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Way of the Wicked—Book #2: Call Forth Darkness (PFRPG) PDF

****½ (based on 9 ratings)

Our Price: $10.00

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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


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 store@paizo.com.

FRM1002E


See Also:

Product Discussion (760)
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The Exchange RPG Superstar 2010 Top 32

Lycanthropic Boggards - nice! Thanks for all the statblocks - plenty of ideas there!

My lot have just bumped into the Wraiths, so we'll resolve that this week - and after that it'll be time to climb the spiral to the Sanctum, after which they'll have investigated everything and will get the first ritual underway.

One thing they haven't found, or even noticed, is the treasure room. How did your groups find it? It's fairly obscure really...

Grand Lodge

carborundum wrote:

Lycanthropic Boggards - nice! Thanks for all the statblocks - plenty of ideas there!

My lot have just bumped into the Wraiths, so we'll resolve that this week - and after that it'll be time to climb the spiral to the Sanctum, after which they'll have investigated everything and will get the first ritual underway.

One thing they haven't found, or even noticed, is the treasure room. How did your groups find it? It's fairly obscure really...

My original group was super paranoid about secret rooms. Well, mostly one player. He had maxed out Perception, and he continually paid the wizard to make wands of detect secret doors. It was trial and error. Once one was discovered, it only fuelled his paranoia. I ended up having to add more wealth just so they could pay for the wands. Eventually they made a constant goggle set.

On top of that, the cleric had a 3pp cantrip that worked as a dwarf's stone cunning.


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

My players negotiated with the wraiths and Daemons as a result the wraiths told them about the treasury.

The werewolf boggards came from the Minion Quest scenario in book 7 , my players managed to infect several minions with lycanthopy and now they have converted many minions to give them a dangerous bunch of killing machines


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

During the last 5 days we have the Eagles (all and the Agathion Advanced), the Mud Elemental (Elder) and Wondering Xenarth demon drawn to the ritual.
And a relic of the elder days...
The son of the sun as he calls himself a Nephilim living alone in the wilderness dedicated to Mithra and opposed to the evil of Asmodeus he has come to cleanse the horn of evil.

Son of the Sun:

Son of the Sun
Agile nephilim paladin 4 (Pathfinder RPG Bestiary 3 200, Pathfinder RPG Mythic Adventures)
LG Large outsider (native)
Init +25/+5, dual initiative; Senses darkvision 60 ft.; Perception +21
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 35, touch 22, flat-footed 27 (+8 armor, +5 deflection, +5 Dex, +3 dodge, +5 natural, -1 size)
hp 192 (15d10+104)
Fort +26, Ref +16, Will +21 (+2 bonus vs. fear and any effect that causes sorrow)
Defensive Abilities evasion, soul of sorrow; DR 10/magic; Immune disease, fear; Resist cold 10, fire 10; SR 19
--------------------
Offense
--------------------
Speed 70 ft.
Melee +1 flaming greatsword +27/+22/+17 (3d6+36/19-20 plus 1d6 fire) or
. . 2 slams +25 (1d6+26)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 3/day (DC 17, 2d6), crushing blow, mortal challenge, smite evil 3/day (+5 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +9)
. . At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +6)
. . 1st—bless weapon, protection from evil
--------------------
Statistics
--------------------
Str 30, Dex 20, Con 22, Int 14, Wis 16, Cha 20
Base Atk +15; CMB +27 (+31 sunder); CMD 49 (51 vs. sunder)
Feats Dodge, Endurance, Great Fortitude[B], Greater Sunder, Improved Critical (longsword), Improved Lightning Reflexes, Improved Sunder, Power Attack, Quick Draw, Weapon Focus (greatsword)
[b]Skills
Acrobatics +4 (+20 to jump), Bluff +14, Climb +18, Diplomacy +20, Intimidate +23, Knowledge (geography) +11, Knowledge (planes) +14, Perception +21, Sense Motive +21, Stealth +11, Survival +12
SQ lay on hands 7/day (2d6), mercy (shaken)
Other Gear +2 mithral breastplate, +1 flaming greatsword, silver smite bracelet[APG], 150 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Crushing Blow (DC 25) (Ex) Melee critical hit does +3d6 nonlethal dam and staggers 1 rd (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mortal Challenge (DC 20) (Su) Frighten/shake humanoid/mon. humanoid in 100 ft 5d6 rd if less HD (Will part).
Paladin Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smite Evil (3/day) (Su) +5 to hit, +8 to damage, +5 deflection bonus to AC when used.
Soul of Sorrow (Ex) +2 bonus to Will saves vs. fear and sorrow effects.
Spell Resistance (19) You have Spell Resistance.

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Grand Lodge

What prompted this guy, of all creatures, to show up?


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

He sensed the build up of evil from across the land, he walked across Talingarde through weather and Bugbears, then he got stabbed to death by a bunch of Asmodeans.
He is a descendent of the first kings of the Mithran people of Talingarde who faced the nameless tyrant and indeed as the legends say where more than mortal

Overall I thought the last 5 days needed a few extra dangers to make them really testing this guy is one of them


Mr Hawkins, you are clearly preparing your way for an immersion of Talingarde's long forgotten past. On that route, you seem to go quite fast, being able to reach the last days at the horn in a month of players time. How are the things going?

The Exchange RPG Superstar 2010 Top 32

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

Spoiler:
They're being driven towards the party by the winged elves and a heartbroken Broken Soul Lillend.

By the way, I'm thinking of having my players old characters attack the Horn, but I'll need to think of a good excuse to get copies but keep it a surprise. Any ideas? :)


carborundum wrote:

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

** spoiler omitted **

I suggest the following:

1) Daemon cultist has killed them and zombified them as juju zombies
2) Greed: they want the wish of Vetra Kali to betray mr T.
3) Redemption: someone (a confessor angel?) has given them a new purpose.

Grand Lodge

carborundum wrote:

My guys finally took the Horn, beating down the huge Lightning Elemental and his attendant balls of lightning. Now they're being distracted by Forest Drakes outside, while something else happens.

** spoiler omitted **

Don't suppose that they were very good characters, and they just randomly did stuff? What was their usual motivation? They could have just hit port at Farholde, and are hearing rumours of the Horn. Could be curiosity, or they feel it's a noble quest.

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