GM Here - Way of the Wicked—Book #3: Tears of the Blessed - Questions


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So my players are about to embark on this adventure. I only have one original party member left from book 1, and we're salvaging this play group fairly well.

The party is level 11 at this point,and a party of Seven players - but I have a few questions, some thoughts, and anything you want to add.

Maps

Why are their no player maps!?! (More a question for Gary)

Timeline -

I believe this takes place late summer and will possibly last until the very last day of winter. Just verifying on that.

Minions -

(Question for Gary, but anyone really)

And the battle of saint's bridge. It refers to minions a lot which I did read means things that are not core supporters. Grumblejack, Trik, medusa. But are these battle supposed to be the PCs AND NPCs such as GJ, Trik, Vampires? I keep thinking these are the minions but the book explains in different places that they are separate.

I was going to run this as the player's as one group, commanding bug bear leaders, the vamps, duergar, the ogres, medusa, trik, golem and other's

But if these are not considered minions, what are you to do with them? If they are considered minions, I have a hard time believing that Both ogres, medusa, and the vamps as a team could not wipe out some of these encounters. I know some of this is suppose to be railroad play which is fine.

Battle of SB continued:

How did your party handle it? Did you have to expand the number of creatures? Did you have the minions/MINIONS come with them?

Minions extra:

What do they do the rest of the time? Do you let them come with the Players? Say to fight the Phoenix? I had not planned on it.

As of right now this is who is considered "trusted"

Grumblejack
Rocket (ex imp familiar from another character death)
Posca the Merchant (they converted him)
Artephius, Alchemical Golem
Titus “Trik” Rackburn
Carnatheria Rex
hellhound

A couple level 3 torture master archtype inqusistor's (through clever roleplaying) they managed to convert/train while in the horn.

Dessister

They don't have the hounds except 1, I was considering letting them get an advanced Nightmare - Carnatheria Rex, Cauchemar

a nessian hound

and advancing Rocket the imp, with advanced tempalte, demon contract template, and making him a consular.

Did anyone turn him down?

The arena -

I'm banning clear magic use, and I've upped the the CR of some of these monsters. I was going to add a little flavor of the healing cleric detecting magic and using more magic to laugh at the pc who still has the circlet on, a subtle hint of it's true nature.

Sidebar Quests -

Anyone actually use these? Besides the arena? I've got mini adventure in the making for

spellbook I made:

Evil Spell Book Price 35,698gp
This infernal and aged looking tome contains the following arcane spells:

Level 1 - Undine's Curse
Level 3- Excruciating Deformation
Level 4 - Infernal Healing, Greater, Contagion, Fleshworm Infestation
Level 5 - Hellfire Ray
Level 6 - Genius Avaricious, Hellfire Ray
Level 7 - Tomb Legion
Level 8 - Summon Meladaemon, Tomb Legion
Level 9 - Scourge of the Horsemen, Summon Derghodaemon, Summon Greater Demon, Summon Erodaemon, Summon Thanadaemon

The Organization rules:

I have added a lot more to this, because frankly the default version is lacking imo and doesn't scale well.

https://docs.google.com/document/d/1uwL3fOom-6FIWTrYX542aKxkbsK-iG07B_zNAHF nFeQ/edit?usp=sharing

Thoughts? Anyone else change this up or just get rid of it?

Medusa -

How did you party go about "collecting" her.

Iris of Ghastenhall

What did your player's choose?

Vampirism

Did anyone in your party take this option? What happened?

Storm Giant

I was planning on jumping them near the first attempt of coming at the garden. I was going to circle them with the ROCs and have the giant leap down onto them and smash their little boat (if they take one to the place) and start the battle in the water. Only way I could think of Balancing a possible 9 vs 3 battle.

Maze/garden

Since we use roll 20, I'm going to let them literally start walking through it and blank it out and move their characters around just to give it that extra "lost" feeling.

Catherdral questions -

cleric encounter:

I've changed the Cleric's spell list because it seemed like he was not that prepared.

(Some of the changes are already reflected in his stat block I'm trying to prepare him for when they arrive to this point)

Earnan MacCathlain, Lord-Abbot of the Order of St. Macarius CR 14
XP 38,400
Male human cleric 15
LG Large humanoid
Init +6; Senses Perception +20
DEFENSE
AC 25, touch 11, flat-footed 23 (+6 armor, +2 Dex, +2 shield, -1 Size, +6 Natural Armor)
hp 97 (15d8)
Fort +9, Ref +8, Will +14
DR 10/Magic , SR 17, Frightful Aura (Shaken 30ft, strike you frightened 1d4 rounds)
OFFENSE
Speed 20 ft.
Melee longsword +14/+9/+4 (1d8+2/19-20)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine
presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15 th ; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 15 th ; concentration +19)
8 th —frightful aspect, holy aura D
7 th — Summon Monster 7 (4x azata) holy word D (DC 21), Repulsion
6 th —blade barrier D (DC 20), greater dispel magic, heal (2)
5 th —dispel evil (DC 19), flame strike (2) (DC 19), Wall of Blindness (1), true seeing, Summon Monster 5 (2x hound archons) (1) right
eous might D
4 th — freedom of movement, holy smite D (DC 18), Calamitous Flailing (3), Blessing of Fervor (1)
3 rd —Wrathful Mantle, dispel magic, magic circle against evil D , prayer, protection from energy, searing light
2 nd —aid, align weapon, bless weapon D , lesser restoration, shield other, spear of purity (DC 16)
1 st —bless, comprehend languages, detect evil (2), divine favor, protection from evil D , shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
TACTICS
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad with it but almost never uses it in a serious fight. He has a
high perception and likely will hear the PCs coming from a mile away. That means he will be ready for them. He casts frightful aspect, true seeing and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame
strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that. Morale Lord-Abbot MacCathlain fights to the death.

STATISTICS
Str 20, Dex 14, Con 14, Int 14, Wis 20, Cha 14
Base Atk +14/+8/+3; CMB +17; CMD 30
Feats Channel Smite, Combat Cast, Extra Channel, Improved Channel, Improved Initiative, Leadership, Selective Channeling, Turn Undead, Weapon Focus (longsword)
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +23, Perception +20, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity Ot er Gear breastplate, healer’s kit, heavy steel shield, wooden
holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, perception skill), key to
his room (2-4) and the treasury (1-19)

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