Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6) (PFRPG)

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Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6) (PFRPG)
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Chapter 2: "Sword of Valor"
by Neil Spicer

The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • “Sword of Valor,” a Pathfinder RPG adventure for 6th-level characters with 1 mythic tier, by Neil Spicer.
  • An exploration of the ways cultists stitch themselves to demonkind, by Jason Nelson.
  • A hoard of legendary relics lost to horrors of the Worldwound, by Ron Lundeen.
  • The search for a rogue demon hunter in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by James Jacobs, Jason Klimchok, Jason Nelson, and David Schwartz.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-568-6

Note: This product is part of the Pathfinder Adventure Path Subscription.

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An epic, if somewhat easy, second leg

4/5

Just to get this out of the way, let me start with the following obligatory advice:

Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.

In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:

Option 1: Power-down the PCs.

(a) Don't give the PCs mythic ranks.

(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)

(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).

Option 2: Power-up the encounters.

(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).

(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.

The story of this AP is fun, flavorful, and appropriately epic. The PCs get lead armies, march into the Worldwound, and try to reclaim a city from the demons! A much more epic task than the ones usually given to PCs of this level.

That said, we found the encounters in this AP to be on the easy side for mythic PCs, especially once the PCs gain their second mythic rank. The "boss fight" at the end of the AP is a bit more challenging, but not difficult enough to scare the players, or make the outcome in doubt.

--Fun of playing this leg of the AP, as written: 3.5/5
--Fun of the story of this leg of the AP: 4.75/5
--Total score: 4.125/5


The Exciting Adventure Continues...

5/5

Sword of Valor is an enjoyable, worthy sequel to the Worldwound Incursion. The heroic (and now mythic) PCs must help their beloved city by marching into Drezen and reclaiming it for the Crusaders. Drezen is a huge place that offers many exciting encounters, enemies, treasures and chances for the players to prove themselves true champions.

Once again players have the opportunity to connect with their NPC allies from the first chapter, as well as make new friends. The NPCs in Sword of Valor are complex, layered, likeable people. Not all of them are what they seem, and PCs can take a hand in helping them solve their problems and reach their potential. This makes to very interesting story-telling and gives players a chance to develop their own characters as they interact with NPCs.

Mass combat rules start to really come into play at this point. GMs and players who like new challenges may enjoy this feature. Our group did not, so our kind GM managed to work around that part and found that offering more traditional combat rules worked just as well.

Reclaiming the city and citadel are fun victories for the players and their characters. The sword of valor itself is a wonderful artifact that will go a long way to protecting the city of further invasions. This helps the story because players can now go on with their travels and adventures without having to worry about crazy things going on behind their backs.

This adventure has a lot of great story to it and was super fun to play.

Highly recommended!


4/5

DISCLAIMER I've written this review as a player participating in the Wrath of the Righteous adventure path. I have not read the adventure or its backmatter, and so I cannot comment on the quality of the writing or specific mechanical elements of the adventure. Furthermore, it is quite possible that my GM has tweaked parts of the adventure to fit our group of players. I can, however, provide an account of my impressions of the adventure after a successful playthrough.

Also, this review contains spoilers for Wrath of the Righteous #2: Sword of Valor.

With that out of the way, let's see how this adventure performed at the gaming table.

As the second installment in the Wrath of the Righteous adventure path, Wrath of the Righteous #2: Sword of Valor continues the epic story of a righteous crusade launched against the hordes of demons that threaten to undo the world. The demons have been driven from the ruined fortress city of Kenabres, and the momentous events that wrapped up the first book have all but destroyed the wardstones. All is not lost, however, because the heroes are here to save the day, fueled as they are by mythic powers. The question is, did the heroes have fun?

FLUFF
The premise of the adventure is simple: With a mandate granted by Crusader Queen Galfrey, the heroes lead an army of paladins into the Worldwound. Their mission is to deliver the occupied city of Drezen and find the powerful Sword of Valor. As a result, the adventure is divided into three parts: the march through the Worldwound, the assault on the city, and the search for the Sword of Valor.

The first part, the march through the Worldwound was my favorite part of the adventure. It featured everything I hoped it might - mass combat, despair, evil machinations, betrayal, all of it set against the backdrop of the Worldwound. This part of the adventure offered plenty of opportunities for some fun roleplaying, and it gave another glimpse into the wickedness of the demons and their allies. More importantly for me, though, it showcased one of the strengths of the demons in the Pathfinder RPG - their different approaches to the concept of destruction.

It is easy to think of demons as one-trick ponies whose only modus operandi is SMASH KILL MAIM! That would be a mistake, though. During the heroes' march through the Worldwound, their resolve was tested as the forces of evil constantly sought to destroy the army through subtle means. Whispered suggestions and damning words of despair, infiltrations of the army camp, soldiers accusing fellow soldiers of crimes committed by agents of the Abyss.

The mass combat was a mixed affair. I had fun as I took an active part in the planning and execution of the battles. Our GM did a good job describing the battles. However, if you were to ask some of my fellow players, I fear their enthusiasm might not be as profound as mine. It seems to me that the mass combat system created by Paizo lacks something in the sense that, as written, it fails to provide an immersive experience for everyone at the table.

The second part of the adventure, the assault on Drezen, featured more mass combat as our army fought the city's defenders. We spent quite a bit of time debating how best to approach the liberation of Drezen, debates based on intel provided by scouts. Each section of town would grant us certain boons, so it was a matter of us to weigh those boons against the level of resistance present in each section.

For me, this part of the adventure featured one of the higlights of the campaign so far. The annihilation of our army of paladins. The paladins had crushed all resistance with a single army remaining - a band of disorganized cultists. Based on our GM's description, there was no indication that this army would present a significant obstacle, and so our army took to the field. A couple of abysmal dice rolls later, both armies were destroyed. The battle showcased another issue with the mass combat rules. It's entirely too easy for a poor die roll or two to destroy an army.

We turned what I felt was a low point in the campaign into the highlight it became through a great bit roleplaying. 100 men had sacrificed their lives to clear a path to the citadel for us. They had endured through several battles against a determined foe before the onslaught had become too much for even our valiant holy warriors. The impromptu memorial was one of the best roleplaying sequences I can remember enjoying in my many years playing roleplaying games.

Finally our heroes were ready to assault the Citadel of Drezen itself and avenge our fallen brothers-in-arms. This third part of the adventure contained a traditional dungeon crawl, and it started with a bang.

As our heroes approached the citadel, we were attacked by what I can only assume was a mythic chimera. What a fun encounter that was. Very cinematic and against an extremely tough opponent. The citadel had its share of demonic minions as well, and the first real Boss of the campaign - Staunton Vaine - was slain. All in all, the citadel was a relatively traditional dungeon, but enough demon taint was there to give it that extra flavor. I suspect that some of the encounters in the citadel were placed there by our GM, so I won't comment on those, just in case my suspicion is correct.

CRUNCH
As I mentioned earlier, I played through this adventure as a player, and as such I don't have any insight into the mechanical aspects of the adventure. However, I *can* comment on the general level of the challenges that were thrown at our characters. With a couple of exceptions, the encounters in this adventure felt a bit light. I didn't feel that we were really challenged. The exceptions, however, were brutal. The above-mentioned chimera brought my character to negative hit points and for a while we feared it might be a TPK. Another encounter, this one in the citadel itself, resulted in the deaths of two characters.

CONCLUSION
For the most part, Wrath of the Righteous #2: Sword of Valor was absolutely stellar and dripping with flavor. Lots of roleplaying opportunities (including meeting Crusader Queen Galfrey herself), interesting locations, NPCs with incredible depth, and some fun encounters. While this adventure did have a weakness - the mass combat - my overall impression is that this is a very well written adventure. Thank you, Neil Spicer, for another fine installment in the Wrath of the Righteous adventure path.


A mixed bag

3/5

First, I would like to mention the quality issue. I have now finished running the first two parts of Wrath of The Righteous and both books have fallen apart. This is the worst of the two with large sections now falling out. The quality of the binding on these books has been disappointing.

What about the adventure itself? There are a lot of things about it that I like. It has a heroic feel that fits well with the theme and tone of the adventure path. I like the idea of the characters leading the counterattack against the forces of the Worldwound at the start of the 5th Crusade. It does a good job of using the NPCs, both heroic and villainous. There are a lot of good encounters and interesting twists. It sets up Drezen for later books.

There are a couple of things I don't like about it. The mass combat system is a novelty and it is overused early on. Mass combat just isn't that involving for most of the players. Several of the maps in it are very large and expensive to print to scale but largely unused. The Citadel Drezen map was huge and expensive to print but consisted mostly of empty rooms. The Gibbering Swarm map used earlier on is a prime example of a map that is far bigger and more expensive to print that is warranted by the few encounters on it.


Enjoyable thus far, but some issues

3/5

I've been running Wrath of the Righteous for my normal gaming group, and we are enjoying it greatly. The mythic rules are well-liked, for the most part, and the setting is loved. The issues we've had are 1) a lack of stand-alone mythic feats, instead of those augmenting pre-existing standard feats, and 2) the mass combat rules. My group really dislikes them, so I have had to move to a more cinematic description of the battle, with more standard encounters representing their part in it. This has worked well so far, but it was a bit tricky for me to do on the fly as a relatively new GM. This option was recommended in the adventure path itself, but I wish there had been an appendix with stat blocks for those of us who honestly dislike the mass combat rules but aren't so good at balancing encounters on the fly.

I did have what, based on other reviews I have read, is apparently an existing issue. I got the Sword of Valor hard copy and, within a half hour of starting to run the game, the book began to fall apart on me. The first 16 pages came completely out of the book. It was a major irritation, but not one that will prevent me from continuing to use the hard copies of the adventure path. I just wish the quality control was a bit more on the ball.

That said, I highly recommend this adventure path. It is an enjoyable game, with plenty of options for those who want their characters to feel Mythic.


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Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Adam Daigle wrote:
Brimoraks. :)

Explains the odd height differential. I Guess that makes more sense than Mythic Minotaur Hordes with Equal parts Flaming Swords and Dwarfism.

Makes a less awesome post-crusade tavern story though. "There I was! Hip deep in mini-minotaurs! All of them wielding flaming swords! When Suddenly I succeeded on my Knowledge: Planes Check and realized they were actually Brimoraks!"


I'm guessing the dwarf on the cover is staunton vhane, the antipaladin.........

Shadow Lodge

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

>Impatiently taps foot< Is it here yet? Is it here yet? :D


2 people marked this as a favorite.
Neil Spicer wrote:
Cry havoc! And let slip the dogs of war!

Since this is Sword of Valor, shouldn't that be 'let slip the Blink Dogs of war'?


Do the PC's gain mythic level 2 in this book?

What mythic level do the PC's end up with at the end of the AP?

The Exchange

stuart haffenden wrote:

Do the PC's gain mythic level 2 in this book?

What mythic level do the PC's end up with at the end of the AP?

PCs end up as level 20 characters with 10 mythic tiers by the end of the AP, which leaves them 5 books to attain 9 mythic tiers (beyond the first that they got in the end of book 1). That means at least a single mythic tier per adventure, with most of them having two.

It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.

RPG Superstar 2009, Contributor

Lord Snow wrote:
It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.

Your bet isn't just safe. It's assured.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Lord Snow wrote:
stuart haffenden wrote:

Do the PC's gain mythic level 2 in this book?

What mythic level do the PC's end up with at the end of the AP?

PCs end up as level 20 characters with 10 mythic tiers by the end of the AP, which leaves them 5 books to attain 9 mythic tiers (beyond the first that they got in the end of book 1). That means at least a single mythic tier per adventure, with most of them having two.

It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.

In fact I would expect the characters to reach level 20 tier 10 somewhere in the middle of the last adventure. So 1 tier in the first and last adventure, and 2 in 2-5. Otherwise you don't actually get to play with those top level/tier powers.

Silver Crusade

Neil Spicer wrote:
Lord Snow wrote:
It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.
Your bet isn't just safe. It's assured.

Ah, the hubris of the adventure writer... :)

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
uriel222 wrote:
Ah, the hubris of the adventure writer... :)

Nevertheless, if this was Vegas I'd put a C-note on Spicer. He's always the favorite to win!


Why do the development people at Paizo always insist on putting demons into EVERY adventure path? Give me hordes of goblins, orcs, gnolls. ogres, giants! Maybe I am old school, but I sure miss the good old modules from D & D 1st and 2nd edition!


1 person marked this as a favorite.

There've been goblins in a lot of the Adventure paths. Rise of the Runelords, Shattered Star, Jade Regent, I think Council of Thieves, all had them. Not to mention the two free goblin adventures. Giants less so, but they played a big part on a Shattered Star and Reign of Winter adventure. Orcs have dotted the adventures, and gnolls really only played a big part in Legacy of Fire. Personally, I'm kinda sick of goblins.

Funnily enough, fighting demons is pretty old school when it comes to DnD modules.


It would be weird if an AP themed on fighting a demon lord and closing a rift to the Abyss (maybe?) didn't feature a lot of demon fighting...


goblins, orcs, gnolls. ogres, giants

Talking about OVERused.

I'm glad other creatures shine in Pathfinder, all those overused creatures get overused in D&D Next probably, so if you really love overused creatures D&D next is Tha Place Ta Be!


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Orcs overused in Pathfinder? I have a hard time thinking of an adventure that has orcs in significant numbers.


I actually would like to see Orcs used a bit more. They don't see a lot of face time in the adventure paths admittedly. Only one I can really think of is Curse of the Crimson Throne. And even then, they were a minor part of Scarwall.

But we are veering away from the topic at hand.


Zaister wrote:
Orcs overused in Pathfinder? I have a hard time thinking of an adventure that has orcs in significant numbers.

I mean Ors get overused everywhere, in games, in Tolkien, in D&D, in whatever.

Except for Pathfinder, and i'm happy for that, I kinda hate overused creatures. I do not hate Orcs tho, its lovely to have stupid creatures around that serve as cannonfolder for more important and interesting creatures.

But still i'm happy pathfinder doesn't follow the path of overusedness the rest of the world seem to travel.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Tolkien invented them, as his main antagonist race. You can hardly count that as "overuse".


It was just a silly example, they get overused in games and D&D

The Exchange

Neil Spicer wrote:
Lord Snow wrote:
It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.
Your bet isn't just safe. It's assured.

Meh. Who are you to say?

RPG Superstar 2009, Contributor

1 person marked this as a favorite.
Lord Snow wrote:
Neil Spicer wrote:
Lord Snow wrote:
It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.
Your bet isn't just safe. It's assured.
Meh. Who are you to say?

Apparently, a designer full of hubris. ;-)

The Exchange

Neil Spicer wrote:
Lord Snow wrote:
Neil Spicer wrote:
Lord Snow wrote:
It's a safe bet that the PCs will attain a mythic tier once during the midsection of the adventure, and another one for completing it, so tier 3 by the end.
Your bet isn't just safe. It's assured.
Meh. Who are you to say?
Apparently, a designer full of hubris. ;-)

(I was actually aware of that, just in case that wasn't clear).

If I already have your attention, I was wandering - will the adventure make use of the troop rules from Reign of Winter #5, or exclusively of the mass combat rules?

RPG Superstar 2009, Contributor

Lord Snow wrote:
If I already have your attention, I was wandering - will the adventure make use of the troop rules from Reign of Winter #5, or exclusively of the mass combat rules?

Can't speak to that. It's for James to comment on. I just figured it was fair game to at least field the question about the mythic advancement for you.

Paizo Employee Creative Director

1 person marked this as a favorite.
Hawkwind7026 wrote:


Why do the development people at Paizo always insist on putting demons into EVERY adventure path? Give me hordes of goblins, orcs, gnolls. ogres, giants! Maybe I am old school, but I sure miss the good old modules from D & D 1st and 2nd edition!

1) We don't.

2) I quite like demons.

3) Demons ARE old school.

4) This is the first Adventure Path we've done that's this focused on demons since Savage Tide.

Paizo Employee Creative Director

Neil Spicer wrote:
Lord Snow wrote:
If I already have your attention, I was wandering - will the adventure make use of the troop rules from Reign of Winter #5, or exclusively of the mass combat rules?
Can't speak to that. It's for James to comment on. I just figured it was fair game to at least field the question about the mythic advancement for you.

It will not. I considered incorporating the troop rules into the adventure, but when I was working on developing this one many months ago, the troop rules were not yet out and they were still untested. This adventure uses the mass combat rules from Ultimate Campaign instead for its mass combat battles.


James Jacobs wrote:
It will not. I considered incorporating the troop rules into the adventure, but when I was working on developing this one many months ago, the troop rules were not yet out and they were still untested. This adventure uses the mass combat rules from Ultimate Campaign instead for its mass combat battles.

Shouldn't be too complicated for those of us who want to include the troop subtype in the campaign to create our own stat blocks. :)

Paizo Employee Creative Director

1 person marked this as a favorite.
Heine Stick wrote:
James Jacobs wrote:
It will not. I considered incorporating the troop rules into the adventure, but when I was working on developing this one many months ago, the troop rules were not yet out and they were still untested. This adventure uses the mass combat rules from Ultimate Campaign instead for its mass combat battles.
Shouldn't be too complicated for those of us who want to include the troop subtype in the campaign to create our own stat blocks. :)

True enough. Maybe someone will be friendly enough to post a few sample stat blocks to this thread even! (hint hint!)


So anyone get there download yet? Inquiring minds want to know how Shax stacks up to Xoveron

Shadow Lodge

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

Still in pending limbo :'(


... I've gotten my notice.

And been so busy I haven't been able to look at it.


I got my email this morning saying it's ready for download, and will be downloading them now. I'm using my ability to sit and concentrate on my new Mythic goodies for two days as a silver lining to the fact that I crashed my bike this morning (the whole "I'm barely injured apart from some heavy bruising to my left leg" thing is also a fairly significant silver lining).

I'll post again once I've had a look at Shax and done some comparisons.


wow just got it

spoiler:

Just glancing at it now, but the "blood command ability" of Shax is pretty brutal. I approve

Grand Lodge

3 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

If you liked Irabeth & Anevia from chapter 1, you'll also like Aron & Sosiel in chapter 2.


Got my shipping email! Woohoo!!!!

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Shax... Is scary.


Oh wow. Shax is simply beautiful, in a really horrifying way. Command Blood... I can see that causing some cries of despair amongst my players.

Paizo Employee Creative Director

3 people marked this as a favorite.

Yeah...

Shax's command blood ability is one of those that had me cackling like a super-villain when I wrote it. I'm happy to say that so far ALL the demon lords seem to have at least one of those powers.


James Jacobs wrote:

Yeah...

Shax's command blood ability is one of those that had me cackling like a super-villain when I wrote it. I'm happy to say that so far ALL the demon lords seem to have at least one of those powers.

I'm not surprised. Hell, just reading it had me cackling. So, mission accomplished on that one.


What does command blood do?

Is Shax higher or lower CR than Xoveron?

What level is Staunton Vane and does he still have a giant wasp fiendish servant?


Pathfinder Adventure Path Subscriber

Answers for Lawful GM:

Spoiler:
1.) Different effects, like making you choke on your own blood, blind you, make you drop your stuff. Although Shax has to choose which effect is in place.

2.) He's CRE 28, so one CR above Xoveron.

3.) Antipaladin 8/Champion 2 and yes.


More!

What levels and classes are Aron and Sosiel and do they have a relationship.

Is Queen Galfrey still Human Paladin 15 and does she get a write up?

What class, level and race is "the traitor" and is she revealed?


I want a regular enemy that commands blood, not a lord, I hope to see one in the future, maybe a kyton or so. Or can Sangudaemons command blood I forgot!

What are the regular monsters in this book?


Pathfinder Adventure Path Subscriber
Lawful GM wrote:

More!

What levels and classes are Aron and Sosiel and do they have a relationship.

Is Queen Galfrey still Human Paladin 15 and does she get a write up?

What class, level and race is "the traitor" and is she revealed?

More spoilers:

Spoiler:
1.) Rogue 5/Low Templar 1 and Cleric of Shelyn 6 and yes.

2.) No write-up, but it seems we'll get one on module four.

3.) Bard 8 Halfling and yes.


Pathfinder Adventure Path Subscriber
Gancanagh wrote:

I want a regular enemy that commands blood, not a lord, I hope to see one in the future, maybe a kyton or so. Or can Sangudaemons command blood I forgot!

What are the regular monsters in this book?

Thoxel Demon, Man-Eating Animal (template), Vescavor Queen.


2 people marked this as a favorite.

There are man-eating cows in this book. TICK FAN APPROVES.

"That cow's tasted human blood! She's a man-eater!"

"I ain't never seen a cow eat a guy that fast."

"The two strange men who just now tried to kill us were eaten by a cow and that almost makes sense to me."

"MOOOO."


1 person marked this as a favorite.
Evil Midnight Lurker wrote:

There are man-eating cows in this book. TICK FAN APPROVES.

"That cow's tasted human blood! She's a man-eater!"

"I ain't never seen a cow eat a guy that fast."

"The two strange men who just now tried to kill us were eaten by a cow and that almost makes sense to me."

"MOOOO."

I love The Tick, and was also incredibly pleased to see the man eating cows.

The cartoon gave me one of my all time favourite word plays, in the Multiple Santa episode. When you see the swarm of Santas barrelling down the canyon, all yelling Ho Ho Ho... and the Tick's immediate response is "IT'S A YULE TIDE!"


What are the Thoxel Demon and Vescavor Queen like?

Please tell me the Vescavor Queen has something to do with bees or wasps! Its in the name a bit.


Thoxel Demon is a demon formed from the souls of traitors and deserters. They infiltrate armies using their ability to alter self and cause problems in the ranks.

Vescavor Queen is like a mix of all kinds of nasty insects and vermin all rolled into one. Hard to explain.


Stuck in pending limbo still. It seems like my luck with subscription shipping has always fallen on the "You'll get it last" side of the die.

I wonder if they ship in order of when you subscribed? If that's the case, then it's probably because I only started my subscription with RoW. So I can probably expect my PDF to unlock sometime next week if that's the case.

Silver Crusade

Pathfinder Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I don't think that's the case Unruly, as I started with Shattered Star, and most of the time get my notice on Wednesdays, but this time I got it on Monday (for the first time! WOOO!)

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