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

***** (based on 15 ratings)

Add PDF: $10.00

Print/PDF Bundle: Unavailable

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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

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

Print/PDF Bundle: Unavailable

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Product Reviews (15)
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Average product rating:

***** (based on 15 ratings)

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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!!

Wicked Game


My players and I absolutely love this adventure. Several of them have told me that they look forward to the game all week. Now that we have finished the first book, here are a few of my thoughts.

The Good:
I didn't initially plan to buy an adventure path. I was looking for tips to run an evil campaign, and my search led me here. Buying all 6 books was expensive, but it was certainly worth it. The authors did a great job designing a campaign for evil PCs. We have been playing for 6 months, and we have not fallen into any of the typical traps of an evil campaign (i.e. infighting between players or a desire for wanton and *thoughtless* slaughter).

The book does an excellent job describing all the NPCs and locations the PCs will visit. There are portraits for most of the important NPCs and monsters. There are maps for most of the dungeons, but there is no map for one of the important towns in the game.

My players range in experience from complete newbie to lifelong RPG player. This path is challenging for the newer players, but not so much that they haven't been able to adapt.

The Bad:
Some parts of the game were a little too open ended for my players. The final act of the book gave a lot of freedom to the PCs. My players wanted to act like typical heroes and assault the final fortress all at once, in a single day. I had to introduce a new PC to help talk them out of this disastrous plan. Still, the open-endedness of the final act was mostly fun. And what would an evil campaign be if the villains didn't make at least one greatly flawed plan?

Some of the future books in this series contain information that really should have been in this book. For instance, the 2nd book contains information on an alternate class and race options for the group. There is no way to know this information exists unless you look at the 2nd book, but it is information that the GM should know *before* the PCs roll their first character. It's nice to have all this extra information, but I didn't know about it until after the campaign had already started.

The Ugly:
The book is really beautiful, for the most part. So, I don't have much to say here. There are a few small typos that made it to the final version. These are easy to ignore. The one complaint I might have is that most of the drawings of NPCs look like cupcakes, especially Squire Timeon of Balentyne. But even this led to a lot of fun. One of my players brought a bunch of blue cupcakes to the game as a half-joke. They were tasty.

Overall this is an excellent book, and I do not hesitate to recommend it.


I've posted a review on

You can find it here.

An amazing adventure!


Way of the Wicked is a well crafted adventure, with thought and care into how to run an evil campaign.
The missions are clear, while allowing sufficient room and flexibility for the PCs to determine how they get from point A to point B.

There are stat blocks presented for all the encounters, which cuts down on the GM having to refer to other books, which in turn makes the game run smoother.

My players absolutely love this adventure. Possibly too much, as during one of my last sessions they were giggling as their evil plans met with success.

If you are looking to run (or play) in an evil campaign, this is the adventure for you!

I would also recommend checking out the other books in this campaign. Simply amazing!

Excellent AP for the Black Hearts in your Group


I've now had the chance to read through the first five books in this adventure path (the sixth is yet to be released) and I must say I am deeply impressed by the quality of this AP. Each book is 100 pages, with approximately 80 pages devoted to the adventure, ten pages of fluff (a gazetteer or similar) and another ten pages of alternate rules (such as building your evil organization, feats for vampire and lich PCs, etc).

As for the adventure, it's very well done. The characters are interesting and all the major NPCs have proper back stories to them or enough hooks that it's not difficult to build upon. The first couple of books are fairly linear in nature (as are many APs, to be honest) and it may take a little skill on the DM's part to avoid a feeling of being railroaded (or players who aren't overly concerned about it). But the tracks are there for a reason and the expectations are set out fairly clearly at the beginning that PCs need to be of a particular temperament; by the fourth book, the tracks begin to branch and players will have a great deal more flexibility. But, even with the "rails", reading some of the PbP games here on the forums will reveal how creative players can be in terms of coming up with different solutions and approaches to problems and challenges.

There are moments of humor and levity mixed in, which is (I think) important given that this is supposed to be a campaign about having fun being evil (not despairing over your cursed fate).

The artwork is also quite good -- almost all full color and well drawn. I particularly appreciated the landscapes of locales in which the party would be adventuring (or castles they'd be assaulting/breaking out of/etc).

In short, if you're looking for a change of pace in your APs, give this one a try. Fire Mountain Games is forcing me to reconsider an old bias of mine against third-party publishers. This is an *excellent* AP that deserves any serious GM's attention.

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