Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder Society Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products

Pathfinder Roleplaying Game


Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

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

***** (based on 19 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

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


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 store@paizo.com.

FRM1001E


See Also:

Product Reviews (19)
1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***** (based on 19 ratings)

Sign in to create or edit a product review.

A wicked good time!

*****

My friend turned me onto this, and while I haven't checked out a 3P adventure path before, the idea for this one was enough to get me to put some eyes on it. And really, it was a great call to do so.

What I liked:
The level of polish on this product is incredible, and while there's a few typos and such, it's nothing that detracts from the ease of use that this module boast. The idea is original and done in a fun way, the story is engaging, and I myself had a great time reading through it (hoping to run it eventually), making it something that I'd recommend to others.

The game starts off strong with a more complex first part than I was expecting (possibly too complex, but whatever), and the roleplaying opportunities are plenty. The second part is just as engaging, and the ending of it is enjoyably open ended. It really does feel like you're facing off against the forces of good, and in a very organic way as well.

What I didn't like:
The third part is a bit of a slog, it feels like filler in an otherwise tight game. Also no map of the town in part 4 was slightly annoying, and as stated by others, a reputation mechanic built into the game would have pushed it to the next level for me. But regardless, those are minor gripes. Also, you have to MAKE SURE everyone's on team pentagram or else the game doesn't work. Once you do that though, everything flows smoothly.

Overall I'd recommend this to anyone looking for an adventure path that breaks from the norm.


A Knot of Thorns Review

*****

Warning: Potential Spoilers. Written from a GM's perspective.

I am sure that the opportunity to play through an evil adventure path is enough of a lure for many gamers. However, what is special about Way of the Wicked is that it does evil so well. This book contains a helpful article about the pitfalls of running an evil campaign and how to avoid them. This advice is spot on and faithfully followed by the writers themselves.

Pros:
Player creativity is heavily encouraged. There are lot of scenarios that require problem solving and can't be resolved with brute strength alone. This gives players a lot of opportunity to put the lawful evil in their alignment to good use.

Talingarde is an interesting place. At first glance, the country seems like a Lawful Good utopia. However, it actually has a lot of issues, such as restrictions on academics, religious intolerance and general complacency. This really helps with backstories and roleplaying, as the characters, despite being evil, have believable reasons to resent their home country.

There is a lot of inspiration for how to make the NPCs feel vibrant and memorable. Everyone delighted in taking down the magister because he had been so rude to them, but they all felt awful about killing the man who ran the rookery. Then of course, who doesn't love Grumblejack the ogre?

While the entire book is strong, the final act is on another level. Unlike the rest of the book, players are given almost total freedom as to how to solve the task they are assigned. This freedom allows almost every build a chance to bring their skills to the table. Most importantly, up until the final act, the players are mostly just fleeing the law and following orders from their new master. The final act is where they finally get to feel like they are evil puppet masters, manipulating things from the shadows.

Cons:
The boat ride in the third act is a little uninspiring, compared to the rest of the book. It feels a bit like a string of random encounters, most of which don't further the story. If your players enjoy that, go for it. Personally, I cut about half of the encounters, especially since we were using story based leveling.

The story is very linear and can easily lead to players feeling railroaded. This is by far the book's biggest problem. There is a built in assumption that players will follow along the path provided for them. If this doesn't happen, the AP's method of dealing with it is fairly unpleasant, going as far as to outright kill non-cooperative characters at one point. There is a line in the character creation guidelines about the AP assuming that players say yes to an opportunity to work with Asmodeans, so build a character that can say yes. Find it. Bold it. Underline it. Circle it. Make sure that your players understand that it is 100% required. If everyone is clear on this point, your game will most likely run smoothly, without this being a major issue.


Knot of Thorns or I am the villain!

*****

This book took me by surprise, not just in the fact you get to play the evil character but more in all the assistance they give new GM’s for running an evil game and run it coherently. The book gives good lore about the world and how to bring it into others.

It does railroad the players a bit at start but does use that railroading to build the seeds nicely instead of only explaining why the players are together. The adventure pushes nicely through its pace and really lets the players tackle a problem as they feel their characters would.

Combat is solid, challenging, but not restricting. Players are offered lots of side missions to help finish the main task and all are enjoyably evil.


Wickedly delightful!

*****

I don't give any product five stars lightly. I am truly impressed. Our GM just ran us through the beginning adventure, and we had a blast. Well-written, interesting, and well thought-out. We're hooked.

Not to insult the good folks at Paizo (who do make excellent adventures, which we adore), but we actually all agree that this product outdoes any of the adventure path products produced by Paizo. Truly superlative work for me to say something like that.


Way of the wicked from an Anti-paladins view

*****

Hello Minions
To all who think that this is a game to be played!
If you don"t play it you missing out on the most creative paths I've played yet, as my GM says all the time" i wish i was Playing!" and he honestly regrets not, but has been the best GM yet! (many thanks to the detail and organised books)
Its hard, challenging and allows for total role-play and the brutal hack and slash!!!
theres a genius to the story and the way the books are put together plus theres no way your able to guess outcomes(which is refreshing). Its so much fun I'm constantly anticipating the next session!

buy it and you"d not regret it!

i"ve had to agree to play as GM for Fire Mounatains other Campaign when this is concluded and I can say I'm excited to do that also!!


1 to 5 of 19 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Paizo.com Gift Certificates
On Sale and Clearance!


©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.