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Hey King,

I ran the entire campaign although I set it in Cheliax immediately after the death of Aroden and subbed Asmodeus as the devil in question. That's fairly moot to your question, however, I don't see how you can complete the campaign with Sakkarott dead and the hoard destroyed. Too much else is dependent on it.

You will have to do a massive amount of rewriting to make it work. Sakkarott is a hugely tragic and important figure in the campaign.

One of my few complaints with this campaign was the Victory Point scenarios which essentially must be won or the campaign is way off kilter. You just can't let them fail here.

If it was me I'd start over.

Someone else might think differently.

Tom

KingofKlubs wrote:

Hey guys,

This is for anyone who has played or GMed the entire Way of the Wicked AP

Im a fairly experienced GM and am running this superb campaign for a group of five players who are all fairly inexperienced with Pathfinder in general but far from being totally "Green".
I find myself in a very tricky spot in terms of the main plot and would welcome any advice from anyone who is familiar with the AP.

My players marched into Aldencross and Balentyne as planned but through a monumental miscalculation and a few ill-conceived plans, managed to kick off a series of big fights in the middle of the fortress and then, in their panic, signalled the bugbears to attack the fortress which was pretty much still at full strength.
After calculating victory points, I discovered they only scored a single point and they fled the area. The book clearly states that the Hoard is totally decimated and Sakkarott is killed in the assault.

My problem is, Sakkarott is clearly a prominent character who has been killed prematurely and the Bugbear Hoard, a similarly important plot device, has been neutralized. From a plot point of view, how do I proceed from here?
Events have required me to advance players from level 4 straight to level 6 to meet the minimum level requirements and pass straight into Book 2.

With no Bugbear hoard and no more Sakkarott, how does this affect the major campaign arc as a whole? Will I have to adjust the story in order for it to make sense? Has anyone else experienced this in the campaign?

Any advice would be appreciated.


I'm currently running WotW for my group and I also worried that my players would have a difficult time embracing evil for the sake of evil.

Based on a suggestion from the boards here I decided to change the setting to Cheliax two years after the death of Aroden. Cardinal Thorn has become Cardinal Thrune and he rationalized the only way to save Cheliax from ultimate conquest is to find a new patron god, no matter the cost.

It requires some reworking of the books but so far it hasn't been too bad and my players have really embraced doing evil in the name of saving Cheliax.

I've got an Obsidian Portal site if you wanted to read through the recaps to give you an idea of how I've run things.

Best of luck!

Tom

Solidchaos085 wrote:

I'm was in the final stages for starting Way of the Wicked with my friends when I had a revelation: speaking for the perspective of neutral good (as I'm told) I find a huge problem with how Talingarde is run, this Lawful Good nation borders on tyranny with the complete lack of leniency towards various crimes (some with good reason, mind you) and a complete lack of religious freedom (speaking from a perspective of an Iomedean and Shelynite). I can easily imagine that there would be good and neutral (pretty much the entire alignment spectrum) parties that would be dissatisfied by the kingdom as is.

My question is:
How would you run Way of the Wicked with good characters taken into account? Preferably keeping as much of the entire AP as possible (maybe alter the motivations a bit).


I didn't read all the posts in this thread so I might be repeating what others have said.

I don't think it is logistically possible for a single writer to complete all six modules of an AP. The idea is noble.

The thing that bothers me most about the APs I've either played or been a GM for is the lack of a cohesion between the first module and the rest of the adventures. I think that first module is key.

The solution might be to have the first module complete before the second through sixth are written.

Some quick examples.

Council of Thieves:
The ten NPCs should have been directly linked to the following adventures. At least one should have had a back story that was vital to solving the next installment.

Carrion Crown:
The five symbolic tools of the major haunts of Harrowstone should have linked to the remaining five adventures. For example, the Tarnished Silver Pipe should have been integral in solving the problems in Illmarsh.

I just think it's vitally important for that first adventure to be the leadout to the rest of the modules.

That being said, I understand how difficult it is logistically to make it happen.

Tom