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

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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


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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.


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Looks really good, and I liked the preview. However, I really don't like PDFs so unless, and until, a print version comes out I most likely won't be buying it. :/

A print version, however, definitely would buy.


Geistlinger wrote:

Looks really good, and I liked the preview. However, I really don't like PDFs so unless, and until, a print version comes out I most likely won't be buying it. :/

A print version, however, definitely would buy.

Thanks for your interest and thanks for your kind words.

Suffice to say that for now that we are focused on PDF sales but considering print options. I will be sure to let you know when a print option becomes available.

Gary McBride
Fire Mountain Games


The only thing I can really add is : 100% do the printer friendly version. It will save ink and be easier to read from a b&w printer. Other than that..keep up the good work. I look forward to what higher level G vs E battles entail


I didn't mention the art (very good), the maps (excellent) or the general readability (good). I'm OK having my laptop at the gaming table, so a printer friendly version isn't a major issue.

But yes -- if the cost (in money or your time) is not too high, it seems like a reasonable thing to do.

Doug M.


Gary,
When can I plunk down the cash for a subscription? I purchased the first one and since the rest are coming down the pipe I don't mind paying up front for this. What do ya say?? :D


Dot


Is anyone interested in additional crime traits? I think the major capital crimes have been covered, but there are still plenty of others.

Negligent Homicide

Your carelessness and folly have caused death. Perhaps your illegal experiments blew up your alchemical lab and everything around it. Perhaps a summoned monster broke free of your control and went on a rampage. Or perhaps you were just in a hurry and whipped your team of horses through a terrified crowd, not caring who was trampled underfoot. Whatever the reason, you are a reckless menace to life and property.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

Controlled substances

You were a trafficker in controlled substances – either drugs, poisons, or vile components for forbidden rituals of dark magic.

Punishment: Life at hard labor in the salt mines

Benefit: You can choose either a +2 trait bonus on saves against drugs or poison, or a +2 trait bonus on Sense Motive checks. If the latter, Sense Motive is always a class skill for you.

Malicious slander

You willfully and deliberately spread falsehoods in order to cause injury, destruction, or death. This was not minor gossip, but a carefully crafted set of malicious lies that caused at least one death.

Punishment: Life at hard labor in the salt mines

Benefit: You can choose either to add +1 to the save DC of any patterns or phantasms that you cast, or take a +2 trait bonus on Bluff checks. If the latter, Bluff is always a class skill for you.

More?

Doug M.


I suppose rape, prostitution and necrophilia would be more in the chaotic alley.


In this AP, if my PC dies, can he/she/it comes back as a ghost?


Void Munchkin wrote:
In this AP, if my PC dies, can he/she/it comes back as a ghost?

If you're asking if this AP is specifically designed for ghost characters, the answer is "not especially".

If you asking if in this AP it would be appropriate for your slain villain to rise as a spirit of vengeance (with your GM's approval of course), then the answer is an emphatic yes!

Hope that helps,
Gary McBride
Fire Mountain Games


Here's a question for Gary. This is a pretty meaty adventure -- lots of stuff happens, and it's 100 pages long. But was there anything that got left on the cutting room floor?

Doug M.


1 person marked this as a favorite.
Douglas Muir 406 wrote:

Here's a question for Gary. This is a pretty meaty adventure -- lots of stuff happens, and it's 100 pages long. But was there anything that got left on the cutting room floor?

Doug M.

Yes. The most significant cut by far was...

Spoiler:
There was originally more when you arrived at the bugbear camp. Instead of being already in control of his horde, the Fire-Axe needed help with a few of his more reticent commanders. You could assassinate them, threaten them or bribe them in order to help firm up the Fire-Axe's forces. Depending on how well you did, this would determine the amount of time you had to destroy Balentyne before the bugbear horde started to fall apart.

It was cut not only because of space but also because it makes the Fire-Axe seem like a wimp. Really, Sakkarot Fire-Axe can't deal with a few rebellious underlings? What's that axe made of hellfire for anyway?

This plot also slows down your arrival at Balentyne, the real meat of the adventure. So, it was cut to give you more time for murder.

The only surviving bit of that side quest that made it in to the book is the stat block for the Naatanuk that survives in the Talingarde Gazetteer. The awakened dire polar bears of the savage north were simply too cool to entirely ditch. One of the rebellious leaders was a naatanuk druid.

Gary McBride
Fire Mountain Games

Sovereign Court

It's amazing so far. I'm planning to run this as a one-shot very soon. Any suggestions for doing so beyond the sidebar, Gary? Any suggestions for fleshing it out and making it meatier for a limited campaign (like the spoilered bit, up above?)

Also, I noticed the file was just errata'd. What changed?


Just wanna say, I have been waiting for a good way to run an Evil Campaign, and this looks absolutely great. Fantastic!


1 person marked this as a favorite.
Neall Raemonn Price wrote:

It's amazing so far. I'm planning to run this as a one-shot very soon. Any suggestions for doing so beyond the sidebar, Gary? Any suggestions for fleshing it out and making it meatier for a limited campaign (like the spoilered bit, up above?)

Also, I noticed the file was just errata'd. What changed?

Glad you like it. Thanks for the kind words!

I'm glad to hear your thinking about running it. The errata is mostly any typos we've caught so far. There was one block copy error in Father Donnagin's stat block that has been resolved as well.

And a printer friendly version is now available.

As far as expansion goes...

Spoiler:

The journey in Act 3 could easily have a few more events added to it. Of course, if you prematurely level up the PCs, some of the challenges in Act 4 may need to be adjusted.

And just brainstorming here...

Give the PCs a LG inquisitor of Mitra nemesis who immediately shows up after their escape. He turns up at the manor during their respite doing a house to house sweep and Thorn, to test their ability to deceive, sends the PC to the door (magically disguised of course) to lie to the inquisitor.

The inquisitor then happens to catch sight of the Frosthamar and begins to actively hunt the PC's ship. He is on their heels all the way to Fire-axe's camp.

Perhaps somewhere along the way, they can arrange an ambush to deal with their pursuer once and for all.

Hope that helps!

Gary McBride
Fire Mountain Games


DSRMT wrote:
Just wanna say, I have been waiting for a good way to run an Evil Campaign, and this looks absolutely great. Fantastic!

Thanks! More is on the way.

Gary McBride
Fire Mountain Games


4 people marked this as a favorite.

If I get the chance to run this, I'd probably add

Spoiler:

a chase scene across the moors. Right now that's a little blah -- PCs meet a giant toad, move on.

I'd have the hounds out after them! Let them hear the dogs in the distance. Then give them survival and swim checks to muddy their trail. The goal here is not to have the PCs get caught, but to ramp up the intensity and to keep them focused on reaching safe shelter (i.e., the manor house.)

Note that this works nicely together with Gary's Inquisitor scenario, above: if the PCs arrive just a few minutes ahead of the dogs, then of course there'll be a house-to-house sweep in the next day or so.

Doug M.

Grand Lodge

Got a quick question, Gary. As soon as I announced to my players that I was running this, two of them immediately made fire resistant characters because tieflings are usually evil. Any idea how I can get past that so they can get effectively branded while in prison?


1 person marked this as a favorite.
kevin_video wrote:
Got a quick question, Gary. As soon as I announced to my players that I was running this, two of them immediately made fire resistant characters because tieflings are usually evil. Any idea how I can get past that so they can get effectively branded while in prison?

"Painful attempt after painful with the branding iron failed to mark their hell-tainted skin. Finally the inquisitor arose impatiently. 'I have seen this sort of corruption before. Bring ink and needle.' It took the rough-handed guards almost an hour to make your mark. By the time they were done, the brand seemed almost a kindness."

Hope that helps.

Gary McBride
Fire Mountain Games


One quick question. I was planning on running this in Golarian, and I was planning on replacing Mitra with another god from that pantheon, possibly Sarenrae.

Will changing the god Mitra mess up the story horribly, or be a smooth transition. And what would you suggest from the Golarian pantheon, if you have a preference.


4 people marked this as a favorite.
DSRMT wrote:

One quick question. I was planning on running this in Golarian, and I was planning on replacing Mitra with another god from that pantheon, possibly Sarenrae.

Will changing the god Mitra mess up the story horribly, or be a smooth transition. And what would you suggest from the Golarian pantheon, if you have a preference.

Replacing Mitra will not mess up the story at all.

I would recommend Iomedea or Sarenrae. All the clerics/paladins/oracles/etc... you get to fight throughout the course of the campaign (and there are a lot of them) would work fine as devotees of either of those gods.

Gary McBride
Fire Mountain Games


I've skimmed the preview, and I'm thinking this looks like a very cool adventure (ah, but if only I had the time to add it to my current gaming schedule). If I do get to run it at some point, I'd probably reskin Talingarde slightly (to strengthen ties to Golarion) as either an island colony of Cheliax that broke off when House Thrune took over and has held out (until now...) or a Taldan colony someplace. And, of course, swap out Mitra for Sarenrae.

Scarab Sages Reaper Miniatures

Fire Mountain Games wrote:
kevin_video wrote:
Got a quick question, Gary. As soon as I announced to my players that I was running this, two of them immediately made fire resistant characters because tieflings are usually evil. Any idea how I can get past that so they can get effectively branded while in prison?

"Painful attempt after painful with the branding iron failed to mark their hell-tainted skin. Finally the inquisitor arose impatiently. 'I have seen this sort of corruption before. Bring ink and needle.' It took the rough-handed guards almost an hour to make your mark. By the time they were done, the brand seemed almost a kindness."

Hope that helps.

Gary McBride
Fire Mountain Games

My immediate first thought was that for fire resistant races, such as Tieflings, they'd burn the flesh with acid. Acid drizzled over their forearms via glass tube, carefully tracing the lines while guards help the helpless man down, in a ritual far longer and more painful than the branding - although, yes, tattooing would be even longer.

Heck, you could even have the tieflings suffer temporary CON damage as a result of the ordeal, since it would be a lengthy, brutal experience.


4 people marked this as a favorite.

Mythic Fox,

If I was going to run this campaign in Golarion I would put it just off the western edge of the big map that came with the Campaign Setting hardcover in the Steaming Sea. That helps to explain why the Frosthamar and its captain are so obviously from the Land of the Linnorm Kings.

The Talireans themselves are a long forgotten and largely isolated colony from Cheliax who have managed to thrown off the worship of Asmodeus in the last eighty years and reverted entire to the worship of Sarenrae (or perhaps Iomedae).

One of the PCs might be the last member of a recently exterminated chapter of the Hellknights who clung to revering Asmodeus.

The Yutak are of course just a tribe of the Varki.

Other than that, you are set. The entire adventure path takes place on isle of Talingarde so you can include further Golarion "color" as you will or not at all.

Gary McBride
Fire Mountain Games

Grand Lodge

Bryan Stiltz wrote:
Fire Mountain Games wrote:
kevin_video wrote:
Got a quick question, Gary. As soon as I announced to my players that I was running this, two of them immediately made fire resistant characters because tieflings are usually evil. Any idea how I can get past that so they can get effectively branded while in prison?

"Painful attempt after painful with the branding iron failed to mark their hell-tainted skin. Finally the inquisitor arose impatiently. 'I have seen this sort of corruption before. Bring ink and needle.' It took the rough-handed guards almost an hour to make your mark. By the time they were done, the brand seemed almost a kindness."

Hope that helps.

Gary McBride
Fire Mountain Games

My immediate first thought was that for fire resistant races, such as Tieflings, they'd burn the flesh with acid. Acid drizzled over their forearms via glass tube, carefully tracing the lines while guards help the helpless man down, in a ritual far longer and more painful than the branding - although, yes, tattooing would be even longer.

Heck, you could even have the tieflings suffer temporary CON damage as a result of the ordeal, since it would be a lengthy, brutal experience.

I'm sure I saw something somewhere regarding torture and how much damage it does to you that was Pathfinder related.

Thanks, Gary. The tattooing would work for the succubus, and the tiefling can have acid, thanks to Bryan Stiltz's idea.


Yeah, that's about where I was thinking I'd put Talingarde if I got the chance to run this.


MythicFox wrote:
Yeah, that's about where I was thinking I'd put Talingarde if I got the chance to run this.

Glad to be of service. If you do run this, be sure to let us know how it goes!

Gary McBride
Fire Mountain Games

Scarab Sages Reaper Miniatures

Thanks for making a printer friendly version! I was dreading the replacement ink cartridge!


I was toying with the idea of having one or two PCs -- the ones guilty of the most horrific crimes -- get branded on the face, rather than the arm. That seems harsh, but

Spoiler:

they'll spend most of the adventure under magical disguise, no? And I might allow the facial brand to grant a +2 circumstance bonus to Intimidate checks. (Or, in some special cases, Diplomacy.)

Also, a thought about the good Cardinal:

Spoiler:

You don't stat him out, which is fine -- he's 17th level, he doesn't need to be statted out in the first level module. But that means you don't specify how he's disguising his undead nature.

I would give PCs who get close to the Cardinal a Perception check. On a 20 or better, they pick up a faint spicy scent -- "as if he had been eating some unusual foreign food, or was wearing some perfume or cologne". But it would take a DC 30 (at least) to whiff the rot underneath...

Also, I see that you made a printer-friendly version for us. Thanks!

cheers,

Doug M.


Doug,

I like the bit about the Cardinal...

Spoiler:

It would start foreshadowing early that there is something very wrong with the Cardinal and he is not what he seems.

If the PCs are clever, they can learn at the end of Book One that Cardinal Thorn is Samuel Havelyn (via the family bible).

More information will be appearing throughout the path.

And of course by the fifth book, we will get Thorn's full statblock and the PCs will learn his full story.

Then they kill him and take his stuff.

Gary McBride
Fire Mountain Games

Grand Lodge

I've just got the first adventure, and read over what wasn't in the original preview, and I've got a couple of questions that I know someone else asked, but I can't seem to find in the first module. All of them having to do with Mitra. I know he's a sun god, but what are his domains (obviously Sun's one of them), and favored weapon? Does he have a particular portfolio? Are all holy symbols that large star style that the PCs see in the adventure, or only the highest ranking ones?


2 people marked this as a favorite.

kevin_video,

First and foremost, thanks for buying the adventure.

Now to your questions. Mitra is not given a full writeup in Book One; there will be a 2-4 page article on him in Book Three: Tears of the Blessed.

But as an interim measure...

Yes, Mitra's holy symbol is a golden sunburst If you look on page 78 of Knot of Thorns, the Heraldry of Talingarde -- that sunburst is the symbol of Mitra.

King Markadian I's original heraldry had a blue sunburst (the blue remains on the background) and so blue has become the national color of Talingarde. That is why so many silver holy symbols have sapphires mounted within them. Of course more common devotees of the Shining Lord often have less ostentatious symbols, and plain silver and even wood are not uncommon.

Mitra the Shining Lord LG
Portfolios: the Sun, Justice, Honor, Charity, Valor
Domains: Glory, Good, Law, Sun, Nobility
Preferred Weapon: Longsword

In short, Mitra is as tooth-achingly benevolent deity as you are likely to meet. He has to go. Asmodeus commands it.

If you have any other questions, please feel free to post them here.

Gary McBride
Fire Mountain Games


Our fourth 5-star review is available on DrivethruRPG.net. Check it out!

Also, our website is updated with additional preview art from Book Two: Call Forth Darkness.

Gary McBride
Fire Mountain Games


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Gary, this is a minor issue, but I wanted to bring it up.

Typically (for gods posted by Paizo), a full god (as opposed to a demon lord or demigod) has six domains, and five sub-domains (from the APG; please don't forget the sub-domains!).


Alzrius,

Thanks for the heads up.

I actually have not forgotten the sub-domains. Like I said, there will be a full article in Book Three: Tears of the Blessed (due out in April!). Above was just an interim, quickly posted stop gap.

Right now, I'm thinking: Archon, Day, Heroism, Honor, Leadership, Light

There are a couple on that list that I'm not entirely satisfied with. Maybe the article will introduce a new subdomain or two?

Hmmm...we'll see.

Gary McBride
Fire Mountain Games

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Alzrius wrote:

Gary, this is a minor issue, but I wanted to bring it up.

Typically (for gods posted by Paizo), a full god (as opposed to a demon lord or demigod) has six domains, and five sub-domains (from the APG; please don't forget the sub-domains!).

Actually, you've got those numbers crossed - five domains, six subdomains.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Kvantum wrote:
Actually, you've got those numbers crossed - five domains, six subdomains.

D'oh! You're right. My bad!


Like us on Facebook!

Go there right now to see new preview art from the talent Michael Clarke including the terrifying greater guardian daemon.

Guardian daemons will be appearing in Book Two of "Way of the Wicked: Call Forth Darkness" available in february.

Sure, you can just kill them. But it wouldn't it be more fun to become their master?

Gary McBride
Fire Mountain Games

Grand Lodge

Fire Mountain Games wrote:

Like us on Facebook!

Go there right now to see new preview art from the talent Michael Clarke including the terrifying greater guardian daemon.

Guardian daemons will be appearing in Book Two of "Way of the Wicked: Call Forth Darkness" available in february.

Sure, you can just kill them. But it wouldn't it be more fun to become their master?

Gary McBride
Fire Mountain Games

That has to be one of the craziest things I've ever seen. I totally want one. You guys need to either make a mini, or a printable paper mini for that because I don't think I have a mini that does that thing justice.


9 people marked this as a favorite.

Okay, some further thoughts on the good Cardinal.

1) I'd give him some staff -- if nothing else, at least a clerk who handles money and administrative details. The clerk may just be an Expert with max ranks in Profession (Accountant) or some such; he's a fussy, meticulous little man with a pencil-thin mustache. He may not even be evil -- more like an obsessive LN. Perhaps he lost his job (in the Church, at the royal court) for being excessively rigid, and Cardinal Thorn picked him up as an incredibly useful assistant.

He's basically wallpaper, there to (a) convey that the Cardinal Has People For That, and (b) to provide the occasional bit of annoyance/comic relief. "You broke /down/ the secret door in Room Five? Do you have any idea how much those cost to replace?"

2) I wouldn't have the Cardinal's lovely assistant reveal her true nature so quickly. Why not drop some hints (Sense Motive DC 15 gives "there's something really creepy about that woman" or some such) and let the PCs chew on it for a while. (After all, if they're thinking about her, they're not thinking about him.)

3) The Cardinal's mansion seems ripe for potential side quests. Here's one possibility:

Spoiler:

A Very Young black dragon has just moved into the swamp nearby. It's the spawn of a particular large and famous black dragon that the PCs will be encountering a bit later; it lost a fight with a littermate and had to flee. A team of noble, good-aligned adventurers (APL 3) have followed the beast and are tracking it to the swamp.

The Cardinal doesn't care about the dragon one way or the other -- it's too chaotic to be a useful servant, but it's no threat to him. But he'd like to see how the PCs deal with this.

Assuming the PCs are APL 2 at this point, they could barely handle the dragon (CR 5) and would probably get stomped by the good guys (APL 3 x 4 NPCs = CR 7). However, this is a situation that should reward clever play. They can ally with the dragon against the heroes, or ally with the heroes against the dragon. Once combat is over, they can then betray their ally (or not). Or they can just hang back and ambush whoever wins. The only constraint is that if they decide to kill the heroes, they have to manage a TPK; if any survivors escape, the authorities will quickly realize that the evil adventuring party must be composed of the four escaped villains.

Gives the PCs a workout, and also a first chance to roleplay dealing with some good guys -- either fighting them, fooling them, or both.

Doug M.


Doug,

That is all awesome stuff. I especially like the bit about foreshadowing the wyrm Chargammon. He gets some foreshadowing in book two, but setting it up even earlier is alway great.

Gary McBride
Fire Mountain Games


kevin_video wrote:


That has to be one of the craziest things I've ever seen. I totally want one. You guys need to either make a mini, or a printable paper mini for that because I don't think I have a mini that does that thing justice.

We are not actually in the mini-making business. I'll note we took the description for the greater ceustodaemon straight out of Paizo's Bestiary 2. However to the best of my knowledge this is the first time anyone actually illustrated one. Maybe if your lucky someday Reaper will make one.

Paper minis...hmmm...we might actually do that. Is a paper mini pdf for the NPCs and unusual monsters something you would be willing to pay for?

Gary McBride
Fire Mountain Games

Grand Lodge

Fire Mountain Games wrote:

Paper minis...hmmm...we might actually do that. Is a paper mini pdf for the NPCs and unusual monsters something you would be willing to pay for?

Gary McBride
Fire Mountain Games

Possibly. I was thinking more that with each module you might have one or two paper minis with the printable version of it. And by that, I mean like the BBEG ones, or the super rare monster ones. There's lots of paper minis out there, and Paizo usually releases a few here and there for books, but I thought ones more specific to you guys.


kevin_video wrote:
Possibly. I was thinking more that with each module you might have one or two paper minis with the printable version of it. And by that, I mean like the BBEG ones, or the super rare monster ones. There's lots of paper minis out there, and Paizo usually releases a few here and there for books, but I thought ones more specific to you guys.

Right now, let me just say we are considering it.

Gary McBride
Fire Mountain Game


Gary, as you're aware I'm running this as a PbP with a group of six here on this very site. As someone who DM's both Society games and now this, I use a program called Bluebeam in order to move images of avatars around.

Would there be a chance of either a 'map pack' release on 5' by 5' grid or something similar?

Thanks in advance,
John.


Nostrus,

First, thanks for running an online game using "Way of the Wicked". I've been reading and it is very exciting to see the adventure play out in the hands of someone else.

Second, yes a map pack is likely. But I'm not yet prepared to say when or to definitely confirm it. We are a small company and right now all our resources are focused to finishing the "Way of the Wicked" adventure path and making it the best product it can be.

On a side note, isn't the cartography wonderful? Those are all the work of our artist/layout guru/cartographer Michael Clarke.

If you think the watch tower of Balentyne is a great map, wait till you see the two-page spread that is the Horn of Abaddon.

Gary McBride
Fire Mountain Games


Yes, the cartography is awesome. Just the 10' grid throwing me ;)

Grand Lodge

Douglas Muir 406 wrote:

1) I'd give him some staff -- if nothing else, at least a clerk who handles money and administrative details. The clerk may just be an Expert with max ranks in Profession (Accountant) or some such; he's a fussy, meticulous little man with a pencil-thin mustache. He may not even be evil -- more like an obsessive LN. Perhaps he lost his job (in the Church, at the royal court) for being excessively rigid, and Cardinal Thorn picked him up as an incredibly useful assistant.

He's basically wallpaper, there to (a) convey that the Cardinal Has People For That, and (b) to provide the occasional bit of annoyance/comic relief. "You broke /down/ the secret door in Room Five? Do you have any idea how much those cost to replace?"

Absolutely. And his name should be Jarvis. I think him being a half-goblin would make it more fun. Or better yet, a swift as shadow gnome. Be like that butler from Mr. Deeds. Just appears out of nowhere to scare the crap out of you before he rants.


Just want to say: I've read the preview, and I am incredibly interested in this.

I have "played" in an evil party; it lasted one session, ending with everyone agitated at each other. I have seen evil party members in good/neutral groups - usually the evil guy slips up once (once, it was literally because he pocketed a "side-info" letter off a dead guy) and everyone uses that as an excuse to outcast the character.

I've always known it was a common goal that would be the key in fixing this, and the concept here seems to have handled that quite nicely.

That being said... I have been trying to get my group to pick this up, but it's unlikely for a while. We have a main campaign that we are probably around 3/5ths or 3/4ths the way through, and we've been at it for over a year. We're probably looking at another few months, so it won't be at least until then that we start something else.


Vendis,

Thanks for reading the preview! And I'm glad you are interested.

If you decide to run a "Way of the Wicked" campaign, please post about it here or at least post a link. I for one would love to hear how your campaign is going.

Gary McBride
Fire Mountain Games

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