Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder Society Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game


Pathfinder Adventure Card Game

Throne of Night—Book #2: The Earth's Wound (PFRPG) PDF

**½( )( ) (based on 3 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

Explore a Lost World!

Build an empire beneath the earth! You have forged a fledgling realm that stretches from the deep gnome town of Fasturvalt to the drow tower of Vothys, through the weird Fungal Jungle and beyond. But can you hold what you have built against the many threats that would seize your throne?

And more than simply defending what you already have, can you expand your empire? Can you conquer a lost world of elementals, orchids and dinosaurs? Can you uncover the many secrets of the mysterious region known as the Earth’s Wound? Will you die in darkness or claim for yourself an ever greater Throne of Night.

Welcome to the second chapter of “Throne of Night,” a subterranean sandbox adventure path. Inside you’ll find:

  • “The Earth’s Wound,” a Pathfinder compatible adventure for characters 6th through 10th level written by Gary McBride
  • Full color maps and illustrations by Michael Clarke
  • Advice for running this campaign with an all dwarven party of noble explorers or an all drow party of wicked overlords
  • An optional system for creating divine patrons to support your band of heroes.
  • And more!

The quest to build your empire in the depths continues!

A Pathfinder-compatible 100 page full color adventure with a printer friendly version and a 9-page full color handout file.

Product Availability

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.

FRM1008E


See Also:

Product Discussion (28)
Webstore Gninja Minion

Now available!


Pathfinder Adventure Path Subscriber

Cool cover.

But shouldn't it read [...]through the weird Fungal Jungle[...].

Ruyan.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, PFS RPG Subscriber

Have any other Kickstarter backers received their download of this? I haven't gotten an email yet announcing it or with the download yet.


I have.

Webstore Gninja Minion

RuyanVe wrote:
But shouldn't it read [...]through the weird Fungal Jungle[...].

Fixed!


Gerald wrote:
Have any other Kickstarter backers received their download of this? I haven't gotten an email yet announcing it or with the download yet.

I downloaded my copy this morning, Gerald.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, PFS RPG Subscriber

Never mind my kvetching. It's here!


Really loved this. I highly recommend this to all avid reader.


Skimmed through the module, not looking for anything in particular besides for things that jump out at me. And I have only this comment after my skimming.

Because some people will complain.:
Why is there a full page, transparent background image of a Cloaker in flight? >_<;;; I know there's an encounter with one, but why a full page showing of the monster?


How kingdom builder is the AP thus far


Basically the same as in Kingmaker with a few fluff suggestions, a list of resources and a suggestion that you the GM adjust things as needed. The rules also change one kingdom turn being three months instead of one as you're supposedly playing a longer lived race.


Pathfinder Adventure Path, Maps Subscriber

It continues to be a fantastic framework for an adventure but, if your players are used to being led by the nose through an adventure, it's definitely going to take some work on the part of the GM. It is very sandbox-y, which is either a great thing or a handicap; completely depends on the group and the GM's initiative. The typos are driving me a little nuts (more than in Book 1) but I love the concept, the events/encounters seem fun and well thought out, and if the GM is willing to take the time to craft something to fit his/her players, it will be a lot of fun. Once we finish Way of the Wicked, I'm looking forward to running this.

The adventure is definitely structured around the kingdom building rules with some minor modifications. As mentioned, the kingdom "turn" is 3 months (rather than one) and hexes are 8 miles across instead of 12. The terrain types are also quite different (being underground).

I do have one question, though, regarding kingdom control DC:

Spoiler:
If you start with Fasturvalt and Vothys in your kingdom, after adding in the hexes to connect them, I would up with something like a control DC of 51. I didn't plug in sample stats for characters, but I have trouble believing a group of 6th level adventurers are going to be able to make that DC. Are we to treat the "passage" hexes the same as a regular hex, or do they not count towards kingdom control?


2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

Regarding SnowHeart's Kingdom Control Concerns

SnowHeart:
I must agree this is a problem, not only in Control DC but also Monthly Consumption ie over 50 Consumption for both Settlements and Tunnels a turn.
Also a 3 Month turn could make claiming a length of tunnels take a long time.
Therefore I suggest some house rules. Without indepth thought perhaps the following or some variant

1) Whole tunnels can be count as 1 hex for Consumption, Control and Claiming (C/C/C)purposes from Point of Significance (ie Fasturvault) to Point of Significance (ie southern entrance to Fungal Jungle) provided they are explored. However both end of Tunnel must be the next Hex Claimed & Branches routes must be climed Separately
2) Tunnels do not count for C/C/C but Kingdom must pay a control surcharge of somekind
3) Tunnels can be claimed in batches of 4 to 6 Hexes for C/C/C purposes

That said I like the 3D towns and longer turns reflecting the differences of underground (though perhaps 2 month turns could be used if Players and DM want quicker development). Mind you perhaps a Underground Unique Building would be good ie Drow slave Quarters.


Thanks for info!


Pathfinder Adventure Path, Maps Subscriber
Commissioner wrote:

Regarding SnowHeart's Kingdom Control Concerns

** spoiler omitted **

Some good suggestions. Thanks!

Dark Archive

Pathfinder Adventure Path, Campaign Setting Subscriber

Oh! I missed the PDF of this getting posted.
I'm still reading through the adventure (the Kingdom Events look GREAT so far!) but I've checked out the "Underground Kingdom" rules.

One thing I thought about doing is, instead of switching to 3-month turns, is to just say that up to 3 months can pass before any vacancy penalties apply. That would allow for the PCs to be gone for up to 3 months (due to the long travel times underground) but if they want to then stick around for 3 months they can do 3 Kingdom turns. Something like that. While the PCs are gone, I'll just assume Income = Consumption without the PCs' direction. Haven't decided if I should continue to roll for events each month or just each Kingdom turn. Might play that a bit by ear.

One thing to consider with the very high initial control DC...

spoiler:
is the "founding a kingdom" section talks about the potential of starting a kingdom while the PCs are level 2. That would be nearly right after liberating Fasturvalt. That leads me to think the intent was for the PCs to take over the town and slowly expand/claim into the Fungal Jungle right from the start. Maybe also setting up several smaller colonies along the way?
The point is, I don't think the PCs are intended to just jump in and claim from Fasturvalt to Vothys... and the resulting DC50-somthing Control DC that would result.
Just a thought.
But even with Fasturvalt pretty well built up during the exploration of the Fungal Jungle, I'm not sure how close they could comfortably get to claiming all the way to Vothys by the beginning of Book 2. That might result in quite a bit of building time between the two books.


Pathfinder Adventure Path, Modules Subscriber

Your idea about 3 months before vacancy penalties apply is a good one in my opinion,jenner2057. We are going to use a that for our campaign. However .....

Jenner 2057:
as noted in the adventure, the 'natural' place most campaign will start using the Kingdom rules will be after taking Vothys (indeed - the book implies this, since the party will probably wish to neutralise the Baroness and the threat of her retaliation ASAP), meaning the party will control 2 settlement with a large distance between. Thus the problem of long tunnels (which are difficult to use beyond mere passage ways) crops up. I hoped Fire Mountain would have planned for this but it seems to have slipped through. Still a few House Rules and community discussion should solve this.

That said, building Fasturvault from Level 2+ could be fun and quite an achievement and by the time the Party reaches Vothys they would have a nice mini Kingdom (though if you do this perhaps more frequent attacks by Vothys would make sense since the Baroness could ignore the rival Kingdom threat for so long).

Also both TON1 & TON2 are excellent adventures and I look forward to the continuing Story

Dark Archive

Pathfinder Adventure Path, Campaign Setting Subscriber

Absolutely agree with you on the natural place to start using the Kingdom rules.
I was just looking at possible ways to overcome the high DC of the starting situation...

spoiler:
with two settlements and lots and lots of tunnel between them.
Again, haven't ran the numbers, but starting earlier with some smaller settlements in between might work.

Overall though, I'm with you: I would have liked to see some rule mechanic where connecting tunnels don't increase the Kingdom's consumption and control DC quite so much while really contributing nothing to the kingdom. Although...

<Runs off to check something...>

Huh. I was curious about exploration times and noticed that a hex of just cavern passages doesn't need to be explored: you just pass through them and they're explored at that time.
That makes me think that maybe the intent was that cavern passages don't need to be claimed as part of the kingdom either. They just connect other claimed hexes underground and wouldn't contribute to size or control DC.
That would certainly solve the problem of high control DCs and consumption. *shrug* Might be one way to do it; just don't count cavern passages as part of the kingdom.


I'd have to check but I'm pretty sure it was mentioned within the text, that as long as you control both ends of a tunnel it connects things, and to not worry bout it.

Dark Archive

Pathfinder Adventure Path, Campaign Setting Subscriber
Grollub wrote:
I'd have to check but I'm pretty sure it was mentioned within the text, that as long as you control both ends of a tunnel it connects things, and to not worry bout it.

If you can locate that in the text, that'd be great! I just searched and all I can find is that you don't need to spend time to explore a "cavernous passage" hex (pg 92); you just pass through it and it's considered explored. I can't find anywhere that you don't need to claim a cavernous passage hex or that they don't increase kingdom size.

Though that sounds like a pretty darn good house rule, even if it's not in the AP rules.


hmm.. that seems to be it.. but i would go with that, if its causing problems in kingdom building.

I havent looked at the overall feasability of building a kingdom using the rules and how those things affect it.. but if its an issue.. i would consider that info on p92, and "errata" to make kingdoms possible.

The only other option, if players are forced into taking/ claiming every hex of passage, would also allow them to develop every hex to help support the kingdom ( as odd as it would be to say build a farm in a passage lol )

Grand Lodge

Kyonko wrote:

Skimmed through the module, not looking for anything in particular besides for things that jump out at me. And I have only this comment after my skimming.

** spoiler omitted **

That's just their style. They did that a few times in Way of the Wicked.

SnowHeart wrote:
It continues to be a fantastic framework for an adventure but, if your players are used to being led by the nose through an adventure, it's definitely going to take some work on the part of the GM. It is very sandbox-y, which is either a great thing or a handicap; completely depends on the group and the GM's initiative. The typos are driving me a little nuts (more than in Book 1) but I love the concept, the events/encounters seem fun and well thought out, and if the GM is willing to take the time to craft something to fit his/her players, it will be a lot of fun. Once we finish Way of the Wicked, I'm looking forward to running this.

Not sure why, but Gary's second book always seems to have the most typos. WotW was the same way.

Dark Archive

At least with WotW we eventually got a 3rd book -.-

Grand Lodge

increddibelly wrote:
At least with WotW we eventually got a 3rd book -.-

Yeah, I'm growing concerned. It's already been two Fridays since the latest date were told it was supposed to get here.


Where do they post the updates? Their homepage is pretty blank.

Grand Lodge

Devastation Bob wrote:
Where do they post the updates? Their homepage is pretty blank.

Right now there are no updates. At all. They even lost one of their commissions. :( The only place anyone sees anything is on their Kickstarter page.

Paizo / Messageboards / Paizo.com / Product Discussion / Throne of Night—Book #2: The Earth's Wound (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.

Paizo.com Gift Certificates
On Sale and Clearance!


©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.