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

****½ (based on 8 ratings)
FRM1002E

Backorder Print/PDF Bundle: $24.99

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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


Print/PDF Bundle: This product is a backorder. The PDF will be added to your My Downloads Page immediately upon purchase.

PDF: 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.

FRM1002B


See Also:

Product Discussion (714)
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Qadira

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

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber
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.

Qadira

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?

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber

@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?

Qadira

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.

Qadira

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.

Osirion

Pathfinder Adventure Path, Companion, Modules Subscriber

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

Qadira

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.

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