrier!

Awesome finish, and thoroughly wicked.

The Exchange RPG Superstar 2010 Top 32

Ara Mathra also tried twice to plane shift the vampire hexblade off to heaven, but he saved twice :-)

In the ten or so rounds of combat over two nights the amount of magic reached record levels:

Firestorm, repulsion, greater teleport, mass resist energy, greater invisibility, quickened mirror image, heal, harm, three cloudkills, black tentacles, spirit wall, two holy words, two greater dispels, two banishments, dispel good, panacea, mislead, stone body, two offensive plane shifts, true seeing, spectral hand, forbiddance, (3.5) undead torch, spectral hand, and some sort of sonic damage on a weapon.

I probably missed some!


Damn, that sounds like an epic fight! The fight took 2 nights in RL?


I can't find greater stained glass golems on Nethys or d20pfsrd. Did you just slap an advanced template on a normal golem or what?

Grand Lodge

WagnerSika wrote:
I can't find greater stained glass golems on Nethys or d20pfsrd. Did you just slap an advanced template on a normal golem or what?

They’re a suggestion I made on my blog. You can either take a standard glass golem from Bestiary 2 and make them Advanced, or you can purchase the Construct Codex from Legendary Games which has the stained glass and greater stained glass golems (knights), or you convert and advanced the HD on the 3.5 version from Forgotten Realms.


For anyone interested, there are 3 Stained Glass golem pawns in the Hells Rebels pawn set. And one ordinary glass golem in Bestiary 2 pawn box.

Grand Lodge

kevin_video wrote:
WagnerSika wrote:
I can't find greater stained glass golems on Nethys or d20pfsrd. Did you just slap an advanced template on a normal golem or what?
They’re a suggestion I made on my blog. You can either take a standard glass golem from Bestiary 2 and make them Advanced, or you can purchase the Construct Codex from Legendary Games which has the stained glass and greater stained glass golems (knights), or you convert and advanced the HD on the 3.5 version from Forgotten Realms.

Just realized I forgot to add the variant link for Pathfinder's glass golems to make them stained glass. Doesn't increase the CR at all, just makes them stealthier.


Have to drop a few guys with this bloodline in the vale somewhere! The solar bloodline should make an appearance somewhere too.

Grand Lodge

WagnerSika wrote:
Have to drop a few guys with this bloodline in the vale somewhere! The solar bloodline should make an appearance somewhere too.

I haven't really had a lot of time to scan through Heroes of Golarion. I was mostly fixated on the new variation of the wyrwood and what it's racial point value was.

Those are solid ideas though. Gonna take some work to build though. Best of luck.


I was thinking a couple of these guys behind the shield archons and maybe replace two of the clerics with two sorcerers. Both cast flaming sphere and use their move actions to heal one guy per round. Cast offensive spells with the standard. Hell, they could cast one sphere each round until they run out of level 2 slots so each warrior has his own 3d6/2 per round healing sphere. Thats like having fast healing 5.

The Flame-who-sings should have couple of these guys/gals as her companions.


Here are my suggestions for pawns to use in Book 3.
Key:
VC=Villain Codex
NPC= NPC codex
HV=Hells Vengeance
HR=Hells Rebels
WotR= Wrath of the Righteous
MC=Monster Codex
B1,B2,B3,B4,B5,B6=Bestiaries
RoA=Ruins of Azlant
IS=Inner Sea Box
PFS=Pathfinder Society
SM=Summon Monster
SA=Strange Aeons
RoW=Reign of Winter
CotCT=Curse of the Crimson Throne
WftC=War for the Crown
II=Ironfang Invasion
GS=Giantslayer
RotRL=Return of the Runelords
SS=Shattered Star
S&S=Skulls & Shackles
MM=Mummys Mask
IG=Iron Gods
All entries are (or should be) in format of
NPC name; Pawn name(source),Pawn name (source)
or for monsters
Monster(amount); source(amount of pawns) or alternate pawn with name of monster (amount of pawns)(source)
For example Tritons(4);B2 (2),Merfolk warrior (B1),undine(2) (B2)

Act 1

Spoiler:

Amphisbaena; B2
owlbear; B1, II
ankylosaurus; B1
woolly rhino; B1, SM
slicer beetle; II(2)
dire lion; B1(normal lion), SM
megaloceros; B2
emperor cobra; B2, CotCT(2)
girallon; B1
yeti; B1
tentamort; B2
allosaurus; B2

Act 2
Spoiler:

Raiju the Exile; ogre mage (B1)
Dessiter;Mister Wanderlust(SA), Contract devil (B3)(HR)
Nessian warhound (3); GS(4), HR(2), HV(1)
Prince Gaius; (H&V sheet 3, 3rd row, 3rd character OR 4th sheet 2nd row 3rd character), Harighal(RoA)
Vampire spawn(11); CotCT(4), MC(5), Vampire nosferatu (2)(B4), androiod monk(2)(IS), Anaphexia assasin(4)(IS), silent enforcer(3)(IS), Geryon cultist (6)(HV), Brothers three (3)(RoW), Crimson musk vampire (6)(RoA), Blood spawn(4)(WftC)
Izevel; Aresphena (WftC),Medusa Archer (RotRL), Medusa(B1)
Duergar thane; Duergar captain(II), Urgraz(HV)
Duergar(less than one thousand); MC(8), duergar slaver(3)(IS), Duergar captain(3)(II) (Upcoming Enemy Encounters pawn set has more duergar)

Act 3
Spoiler:

Soldiers of the watch(24+10+2d10); Guard(4)(NPC),Superstitious mercenary(3) (NPC),Lotheed Soldier(5) (WftC), Menador Soldier (4) (HR),Absalom guard(6)(IS), Glorious reclamation sergeant(4)(HV)
Holy warriors (12); Udaeus(3)(B4), Glorious reclmation knight (8)(HV, pawn 44), Mendevian crusader(6) and Molthuni soldier(4)(IS)
Clay golems (2); B1(1), Bronze sentinel (MM)
Captain Arthis Fidelis;Eagle knight commander(IS),Rayland Arkley(RoA), Omast Frum(GS)
Lammasu (2); B3 , Shedu(B3) Androsphinx(2)(B3)

Sir Dallidan the Bold; Alain on Donahan (IS), (H&V sheet 7, mounted knight)
Charging knights (7) and their horses; Glorious reclamation knigths mounted(4)(HV), spiked charger (3)(VC), Mounted Knight of Ozem(4)(IS)

Sir Giles of Tell; Kane Phyros(WftC),skilled sniper(NPC), Guard sniper(VC)
Elite archers (10); Dusk Warden(3)(IS),Glorious reclamation Knigth (with bow)(8) and Longacre deputy(4) (HV),novice scout(3)(NPC),swamp walker(2)(NPC), Guard spotter(4)(VC)

Durhan One-Stroke;Axe lord(NPC), Kazakador(HV)
Dwarven priestess;Deep marshal(NPC), Priestess of Torag(IS)
Dwarf noble fighter (6); sadistic healer (4)(VC),various dwarves(5)(H&V),dwarven rager(2)(NPC),Scarred wanderer(NPC),War priest(2)(NPC)

Acolyte monks (8);Silent enforcer(4)(IS),Tian monk(2+2)(IS),fang monastery enforcer(6)(VC), street thug(9)(VC), ropefist thug(4)(IG)
Brother Nicodemus;Priest of Irori(IS), Vigilant bodyguard(NPC), W.A.R.D.E.N robot(IG), Iroran champion (IS)

Shield archons (2); HV(1),B2(1)

Celestial griffons (6) and their riders Blessed knights (6); Glorious reclamation knight mounted on griffons (3)(HV), Sable company marine mounted(3)(IS), Viona Kadarius, mounted (HV), Vlasko the Fang and Ironwing Katzi(HV)

Holy warriors (8); Glorious reclmation knight (8)(HV, pawn 44),Mendevian crusader(6) and Molthuni soldier(4)(IS)
Priests of Mitra (4);Guard healer(2)(VC),Lacall Allamar(HV), Loran Allamar(HV)


Act 4
Spoiler:

Sir Roland;Rayland Arkeley(RoA), Mendevian Crusader (IS)
Robert the Rapier; Mole(VC), Riley Kels(HV), Taldan Noble(IS), Cultist of Hastur (SA)
Father Rafael;as cleric in act 3
Varden Halfbeard; as dwarven noble fighter in act 3
Herman and Stanzer(2);as acolyte monks in act 3
Holy warrior (3);as holy warriors in act 3
Elite archer (4);as elite archers in act 3
Soldier of the watch (6); as soldiers in act 3

The-Flame-that-Sings; peri (B3)
Suchandra; scale the picture on page 57 to correct size and print it, use flat on the board or glue it to Pathfinder Paper Minis gargantuan base.

Legion archon (6);B3(2), movanic deva (1)(B2)(2)(HV), Faceless angel(2)(SS), Astral Deva(WftC)(SM)(B1), Clockwork angel(B6)

Lea the Huntress; leonal agathion (B2)

Blink dog (8); B1,HV(3)
Sirius the Hound; Large Wolf(NPC), Foo dire lion(WftC)

kirin (4);Half-celestial unicorn (B1),Pegasus(B1), Dragon Horse(2)(HV)(1)(B2)

Master of Serenity; Priest of Irori (IS), The First fang (VC), Hondo Heru(PFS)
Sambaethe;Alexeara Cansellarion (HV), Ohalia(WftC), Kordaitra Destaid(CotCT)
Movanic deva(3); B2, HV(2)


Act 5
Spoiler:

Antaeus;Volstus(GS)
Hippogriff (50); B2(2)
Roc (2), Pathfinder Paper Minis Summon Monster set has one.
Ghost martyrs (9);Fallen(B6)(WftC)(2)(WotR)(1), Phantom armor(4)(HR)(2)(B4)
Priests of Mitra (3); as clerics in Act 3
Holy warriors (6):as holy warriors in act 3
She-Forever-Silent; legion archon(B3), Balisse Angel(B5)
The Lord-Abbot; Olen Jack(PFS),Spell hunter(NPC)
Angels in iron(2); iron golem (B1), (PFS), (CotCT)
Bone devil (2); B1,HR,SM
Legion archon (6); B3(2), movanic deva (1)(B2)(2)(HV),Faceless angel(2)(SS),Astral Deva(WftC)(SM)(B1), clockwork angel(B6)
Taranea; Ghaele (B1)(SM)
Ara Mathra; Monadic Deva(B2),Orimos(HV)


Oops, noticed that one key is missing. H&V refers to Heroes and Villains pawn set. It does not have any labels or numbers on the pawns which makes identifying them difficult.


Small update since I acquired Enemy Encounters

Act 2

Spoiler:

28 duergar pawns to represent rank and file duergar. If the encounter in the Duergar city turns sour, there is a Duergar King pawn.


Tyrants grasp set is out with a few decent pawns for this book.

Spoiler:

Master of serenity OR acolyte monks: Deathbower Gardener(4)
Ghost martyrs: Fallen ancestor(2)
Skrerabus and Skraeth; bone devil(2)

Also I missed out that in Iron Gods set there are some very good pawns of
Spoiler:
all those angels flying around.
Legion archons(6); Digital angel(4)(IG), Evaluator robot(4)(IG).
You can use them for any medium angel really.


The time for us to continue on the Way of the Wicked is approaching as we prepare to

Spoiler:
meet Unity in his cyberspace domain
and finish our Iron Gods campaign.

I like the character of Raiju the Exile. He is said to be full of stories and tales from exotic lands. He loves to tell audacious tales about his travels. Half of which are just fabrication. Did anyone use this aspect of him? I would love to hear your take on his stories.

"Ah my lords, did I ever tell you that it was I who actually caused the Kingdom of Five Rings to collapse? It is true. You see I was hired to assassinate this minor daimyo of the Blue Lotus clan. Everything seemed to go smoothly. I infiltrated the daimyos summer palace,asameshi-mae. What? Oh, it means roughly easy as pie. Gaseous and invisible I crept past dozens of samurai. Strangely, all the samurai were female. I did not think much of this at first. I entered the bedroom and saw the noble couple engaged in rather exotic tantric exercises. *Sigh* Yes Grumblejack, I mean sex. Baka. Anyway, I solidified and struck at the man on top. Unfortunately he moved aside just as my blade was about to pierce him and I killed the woman instead. The man jumped to his feet with an alarmed yell and quick as lightning drew his sword in a masterful feat of iajutsu and cut a deep gash in my leg. At that moment I realized that it was not actually the daimyo at all, but the lord of a rival clan having an affair with the wife of my target! The samurai at the compound were the personal bodyguards of the lady. Just before they rushed in I went invisible and flew to the ceiling. The samurai, seeing their mistress slain and a man with a katana still dripping blood standing there, rushed him and cut him to pieces. Then they committed seppuku for failing their mistress. Of course the whole thing blew into a huge scandal that eventually caused the civil war that consumed the Kingdom. The war still rages to this day you know."


Meet Touched-By-The-Phoenix, a human phoenix bloodline sorcerer.

Spoiler:
Touched-By-The-Phoenix
Sorcerer CR 8 XP 4,800
Human Sorcerer 9
N Medium humanoid (human)
Init +2; Senses Perception +9; See invisible, Darkvision 120 ft
DEFENSE
AC 23, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural,+4 shield)+1 deflection vs evil
hp 84 (9d6+50)
Fort +6, Ref +8, Will +8; +2 vs evil
Resist:cold 10 Immune: magic missile, fire
Weakness: vulnerability to cold
OFFENSE
Speed 30 ft. Fly 60 ft (good)
Melee mwk morningstar +4 (1d8–1)
Ranged Light crossbow +6 (1d8) or ray +6 (by spell)
Sorcerer Spells Known (CL 9th; concentration +13; +17 casting defensively)
4th (5/day)—greater darkvision, flaming aura, wall of fire(DC 20)
3rd (7/day)—dispel magic, magic circle against evil, fireball (DC 19), haste, intensified burst of radiance(DC 17),
2nd (7/day)— burst of radiance(DC 17), false life, mirror image, see invisibility, burning arc(DC 18 /DC 16), intensified burning hands (DC 17)
1st (7/day)—color spray(DC 15), mage armor, magic missile, ray of enfeeblement (DC 15), shield, burning hands(DC 17)
0th (at will)—daze (DC 14), detect magic, light, mage hand, mending, ray of frost, read magic, resistance,
Bloodline: phoenix sorcerer
TACTICS
Before Combat: The sorcerer casts false life , mage armor, magic circle against evil, see invisible and greater darkvision. Just before combat shield, mirror image and flaming aura.
During Combat: Sorcerer casts haste on his allies. Then he alters with damaging attacks on foes and healing fire spells on allies. He flees if all his allies are dead.
Base Statistics Without false life , mage armor and shield, the sorcerer’s statistics are AC 15, touch 14, flat-footed 12; hp 70 9d6+36.
STATISTICS
Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 18
Base Atk +4; CMB +3; CMD 17
Feats Combat Casting, Elemental Focus (fire), Eschew Materials, Lightning Reflexes, Spell focus (evocation), Intensify spell, Toughness
Skills Diplomacy +5, Fly +8, Knowledge (arcana) +8, Knowledge (religion) +1, Linguistics +1, Perception +5, Spellcraft +6
Languages Celestial, Common
SQ bloodline arcana (When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal. ), Bloodline mutation(Blood Havoc), Immolation(as swift action Aura of fire for 13 rounds, unarmed attacks deal 1d6 fire, creatures that end their turn adjacent take 1d6 fire damage), Vermillion Wings
Combat Gear: potion of cure moderate wounds x3, scroll of wind wall, wand of resist energy CL3 (25 charges), holy water (2); Other Gear Light crossbow, 20 bolts, masterwork morningstar, amulet of natural armor +1, cloak of resistance +1, ring of protection +1

I am thinking he will join the Battle of Saintsbridge by either replacing one of the clerics of the final group or be in addition to them, depending on how easy the fight has been for the PCs so far.
If he flees, he'll go to the Mountain of the Phoenix to help there.
Thoughts?

Grand Lodge

Sounds like a viable plan. Having that many clerics with the same utilitary spells isn't much of a challenge. This will definitely up the difficulty, or at least balance it out.

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