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

3.70/5 (based on 9 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:

6 to 9 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.70/5 (based on 9 ratings)

Sign in to create or edit a product review.

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!


6 to 9 of 9 << first < prev | 1 | 2 | next > last >>
651 to 653 of 653 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Ara-Mathra Advanced Paladin Monadic Deva

Spoiler:
CR 16 XP 76,800
LG Medium outsider (angel, extraplanar, good)
Init +10; Senses darkvision 60 ft., detect evil, low-light vision; Perception +31
Aura protective aura
DEFENSE
AC 36(40 vs evil), touch 16, flat-footed 25 (+6 Dex, +15 natural, +2 armor,+3 shield +4 deflection vs. evil)
hp 189 (14d10+112)+
Fort +23, Ref +23, Will +20; +4 vs. poison+4 resistance vs. evil
DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification, charm; SR 23;
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +3 morningstar +26/+21/+16 (1d8+14 plus solid blow)
Space 5 ft.Reach 5 ft.
Spell-Like Abilities (CL 14th; concentration +14) Constant-detect evil At will-aid, charm monster (DC 22, elementals only), discern lies (DC 22), dispel evil (DC 23), dispel magic, holy smite (DC 22), invisibility (self only), plane shift (DC 23), remove curse, remove disease, remove fear
3/day-cure serious wounds, holy word (DC 25), mirror image , quickened mirror image
1/day-heal, hold monster (DC 22), holy aura (DC 26)
STATISTICS
Str 29, Dex 23, Con 24, Int 23, Wis 22, Cha 27;
Base Atk 14; CMB 21; CMD 37
Feats Alertness, Cleave, Quicken spell like ability(mirror image), Improved Initiative, Iron Will, Power Attack, Toughness
Skills Diplomacy +23, Fly +27, Intimidate +23, Knowledge (planes) +23, Knowledge (religion) +23, Perception +31, Sense Motive +27, Stealth +23, Survival +23, Swim +21; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; truespeech
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3-6)
Treasure double (+3 morningstar, +2 arrow deflecting mihril light shield, Belt of +2 con, Silken ceremonial armor +1)
SPECIAL ABILITIES Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10 points of damage.
Lay on Hands 1/day 7d6, divine grace(+8 to saves)
Smite evil 1/day(+8 to hit +14 damage, +8 deflection to AC), Aura of resolve(immune to charm)

I gave him advanced template and the paladin creature simple class template, these give +4 CR together
He is now Lawful good, but I think that would be fine with Mitra.
Saves are sky high due to divine grace so I swapped Great fortitude with quickened mirror image. His attacks are not that high but smite evil gives him quite a punch against a single opponent. He will prebuff mith mirror image and aid and holy aura. I gave him some stuff to raise hp and AC a little.

Grand Lodge

1 person marked this as a favorite.

I haven't updated my blog in some time, but from time to time I'll get a question from someone who's currently playing the adventure path. This happened yesterday, and the GM was in Book 3 dealing with Izevel the medusa petrifying everyone. I'm sure there are more ways to deal with gaze attacks, but I put down nearly two dozen ways to deal with her in this entry.

Ways to deal with Izevel the Accursed.


Izevel was handy for my group in book 3, but quickly after first chapter of book 4 her usefulness dwindled. She has mostly been hanging out in their base ever since.

651 to 653 of 653 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 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.