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Way of the Wicked—Book #1: Knot of Thorns (PFRPG)

***** (based on 17 ratings)
FRM1001E

Backorder Print/PDF Bundle: $24.99

Add PDF: $10.00

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BE THE BAD GUY!

The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground.

It's only fair. They burned you first.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you.

They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire.

Welcome to the first chapter of the "Way of the Wicked" adventure path! Inside you'll find:

  • "Knot of Thorns," an adventure for 1st level villains compatible with the Pathfinder Roleplaying Game by Gary McBride.
  • Full color art and maps by Michael Clarke
  • A gazetteer of brave, noble, doomed Talingarde
  • Advice for running a successful villainous campaign
  • Rules for creating wicked PCs
  • A 100-page full color PDF (including printer friendly version) full of vice and villainy.
  • And more!

You've saved the world plenty.

This time, the world needs saving from you.

Product Availability


Print/PDF Bundle: This product is a backorder. The PDF will be added to your My Downloads Page immediately upon purchase.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

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

FRM1001B


See Also:

Product Discussion (1,390)
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Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

@Gary,

Any idea when the hardbacks will no longer be on backorder? Also when the last two chapters will be out?

We don't start fully planning a campaign until we have the whole AP so to speak. Just in case we miss something.

Its quite a ways out for us to play anyway, we're only in Book 2 of Jade Regent, but I'm super excited to play it!


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

The AP is scheduled to be fully released by Halloween. Can't help with the hardcopies.


Carorose,

The answer to the printer is still uncertain. I will post specifics as soon as I know them.

Gary McBride
Fire Mountain Games


Thanks Gary.

After I bought the PDF I had an urge to buy all the books.

I am wondering if there isn't any Asmodean devilish plot. Once you read it, you compulsively have to buy the books. Creepy .... ^^

Anyway it's going to be a bit of work for me since i'll play the game in french but that is really worth it.

I remember reading that you provided the PC hand outs text free to a german or spanish guy.

Do you still have them ?

I translated your campaign to "La voie du fléau" which is equivalent to "Way of the Scourge".

If i feel like it I may translate the whole AP.


Oh btw I have a couple of questions:

When they arrive in Brandenscar did they already have a trial ? I suppose so as they already know the sentence.

What's happening 3 days after their arrival ? For those sentenced to death, are they killed in Brandenscar or brought somewhere else ?
In former case It would be good to describe a couple of soldiers building the gallows pole, or the stake (whatever is the punishment) and see Tomas grin at them as they pass by.

For those sentenced to the salt mine, are they taken somewhere else ?

Why not apply the sentence directly after the trial? A public execution is always a good show and a good warning to any other evil doers.

I've said it once, I think i said it twice but I just can't wait to play this MAGNIFICENT campaign.


So I ran my game last night, and the players did something that I should have seen coming, but didn't think of it until they mentioned something.

Spoiler:
So they were sneaking around Balentyne last night, when the came across the baracks, full of sleeping guards. I assumed they were going to try and sneak past, since their original goal for that night was to kill the priests. But instead, our Infernal Blooded Sorcerer pulled out their brand new Wand of Fireballs that they had just acquired from killing the Magister, and proceeded to eliminate 60 guards in 3 rounds. Only 2 guards survived this initial onslaught, and they were quickly dispatched by the Ranger and Cleric.

I honestly think that's the most effective use of fireball in at least my history of gaming


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber
CaroRose wrote:
Any idea when the hardbacks will no longer be on backorder? Also when the last two chapters will be out?

Just to manage your expectations: the print-on-demand versions of these adventures are not "hardbacks", they are perfect-bound softcovers, just like the Pathfinder Adventure Path issues, only the paper is a little thicker and matte instead of glossy.

Qadira

Gary,

Your expertise is desperately required.
I'm probably too narrow-minded to have been any help.


kevin_video wrote:

Gary,

Your expertise is desperately required.
I'm probably too narrow-minded to have been any help.

Expertise provided for what's it worth.

Gary McBride
Fire Mountain Games


I recently began running Knot of Thorns for my game group a couple weeks ago and will be continuing this Sunday. This is the synopsis of our session as follows.

:

We where half expecting another player and my gf had something else she had to attend to so our band of miscreants began as a 3 man crew.

A cunning drow cleric of Asmodeus sent to Branderscar on charges of Sedition, a former pirate also charged with Sedition and a rogue facing charges of murder.

Our cleric was appropriately the one taken to visit with our "grieving" mistress Tiadora and graciously received the veil of goodies taking it as his duty to free himself and his cellmates and bring them before their mysterious benefactor at the manor house on the moors.

Finding himself back in his cell the players began to discuss their backgrounds a little and got to know one another a little before our cleric revealed the truth of his visitor and the veil. With a small amount of effort(being shackled to the wall) he managed to get the lockpicks to the rogue who denied being a thief but happily admitted being a murderer. The rogue had managed to get himself and the cleric free of their bindings but botched on his attempt to get the foot manacles off of the pirate. This caused enough noise to be heard by one of the guards outside who came to investigate.

Foolishly, they made no attempt to conceal the fact that they where out of their manacles and the guard blew the alarm horn and called for back up but remained outside of the cell waiting for help to arrive. During this brief moment the cleric managed to charm the guard into opening the cell and giving him his sword. The guard's partner outraged accused him of treachery and charged into the cell club flailing as the guards from the lower level arrived half equipped as some where off duty.

The battle ensued and left two of the guards dead and it was lethal force from then on. Our cleric managed a cleverly placed darkness spell which allowed for the group to quickly overtake the remaining guards.

I had determined that Blackerly was running his games at that time and thus several guards where intoxicated and thus slow to respond outside the main building. Others alerted the Warden and he ordered patrols with dogs and made for the gatehouse to cut off any prisoners attempting to leave the only obvious exit.

The players freed Grumblejack who was eager to get revenge against Blackerly and his crew and they made their way into the lower level. There the players looted the place, took to wearing guard uniforms, and set fire to the building using torches and other items lying around and made their out the kitchen exit after the servants fled hearing the angry ogre destroying the mess hall.

The players dodged a few patrols and using information gleamed from blackerly's office, made for the warden's tower seeking vengeance for their rightly deserved imprisonment. Finding the place empty a patrol spots them while they are in the tower and a second alarm rings out. They players manage to light the library on fire and fight their way out of the tower with the help of Grumblejack but are confronted by Blackerly and some of his men just outside the tower. Blackerly dispatches with grumblejack and calls out to our cleric who had began mouthing him the moment he saw them. The battle is bitter and our rogue is put into the negatives by a guard's arrow with a critical hit. Our pirate and cleric dispatch of the last guard and blackerly falls to the cleric. A dispute goes on between the pirate and cleric as to who gets to loot Blackerly but the cleric had landed the killing blow and it was decided. In a nick of time also and the healing potion was given to our rogue who was roused to consciousness and they took to the walls through a tower door.

On the gatehouse roof the Warden sees through their disguise and orders his few remaining men to stop them. Our rogue runs and makes a leap onto the top of the gatehouse only to be hit with a hideous laughter spell. One of the guards puts the pirate to staggered with a well placed arrow and our now badly wounded cleric who is out of healing spells has a moment of brilliance. Using the wall of the gatehouse as cover he uses the portable window upon it and pulls the maniacally laughing rogue through the window to the upper floor and the pirate quickly follows. The guards make for the trap doors but are met with a burning ladder from our pyro cleric.(Taking it easy on the PCs) The Warden and guards make for the other trap door and the pcs make it back out the window and leap from the gatehouse roof to the bridge with a feather fall.

On the bridge they are met with angry dogs and the lone gate guard. The dogs being easily distracted by the doggy treats one of PCs found, left the lone guard at the mercy of very wounded, very angry and desperate PCs. A flawless intimidation check convinces the guard it is best to live to see his family once again and the PCs made their way through the moors with the warden's lovely map.

I felt they where too badly battered to face Lashtongue and being short a player I rolled percentiles to determine if they would encounter the beast. Luck was finally in the group's favour and they managed to find the manor house without further troubles.

They enjoyed the refreshments and finery that was bestowed upon them and my players said I did the Cardinal Thorn speech flawlessly.(I have always been good at acting out villains) With their contract signed that put an end to further loot disputes and I think they will play nice with each other for a while at least. That is where I concluded and gave XP.

Next session we will have another player, an anti-paladin adapted to meet the Lawful Evil requirements. As she did not escape from Branderscar I have come up with another background for her. She had died for her crimes at Branderscar during the purges and the Cardinal had heard of her tragic tale and sent Tiadora with a scroll of Resurrection to acquire her. She died before the Cardinal's own tale so she has no knowledge of who he is but he on the other hand knows much about her.


Mr. Crowley,

Very cool play report! Thanks for letting us know about your game and I hope you post more.

And of course, thanks for supporting "Way of the Wicked".

Gary McBride
Fire Mountain Games


I'm thinking about running this for a single player once the two of us finish our current homebrew campaign.

How difficult would it be to adjust Way of the Wicked for a solo player?

Qadira

Tinalles wrote:

I'm thinking about running this for a single player once the two of us finish our current homebrew campaign.

How difficult would it be to adjust Way of the Wicked for a solo player?

I'd say incredibly difficult. You'd have to lower everyone's class level by at least 1-3, and probably give the player 1 or 2 templates.


Tinalles,

Easy I'd say. You have choices here. You can either create one very powerful PC (perhaps using gestalt classes to borrow a concept from 3.x) or you can have the PC have some allies/cohorts to boss around.

Both of these work very well for a villianous campaign.

Spoiler:

Instead of the Ninth Knot being led by a council, the PC is the sole leader of the knot. When Tiadora talks to the PCs, she is instead seeking out just the PC. The rest of the minions are kept in the dark.

Hope that helps,
Gary McBride
Fire Mountain Games


Two very different answers!

A PC with super-hero stats is a given for a solo campaign. Gestalt is a good option, though I suspect it matters more at later levels than earlier ones, because you're still limited to the same number of actions per turn.

In our current homebrew campaign, the PC is a druid with an animal companion for melee and a cohort for healing -- practically speaking a mini-party.

I'll sound out my player on the idea before doing any serious conversion work, I think.

Qadira

Tinalles wrote:

Two very different answers!

A PC with super-hero stats is a given for a solo campaign. Gestalt is a good option, though I suspect it matters more at later levels than earlier ones, because you're still limited to the same number of actions per turn.

In our current homebrew campaign, the PC is a druid with an animal companion for melee and a cohort for healing -- practically speaking a mini-party.

I'll sound out my player on the idea before doing any serious conversion work, I think.

Well, Gary's the one who designed the game so if he says it's possible, it likely is. Just take some work. That being said, his idea of using a gestalt would probably be the best way to do things.

First thing I'd do is give you player the 25 pt buy, then give them the Advanced template (+1 CR, +4 to all stats, +2 natural armor) or Apex Predator template (+2 CR, +8 to all stats, +4 natural armor). Then have them gestalt. Some guys from this messageboard have actually been putting together gestalt classes so that you don't have to do the math on figuring out what all you get. They're more of like hybrid classes. If they're not to everyone's liking, you can always go the old fashioned way as per the 3.5 rules


Whoa. A 25 point buy gestalt PC with +12 on every stat and +6 natural armor? That's ... really really strong.

In our current game, the player rolled stats (d10+8, roll two sets of stats and choose 1). The PC is a normal druid. At the player's request, the first quest was to get an animal companion rather than just starting with one. PC started at level 4, and got Leadership as a bonus feat at level 5, along with an NPC cohort (a witch, largely useless in combat but a terrific healer).

When the PC is operating totally alone, I've been finding:

- CR = APL - 2 encounter is average difficulty
- CR = APL - 1 is challenging
- CR = APL is hard
- CR = APL + 1 is epic

With the animal companion and the cohort along, add +1 to all of those.

But of course, that's homebrew so I can tailor the encounters to taste, or even to specific class abilities.

Now that I come to think about it, I suppose it's easier to pump up the PC than to weaken all the opponents. Only one set of stats to adjust that way.

Qadira

Tinalles wrote:

Whoa. A 25 point buy gestalt PC with +12 on every stat and +6 natural armor? That's ... really really strong.

In our current game, the player rolled stats (d10+8, roll two sets of stats and choose 1). The PC is a normal druid. At the player's request, the first quest was to get an animal companion rather than just starting with one. PC started at level 4, and got Leadership as a bonus feat at level 5, along with an NPC cohort (a witch, largely useless in combat but a terrific healer).

When the PC is operating totally alone, I've been finding:

- CR = APL - 2 encounter is average difficulty
- CR = APL - 1 is challenging
- CR = APL is hard
- CR = APL + 1 is epic

With the animal companion and the cohort along, add +1 to all of those.

But of course, that's homebrew so I can tailor the encounters to taste, or even to specific class abilities.

Now that I come to think about it, I suppose it's easier to pump up the PC than to weaken all the opponents. Only one set of stats to adjust that way.

Only +4 natural armor. It's not that bad. In my game I gave our wizard +10 Int by mistake, and it's actually not helping him all that much. Well, not yet. But point buy is the easiest way to go. There's suggestions for other ways to do stats in the book too.

You start off in prison. There's guards. You don't have an animal companion or familiar. They're either dead or somehow managed to run away and will meet you once you escape. If, you escape.

You could probably run it as is, and give the PC a few people to be chained up with. Fire Mountain Games released a bunch of pre-made character for some of us to use at various conventions. I don't have the link anymore, but you can always ask Gary for it. There's seven to choose from.


So I started running this last week and things got very interesting. So the group consists of a catfolk Sorcerer (draconic) whose crime was rape which I gave the same bonus as kidnapping, another catfolk barbarian that was in for murder,a human magus that was caught in a duel to the death, a half-orc cleric grave robber and a sylph ninja that was guilty of high theft. It began with the cleric being summoned by Tiadora, after returning the ninja was given the thief's tools he began to try and get everyone out for the gold that was in the veil. Unfortunately, he began work almost immediately, however he was on the last set of locks when he had a number of failures gaining the attention of the guards. Since, the party was basically caught with their pants down. He called the other guard which blew his horn bringing a third guard and Blackerly to put them back down. Blackerly just barked orders to the three guards until they looked badly hurt in which he fled to get others. They decided to free Grumblejack and set him loose ahead of them. Upon reaching the fountain the party had used enlarge person on Grumblejack and the barbarian and let them loose on Blackerly and the warden that was retrieved out of fear of the party and their quick dispatch of the five total guards. The warden used hideous laughter on Grumblejack removing him from the final combat and the barbarian was knocked out by Blackerly, so the ninja and magus stepped up and took out Blackerly and grappled the warden which basically made him an open target. To finalize everything they looted the prison chased off the servants and lit it on fire. Now I just need to add a little more for them to do on the way to see the Cardinal, maybe an Inquisitor and some of the former guards that fled from the party originally.


Hi Gary,

I know you have a lot of questions but could you answer to the few questions I had in the posts above (Major Longhorn).

Thanks a lot !

At ease !


2 people marked this as a favorite.

Major Longhorn,

Sorry. I missed those in all the fray. Let's see...

First thanks for buying "Way of the Wicked" -- we really appreciate your support. As for there being a devilish plot afoot -- the answer is a definite yes.

"Magnificent?" I am humbled by such praise. Thank you for the kind words.

I would be happy to provide you with any text you require. I believe most of it is selectable within the PDF. What in particular are you having trouble with?

I like "La voie du fléau" as an alternate title. It sounds better than the more literal "La voie du méchants" (I hope I'm not mangling that; I know only the tiniest smattering of le français).

When they arrive in Branderscar there has already been a trial, yes. The trial was likely brief and decisive. You can play it out if you wish, but I preferred to cut to the chase.

Spoiler:

After three days, the Lord High Inquisitor himself Solomon Tyrath (who actually gets a full stat block in Book 6) arrives in Branderscar to mete out their punishment.

I like having a few soldiers busy building the gallows in the castle courtyard. Great idea! If I'd have thought of it I'd have included it in the book.

The infamous salt mines of Varyston are nearby.

Why not simply hang them immediately? Well, first it gives them no chance to escape. :) But seriously, they are being held at Branderscar because Talingarde is paranoid about the cult of Asmodeus and it is feared that somehow they are connected (even if none of their crimes are directly associated). Before they are slain or punished, the Lord Inquisitor wants a crack at them. And criminals this dangerous must be kept secure, so why not the most secure prison in the kingdom -- Branderscar?

The fact that, thanks to Blackerly, security at Branderscar is now a joke is something Lord Tyrath did not know. But he will discover it when he arrives and put things to right.

Anyways, hope that helps!

Gary McBride
Fire Mountain Games


I received the first 4 Way of the Wicked installments as a gift a couple of weeks ago, and after devouring them more ravenously than most of my favorite novels, Fire Mountain Games deserves a standing ovation.

I have not been this excited about running any adventure not produced by Paizo since the days of 2nd Edition D&D, and my players seem to have all discovered an untapped reserve of energy and enthusiasm since we roleplayed through the character creation and their backgrounds.


Moro,

Thanks for the kind words. So glad you've enjoyed reading "Way of the Wicked". When you run it, please post a journal! I love reading reports of actual play.

Thanks again,
Gary McBride
http://www.firemountaingames.com


Thanks Gary.

No your french was fine don't worry. It is indeed how WotW translates literally.

For the PDF like the map on page 1 of knot of thorns, I was trying to remove the text and write the translated text instead.

But never mind. You have plenty of things to do and I'm sure you must be overwhelmed by the success and the work involved.

Thanks for your answers on Brandenscars.

Oh and btw, talking about maps that's a shame there's no general map of Balentyne. I know it's hard to pack everything in but that would have been handy as "I KNOW" my players will ask me "where is the inn ?" "are there houses close to the castle?" and all those sorts of things ... So if you have some kind of map of Balentyne you didn't put in the book it would be great .....

Good luck Mister Gary "Sleeping is for the weak" Mac Bride.


oh btw ... here is the final question for now.

You mentioned somewhere you would write an anti paladin class.

When do you plan to issue it? The sooner the better as one of my player is really asking to play one.
And i think the anti paladin class by Paizo is quite bland (specially if you compare it with the great antipaladin we had in AD&D 2 where you could also turn into crow or wolf (was it Unearthed Arcana ?).

So please provide us this real mean and EVIL with a capital E and cool antipaladin.

The real question is WHEN.

Qadira

Major Longhorn wrote:

You mentioned somewhere you would write an anti paladin class.

When do you plan to issue it? The sooner the better as one of my player is really asking to play one.
And i think the anti paladin class by Paizo is quite bland (specially if you compare it with the great antipaladin we had in AD&D 2 where you could also turn into crow or wolf (was it Unearthed Arcana ?).

So please provide us this real mean and EVIL with a capital E and cool antipaladin.

The real question is WHEN.

Next month in Book V. It'll be a Paizo LE anti-paladin archetype as now Gary's got one of them on his team helping finish the books.


1 person marked this as a favorite.

@Gary:

A question about the DCs in Branderscar:

You give a DC 20 for the second failes attempt to pick a lock.
I think this is far too low. The guards are possibly distracted... but ok. Even if they aren´t distracted:

Base DC 20 (hear the sound of a key being turned in a lock)
Distance (at least 80 ft.) +8
maybe even through a closed door +5
= DC 33 (27 if the door is open)

Did you forget to include distance in your DC?

Same with follow up rolls for further failed attempts or the check for the pc´s when they try to listen to the guard conversation (a really low DC 15)!

Also: Whats the starting attitude of Grumblejack? What Diplomacy DC would you set? You only wrote about intimidate. Personally I would make him at least unfriendly (with his Cha a DC 19 to convince him to aid with the escape).


push....


1 person marked this as a favorite.

Patrick,

Spoiler:

It's not the key being turned, it's movement about in the cell, chains rattling, etc. which I would call about the same as a creature walking (i.e. DC 10). The distance puts that up to a DC 18. The door is closed but the guards are particularly acute to movement of prisoners and the door likely has a small window, so I turned +5 into a +2. Hence, DC 20.

The guards conversation might arguably be a little higher, but I wanted the PCs to have a reasonable chance to hear it. Maybe the guards, having had a beer or two, are being particularly loud.

Grumblejack's starting attitude depends on how you approach him. If you demand his obedience and try to threaten him -- unfriendly or worse. If you promise to free him and even heal up his wounds, he can be downright helpful.

Hope that helps,
Gary McBride
Fire Mountain Games

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber

Tonight my players started the Way of the Wicked. Five out of six players managed to make the first session. So as PCs we have:
Tiefling Witch (Slumber & Healing Hex ~ maybe planning to take the Cook People Major Hex later on)
Tiefling Cleric of Urgathoa (Corpsecrafter Feat from Libris Mortis & Racial Spell Ability of Animate 1 HD Skeleton)
Human Sorcerer (Draconic/Fire)
Orc Unarmed Fighter (he wanted to be a Monk but he Focused Str and Foibled Cha and lost out on the Wis roll)
Goblin Rogue (Knife Master?)
And the 6th player should be bringing in a Drow Antipaladin.

So far 3 players used the Focus/Foible method, the other 2 used the 25pt buy.

Spoiler:

The goblin rogue managed to get all the PCs out of the chains with only one failure. They left Grumblejack’s door alone and went after the two guards. A sleep spell managed to drop one of them, but the party failed to prevent the last guard from blowing his horn and alerting the rest of the guards.

Once the 2nd guard was down, they party slowly moved downstairs and heard the racket of guards approaching. With only one human, they decided that darkness was their friend and starting putting out the torches. The goblin with the keys decided to go and check out the other locked door and let out Grumblejack (who is currently of the opinion that he has a goblin minion…). The cleric used his spell ability to animate one of the dead guards. The witch positioned himself to put the first guard he saw to sleep… which was fine, except that he wound up being a single target and took a couple of arrows. Retreating back upstairs the party decided to ambush anyone who came up. The guards decided they needed more reinforcements (and their armor) and withdrew. By the time the PCs decided to go do the fireplace and into the kitchen (after using a body to put out the fire) both the Warden and the Sergeant were converging on the PCs with a couple of guards and a dog.

There was much fighting next to the garden, with the party triumphing over the both the Warden and the Sergeant. Memorable moments when the Warden rolled a flaming sphere over 2 PCs and the skeleton, and when the orc fighter got a crit on the Sergeant and decapitated him with one blow.

Currently, the Warden and Sergeant along with 7 guards and 2 dogs have perished.
Will the party escape the walls… we will see next time!

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber

Oh, and since I didn't mention it... Amazing Job Gary! My players have realling enjoyed what they have seen so far... looking forward to running this for a while.

Osirion

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

Hmm, I should mention for my game we are using a few house rules. In particular, I'm looking for these characters to 'last' the campaign.

- Villains are hardy: Automatically stabilize.
- Villains are like cockroaches: Villains can survive past negative Con damage…however if they are Coup de Graced at that point they are very much dead.
- Critical Injuries: Should a character drop past their Con in negative hit points they will sustain a critical injury ~ this may involve limb loss and such as permanent effects, it will also cause them to gain a negative level, which will last for 1/day per point in past their Con in the negatives (ie Con 10, hit points went to -20, they will suffer a negative level for 10 days). This effect is cumulative.
- Villains are sneaky buggers: At the start of each session each player gets 3 bennies for their character. A bennie can be used to reroll any of their d20s (before it is determined if a success or failure), the reroll is taken even if worse than the previous roll.
- Villains have a nest egg for rainy days: If the character has bennies remaining at the end of the night they will get added up for permanent bonuses later on.

I haven't fully worked up the Critical Injuries portion or the Nest Egg. But I will probably borrow heavily from Warhammer's critical injury format. The Nest Egg may make its way as some sort of bonus, either in the format of feats, spell-like abilities or even skill bonuses... still undecided how it will fully work (or how many bennies it will cost).
The bennie concept is from Savage Worlds.


It's a good idea. Although my feeling is that this AP isn't so deadly. So is it really worth it ?


Fire Mountain Games wrote:
kevin_video wrote:
I had assumed that it was going to be four books plus the preview, but it looks like it'll be five books instead. That's cool.

It will be six books in total. Here are the titles and tenative release schedule of the six PDFs.

Way of the Wicked: Knot of Thorns (Lvl 1-5) -- available now!
Way of the Wicked: Call Forth Darkness (Lvl 6-9) -- February 2012
Way of the Wicked: Tears of the Blessed (Lvl 10-12) -- April 2012
Way of the Wicked: Of Dragons and Princesses (Lvl 13-15) -- June 2012
Way of the Wicked: The Devil My Only Master (Lvl 16-17) -- August 2012
Way of the Wicked: The Wages of Sin (Lvl 18-20) -- October 2012

Gary McBride
www.firemountaingames.com

So when is book V coming ? ^^

Sorry Gary for the pressure my players can't wait to start and since new players options are coming with this book...

Oh btw do you have a map of Balentyne or something i could use ?

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber
Major Longhorn wrote:
It's a good idea. Although my feeling is that this AP isn't so deadly. So is it really worth it ?

The AP might not be quite so deadly per se... however I know my players... they seperate, open multiple doors at the same time and overall operate on what I consider questionable tactics...

As a pair of examples...
1) The witch was on some stairs waiting to slumber hex the first guard that came within 30, he did so. Unfortunately the other 2 guards decided that a single target was worth a pair of arrows almost killing the witch... because everyone one else went upstairs.

2) 3 PCs ventured outside, looked around and heard something coming... so 2 went back inside and the 3rd decided to stay outside... hello single target to focus fire on.

And since I like to add and build to background, sidequests and other things tailored to the PCs... I kind of need the same characters to hang around. And it is very possible that my DMing style is... deadly. In the past there is normally about 5-6 sessions before a party death.


"Major Longhorn wrote:

So when is book V coming ? ^^

Sorry Gary for the pressure my players can't wait to start and since new players options are coming with this book...

Oh btw do you have a map of Balentyne or something i could use ?

First thanks for your interest in "Way of the Wicked"!

Book Five is coming in September. If you go to our facebook page you can see all sorts of preview art for it and the cover.

We are getting it done as quick as we can.

I don't have a player version of Balentyne right at hand. It's definitely something we intend to do before "Way of the Wicked" is completely finished.

Gary McBride
Fire Mountain Games


you truly rock ol' mate (i can call you ol mate since i was born in 73 ^^)


Major Longhorn,

You can call me ol' mate. I'm the 72 model myself.

Gary McBride
Fire Mountain Games


So i understood from your "Zee" prologue. ^^


Hi Gary again.

Sorry if I sound like a teacher but it seems you often mix up between east and west and eastern and western.

I think I saw it at least a couple of times in book 1 and book 2 may be you should double cheack your books and if you errata them.

I remember in book 2 you were talking about FarenHolde on eastern coast. I remember I read a few other glitches in book 1.

here are a few examples.
p39 "It takes a week for the
ship to pass along the settled coast of Talingarde passing
the great city of Daveryn, the largest center of civilization
along the western coast."

p81
and the western port of
Daveryn

Talking about Yutak.
p81
These Yutak umiaks will sail into
one of the western ports

travellers along the western coast tell tales
of Yutak who without invitation join Talireans around
a campfire

shouldn't all these be eastern/east ?

Also, In book 1 in the description of Talingarde at the end of the book you talk about it being part of an archipelago.
On the map there are only 2 islands (English isn't my mother tongue so may be archipelago starts at 2 islands but my idea is that it would mean many islands).
Or may be you mean that there are many, many more islands which are not on the map?

Talingarde is an archipelago consisting of more than
a hundred islands. This archipelago may be divided into
six regions each with their own unique character: The
Cambrian Ports, The Heartland, the Borderlands, the
Caer Bryr, the Savage North and the Land of the Yutak.

I understand the statement but is it Talingarde or the archipelago made of 6 regions.

Again the aim is not to blame you for errors but to help improve the text.
If I misunderstood or made an error I am truly sorry. English isn't my mother tongue.

"Me frrrrench, me eat garlic and frogs, wear beret and all the stereotypes. me stoopid." ^^


Major Longhorn,

Errors are noted. Thanks for pointing them out. We always appreciate such diligence on the part of our readers!

The big map of Talingarde does not show every tiny island just the major ones. For example in Book Four, we reveal two more very important islands when they are relevant to the plot...

Anyways, more later.

Gary McBride
Fire Mountain Games


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aaaah ok.

I just received a messge from Paizo that they are shipping all 4 books. OOOOH JOOOY !!!


Gonna be starting my first session of WotW tomorrow. Extremely excited about running what looks like an excellent campaign. The party consists of:

  • Hobgoblin Cavalier (Order of the Cockatrice)
  • Drow Cleric of Asmodeus
  • Catfolk Ranger
  • Tengu Magus

Thanks for the awesome adventure, Gary!


1 person marked this as a favorite.

Sithllama,

Excellent! Thanks for the kind words and I'm glad you're enjoying "Way of the Wicked". Here's hoping you have a great campaign. If you have any questions, I'd be happy to answer them and of course I encourage you to post session reports here. I for one love reading about actual play.

Game on, my friend.

Gary McBride
Fire Mountain Games


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I gave my players the choice of this or Rise of the Runelords, and...

How should witches be handled? There are things for wizards and alchemists, but no witches. Must they bond with a rat? Should we just give them some scrolls to devour? I would search, but that feature hasn't been added to the product description yet.

Guess which AP they chose?


Cheapy,

Thanks for your interest in "Way of the Wicked"!

There is sparse support for all the Advanced Player Guide classes in "Way of the Wicked".

Alchemists probably get the most attention because evil mad scientists are just so iconic. However, there are no formula for them either. If you have those classes my recommendation is everywhere you find a wizard spellbook, swap it out for witch spells.

It is impossible to make an adventure where the treasure is universally useful to every player combination. Instead, feel free to swap out items of equal value to better suit your players.

As far as familiars go, pg. 90 of Book One has some advice. My recommendation -- let the player decide. Did their familiar die and they must get a new one or is it still outside Branderscar and awaits their escape? Bonding with a rat you meet in prison or the servant's "lucky" black cat or a crow who flew into the prison yard are all ideas for how a witch might meet a familiar.

Hope that helps and if you do end up running "Way of the Wicked" please tell us about how you game went.

Gary McBride
Fire Mountain Games


OK we started Friday eve.

Took a long time to create the characters and I think they really wanted to make a good background.
Players were.

Half-drow Summoner
Drow Ninja
Gobelin Rogue
Human Rogue (Knife master)

As you see the healing will really be a problem but well ...

We used the focus & foible method and it was great (except the gob rolled REALLY bad twice in a row (on 8 rolls no roll better than 5 at maximum).

I was expecting an escape from Brandenscar a la impossible mission with 3/4 of the team able to do stealth easily (Gob allready got +18 in stealth)....

Spoiler:

But well ... they decided to unleash Grumblejack and tell him to kill the soldiers they came with. Unfortunately, the heavy attack allowed one of the soldier to blow his horn and then ... it was nightmare.

My players rolled very very low to hit the soldiers. So some reinforcements arrived and the PCs where being overwhelmed. I decided they would hit the meanest before ie grumblejack who quickly fell.

The PCs barely killed 4 guards and the remaining guard escaped, to seek some reinforcement.

The PCs used the windows in the dormitory to escape and avoid the main doors. Now they are on the wall trying to hide while Sergent Tomas is looking for them.

They really hate this one and they really want to have a go at him.
So there are now 2 patrols looking for them, each one with a dog and one of them with tomas.

Would the Warden go with another patrol ? I suppose so.

I just can't wait to carry on.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Thanks Gary. I think I'll ask the player what spells his "pre-game" familiar started with, and then roll to see which of those spells can be found in a scroll somewhere.

We have an inquisitor of Asmodeous who is using Super Genius Games' Hellfire spells, and he's quite excited for this AP, as are the others.

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Our regular GM couldn't run Shadowrun so he asked me to run a one shot game. As the players decided they were feeling evil I purchased the PDF while they made up characters. Everybody was happy with the adventure and wants to turn it into a campaign. The only gotcha I had was the maps were 10 foot squares which I didn't notice, this had an effect on the first scene.

My players created a sorcerer, anti-paladin, fighter, and oracle. As you can see right off the bad getting out of the chains proved very difficult for them. Eventually they just tore them off the wall (I fudged as the anti-paladin rolled a 20 on his first attempt and didn't make the DC 24 even with that) and held off the guards while the oracle freed Grumblejack. Didn't make it much farther than that but considering how much fun everybody had I'd highly encourage those running an evil campaign to give this series a shot.


Balodek wrote:
My players created a sorcerer, anti-paladin, fighter, and oracle. As you can see right off the bad getting out of the chains proved very difficult for them. Eventually they just tore them off the wall (I fudged as the anti-paladin rolled a 20 on his first attempt and didn't make the DC 24 even with that) and held off the guards while the oracle freed Grumblejack. Didn't make it much farther than that but considering how much fun everybody had I'd highly encourage those running an evil campaign to give this series a shot.

For those groups without a rogue or other dexterous character to open the locks, I suggest to change the Veil. Instead of masterwork thieving tools, you can give them a Skeleton Key (from Adverturer's Armory). It gives you a flat out +10 in lockpicking, whatever your skill is. You'll ned to roll 12+ to open the first lock, and 8+ (that is doable just Taking 10) for the rest.

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