Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.
This volume of Pathfinder Adventure Path continues the Hell's Vengeance Adventure Path and includes:
"Scourge of the Godclaw," a Pathfinder adventure for 13th-level characters, by Larry Wilhelm.
An exploration of how Cheliax's neighbors respond to the current uprising, by Alex Greenshields.
A look into the faith, dogma, and worshipers of the archdevil Geryon, lord of Stygia—Hell's fifth layer—by F. Wesley Schneider.
Dark secrets revealed in the Pathfinder's Journal, by Josh Vogt.
Five new monsters both dangerous and helpful, by Benjamin Bruck, Paris Crenshaw, Jason Keeley, Greg A. Vaughan, and Larry Wilhelm.
ISBN-13: 978-1-60125-842-7
Other Resources: This product is also available on the following platforms:
GOOD:
Good illustrations, four very different locations which all have good maps, strong (but mostly not too strong) enemies, good roleplaying opportunities, 2 good minor artifacts and a nice new poison, the "beyond the borders" article where the reaction of the six neighbouring states and 3 organisations is summarized, the very interesting Geryon article with new spell and obediences and a bestiary with 4 (out of 5) cool monsters: Hammer Archon, Nehushtan (tiny NG snake/advanced familiar), Spellgorger (superdeadly) and Zana (fey).
BAD:
The size and build of the "Godclaw Citadel" make it complicated to handle for a GM, lots of enemies with spells, spell-like abilities and extraordinary abilities make it hard to remember everything, You need ALL 5 Bestiaries!
The Duergar Antipaladi sucks as does the Ez-Azael from the bestiary section.
UGLY:
In part 3 the GM has to handle an entire adventurer party of 3 casters and a 4th member with lots of special abilities - that is too much.
The plugging of the "NPC Codex" for one battle only is needless.
The same is true for the "Occult Adventures" book, which you need for only one enemy caster with lots of occult spells you have to read.
All in all the second half of "Hell´s Vengeance" continues to be much better than the first.
It is however an immense workload for the GM, which only expert Gamemasters can handle easily.
If you are a traveling GM and use physical copies, you´d have to carry 13 hardcovers with you!
A little less "bookload" would have been more.
Well it was about time that we started kicking down their doors, what saddens me is that we now have to stain the perfectly good floors of the hellknights stronghold with the blood of these rebel cowards. why couldn't they just come out side where they can be killed as affording with the station they deserve as traitors.
Citadel Dinyar, the Godclaw's main base, is in Isger. The Adventure Finder is saying this is in Cheliax, though.
It's does say 'former' citadel of the Godclaw. I don't have my Cheliax book on hand right now, but I recall it being mentioned (as well as the old Nail fort).
Was there an old Godclaw citadel mentioned in that? I recall the Scourge's original Citadel and the Nail's both getting mention, but I didn't think the Godclaw got a mention in the Cheliax book. That'd explain the location if there was one.
It's good to see that they've decided to put in responses of how and what other nations are doing during a campaign. This adds realism and depth to the campaign world. So hooray!
It's good to see that they've decided to put in responses of how and what other nations are doing during a campaign. This adds realism and depth to the campaign world. So hooray!
Given that this is happening to Cheliax, I imagine most of those responses can be summed up as wild rejoicing followed by a land grab.
...the vile characters must perform an evil ritual, using the dragon’s head to craft a legendary weapon capable of defeating the Glorious Reclamation’s army of valorous knights.
Why do we need a superweapon to defeat a bunch of paladins? Can't a gang of high-level villains do that themselves?
Why do we need a superweapon to defeat a bunch of paladins? Can't a gang of high-level villains do that themselves?
Isn't getting an absurdly powerful superweapon half the part of being a serious villain? Every two-bit mercenary band can kill a paladin or two. Now, a superweapon, a hidden lair, henchmen uniforms and the like - and a lot of vile deeds - might just get you on the supervillain list.
Why do we need a superweapon to defeat a bunch of paladins? Can't a gang of high-level villains do that themselves?
Isn't getting an absurdly powerful superweapon half the part of being a serious villain? Every two-bit mercenary band can kill a paladin or two. Now, a superweapon, a hidden lair, henchmen uniforms and the like - and a lot of vile deeds - might just get you on the supervillain list.
All you are missing are the good luck to capture a hero foe who could have killed the party singlehandedly along with inexplicable orders to leave him in a complicated death trap unattended instead of finishing him off smartly.
When do we get to give our evil-overlord's-full-of-glee-and-self-satisfaction monologue to spill it all?
After all, isn't this another requirement for to make it to the top of the Supervillain's List?
Updated with final product description and image! Also, meet the new villain, Urgraz on the Paizo blog!
First there is a space in line 3 where none should be.
Second:
This adventure is not for level 15 characters but for level 13 ones.
Unless you can somehow gain 5 levels in the previous one AND stay the same level through this entire book, as the last installment next month starts with level 15 too. ;-)
Citadel Dinyar, the Godclaw's main base, is in Isger. The Adventure Finder is saying this is in Cheliax, though.
Both. As you say, Citadel Dinyar is in Isger, but the PCs head back to Cheliax once their work there is completed.
Hello Rob.
This adventure is not for level 15 characters as stated in the description, is it?
It should be for level 13 characters that reach level 15 at it's end.
Thx.
It's good to see that they've decided to put in responses of how and what other nations are doing during a campaign. This adds realism and depth to the campaign world. So hooray!
Considering that Thrune will be rolling into Westcrown, that will no doubt mean that PCs who got a good result will get flattened. Assuming they play it smart and don't go all whole hog with 'free all the slaves!' and just try gradual reforms(Better slave rights, more religious freedom) having Thrune stroll up and say 'You, out.' will be a real wet blanket.