Way of the Wicked—Book Two: Call Forth Darkness (PFRPG) (based on
7
ratings)
Fire Mountain Games
Backorder
Print/PDF Bundle:
$24.99
Add
PDF:
$10.00
A DUNGEON OF YOUR OWN!
The Horn of Abaddon was once a place of primal darkness. And then the forces of good moved in and ruined everything. It’s been eighty years and the kingdom of Talingarde sleeps soundly knowing that darkness has been vanquished. Now, it’s your turn to prove them wrong.
You will find the lost temple and do what no one else has ever dared. You will call forth the banished daemon prince. And from his unholy hand, you will recover a plague so virulent that it shall shake Talingarde to its foundations.
And then the fools will sleep no longer.
Welcome to the second chapter of the “Way of the Wicked” adventure path! Inside you’ll find:
“Call Forth Darkness,” an adventure compatible with the Pathfinder Roleplaying Game for 6th-level villains by Gary McBride
Full color art and maps by Michael Clarke
A gazetteer of the frontier town of Farholde
Optional rules for building your own evil organization and managing your minions.
Advice for crafting unique variants of this adventure path
And more!
You’ve raided countless dungeons. Isn’t it time you had a horrid little dungeon of your own?
A 106-page full color Pathfinder Roleplaying Game-compatible PDF perfect to either stand alone or continue the "Way of the Wicked" adventure path. Includes a printer friendly version and seperate player handout PDF.
Product Availability
Print/PDF Bundle:
This product is a
backorder.
The PDF will be added to
your downloads
immediately upon purchase.
PDF:
Will be added to
your downloads
immediately upon purchase of
PDF.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Here's a tricky subject that I'm forseeing in book 2 with my group. Spoilerized since I know at least one of my players reads these forums.
Not for My Players, You know who you are!:
Three of the people playing in the Kingmaker game I play in also play in my Way of the Wicked campaign. At present pretty much everyone besides myself (this includes the GM) Abhors the kingdom turns to the point where I literally just do the kingdom turns myself. So when I read through book 2, I foresaw the possible problems with running an evil organization.
I decided to be proactive, expressed how the rules work, tried modifying the rules to be a tad easier to handle, and thus far I've gotten the doom'n'gloom spiel that this is just going to be evil kingmaker. FYI, they have immensely enjoyed everything thus far (they're working on Act 4 of book 1 now).
So my question is how important does the whole evil organization factor into the next 4 books? I'm working on how to make part 2 work without any minions for them to use, but my concern is how much I may need to further modify the path with a group that will mostly consist of 5 people without any minions to utilize?
This is a valid concern and certainly one we are sensitive to.
Spoiler:
The minion rules remain completely optional through all six books.
Everything can be handled narratively -- "Yes, we have a group of minions. Do we care about specifics? No." Largely the campaign focuses explicitly on the things that minions can't do.
Minions don't hold the Horn for 7 months. Minions don't see the ritual successfully done. Minions don't organize an army and storm the Vale of Valtaerna. Minions don't treat with the great wyrm Chargammon. Minions don't raid the Agathium and slay their one time master. And minions certainly don't lead the forces of darkness to glorious victory at the Second Battle of Tamberlyn.
The mini-game gives the players a potential little diversion and a possible source of 'minion antics anecdotes'. It might also give little benefits. But ultimately, it is not the focus of the campaign.
Over the last weeks we've released a lot of beautiful art by Michael Clarke, our in-house artist. But so far we haven't shown you much of his cartography. Let's change that.
This is Talingarde where the entirity of the "Way of the Wicked" adventure path is set. This is the player's map and is spoiler free.
This is where your wickedness will be wrought.
Enjoy.
"Way of the Wicked" is the only evil adventure path for the Pathfinder RPG. It is for sale at Paizo.com and DrivethruRPG.
go a question in the horn there was 3 rituals 1 for hellhounds 1 for nightmare and 1 for mudman
the mud man can only be done at the horn what about the other 2 can the be done outside the horn it just says once a year.
our mage has both horse and hounds now the knight wants a nightmare.( the night mare bit him for 12 pts and sinch it was fire damage. his prize ring woun't heal him lol(p.s need to be careful with radmoe wildress enounter the was no monster with in 5 miles as the knight capture or kill them to keep in practice)
This is probably best relegated to spoiler-land...
Spoiler:
Personally, though I now realize the text is inconclusive, I would have the three rituals only work while in the Horn. Thus the PCs get to acquire 1 nightmare servitor, 3 hellhound servitors and of course a pit full of mudmen (who won't survive the book, see "The Earth Awakens").
If they can keep them alive, they should get to keep the nightmare and the hellhounds. And in fact, in book three they can elevate their hellhounds to Nessian War Hounds.
But if your knight wants a nightmare and you feel this is a reasonable request, I would handle it one of two ways. First, let the wizard find a way to repeat the ritual once more and just summon such a beast. After all, what could be cooler than a hellknight in dastard plate charging around on a nightmare?
Second, wait till the beginning of book three. In fairly short order, they will meet the devil Dessiter, a contract devil who has taken an interest in our party of villains. Dessiter will happily trade souls and services for servitors like more nightmares. And remember, your soul is something you never miss till its gone.
Visit us on facebook to get exclusive preview art. This week, we have the statue of the daemon prince who plays such an important role in Book Two of "Way of the Wicked" -- Call Forth Darkness.
OOh, in the next adventure the villainous PCs not only get hellhounds AND a nightmare, but they can potentially upgrade the devil-puppies over time? You know what your audience wants, sir!
OOh, in the next adventure the villainous PCs not only get hellhounds AND a nightmare, but they can potentially upgrade the devil-puppies over time? You know what your audience wants, sir!
Paizo Charter Superscriber, Pathfinder Comics Deluxe Subscriber
I think this adventure is a genius idea, haven the PCs fend off waves of adventurers. I guess I will get players from my other groups to play their parts once we'll get there. Sounds like a lot of fun.
Thanks for the kind words. I like the idea of letting there be "guest good guys" to play the NPCs. Of course, you have to be careful that they realize that there are VERY likely to die. The Horn of Abaddon was not a nice place to dungeon delve even before the PCs turn it into a death trap.
Oh, and...
Spoiler:
I've gotten a big chunk of Book Three: Tears of the Blessed in the can. I think if I were going to give the elevator pitch, it would be "Red Hand of Doom but instead of defending Bristol against the monstrous horde, you build the monstrous horde and sack one of the holiest sites in Talingarde."
First and foremost, I'm glad you like the AP and plan to follow it to its end. We try to price all of our products both to make them a great value and to allow us to continue to make more.
As odd as it may sound, I actually thought about this and there is a reason that our PDF is $10 and our POD are $24.99.
If you would like a very friendly introduction to the psychology of pricing, might I recommend this article.
Hope that helps and regardless, thanks for supporting "Way of the Wicked."
I just can't hold it in any longer. I really like this AP so far, and plan on following it to the end, but regarding the price:
** spoiler omitted **
I hate that reasoning so much. Even if it is true, I want to be told how much the thing actually costs rather than having to manually add the 1 cent for the correct price *sigh*
Fire Mountain Games wrote:
Peanuts,
Thanks for buying our book and thanks for supporting "Way of the Wicked"!
Hopefully it won't take two weeks to get your book. I remain pleased with the POD turn around time.
Regardless, I hope you enjoy "Call Forth Darkness" and I'd love any feedback you care to give.
Well that may be the case, but I have the misfortune (as far as getting products quickly goes) of living in Australia :p That being said, the few PoD books I've ordered from RPGNow have gotten to me faster than Paizo shipments usually do :)
Paizo Charter Superscriber, Pathfinder Comics Deluxe Subscriber
One thing that I would love when part three comes around would be for me to be able to buy the PDF when it's available and upgrade later to the print/PDF bundle once that's out for the price difference. I like having the print versions too but it's a pain to have to wait until the print becomes available. What do you think, would something like this be possible?
Ah, well. Making the Pacific smaller is completely beyond my abilities, alas.
But, I would say that living in Australia is its own reward. I visited there in '99 and absolutely fell in love with the country. I went to the WorldCon in Melbourne, scuba dived the Great Barrier Reef and spent almost two weeks in Tasmania.
Ah, well. Making the Pacific smaller is completely beyond my abilities, alas.
But, I would say that living in Australia is its own reward. I visited there in '99 and absolutely fell in love with the country. I went to the WorldCon in Melbourne, scuba dived the Great Barrier Reef and spent almost two weeks in Tasmania.
thks for answering my question by group already bought their printed copies lol they replayed the adventure twice using their heros to defeat the horn lol i made them run into a fog man swepping looked up at them a sigh" more mess to clean" it got away before the players could act. my group had tears in their eyes after that. it was fun watching the players walking into there own trap after failing a perception check.i put on the furnal march for that. my players was happy it was a what if so their alt characters never die as this is a complete new land.
turly it is a work of art my group is sending all there printed version to me into i run them. lol i know some of them will buy extra to read. but that is ok it means more sells for you.
Hmmm... I wonder how cool it would be to have two groups playing this campaign at the same time--one evil, one good--and interweave their stories together as Mitra and Asmodeus vie for Talingarde through their champions.
Hmmm... I wonder how cool it would be to have two groups playing this campaign at the same time--one evil, one good--and interweave their stories together as Mitra and Asmodeus vie for Talingarde through their champions.
I haven't done the following with Way of the Wicked obviously but about 10 years ago my nere-do-well friends and I embarked on a pretty successful evil campaign. At the end of it we turned in our character sheets and rolled up new characters.
We had to defeat our horrid lot of villains by beginning that mountain-climb as goody two-shoes baby level 1's. Might be a fun way to continue the fun of WotW beyond Gary's awesome published content.
This is a very cool idea and one that could really work.
Obviously the evil group is going through Way of the Wicked as written. The good group...
Spoiler:
Let one of the PCs play a paladin son of Lord Havelyn. He serves as sort of a focal point for keeping the group together.
The good guys go adventuring through your favorite 1st-3rd level adventure set in Talingarde. Really, many have been published. Pick one you like. Personally, I would adapt The Godsmouth Heresy to Matharyn (which is detailed in book four). At the end of that adventure *wham* there has been a prison break at Branderscar and the good guys are off to capture the escaped prisoners.
They fail to trap the prisoners but they do find a small cult of Asmodeus in the nearby town. It was from this cult that Thorn recruited the servants in the manor. The Good Guys arrive to discover the manor after the PCs have left it and Thorn has abandoned it. So left over monsters in the basement (maybe Thorn had a few more caged away he never used for the Nine Lessons) provide some challenges.
They learn that the Frosthamar has left and is headed north. They have their own sea-going adventures and travel up north. They meet the same traders (assuming the evil team doesn't slaughter them) and learn about their route. They venture into the savage north and learn about the growing alliance among the bugbears. They get to fight some humanoids and keep a tribe from joining beneath the Fire-Axe's banner.
But they are too late to save Balentyne. Daddy is murdered! REVENGE! They keep on the evil PCs trail, investigating, fighting off Thorn's assassins and arrive just in time for the big finale of Book Two. That's when the two groups of PCs get to fight for the first time. They should both be Level 10 by then and let them play it out fair and square.
If Team Evil wins, the Tears are recovered. If Team Good wins, the ritual is disrupted and Team Evil has to fall back on plan B.
Thorn saves Team Evil from a TPK by teleporting them away. Mitra saves Team from a TPK by teleporting them away.
This is a very cool idea and one that could really work.
Obviously the evil group is going through Way of the Wicked as written. The good group...
** spoiler omitted **...
I was thinking of something quite similar:
Spoiler:
Godsmouth Heresy looks like a great intro, and easy to place too. I won't be running Way of the Wicked until the summer so that should give me plenty of time to plan. The mansion and cults are great ideas. I'll probably shine the mansion in a kind of Resident Evil light for the good guys (maybe one of the nascent monsters has grown bold in Thorn's absence and decided to become king of the manor, ordering the rest of his/her motley assortment around!).
The bugbear war also has some great opportunities for heroics. I'm guessing there are thorps and hamlets in harms way after Balentyne burns? A high ranking cleric in the Holy Order of Saint Macarius has relatives there, perhaps, and cannot go himself to save them? Show off the horrors of war and such, and I can take advantage of the power that sparks from that narrative movement as evil rises and good falls, with the characters at the epicenter.
Hmmm...Now you've got me thinking seriously about it. It's madness I tell you! But it could work...
Thanks for the suggestions Gary, and keep up the great work. This should be an interesting summer, regardless.
If you would like a very friendly introduction to the psychology of pricing, might I recommend this article.
Hope that helps and regardless, thanks for supporting "Way of the Wicked."
Gary McBride
That was an interesting article, thanks. I only brought that pricing article up because I really enjoy this AP, and want it to do as well as possible. This is the only AP that has me nearly as interested as Paizo's official APs, and given what a junkie I am for those, that's saying a lot.
I certainly hope you guys have something planned after Way of the Wicked wraps up.
I'm thinking using Dreamscarred Press' updated Psionics rules when I run this campaign and was wondering if there were any suggestions on how to approach the Organization rules if one of the characters decides to make a Thrallherd*.
It's a real possibility that someone will make one, and I figure that since the class itself is a souped up version of the Leadership feat (your "leadership score" calculated as Cha mod + Total of all Character Level + Thrallherd class level) it might make some difference. Especially since nothing actually reduces a Thrallherds leadership score. This makes them perfect leaders for evil organizations, but it also means that their minions (aka Believers) are totally and utterly loyal as a class feature.
For that matter, any suggestions on how to approach Brandscar using psionic characters? Using their powers creates detectable manifestations, but they can still use them even if bound and gagged.
Missed your post about the Thrallherd. I can't say I'm the world's greatest expert on psionics but I have this general advice about psionics.
First, there is absolutely no psionic related treasure in the campaign so that will need adjustment.
Second, allowing Thrallherd to up the number of actions (i.e. adding to the leadership score for purposes of minion actions) makes perfect thematic sense. I would guess it will add a considerable number of weekly minion actions and that might slow down the game. So keep an eye on the total and be prepared to finesse the chart so that the action number is kept within the realm of reason later in the campaign.
But honestly, I wouldn't worry too much. The character focus on being a creator of brain-washed minions should have piles of brainwashed minions.
Third...
Spoiler:
I do not believe that Branderscar needs too much adjustment. After all, what is the difference between a starting psionic and a starting sorcerer? Remember that the psionic characters have no gear either. I would also say it is difficult to acheive focus while shackled to a wall.
In general, it is always a good idea to understand your PCs abilities and adjust challenges to make them both useful but not overpowerful. Also, if psionics is common in your version of Talingarde, maybe there is a minor psionicist on staff at the prison.
Pathfinder Campaign Setting Superscriber; Pathfinder Roleplaying Game Subscriber
I finished reading my print copy yesterday and I have to say that I am very disappointed. Disappointed that it came to an end and I don't have the next 4 parts to read. The adventure was great and the art inside was also great. The group I dm for back in the 1st and 2nd edition days would have loved this. We even did an evil campaign that we started at 1st level and went to the mid to upper 20's. I love the ability of the players to make their own defenses in Call Forth Darkness. Most players would enjoy this. I bet many groups spend hours just working on better defenses. Great job Gary. I do have one sugestion for future modules. Don't forget about Grumblejack. You may want to have something written about him since I think many groups will have him with them still. Maybe some treasure that only he or another ogre could use.
Glad you enjoyed the book! The rest is on its way.
Hmmm...right now Grumblejack is not slated to play a major party in the AP. Of course, he could very well be a major player if the PCs keep him alive and keep him along. But plot events? Book Two was Grumblejack's zenith honestly. I suppose if there is enough outcry for More Grumblejack we could see about putting a few more words in about the ogre.
Anyways, I've got to finish prepping for Gamestorm.
Glad you enjoyed the book! The rest is on its way.
Hmmm...right now Grumblejack is not slated to play a major party in the AP. Of course, he could very well be a major player if the PCs keep him alive and keep him along. But plot events? Book Two was Grumblejack's zenith honestly. I suppose if there is enough outcry for More Grumblejack we could see about putting a few more words in about the ogre.
Anyways, I've got to finish prepping for Gamestorm.