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

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

FRM1001E


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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.


A wicked good time!

5/5

My friend turned me onto this, and while I haven't checked out a 3P adventure path before, the idea for this one was enough to get me to put some eyes on it. And really, it was a great call to do so.

What I liked:
The level of polish on this product is incredible, and while there's a few typos and such, it's nothing that detracts from the ease of use that this module boast. The idea is original and done in a fun way, the story is engaging, and I myself had a great time reading through it (hoping to run it eventually), making it something that I'd recommend to others.

The game starts off strong with a more complex first part than I was expecting (possibly too complex, but whatever), and the roleplaying opportunities are plenty. The second part is just as engaging, and the ending of it is enjoyably open ended. It really does feel like you're facing off against the forces of good, and in a very organic way as well.

What I didn't like:
The third part is a bit of a slog, it feels like filler in an otherwise tight game. Also no map of the town in part 4 was slightly annoying, and as stated by others, a reputation mechanic built into the game would have pushed it to the next level for me. But regardless, those are minor gripes. Also, you have to MAKE SURE everyone's on team pentagram or else the game doesn't work. Once you do that though, everything flows smoothly.

Overall I'd recommend this to anyone looking for an adventure path that breaks from the norm.


A Knot of Thorns Review

5/5

Warning: Potential Spoilers. Written from a GM's perspective. I ran this for five PCs.

I am sure that the opportunity to play through an evil adventure path is enough of a lure for many gamers. However, what is special about Way of the Wicked is that it does evil so well. This book contains a helpful article about the pitfalls of running an evil campaign and how to avoid them. This advice is spot on and faithfully followed by the writers themselves.

Pros:
Player creativity is heavily encouraged. There are lot of scenarios that require problem solving and can't be resolved with brute strength alone. This gives players a lot of opportunity to put the lawful evil in their alignment to good use.

Talingarde is an interesting place. At first glance, the country seems like a Lawful Good utopia. However, it actually has a lot of issues, such as restrictions on academics, religious intolerance and general complacency. This really helps with backstories and roleplaying, as the characters, despite being evil, have believable reasons to resent their home country.

There is a lot of inspiration for how to make the NPCs feel vibrant and memorable. Everyone delighted in taking down the magister because he had been so rude to them, but they all felt awful about killing the man who ran the rookery. Then of course, who doesn't love Grumblejack the ogre?

While the entire book is strong, the final act is on another level. Unlike the rest of the book, players are given almost total freedom as to how to solve the task they are assigned. This freedom allows almost every build a chance to bring their skills to the table. Most importantly, up until the final act, the players are mostly just fleeing the law and following orders from their new master. The final act is where they finally get to feel like they are evil puppet masters, manipulating things from the shadows.

Cons:
The boat ride in the third act is a little uninspiring, compared to the rest of the book. It feels a bit like a string of random encounters, most of which don't further the story. If your players enjoy that, go for it. Personally, I cut about half of the encounters, especially since we were using story based leveling.

The story is very linear and can easily lead to players feeling railroaded. This is by far the book's biggest problem. There is a built in assumption that players will follow along the path provided for them. If this doesn't happen, the AP's method of dealing with it is fairly unpleasant, going as far as to outright kill non-cooperative characters at one point. There is a line in the character creation guidelines about the AP assuming that players say yes to an opportunity to work with Asmodeans, so build a character that can say yes. Find it. Bold it. Underline it. Circle it. Make sure that your players understand that it is 100% required. If everyone is clear on this point, your game will most likely run smoothly, without this being a major issue.


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Kevin, my group actually has two witches, but one of them is very unconventional. The first is a changeling with the dreamweaver archetype. She started the campaign as True Neutral and is slowly shifting to Lawful Evil, so for her the worship of Asmodeus is something she is gradually growing into.

For the other, the witch is a male human who took the racial heritage feat (orc) and the Scarred Witch Doctor archetype. But the gestalt of the character is not a witch, but a plague doctor. The mask is a plague mask, and the character is a worshiper of Baalzebul. If you allow the PCs to worship the eight archdevils (instead of just Asmodeus) it opens up a lot more opportunities.

Grand Lodge

SnowHeart wrote:

Kevin, my group actually has two witches, but one of them is very unconventional. The first is a changeling with the dreamweaver archetype. She started the campaign as True Neutral and is slowly shifting to Lawful Evil, so for her the worship of Asmodeus is something she is gradually growing into.

For the other, the witch is a male human who took the racial heritage feat (orc) and the Scarred Witch Doctor archetype. But the gestalt of the character is not a witch, but a plague doctor. The mask is a plague mask, and the character is a worshiper of Baalzebul. If you allow the PCs to worship the eight archdevils (instead of just Asmodeus) it opens up a lot more opportunities.

The slaver in our group doesn't worship Asmodeus, but rather worships one of his female underling concubines, Doloras. The character doesn't trust men, and sees Asmodeus as the very pinnacle of what depraved men can do to women. The majority of the group is female too (males playing female characters, or females playing female characters) so she chums with them more than the male characters. She's got nothing against Grumblejack though as he's just an ogre, and they're just who they are.


Any chance of this coming off back order or should I spend the cash to print the pdfs?

Thanks

Grand Lodge

Jason Skavlebo wrote:

Any chance of this coming off back order or should I spend the cash to print the pdfs?

Thanks

Unfortunately, no one really knows what's going on any more. Might work better to just print them.

Webstore Gninja Minion

kevin_video wrote:
Jason Skavlebo wrote:

Any chance of this coming off back order or should I spend the cash to print the pdfs?

Thanks

Unfortunately, no one really knows what's going on any more. Might work better to just print them.

I'm waiting on a restock from Fire Mountain at this point.


Liz Courts wrote:
kevin_video wrote:
Jason Skavlebo wrote:

Any chance of this coming off back order or should I spend the cash to print the pdfs?

Thanks

Unfortunately, no one really knows what's going on any more. Might work better to just print them.
I'm waiting on a restock from Fire Mountain at this point.

Problem is Fire Mountain Games have been silent for a while (at least with us, the public). Including the new adventure path that got kickstarted


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Jason, the author gave an update on Kickstarter last week, saying he was going to be pushing out .pdfs of Book 1 of the Throne of Night AP sometime this week. I imagine that means the book is "done" and also ready to be sent to the printer. Given the number of delays associated with that release, I'm not holding my breath (though I am cautiously optimistic). I would *assume* (and assumptions can be dangerous) that he'll have another print run of the WotW books when he sends the new book to the printer. But... I'm basing that off of absolutely no insider knowledge nor special access to the author's mind/thoughts. Take it with a chunk of salt.


Thanks! I did a bit of digging before I asked this about the back order and saw the communication issue. My group really wants to play this AP and it is nice to have the physical book. We are a few months away from starting so Ill keep my fingers crossed.

Jason.


Jason Skavlebo wrote:

Thanks! I did a bit of digging before I asked this about the back order and saw the communication issue. My group really wants to play this AP and it is nice to have the physical book. We are a few months away from starting so Ill keep my fingers crossed.

Jason.

I bought the first two books and would have bought the others if they existed... had I bought them on backorder months ago I'd still be waiting so I'm glad that I didn't. I want the books, but I'm not going to pay for them until they are at least available.

And I have to say, the lack of communication has not only dampened my player's excitement for the rest of the AP, but it has made us wary of the kickstarter and future products from Fire Mountain as well.

To reiterate: I really, really liked the first two books and really, really want to buy the rest. I want to be just as pleased with them and to be inspired to buy even more... but Fire Mountain has to do its part.


Apropos of nothing, here's some backstory I did for one of my PCs in our PBP. No particular reason; I just spent a little time mulling over why a promising young knight might start on the path to being an antipaladin.

Part One,

Part Two,

and Part Three.

Doug M.


A more practical question. If the PDF was purchased and downloaded via the Paizo site (which means it's signed), can it be printed by the owner via Kinko's or some other print shop legally?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Quintain wrote:
A more practical question. If the PDF was purchased and downloaded via the Paizo site (which means it's signed), can it be printed by the owner via Kinko's or some other print shop legally?

From Paizo.com's FAQ:

Quote:

Can I print my PDF, or have it professionally printed?

You may print one copy of any Paizo PDF for personal use. Note that this only applies to products that list Paizo Publishing as the copyright holder—other publishers may have different policies; you'll need to contact them directly.
(Emphasis added)

I couldn't find an answer on FMG's site, but given that there are "printer friendly" versions in the download packets... I would be comfortable making a personal assumption.

Liberty's Edge

Any ETA on backorder status?


So a few weeks ago we started our new weekly game. This time we started to play our first non-Paizo AP, Way of the Wicked, and my players are so far having a blast. They want to play more frequently than once a week. Being the villains and doing things you wouldn't figure characters of their level could accomplish is pretty refreshing and our role-playing has been better than it usually is for sure.

I'm very happy we started this game and I have high hopes for the rest of this AP and future products from Fire Mountain Games.


There are ways to become vampires and liches in this campaign, but I think the devil-bound template from Bestiary 4 is a bit PC-friendly AND thematically applicable.

http://www.d20pfsrd.com/bestiary/monster-listings/templates/devilbound-crea ture

Given which deity the PCs are working for, this is something I can easily see them doing. It might also close the gap between martial and magic classes a bit, since you can get spell-like abilities from the pacts.

The only problem is how to handle all those summoned devils...


Axial wrote:

There are ways to become vampires and liches in this campaign, but I think the devil-bound template from Bestiary 4 is a bit PC-friendly AND thematically applicable.

http://www.d20pfsrd.com/bestiary/monster-listings/templates/devilbound-crea ture

Given which deity the PCs are working for, this is something I can easily see them doing. It might also close the gap between martial and magic classes a bit, since you can get spell-like abilities from the pacts.

The only problem is how to handle all those summoned devils...

Axial good idea! Hmm.. only issue I see is that "The contract presentation should be a truly Faustian situation, and the deal should have pitfalls and unforeseen consequences. A contract with a devil can be a great role playing opportunity for the players and a fine way to introduce new adventure plots into the campaign." Well.. I can see how a devil would screw over a character if they were in a normal campaign but in this campaign setting where they are working for the king of the 9 hells, wouldn't those devils just ask the pcs to do things they already more or less plan to do anyway in the campaign?

Anyone got any ideas on how this could be worked into WotW so the contracts aren't just trivial?

Also, those templates are pretty powerful. However their most powerful is similar to the half fiend template. I'd say they're roughly the same power wise (at higher levels anyway).

Speaking of the half fiend template I was working on allowing it to my players in stages requiring feats, gold and a service (the idea being that the feats+gold pay for the extra LA while the service is RP flavor). For any of those interested here's what I wrote up for my group for acquiring the half fiend template (Note: your thoughts, comments, critiques welcome):

Half fiend template progression:

"Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power." -SRD

Becoming a Demon:
While it is one matter for a sinful soul to be judged and then sent on to manifest upon the Abyss or hell as a larva, from there to perhaps someday transform into a newborn demon, it is quite another to bypass this process entirely. Yet for some, the power wielded by demons is too seductive and compelling to wait for—especially considering that the process of becoming a larva almost always expunges memories of life. To this end, there are methods by which mortals can hasten the transformation into a demon.

This is a process that occurs over 3 stages (each stage requiring a feat, service preformed and GP offering):

How one gains the Half fiend template:

1st While you 'may' have heard about dark magic that gives one the powers of the infernal. However you need to find out HOW to become one. You won't know how to do this at start.
2nd Once you find out how, you learn that its a lengthy process (traditionally requiring
feats, and continual sacrifices), a process that to first begin you'll need to petition
an evil god or a powerful arch devil/demon. They are the ones that have the power to bind
within your body the powers of hell.

Note: You better be very careful with whom you petition asking for said power from as
asking the wrong evil god/demon/devil at best they'll ignore you while at worse they
accept your offer and add something *extra* while binding your body and spirit with the
infernal. If you choose to pursue such infernal power, it is strongly advisable to
research this process further in game so as in hopes to reveal ways to best make this
work for the character while minimizing their risk while dealing with these malevolent
infernal forces.

Once one learns how this process can be started in game, the following is what you will
discover it would 'typically' cost one to become a half fiend (depending on who you
contact to make the bargain with it might vary).

-----
First Ritual:
Level req:3
Cost:
-An act of service to be issued to you by your patron.
-1 feat: Half fiend feat#1 (Feat 1 of 3)
-Character must sacrifice and/or have sacrificed at LEAST 5% of their character wealth by
level to their evil patron. Put in plain speak, this will cost you roughly 5% of all
your treasure in GP past present and future (note: this is paid off at lvl 20 at 44K GP
total. You can pay this off sooner if you like.). Check the chart for specific per level
cost numbers.

Gains:
-Half fiend SLA's you qualify for up to HD4
-Acid,cold, electricity, fire resistance 5 (this changes with the 3rd feat)
-Darkvision 60
-+2 infernal bonus to save vs poisons
-Smite good 1/day
-----

Second Ritual:
Level req:5
Cost:
-An act of service to be issued to you by your patron.
-1 feat: Half fiend feat#2 (Feat 2 of 3)
-Character must sacrifice and/or have sacrificed at LEAST 10% of their character wealth
by level to their evil patron. Put in plain speak, this will cost you roughly 10% of
all your treasure in GP past present and future (note: this is paid off at lvl 20 at 88K
GP total. You can pay this off sooner if you like.). Check the chart for specific per
level cost numbers.

Gains:
-Half fiend SLA's you qualify for up to HD9
-DR 5/magic
-+4 infernal bonus to save vs poisons
-Spell Resistance 5+ character level (this changes with the 3rd feat)
-----

Third (and final) Ritual:
Level req:9
Cost:
-An act of service to be issued to you by your patron.
-1 feat: Half fiend feat#3 (Feat 3 of 3)
-Character must sacrifice and/or have sacrificed at LEAST 20% of their character wealth
by level to their evil patron. Put in plain speak, this will cost you roughly 20% of
all your treasure in GP past present and future (note: this is paid off at lvl 20 at
176K GP total. You can pay this off sooner if you like.). Check the chart for specific
per level cost numbers.

Gains: Gains the rest of the "Half-fiend" template.

Truth be told I like the devil bound template idea too.. Hmm.. perhaps I could use my same 3 feat tiers (listed above) where each feat allows a +1 higher cr devil to be 'contracted' with to make devil bound work for my pcs. I'm going to mill over how I could work this in with my pcs but keep it relatively balanced.

Grand Lodge

I just made my guys use the slow progression instead of the medium progression, and gave them the template when Grumblejack got his.

As for the devil-bound, you could have them possessed by beings who are slowly trying to integrate into them, and eventually take over their body completely. Maybe a couple of the devils are insane, and would spaz out all of a sudden when the PC's trying to be calm, collected, and stealthy. The devils could also give insight as to how things should go, or tips on what's next when the PCs are lost.


Hey Thanks for the reply Kevin. :)

You just gave it to them all eh? That's pretty powerful and while I think I am running an admittedly high powered WotW game myself I'm scared of following in your footsteps here for my players as they'd be even more unstoppable then they are now lol (my players aren't being very sneaky.. but they work together in combat very well). Note: for my game I am not using the XP progression chart. Instead I'm leveling my players up at the appropriate time. I feel this way has less bookkeeping for all parties.

I appreciate your suggestions about the devil-bound but I don't really want to add anything that could make the player loose their character the way things are in my game at the moment. Hmm.. my group will be arriving at Aldencross this Saturday.

What are your thoughts on the following..:
if one of them goes this route prior to finishing the Balentyne act, the stipulations by their "devil-bound" or "parton (half fiend feat)" could be to make sure they not only slay the paladin commander but also bring the commander's head to Thorn as a 'trophy/gift' for the "glory of asmodeus".

I'm thinking that showing the head of his brother might unsettle Thorn although he certainly would try to hide it. Should they catch it, this would get the pcs thinking. The idea behind this act by the devil-bound or "patron" could be a move to expose Thorn's weakness, to unsettle him (as the devil bound or patron could be in competition with Nerbus). This being one step in a plot to destabilize him (which might work I think as later on Thorn goes paranoid bat s$&@ crazy).

Whatcha think?

PS- Kevin I'm curious how you played it, if all your players have SR do you make them roll SR when they cast beneficial spells on each other (as it takes a standard action each round to turn it off which is not really doable in combat) or only apply SR when they are hit with harmful spells?

Grand Lodge

Ryeookin wrote:

Hey Thanks for the reply Kevin. :)

You just gave it to them all eh? That's pretty powerful and while I think I am running an admittedly high powered WotW game myself I'm scared of following in your footsteps here for my players as they'd be even more unstoppable then they are now lol (my players aren't being very sneaky.. but they work together in combat very well). Note: for my game I am not using the XP progression chart. Instead I'm leveling my players up at the appropriate time. I feel this way has less bookkeeping for all parties.

I appreciate your suggestions about the devil-bound but I don't really want to add anything that could make the player loose their character the way things are in my game at the moment. Hmm.. my group will be arriving at Aldencross this Saturday.
** spoiler omitted **

PS- Kevin I'm curious how you played it, if all your players have SR do you make them roll SR when they cast beneficial spells on each other (as it takes a standard action each round to turn it off which is not really doable in combat) or only apply SR when they are hit with harmful spells?

Answer:
They don't use healing spells. It's all supernatural healing through the channeling (cleric's using the variant in Book 5) so it hasn't come up yet. However, I usually tend to just have them get it without SR applying. That being said, not everyone has SR. There are still four of them that don't because they're variant half-fiends. Torturer devils don't have it, and neither do half-genies (which is what another is) or half-dragons. Granted 2/3 of the party does have SR.

The players believe that I'm just using the scenario where they level up as Book 6 dictates, but I'm still keeping track of XP just to make sure everything's balancing out. So far it has been. I'm also doing side quests so that'll helping balance it all out as well. I mean, the final battle is CR 26 and they level 19. No, that's not fair in my eyes.
Granted I'm adjusting encounters to make it more of a challenge, but not by much.

Not a fan about the players presenting the head to Thorn or the devils being in competition with the pit fiend. That's a bit unnecessary unless you're revising the story. Thorn's paranoia is because his Thorn is more effective than any other Knot, and is in good standing with specific devils, and is concerned that they might all try to overthrow him.


Too bad I didn't start running this until recently, but I am. I won't run Pathfinder or 3e anymore so I converted it to 4e.

Actually 4e monsters/NPCs are fun to make, and the adventure itself is surprisingly easy to run. Even having to do all these monsters, the prep time is limited.


@Kevin_video
As for Thorn. Thanks, I'll take your good advice into consideration. I'm still trying to make up my mind but I have time as our next game won't be until next year. :)

Grand Lodge

Just found out something neat that could be used for anyone who's being burned to death for their crimes. Back in medieval times, if you were tried and found guilty of being a witch, if you were burned at the stake, your family was billed for the firewood used. Have that as a background reason for why that PC doesn't have any money. Anything they had was either destroyed, or sold off to pay for the firewood that'd be used to burn them.


kevin_video wrote:
Just found out something neat that could be used for anyone who's being burned to death for their crimes. Back in medieval times, if you were tried and found guilty of being a witch, if you were burned at the stake, your family was billed for the firewood used. Have that as a background reason for why that PC doesn't have any money. Anything they had was either destroyed, or sold off to pay for the firewood that'd be used to burn them.

That is some great information to use. Thank you for sharing.


Pathfinder Adventure, Adventure Path Subscriber

I seem to remember someone creating and posting a map of

Spoiler:
the nine lessons
without the secret doors and traps but I can't find it anymore. Did I just invent it or could someone point me to it?

Grand Lodge

Olwen wrote:
I seem to remember someone creating and posting a map of ** spoiler omitted ** without the secret doors and traps but I can't find it anymore. Did I just invent it or could someone point me to it?

If such a thing exists, I haven't a clue. Someone might have edited it for an online game.


Pathfinder Adventure, Adventure Path Subscriber

My group and I started Way of the Wicked recently and we're keeping a journal on this forum.

The campaign is taking place in Golarion, in Lastwall to be accurate, so I'm changing a few things and adding a bit of material when necessary. But I'm staying as close to the written material as possible.

It's been very hairy for the villains but quite fun for the moment!


Pathfinder Adventure, Adventure Path Subscriber

I have to admit to myself that the amount of work required to prepare this AP prevents me from keeping up with the journal.

That said, my players had a first stab at the big event of Act IV and that was quite a fun session.

Spoiler:
The 4 PCs got inside the castle as members of the Merry Men, sneakily explored the castle to find the access to the secret tunnel they had uncovered on their first night in town, got caught but bluffed their way out of it, went into town disguised as adventurers to stock up on area of effect scrolls, prepared the room in (now flammable) oiled decoration cloths soaked in perfume, and, as everyone was enjoying the play, they stroke. Two fireballs, one stinking cloud, two stone calls, and one confusion later, maybe half of the castle's soldiers were dead and the villains could escape unhindered, without anyone noticing they used the secret tunnel. Not bad for a first stint.

None of the major NPCs died so far (except for Varning, whom they dealt with on an ambush outside of the castle), but that was a very effective assault on the troops.

Now they'll have to deal with the castle being locked down…

We'll see how it goes from there!


I am loving this AP! So evil.

Any word when higher res maps or player maps will be available? My group projects our maps onto a table and the available maps via PDF pixelate out when blown up to 10' squares.


2 people marked this as a favorite.
Douglas Muir 406 wrote:
What I could really use is an online map of Balentyne for PBEM play. I know some of you PBEM gamers must have set one up...? I'm just trying to get started with Maptools here, and any help will be most appreciated.

Based on the info I could find in the APs, I made a bit more detailed version of the local area: https://talingarde.obsidianportal.com/wikis/atlas

Click for larger. Hope it helps!


kevin_video wrote:

Was very nearly a party wipe last night after the ninja decided "Hmm, I haven't killed anything for a while (game time) and my blade's thirsty for blood. Let's go to the camp fire full of guys that I believe I can take on by myself." Yeah, he got pummeled pretty hard because I got really lucky with the rolls, and he didn't. The rest of the party got there and were swarmed by the rest of the crew.

I had it so that after the bugbears, the PCs went north to talk to the Ice Troll King, and they had to perform a service. All they had to do was infiltrate a long abandoned wizard's tower, and tell him what was inside, and if possible, dispel the ward that kept the enemies of dwarves out (giants, orcs, goblinoids). The rogue went in, saw Savage North people, tried to slay them. That failed. Hard.

They created so much noise that the entire tribe heard. And after deciding on playing Stupid Evil, instead of fleeing from 20 barbarians, of which eight alone had taken out the ninja and the cleric, they were going to stick around and fight instead. For doing that, I very much wanted to teach them a lesson and get have them get wiped out.

I stepped in and let them know that they couldn't win this as they were. Twice. Because even after giving them the chance to leave, they still went "We got this." So I brought in the shaman and two rangers, a saber-tooth cat, and a wolf animal companion. Surprisingly enough, they still weren't concerned. Even tried to intimidate the entire tribe. Obviously didn't work. "I produce fire in my hands. They're stupid barbarians. They should be running." "That's nice. So does the shaman (druid). They're not scared."

Eventually they took the hint and ran. They'll try again next week.

They didn't even bat an eye when it came to the Yutak tribe. They were nice, and did trading. Even set up an alliance with them. These guys? Oh, I haven't murdered anything in a while. I'm practically foaming at the mouth. I need to kill and mutilate. Isn't that bordering on chaotic? Answer: "Who cares?...

See, this is what you get when I'm not there.


Dark_Mistress wrote:
I looked over the free preview and I am interested but... just not sure for 10 bucks that is more than a impulse buy price. Not saying it is not worth it, just saying.

If you only have ten dollars to spend on an adventure book all year, I heartily recommend it be this one. This is one of the best-produced, well-thought, enjoyable adventures our gaming group has seen.


Any chance we will ever see another print of this AP? I think a kickstarter for a compiled hardcover would do rather well. Some new art would be nice, maybe a little more modern and not so 80's metal.


Has anyone used content from Inner Sea Gods in this AP? That book offers a lot of Asmodeus-specific content, so I would imagine that parties in Way of the Wicked would find it rather useful. One example would be the Conversion Channel feat, which allows you to heal other Asmodeus-worshipping characters with negative energy. Another would be the Evangelist prestige class, especially for Inquisitors. Oh, and don't forget Basiles, the CR 15 herald of Asmodeus. I'm sure he would love wrecking havoc on Mitra's followers.

Have a look-see.

Grand Lodge

Axial wrote:

Has anyone used content from Inner Sea Gods in this AP? That book offers a lot of Asmodeus-specific content, so I would imagine that parties in Way of the Wicked would find it rather useful. One example would be the Conversion Channel feat, which allows you to heal other Asmodeus-worshipping characters with negative energy. Another would be the Evangelist prestige class, especially for Inquisitors. Oh, and don't forget Basiles, the CR 15 herald of Asmodeus. I'm sure he would love wrecking havoc on Mitra's followers.

Have a look-see.

I had thought the exact same thing, and used the new holy symbol for the divine characters. Anyone that didn't require one got the basic silver version.

You don't actually need the feat though, to heal your comrades. Just use the archetype in Book 5. As long as you praise Asmodeus, you heal up, while everyone else takes the negative energy. The downside is, if you die during the encounter your soul is lost.


i see this says backorder now. i thought i remembered it saying out of print or something before. does this mean we will be getting another print of this soon?

Grand Lodge

jimibones83 wrote:
i see this says backorder now. i thought i remembered it saying out of print or something before. does this mean we will be getting another print of this soon?

Likely not for a while.


Olwen wrote:
I seem to remember someone creating and posting a map of ** spoiler omitted ** without the secret doors and traps but I can't find it anymore. Did I just invent it or could someone point me to it?

i know come late, but i shopped myself the map from the bock i can share here :

http://www.servimg.com/image_preview.php?i=111&u=13456665

does anyone have the one from Balentyne ?

The Exchange RPG Superstar 2010 Top 32

Hi folks!

I've just started running this and would appreciate a few ideas. I'll be posting a full summary soon :-)

At the minute I have a slight situation

The party have escaped, slaughtered everyone, roasted the Owl on the Warden's Flaming Sphere and have the Sarge and card-players cornered in the gatehouse. Except, that's a bit of a standoff now. The Sarge has blown the first trumpet of the night, so the two at the other end of the bridge will be racing for help ... soon.

There is talk of smoking the sarge out, but basically the standoff is - the party can't go down the ladder without being peppered with arrows... yet they want the strongbox key, and revenge on the Sarge.

Any ideas? He's not going to come out or offer any sort of "challenge". Can you think of anything pro-active Sgt. Blackerly can do at this point?

Thanks! :-)


Has anyone created a map for Brandescar and the Old Moor Road? I am having a hard time picturing the geography and the route the PCs will have to take through the moors.


pogie wrote:
Has anyone created a map for Brandescar and the Old Moor Road? I am having a hard time picturing the geography and the route the PCs will have to take through the moors.

Personally i just gave description on this part. PC going north, through the moor, (the road from Branderscar going west to the town) and to put some pressure on the need to get a place to rest, it was raining. And eventually, they meet Lashtongue.

I just used this swamp map for the fight.

And if they fail their survival check, it's just because they were turning around rather than straight to north (easy explainable with the sun covered by thick cloud, ...). But finally reach the old road and the manor visible not far, and beside the sea-coast too (remember they need to get the ship next).


So the Triton encounter was hilarious. The 4 minion Tritons had Ride By Attack and Mounted Combat, but no Rapid Reload despite the tactics saying they reloaded and fired every turn.

Is there a document pointing out errors like this I can use, or do I need to do a really close reading on everything?

Grand Lodge

Insain Dragoon wrote:

So the Triton encounter was hilarious. The 4 minion Tritons had Ride By Attack and Mounted Combat, but no Rapid Reload despite the tactics saying they reloaded and fired every turn.

Is there a document pointing out errors like this I can use, or do I need to do a really close reading on everything?

We wish there was an errata. I uploaded the triton oracle update myself as he was missing his monster HD.

When I ran it, I just took it as the minions used a move action to reload the bow, and a standard to fire. Essentially, they took potshots at the PCs.


How we riggity rekt the Barbarian Captain of DOOM:

Our party agreed that as soon as we hit shore we would immediately attack the Captain and ruin his day. Cleric Hold person, success. Hunter and his Wolf walked up and did the horrible combo to him (Outflank+Precise Strike+Pack Flanking+power attack) that resulted in ~30 damage and a trip, Wizard succeeded at Blinding him, he broke Hold Person and began raging, the mooks did piddly damage to us, Hunter did his thing again and took him to negatives, mooks fled, party killed mooks.

What to take away from this? Hold Person is great and whoever said Hunters suck has never seen one in action. Apparently he's later going to use Broken Wing Gambit to get AoOs whenever he's attacked and another teamwork feat that makes them AoO together.

The Exchange RPG Superstar 2010 Top 32

Did you guys give your players the Gazetteer (or parts of it) from part 1?
Is there a players Gazetteer of Talingarde or has anyone made one?

Grand Lodge

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carborundum wrote:

Did you guys give your players the Gazetteer (or parts of it) from part 1?

Is there a players Gazetteer of Talingarde or has anyone made one?

There originally wasn't one, but Gary put a "Common Knowledge: Talingarde" write up in Book 7.

The Exchange RPG Superstar 2010 Top 32

Oooo - I've bought that - just haven't really read it since baby number 2 arrived :-)

Thanks!


I wonder how likely Cardinal Thorn would be to accept worshipers of Zon-Kuthon into the Knot. On Golarion, Cheliax and Nidal are allies. This is a different campaign setting, but he might be willing to accommodate an alliance. It's also important to consider whether Zon-Kuthon would appreciate one of his followers signing a contract to Asmodeus. One of his areas of concern is jealously, after all...


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So, I'd heard that Sir Balin was a beast...but I don't think I fully appreciated how much of a beast he was until he nearly TPK'd the party...Props to my players for how they turned it around though.

Spoiler:

Combat with Sir Balin started quickly, as the dhampir inquisitor was proudly displaying his new holy symbol. They end up fighting in the hallway, which was a mistake given how effective Sir Balin is in close quarters. The inquisitor decides that he wants to taunt the knight and uses his Iron Circlet to take on the appearance of Timeon (who had been killed by the Draugr, after the party had tricked him into fighting with them). As the fight wore on the swashbuckler and inquisitor both ended up unconscious and the juju oracle and fighter (crossbow user...whose player was absent) were badly injured and not in a good position to win the fight. Then oracle throws out her last spell...charm person.

This saved them temporarily. However, they knew that Sir Balin wasn't below half health, whereas they were in bad shape. Any re-initiation of combat would almost certainly be a TPK. So, they start stalling. They return to his cell and begin pretending to searching for another way out. The oracle convinces the charmed Sir Balin that they were under the influence of magic when they attacked him and cruelly tells him that he was in fact fighting the real Timeon (the dhampir inquisitor). This gives the swashbuckler, who had Infernal Healing active, enough time to regain consciousness. Overhearing the conversation in the next room, he sneaks away to hide the real Timeon's body in one of the Draugr coffins. Returning to the group, he tricks Sir Balin into giving him his healing potion (although the group narrowly avoids killing the dhampir inquisitor, when Sir Balin initially wants to use it to heal "Timeon").

They convince Sir Balin that they need to escape, leading him up to the manor floor. The swashbuckler tells everyone that he is going to go "scout for the exit". Pretending to sneak away, he instead winds the corner and goes to Grumblejack's room. He informs the ogre, who had been ordered not to eat anyone in the manor (after he had proclaimed his desire to one day eat Tiadora), that there was someone in the manor that he was allowed to eat. The swashbuckler then leads the excited ogre straight to Sir Balin, while pretending to run away.

This leads to a fight between Sir Balin and Grumblejack in which the ogre manages to land a crit (thanks to the new longsword they had given him). Just as Sir Balin sees through the party's "We just can't seem to hit this ogre!" act, the swashbuckler announces, "Guess the jig is up...oh, also...your squire is dead..." before proceeding to literally stab Sir Balin in the back for the kill.

Grand Lodge

Axial, when my players started pitching character ideas at me, I let them use Golarion dieties as aspects of Talingarde's Asmodeus or lesser, allied devil's in his court.


Have they stopped printing the books? I hope not, I really want to get them all.

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