Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) PDF

5.00/5 (based on 5 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

BECOME A MASTER OF DRAGONS!

The king of Talingarde must die! Your dread master commands you to carry out this errand of blood. Do you have what it takes to assassinate the king of the most noble, virtuous realm in all the world? Are you ready to seek out the most wicked and powerful of dragons and treat with him to destroy the king’s only heir—the fair princess Bellinda?

Welcome to the fourth chapter of the critically acclaimed, Ennie-nominated “Way of the Wicked” adventure path!

Inside you’ll find:

  • "Of Dragons and Princesses,” an adventure compatible with the Pathfinder Roleplaying Game designed for 13th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the noble city of Matharyn, capital of Talingarde
  • Rules for playing vampire and lich PCs
  • Everything you need to run a city sacking sandbox
  • And More!

Sack a city! Terrorize a nation! Kill a king! Ride a dragon into a battle! All of this you must do if you are to walk the Way of the Wicked.

Who wants to be a hero, when it’s so much more fun to be the bad guy?

Product Availability

Fulfilled immediately.

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

FRM1004E


See Also:

Average product rating:

5.00/5 (based on 5 ratings)

Sign in to create or edit a product review.

Holy Guacamole

5/5

You're only half-way through and your group of terrors are already 13th level? Oh myyyy.

This chapter fully expects your villains to use the mighty magics and killing power at their disposal. Lacking access to 6th and 7th level cleric/wizard spells could severely hurt your ability to wreak havoc and unleash further mayhem.

One of the pleasant surprises during the later chapters of the Way of the Wicked is how long circle of death and similar spells remain viable offensive spells, which is a first in my experience with published 3e/3.5/Pathfinder campaigns.


Of Dragons and Princesses Review

5/5

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

This installment of Way of the Wicked was a pleasant surprise for me. After running through three great books, I shouldn't have been surprised when this one turned out to be a blast. However, on paper there were a few things that worried me about this book.

My first concern was the first act of the book. It is a sandbox style sacking of the city of Daveryn that is quite long and seemed like it would risk being stagnant. I still do believe that this is potential weak spot in the campaign. However, this weakness was easily navigated by cherry picking the sections that I thought would be interesting to my players and having Fire-Axe bring them up to the players. The rest of the events, I just held in reserve in case my players decided to explore. Personally, I ran the Duelist Academy event, because we had a Swashbuckler who loves challenging people to duels, the Baroness's encounter, because she is the cousin of one of the PCs and I merged the prison and the rebellion into one encounter, because I knew my PCs would love the opportunity to recruit prisoners and Ifran had useful information. I also ran the Duke's encounter via minion quest. All of these events seemed enjoyable for my players.

My second concern for this game was that the story seemed very reliant on the players making specific choices. I feared that players would decide not to bother with Chargammon or try to kill the princess. However, I did not face any issues with this. Thorn's plan offered enough intrigue for my players and Dessiter was a useful tool for persuading the players out of inadvisable plans, like trying to take Thorn out immediately.

In addition to the above areas, there were some other really great parts of this book. Eiramanthus in particular turned out to be a great boss battle. Spells like Mislead and Reverse Gravity made for a memorable and cinematic feel, while his melee prowess and anti-magic field had a reasonably optimized party of six fearing for their lives. The battle was so good that the happiest player at the table was the one who died, because she thought her death was epic.

The characters continue to be excellent. Chargammon was appropriately terrifying. Jeratheon is a fun addition. His dysfunctional relationship with his father opens up a lot of interesting RP opportunities that I think will continue to pay off after Chargammon's death. Also, even though Dessiter was introduced in the last book, I feel obliged to acknowledge him again, because he is such an excellent character. Every time he says something I can tell my players aren't sure whether to laugh, buy him a drink or punch him in the face.

Overall, this whole adventure path continues to be excellent and I have yet to find a good reason not to recommend it.


5/5

I've reviewed this book over on RPGGeek.com.


4.5 stars - a great adventure with minor weaknesses in the finale

5/5

This pdf is 106 pages long, 1 page front cover, 2 pages maps of Talingarde, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 99 pages of content, so let's check this out!

This being an adventure-review, the following text contains a lot of SPOILERS. Potential players may wish to jump to the conclusion.

Still here? All right!

The last adventure had the PCs in a precarious situation - the sacking of the most holy places of Mitran religion can easily be botched and thus, this adventure kicks off with the PCs either fleeing from the Vale with an army on their heels or triumphantly marching from it in charge of their own dark forces. Worse for Cardinal Thorn's dread masterplan - his third knot, the assassins in charge with dealing with the regent King Markadian failed and were vanquished and his mole in the army is too frightened to assassinate the king. His plan seems to be crumbling - but there are the PCs, aren't there? These people have been a valuable asset, but they are getting too strong. Thus, Thorn develops a Xanathos gambit that may very well backfire: The king dearly loves his daughter and this is his weakness - if a sufficient threat surfaces in the royal palace, he'll come to the rescue - with the elite of his guard. But what constitutes a sufficient threat? What about Chargammon, legendary old black wyrm? Yeah, that should do the trick. The PCs get a lackluster assignment - recruit the extremely hostile Chargammon, known to slay all intruders to attack the royal palace and in the chaos ensuing the King's return, kill the regent, a formidable foe himself and destroy his elite guard. Even if they fail, Thorn wins - gaining finally the leverage to force his mole's hand. Now if that does not smell of suicide mission, the PCs are dumb. For now, though, they'll have play along.

Thus, the module kicks off with the PCs leaving Valtaerna, either at the helm of their own successful army and with an enhancement to their own evil organization or with their tails between their legs, fleeing from a vast army featuring a magic banner. Rescuing their bugbear commanders, their hippogriffs, teleportation magic - a bunch of options to escape after a botched invasion are there and even abandoning the rank-and-file goons is expected (they can be replenished), though not necessary - the PCs can actually lead their army through the wintry, deadly passes to escape with their organization intact. Once they rendezvous with the Fire-Axe, they'll see that at least the sacking of Daveryn went as planned - the city has fallen and Sakkarot wants to talk to them - and trade information, for Sakkarot, ina fit of melancholy, tells them the details of his deal with Thorn and that in the end, he is to take a fall against the Asmodean "saviors" once Talingarde has plunged into chaos. More worrying is that Tiadora and Thorn seem to be rather stingy with new orders/plans. But before new orders are issued, the PCs will have some fun - sacking Daveryn, district by district, looking for loot as well as allies and the missing duke, squashing resistances etc. - the city comes with a beautiful , player-friendly full-color map that includes the names for the district, but thankfully no annoying numbers. And it is neat to see the consequences of the PC's actions, e.g. the Tears of Achlys, which claim victims and remain a potent and deadly threat. A total of 4 looting tables, plus one for magic items and multiple random encounters supplement the planned encounters that are part of the looting: From breaking the last remnants of the resistance (e.g. the remaining city watch and a company of soldiers) to an interesting find in the local wizard's tower, the PCs have some challenges waiting: Said Wizard has the hints to the legendary wyrm Chargammon's nest as well as more vital clues: The Duke is still inside the city walls and hiding and the lord of eagles seems to have captured the spawn of Chargammon. It should also be noted that the diviner's spellbook and notes make for some cool treasures - especially the lavish description of the spellbook is a nice touch. Of course, even now the PCs can make new allies: The Baroness Vanya of Veryn, holed up in her mansion would make Cersei Lannister pale in comparison to her wickedness, but she's also a consummate politician that may make for a valuable ally regarding social interactions. The insane glory-hound and duelist master Rodrigo would make for the second potential ally - while not evil, he is amoral and cares only for his craft. Add to that spymaster Anton Breuder (who could provide a benefit in a future module), the option to steal the sapphire of storms (if the PCs are up for Mission Impossible-style trap disarming) and we're in for some fun. Better yet, if the PCs have failed to keep the slaughter of Valtaerna secret, the local prison could serve as a means to replenish their organization and a means to recruit Irfan al-Janbiya, the one assassin who was spared the righteous wrath of Sir Richard when he crushed the third knot. Once the PCs have found and dealt with all sources of information (good place to torture the subdued duke and perhaps a Mitran cardinal), the PCs could move onward -or they could do a cool sidequest for Grumblejack (or Raiju) to collect different types of spirits they may find strewn around the city - rather cool and adds some neat details to the local economy. The climax of the sacking should come as both a challenge to the PCs and as a sign that they are truly infamous: Two angels come down from the heavens to put them to justice.
Speaking of outsiders - Tiadora, this time accompanied by 9 errinyes, makes finally an appearance and hands off the quest to the PCs, acknowledging (perhaps subconsciously) that they did ALL the successful, major work in Thorn's gambit. By now the PCs should slowly starting to grasp that their master becomes concerned with their power. For now, though, they are off to the aerie of the Eagle Lord, a mythic being that commands the storms itself to rescue a black dragon - either by slaying the legendary bird and its court or by subterfuge and then have to deal with the rather dumb and deceitful spawn of the great wyrm to secure an audience and get them past the array of deadly river drakes guarding the isle. Worse, the duplicitous dragon does not warn them against the other defenses of the great wyrms lair, which makes e.g. the viper vines all the more deadly. Not as deadly as negotiating with an utterly chaotic evil black wyrm, though - in the end, PC ingenuity should prevail (there are btw. alternate ways to secure an audience) and they're off on a quest for the wyrm - to slay his rival, the copper wyrm Eiramanthus. Slaying a dragon is never easy and slaying this particular one is no exception.

The charismatic copper wyrm is a known planeswalker and has, in his travels far and wide, secured an array of concubines of surprising power - from Setia Swims-the-Sea-of-Stars, a ceteceal agathion to Sakari Yoshimune, a Toshigami Kami to finally Shakti Shobhana, a redeemed tataka rakshasa, the respective companions will provide quite a challenge - on their own. If the PCs are dumb enough to race into the island with drawn weapons and without a good plan to take care of them one by one, they will be squashed - especially with the allies of the respective concubines and potentially the copper dragon master of the island joining the fray. Add to that the labyrinthine quarters, crystalline gargoyles and a xorn emissary and a puzzle on a chess field, an interdimensional witchwyrd genius studying planar travel and the villains will be sorely tested even before they reach Eiramanthus, who true to his breed, will be rather communicative at first - of course, conflict with the noble being is inevitable and in the end, either he (and all remaining servitors/companions) or the PCs will be dead. And the rewards are nice indeed - the draconic hoard not only contains quite a bunch of unique treasures and is presented in excruciating detail, it also contains yet another piece of fabled hellbrand, dark blade of Asmodean champions and the demi-lich called "Nameless Tyrant", encased in crystal and yet another potential minion, albeit a very dangerous one - especially the knowledge of the lich-transformation might be interesting for the PCs Even more interesting, though is the infernal ally Dessiter, who warns the PCs of the impending treachery in Book 5 and to keep away from Thorn and plot his demise, adding quite a bunch of interesting pieces of information to the PC's repertoire, including the reason why Sir Richard has not yet been eliminated.
And then coolness begins - for the deed of slaying the copper wyrm, the PCs are actually rewarded by Chargammon in a rather cool way: He forces his son to serve them for 100 years - the PCs can now ride a black dragon into battle! Hell yeah! It's time to slay a king - in a month. First, wise PCs should explore the city of Matharyn and stock up - for before slaying the king will be perhaps their last chance for a while to get things done before the breakneck show-down with Thorn. The final location then, the Adarium, beckons and powerful wizards can be slain as well as celestials, righteous pyre-golems destroyed and diplomatic relations ruined (if the PCs act smart...). Secrets can be unearthed - including the hidden location of Hellbrands final component and Thorn's phylactery. Better yet, the magical prodigy princess and Sir Richard are here as well, guarded by an honor guard and a golem of mithral, their defenses are extensive and will ensure that the two get away - and for now that might be good, as it turns out the princess of Talingarde is not only beautiful, she's also a silver dragon-spawned prodigy of magic and when Sir Richard is defeated by Chargammon's assault, she intercedes and actually slays the dragon. Meanwhile, the PCs will have quite a battle with Markadian V and his elite guard on their hands.

The pdf also offers extensive troubleshooting advice and help with what/if-scenarios regarding the module's plot and the consequences we can expect from the potential of failure. We also get a whole page depicting the outcome of the clash between the Fire-Axe's armies and the forces of the king sans their leader that serves as an introduction to the things to come. The city of Matharyn gets a lavishly detailed gazetteer-section, including information on putting the PC's organization to the test against the excellent night watch. The pdf also offers advice for lich and vampire PCs and a run-down to make Way of the Wicked an all-vampiric campaign, from Book I to VI.

Conclusion:
Editing and formatting are very good, though not perfect - I encountered some minor typos spread throughout the module, though no enough to rate it down. Layout of the AP is beautiful and on par with Paizo publications and the artworks and cartography are stellar and up to the highest quality. The pdf comes fully bookmarked and with a semi-printer-friendly version without backgrounds as well as another pdf that includes the handout as well as player-friendly versions of all the maps sans the annoying numbers -AWESOME!
The fourth module of the WotW-AP is a wicked ride of fun, but one that needs careful planning on part of the DM - the module relies on the PCs completing the plan in spite of its flaws and a lot of quid-pro-quo-quests. To truly make this module work, a GM has to be up on his game. That being said, the module nevertheless is a stellar example of cool things to do and the villains will finally feel as if they are infamous indeed - the attacks by celestials and the forces of good finally directly attack the PCs and the option to gain a dragon mount rocks. Challenging creatures like a dragon and an ancient nature spirit is iconic indeed. That being said, there is at least one potential problem I see with the module: While the capital of Talingarde is detailed and the Adarium a challenging climax, it is the final section that needs a bit of DM-expansion: The pdf does not cover HOW to enter the Adarium and while the players have a multitude of tools at their behest, some guidelines would have been nice. Additionally, the PC's infiltration while their "threat" forces the king's hand could have been made more iconic, with more guards that are slain while the PCs are running the corridors. A timeline or some cinematic scenes in which the PCs can see how their wicked ally vanquishes otherwise lethal roadblocks in the module would have added some gleeful spite to their accomplishments.

That being said, I am complaining on a very high level here - this module is still an excellent, awesome ride and while it has no new mechanics like the two immediate prequels, it offers the PCs a chance to reclaim an organization and make new allies - though I would have loved to see more for the villain's cohorts to do. In contrast to the attack on Valtaerna, this module does not offer much to do for the poor cohorts apart from accompanying the PCs, which is a pity - give the psychotic alchemical golem, Grumblejack etc. something to do in the Adarium. (Though the sidequest provided for a cohort is awesome...) Perhaps a sabotage of the golems, a reconnaissance, making the assassin kill the court mage etc. - something like that. While easily done yourself, I would have nevertheless enjoyed to see some love there. Again, please bear in mind that this is still complaining at the highest level. Book 4 provides us with interesting challenges, is logical and makes for a fun ride for your villains and while personally, I slightly enjoyed the first 3 books more due to aforementioned minor nitpicks, I maintain that this pdf is still an excellent module that this time lacks hard-to-presume assumptions like the communication-blockade in book III - in fact, many adversaries herein utilize spells etc. to piece together information on your PCs, lending an air of credibility to the world and the actions of your dastardly group of devil-worshipers. The additional material is also up to the stellar quality of the book, though personally I don't like the section on vampire and lich-PCs - honestly, these topics need to be tackled in much more detail to work smoothly, at least speaking from experience. I have a vampire-PC ( a fallen, blessed priestess that turned towards bloodthirsty fanaticism) in my home-campaign and rest assured, the implications go beyond what one would expect at first.

How to rate this, then? You heard my nagging complaints and might ask yourself why I'm so utterly nitpicky with regards to these modules. Why? Well, because the Way of the Wicked is that good. Honestly, "Call forth Darkness" is perhaps one of my most favorite modules ever. And the others are not far behind. From the craft's perspective, the 4th module is solid and the attention to lavish detail, the cool creatures and of course, the presence of dragons as both adversaries and allies will lead a sense of empowerment to the PCs. For me, the finale was not as satisfying as it could easily be - however, the remedy is so simple that no DM should be stumped to improve it. In the end, I feel I have to be careful to not hold any installment of Fire Mountain Games' AP to a standard of its own and instead deliver a verdict in the grand context of publications. Not every adventure can do something radically new, after all. Thus, my final verdict for this part of the AP will clock in at 4.5 stars, gladly rounded up to 5 for the purpose of this platform - an excellent module that could use a bit more guidance/epicness in the finale, especially when the conquering in Book III and the escape/march from Valtaerna shows how well author Gary McBride can handle such situations.

Endzeitgeist out.


Face some of Taingarde's most powerful here, but keep the plot flowing smoothly.

5/5

It’s universally understood, though not often said, that evil is simply cooler than good. Evil people are the ones who get to dress in the most arresting outfits, make the grandest speeches, and perform the most memorable actions. Simply put, evil characters make a bigger impression than their righteous counterparts…though oftentimes the good guys can come close.

In Way of the Wicked Book Four: Of Dragons and Princesses, players and GMs get to see this truism up close and personal. Heck, it’s even in the book’s title – this is adventure is all about those most fearsome of beasts, dragons, as well as women of nobility and power. While the PCs have met some truly arresting characters so far, it’s here that they begin to truly begin interacting with the kingdom’s power-players on a regular basis.

But before we get any further into the meat of the adventure, let’s look at the technical aspects first. The fourth Way of the Wicked book comes as three PDFs. The first is the main adventure itself, while the second is a printer-friendly version thereof. The last one is labeled as being “player handouts,” which is a slight misnomer; rather, it’s a single player handout, and four maps of major areas that have all of the labels removed, making things easier for the GM (though some might grimace at the fact that the name of the place depicted is still featured on each map).

The main file, one hundred-six pages in length, presents itself fairly well on a technical scale. Copy and pasting are enabled, and the text is fully searchable. Bookmarks are present, but again there’s only one bookmark for each major section of the book; if you want to find a more specific sub-section, you’ll need to scroll to it manually. Both of these are also true for the printer-friendly PDF.

Unfortunately, the printer-friendly PDF only lives up to its designation half-heartedly. Its idea of being “printer-friendly” is to remove the background coloration from the pages, and set the page borders to being grayscale lines. All of the interior illustrations and maps are still there in lavish full-color.

Having said that, the main file is notably resplendent. The pages are set on a dark tan background (which, I think, is meant to look like parchment) with ornate black borders on three sides. Full-color maps are present for each major section, and of course the interior illustrations are all in lustrous full color as well. I must once again tip my hat to artist Michael Clarke, as the various pictures of the major characters that the PCs meet are, to be blunt, arresting. Each one of these pictures clearly conveys the thousand words that they’re worth.

My last technical critique is regarding what’s not here, rather than what is. There are no files that are optimized for e-readers or Macs. While this wasn’t a big deal to me personally, I suspect that it’s a bit more of a nuisance for those who want versions of the book optimized for those devices.

Now, let’s get down to the adventure itself. As with previous installments, this one actually begins almost exactly where the previous one ended – I’m of two minds about how the book actually opens with what feels like the epilogue to its predecessor; on the one hand, it feels almost anticlimactic, as instead of moving forward with the plot you’re dealing with the loose ends from your last adventure. On the other hand, this helps to lend a much greater sense of cohesiveness to the campaign as a whole, since the adventures feel much more interconnected…something I suspect was author Gary McBride’s intent.

Regardless, the adventure opens with the PCs in what’s left of the Vale of Valtaerna, having not only snuffed out the holy flames of the state religion’s most holy site, but also slaughtered every living thing in the valley. Or at least, that was the plan. If the PCs succeeded, then they get to march their army out (absorbing the surviving bugbears into their own evil organization, if the rules from Book Two are being used) with no fuss as they continue their evil plans.

Cogently, however, the book spends more time talking about what happens if the PCs failed and some survivors managed to escape. In this case, the winter thaw finds an army of light (FAR outnumbering the PCs’ forces) preparing to retake the Vale. This is another classical “villain moment,” in that it presents the PCs with the question of what they’ll do regarding their minions when it comes time to beat a hasty retreat. While the PCs can likely escape on their own, there are various actions presented, along with their consequences, should they also want to save their minions and greater retinue.

Once the PCs escape, it’s time for them to relax before their next assignment. Rejoining with the humanoid army led by Fire-Axe at the recently-conquered city of Daveryn, the PCs can kick back and accomplish some side-quests for a month. This is largely a chance to catch up on XP and treasure (in the form of some good old-fashioned looting), but does have several opportunities for the PCs to find several clues for their upcoming assignment.

Speaking of being assigned, after a month of squashing what resistance remains in Daveryn, the PCs’ master sends them one last assignment: to kill the king of Talingarde. Of course, this isn’t as simple as just poisoning his food – the king marches at the head of an army, and attacking him there is suicide. Rather, the PCs are to create a huge calamity back at his palace, where his young daughter resides. The king, loving his child so much, will magically transport back to defend her…which is when the PCs will ambush him.

Of course, this requires creating a disaster of sufficient magnitude, and it’s here that the titular dragons begin to come into play. The PCs need to enlist the help of the great black wyrm Chargammon. This is much easier said than done, as the dragon eats anyone who approaches him. So first, they need to find a way to secure an audience.

This part of the adventure seemed, to me, to be a bit rushed – not the issue of the PCs’ master giving them their next assignment (the book is actually very cognizant of the fact that the PCs are by now straining their metaphorical leashes) – but rather, how the PCs are supposed to think of the manner in which they’re to safely meet with Chargammon. Simply put, one of the aforementioned clues in sacking Daveryn is the key here, but the sandbox nature of the conquered city means it’s less than certain that the PCs will even look in the right place, let alone find it. The adventure basically tells the GM to make sure the PCs find this clue somehow, but only offers a few off-the-cuff suggestions for what to do if the PCs don’t go to the right area and look in the right place; it’s a weak point in what’s otherwise an excellent adventure.

Once the PCs discover the clue, it’s off to find the one person who can secure them a meeting with Chargammon. This is largely a sidetrek, as the adventure makes it fairly easy to locate the correct area once the PCs are on the right path, and the fight is relatively brief.

Only after this is done can the PCs meet with the powerful black dragon, being able to journey there in relative safety (I have to interject here that the picture of the black drakes that dwell on Chargammon’s island made me think of a certain dragon named Toothless). The actual meeting itself is anything but safe, however, as Chargammon is as arrogant as he is powerful. It’s very easy for PCs who are stupid or proud to provoke a fight that they likely cannot win. Again, this is an area where the plot moves along very thin rails; a minor disruption can have major repercussions here.

Chargammon, in the true style of RPG NPCs, won’t agree to do anything unless the PCs undertake a quest for him first. In this case, he wants a rival dragon slain – a copper dragon of less power but greater allies named Eiramanthus. This is no small thing, as like Chargammon, Eiramanthus commands his own island.

The island is an otherworldly place. Eiramanthus is a planeswalker extraordinaire, and alters his home to better reflect the nature of his travels. As such, the entire island has an alien feel to it that also gives it certain defensive properties. The major defenses are the creatures who dwell there, however – in addition to visitors and the local servants, Eiramanthus’s home is occupied not only by the dragon himself, but by his three concubines; exotic and powerful women that he wooed on his travels.

I was critical of some of the previous parts of the adventure because they had clear directions that they wanted the PCs to go, but offered only a relatively narrow range of options for how to make that happen. Here, the situation may seem somewhat similar, but I don’t hold this against the book. That is, if the PCs are stupid, they may end up facing Eiramanthus with most of his servants and concubines helping him, which is likely to overwhelm the PCs. It’s far smarter to use some degree of subterfuge to try and take them down one at a time or in small groups.

There’s little advice on what the situation is or how to make sure things don’t go south quickly. I don’t consider this a bug, but rather see it as a feature. This adventure is for high-level PCs, and at this point if they’re not using some degree of strategy, the fault is entirely their own. That the PCs are likely to face disaster if they try to kick in the door is how things are supposed to go. At this point, punishing them for not using their heads is the correct thing to do.

It’s after things are done here that the plot makes a significant leap, as it’s here that the PCs are given not only a great deal more information on their master’s past, but are given the first direct information regarding overthrowing him. The seeds for the next book are sown here…

Once Eiramanthus is slain (and his truly prodigious hoard, which includes some amusing souvenirs from other dimensions, has been claimed), Chargammon is willing to hold up his end of the bargain. Now all that’s left is to head to the capital city and prepare to lure the king into the death-trap. This is an area where the PCs will again have a chance to explore a major city, but that part is left to the gazetteer at the end of the book.

For the final act, the king’s palace is detailed. Sneaking in and overcoming the defenders isn’t what I’d call cakewalk, but it’s by no means a truly difficult affair, which makes sense as most of the martial forces have marched to the front. However, plenty of soldiers remain that even a high-level group should be wary of sounding an alarm before their ready to commit regicide. Once Chargammon attacks, however, the king (who is a paragon of a certain eight Virtues, for fans of a particular old school RPG series) comes running…along with his closest defenders. Remember, they came back because the situation was dire, so even caught unaware they’re still ready for a truly tough fight. To slay a king here will be no small thing for the PCs.

The adventure doesn’t quite end there, as there’s a “cut scene” involving Chargammon and the princess. I honestly wasn’t quite sure what to make of this, as this is written as a narrative, and so it’s difficult to know if this is meant to be read to the PCs or is simply an extra for the GM. Ideally the former, but that might not be workable. Far better, at least in terms of practicality, was the FAQ-style section where the book dealt with what to do if things went awry at various points. This was a very bright idea, as this adventure more than others offered places in which various parts of the plot could conceivably be done out of order, ignored, or changed depending on the PCs’ actions. The suggestions for how to get things back on track are most welcome.

Of course, the book doesn’t end here. A gazetteer is given for the capital city of Talingarde, Matharyn. While I was expecting to be tired of city guides, I was once again proven wrong. Matharyn has its own feeling; whereas other cities are populated by people pragmatic in their approach to life and work, Matharyn really is a bastion of order and goodness. This is a city where the people are good and do good, and the author notes that this is quite likely to throw less-selfish evil-doers for a loop; it’s hard to imagine a society more perfect than one where everyone works for the common good and is genuinely happy. Luckily for those characters who want to destroy such virtue, there are ten brief side-quests given as well.

The final section of the book is a discussion regarding how to run the campaign for PCs who become vampires or liches. If this sounds random, it shouldn’t, as the previous book presented the PCs with a golden opportunity to become vampires, and this one presents a similar method for achieving lichdom (I won’t spoil the surprise here). This is the first of a two-part section, with this first one eschewing mechanics (save for one new magic item that allows vampires to survive in sunlight) in favor of advice and suggestions.

It’s worth noting that this section is also fairly lopsided in favor of vampires. While the initial part does talk about some of the issues with playing a lich (e.g. can lich powers be voluntarily deactivated? What to do if someone steals your phylactery?), the majority of it talks about what to do regarding the many weaknesses and restrictions of vampires. This may seem like would-be lich PCs are being snubbed, but it’s understandable given that vampirism is much easier for most PCs to achieve, compared to lichdom. The section closes out with book-by-book advice given for running Way of the Wicked as a campaign about the ascendancy of a vampire kingdom.

Overall, there’s little question that Of Dragons and Princesses stands alongside the previous three adventures as a high-water mark among adventures. However, it never exceeds the standards its predecessors set. Small issues regarding how smoothly the plot continues onward, along with one too many “fetch quests” for my taste (e.g. quest to figure out how to meet Chargammon, quest to secure his aid, etc.) make this an adventure that’s excellent by any other standard, but not quite so much as the others.

Of course, those are small complaints compared to what’s here overall. From the flight from Valtaerna to the first real discussion of overthrowing the PCs master to the assassination of the king and so much more, there’s a huge amount of high-quality adventuring to be had here. Stamp out rebels, murder kings, and bring the world one step closer to damnation as you perform deeds Of Dragons and Princesses.


301 to 350 of 406 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Grand Lodge

1 person marked this as a favorite.

Oh, just want to point out that the necromancer might need adjusting. His point buy doesn't quite seem seem right compared to the others. Also, yes, the cleric and anti-paladin are brothers, hence their last names being the same.

Grand Lodge

1 person marked this as a favorite.

And here's Changes I made to WotW--Book 4, part 3.

Scarab Sages

Pathfinder Adventure Path Subscriber

Hey Kevin,
Just to let you know, I'm starting to run Book 4, and I've been mining your 'Changes' blog.

Some very nice ideas in there. Thank you for posting them.

John

Grand Lodge

1 person marked this as a favorite.
W. John Hare wrote:

Hey Kevin,

Just to let you know, I'm starting to run Book 4, and I've been mining your 'Changes' blog.

Some very nice ideas in there. Thank you for posting them.

John

Welcome. And thanks for supporting the blog. Makes me know that it's worth it.

I'll be posting more this weekend. Got a few side quests first, and then it's time to take on the king.

Scarab Sages

Pathfinder Adventure Path Subscriber

I've recently rebooted my Way of the Wicked.
Basically I hand-waved the last bit of Book 3 (it was over a year since we played), and then just did the final days of the Vale (ie Tiadora showing up, the King's Army, and what did the villains decide to do with their troops).

In the end they took the cohorts and named NPCs they still had left and about a quarter of their remaining minions. The left the rest of the minions and the bugbears to 'hold off the army, until we unleash our secret weapon on them'. Sadly they bought it and died. :)

Then the PCs met with the Fire-Axe. Then as they were getting ready to head out into the sacked town to do stuff, I handed out the pregens for Minion Quest 2. It worked out quite nicely, and they managed to get Grumblejack a new sword and presented their masters with the Duke.

My players had a blast (although there was some grumbling that they didn't get to use their characters).

I also allowed the players to re-jig their characters. All 25pt buy (we had some who used the Focus & Foible). Allowed them to equip up to the WBL table.

I do like Kevin's idea of 'Signing the Pact' gives a tangible bonus. I'll have to decide how I want to incorporate that, so it gives the 'new PCs' a reason to sign on the dotted line.

Grand Lodge

W. John Hare wrote:
I do like Kevin's idea of 'Signing the Pact' gives a tangible bonus. I'll have to decide how I want to incorporate that, so it gives the 'new PCs' a reason to sign on the dotted line.

The easiest way to do it is to give them the Devil's Pact feat. I didn't think about it until later when the PCs met the contract devil for the first time.

Grand Lodge

1 person marked this as a favorite.

Here's Changes I made to WotW--Book 4, part 4.

I've got some wicked insomnia going on right now so I decided to write this all out, minus some stat block formatting that I'll do at a later point in time (hate that Tumblr doesn't keep formats and you have to re-apply them individually), as I've got two back-to-back doctor appointments, and physio, all in just a few hours from now. I'll be lucky to get two hours. >_<

Scarab Sages

Pathfinder Adventure Path Subscriber

I'm actually thinking of giving them the Infernal Pact from the book EVIL from AEG.
And then I'll probably give them a few bonus feats along the way that have Infernal Pact as a pre-req.

Grand Lodge

1 person marked this as a favorite.
W. John Hare wrote:

I'm actually thinking of giving them the Infernal Pact from the book EVIL from AEG.

And then I'll probably give them a few bonus feats along the way that have Infernal Pact as a pre-req.

I had actually considered giving them the Evil Brand feat from Book of Vile Darkness. Thought it'd be fun to have them keep the runic F brand, and it give them a bonus. The main reason I bring it up is if not everyone is evil, the Infernal Pact does an automatic alignment shift. Not necessarily a bad thing, but not all players want to go that route. Two of mine aren't (N and LN). Devil's Pact and Evil Brand have no such alignment shift.

Oh, and I updated my last entry. It's a little more coherent than what I wrote half-asleep while fighting off insomnia at 3 AM.

Grand Lodge

1 person marked this as a favorite.

Here's Changes I made to WotW--Book 4, part 5. More minor problems that should have been dealt with, but no editor so they got missed. Also, advancing HD issues.

It's getting scary just how important having Hero Lab is. I'm way to broke for that kind of thing. I do it all by hand, which Gary definitely did back then. Not sure about now, but probably the same deal. The one downside to my write-ups is I suggest stuff that people probably don't have access to, and for the most aren't available for free online (ie d20pfsrd). I'll have to borrow my player's lap top some time and use his Hero Lab program. Get him to show me how it works.

Just going to have to keep slugging it out for now. Unlike previous books, Book 4 is looking to be a bit more of a chore to deal with. I know Book 5's not going to be any better as I recently went through it again.

Grand Lodge

2 people marked this as a favorite.

Here's Changes I made to WotW--Book 4, part 6, and it's also the last entry for Book 4.

You'll notice at the end I mention John Hare's name, and a link back to this forum thread. Made sure to give him top billing for his contribution of his TWF fighter king build instead of what we got. Be sure to thank him for his hard work.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I use Herolab extensively to create and track both the pc's and npc's and it is useful (even more useful for in combat tracking of buff's etc).
However one thing I have noticed looking at your idea's for changing npc's is that you are considering a slightly wider range of sources than I would. Part of that is that I don't use much 3rd party stuff but another part I think is that I tend to only add what is already in Hero Labs


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A couple of things
1)Apparently AP 100 has full rules on turning groups of npc's into troops although I have not got my copy yet.
2) When redesigning all these fighters you may want to wait until you have access to the Weapon masters handbook, that does a lot with the weapon training ability and I will probably be waiting on rewriting the king at least until I have it in Hero Labs

Grand Lodge

Truth be told, I've supported a lot of 3PP Kickstarters over the years, and managed to get a lot of free pdfs for my participation in them. Being a 3PP writer myself, with two books out now, I support the 3PP industry as much as I can. If it helps them, it helps me. I also did a whole lot of 3.5 gaming so I tend to go back to the basics. Considering this is a 3PP adventure path, it seems rather fitting. Sometimes Paizo's products doesn't have all of the answers. I also don't have Hero Lab so I don't have to worry about what I can and can't put on characters and creatures.
As well, as the title suggests on the blog, they're "my changes" to the AP. Just ideas that worked for me that I thought I would share with others. Now that a few sites have been shut down, that I had originally linked to for templates and whatnot, I may have to copy and paste the templates I use into the entries. At least until d20pfsrd puts them up.

One of my PFS players has Hero Lab, and has been recreating a lot of the stuff that's only in PFS and in 3PP as custom add-ons. I'm getting him to show me sometime how to use the program so I can make my entries a little more accurate.

I have the Weapon Master's Handbook, and have only sifted through it quickly. I didn't see anything in there that really stood out to me. At least not for the NPCs. However, I think I may have seen something that could work for Grumblejack, but that's neither here nor there.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:

Here's Changes I made to WotW--Book 4, part 6, and it's also the last entry for Book 4.

You'll notice at the end I mention John Hare's name, and a link back to this forum thread. Made sure to give him top billing for his contribution of his TWF fighter king build instead of what we got. Be sure to thank him for his hard work.

Woot Kudos! :)

I enjoyed building the King. I find with my group, that since we run 5-6 players, that I have to kick things up a notch to keep it challenging, and memorable encounters.

That said, I also do it all manually. :)

Grand Lodge

1 person marked this as a favorite.

I said before that my last entry here would be the end of Book 4. Turns out I lied only because I completely forgot I had one added tidbit of information left that Gary had shared, and decided to share it with everyone else. Changes I made to WotW--Book 4, part 7, except they aren't my changes. Rather, they're Gary's revised ending to Book 4 depending on the success of the PCs. I don't quite remember the context, but you'll at least get the gist.


2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

My first draft of the king , he has PC wealth and the sword if the family heirloom effectivly a bane weapon against followers of Asmodeus and Holy.
He has taken advantage of 2 of the Advanced weapons trainings from Weapon masters handbook
giving him his bravery bonus to will saves and the weapon damage of a warpriest of the same level on his longsword

His bodyguards will share the teamwork feats with him

The King:

King Markadian V called the Brave CR 15
XP 51,200
Male human fighter 16
LG Medium humanoid (human)
Init +6; Senses Perception +0
--------------------
Defense
--------------------
AC 36, touch 16, flat-footed 34 (+11 armor, +3 deflection, +2 Dex, +1 luck, +3 natural, +6 shield)
hp 204 (16d10+112)
Fort +18, Ref +10 (+4 bonus vs. area of effect attacks), Will +12 (+4 vs. fear); Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx, +4 morale vs. fear (+6 with some abilities)
Defensive Abilities fortification 50%
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +23/+18/+13/+8 (1d3+7) or
. . heavy shield bash +23/+18/+13/+8 (1d4+7) or
. . the darian blade +29/+24/+19/+14 (2d6+14/17-20 plus 2d6 vs. evil plus 2d6 vs. Asmodeus) or
. . unarmed strike +23/+18/+13/+8 (1d3+7 nonlethal)
Ranged +2 adaptive composite longbow +20/+15/+10/+5 (1d8+9/×3)
Special Attacks weapon training (heavy blades +3)
--------------------
Tactics
--------------------
During Combat In almost all situations, the king uses his combat expertise to increase his armor class. He can even use his shield to defelect ranged touch attacks (ray shield). He knows that spellcasters are often his greatest foes, so he tries to close with them so he can disrupt their spells and lay them low with an avalanche of blows. In the tight spaces of the sanctuary, they cannot fly away from him, so he uses this to his full advantage.
Morale He has been summoned here because he believes his daughter's life is in mortal danger. He will gladly give his life to save hers. He fights to the death for the life and honor of his daughter.
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 20, Int 14, Wis 11, Cha 14
Base Atk +16; CMB +27; CMD 43
Feats Combat Expertise, Combat Reflexes, Covering Shield, Disruptive, Greater Shield Focus, Greater Shield Specialization[APG], Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Lastwall Phalanx, Outflank[APG], Power Attack, Shield Focus, Shield Specialization[APG], Shield Wall[APG], Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Bluff +18 (+22 to conceal - Custom / magic weapon - vs. members of religions other than Asmodeus), Climb +17, Diplomacy +18, Disguise +2 (+6 to conceal - Custom / magic weapon - vs. members of religions other than Asmodeus), Intimidate +9, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +4, Ride +16, Sense Motive +16, Swim +17
Languages Celestial, Common, Draconic, Dwarven, Elven
SQ armor training 4
Combat Gear jingasa of the fortunate soldier[UE], potion of cure serious wounds (3); Other Gear +2 fortification (moderate) rallying righteous mithral full plate, +2 heavy steel shield, +2 adaptive composite longbow, the darian blade, arrows (20), amulet of natural armor +3, belt of physical perfection +4, cloak of resistance +3, ring of freedom of movement, ring of protection +3
--------------------
Special Abilities
--------------------
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Covering Shield Add your shield's base bonus to reflex saves vs. area of effect attacks.
Disruptive +4 DC to cast defensively for those you threaten.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Shield Specialization (Heavy Shield, 1/day) +2 AC vs. critical confirmations, negate 1 critical/day.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Shield Focus +1 Shield AC
Shield Specialization (Heavy Shield) You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades
--------------------
Additional Details
--------------------
Notes - Prayer, Bull's Strength, and Holy Aura enabled on Adjust Tab (from Brother Quintus)
Questions - King's hps are wrong: 10, 15x5.5=82, 16x+4=64, Toughness=16, and favoured class bonus? This would equal 188 if he took all hps in favoured class. Adjusted on Personal Tab
- skills under bought
- skills seem strange for a King. Too much Climb and Swim. No Knowledge skills. No Ride or Handle Animal. No Perception?
- longbow bonus to hit is wrong
- Bull's Str will only add +2 more since it won't stack with the belt, so Str can only go to 18
- Touch AC is wrong

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

That's a pretty intense build. I'd like to see the Darian blade broken down more.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The Sword is a +2 Heretical Holy Longsword, intelligent weapon INT 14, WIS 16 CHA 14 cast crusaders edge1/day.
I see this being the weapon wield by Markadian I the Victor and every king since

My players are normally murderously deadly and in a prepared ambush I expect the king and his men will need a lot of boost to cause any issues. Then again I won't really mind if they pull off a good ambush after lots of effort and preparation to see the king dead fast

Grand Lodge

JohnHawkins wrote:

The Sword is a +2 Heretical Holy Longsword, intelligent weapon INT 14, WIS 16 CHA 14 cast crusaders edge1/day.

I see this being the weapon wield by Markadian I the Victor and every king since

My players are normally murderously deadly and in a prepared ambush I expect the king and his men will need a lot of boost to cause any issues. Then again I won't really mind if they pull off a good ambush after lots of effort and preparation to see the king dead fast

What book is heretical from? That sounds like an amazing ability that needs to be added to a lot of weapons. Especially Solomon's.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Heretical is from 'Quests and Campaigns'
Heretical

Grand Lodge

JohnHawkins wrote:

Heretical is from 'Quests and Campaigns'

Heretical

Wow. I somehow completely missed that. Maybe I spelled it wrong on the Ctrl+F search as nothing came up. Cool property. Will definitely have to remember that.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am expecting my players to start getting Heretical weapons for use against Mithran's soon


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Word of recall can bring a max of 7 people assuming an 18th level caster so any improvements from this will be making people better rather than adding more minions. In particular I suspect I will make sure I have communal protection from energy against fire , acid, cold and electricity up in the hope of surviving the hail of spells which will welcome these guys

These guys I gave npc level wealth too, boosted them to level 11 and most importantly gave them the Honour guard Archetype and gave them the Order of the Guard not the Order of the Dragon. this makes them much better bodyguards . I think I may still have to boost them a bit but I am months away from seeing what my pc's look like for this fight

Honour Guard:

Knights of the King's Guard (4) CR 10
XP 9,600
Male human cavalier (honor guard) 11 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Medium humanoid (human)
Init +5; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 12, flat-footed 26 (+10 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)
hp 98 (11d10+33)
Fort +10, Ref +7, Will +6; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 battleaxe +16/+11/+6 (1d8+4/×3) or
. . gauntlet (from armor) +14/+9/+4 (1d3+3) or
. . unarmed strike +14/+9/+4 (1d3+3 nonlethal)
Ranged throwing axe +12 (1d6+3)
Special Attacks banner +3, challenge 4/day (+11 damage, +0 AC while between target and ward), greater tactician 3/day (Lastwall Phalanx or Outflank, swift action, 8 rds), warding charge
--------------------
Tactics
--------------------
During Combat These knights would rather be following the king in a valiant cavalry charge. But since they must fight in these cramped quarters, they still do their best, charging into the fray. They use their battleaxes to hew through both the enemy or any door that may be keeping the king from his daughter.
Morale These knights fight to the death to defend the king.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +11; CMB +14; CMD 26
Feats Bodyguard[APG], Improved Initiative, Iron Will, Lastwall Phalanx, Lightning Reflexes, Mounted Combat, Outflank[APG], Power Attack, Shield Focus, Shield Wall[APG], Weapon Focus (battleaxe)
Skills Acrobatics -5 (-9 to jump), Handle Animal +16, Intimidate +16, Perception +14 (+17 in selected terrain), Ride +9, Sense Motive +14, Stealth -5 (-2 in selected terrain), Survival +11 (+14 in selected terrain)
Languages Common
SQ close at hand, expert trainer +5, intercept, mount, order of the guard, prepared for the journey, sworn defense
Combat Gear potion of cure moderate wounds; Other Gear +1 full plate, +1 heavy steel shield, +1 battleaxe, throwing axe (4), amulet of natural armor +1, cloak of resistance +1, ring of protection +1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Close at Hand (Ex) If ward is possessed by enemies you gain a status or locate object on your ward. Movement +10 when moving towards ward.
Expert Trainer +5 (Ex) +5 to train mounts, reduced training time option.
Greater Tactician (Lastwall Phalanx or Outflank, 8 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Guard's Challenge +11 (4/day) (Ex) +11 to damage target, -2 AC vs. others when used, +0 morale bonus to AC as long as you are between your ward and target.
Intercept Increase AC bonus granted to ally from aid another by +1.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prepared for the Journey +3 (-Choose-) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Shield Focus +1 Shield AC
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Warding Charge (Ex) As immediate action, move and attack foe that attacks ward.
--------------------
Additional Details
--------------------
Notes - Standard Fantasy 15 point buy
Questions - abilities under bought by one
- skills are just not right
- HPs are wrong, adjusted on Personal Tab
- throwing Axe to hit is wrong, use Str which is better than Dex

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Inquisitor. Very few changes here, most important one was giving him Greater share judgement so the king can share his active judgements which will be nice.
As in all cases I switched banded mail for full plate and in the inquisitors case assumed he uses magic vestment and greater magic weapon all the time , allowing him more other gear (his weapons and armour are actually masterwork)

Inquisitor:

Father Dorian DeMascas, Inquisitor of Mitra CR 14
XP 38,400
Male human inquisitor of Mitra the Shining Lord 15 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +9; Senses Perception +26
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 25 (+10 armor, +1 deflection, +1 Dex, +1 natural, +3 shield)
hp 97 (15d8+30)
Fort +11, Ref +7, Will +14; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 longsword +17/+12/+7 (1d8+5/17-20) or
. . gauntlet (from armor) +13/+8/+3 (1d3+2) or
. . unarmed strike +13/+8/+3 (1d3+2 nonlethal)
Ranged javelin +12 (1d6+2)
Special Attacks exploit weakness, greater bane (15 rounds/day), judgment 5/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 15th; concentration +19)
. . At will—detect alignment, discern lies (15 rounds/day)
Inquisitor Spells Known (CL 15th; concentration +19)
. . 5th (3/day)—flame strike (DC 19), greater lend judgment[UM] (DC 19), righteous might, true seeing
. . 4th (5/day)—cure critical wounds, divine power, freedom of movement, holy smite (DC 18)
. . 3rd (6/day)—dispel magic, magic circle against evil, magic vestment, greater magic weapon, searing light
. . 2nd (6/day)—aid, align weapon, knock, resist energy, silence (DC 16), tongues
. . 1st (6/day)—bless, comprehend languages, cure light wounds, protection from evil, sanctuary (DC 15), true strike
. . 0 (at will)—acid splash, create water, detect magic, light, read magic, stabilize
. . Domain Spellkiller inquisition
--------------------
Tactics
--------------------
During Combat The inquisitor casts true seeing (15 minute duration) and righteous might (1 round duration) just before stepping through the teleportation circle. Thus he arrives as a large sized warrior of justice who uses his judgements and spells to terrifying effect.
He prefers to engage the enemy directly with his longsword. Even though a potent spellcaster, he relishes punishing the wicked with swift sword strokes.
Morale This fanatical servant of Mitra views himself as the kings personal bodyguard. He will die to defend King Markadian or to follow his commands.
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 10, Wis 18, Cha 14
Base Atk +11.25; CMB +13; CMD 25
Feats Alertness, Combat Casting, Coordinated Defense[APG], Disruptive, Heavy Armor Proficiency, Improved Critical (longsword), Improved Initiative, Improved Vital Strike, Lastwall Phalanx, Outflank[APG], Shield Wall[APG], Shielded Caster[APG], Toughness, Vital Strike, Weapon Focus (longsword)
Skills Acrobatics -5 (-9 to jump), Diplomacy +20, Intimidate +27, Knowledge (arcana) +18, Knowledge (religion) +18, Perception +26, Sense Motive +33, Spellcraft +18, Survival +22
Languages Common
SQ monster lore +4, solo tactics, spellkiller, stern gaze +7, track +7
Combat Gear potion of cure serious wounds; Other Gear +1 full plate, +1 heavy steel shield, +3 longsword, javelin (4), amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, inquisitor's bastion vambraces[UE], ring of protection +1
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (15 rounds/day) (Sp) Discern Lies at will
Disruptive +4 DC to cast defensively for those you threaten.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Inquisitor's bastion vambraces Judgment of Protection also applies it's bonus to checks made to cast defensively.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spellkiller (+2 Sacred, DC 21) After defeating enemy, gain +2 sacred bonus to AC for 15 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Track +7 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Additional Details
--------------------
Note - Built on Standard Fantasy 15 point buy
- Righteous Might enabled on Adjust tab
- Prayer and Holy Aura enabled on Adjust tab (from Brother Quintus)
- Longsword Mitra's favored weapon. Added proficiency with longsword.
Questions - HPs wrong again, should be 101. And thats with no favoured class bonus to HPs. Adjusted on Personal Tab

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Finally the chaplain. A few tweaks to his gear and spell list he has less offensive spells but much more healing and buffing many of which will be cast before arriving so boosting the knights and the King a lot

chaplain:

Brother Quintus of Austea CR 14
XP 38,400
Male human cleric of Mitra the Shining Lord 15
LG Medium humanoid (human)
Init +1; Senses Perception +7
Aura aura of heroism, nimbus of light (30 ft., 15 rounds/day)
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
hp 127 (15d8+60)
Fort +13, Ref +8, Will +18
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 longsword +16/+11/+6 (1d8+5/19-20) or
. . gauntlet (from armor) +14/+9/+4 (1d3+3) or
. . unarmed strike +14/+9/+4 (1d3+3 nonlethal)
Ranged mwk light crossbow +13 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 23, 8d6 [+15 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 15th; concentration +22)
. . 10/day—touch of glory (+15)
Cleric Spells Prepared (CL 15th; concentration +22)
. . 8th—holy aura[D], stormbolts[APG] (DC 25)
. . 7th—reach heal (2), holy sword[D], resurrection
. . 6th—mass bear's endurance, mass bull's strength, greater dispel magic, heal, greater heroism[D]
. . 5th—breath of life (DC 22), extended communal protection from energy[UC], fickle winds[UM], flame strike[D] (DC 22), righteous might, sanctify weapons
. . 4th—death ward, freedom of movement, holy smite[D] (DC 21), communal protection from energy[UC] (3)
. . 3rd—archon's aura[UM] (DC 20), dispel magic, heroism[D], magic vestment (2), prayer, wrathful mantle[APG] (DC 20)
. . 2nd—aid, bless weapon[D], bull's strength, inheritor's smite, shield other, spear of purity[UM] (DC 19), web shelter[UM]
. . 1st—bless, detect evil, divine favor, shield of faith[D], shield of faith (3)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Glory (Heroism subdomain), Sun
--------------------
Tactics
--------------------
During Combat Brother Quintus' primary mission in any combat is to keep the king alive and empowered. Just before they teleport here, Quintus casts archon's aura, prayer, and holy aura on the entire party and bull's strength on the king. Holy aura still has 13 rounds left and prayer has 12 rounds remaining as the band arives in the anctum. Archon's aura and bull's strangth will last for roughly fifteen more minutes.
When battle begins, he uses his more powerful spells to destroy enemies only if it appears the king is in no immediate danger. If the king is magically afflicted, he uses greater dispel magic to end the effect. If the king's significantly wounded, he heals his liege. If the king dies, he immediately resurrects him. He will do everything he can to make sure the king survives.
Morale A religious fanatic and life-long supporter of the House of Darius, Brother Quintus will gladly die to defend the king or princess.
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 24, Cha 14
Base Atk +11.25; CMB +14; CMD 25
Feats Extend Spell, Greater Spell Penetration, Heavy Armor Proficiency, Improved Channel, Lunging Spell Touch[ACG], Reach Spell[APG], Selective Channeling, Spell Penetration, Toughness
Skills Acrobatics -5 (-9 to jump), Heal +25, Knowledge (religion) +18, Spellcraft +18
Languages Common
Combat Gear healer's kit; Other Gear +2 full plate, +2 heavy steel shield, +2 longsword, crossbow bolts (10), mwk light crossbow, cloak of resistance +2, headband of inspired wisdom +4, silver holy symbol of Mitra, diamond (for resurrecting king or princess) (worth 10,000 gp)
--------------------
Special Abilities
--------------------
Aura of Heroism (15 rounds/day) (Su) 30'r aura grants Heroism
Cleric Channel Positive Energy 8d6 (5/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Nimbus of Light (30 ft., 15 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 15 dam to undead each rd and dispels [Darkness] spells.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +15 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +15 (10/day) (Sp) Grant +15 to a CHA-based skill or ability check.
--------------------
Additional Details
--------------------
Non Core Ultimate Magic
- Spear of Purity
- Archon's Aura
Advanced Player's Guide
- Wrathful Mantle
- Stormbolts
Notes - Built on Epic fantasy 25 point buy
- Longsword Mitra's favored weapon. Added proficiency with longsword.
- Prayer and Holy Aura enabled on Adjust Tab (from himself)
Questions - Under spent on point buy
- HPs wrong again, should be 131. Adjusted on Personal Tab
- Ref save is wrong in module

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

The inquisitor doesn't seem to have the right CMD number, and the cleric is +1 CR for his 25 point buy. I like the idea of the honor guard archetype.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

These were a bit of a work in progress and it looks like I did something odd with the clerics stats. I would probably reduce them a bit before play. I also tend to pay no attention to CR beyond a vague look so it is what Herolab selected and I think that is just based on class.
Inquisitor CMD 25
10 + 11 bab +2 str+1 dex +1 deflection

Having looked at their fully buffed stats, I may end up toning them down a bit the teamwork feats do impressive things to the Kings AC

Scarab Sages

Pathfinder Adventure Path Subscriber

Hey Kevin,
Changing the Baroness into a Noble (Freeport) makes an interesting choice. It seems she gets a pile of bonus feats and such. I'm trying to keep her mostly towards staying out of combat, the Aura of Nobility feat (Freeport) is a cool approach. And while slightly out of step I'm going to give my version Improved Unarmed Strike and Snake Style ~ with the huge Sense Motive she is going to have that might prevent a death blow.

However I don't think she was a 15point buy.
Either magical effects are included (the greater age resistance & the headband) or they aren't included... either way her numbers when I crunch them don't seem to add up when I add in 3 stat increases (4th, 8th, 12th) and the Human stat bonus (I'm assuming +2 Cha).

When I crunched the numbers I get either a 10 point buy or an 11 point buy.

Or maybe I have a math error.
Anyway, I'll try and post my version of the Baroness after X-mas. By making her a Noble, if the party is missing a PC she could quite easily be adapted to fit in.

Cheers
John

Grand Lodge

W. John Hare wrote:

Hey Kevin,

Changing the Baroness into a Noble (Freeport) makes an interesting choice. It seems she gets a pile of bonus feats and such. I'm trying to keep her mostly towards staying out of combat, the Aura of Nobility feat (Freeport) is a cool approach. And while slightly out of step I'm going to give my version Improved Unarmed Strike and Snake Style ~ with the huge Sense Motive she is going to have that might prevent a death blow.

However I don't think she was a 15point buy.
Either magical effects are included (the greater age resistance & the headband) or they aren't included... either way her numbers when I crunch them don't seem to add up when I add in 3 stat increases (4th, 8th, 12th) and the Human stat bonus (I'm assuming +2 Cha).

When I crunched the numbers I get either a 10 point buy or an 11 point buy.

Or maybe I have a math error.
Anyway, I'll try and post my version of the Baroness after X-mas. By making her a Noble, if the party is missing a PC she could quite easily be adapted to fit in.

Cheers
John

If you do really piss poor optimization, which Gary has done previous, it's possible. It's beyond impractical. However, if you play with it, you can make it fit 7 pt buy, but 5 is the standard for NPC class stats. But you're right. That makes no sense. I'll revise my statement accordingly.

I honestly believe that all of the NPCs with aristocrat should have the noble class instead. Unless it really doesn't matter because it's only 1 or 2 HD.

Look forward to your revised version.


Just where is this 'noble' class, and how good is it?

Grand Lodge

1 person marked this as a favorite.
Eric Hinkle wrote:
Just where is this 'noble' class, and how good is it?

It's here on the Paizo site, and if you've ever seen the Noble class from Dragonlance, it's not unlike that. That said, you could always convert the 3.5 Dragonlance noble over. It's not the greatest class in the world, but it definitely has its moments. For starters, you have bard HD, saves, skill points, and BAB. As for abilities, besides various versions of "inspire", it gives you Leadership at 1st level.

Scarab Sages

Pathfinder Adventure Path Subscriber

The Baroness:

Baroness Vanya of Veryn
Female Human middle-aged Noble 12; Alignment LE, Med. Humanoid
Init: +5; Senses: Perception +23
Defense
AC: 11, touch 11, FF 11 (+1 Dex); 1/Rd Sense Motive roll for AC (Snake Style) (1d20+35)
HP: 57 (12d8)
Fort: +6, Ref +11, Will +12; Immune: Disease
Offense
Speed: 30’
Melee: MW Dagger +9/+4 (1d4-1, 19-20, x2)
Ranged: MW Dagger +11/+6 (1d4-1, 19-20, x2)
Tactics
During Combat: The Baroness avoids combat at all costs, letting her men handle such brute activities. If forced to fight she flees. If cornered, she surrenders. If given no other choice, she fights.
Morale: If reduced to ½ HP, she surrenders and begs for her life. The Baroness is not proud and will do what it takes to stay alive.
Stats
Str 7 [8], Dex 11 [12], Con 9 [10], Int 14, Wis 16 [18], Cha 20 [22]
BAB: +9/+4; CMB: +8; CMD 22
Racial: Focused Study (Skill Focus at Lvl 1 & 8, replaces bonus human feat
Class: Area of Expertise [Scholarly Training: Novice] & [Diplomatic Training: Savant]; Influence (11pts), Power Base (Leadership & Sense Motive), Inspire (6/day)
Feats: Alertness, Cosmopolitan, Defensive Combat Training, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Persuasive, Skill Focus (Diplomacy & Sense Motive), Snake Style
Noble Feats: Aura of Nobility, Razor Tongue, Rallying Cry
Skills: Acrobatics +11, Appraise +10, Bluff +21, Diplomacy +31, Handle Animal +14, Intimidate +25, Know (History) +13, Know (Nobility) +13, Know (Religion) +13, Linguistics +7, Perception +23, Perform (Dance) +17, Perform (Piano) +17, Perform (Sing) +17, Ride +9, Sense Motive +35,
Languages: Common, Draconic, Elven, Infernal, +2 Cosmopolitan, +3 Diplo-Training Novice, +2 Linguistics
Gear: MW Dagger, Brooch of Shielding, Cloak of Resist +2, Elixir of Truth, Elixir of Vision, Figurine of Wondrous Power (Silver Raven), Headband of Mental Prowess (+2 Wis/Cha), Signet Ring of House Veryn (500gp)


That took much longer than I thought. The Noble class has lots of fiddly bits. Note, I haven't finished off her list of languages as she has 7 bonus ones.
And while I gave her the Leadership feat, I don't plan on giving her a cohort for the encounter, I'll just hand wave it that he perished during the initial or subsequent fighting.
The feats Aura of Nobility, Razor Tongue and Rallying Cry are all out of the Freeport - The City of Adventure Book.
Aura of Nobility - basically a sanctuary effect for 4 rds.
Razor Tongue - Intimidate effect, but staggers rather than shaken condition.
Rallying Cry - Morale bonus to saves to allies equal to your Cha Mod (for the next save).

I'm hoping to play her as a very haughty noble, (Aura of Nobility) "You DARE attack me?" with the Snake Style to deny the first person to attack her.
And it could be that one of my players takes her as a PC... casualties have been known to happen. :)


kevin_video wrote:
Eric Hinkle wrote:
Just where is this 'noble' class, and how good is it?
It's here on the Paizo site, and if you've ever seen the Noble class from Dragonlance, it's not unlike that. That said, you could always convert the 3.5 Dragonlance noble over. It's not the greatest class in the world, but it definitely has its moments. For starters, you have bard HD, saves, skill points, and BAB. As for abilities, besides various versions of "inspire", it gives you Leadership at 1st level.

Thanks for that link.

Grand Lodge

W. John Hare wrote:

** spoiler omitted **

That took much longer than I thought. The Noble class has lots of fiddly...

Her cohort could just be the butler. Doesn't have to be a personal bodyguard or anything like that. There's also a variant Leadership feat done by Rogue Genius Games where instead of a cohort and followers, you just get major bonuses for gathering information, as you have "contacts".

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:
W. John Hare wrote:

** spoiler omitted **

That took much longer than I thought. The Noble class has lots of fiddly...
Her cohort could just be the butler. Doesn't have to be a personal bodyguard or anything like that. There's also a variant Leadership feat done by Rogue Genius Games where instead of a cohort and followers, you just get major bonuses for gathering information, as you have "contacts".

My brain was in overdrive last night...

Question - how do the Baroness and her troops heal after the bugbears have been attacking ~ a cleric of Mitra?, not likely with the Baroness leaning towards Asmodeus.
A divine healer of Asmodeus? ~ unlikely as they would probably wind up in Branderscar.

I'm leaning towards the idea of a Chirurgeon with Healing Bombs.

Grand Lodge

W. John Hare wrote:
kevin_video wrote:
W. John Hare wrote:

** spoiler omitted **

That took much longer than I thought. The Noble class has lots of fiddly...
Her cohort could just be the butler. Doesn't have to be a personal bodyguard or anything like that. There's also a variant Leadership feat done by Rogue Genius Games where instead of a cohort and followers, you just get major bonuses for gathering information, as you have "contacts".

My brain was in overdrive last night...

Question - how do the Baroness and her troops heal after the bugbears have been attacking ~ a cleric of Mitra?, not likely with the Baroness leaning towards Asmodeus.
A divine healer of Asmodeus? ~ unlikely as they would probably wind up in Branderscar.

I'm leaning towards the idea of a Chirurgeon with Healing Bombs.

There's also the possibility of an oracle. That said, she's a baroness. She's got some money. Wouldn't take much to get potions and wands. Surely someone would have the UMD skill.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:


There's also the possibility of an oracle. That said, she's a baroness. She's got some money. Wouldn't take much to get potions and wands. Surely someone would have the UMD skill.

Quite true. And the idea of the Butler made me think of John Wick's Wicked Fantasy and a Haffun Butler... :)

But when I run it, I think I will leave the cohort blank... at least that is my current thought on it.

Grand Lodge

W. John Hare wrote:
kevin_video wrote:


There's also the possibility of an oracle. That said, she's a baroness. She's got some money. Wouldn't take much to get potions and wands. Surely someone would have the UMD skill.

Quite true. And the idea of the Butler made me think of John Wick's Wicked Fantasy and a Haffun Butler... :)

But when I run it, I think I will leave the cohort blank... at least that is my current thought on it.

I'd never heard of the haffun before now, so I went and looked it up. It's peaking my interest, but I think for hers I'll just do the contacts version of the feat. Should she ever take over for a PC, I'll let them have a cohort.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

The fun continues in Book 4!

Spoiler:

The PCs start exploring Daveryn. They encounter the Baroness and strike a deal.
The sell some 'fake' diamonds to gullible bugbears.
They stomp the Balleryn School of Dueling into submission.
Maul and Clarion showed up, briefly before fleeing... the PCs do crazy amounts of damage, but they will return!
The captured and tortured the Cardinal.
And they try to take out the wizard's tower...
Since the wizard's tower isn't described, I designed it as a 40' by 40' by 40' block, with the top floor being the residence, and the bottom part having a 30' high ceiling.
The Vampire couldn't get in (no invite), the other PCs break in, and get hit with Black Tentacles (which they dispel), Cloulkill (which they dispel), and Hungry Pit (which 2 members are bullrushed into, which they dispel afterwards).
The invisible stalkers were just plain rude. :)
The PCs lost one cohort and almost two PCs to the beat down the Invisible Stalkers were laying down.
After playing nice, the PCs decided some AoE was in order and the stalkers alas went down from successive fireballs.
The wizard decided that the Duke wasn't worth dying for and teleported away.
Having said that, the fight would have gone way differently, if the Arcane Archer had put up Truesight at the start of combat, instead of trying to cast normal, while standing in the threatened square of two invisible stalkers. :)

Scarab Sages

Pathfinder Adventure Path Subscriber

Dragons!:

My players kept thinking about Markadian's Army and how to deal with it (because leaving it alone with the Cardinal's unknown plans apparently wasn't an option...)
They decided that Chargammon needed to be brought in. So with a copy of the Seer's handwriting, they sent off a forgery indicating that the prisoner should be killed immediately, and then use the hide as a sail on a fools quest to help find an artifact to help the king. The forgery and the bluff for the lies was very well done.
So when they get the quest to ally with the dragon, they were a little nervous, but the enemy of my enemy is my friend was the mantra.
They survived meeting Chargammon, although one character took a breath weapon to the face for being a little insolent. And they got the quest to go and kill the rival.
Looks like there will be no dragon mount for any of the PCs in the future. Oops!

Grand Lodge

1 person marked this as a favorite.

So while hanging out with one of my players who regularly plays PFS, he informed me that he had been trouble buying stuff for his monk. After he picked up a couple of books (Dirty Tactics Handbook and Magical Marketplace), he bought his character a few tattoos. This reminded me that there's a tattooed rogue/assassin Book 4 that you can liberate while in Daveryn. I just updated my blog entry to make mention of the tattoos, but also wanted to bring it up here as well. Give the assassin antimagic shackles so he can't make use of them, but once he's free he can make use of them. I also saw that the 3PP book, Way of the Yakuza, also has tattoos. Anyone using the Dreamscarred Press psionics books might also know that there are psionic tattoos (D&D 3.5 had them as well).

Just something to consider.

Oh, and he's missing 5 hp for rogue being his favored class.

Scarab Sages

Pathfinder Adventure Path Subscriber

Well it looks like my Way of the Wicked Campaign has come to an end.
At least for now.

The PCs were on the isle, hunting down the consorts and eventually the copper dragon. Unfortunately TPK-like conditions occurred.
Two PCs killed, two fled (randomly) and one PC was off stage (the player was absent).

Details:

The PCs had dealt with all the Oreads and the consort in the building.
They then decided to deal with the grove. They approached, the fairies gave warning about the PCs being evil.
Looking into the grove the PCs saw the Kami & the Treant (aka disguised dragon).
Round 1 the Kami charged in, hit to no effect on the vampire.
The party unloaded on her, didn't drop her in the 1st round, however then it was the 'Treant's turn.
Antimagic Field went up and he moved forward towards the PCs.
Only one PC identified the spell that was cast... and he didn't tell anyone about it.
Round 2, the Kami full attacked to little avail and then she went down.
The antipaladin declared his smite against the dragon and charged... only to realize after the fact the antimagic field suppressed his smite.
The arcane archer informed everyone about the antimagic field and then closed the distance to try and shoot the dragon.
The vampire looked up at the sun and realized that if the dragon got to close the magical shroud protecting him from sunlight would be useless, he started running away.
The warpriest decided valor was overrated and planeshifted away.
Round 3, the antipaladin ran away. The dragon mauled the archer. When the archer tried to flee, the dragon tripped him.
Round 4 the dragon killed the archer and then started chasing folks who were left down.

End result, the vampire and the arcane archer were killed; the warpriest escaped via planeshift; the antipaladin escaped on his nightmare; the sorceress was the one unaccounted for.
It was decided that the dragon would need a new consort... and the sorceress seemed like the next likely choice.

My players had a long discussion after the fact on how the hell do you kill a dragon that has access to antimagic field. They did agree with my logic, why would any dragon who had access to antimagic field not cast it first.
In retrospect, I think they only way the PCs could have realistically taken the dragon was if they managed to act before it, and beat it down before it cast any spells.

I should mention, that a had thought about buffing the dragon up with a template or two. But now I'm glad I didn't. It didn't need any buffing up at all, in fact it might have been too tough. :(

Grand Lodge

W. John Hare wrote:

Well it looks like my Way of the Wicked Campaign has come to an end.

At least for now.

The PCs were on the isle, hunting down the consorts and eventually the copper dragon. Unfortunately TPK-like conditions occurred.
Two PCs killed, two fled (randomly) and one PC was off stage (the player was absent).

** spoiler omitted **...

I'm curious how a supernatural effect like smite got suppressed by antimagic field. I've always found that incredibly stupid. If you have DR and a decent amount of hp you're practically invincible.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:
I'm curious how a supernatural effect like smite got suppressed by antimagic field. I've always found that incredibly stupid. If you have DR and a decent amount of hp you're practically invincible.

Because the spell indicates supernatural effects are suppressed. [Sorry Kevin, when I typed this out, I thought you were asking a question. After reading your post again, I think you were questioning why the spell suppressed supernatural.]

"An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities."

Having said that, there apparently is some discussion on the boards as to whether the dragon's DR is Su in origin. If so, then it isn't quite so bad (although during the session I did use the DR). But I can't find a definitive answer that says the Dragon's DR is either Ex or Su.

/shrug.

*Edit'd for politeness.

Grand Lodge

W. John Hare wrote:
kevin_video wrote:
I'm curious how a supernatural effect like smite got suppressed by antimagic field. I've always found that incredibly stupid. If you have DR and a decent amount of hp you're practically invincible.

Because the spell indicates supernatural effects are suppressed. [Sorry Kevin, when I typed this out, I thought you were asking a question. After reading your post again, I think you were questioning why the spell suppressed supernatural.]

"An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities."

Having said that, there apparently is some discussion on the boards as to whether the dragon's DR is Su in origin. If so, then it isn't quite so bad (although during the session I did use the DR). But I can't find a definitive answer that says the Dragon's DR is either Ex or Su.

/shrug.

*Edit'd for politeness.

Yeah, the question was more rhetorical. I've just always disliked that spell for reasons. You'd think something that defeats magic wouldn't defeat supernatural abilities too.

I'd have kept the DR too. It seems that the DR is considered untyped, unlike fast healing which is supernatural, and natural attacks as extraordinary.

Considering your session, it makes me wonder how other groups took him down in less than two rounds. Maybe because they were inside as opposed to outside where there's sunlight. I remember the graveknight having no trouble at all.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:


Yeah, the question was more rhetorical. I've just always disliked that spell for reasons. You'd think something that defeats magic wouldn't defeat supernatural abilities too.

I'd have kept the DR too. It seems that the DR is considered untyped, unlike fast healing which is supernatural, and natural attacks as extraordinary.

Considering your session, it makes me wonder how other groups took him down in less than two rounds. Maybe because they were inside as opposed to outside where there's sunlight. I remember the graveknight having no trouble at all.

Yeah, I think the indoor thing would have helped. Also not having the little fairies running away crying 'Evil' would have left the Kami & the Treant probably willing to 'chat' a bit. Then if the PCs dropped the hammer hard and fast, they might have been able to do it (the antipaladin smite good + hasted full attack).

Indoors & alone, again if the PCs talk first then jumped the dragon, the initiative order would be a huge factor. And if they could prevent the dragon from casting (via silence) that would probably be all she wrote.


Wow. Talk about a dirty old man. Old consort isn't even cold and he is hunting down a new toy.

Scarab Sages

Pathfinder Adventure Path Subscriber
MannyGoblin wrote:
Wow. Talk about a dirty old man. Old consort isn't even cold and he is hunting down a new toy.

Well the sorceress is very attractive... :)

Grand Lodge

W. John Hare wrote:
MannyGoblin wrote:
Wow. Talk about a dirty old man. Old consort isn't even cold and he is hunting down a new toy.
Well the sorceress is very attractive... :)

I have to say I'm curious as to how you guys are going to get the characters back in the game. Maybe a few true resurrections, but they come back differently. Or maybe Thorn always had clones of each PC waiting for them as their original self, meaning that the vampire would lose his supernatural abilities. Or maybe a whole new group coming to rescue the sorceress.


W. John Hare wrote:
MannyGoblin wrote:
Wow. Talk about a dirty old man. Old consort isn't even cold and he is hunting down a new toy.
Well the sorceress is very attractive... :)

Still, any allies of the dragon have to be going Dude, put a little effort into the mourning. A nice funeral, burial at least.

That is something that can be exploited, I mean since the dragon is more interested in tail and trophies, any attempt at bringign the sorceress 'around' is tainted and can fail and fail hard.

Scarab Sages

Pathfinder Adventure Path Subscriber
kevin_video wrote:
W. John Hare wrote:
MannyGoblin wrote:
Wow. Talk about a dirty old man. Old consort isn't even cold and he is hunting down a new toy.
Well the sorceress is very attractive... :)
I have to say I'm curious as to how you guys are going to get the characters back in the game. Maybe a few true resurrections, but they come back differently. Or maybe Thorn always had clones of each PC waiting for them as their original self, meaning that the vampire would lose his supernatural abilities. Or maybe a whole new group coming to rescue the sorceress.

We had some discussion after the session and we aren't going to be continuing WotW, so the point is kind of moot.

301 to 350 of 406 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) All Messageboards

Want to post a reply? Sign in.