Way of the Wicked—Book #1: Knot of Thorns (PFRPG) PDF

4.50/5 (based on 24 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

BE THE BAD GUY!

The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground.

It's only fair. They burned you first.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you.

They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire.

Welcome to the first chapter of the "Way of the Wicked" adventure path! Inside you'll find:

  • "Knot of Thorns," an adventure for 1st level villains compatible with the Pathfinder Roleplaying Game by Gary McBride.
  • Full color art and maps by Michael Clarke
  • A gazetteer of brave, noble, doomed Talingarde
  • Advice for running a successful villainous campaign
  • Rules for creating wicked PCs
  • A 100-page full color PDF (including printer friendly version) full of vice and villainy.
  • And more!

You've saved the world plenty.

This time, the world needs saving from you.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

FRM1001E


See Also:

1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

4.50/5 (based on 24 ratings)

Sign in to create or edit a product review.

The only good book in this AP.

3/5

The title says it all. Book 1 of Way of the Wicked is fantastic, with a great and memorable starting setpiece, So is the Watch Wall, with a lot of options for the PCs.

-1 Star from my overall rating, with the whole Kickstarter fraud thing others have mentioned.


Fraud

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Written by a fraudster

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Excellent campaign

5/5

This is more of a review of the entire AP. I just finished running it after a long run. It is one of the best AP's I have run, some bits of some modules are a bit weak , I think book 5 has some problems with player actions and planning. However if you are willing to deal with all the problems a very high level party can cause and expand a bit over the last 2 books were this power gives the pc's so many options that the books cannot cover them all then this works well.

An evil party gets the chance to become the evil overlords of the land and show their true natures , mine were suprisingly subtle and restrained but it can be fun to see how things turn out.


It has begun

5/5

Despite the relative age of the Way of the Wicked it holds up very well.

Provided the players understand and buy into this campaign's concept they will have a Hell of a good time.

This chapter packs a lot of material from start to end. You get a lot of adventure for your money and the maps are well done. There are a lot of player handouts that you may want to review and re-do for the vision-impaired players (or yourself!).

Especially for the price point the campaign is worth every penny so long as everyone buys in for the long haul.


1 to 5 of 24 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
801 to 850 of 1,722 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

kevin_video wrote:
Major Longhorn wrote:

We just finished our 4th session (4-5 hours each) with the 9 lessons. And here is how it went

** spoiler omitted **...

How abouts did you guys come up with a half-drow? Which book did you find it in? Or did you go the 3.5 way and just use a half-elf with darkvision?

Advanced Race Guide will do it.

Grand Lodge

MalignantMind wrote:
kevin_video wrote:
Major Longhorn wrote:

We just finished our 4th session (4-5 hours each) with the 9 lessons. And here is how it went

** spoiler omitted **...

How abouts did you guys come up with a half-drow? Which book did you find it in? Or did you go the 3.5 way and just use a half-elf with darkvision?
Advanced Race Guide will do it.

Oh, is that the drow-descended thing?


@kevin : I think it's a pathfinder stuff it's in fact a half elf but drow. See the advanced race rules :

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfElves.ht ml#half-drow-paragon

Alternate Racial Rules

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

So that's pretty cool as all my PCs have darkvision. Which is good for stealth and use of darkness spells.

@Doug : Yeah I added the inquisitor described around 600 posts before . with Sir Balin and Timeon. it was great RP opportunities and I really thank you guys for all the ideas you share with us. Please keep on rocking ^^

Grand Lodge

Major Longhorn wrote:

@kevin : I think it's a pathfinder stuff it's in fact a half elf but drow. See the advanced race rules :

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfElves.ht ml#half-drow-paragon

Alternate Racial Rules

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

So that's pretty cool as all my PCs have darkvision. Which is good for stealth and use of darkness spells.

@Doug : Yeah I added the inquisitor described around 600 posts before . with Sir Balin and Timeon. it was great RP opportunities and I really thank you guys for all the ideas you share with us. Please keep on rocking ^^

Okay, that's what I thought when you were referring to the half-drow.

Do you mean the inquisitor that I built? Clifford Gates? He's going to be fun for my group as well. Heh heh heh.

Grand Lodge

I was re-reading Book 1 because I've got a new group that's going to be starting this up in two weeks (old members moved away due to school or work transfers) and came across the sunken treasure text for "The Wreck of the Dawn Triumphant". Reading it over, I looked up every artifact book I've got, and came across the perfect item. The questions asked are "What are they so worried about? What is it about this relic that seems almost
to terrify them?" The answer is "Amenorian, The Blade of Hope". It's in the Artifacts of Legend book. In it, there's a holy cold iron longsword that awakened after tasting the blood of demons and devils. It's LG, but to the extreme. Once you touch it, it not only makes you LG yourself (or tries to), but it forces you to literally go into the depths of Hell to fight and do battle until you fall.

Think about that for a second. A squire, a knight, anyone that touches it that's not evil, will be sent out to kill everyone that's evil, regardless of their own battle strength, and eventually get dragged down to the realms of Hell to do battle with Asmodeus himself. And if you die, the artifact comes back to the material plane to find a new person to do the same thing to. No one would want that artifact to ever come around. The PCs could have so much fun with that.

EDIT: For an adventure, I suggest a revised version of "Diver Down" from Greyhawk Adventures.


Yeah .. Clifford gates HIMSELF. Now I remember it was you ^^.

Grand Lodge

Major Longhorn wrote:
Yeah .. Clifford gates HIMSELF. Now I remember it was you ^^.

How'd you run him? I was going to have it be him, and two "bounty-hunters" (Slaver from Gamemastery Guide suggestion of 'low-level bounty hunters').

Grand Lodge

2 people marked this as a favorite.

The Mead Hall of the Elven King:
This is an optional scenario given to us at the end of the book. I want to go ahead and do it, but ramp it up a little.

Looking up elven artifacts, I came across enchanted ones that were quite literally artifacts. They're +4 holy keen longswords that can cast heal/3 and discern lies at-will, or other variants of just as high spell-like abilities. I changed this up a little seeing as how we'd actually like for the party to make use of it, and we don't want them too rich. The banshee's only a CR 13 after all. So instead the sword is a +1 axiomatic keen longsword. The crown I'm going to make a circlet of mindsight. It makes sense for a king to be at least somewhat aware of his surroundings. Not everyone's going to agree, and assassins tend to be invisible.

My write-up is that the king was originally LG but became LN. He was fair to everyone on the outside, but he was slowly being corrupted by his charismatic advisor, a secret follower of Asmodeus, who helped his regal appearance seem more noble than it really was. Neither the king or queen realized what was going on as he was a trusted friend, and had been for a great number of years.

His queen (now a banshee), found out about his corruption, what their advisor had been doing to him, and confronted her husband about it. Unfortunately, it was too late. The king had been charmed and attacked her, meaning to only silence her and get her to see what he did. She feared this new man that used to be her husband, and defended herself. She managed to knocked him unconscious using various blunt objects around the room (vases, chairs, etc), but was unable to do anything more as the advisor showed up, and saw what she had done.

Knowing what she would likely do with the knowledge she had, and that she might be able to reverse anything he'd done to the king if given enough time, not to mention have him thrown out or even killed for his treachery, he considered his mission a failure. Without hesitation he killed both the king and queen, then teleported away.

His true identity was never discovered.

What do you guys think?


1 person marked this as a favorite.

Kevin,

I think it sounds like a very cool sidequest.

Spoiler:

I especially like the addition to the advisor as a secret follower of Asmodeus. That should tie into the major arc of the campaign nicely.

Great work as always,
Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards

Grand Lodge

1 person marked this as a favorite.
Fire Mountain Games wrote:

Kevin,

I think it sounds like a very cool sidequest.

** spoiler omitted **

Great work as always,
Gary McBride

Thanks. Appreciate the feedback, especially from you. Wouldn't want you facepalming at the ideas considering this is your AP. ^^;

The addition I put in, I thought would work best as it gives the banshee a reason to attack the PCs without mercy.

Still working on how to add in The Holy Caverns of the Naantanuk (as per your idea of a druid opposing Fire Axe), The Lost Island of Taane-Thak, and The Barrow of the First King.

I think I might have a way of doing The Children of the White Spider and The Lost Ansgarian Mine.

The Sunken City of Aath-Aryn will be in Book 5, and will be where the location of the brine dragon and her followers. The treasure will have become her horde.

Scarab Sages Reaper Miniatures

Session 3 Report!

Spoiler:
The kids are now on board the Frosthamar! Encounter one, with the Blade, went very well. Our ex-con who was in Branderscar for Fraud and Forgery forged a logbook indicating business in Daveryn although the PCs had avoided the city. When asked why they were so far "off course" by the Blade's captain they used the logbook to convince the captain that this was legit. Got away with it, no fighting! Not so lucky that night when they awoke to find 5 water elementals pushing them and the Frosthamar crew into the water! After a very long fight, and most of the crew and players dumped into the water, they finally managed to take out the tritons.

And they had a chance to see Captain Odenkirk fight, and now want to be sure they kil him at range, when the time comes!!


Having a great time! Can't wait for next week!

Dark Archive

Will there be more of this in print anytime soon? What about parts 2-4?

Scarab Sages

Hey Justin, when I ordered mine, the first 3 books were on back order and the 4th on pre-order. If I recall correctly due to the timing of my subscription order it took about 2 subscriptions for all 4 books to show up in hardcover.

I believe that it is POD for the books... but maybe Gary can confirm that (or maybe someone from Paizo).

Hope that helps!

John

Dark Archive

Interesting John, thanks for the info.

Scarab Sages Reaper Miniatures

1 person marked this as a favorite.

Gary, I need your help!

I'm working on drawing out Balentyne on Gaming Paper, and it's going well. But I have encountered a problem, or at least a confusion with the map.

Spoiler:

Balentyne is the Watchtower and associated Keep along the Watch Wall. Or so I thought... except on the map, and on the drawing of Balentyne itself, I cannot find where the Wall itself actually is.

Is Balentyne inside the wall? Outside the Wall? Is this answered in the module and I missed it (it happens, I've missed things before)?

I had presumed the wall ran through the keep, or at least the gatehouse, and the text says that the "gate" the PCs had to have open was the gate on the map (18&19), but the maps do not support this theory, and I don't want to finish it and contradict a block of text that I have missed, but will certainly find after I draw it out completely.

My alternate theory right now, based on the side view drawings, is that the "wall" at this part of the land is the river, and the gorge it is in, although the map doesn't indicate that the river is in a gorge, this is purely from the drawing at the end, with the Bugbears burning the tower.

Since this is for the kids, I think if it is the gorge, I'm going to add an actual wall to the gatehouse, running along the river. Unless there's a more correct answer than that.

I await your reply!

Thanks,
Bryan


2 people marked this as a favorite.

Bryan,

The Watch Wall is not a physical wall. It is dozen defensive castles/watchtowers that control every viable crossing point that connects the savage north to the borderlands in the south.

That is the Watch Wall.

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards

Grand Lodge

So my new group and I were going through their characters last night (we'll be starting after Remembrance/Memorial Day) and one player asked how they'd be locked up. When I told him the standard shackles, he let me know that they wouldn't work on him. He's got a metal curse. Anything he's equipped, or touches something metallic, whether magical or not, it gains the broken condition. So the shackles, once on him, would immediately break. We surmised that they'd essentially hog tie him with hemp rope instead. They'd have to. Nothing else would work on him.


Is this the Wrecker curse from Blood of Fiends, or something else?

Anyway, I'm sure that Branderscar prison can deal with this. Hogtying works. If you're feeling like making things difficult, you could gag him too. If you want to make things really difficult, have the guards put him in a different room from the others. (Don't do this unless you think your players can handle the complications this will cause.)

The Warden might come in to examine him (since he's a wizard and deals with creepy magical stuff). I'd also have the guards refer to this PC as "freak", make signs against evil around him, etc.

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

Is this the Wrecker curse from Blood of Fiends, or something else?

Anyway, I'm sure that Branderscar prison can deal with this. Hogtying works. If you're feeling like making things difficult, you could gag him too. If you want to make things really difficult, have the guards put him in a different room from the others. (Don't do this unless you think your players can handle the complications this will cause.)

The Warden might come in to examine him (since he's a wizard and deals with creepy magical stuff). I'd also have the guards refer to this PC as "freak", make signs against evil around him, etc.

The Wrecker curse, that's it, yes. I did mention to them about the warden, and how if anything's not quite right that he'll get involved. I'm using Gary's suggestion of acid instead of fire branding for those who are resistant, and a tattoo for everyone who's immune.

Considering how many spells the oracle's taking that are Verbal only, he's definitely getting gagged. The wizard too just in case.

What's really killing me, and I tried so hard to keep a straight face, but the wizard took a trait to give him disguise as a class skill, and he's in jail for forgery. He's planning on forging documents, stealing gear, and walking them all the front door. Kind of like another group on here ended up doing.


Put him in a pillory:

http://us.123rf.com/400wm/400/400/tonygers/tonygers1006/tonygers100600039/7 091023-ein-mittelalterlichen-folter-gerat-gelegen-auf-dem-gelande-des-glimm ingehus-schloss-in-schweden.jpg

Its made of wood. I would put him into a seperate cell!
Oh and he should be nice to the other prisoners! Or they will leave him to rot in Branderscar! :D

Grand Lodge

Patrick Kropp wrote:

Put him in a pillory:

http://us.123rf.com/400wm/400/400/tonygers/tonygers1006/tonygers100600039/7 091023-ein-mittelalterlichen-folter-gerat-gelegen-auf-dem-gelande-des-glimm ingehus-schloss-in-schweden.jpg

Its made of wood. I would put him into a seperate cell!
Oh and he should be nice to the other prisoners! Or they will leave him to rot in Branderscar! :D

lol Well he's NE so everyone's a little leery about him to begin with. It took forever just to make him not be a chaotic character. Even with that, he still plans on running his NE as CE. Thanks to another suggestion on this forum, there's an evil book already about for 3pp that gives you LENGTHY descriptions on each alignment. I told him I'm highlighting sections, and if he violates any of it, the party has the right to take him out as he'll likely end up being a liability.

As for the pillory, I'll definitely use that, but a variant version. Even if it's made of wood, anything metal on it gains the broken condition. So a straight jacket with buckles would leave the material in tacked but the metal buckles themselves would be broken. So instead of chain I'll use wood plugs or rope and twine.


This is getting a bit away from the AAW, but I'd consider adding another prisoner -- Mr. Giggles. Have him be a totally barking mad serial killer. Put him in one of the empty cells; if the PCs are attentive or make Listen checks, you can tell them that there are prisoners in two other cells (him and Grumblejack), that one doesn't talk but only breathes heavily and sometimes grunts, while the other... ah heh heh heh. Hee? ah hah hah ha.

Mr. Giggles will beg to be taken along, This is a bad idea; he's CE. Note only is he utterly treacherous, but he'll constantly get distracted by curiosity and/or opportunities for loot, and he'll *always* pause for some sadistic torture of a helpless victim or, at a minimum, to take some trophies -- ears, fingers, whatever -- from a fresh kill. If it looks like things are going badly, he'll immediately either flee (to become a recurring nuisance, of course) or, if that's not an option, turn on the party ("look! I'm helping capture the escaped prisoners!").

Adding Mr. Giggles complicates things a bit, but it does help draw a distinction between LE/NE and CE. Remember, Even Evil Has Standards.

Doug M.


kevin_video wrote:
Patrick Kropp wrote:

Put him in a pillory:

http://us.123rf.com/400wm/400/400/tonygers/tonygers1006/tonygers100600039/7 091023-ein-mittelalterlichen-folter-gerat-gelegen-auf-dem-gelande-des-glimm ingehus-schloss-in-schweden.jpg

Its made of wood. I would put him into a seperate cell!
Oh and he should be nice to the other prisoners! Or they will leave him to rot in Branderscar! :D

lol Well he's NE so everyone's a little leery about him to begin with. It took forever just to make him not be a chaotic character. Even with that, he still plans on running his NE as CE. Thanks to another suggestion on this forum, there's an evil book already about for 3pp that gives you LENGTHY descriptions on each alignment. I told him I'm highlighting sections, and if he violates any of it, the party has the right to take him out as he'll likely end up being a liability.

As for the pillory, I'll definitely use that, but a variant version. Even if it's made of wood, anything metal on it gains the broken condition. So a straight jacket with buckles would leave the material in tacked but the metal buckles themselves would be broken. So instead of chain I'll use wood plugs or rope and twine.

What I got from reading the Wrecker Curse, it doesn't work that way. Things he uses or equips gain the broken condition (I suppose you could stretch the meaning of that to include shackles, but I'd rule someone else is using the shackles on him. He can destroy non-magical traps as a move action by just touching them, but locks are not mentioned so that's out too.

Scarab Sages Reaper Miniatures

Fire Mountain Games wrote:

Bryan,

The Watch Wall is not a physical wall. It is dozen defensive castles/watchtowers that control every viable crossing point that connects the savage north to the borderlands in the south.

That is the Watch Wall.

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards

So the Watch Wall at Balentyne, as elsewhere, is the place at which it is possible to enter the kingdom, fording the river elsewhere is unviable. Ok, I'd pictured a very Great Wall of China, with keeps and towers, but this is more like the series of keeps in LotR that alert Gondor and Rohan of trouble from Mordor.

Thanks for your reply!!


Geistlinger wrote:


What I got from reading the Wrecker Curse, it doesn't work that way. Things he uses or equips gain the broken condition (I suppose you could stretch the meaning of that to include shackles, but I'd rule someone else is using the shackles on him. He can destroy non-magical traps as a move action by just touching them, but locks are not mentioned so that's out too.

I'd say this is a judgment call. You could argue that he's not "using" the shackles formally, but IMO wearing them counts. Suppose he were wearing a complex climbing harness with snaps and buckles. That would be "using" and would gain the broken condition, right? Same-same.

I wouldn't allow it with, say, a door lock or a trap, no. But this seems to fall under Rule of Cool if nothing else.

Doug M.


Is the first few parts ofthis book fairly below WBL? That's the feeling we're getting.


For the first parts, I would say yes. There are some odds and bits of treasure in the first section, but not much. Which is what you'd expect, right? Not much treasure just lying around a jail.

OTOH, once you hit the mansion, things perk up.

Spoiler:

-- Cardinal Thorn gives each PC 200 worth of equipment (that's in addition to basic stuff like spellbooks and a gunslinger's gun)

-- there's a fair amount of treasure down in the test maze, including the cobras, Sir Balin's gear (masterwork full plate, cloak of protection +1), and the holy symbol

-- once you're on the boat, there are the seal pelts and the ivory stolen or traded from the Yutak

-- killing Odenkirk gains you his treasure, which is a flat 6,000 gp.

I haven't done the math, but I suspect that by the end of the module you'll be pretty close to WBL.

Doug M.


Cheapy,

You are correct.

Spoiler:

There is more money in Balentyne and the journey to compensate for how broke the PCs are at first.

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards


Ah ok, good. After 4 deaths before they were able to best he dungeon (2 happened in the swamp), I feel a bit bad giving them ~850 for starting at level 3 :)

Grand Lodge

Cheapy wrote:
Ah ok, good. After 4 deaths before they were able to best he dungeon (2 happened in the swamp), I feel a bit bad giving them ~850 for starting at level 3 :)

To compensate for this, I let the PCs choose occupations from Tome of Secrets. You get additional bonuses, but in exchange you lose gold.

For example, Bandit. You can't be lawful (so NE or N), but you get to choose three skills from the list to add to your class list, or get a +1 bonus if you already have them, and choose between Bind-Fight or Persuasive as an additional bonus feat, but you only get 2d4x10 gold instead of what you'd normally get. If you were originally a fighter you would normally get 5d6x10 instead.


Cheapy wrote:
Ah ok, good. After 4 deaths before they were able to best he dungeon (2 happened in the swamp), I feel a bit bad giving them ~850 for starting at level 3 :)

Four deaths! That's quite a toll. So I'm curious...how did they die?

Spoiler:

I've already read the bit about the two that Lashtongue killed.

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards


kevin_video wrote:

lol Well he's NE so everyone's a little leery about him to begin with. It took forever just to make him not be a chaotic character. Even with that, he still plans on running his NE as CE. Thanks to another suggestion on this forum, there's an evil book already about for 3pp that gives you LENGTHY descriptions on each alignment. I told him I'm highlighting sections, and if he violates any of it, the party has the right to take him out as he'll likely end up being a liability.

May I know which book this is?

Grand Lodge

It's AEG - Evil. I think someone linked it in either another WotW thread, or earlier in this one.

It's under "Defining Evil" in the bookmark section.


Fire Mountain Games wrote:
Cheapy wrote:
Ah ok, good. After 4 deaths before they were able to best he dungeon (2 happened in the swamp), I feel a bit bad giving them ~850 for starting at level 3 :)

Four deaths! That's quite a toll. So I'm curious...how did they die?

** spoiler omitted **

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards

Either I'm too tough a GM, or something else is going on.

We had a Mighty Godling, from SGG, bit the dust to the

Spoiler:
draugr
. In that same fight, the halfling monk went unconscious too.

In the fight against

Spoiler:
Sir Balin
, the rogue and monk both went unconscious. The inquisitor of asmodeus, who was wearing a symbol brazenly, was the target of the enemy, and so went down when the enemy was able to bull rush his way past the inquisitor's allies.

Spoiler:
Turns out that high HP and high AC means you can do a lot of combat maneuvers you wouldn't normally do.

Only 1 character was killed in the

Spoiler:
swamp ambush
, but another character, with very low Int and Wis, went off to follow the beast back, trying to get more loot.

It didn't work out too well.

Grand Lodge

@ Cheapy -- That's amazing that the godling was taken out so quickly and effortlessly. Got a mighty godling in the current campaign and she's practically invincible. Although, admittedly she did go down pretty quickly during our first session as well, but that was because they challenged a CR 3 when they were 1st level. By second level she was fine.


Yea, I was pretty surprised too. We actually had 2 godlings die so far.


In the particular fight that Cheapy mentions that took out the godling - a lucky die roll from the enemy will kill any character. Both games I've been in through that section killed a PC. (though I was soft in my PbP and reduced it to just an instant K.O)

3d12+12 (or 3d12+21 with Power Attack on) is not something that any 2nd level character is built to endure.


Eventually I started using power attack more often as a mercy, since then the enemies would be more likely to miss. But that was only really when the enemies were going for the kill on an unconscious PC.

Grand Lodge

It's for reasons like this that I gave all of my PCs a level or two of templates. They'll level up a little slower, but they're okay with that. They'll be a little harder to deal with this way.


I gave them all a bonus feat at first level and...

don't tell Gary this, but I also

Spoiler:
let them swap two ability scores when using the recommended stat generation method.


Cheapy,

YOU DID WHAT?! Alright, hand over your membership card to the League of Villainy. :)

But seriously, whatever works for your campaign. As long as you are having fun, you are doing it correctly.

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards

Grand Lodge

Cheapy wrote:

I gave them all a bonus feat at first level and...

don't tell Gary this, but I also ** spoiler omitted **

I don't quite get how you did that.


kevin_video wrote:
So my new group and I were going through their characters last night (we'll be starting after Remembrance/Memorial Day) and one player asked how they'd be locked up. When I told him the standard shackles, he let me know that they wouldn't work on him. He's got a metal curse. Anything he's equipped, or touches something metallic, whether magical or not, it gains the broken condition. So the shackles, once on him, would immediately break. We surmised that they'd essentially hog tie him with hemp rope instead. They'd have to. Nothing else would work on him.

Isn't that extremelly powerful? How much feats does it cost to him? I mean, the ability to give the broken condition to a full plate with a touch attack is not something a PC should get for free, isn't it? It's way more powerful than Improved Sunder.


Bryan Stiltz wrote:

Gary, I need your help!

I'm working on drawing out Balentyne on Gaming Paper, and it's going well. But I have encountered a problem, or at least a confusion with the map.
** spoiler omitted **

I await your reply!

Thanks,
Bryan

I'm using it as Hadrian's wall but in the location of Antonine's wall. I'm also using it as a reference: 1 watch tower every half a mile with 10 soldiers, and 14 forts with 500 to 1000 soldiers. I think 14 forts with 100 soldiers is way too low to keep safe such a big border (bigger in Talingarde official map than in my own, I'm using UK's map, which is narrower near "the savage north". Specially against thousands of bugbears, and without a physical wall to stop the assaults.


gustavo iglesias wrote:


Isn't that extremelly powerful? How much feats does it cost to him? I mean, the ability to give the broken condition to a full plate with a touch attack is not something a PC should get for free, isn't it? It's way more powerful than Improved Sunder.

It doesn't work that way. You give the Broken condition to stuff that you wear or "use", not stuff that you just touch.

Doug M.

Grand Lodge

gustavo iglesias wrote:
Isn't that extremelly powerful? How much feats does it cost to him? I mean, the ability to give the broken condition to a full plate with a touch attack is not something a PC should get for free, isn't it? It's way more powerful than Improved Sunder.

No feats. You get that for free.

Douglas Muir 406 wrote:

It doesn't work that way. You give the Broken condition to stuff that you wear or "use", not stuff that you just touch.

Doug M.

Actually, re-read it. You do give the broken condition to everything you touch. Temporarily. You give away your curse for a small time, and put it on others. Thus they gain the broken condition on all of their items.


kevin_video wrote:

It's AEG - Evil. I think someone linked it in either another WotW thread, or earlier in this one.

It's under "Defining Evil" in the bookmark section.

Thanks for the link.

Grand Lodge

Eric Hinkle wrote:
kevin_video wrote:

It's AEG - Evil. I think someone linked it in either another WotW thread, or earlier in this one.

It's under "Defining Evil" in the bookmark section.

Thanks for the link.

No problem. I've found this to be quite helpful. It's even got adventure ideas in it that I'll be using.


I recently got the PDF from drivethru and may DM this weekend, but I'm thinking of making a small change: removing the iron circlets or turning them into something else.

Spoiler:
I know the iron circlets play a major role in the campaign, both as a tool to help PCs infiltrate a myriad places and that other function. It is my belief that although they generate very interesting creative opportunities (with the PCs deciding what to disguise as, etc) they make things a bit too easy in some parts. I'd rather have them using the "kill them and wear their clothes" trope here and maybe a magical disguise there, mundane disguises, etc.

If I did that, I'd probably substitute the circlets with another small magic item, maybe ones more attuned to the wearer's specialty (a rogue could gain elven boots or some sort of instruments that provide a +5 to Disable Device). They would provide that other use of the circlets and be a slight power bump in the beginning (probably focusing on skills only, though).

So, how screwed would the villains be without it? Would their job become impossible or simply very difficult? Are there any major points in the future where the circlets are of tantamount importance (I've only read 3/4 of the first book)? What should I be looking out for? Should I just let them have it?

Grand Lodge

They pretty much need the iron circlet. Remember that they've been branded. The iron circlets hide that. Without it the campaign will be exceptionally difficult. Especially with their faces being plastered all over Talingarde on wanted posters.

801 to 850 of 1,722 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #1: Knot of Thorns (PFRPG) All Messageboards

Want to post a reply? Sign in.