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

****½ (based on 8 ratings)

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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 webmaster@paizo.com.

FRM1002E


See Also:

Product Discussion (716)
701 to 716 of 716 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Grand Lodge

Rosien_HoH wrote:

Hello all,

I have a question about the running the Horn, particularly "Thirty-One Weeks".

** spoiler omitted **

The Horn:
You don't run it. That's the point. It's their dungeon. You give them the maps, you tell them where traps are that need rebuilding or could be built, and you let them take over. Seriously, they must take responsibility. If they don't, they don't. The Horn falls, and probably them too, and Thorn is pissed at the incompetence which forces him to create a new 9th Knot and they start Book 3.

Hexor and Vexor only show up if they're commanded to by the villains, should they know that there's issues. Each group that comes in is looking for something specific and will stick to their own plan. The first group is looking for a treasure, which they believe the boggards are likely protecting (see empty box on other side of mud pit in caverns). That's what they're going for. They'll challenge anyone who gets in their way, ie. the boggards. The best way to do it is run a separate encounter where it's just the boggards, including Hears-the-Father, and the first group. One of the boggards will get Zikomo to get the villains to come rescue them from the "invaders". If the villains choose not to, that's their choice. The boggards will likely be killed off, the resources will be somewhat depleted, and the villains will be forced to fight whoever's left.

But yes, it's random. They show up at some point during that week, someone's on patrol or making magic items, and they deal with it or don't deal with it. If they survive and complete Book 2, great. If they lose, you go to Book 3 with new characters.


Remember that the attacking parties can leave. With pas without a trace they can't be tracked and I doubt the pcs have a mirror to scry with. Similar to the inquisitors tactics imo

Scarab Sages

Rosien_HoH wrote:

Hello all,

I have a question about the running the Horn, particularly "Thirty-One Weeks".

** spoiler omitted **

The Horn:

I found how the PCs reacted the first time, along with how they decided to defend the various entrances was the first step.

The first group arrived and was ambushed, mostly because the information provided was accurate.

The following groups have some tactics, but so long as the PCs have set up some sort of warning system they will get involved at some point.

For my group, that involved posting Hexor at level 2 just beyond the pit trap... of course this was after the Horn was infiltrated by the moon dogs (one of which triggered the pit trap). So to defend against further invisible folks getting in... Hexor.

And they walled off the level 3 entrance, so it made my job somewhat easier as any heroes would come into the caves, level 1 or level 2.

As for how many spells/healing the heroes have used would depend entirely on how hard the first encounters were, which I tended to do separately until the alarm was raised and then have the PCs start to act. In some cases that first step in was a painful learning experience and the heroes would retreat, different groups got further in, before the PCs would respond.

Any hero groups wandering around the tower should have fairly specific goals in mind, so unless the PCs haven't set up any sort of alarm system there should be very few 'random' encounters (exceptions would be hero groups that wander around invisible and such).

The biggest thing I found was to be flexible. If the tactics presented were no longer an option because things were walled up, or very heavy defenses, then so be it. Just turn the question around, if the hero group was 'my' party, what would they do? Scout, smash everything, retreat?

In the end my players were victorious, but they had several close battles and in a couple of cases they got steamrolled because they used bad tactics (1 PC & Henchmen vs Hero Party of 5 + pets = dead PC & Henchmen).

To date, my players have really enjoyed the Horn. They enjoyed owning it and running the defences.


@Kevin Video: ISTM you have two options. One, play it straight. In that case, the Verdants go down hard. Nothing wrong with that. "The toughest party yet, and... they're all dead within a few minutes. Well done."

Two, make it interesting. Give the Verdants another character or two. Give them more levels. Give them templates. Do whatever it takes to make them challenging. Let the PCs' paranoia play a role in weakening them, but play it so that it's a real fight.

Either can work just fine. Apply the Rule of Cool and carry on from there.

Doug M.


Meanwhile, a question for those of you who have run this already: do most PCs pile straight in through the cave mouth at the bottom? I have the impression that's the most common route. Did anyone fly up and enter through any of the other routes? The module doesn't say whether they are concealed under the vegetation or not.

Grand Lodge

Douglas Muir 406 wrote:
Meanwhile, a question for those of you who have run this already: do most PCs pile straight in through the cave mouth at the bottom? I have the impression that's the most common route. Did anyone fly up and enter through any of the other routes? The module doesn't say whether they are concealed under the vegetation or not.

A lot of it is at least partly concealed by the vegetation. It's not until the first ritual that 99% of the vegetation goes away and everything rebuilds itself. So, yes, the majority of the groups will go through the obvious cave mouth. My players didn't take a chance at flying over the whole thing.


Thanks for the feedback.

I suppose a better question to ask would be this: How do i determine how much health the adventures have when they encounter them? Or what spells are used, who might have died, etc.

Do i just have to guesstimate or do the security points/CRs play a part in that calculation?

Scarab Sages

@Rosien - that is kind of a hard question to answer. If you deplete the heroes, then their CR is no longer as indicated.

How about you flip the question around. What are the PCs doing for the security of the Horn?
- do they patrol? how often, who goes on the patrol, what hours do they keep?
- do they have followers patrol/guard stations?
- do they let traps & undead deal with intruders?
- where are PCs during certain times of the day? (ie do they have someone scrying all the time? do some of the PCs perform the ritual? when & where do they sleep?)

When your players give you answers for that, then hopefully it will give you insight for the adventurers (ie the patrol went to point Bravo today to find that the traps & undead were destroyed ~ tracking indicates a party of 4-5 who seem to have retreated outside).

Try and consider the adventurers to be a fairly smart adventuring party. They will check for traps, they will use focus fire on targets, they will retreat, they will buff before coming into the dungeon.

Personally, for my game the players were very proactive. Setting alarms, traps, stationing guards, etc. They also had someone always scrying, so that meant that within a couple of rounds everyone was aware something was happening and they started gathering to attack. Which meant the adventurers really didn't use a lot of resources.

I tended to hand wave just how many spells, daily abilities were used up. It worked pretty good. Unless the adventures are jumped right after hitting a trap, they should have pretty close to full hp. If you don't want to track used spells/abilities... then mention afterwards the discarded wands of healing or empty potion bottles... :)


How much time is expected to have passed from the time the PC's leave Balentyne until they reach Farholde? I ask because it seems like the PC's pretty much leave straight away with Tiadora, and take a more or less direct route there. But by the time they get there, the soldier have already left to go after Fire-Axe, and even Hallack seems to be aware of Fire-Axe, talking about how "few who have faced the Fire-Axe have lived to tell the tale." So was there supposed to be a longer time gap here, or am I missing something?

Grand Lodge

Sean Brasher 567 wrote:
How much time is expected to have passed from the time the PC's leave Balentyne until they reach Farholde? I ask because it seems like the PC's pretty much leave straight away with Tiadora, and take a more or less direct route there. But by the time they get there, the soldier have already left to go after Fire-Axe, and even Hallack seems to be aware of Fire-Axe, talking about how "few who have faced the Fire-Axe have lived to tell the tale." So was there supposed to be a longer time gap here, or am I missing something?

I think the adventure states that it's about a month of travel before they get there.


It's 13 days sail from Balentyne to Farholde.

Grand Lodge

I'm officially stepping down from this adventure path. It didn't work out for us. One of my players will run it for another group though.

Scarab Sages

Sorry to hear that Kevin. My group is still progressing (although slowly) thru book 3.

Grand Lodge

W. John Hare wrote:
Sorry to hear that Kevin. My group is still progressing (although slowly) thru book 3.

It's all good. I'm giving my notes to the player who's read through up to where they left off, and answering any questions she might have. As long as someone wants to try it out.

Grand Lodge

So today it was discussed that if I'm going to try this again with another group, a few things definitely needed to be changed/added so that the next group wouldn't be as miffed come Book 2.

The PCs are able to get a decent amount of treasure over the course of the book, but what value is it to them if they can't wear it? Why should the monk and wizard do without when they're fighting only warrior types? It's more than possible to go back and forth to town, but it's too obvious to sell the gear to the town, as they'll have likely seen it. There's always the black market, but that's kind of limited too, and something you're going to want to do later. And what if the players have the cash to upgrade themselves. How can they go about doing that?

Well, you add a mercane. Easy peasy. Of course he won't be around 24/7. That's just breaking things. No, I'm going to have it that he only shows up a few times a year, and it's scheduled with the black market specifically. Getting items from the mainland takes way too long, and there's no way the black market's not going to have some kind of contingency plan. They'd lose too much money.
The first time the mercane shows up is the day before the Baron's birthday, and again on the day of. These are the only known times that the public is aware of. He'll show up for a couple of hours, take orders, leave for the day, then come back for six hours the next day. This would be when most people take advantage of his being there so that they can get the best, and hopefully rarest possible, of gifts. According to the timeline, that's Feb 21st and 22nd that he'll be there. Other than that, he shows up every three months to do an order for the black market. If the PCs can get on their good side, they may just allow them to add some funds to the pot for more items. Recommend to a rogue or ninja player, or anyone that can access rogue talents, to take the Black Market Connections trait. They can always retrain it later.

And of course, you'll want to put some urgency on it or else it won't feel like a proper ice cold businessman. Here's how he deals:
1) You show up on Day 1, with a prepared list. You don't have a list, it'll cost you 5 gold for him to write it down. However, if you're obviously lacking in the intelligence department, and can't read or write, he'll only charge you 4 gold. He won't penalize the obviously stupid. Life is already doing that.
2) He will always get you want you want. However, his time is precious. If you stiff him on the bill by trying to steal it or killing him for it, you are forever blacklisted and will never do business with him again. At the same time, if you don't show up to pick up your item before he leaves, he will charge you an extra 20% from that moment on.
3) There is no haggling on the price. You need it, he's got it. End of story.
4) He is always willing to trade. He can always find someone to buy what he finds. That, he will haggle on.
5) Only the most trustworthy of frequent buyers, have access to his Chest of the Mercane. So far, no one does.

And because the black market wouldn't dare want to lose an ally like the mercane, he is always with two bodyguards for protection purposes.

Grand Lodge

If you have the Complete Minions pdf, check out the brainweed. While the PCs are walking through the forest, they could happen upon a couple of these, learn of their properties, and cultivate them. They could then put them around various areas outside the Horn, or even inside as potted plants. Perfect for druids and rangers in the party, and maybe even wizards or witches. Just depends on what kind of green thumb the party has.

EDIT: These could be additional plants that need blood besides the assassin vines.

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