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.

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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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Grand Lodge

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

They haven't stopped. They're just on hold right now.

The Exchange RPG Superstar 2010 Top 32

3 people marked this as a favorite.

Well, my group have given Captain Odenkirk and crew a special bonus in recognition of their good work.

Spoiler follows, but this whole thread is spoilerrific:
First they "let themselves" get overheard discussing a bonus and counting out money, clamming up just a little too late if they noticed anyone listening. When the time came the barbarian went to the bow and started dealing our bags to the crew - bags containing 100gp! The entire rest of the group surrounded the captain, shaking his hand one by one and thanking him... until it was the Dread Necromancer's turn. His handshake was a combination of negative energy touch and a held charge of Inflict Moderate wounds. That was 32 points of damage, and then the readied actions went off. The cap was stabbed, punched and kicked, dead in seconds.

The rest of the crew turned in shock, rolled a 4 for initiative, and were wiped out reaching for their swords.
Let's say... 10 seconds, max. Scary, scary stuff.


Thanks Kev.

Grand Lodge

carborundum wrote:

Well, my group have given Captain Odenkirk and crew a special bonus in recognition of their good work.

** spoiler omitted **

That is probably the best write-up I've seen for the captain in a long time. Granted, I probably would have given him a Sense Motive check, but still. Good job.

The Exchange RPG Superstar 2010 Top 32

Oh, I did...between that and the saves for Kilkiletz' breath weaponand a negative energy burst, I rolled seven ones in about 18 rolls last night. Open on the table too :-)
Spooky eh?


carborundum wrote:

Well, my group have given Captain Odenkirk and crew a special bonus in recognition of their good work.

** spoiler omitted **

Heh! Great plan there, and truly worthy of Asmodeus.

Grand Lodge

carborundum wrote:

Oh, I did...between that and the saves for Kilkiletz' breath weaponand a negative energy burst, I rolled seven ones in about 18 rolls last night. Open on the table too :-)

Spooky eh?

I think you and your d20 deserve this pic.

The Exchange RPG Superstar 2010 Top 32

Thank you!

That looks just like the 4 I rolled fir initiative too :-)

This seems to be the busiest WOTW thread, I'll update with future exploits. They are currently wandering around town pretending to be level one adventurers, calling the Captains "General", blushing, and wiping jam from their freckles.

Grand Lodge

Just thought of this today, and thought I'd add it to the thread. It goes with Gary's suggestion that if someone's playing a PC that's resistant to fire, then they'd use acid instead of fire to brand them with an "F". And if that didn't work, then you'd tattoo them. That got me thinking. Being burned at the stake, even at first level, would take forever. Your basic fire does 1d6 of burn damage. This might be a bonfire, but that's still only about 2d6. Then I remembered something from the Highlander: End Game movie (yes, it's a bad movie). Gun powder. The priest put explosive powder around Conner's mother's neck. This way when the heat got to a certain point, it'd ignite the powder, essentially killing her instantly.

I'm adding this for three reasons:
1) If you've got a gunslinger in the party, there's the powder for their starting gun.
2) It's a spell component for arcane casters, and for alchemists. It makes sense that the warden would have it on hand. If there's a arcane caster or alchemist in the party, they can make use of this. Even a divine caster could likely find use of it.
3) This damage is not negated or reduced by fire resistance. They've probably executed a few tieflings and infernal priests in their day, and have learned over time what works. They're not going to want to sit there for 5+ hours stoking the fire until the creature's dead. That just takes way too long.


Is there snow in Aldencross? It's not mentioned anywhere, but it's Watch Wall during November and December.


I don't think it's mentioned anywhere but it does make sense, I think. I certainly included snow. I even went so far as to add a blizzard to the game, and the players used that weather phenomenon to great effect.

Grand Lodge

Nyaa wrote:
Is there snow in Aldencross? It's not mentioned anywhere, but it's Watch Wall during November and December.

Not in his initial notes. The country is basically like the US, or Golarion. The South is temperate all year round with pretty much no snow ever, while the North is essentially a frozen wasteland. Only certain areas actually have actual snow, while the other areas might have low temperatures, or no temperature changes at all.


Actually there's a note in page 78 "Where is Talingarde" :

Quote:
Talingarde is an island about the size of England.

I also decided to keep the weather alike UK. So it slightly but often rain. And in winter, there's a bit of snow.

Also during the boat trip to the north, the crew came accross ice on the water. I also had a blizzard with the weather effect. But the PC hide and didnt help the crew to save some rope.

The Exchange RPG Superstar 2010 Top 32

My group are busy in Aldencross. They staked out the alchemist's shop (Book 7) so they could break in while he slept. Imagine their surprise when he sneaked out, heading for his secret lab.

They staked it out next, and entered after he went home, expecting to find moonshine. Imagine, again, their surprise :-D

So - they sorted the beast out, found a coffin with nameplate, put two and two together (the brand) and are now heading off to blackmail Mr. Caldwyn into making them plenty of alchemical products.

That's where we ended up - what do you guys think? Will be succumb to the blackmail, or be oblivious and defend himself/ approach the guards?


Well, in the background of Caldwin, he did already face the public opinion of his work. He is not stupid to believe that it will change. Not until he manages to make a Coup d'Eclat. And that he really believe he can do. Know what options the PC left him to make him good us of the Golem?
Is he aware that the PC are evil ? or they just seems to blackmail him for some pitiful benefit ?
Wouldn't he try to plot against the PC if he believe that they are evil ?
Unfortunately for him, he doesn't have any friends in Aldencross (who believes him to be an "odd bird").
So he either play along and let them blackmail him. Or Try to plot an event that will make him seen as a Hero with his creation.

Grand Lodge

I'd let them temporarily blackmail him. The first few potions would be to build up trust. After that, he'd consider starting to poison the potions with whatever deadly substances he could find.

The Exchange RPG Superstar 2010 Top 32

He's unaware of their evil nature at the moment. His creation has been destroyed - the party want to blackmail him by threatening to reveal "Caldwyn's Defender, property of Caldwyn".

They may well ask him to repair the creation and give them control (which would be fun) but i think their plans are more "alchemists fire and poisons - pronto!" at the minute.

The Exchange RPG Superstar 2010 Top 32

Temporary blackmail sounds like a plan. Then maybe a new woodshed, a new creation to fight the PCs and come out the hero.

Or they discover it and he learns the true meaning of pain.

The Exchange RPG Superstar 2010 Top 32

New question - the PCs are digging their role. They're retending to be Good adventurers, and have asked everyone for work. I'm tempted to send them on a wild wyvern chase (summat with wings done killed my sheep) to see how much time they waste.

Did any of you have side-quests for your party in Aldencross?


I have a group that just arrived at Aldencross and also try to make some good deed around to make themselves a name.
But to avoid wasting too much time doing side quest, i explained that the town was often crossed by adventurer going to the Savage North, and there was basically nothing to do around the town for travelling adventurer. But if they say that they intend to stay, there's always some commoners job to do. Or they can apply to the reeve Dominik Vallison for a job as a trainer to the local guards. Which will also give them good informations. And keep them focus on the main target.

The Exchange RPG Superstar 2010 Top 32

Trainers - that's a great idea!
Thanks Artamos :-)

The Exchange RPG Superstar 2010 Top 32

O dear... what's to stop a party taking a few weeks under the ground to undermine Balentyne with stoneshapes? :-)

I hatelove my party.


My group is actually planning a somewhat frontal assault on Balantyne.
If they do it right, they totally could.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
carborundum wrote:

O dear... what's to stop a party taking a few weeks under the ground to undermine Balentyne with stoneshapes? :-)

I hatelove my party.

Several things

1) They are on a deadline at 16 cubic feet per casting it is going to take a long time to dig a tunnel from a long way away (out of sight of the tower) to the tower and then undermine it , bearing in mind it is on solid Bedrock, also the collapse will probably be gradual the dwarf engineers will identify the problem and start a search for the tunnel.
One cleric will get about 3 castings per day that is only 48 cubic feet assuming 4 foot wide and 6 foot high tunnel that is 6 feet of horizontal movement per day, I figure that is going to take on the order of 100 days)
2) They need the bridge for the bugbears to cross. If they collapse the tower it is going to be very hard not to collapse the bridge at the same time

The Exchange RPG Superstar 2010 Top 32

Needing the bridge is a good one, thank you! They were muttering about removing a diagonal plane an inch thick so the tower could slide into the river. I'll need to go read the spell properly :-)

Grand Lodge

Still hoping to someday run this again. Already revised my previous house rules to hopefully better ones.

Dark Archive

Starfinder Superscriber
kevin_video wrote:
Still hoping to someday run this again. Already revised my previous house rules to hopefully better ones.

I would like to see all the changes and additions you have made to the adventure path.

Grand Lodge

1 person marked this as a favorite.
DragoDorn wrote:
kevin_video wrote:
Still hoping to someday run this again. Already revised my previous house rules to hopefully better ones.
I would like to see all the changes and additions you have made to the adventure path.

The majority of them are just updated ideas myself and the other GMs who were running it at the came up with. With my old group, some of them didn't work out so I removed them entirely. Others I revised. Mostly had to do with the wealth table being to low on treasure for larger parties (I had six in mine), and it not being sellable. Artifact weapons are nice, but only if your PCs can use them.

I'll be sure to post some later.


kevin_video wrote:
DragoDorn wrote:
kevin_video wrote:
Still hoping to someday run this again. Already revised my previous house rules to hopefully better ones.
I would like to see all the changes and additions you have made to the adventure path.

The majority of them are just updated ideas myself and the other GMs who were running it at the came up with. With my old group, some of them didn't work out so I removed them entirely. Others I revised. Mostly had to do with the wealth table being to low on treasure for larger parties (I had six in mine), and it not being sellable. Artifact weapons are nice, but only if your PCs can use them.

I'll be sure to post some later.

I would like to see these also.

Grand Lodge

Duly noted. I'll be posting after the maintenance. One of the worst things in the world is to write everything up over a period of time only to have the site die and you lose everything.

Grand Lodge

2 people marked this as a favorite.

I didn't realize how much information I had to post. I'm going to end up making this as regular a blog as I can. If you have questions that you want answered on a topic, or feel I missed, be sure to reply.

Changes I made to WotW--Book 1, part 1

Grand Lodge

2 people marked this as a favorite.
kevin_video wrote:

I didn't realize how much information I had to post. I'm going to end up making this as regular a blog as I can. If you have questions that you want answered on a topic, or feel I missed, be sure to reply.

Changes I made to WotW--Book 1, part 1

I'll make note of this in my blog tomorrow, but I just picked up a book on the Robe of Useful Items. This explains the veil in the book so much better.

LESSER ROBES
Lesser robes of useful items have fewer patches, but are correspondingly cheaper to purchase (or craft). They are identical to normal robes of useful items except:
1) They only have one each of the standard patches a robe of useful items normally has (dagger, lantern and so on).
2) They only have 2d4 other patches.
3) Price: 3,500 gp to purchase (1,750 gp to craft).

This is what that veil is. This explains why you only got 1 of everything, except the dagger.

Grand Lodge

No blog post tonight. I spent most of the evening talking with people about the upcoming May release of "Cohorts & Companions", and how that'd affect WotW. Namely the part where it said "New campaign-focused rules allowing you to secretly recruit teams of criminals during downtime, win the love of enthusiasts of the arts, and arrange for contingency services!" Um, yes please. Just goes to show that timing is everything.

As well, I'm going to be running Throne of Night with CE drow at a local convention here, and had to get that going.

Grand Lodge

Re: blog:
I haven't forgotten to do the postings. If you follow the Throne of Night stuff you'll know my health's been questionable at best. My next treatments are tomorrow and Wed so hopefully I'll have something by then. I think it'll be a one a week thing until I'm back on my feet. Right now it's essentially me in bed with my phone reblogging. Not fun.

The Exchange RPG Superstar 2010 Top 32

Hope you're feeling much better soon. I liked the blog, immediately subscribed to the feed and am looking forward to your next blogs; my party are in Aldencross at the minute.

Speaking of which, I must detail what they did to that poor wyvern.

The Exchange RPG Superstar 2010 Top 32

3 people marked this as a favorite.

Well, my party slaughtered the patrol in a vicious ambush and were busy digging a pit when (random encounter) they spotted a wyvern in the distance.

They immediately headed off to a clearing, staked out a horse and hid. I decided to give it a chance to lure the beast - rolled a d100 - 03! The wyvern took the bait, landed in front of the horse, savoured the fear and frantic escape attempts then stood on its neck and stung it in the side.

Cue the party Dread Necromancer stepping into the clearing, fear aura on and full Asmodeus regalia, speaking draconic.

"I hope you enjoy that - there's plenty more where that came from."

The wyvern spun round, snaked out its head and roared in his face, spittle and horse blood spraying everywhere. He didn't move. Then it flapped its wings furiously and breathed again - only this time cold dragonbreath. In full threat display mode it looked enormous. Unfortunately for the half-dragon wyvern, it had the only party member with cold resistance in front of it. He repeated his question.

"Would you like some more horsemeat - and maybe some human?"

The wyvern dragged the horse out of the reach of this scary humanoid and started a simple negotiation. In three nights time it would attack the tower at Balentyne. The party would assist.

(or so they said)

Grand Lodge

That's awesome, and should definitely be added in. Maybe it's one of the things the rangers are hunting. Could even be fighting when the PCs happen to arrive. I think I'd make it a half-black dragon to go with the theme of it.

The Exchange RPG Superstar 2010 Top 32

Cheers! The party was being a little bit stir-crazy after "only" role-playing all night. I'd drops a few hints earlier in case they wanted to go look for trouble.

With the patrol being out and about, the party were the obvious choice to investigate the missing sheep, or the late mail-coach. (They are disguised as a GOOD adventuring party)

I hasn't decided what to do with any of these - didn't even know if the party would go for them. Bulette, wyvern, chokers, an owlbear or an ooze in the stream - level five is a great level for "classic" enemies.

The dice said wyvern so I went with that :-)

Grand Lodge

carborundum wrote:

Cheers! The party was being a little bit stir-crazy after "only" role-playing all night. I'd drops a few hints earlier in case they wanted to go look for trouble.

With the patrol being out and about, the party were the obvious choice to investigate the missing sheep, or the late mail-coach. (They are disguised as a GOOD adventuring party)

I hasn't decided what to do with any of these - didn't even know if the party would go for them. Bulette, wyvern, chokers, an owlbear or an ooze in the stream - level five is a great level for "classic" enemies.

The dice said wyvern so I went with that :-)

Huzzah for the luck of the dice.

Don't forget to check out Book 7 for more stuff to give them.


kevin_video wrote:

I didn't realize how much information I had to post. I'm going to end up making this as regular a blog as I can. If you have questions that you want answered on a topic, or feel I missed, be sure to reply.

Changes I made to WotW--Book 1, part 1

Any further updates?? =D

Grand Lodge

Grollub wrote:
kevin_video wrote:

I didn't realize how much information I had to post. I'm going to end up making this as regular a blog as I can. If you have questions that you want answered on a topic, or feel I missed, be sure to reply.

Changes I made to WotW--Book 1, part 1

Any further updates?? =D

For sure tomorrow.

Grand Lodge

2 people marked this as a favorite.

Apologies for the wait.
Changes I made to WotW--Book 1, part 2


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Out of curiosity what have other people done with Squire Timeon. One of my players had made a project of converting him and will probably succeed.
Has anyone put any thought as to where he comes form near Ballantyne as I expect my players will want to look into it and it may be useful to get anyone elses ideas

Grand Lodge

JohnHawkins wrote:

Out of curiosity what have other people done with Squire Timeon. One of my players had made a project of converting him and will probably succeed.

Has anyone put any thought as to where he comes form near Ballantyne as I expect my players will want to look into it and it may be useful to get anyone elses ideas

We had an antipaladin in our group, and they broke his mind. Eventually he gained levels in herald squire.

As for where he came from, I just had him come from Balentyne in general. He gave up the secrets quite quickly just to be left alone, but they wanted him to be theirs. I had his parents, and most of the servants, away on business. There was just a skeleton group left to maintain the manor, and welcome everyone for dinner. I looked up the noble NPCs to see what treasure might be laying around the manor house for the group to take, but there wasn't enough important stuff for them to bother with.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

In my campaign it is the Sorceress who is breaking him, she is a follower of Ardad Lili, she hated Sir Balin and saw in him an opportunity.
He has had visitations by an angel who was than dragged away and tortured by the evil asmodean, the severed head of Sir Balin has been introduced to him and now the Sorceress is getting serious.

I am looking at Herald Squire for any future levels he acquires, but I suspect he will remain a minion rather than rising to the rarefied ranks of a Cohort.

I suspect I will have his family own a very modest manor house not far from Aldencross with a few tenant farmers. His father will probably be a knight in service somewhere else in Talingarde

Grand Lodge

1 person marked this as a favorite.

Apologies for the lateness. Here's Changes I made to WotW--Book 1, part 3.

I already noticed one person "liked" the entry, but it didn't fully save when I sent it. I've gone over it, and updated it a bit.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Kevin
Just looked at your blog , one thing which I noticed as my party just did the nine tests is the wealth issue. When my players started the test they had about 950 gp each based on looting Brandescar Prison which is pretty much the correct WBL.
After the tests (even with slight generosity) they are only on 1850gp which is low but should increase on their journey north.

Grand Lodge

JohnHawkins wrote:

Kevin

Just looked at your blog , one thing which I noticed as my party just did the nine tests is the wealth issue. When my players started the test they had about 950 gp each based on looting Brandescar Prison which is pretty much the correct WBL.
After the tests (even with slight generosity) they are only on 1850gp which is low but should increase on their journey north.

And it's exactly why I brought it up. They shouldn't be rolling in it, but they should each have around 3k in stuff. It's for that reason that I said that they should find treasure with literally their names on it. It's also why the two rooms should be swapped.


I'm contemplating false priest sorcerer for this campaign, but I somehow doubt The Church sells scrolls. Who would buy them in Talingarde? Maybe they will sell or even give them for free to the fellow Mitran? rolls bluff
Well, if nothing works, guess I can resort to good old robbery I guess.

Grand Lodge

Nyaa wrote:

I'm contemplating false priest sorcerer for this campaign, but I somehow doubt The Church sells scrolls. Who would buy them in Talingarde? Maybe they will sell or even give them for free to the fellow Mitran? rolls bluff

Well, if nothing works, guess I can resort to good old robbery I guess.

Book 2 will have an option for you.

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