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RPG Superstar 2015

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

***** (based on 17 ratings)

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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


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.

FRM1001E


See Also:

Product Discussion (1,393)
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Dark Archive

If you honestly feel you have given them enough information (leads) to act on, and they just ignored many of them, they must face the consequences and lose a few PC's.
[bold]However, if in retrospect you think you could've been clearer or more explicit in the hints and leads department, the fault isn't fully on the PC's so they shouldn't entirely take the fall for it.[/bold]
In that case, a montage is probably appropriate to return the situation to something more winnable.

It all depends on what is fair. Once you've made a decision regarding how much you'd like the PC's to suffer, there's plenty of options to go for:

A dead character could play Havelyn or another named NPC, which could lead to a fun duel between players. (I split the players in 2 groups and had them play the captains Mott and Eddarly in their duel. Great fun)

Perhaps one of the dwarfs fumbles a siege engine attack and destroys part of the tower - allowing escape or killing several enemies.

Perhaps Tiadora comes in and furiously sets some PC's free after assassinating Havelyn; but no reward for the PC's if they need help.

Perhaps there's time before the next session, to tell the PC's via email that their quest isn't going all that well, and if they use the offline time to come up with some great escapes and ideas, they just might make it the next session. Hopefully they'll take the hint and the next session will be full of fireworks and brilliant last-ditch-attempts that save the day - making it fun again.

In fact, no one likes to start the game with a feeling if hopelessness. It soudns like it would be a good idea to (sincerely) motivate them outside the gaming table a little bit regardless of outcome.


@Gary- Antipaladin question:

When you say their cohorts, followers and henchmen maybe of any evil alignment, does this also apply to their "fiendish boon" power if they selected the 'fiendish servant' option for this power?

That is by raw with this power they'd only be able to select CE demons from the summon monster list.

As per the SRD:
The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level.
http://www.d20pfsrd.com/classes/alternate-classes/antipaladin#TOC-Fiendish- Boon-Sp-

@Gary- Out of curiosity, is there any errata for book 1? I purchased the pdf and softcover through Paizo but didn't get any with the purchase (at least not with the pdf version. The softcover is still on its way).

BTW- Thank you for your time and the creation of an awesome AP!


increddibelly wrote:
...In fact, no one likes to start the game with a feeling if hopelessness. It soudns like it would be a good idea to (sincerely) motivate them outside the gaming table a little bit regardless of outcome.

Agreed 100% Thanks all for the good advice.

more details:
The PC languishing in the dungeon isn't a problem - she can sit there and wait for the bugbears to over run the place. Actually, she's sharing the facilities with cpt Mott - that might make an interesting RP once the invasion starts.

The gnome in a barrel likewise is not a concern - he can just stay out of sight during the invasion and poke his head out afterwards.

Its the 2 PCs holding the gatehouse. I will have them be able to foul the gears long enough for the bugbears to arrive, but they're still surrounded and vastly outgunned until then. Their idea via email to me today: Surrender. They reason that Havelyn and crew are LG so shouldn't kill them out of hand. All they have to do is sit in a corner with their hands on their heads for 15 minutes until the Bugbears make their appearance, then slip away during the ensuing confusion ( much like their fellow PCs in the barrel and the prison are planning.

Could this work? Would Havelyn leave them disarmed and forgotten when everything hits the fan, or would they be executed on the spot when the extent of the crisis becomes apparent?

I'm leaning towards running several PbP montages to resolve it all.

:
The two PCs in the Gatehouse are given a group of bugbear commandos to run, possibly even led by Sakkarot himself, and must storm the gatehouse 2nd floor, essentially rescuing their own characters. I love incerddebelly's suggestion of having the area be hit by a rogues seige attack and will be holding that in reserve!

The gnome in a barrel runs a similar runs a similar scenario of bugbears dealing with other obstacles that the PCs failed to deal with - Cpt Barhold and the lantern archons are still kicking around for example.

Prison PC has to run her own escape as bugbears flood the lower level, possibly dealing with Mott on the way out.

The community's feedback on these ideas would be much appreciated.


From my take about Havelyn's personality, he is like True Lawful Good. He will take them as prisioners, ask for an inquisitor, and send them to Brandescar or whatever. He's not the kind of guy who execute people on a whim.

EDIT: your ideas sound good, but I'll make every Player to run a bugbear in every scenario. It's not fun to have 3 players doing nothing while one of them plays for one hour, only to swap spots then.

Grand Lodge

1 person marked this as a favorite.

I agree with gustavo. Havelyn will not execute the PCs. He'll do everything the old fashioned way.

And all of the players should play bugbears. Maybe give them a couple of advanced ones. Not too advanced of course.


Well, I'm back again with another potential problem looming on the horizon.

So, the players are going to ruin the day of everyone in Aldencross. That much is a given. The problem is, magic items in the town that are up for sale. What's to stop the players from just looting everything while the town is being sacked?

Even worse, with the Black Market Connections rogue talent, there's the potential for several major magic items to be floating around the town. Theoretically, there's the possibility of the players getting their hands on gear that they normally wouldn't be able to touch until much higher levels.

Although, thus far, they haven't gotten a whole lot in the way of loot (that happens when you talk your way through everything, I suppose.) So maybe it's intentional?

Am I worrying about nothing? Or should I plan something before it becomes a problem?

Grand Lodge

If they're not getting loot, then this might not be a bad thing. You don't want the players under equipped to do the fighting that they need to. That being said, you don't want them running the show either. Aldencross isn't stupid. They'll have various guards here and there. Roll percentile to see what items really are available (if they're looking for a specific item, it might be there or it might not) and if various members of the militia are in the vicinity. It might not stop them, but it might deter them. Also, if the magic items that are available aren't expensive or aren't what they want, they might not take anything as it's not worth their time.

I wouldn't say you're worrying over nothing, but don't be surprised if your players decide that they're going to specifically hunt for tomes of manuals +5 because they're metagaming it with the rules of the feat and talents. Maybe have them tell you what they're specifically looking for, and make your own d100 chart. Don't cheat them out of the stuff they're looking for though. That'll make them very unhappy. Base the likihood of rare items in smaller increments (1d3 potions of cure light wounds 70% chance, manual of exercise +1 01%, etc).

Dark Archive

pretending to surrender is a brilliant tactic IMHO. the goodies will just have to accept, the PC's can stall the process of getting arrested (after all, THEY've got experience in that sort of thing now), the disarming, veeeeryyy sloooowllyyyy sitting down, dragging every action to give the bugbears every opportunity to come rushing through the gates.

Re: Loot: it's a small town. there will just not be any epic items, or the town would be world famous for it and attract loads of interested people. In 'my' Aldencross, there are only a couple of +1 daggers/swords, created by a previous magister of Balentyne for some long-dead civilians as a reward for some forgotten public service, years ago.

It's probably good fun if they can pillage Aldencross a bit, but they would only get the chance to pick one or two buildings clean before the hord of bugbears takes care of the rest of town. So maybe they remember the pretty shield over the innkeeper's hearth (I made that up, but so could you) and find a few similar items - that's cool. But don't worry about loot:

Spoiler:
In the next chapter, they'll have plenty of time to create their own weapons - assuming they DID take the item creation feats as suggested by the player's guide...? else you may want to hint at that some more.


Thanks to everyone for ideas on the amnesiac character. It has helped a lot.

One question, which books do you find useful for this campaign ? I was looking at a preview of "book of the damned" or the companion "Faiths of Evil" or whatever the name was. If someone has them do you find them useful for this specific campaign.

When I read Asmodeus on the old "Gods of Golarion" book I find the asmodeus description rather stereotyped and not appealing to anyone to worship this god.
I tried to insist on Asmodeus being typically a god for merchants and lawyers with harsh punishments if you don't follow the rules/contracts.

Anyway the question is, which books do you find useful for this specific campaign ?

Grand Lodge

Truth be told, I haven't really found any books to be all that helpful. Maybe the Damned book only because one of my players is playing a female that doesn't worship Asmodeus, but one of his subordinates.

Scarab Sages

Pathfinder Adventure Path, Companion, Modules Subscriber

I've made available the following books for my campaign.
WotC - Libris Mortis, Book of Vile Darkness, Heroes of Horrow, Champions of Ruin.
AEG - Evil
Paizo - Book of the Damned (1-3), Faiths of Corruption

I've also allowed them to approach me with additional books if they find something that would make their villain even cooler. :)


Mother of Flies (Council of Thieves AP Issue #29) has a decent article on Asmodeus, as he exists in Golarion.

I'd also 2nd the Book of Vile Darkness, and AEG's Evil book.

And just to twist the knife...the character options in upcoming WotW Book V: The Devil My Only Master :-)


I have found Book of the Damned: Horsemen of the Apocalypse to be quite fun to use in this AP. Particularly the part about selling the souls of your enemies. You can make some major coin here people, especially in Book three....

Grand Lodge

@ John Hare and Herbo -- What's AEG stand for?


kevin_video wrote:
@ John Hare and Herbo -- What's AEG stand for?

Alderac Entertainment Group

Here is a link to the Book on RPG Now

Grand Lodge

Herbo wrote:
kevin_video wrote:
@ John Hare and Herbo -- What's AEG stand for?

Alderac Entertainment Group

Here is a link to the Book on RPG Now

Wow, this is actually a pretty good book. I just printed off their "definitions" for LE and NE. This way my players can't purposely be jerks because of how they think the alignments work. Thanks to that book though I've got a few more adventure hooks for the PCs.


kevin_video wrote:
Herbo wrote:
kevin_video wrote:
@ John Hare and Herbo -- What's AEG stand for?

Alderac Entertainment Group

Here is a link to the Book on RPG Now

Wow, this is actually a pretty good book. I just printed off their "definitions" for LE and NE. This way my players can't purposely be jerks because of how they think the alignments work. Thanks to that book though I've got a few more adventure hooks for the PCs.

I had that book in dead tree format, and I sold it when 3.5 came. I've regreted sooooooo much :(

Maybe I'll buy it again online :)


gustavo iglesias wrote:


I had that book in dead tree format, and I sold it when 3.5 came. I've regreted sooooooo much :(

Maybe I'll buy it again online :)

At $4US its a bargain over on DriveThrough and RPGNow :-)


Herbo wrote:
gustavo iglesias wrote:


I had that book in dead tree format, and I sold it when 3.5 came. I've regreted sooooooo much :(

Maybe I'll buy it again online :)

At $4US its a bargain over on DriveThrough and RPGNow :-)

Indeed it is. The book has probably the best definition of Lawful Evil, Neutral Evil, and Chaotic Evil aligments I've read. It also gives you a lot of insight about "why being evil", types of evils, what makes a villain different from a regular "bad tempered guy with evil aligment", and so on.

In my opinion this book is totally a must, if only for the fluff. The PrC and spells and the like are 3.0, which probably should make them not compatible with Pathfinder for the most part, but the first half of the book is just priceless. ESPECIALLY if you run, or play, Way of the wicked (and plan to play Throne of Darkness as Drow)


Herbo wrote:
kevin_video wrote:
@ John Hare and Herbo -- What's AEG stand for?

Alderac Entertainment Group

Here is a link to the Book on RPG Now

Thanks for the link!

Scarab Sages

Pathfinder Adventure Path, Companion, Modules Subscriber

Mwuhahahaha! Just got my dead tree versions of Way of the Wicked 1-4! Excellent stuff... now I just have to make sure they don't get lost when I move.
My players are chomping at the bit to get the next session in. They have definitely gotten excited for this AP. Looking forward with much anticipation for Book V!


W. John Hare,

Glad you and your players and enjoying being villains and so glad you're enjoying "Way of the Wicked".

Gary McBride
Fire Mountain Games


I just got Knot of Thorns and I must say after reading it, it is outstanding. I have a quick question. I plan on running it on a VTT and using forums for interacting between and before sessions.I was wondering how much info regarding Talingarde and its history I should provide to the players before the game. Should I assume that whats in the Gazetteer is mostly common knowledge?


I gave the gazeteer to the players, and also gave the city gazeteer to the players that were from those cities. It helps a lot, in my opinion, that the players share the rich history of Talingarde. Great inmersion stuff.

Telling them that Glastenhall food is spicy, for example (book III), helps a lot to make the world vivid.

Talingarde is so awesome, that I almost feel sorry to destroy it :)


Firemountain is on to something here, and I definitely want to check these out eventually in the near future. Cool artwork too!


I'm intrigued by Throne of Darkness. I once played in a dwarven campaign, and it didn't last, because the GM had few resources available to make the underdar... er... darklands interesting. This AP sound as exactly the kind of thing that make Darklands interesting. Drow are terribly appealing, but I don't know if my players would like to play bad guys twice in a row. But I think the dwarven campaign can be very interesting too.

Dark Archive

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules Subscriber

I just purchased PDFs of the first five installments of Way of the Wicked and, while I've only skimmed through the files, the amount of Good-aligned NPCs/foes in this adventure path is staggering in the best way possible. It'll be fun to actually have the good guys be the enemy for once. Now, if only I can persuade my group to play this once we've wrapped up Carrion Crown.


gustavo iglesias wrote:

I gave the gazeteer to the players, and also gave the city gazeteer to the players that were from those cities. It helps a lot, in my opinion, that the players share the rich history of Talingarde. Great inmersion stuff.

Telling them that Glastenhall food is spicy, for example (book III), helps a lot to make the world vivid.

Talingarde is so awesome, that I almost feel sorry to destroy it :)

What book is the city Gazetteer in?


Ravenmantle wrote:
I just purchased PDFs of the first five installments of Way of the Wicked and, while I've only skimmed through the files, the amount of Good-aligned NPCs/foes in this adventure path is staggering in the best way possible. It'll be fun to actually have the good guys be the enemy for once. Now, if only I can persuade my group to play this once we've wrapped up Carrion Crown.

It shouldn't take much to convince them to play it.

All I had to say to my group was "Hey guys, there's this Adventure Path that goes from 1st level all the way to 20th, and you get to be the bad guys." Didn't have to say anything beyond that, they were all sold. Partially because, y'know, it actually goes to 20th level rather than 15th-17th like all the other APs, and partially because EVIL.


It was mentioned earlier in this thread that Hellknights are a viable option for PCs in this AP, and that the Order of the Brand once had a presence on Talingarde, but I can't find any references to this order anywhere. I've searched, and found people mentioning it in other campaigns, but I can't find any details on it anywhere. Just the name (and even that, I'm not finding in any of the books).

Grand Lodge

MalignantMind wrote:
It was mentioned earlier in this thread that Hellknights are a viable option for PCs in this AP, and that the Order of the Brand once had a presence on Talingarde, but I can't find any references to this order anywhere. I've searched, and found people mentioning it in other campaigns, but I can't find any details on it anywhere. Just the name (and even that, I'm not finding in any of the books).

Unfortunately, you will never find mention of it in the BOOKS. Mostly because of it being Hellknights. The GM has to bring them in. They fit, there's no question, but they aren't officially in there.


kevin_video wrote:
MalignantMind wrote:
It was mentioned earlier in this thread that Hellknights are a viable option for PCs in this AP, and that the Order of the Brand once had a presence on Talingarde, but I can't find any references to this order anywhere. I've searched, and found people mentioning it in other campaigns, but I can't find any details on it anywhere. Just the name (and even that, I'm not finding in any of the books).
Unfortunately, you will never find mention of it in the BOOKS. Mostly because of it being Hellknights. The GM has to bring them in. They fit, there's no question, but they aren't officially in there.

No no, I mean in official books, like Inner Sea World Guide and such. Is that Order an official part of the Hellknights, or was it just a homebrew thing? I can't find mention of it in ISWG or the Faction Guide. Just wondering if I'm missing something.

Scarab Sages

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Pawns Subscriber

It was mentioned somewhere in this thread. They (FMG) can't use the official Hellknight orders, just the class. So Order of the Brand is Garys creation. Not sure, but something like that.

Grand Lodge

Yeah, he mentions it on Page 6 and it's his own.

If you need any more info maybe Gary can give a bit more, or you can make up things you need to.


Macgreine wrote:
gustavo iglesias wrote:

I gave the gazeteer to the players, and also gave the city gazeteer to the players that were from those cities. It helps a lot, in my opinion, that the players share the rich history of Talingarde. Great inmersion stuff.

Telling them that Glastenhall food is spicy, for example (book III), helps a lot to make the world vivid.

Talingarde is so awesome, that I almost feel sorry to destroy it :)

What book is the city Gazetteer in?

Most books have a Gazeeteer. Book I have Talingarde as a whole, Book II has Farnholde, Book III has Glastenhall, Book IV has Matheryn. Book V doesn't have, though, because it has the new archetypes and rules for vampires and liches.


kevin_video wrote:

Yeah, he mentions it on Page 6 and it's his own.

If you need any more info maybe Gary can give a bit more, or you can make up things you need to.

Kevin is correct.

Hellknights work thematically in "Way of the Wicked" perfectly, but for legal reasons we can't publish information about the specific orders. So, I noted that already in our backstory we have the Castle Branding which could have once been base of the Order of the Brand Hellknight order.

Of course that appears nowhere in our books. It's just something I mentioned here.

Gary McBride
Fire Mountain Games


Thanks. I can work with that. My Antipaladin player is dead set on getting into that class.

Oh, and my players found a rather amusing way to take care of the wizard at Balentyne.

Spoiler:
They went into the keep under the guise of royal inspectors. With their bluff and forgeries, it was a cake walk for them to get in. After they had got the layout of the place, they went in at night, deciding they needed to remove the wizard first. They slipped up to the wizards floor, cast silence, and busted down the door to the lab. The rogue, who was the center of the silence spell, had readied an action to run into the room so that the silence would hit the wizard. They weren't aware of the ice golem though. Luckily, the party adjusted their plan quickly, and the parties mage started tossing fireballs into the room (yes, with the rogue still there). It didn't take long until the party had taken down the wizard and the golem, leaving the mage as a pile of ash. They didn't even bother looting. They immediately left the scene, and later heard that the wizard at the keep had lost control of some creature he had kept at the keep, and had paid with his life.


At some point I thought Book 5 would have had new anti paladin class ? As the paizo's antipaladin isn't really good (I mean isn't really wicked as such).


I think I'd have fun playing one of my Wizard characters in a campaign like this.


There's a new antipaladin archetype in book V, the lord of darkness. Very asmodean, with access to Aura of Commmand and being able to permanently dominate a thrall.


Ooops I think I was blind. Thank you Gustavo.


Malignant Mind,

Love your solution to Tacitus! Very cool and very innovative. And it sounds like it was a blast to run as well. Well done.

Gary McBride
Fire Mountain Games


Malignant Mind, your characters were quite high level if they could cast fireballs. Did they level before attacking balantyne? Did you some sidequest?

Scarab Sages Reaper Miniatures

OK - owning this module since it came out and not running it because my main group isn't ready is no longer enough for me!

I will be running this game for my off-group - a group of Middle school kids! Obviously, I intend to tone down the evil, but last week we had them make characters, I made the mistake of saying "you can make anything you want" and they ALL (independently of each other!) made Evil characters, as I just found out!

Now I just need to make them choose their campaign trait/crime, and tonight, I may *finally* begin my foray into the Way of the Wicked!

It also makes a good test run for my main group when they get there, I'll have ideas of what worked well/didn't etc.


gustavo iglesias wrote:
Malignant Mind, your characters were quite high level if they could cast fireballs. Did they level before attacking balantyne? Did you some sidequest?

Wand of fireball.


Bryan,

That is awesome! I hope you post about how your game goes. I would love to hear a report of actual play on this one.

Gary McBride
Fire Mountain Games

Scarab Sages Reaper Miniatures

1 person marked this as a favorite.

Easy enough! We just concluded the first session.

Spoiler:
The kids handily broke free, making all the DD checks (the lowest result they got was 21, so it was close!) and then the Bard used Disguise self to make himself look like Sgt. Blackerly. He succeeded on his bluff check, got a uniform, freed Grumblejack,and led the prisoners out for "special punishments". Beelining out of the prison itself, the gatehouse guards proved more of a problem, not falling for the bluff and summoning the warden. The Warden saw through the deception, and initiated combat!

Grumblejack (played by my 16 year old son, so I could run the guards) took down the Warden in 2 rounds, after the bard was incapacitated by Hideous Laughter. Though the Warden was a tough opponent, Grumblejack used his Combat Maneuvers to keep him from further spellcasting, and crushed him, knocking him out. The other players took out half the guards, and the other half (of 6) ran inside to get reinforcements.

They grabbed the unconscious warden and used him as a hostage, and when that failed (the guards were more afraid of getting executing for letting them escape than they were of the PCs) Grumblejack threw the warden at the guards, knocking them down domino style and allowing enough time for the party Inquisitor to lower the portcullis so they could run.

In the swamp, they lost the guards quickly (the Dogs failed the survival check!) and almost lost their cleric to Lashtongue - luckily with a bard, Inquisitor, and Cleric, they had no shortage of heals! They just had time to sign the contract with Thorn before we ended, and the two divine casters quibbled a bit, but realized in a nation of Paladins, their religion was already illegal, and they might as well serve the only other deity left!

All in all - pretty good! We glossed over the darker themes, making it clear that the "good nation" of Talingarde was pretty much wrong - they had outlawed all other religion and become a police state of paladins enforcing nice and pretty. Being teenagers (13-15) the kids were more than happy to rebel and fight the Man!

I did think they escaped rather quickly, not being interested in exploring, but just in getting out. Not the module's fault, but really the kids' for not taking the time to explore. The front door is pretty straightforward, and they wanted to waste no time.

Next week, they begin their training!!


Bryan,

my players went fast for the door too. I awarded them enough Xps to be lvl 2 before they start their training. Otherwise it's TPK.

Specially a certain mist.


MalignantMind wrote:
gustavo iglesias wrote:
Malignant Mind, your characters were quite high level if they could cast fireballs. Did they level before attacking balantyne? Did you some sidequest?
Wand of fireball.

Oh. Was it Tacitus'? Or did they buy it in Aldencross? As written, Aldencross purchase limits are kinda low :/.

I'm planning to make Aldencross bigger (And Balantyne too), which may allow them to buy some decent gear too. I've checked real world Hadrian's Wall, and the Forts had around 500~1000 soldiers. I'm going to make it that big (probably 500). Yes, that means it's impossible to beat all the soldiers in a fight. But that's pretty much also true for 100, so little difference there, the PC will have to use sneak/deception and kill the major NPC while avoiding the large army anyways. Also make for a more balanced battle later. Sakkaroth Fire-Axe camp is described as having "Thousands of bugbears are already assembled. [...] The occasional polar bear lumbers around the camp untended (these are Naatanuks – see the gazetteer below). Fur-clad goblins scamper here and there, laughing
with frenetic glee. Even a few hill giants gather at the camp’s fringes."

I have the feeling that, even with a fortress, 100 soldiers can't stop thousands of bugbears, plus goblins, occasional Naatanuks, and a few Hill Giants. 500~1000 however, can hold a fortress against such force.


Major Longhorn wrote:

Bryan,

my players went fast for the door too. I awarded them enough Xps to be lvl 2 before they start their training. Otherwise it's TPK.

Specially a certain mist.

I think Sir Balin is way tougher than the mist.

Just reading the online campaigns, most groups deal with the mist just fine, the tough parts are Sir Balin and/or the Draugr, if they miss the secret door and alert them through the screeming fungus.

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