
Braininthejar |
Ok, some thoughts after reading through the whole thing.
1 Someone has already mentioned the possibility of the dark titan showing up in the final battle. Can he be tricked into fighting the good guys, or will he always prioritize whoever has the ring?
2 If I were running the campaign as a player, I'd surely start a side project of trying to turn the Nameless King's machine into a weapon of mass destruction (linking it remotely to the royal scepter, so it could dump the accumulated negative energy onto the battlefield.) Do you think it would work?
3 In the "two solars" version of the final battle, the PC's allies flee, except for Grumblejack. What about Sakkarot? If the players take him (obviously disguised) to fight by their side, would he flee too? He seemed like a very fatalistic type.
4 It bothers me a bit how the whole might score thing ends up largely cosmetic in the end - no matter which side is outnumbered ten to one, it will be down to the fight between the leaders in the end.
5 There are two courses of action that seem very logical to the players, but aren't described in the book at all.
5a - countering the princess' efforts in the mainland. Yes, she's permanently veiled, but a gathering army of thousands is much harder to hide, and if Dessiter gets some intelligence info like he was supposed to, the players might come up with a plan to delay her - hitting (or bribing) her potential allies, or perhaps persuading the kraken to harass her fleet en route.
5b - search for Anthea's lair. Even if the players haven't figured out she's their enemy, her treasure is the last major unclaimed hoard in Tallingarde, and the players are conquering the north either way. With some initial clues from Polidorus' book on dragons, they shouldn't have much trouble pinpointing the lair - and I'm pretty sure it wouldn't just be a frozen cave with a pile of treasure and a bunch of guardians. I really wish there were some more descriptions for it.

Pnakotus Detsujin |

So, has anyone tried writing up Anthea's lair?
I'll give you some feedback:
1) The Thanatonic Titan from the Ring is basically an evil genie, in the sense that, when freed, i can be a powerful ally like a terrifying enemy. He's extremely intelligent and possibly somewhat aware of the situation of Talingarde throught the ring-wearer senses, if you so decide. However, by design, he's an enemy boss. If freed he should try to claim dominance over the land of Talingarde. If this requires to ally with the Pcs for a few fights, he will do so, but be sure he'll greater vital strike any creature that might oppose his rule the second the princess's forces are defeated.
2) The machine is not a cannon, unless you actually build a cannon over the Aghatium. Which is complicated. However, by design, the machine could be use to "create" and "bottle up" negative energy elementals, which could be deployed as weapons in a battle. Other, more sofisticate uses, are up to you.
3) The "two solars" scenario is build to stagger your players giving them a CR 25 fight, but since no creature exist with a CR label clearly visible, very few of the Pc's allies could infer their power, and therefore fall into despair. Who escapes this battle, if any, it's up to you.
4) By my understanding, the adventure it's heavily focused on getting control over Talingarde, which gives pcs little time to look outside the island for the princess. Nevertheless, you could arrange a number of situation, like discovering a few named npcs that your pcs may discover have been visited by the princess, and that may actually be interacted with.
As as example, i would suggest: 1) a monarchy allied with house darius 2) some other dragon (i remember the name of an ancient gold dragon offered by mr Mcbride), and possibly some kind of Azata/fairy princess.
5) Antharia's lair is a good place to visit, but should be almost empty. Antharia is, by the book, currently plane hopping with her daughter searching for allies. However, if you want to give your Pcs something EVIL to do, they could discover inside the almost void lair some kind of massive forge were Antharia's colossal mithral armor is being forged. They could either destroy the forge and steal the mithral or, if they are smart, try to intercept the dragon when she comes to put it, or even put high level curses on the piece, so that when the dragon wears it something very very bad happens - possibly during the battle, so that Antharia does not have time to counter it.

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So, has anyone tried writing up Anthea's lair?
Not that any of my groups ever got even remotely close to this section, but I always had it ready to literally steal the silver dragon lair design from the 3.5 Draconomicon (page 266) and went with CR 18 dragon horde wealth (page 283), not including the mithral armor being created.

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BTW, did anyone figure out just how the Princess ended up with Cha 40? Even with a tome of leadership and influence +5 I can only figure she's got a 38. I'm using the point buy calculator to help with this.
Her base stats are 8, 10, 14, 10, 14, 18
Human +2 to Cha
Sorcerer 20 bonus stats +5 to Cha
Half-dragon template +8 Str, +6 Con, +2 Int, +2 Cha
Headband of Mental Superiority +6This gets her to 16, 10, 20, 18, 20, 33
Not noted, but let's assume she actually did read a tome of leadership and influence +5 to get her to 38 and Gary just forgot to make note of it. Where's the extra +2 come from to make it 40?
I'm dumb. After all these years, I finally broke it down and figured out what Gary did, and why the princess is "elite". It would have been so much easier had he just kept the original wording. The missing +2 comes from her being a dual-talented human. She gave up her bonus feat and Skilled human abilities for an additional +2 modifier to a stat. However, Gary did it wrong. You have to pick two separate stats, not the same one. This may have been an interpretation error or this could be something changed through errata and I'm just not aware. This also explains why she's missing a feat. As well, a few of the skills seem off because it looks like Gary may have mistakenly added in the trained +3 bonus to one or two of the skills. Namely Fly. Even if you have 1 rank in it, if the headband gives you max ranks, it only gives you the bonus as if you had max ranks in an untrained skill.
Basically, her stats should be more along the lines of 16, 12, 20, 18, 20, 38. Actually, better still, make her the equivalent to Azlanti, and give her +2 to all stats. That doesn't even give her a +1 CR because Advanced is +4 to all stats and +2 natural armor. It's an evil loophole Paizo came up with, but it works. She'd be a true elite in that regard.
I'm glad to have finally figured out what I was missing in regards to her stats.
What's funny is that today, because she's a half-dragon and really only gets the benefits of blindsense 60 ft., you could easily take the variant capstone and give her +8 to various stats. This could be +4 Dex, +4 Cha or it could be the full +8 to Charisma, because she has Perfect Body Flawless Mind.
If blindsense is something you really want to keep, the 3.5 dragonsight spell would be fine as a scroll or even a 1/day item.

JohnHawkins |
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1 The Hecontires is really scary, I seem to remember my players felt it was more dangerous than anything else in the campaign and set up an impressive trap for it and burned multiple wishes to get it to go away. It is intelligent, ruthless and wants to destroy everything . So it could be manipulated but only with extreme difficulty and then after is has slaughtered the good guys , the forces of evil still have to kill it.
2 If you have a character who is a skilled techno arcanist , spends a lot of the book6 downtime and resources of the kingdom working on it why not. It slaughters a lot of the army (possibly both armies) and now you have hundreds of soul sucking wraithes messing up your country
3 This is all subjective, If I had used the 2 solar ending the pc;s would have just killed both of them. I had to boost the final battle a lot more with all sorts of extra's but I let my party pick up lots of powerful enhancements like vampirism and being grave knights as well as crafting their own gear.
4 Live with it. The nature of D+D is that the small party of 20th level characters can slaughter most armies unless blocked by peer level opponents. My players made this point to the princess and there was no battle , the pc's fought the princess and her elite guards and the army of the losing side surrendered or fled the country. The Gravekight antipladin could probably have killed an entire mortal army on his own without the others helping him
5a - Dessiter is small fry the Princess is aided my many eqully capable angels and in the same way Asmodeus prevented the witch hunters running down the pc's Mithra protects the princess. Sure let the players spend a lot of their time and effort on this instead of securing their kingdom , let them wipe out a bunch of minions as you said above it won't matter at all at the final showdown
5b - I assumed the Dragon had moved out with her horde and was using it to fund the army of light, so my players never looked for her lair

WagnerSika |

I have been toying with the idea of starting a 1st level adventure in Talingarde that takes place after the events of book 6. Clearly depending on how WotW ends, the adventures will be dramatically different. Has anyone done a 'Liberate Talingarde from their own WotW PCs' adventure? How soon after WotW would be a good time to start overthrowing the Asmodeans?
If the PCs lose the final battle of book 6 the adventure might be a little more traditional style, where the PCs must clear out the remaining Asmodeans and monsters and help rebuild Talingarde.

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I have been toying with the idea of starting a 1st level adventure in Talingarde that takes place after the events of book 6. Clearly depending on how WotW ends, the adventures will be dramatically different. Has anyone done a 'Liberate Talingarde from their own WotW PCs' adventure? How soon after WotW would be a good time to start overthrowing the Asmodeans?
If the PCs lose the final battle of book 6 the adventure might be a little more traditional style, where the PCs must clear out the remaining Asmodeans and monsters and help rebuild Talingarde.
Haven't given it much thought other than Gary was originally going to write a sequel, but we all know how that went. Which, at any rate, just would have been something akin to the Ruins of Azlant/Skull & Shackles/Serpent's Skull.
If you're sticking to Pathfinder you'll have to convert it over, but DM's Guild has a solid 5-star series of adventures called Eat The Rich that's all about revolution and taking down tyranny. At the very least it'd give you some examples to base yours around. I couldn't find much more in that regard.
As for a timeline, probably about 10-15 years. Seems like a good amount of time for the villains to get lax in their defense.

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10-15 years seems like a good idea.
I'll have to check Eat the Rich out (even though the name is kinda dumb). Wonder if Hells Rebels AP would be useful for this.
We just finished book 3 of WotW so there is a lot of time.
"Hell's Rebels"? I want to say yes. Which is ironic because then it'd be "Hell's Vengeance" next, which then starts this whole debacle again. Guess "an eye for an eye" fits pretty well in this case.

AsherPAF |
WagnerSika wrote:"Hell's Rebels"? I want to say yes. Which is ironic because then it'd be "Hell's Vengeance" next, which then starts this whole debacle again. Guess "an eye for an eye" fits pretty well in this case.10-15 years seems like a good idea.
I'll have to check Eat the Rich out (even though the name is kinda dumb). Wonder if Hells Rebels AP would be useful for this.
We just finished book 3 of WotW so there is a lot of time.
Funnily enough I'm running WotW as a prequel to Hell's Rebels, after we played that AP first! It takes a bit of rejigging of WotW but it's worked well (transposing Talingarde to Cheliax, Mitra to Iomedae and setting it a couple of years after Aroden's death, around the civil war).
I turned Baroness Vanya into Abrogail 1st (Dessiter suggests her as queen after she makes an infernal pact with him) and the PCs run the world from the background/go off and follow their own agendas rather than get bogged down with Kingdom ruling.
So yes it would totally work as a sequel!
I also rewrote most of book 6 after reading this comment section. In mine Bellinda is gathering allies to perform an elaborate ritual, and over the 2 years the PCs gradually get intel about those she's approached (a Paradise Dragon, and then Avanostryx the Empyrean (from Heaven Unleashed) who they have to fight in his domain in heaven). I found Book 6 mostly a dull sequence of unrelated events and don't understand why Gary didn't make it a bit more tied to the story of Bellinda. So I cut most of it.

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I also rewrote most of book 6 after reading this comment section. In mine Bellinda is gathering allies to perform an elaborate ritual, and over the 2 years the PCs gradually get intel about those she's approached (a Paradise Dragon, and then Avanostryx the Empyrean (from Heaven Unleashed) who they have to fight in his domain in heaven). I found Book 6 mostly a dull sequence of unrelated events and don't understand why Gary didn't make it a bit more tied to the story of Bellinda. So I cut most of it.
Admittedly, I had completely forgotten about the LG paradise dragons and their force breath weapon that can bend 90 degrees to attack evil creatures. That's just bonkers.
Regarding Book 6, I'd wager that Gary wanted to do something unique with each book. We had a "defend the lair" book, technically two "attack the lair" books although one was more about infiltrating secretly where as the other one was leading an army, and Book 6 is your standard sandbox. Just letting the PCs do their own thing. They don't know about Bellinda or that she disappeared to a far off place to train and bring back an army. It's cool that you're rewriting it though. Means you have a different vision for the story's conclusion than what Gary had.

AsherPAF |
Admittedly, I had completely forgotten about the LG paradise dragons and their force breath weapon that can bend 90 degrees to attack evil creatures. That's just bonkers.Regarding Book 6, I'd wager that Gary wanted to do something unique with each book. We had a "defend the lair" book, technically two "attack the lair" books although one was more about infiltrating secretly where as the other one was leading an army, and Book 6 is your standard sandbox. Just letting the PCs do their own thing. They don't know about Bellinda or that she disappeared to a far off place to train and bring back an army. It's cool that you're rewriting it though. Means you have a different vision for the story's conclusion than what Gary had.
The paradise dragon's spell selection isn't great though. They can't even see invisible creatures, so I'm considering creating a Paradise dragon with a Bliss dragon's spell list (some kind of hybrid creature) to be really nasty and give my PCs a run for their money!
Yeah I get what you mean about mechanics. I just know my players will be bored by a lot of the content, so trying to spice it up a little!

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kevin_video wrote:
Admittedly, I had completely forgotten about the LG paradise dragons and their force breath weapon that can bend 90 degrees to attack evil creatures. That's just bonkers.Regarding Book 6, I'd wager that Gary wanted to do something unique with each book. We had a "defend the lair" book, technically two "attack the lair" books although one was more about infiltrating secretly where as the other one was leading an army, and Book 6 is your standard sandbox. Just letting the PCs do their own thing. They don't know about Bellinda or that she disappeared to a far off place to train and bring back an army. It's cool that you're rewriting it though. Means you have a different vision for the story's conclusion than what Gary had.
The paradise dragon's spell selection isn't great though. They can't even see invisible creatures, so I'm considering creating a Paradise dragon with a Bliss dragon's spell list (some kind of hybrid creature) to be really nasty and give my PCs a run for their money!
Yeah I get what you mean about mechanics. I just know my players will be bored by a lot of the content, so trying to spice it up a little!
That's fair. You definitely want to tailor the game more towards your players.
What you could do to make it more your own, take an adult paradise dragon that's CR 16. Add about 8 oracle levels. That'll give you +4 CR for CR 20 (assuming you're wanting to go that high). Those oracle levels will let you customize the spell list to what you'd like to have (including invisibility purge), and give you a mystery as well. As for the curse, go lame. Being reduced to 50 ft. land speed and 190 ft. fly speed is laughable. Also your dragon HD count as half the oracle level for the curse benefits. All dragons have blindsense, so look at the whimsy or solar mysteries (definitely recommend whimsy for the flicker and whimsical step abilities). Both get faerie fire as a bonus revelation spell. Sense an enemy at 60 ft. cast the spell. Everyone in that 5 ft. burst is discovered. Heck, take Widen Metamagic Spell as one of the bonus HD feats and that'll increase the radius.

WagnerSika |

In an earlier post he saysJohnHawkins wrote:** spoiler omitted **...Can I ask where you're getting the +15 deflection bonus from for Bellinda? I can't see how anywhere! Thanks
She also has a permenant Nereid's grace spell in effect , done via a tattoo which several of my pc's also use so she gets charisma to AC AS A deflection bonus.
Probably somehow gotten with the Inscribe magic tattoo feat.

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AsherPAF wrote:In an earlier post he saysJohnHawkins wrote:** spoiler omitted **...Can I ask where you're getting the +15 deflection bonus from for Bellinda? I can't see how anywhere! ThanksJohnHawkins wrote:She also has a permenant Nereid's grace spell in effect , done via a tattoo which several of my pc's also use so she gets charisma to AC AS A deflection bonus.Probably somehow gotten with the Inscribe magic tattoo feat.
I wondered if that was the case, but the spell has since been changed so that the max is +3. It can't get as high as +15 any more. An item might do that, but it'd be stupid expensive.

WagnerSika |

WagnerSika wrote:I wondered if that was the case, but the spell has since been changed so that the max is +3. It can't get as high as +15 any more. An item might do that, but it'd be stupid expensive.AsherPAF wrote:In an earlier post he saysJohnHawkins wrote:** spoiler omitted **...Can I ask where you're getting the +15 deflection bonus from for Bellinda? I can't see how anywhere! ThanksJohnHawkins wrote:She also has a permenant Nereid's grace spell in effect , done via a tattoo which several of my pc's also use so she gets charisma to AC AS A deflection bonus.Probably somehow gotten with the Inscribe magic tattoo feat.
If you give the princess a level of paladin she could smite and get that +15 that way. She could also take a level of lore oracle for sidestep secret to get Cha instead of Dex to AC. Or a level of scaled fist monk to get cha to AC instead of Wis. If you are willing to change some feats around then Crane Style feats give even more AC. Osylyth guile feat would give Cha to AC against single target when fighting defensively.
It is fairly easy to get her AC even higher.Shield spell gives +4 Shield bonus, change Chastise on her spells known to Shield. Foresight spell gives +2 insight bonus to AC,
Dusty rose Ioun stone for +1 insight bonus to AC. Too bad the jingasa was nerfed (I do not use the nerfed version in games I run). Couple of skill points to Acrobatics and fighting defensively gives +3 to AC.
If you can somehow justify it, you could have the Princess be a devoted worshipper of Arshea and take the Celestial obedience and get Cha to AC as armor bonus.

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If you can somehow justify it, you could have the Princess be a devoted worshipper of Arshea and take the Celestial obedience and get Cha to AC as armor bonus.
Mitra is essentially three gods. You wouldn't need to make her a worshiper of Arshea if only because that deity technically doesn't exist in this campaign, but you could reflavour Mitra to allow Arshea's feats.
As for monk or paladin levels, it's one of the reasons people were negative towards Gary going sorcerer 20 for the princess instead of sorcerer/dragon disciple. Not that all of her abilities were spelled out either, and the DC's are definitely min-maxed to a degree. But, that somewhat balances out what the PCs would do.

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I noticed the Nereid grace max Deflection bonus is +6 at CL18.
Yeah, I don't know if that's an errata or what. The +6 limit is definitely in the online versions of the spell. I don't have a copy of the 1st printing, which might not have had a limit.
Regardless, it's druid/witch 1, so it has to be a magic item. Belinda couldn't cast that on herself unless it was through a wish.

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Wow, this is a lot of errors over the course of seven books. It's good to note though, so anyone running this can make adjustments to their own games.
That said, the person who did that also wrote an epic reddit post about the AP, and was not exactly kind. The title of it speaks just how much this book hurt them. Literally, the final paragraph describes that the AP affected their mental health negatively.

WagnerSika |
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Wow, that's rough. I do agree with many of the criticisms. I have redone almost all of the major NPCs so I did not really notice all the mistakes. And it did not make any difference if some skill points were in error on some soldiers. I disagree about the story being bad. While not brilliant it is easily on par with Paizo APs that I have read or played. The AP does require a lot of work on the part of GM, but at the same time I really enjoyed the work. It felt like I was making a good thing better, not that I was salvaging bad work.

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Wow, that's rough. I do agree with many of the criticisms. I have redone almost all of the major NPCs so I did not really notice all the mistakes. And it did not make any difference if some skill points were in error on some soldiers. I disagree about the story being bad. While not brilliant it is easily on par with Paizo APs that I have read or played. The AP does require a lot of work on the part of GM, but at the same time I really enjoyed the work. It felt like I was making a good thing better, not that I was salvaging bad work.
Same. I liked it for what it was. It had its hiccups, for sure, but that's what happens when your hard drive crashes and you lose everything that's not written down on paper. Humans a fallible, unfortunately. It's also partly why we have a Book 7.
We all know I've done dozens of blog entries on various changes that should be implemented in the game, whether stats are wrong, or CR should be lowered or increased for NPCs that don't make wealth or are too well build for feats, etc. I'm sure if Gary had done things with Hero Lab it'd have been easier, but even that isn't perfect.
I will agree with one thing that was noted in the reddit post--it's a product of its time. Had it been written when five of the bestiaries had been written, with the sixth on the way, as well as more core books such as Ultimate, Combat, Intrigue, etc, the AP would have been done differently.

JohnHawkins |

Have been away for sometime
I did give the princess Nereids grace as a permenant spell via tattoo , most of the pc's had the same effect. I believe the PC sorceress also had , the Arshea effect via one of the devils, and an orcale dip and her Charisma so high that I had trouble getting a Solar to hit her at all.
I can't remember the quality of the npc's in the campaign I know I rebuilt all of them, but I have never run an AP were I did not rebuild every notable character as my players optimise to a higher level than writers expect and I am too generous to them . Plot wise it is at least as good as the average paizo AP ,better than some worse than others but a lot of that is going to depend on your group.
The only AP I have ever had a serious problem with the mechanics of is Wrath of the Righteous but there are whole threads on that. The CR/Wealth and so on are all guidelines and any writer should be willing to break them when needed, I regularly ignore them when rebuidling encounters for balance and I have not used xp in 20 years so the CR serves no purpose anyway, and is a very rough guide a level 1 Goblin and a level 1 Orc warrior have the same CR and they are very different threats to characters
Giving the princess levels in gragon disciple would be a solid nerf to her, trade in severel caster levels for strength and natural armour , thats great for a primary caster , really great could not persuade one of my players to do that if I tried.
The main thing I learned from this AP was to never give templates to pc's they are far too effective. Vampire sorcers are terrifying as they get all of that lovely charisma bonus on their hp

Coriat |
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I disagree about the story being bad. While not brilliant it is easily on par with Paizo APs that I have read or played.
Former Wicked player here. For me, elements of the story as written were very frustrating, and I frequently felt like the AP had a poor grasp even on its own plot, even without getting into its poor grasp on game mechanics that a better AP might have harmoniously integrated into said plot. Completely forgetting about plot elements introduced in earlier books is a repeated problem - not just once or twice but again, and again, and again, only a handful of which were addressed in the later Book 7 - and on some occasions the AP not just ignores previous scenes or lore but outright contradicts them.
There are any number of examples, but the worst and most frustrating IMO was Richard's
This wasn't a minor scene, either, it was the resolution for one of the AP's most developed characters, the only antagonist in fact who is meant to fight the party three different times in three different books, who has pages of ink devoted to chronicling his backstory and offscreen exploits. The AP pays more attention to Richard than to nearly any other NPC, and even so could not be bothered to keep his story straight.
Such gross railroading - bulldozing not only over any party actions w/r/t Richard but over the AP's own prior scene - and for what? A lame gotcha.
At this point, when the scene goes yet further and gratuitously gives him back full paladin powers with no need for an atonement, it's just par for the course. This is honestly the least bad part of this mess of a scene, but it is still an instance of the tendency to write plot points that handwave game rules rather than integrating them.
The AP does require a lot of work on the part of GM, but at the same time I really enjoyed the work. It felt like I was making a good thing better, not that I was salvaging bad work.
My own take is that it was an AP with some interesting and ambitious ideas that it mostly failed to execute well. I absolutely agree that a GM willing to do enormous amounts of extra work could make something very good out of it.
The stats work is capital-A Awful, and I do not just mean that it is absolutely riddled with severe errors, though it is that, but also that the AP's ability to challenge a halfway competent party is at best mediocre and at worst completely MIA after Book 1. You do not need to be a highly optimized party to blow this AP out of the water; you as PCs can mail it in after Book 1 and still feel little sense of challenge. Playing a witch, out of sheer laziness, I stopped selecting feats or filling more than one or two spell slots a level after Level 5. Just left placeholders on the character sheet. I had picked up a crafting feat at Level 5 but ended up leaving the majority of my character wealth in the form of a pile of uncrafted GP even as weeks and months of crafting downtime drifted by. Never needed or missed any of that stuff.
This is an AP that at one point throws a barbarian opponent at a 14th/15th level, and supposed to be high powered for its level, party whose threat consists of attacking in melee for 1d8+5 damage. Purportedly a CR 14 melee threat that the text describes as a "furious combat monster." Paizo's Clockwork Soldier has comparable offense (same to hit; fewer attacks but more than double the damage) at CR 6!
Not an outlier when it comes to humanoid NPC statblocks (i.e., statblocks fully built by the AP author rather than taken from a Bestiary), either. The boss of book 4 is another martial NPC who purports to be CR 15 and deals 1d8+7. Neither has Power Attack, so for damage what you see is what you get.
There are many other complaints that could be made, such as how not-actually-Good the good guys feel as written, but I'll save those for if I ever write an actual review. Players and GMs who put in extraordinary effort can make this a cool and interesting AP, but there are so many warts.

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As the person who shared the Reddit post that heavily criticizes the AP, made a revision blog about it, and objectively been looking at it from a designer's point of view, it absolutely has its flaws and ignores a number of rules. Because we're bringing up Book 6, just one thing we can address is the fact that dragons don't have armor proficiency, yet the silver dragon is wearing mithral full plate.
[i]Nonproficient with Armor Worn:[i] A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.
Even with it being mithral, the dragon should have had -4 to all of those things and a 20-foot move speed. In my blog, I said to give her a level of warrior as NPC class levels wouldn't increase CR and adjust ability scores, or you could give her a magic item that gives her Heavy Armor Proficiency, but still. This was an oversight made by the author.
Regarding NPCs throughout, a lot of class levels were ignored. Not even "this monster with X class is 1:1 while Y class is 2:1 for CR ratio", but some didn't even have class levels at all. Just abilities added to them like it was a template years before Paizo gave us the Simple Templates. There were also creatures that were "advanced", but that math didn't math so they were CR 16, but actually only CR 12, which the author denied because he said he looked at Paizo's quick advancement rules. Unfortunately, that's not good enough.
And spelling errors were definitely an issue. I couldn't help but wonder if this was written WordPad. Not everyone uses Google Doc, or owns Word Document, and being your editor is difficult because you know what the wording SHOULD say. I give a slight pass on that, but only slight.
I agree with Coriat that the whole thing with Richard was very poorly executed and made no sense in the grand scheme. It's the kind of thing you'd see called out by movie critics if this was a film.
I think part of the issue with Book 6 was crunch time. When Books 5 and 6 were coming out, that's when Gary's hard drive failed. He lost practically everything because he hadn't backed it up. The only stuff he had on both books were paper notes he had scribbled everything down on. He was trying to release each book once every two months, and this put him behind significantly. As well, he was in the middle of talks with Paizo staff to commission them (namely Jason Bulmahn) to do feats and class archetypes. As such, the quality shifted quite a bit.
What's unfortunate is this AP was supposed to get a complete facelift for the 10 year anniversary edition, fixing and clarifying all the issues, but obviously that didn't happen.

WagnerSika |

I'm running book 6 at the moment and I agree that Richards return to the side of good was done badly. Do you guys have any advice on how to handle it better?
I would like it to be little shock to the PC's that he turns. Maybe some thing happens as a catalyst?
My PCs have installed Richard as a king, maybe Bellinda sends a kidnapping team and they kill Dessiter in the fight so he can't scry on his location?
If the Pcs are present they will most certainly foil the kidnapping but doing it "behind the scenes" seems a bit cheating.

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I'm running book 6 at the moment and I agree that Richards return to the side of good was done badly. Do you guys have any advice on how to handle it better?
I would like it to be little shock to the PC's that he turns. Maybe some thing happens as a catalyst?
My PCs have installed Richard as a king, maybe Bellinda sends a kidnapping team and they kill Dessiter in the fight so he can't scry on his location?
If the Pcs are present they will most certainly foil the kidnapping but doing it "behind the scenes" seems a bit cheating.
A rescue/kidnapping team sounds good. The final battle has a solar. Have a cleric that's possessed by that solar be part of the team to do an atonement on Richard and rescue him. It also gives a reason for why the solar is present for the final battle besides just having more holy allies. You could also have a half-giant/titan mauler/titan fighter be part of the team, and make it be the child of titan. If you're not opposed to 3pp, it could even be a giant blooded sorcerer with teleportation spells.
As for how it all came to be, the whole Richard's mother thing could still be present in the story. Maybe Richard's mother becomes an angel and was the one who had the solar sent.

Coriat |

I would honestly strongly consider not doing the scene as written if the party has treated him well and rewarded his ambitions (as I guess they probably have if they made him king). Maybe consider letting them foil it, or even, if they have been particularly generous to him, having him reject it on his own and tell them about it later - and let them know this is the payoff for empowering and rewarding him rather than sidelining him after his fall.
But if you do have the scene happen, maybe at least let his soul be properly damned when the party deals with him, given that:
1) the compulsion thing that the scene pulls from its butt to handwave away his contract is a continuity error.
2) even if it were true that he signed under compulsion, the "rule" that compulsion invalidates devil contracts is made up on the spot to save a special NPC, and making up previously unheard-of rules to make the party lose something is obnoxious.
3) even if compulsion did invalidate devil contracts, it's unbelievable that a contract devil would have no idea about this and consequently would draw up a contract that is just invalid and worthless. A contract that is valid but has loopholes or ways to lawyer out of things is one thing, and would be fully appropriate and traditional, but are we to believe Dessiter was so incompetent and uninformed about the way infernal contracts work that this contract is just pointless and not worth the paper it is written on? Also that a being as intelligent and expert as a pit fiend was unaware of the rules either, so that he had no idea the contract is worthless? Greater devils should not be portrayed as incompetent when it comes to contracts, nor should signing your soul away be portrayed as inconsequential and trivially undone.