Way of the Wicked—Book #2: Call Forth Darkness (PFRPG) PDF

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A DUNGEON OF YOUR OWN!

The Horn of Abaddon was once a place of primal darkness. And then the forces of good moved in and ruined everything. It’s been eighty years and the kingdom of Talingarde sleeps soundly knowing that darkness has been vanquished. Now, it’s your turn to prove them wrong.

You will find the lost temple and do what no one else has ever dared. You will call forth the banished daemon prince. And from his unholy hand, you will recover a plague so virulent that it shall shake Talingarde to its foundations.

And then the fools will sleep no longer.

Welcome to the second chapter of the “Way of the Wicked” adventure path! Inside you’ll find:

  • “Call Forth Darkness,” an adventure compatible with the Pathfinder Roleplaying Game for 6th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the frontier town of Farholde
  • Optional rules for building your own evil organization and managing your minions.
  • Advice for crafting unique variants of this adventure path
  • And more!

You’ve raided countless dungeons. Isn’t it time you had a horrid little dungeon of your own?

A 106-page full color Pathfinder Roleplaying Game-compatible PDF perfect to either stand alone or continue the "Way of the Wicked" adventure path. Includes a printer friendly version and seperate player handout PDF.

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3.80/5 (based on 13 ratings)

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Good idea, flawed execution.

1/5

I've written this review 3 times now and the site keeps crapping out, so pardon the brevity.

+ Interesting idea that's not done in Good campaigns
- Falls into the Kingmaker Problem of 1 encounter/day but worse: 1/week until the last 5 days
- Doesn't accommodate for that at all: encounters are frequently only APL+1 or APL+2, and that's before factoring in dungeon minions, traps, etc.
- Too early to be fun; bear traps (CR 1 per 12) weren't yet guaranteed to be spotted or disabled by rogues, and they couldn't be bypassed by spellcasters without them expending their high-level slots (this got worse over time, since my mesmerist slowly augmented them with nodes of blasting)
- Obvious NPC errors, like a sorceress who is missing 2 on her fire evocation DCs and sometimes includes herself/the fire-resistant barbarian in the blasts (only possible since her as-written incarnation is impotent as a blaster)
- Has the gall to ask if a APL+4 encounter is too much. If it were just a 4v4, that's a mathematically even fight. Factor in the fact it's a 1v4, they have minions, etc. and it's audacious.

-1 Star from my actual rating because of the whole 'fraud' thing.


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


I loved it - others may not

5/5

Taking over and then defending your own multi-level Dungeon of Doom? Heck yeah!

As with the entire Way of the Wicked campaign there are significant sandbox elements, so long as the players are willing to take the risks if they gallivant about overlong.

I would rate this at 9/10 for the minion subsystem. It wasn't my cup of tea. Others may get a great deal more gratification from it than I did. Since fractional ratings on the 1-5 scale are not possible, I round up to 5/5 since this remains an excellent defend-your-sandbox plus extra.

The upside is that the campaign encourages taking Vile Leadership. You'll likely need the fireball fodder ...


Call Forth Darkness Review

4/5

Warning: Potential Spoilers. Written from a GM's perspective. I ran this for 6 PCs.

Pros:
The concept of Call Forth Darkness is really great. Getting to own your own dungeon and having to defend it against invaders is not something that players usually get to do.

Both the ally and enemy NPCs continue to be fun and memorable. Grumblejack is still a party favorite. Tenuous alliances with Ezra Thrice-Damned and Zikomo had the players sleeping with one eye open. Opponents were fleshed out well enough to make for memorable encounters. The minion system also opened up a lot of possibilities for roleplaying as the party threatened those not making quotas and began to pick favorites.

Finally, while the pacing of this book starts out rather slow, it really hits its stride in the final act. The presence of the Abbey and the watchtower in the town, as well as the impending threat of the dragon created a great feeling on tension as the players waited for their enemies next moves. The Sons of Balentyne were a good surprise for the party and proved to be worthy adversaries. Finally, the summoning of Vetra Kali felt like an appropriately epic finale.

Cons:
The only real criticism I have is that the book felt like it dragged in some sections. It took my group about five months of weekly play to make it to the end of the book. By comparison, the first book only took about eight sessions to complete. Between the unchanging location and the long stretches without level ups, there were definitely some moments where the game felt a little stagnant. I found a good way to deal with this was to cut a few encounters that didn't add much to the overall story, like the Wytch Lights and the Gorgimera. However, the most important thing, I found, was to encourage players to be proactive and add flavor based on their actions. Otherwise, the game risks falling into a monotonous pattern of "Does anyone want to do anything this week? No. Okay. So it's new week, does anyone want to do anything now?"

General Advice:
The Horn of Abaddon has nearly a hundred rooms and your players are heavily encouraged to modify its already complex layout. Pretty much every encounter has to be reviewed and carefully adjusted, so that players are challenged, while still feeling like their defense choices are meaningful. I would highly recommend printing out the player's map of the Horn and letting your players mark it up. Make sure that you have organized notes on the changes they make.

There are also a lot of potential allied NPCs to manage, which can easily throw off the encounter balance or overshadow PCs if not utilized carefully. The book recommends that the GM print out stat blocks for allied NPCs and have players run. I strongly recommend following this suggestion. Not only did it make running combats far more manageable for me, it also helped the players feel more connected to the NPCs. However, most importantly, it made it easy for me to keep all the players at the table involved, even though sometimes their PC was in the wrong place and was stuck spending their rounds running to the fight.

Finally, Call Forth Darkness is not an easy book for a GM to run. The book offers players a lot of freedom, which is great, but makes it extremely likely that the GM will have to create extra content for plans that the book didn't anticipate. An inexperienced GM might want to approach this one cautiously and any GM just looking for something quick and easy to run, should probably avoid this book entirely. However, when managed correctly, all these challenges can lead to an incredibly fun and unique gaming experience.


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Could use some ideas and thoughts from fellow GMs who have run this book. My situation is thus:

Spoiler:
The party has taken the Horn, found the stone salve, quickly put together the situation with Halthus the Flayer (the Son turned to stone). Unfortunately, they assumed that since the statue had been decapitated, it meant Halthus was dead no matter what they did, so they put the salve on the torso to get the Eye... So, Halthus is dead.

The go-to solution is simply to have the Baron find a descendant for the ritual, but the group likes to RP and I'd like to build a little something here for them (just an hour, tops). Anyone else experience this? Any suggestions?

Thanks!


So, another question... I come from the school of thought that dragons should be truly terrifying encounters not only due to the creatures' raw power but also their intelligence and spellcasting abilities. So, for those who have run this, I was wondering what you think of Argossarian as written and whether you would make (or did make) any tweaks or adjustments to him. For context, my players have the following PCs:

Spoiler:
Margra = Human Undead Lord Cleric of Asmodeus (house ruled the domain)
Dr. Sereves = Human Scarred Witch Doctor (basically a disease and debuff oriented build)
Bramble = Changeling Dreamweaver Witch
Lord Rissis = Human Rogue (Rumormonger) / Assassin

In addition, assuming no deaths in the interim, they will have:
Grumblejack
Vovanyr Cathu = Cohort matched to APL; Blood God Disciple Summoner with a melee-mount eidolon
Ezra Thrice-Damned (for whatever he can be trusted to help with)
Hexor and Vexor (found the control amulets)
Alchemical Golem (or so I assume, as they've found the schematics and have the skills to automatically succeed on all rolls to rebuild it)
the cleric's undead horde, which is constantly growing


So, while the party itself is weak when it comes to damage-dealing capability, they should have amassed quite a few minions at this point that should be able to help.

I was thinking of Mage Armor and Shield to get Argossarian's AC way up (34), but that might make him entirely impossible to hit (terrifying to be sure, but maybe "unfair" and unfun). I was also thinking of Touch of Idiocy to really hurt the party where it counts (their spell casting abilities). I was also deliberating on Invisibility for a terrifying first strike, but that would remove the opportunity to really build up some tension (and a chance for the party to buff for a fighting chance). Also debating whether to make the feat selection unique. Hover seems unnecessary to me with a sufficient fly check, and a +1 to bite seems superfluous in this context. Yet, all of that said, I don't want to kill the PCs... just scare the carp out of them.

Anyway, thoughts and war stories appreciated.


SnowHeart wrote:

Could use some ideas and thoughts from fellow GMs who have run this book. My situation is thus:

** spoiler omitted **

Thanks!

Well, no one would be proud to be a descendant of "the sons". One could imagine that the baron is unsure if he/she really is a descendant. so you have to organise a time where they interrogate the poor mitran cleric who tried to atone his parents deeds. or he could be a local wealthy merchantman.

Otherwise it could be during the Baron's ball (this event is then moved before the ritual) where they discuss with various people.


Major, that's a good suggestion. May also prompt the party to invest some of the 45k they found into the torture chamber. Thanks. I just need to come up with a backstory on a couple of npcs.

Scarab Sages

Well Book 2 is complete.

Book 2:

The PCs managed to beat off the third attack of Day 221, the celestial & giant eagles.
They ate giant eagle wings afterwards... and the PCs were seriously considering skinning the celestial to make 'angelskin' armor...

The tough fight of the evening was the Brothers of Ballentyne. I tweaked the Brothers to have near equal wealth and adjusted the feat selection.
Erik got a fair bit of adjustment since the write up was 'school of boom', so empowered and intensify spells were added and he became an evoker/admixture specialist. With a rod of lesser quicken he could drop a fireball and something else easily each round.

Lvl 5 spells were: 2x empowered intensified fireball (13d6+6), 2x teleport
Gave him the trait that lowered metamagic on fireball by 1.

In addition to tweaking up the NPCs, since my group consists of 6 players I added a 5th Brother, Edward Marlowe a level 10 alchemist.

The NPCs used airwalk & fly to get upto the sanctum, they failed to dispel the barrier, so they went thru, healed up and then buffed with the last minute buffs and entered.

The PCs were surprised, but I had the NPCs 'waste' their surprise actions by monologuing instead. Which wasn't a bad thing since they were devestating. Hide Undead prevented the Necro's pets from attacking.

And the PCs were spread out. With the NPCs still under Air Walk/Fly they ignored the rough terrain that would have forced them to slow down. It also allowed them to charge over the difficult terrain or at the few PCs who decided to pop up on top of the walls.

The PCs had some bad saves and 3 of them were 'killed', as was Grumblejack. A 4th PC was knocked down to 0hp. However, the PCs were smart... they had a back up plan.
When things went to hell, they used invisibility on the last sacrifice (Sir Valin) and one of the cohorts used disguise self to appear as him. Sir Valin ran out of the hiding spot asking to be saved and that the villains needed to sacrifice him to succeed. Bluff succeeded over Sense Motive, and with Brother Donnagin down the Brothers decided that they had done what they came for and teleport out (which was the 2nd use of Erik's teleport).

The PCs rolled on the casualty chart to see if their injuries actually killed them or not. Only the monk came out with a injury to his arm causing him a -1 str penalty.

A wounded party completed the ritual. Vetra-Kali showed up. Asked for his eyes... and one of the PCs just handed one over... with no conditions... :)
The last two got handed over in exchange for the PCs lives being spared and the Tears.
Vetra-Kali then shooed them out of his Horn.

Not quite how I expected it to go down. But it was interesting!

Now I get to try and figure out what ramifications happen from all of this.
My thoughts are that the 'Brothers' are still an active force and that they will 'squeeze' all sorts of info from their prisoner.
The prisoner will probably go to Branderscar. The players have some time to figure out if they want to do a rescue or not.
I'm going to allow the PCs to retrain when the get to Ghastenhall for Book 3. Or do some quests if that is what they feel like.
And has they have now hit level 10... I'm probably going to be taking out the 'Villains are like Cockroaches' rule which lets them survive when killed unless they are specifically coup de graced.

I will say that the fight with the 'Brothers' was took a while, even though it was only about 3-4 rounds worth of combat. Lots of stuff happening, lots of things to control on the battlefield.

Overall my players still think Way of the Wicked is the best adventures they have ever played. Woot! Way to go Gary & Fire Mountain Games.

Grand Lodge

W. John Hare wrote:
And has they have now hit level 10... I'm probably going to be taking out the 'Villains are like Cockroaches' rule which lets them survive when killed unless they are specifically coup de graced.

I'd love to see that rule. I've basically got the same idea for my villains. They can be beaten well past their Con, and can only actually die if they're coup de graced, or if 10 minutes go by without them healing.

Scarab Sages

@Kevin, I pull it up when I get home, but the short version is:

If villains would die to hp loss, they instead roll on an injury chart (libertated from Warhammer Chaos Warbands)
Assuming they have party members who survive and treat them, they roll percentiles.
01-50 they were just knocked unconcious all the way up to 98-99 being double rolls at +40 and 00 being yep, you are dead.

If they get hit with a death effect or coup de graced while down, then they are dead and have to be be raised as normal.

It has allowed me to not hold back any damage the 'good guys' do. Especially that when I tweak things the monsters are generally a lot tougher or better organized.

One thing I have found with most adventures that I've run, is that the PCs either get cocky or they have bad rolls or the monsters have really good rolls. And that leads to PCs dying. As I wanted the PCs for WotW to gel and get attached to them.

That has worked out pretty good so far, but since they are now level 10 and have summoned Vetra-Kali back, I think they have hit the point where they are now a recognized threat... so the kid gloves are off. I still need to sit down and discuss with my players what the implications are and if I give them some fixed number (ie twice Con in negatives) to replace it.

Grand Lodge

@John Hare -- The system I use is that they can go HD+CON past 0 before they are in a state where they can be coup-de-graced. This gives the cleric a little time to raise over to them, or channel.

Grand Lodge

The group finally found the Horn last night. They still have to meet the treant, and they're already pretty bloodthirsty in that they don't want to talk to it, they just want to kill it, as the trees are good aligned.

We'll see what happens.


It's got no link with this particular scenario but as I was reading the bestiary I (page demons), I was thinking that somewhere in the AP I could add some demons upset that Asmodeus plans are going to well and perhaps try to kill the PCs.

Specially if a certain contract Devil warns them (as in next book) that some Demons are after them.

May be add a very short sidequest, just to let them understand that they are in the middle of a maelstrom between different gods.

I'll have to think about it.


W. John Hare wrote:
And has they have now hit level 10... I'm probably going to be taking out the 'Villains are like Cockroaches' rule which lets them survive when killed unless they are specifically coup de graced.

That rule is called Raise Dead ;)

Grand Lodge

Major Longhorn wrote:

It's got no link with this particular scenario but as I was reading the bestiary I (page demons), I was thinking that somewhere in the AP I could add some demons upset that Asmodeus plans are going to well and perhaps try to kill the PCs.

Specially if a certain contract Devil warns them (as in next book) that some Demons are after them.

May be add a very short sidequest, just to let them understand that they are in the middle of a maelstrom between different gods.

I'll have to think about it.

That sounds great, and I know exactly who to have them deal with. In my game, it'd be Orcus as one's looking to become undead, and another is looking to control a lot of the undead. Orcus is the master of the unliving, and he's not going to take too kindly to that. Especially considering the group currently has an item that he'd probably like back.


SnowHeart wrote:

So, another question... I come from the school of thought that dragons should be truly terrifying encounters not only due to the creatures' raw power but also their intelligence and spellcasting abilities. So, for those who have run this, I was wondering what you think of Argossarian as written and whether you would make (or did make) any tweaks or adjustments to him. For context, my players have the following PCs:

** spoiler omitted **
So, while the party itself is weak when it comes to damage-dealing capability, they should have amassed quite a few minions at this point that should be able to help.

I was thinking of Mage Armor and Shield to get Argossarian's AC way up (34), but that might make him entirely impossible to hit (terrifying to be sure, but maybe "unfair" and unfun). I was also thinking of Touch of Idiocy to really hurt the party where it counts (their spell casting abilities). I was also deliberating on Invisibility for a terrifying first strike, but that would remove the opportunity to really build up some tension (and a chance for the party to buff for a fighting chance). Also debating whether to make the feat selection unique. Hover seems unnecessary to me with a sufficient fly check, and a +1 to bite seems superfluous in this context. Yet, all of that said, I don't want...

Firm agreement that dragons should be badass and terrifying. What level are your PCs? That would help.

One thought: in PF, the action economy works against solitary bosses. So, step one is to split the party if at all possible. Also, don't be afraid to kill a minion or two; that's literally what they're there for.

Doug M.


Argossarian was one-shot in my campaign by the scimitar-wielding magus. It's one of the few combats I feel I did not improve enough. It's quite weak as printed in the adventure, so yes, you need to improve him quite a bit. Using fogs/mists as part of the battle is a good way to start.


@Kevin : Thanks for the feedback. 2 of my characters are undead. So... I'll have to think about it. Whether it could be by the end of book 2 or may be book 4. Book 3 is too much Angel orientated. Although during book 3 I could have a sort of avatar of Mitra warning them that the gloves are off if they don't stop. That will make them think and become a bit paranoid about everyone.
Except Devils. And be a good incentive for book 5 to happen when they have to slay "him".


Dragons should be intelligent. They shouldn't rush into melee and get hacked to pieces. They should examine their enemies first, collect intel, and then use effective hit-and-run tactics, preferably against divided or confused enemies.

Take a hard look at your PCs' resources and tactics. Are they weak on ranged attacks? Then the dragon should stand off at a distance and use his breath weapon. Are they weak in CMD? Then he should try a swoop and grab, fly high, claw and drop from a height. Do they have a lot of save-or-suck spells? Adjust his feats or give him an item to boost his saves. You want the players thinking, holy crap, our normal tactics bounce right off him -- nothing stops this thing!

If the dragon by himself doesn't seem quite enough of a challenge, don't be shy about giving him a cohort or allies. He could easily team up with one of the other many good-aligned antagonists in the module. He's Lawful Good, after all, which makes him a natural team player. And since the good guys now have some idea what the stakes are, they should be desperate. You'd expect to see things like, ohhh, attacks that look doomed and futile -- and are! -- but are designed to split the party.

Let us know how it plays out, anyway.

Doug M.


Can you have someone riding the dragon and using Mounted Combat to deflect blows? Or a spellcaster riding the dragon and buffing both of them? Or even two riders?


tonyz wrote:
Can you have someone riding the dragon and using Mounted Combat to deflect blows?

He's going to need a helluva ton of ranks in Ride for that


Douglas Muir 406 wrote:

Dragons should be intelligent. They shouldn't rush into melee and get hacked to pieces. They should examine their enemies first, collect intel, and then use effective hit-and-run tactics, preferably against divided or confused enemies.

Doug M.

He did so in my game. He got jumped thanks to the Eye of Vetra Kali that gives them scry with true seeing inside the Horn, and a dimensional door and a fire-based crit with a scimitar blow+intensified empowered shocking grasp was his doom.


I'm going to give some thought to adding someone to the Dragon. By the time they get to that fight, they will be on target with the campaign's pace -- so, ninth level.

Some interesting suggestions; I appreciate it. The challenge I have is a physically weak party (caster heavy) but, as they are a bunch of casters, I could make one bad saving throw for the dragon and... poof... fight's over. On one hand, that's great and part of what makes the game awesome and unpredictable. On the other... a dragon should make you piss your pants in fear, not laughter (IMO). Having read enough stories about one-shots and one round fights with Argossarian, I'm trying to anticipate that balance. (They already felled Jurak before the treant was even able to take a single action.)

Grand Lodge

Major Longhorn wrote:

@Kevin : Thanks for the feedback. 2 of my characters are undead. So... I'll have to think about it. Whether it could be by the end of book 2 or may be book 4. Book 3 is too much Angel orientated. Although during book 3 I could have a sort of avatar of Mitra warning them that the gloves are off if they don't stop. That will make them think and become a bit paranoid about everyone.

Except Devils. And be a good incentive for book 5 to happen when they have to slay "him".

Demons love chaos, and if your players happen to survive until the end of Book 6, have the demons be upset that Asmodeus will be in charge, so have them choose "If I can't have it, neither can you" and send an Armaggedon Beast after them.


kevin_video wrote:
Major Longhorn wrote:

@Kevin : Thanks for the feedback. 2 of my characters are undead. So... I'll have to think about it. Whether it could be by the end of book 2 or may be book 4. Book 3 is too much Angel orientated. Although during book 3 I could have a sort of avatar of Mitra warning them that the gloves are off if they don't stop. That will make them think and become a bit paranoid about everyone.

Except Devils. And be a good incentive for book 5 to happen when they have to slay "him".
Demons love chaos, and if your players happen to survive until the end of Book 6, have the demons be upset that Asmodeus will be in charge, so have them choose "If I can't have it, neither can you" and send an Armaggedon Beast after them.

Very weak for CR 25. A single Reverse Gravity and the game is over :/

Grand Lodge

gustavo iglesias wrote:
Very weak for CR 25. A single Reverse Gravity and the game is over :/

Hardly. Just because you used Reverse Gravity doesn't mean you go up into the stratosphere. Lots of breath weapons ever 1d3 rounds to take you down.

Grand Lodge

I just got notified through DriveThru that this book got updated, and was ready for re-download. Anyone get the new copy and know what changed? Is it edited a little better?


Hmm. Updated October 9 (though not here on Paizo). I don't want to get ahead of myself, but that makes me a little hopeful that Gary is starting to push things out the door again. Throne of Night soon? *fingers crossed*

Grand Lodge

SnowHeart wrote:
Hmm. Updated October 9 (though not here on Paizo). I don't want to get ahead of myself, but that makes me a little hopeful that Gary is starting to push things out the door again. Throne of Night soon? *fingers crossed*

I was wondering the same thing. Maybe editing them for the new people who purchased them for print.


kevin_video wrote:
gustavo iglesias wrote:
Very weak for CR 25. A single Reverse Gravity and the game is over :/
Hardly. Just because you used Reverse Gravity doesn't mean you go up into the stratosphere. Lots of breath weapons ever 1d3 rounds to take you down.

yep, I skip that part when I looked over it, only saw the melee stuff and no fly.


SnowHeart wrote:
I could make one bad saving throw for the dragon and... poof... fight's over. On one hand, that's great and part of what makes the game awesome and unpredictable. On the other... a dragon should make you piss your pants in fear, not laughter (IMO).

Give him allies to soak up spells and threaten casters. Give him items to boost his saves (which are already pretty good, him being a dragon). Have him buff (or be buffed by an ally) in advance.

At the end of the day, yeah, save or suck is save or suck, and if you're hit with enough of them sooner or later you'll fail your saves. This is why splitting the party is pretty key!

Here's a thought: by the time Argossarian shows up, you should have multiple crises going on simultaneously. The mud elemental, the frogmen, the ritual... heck, the ritual COMPELS you to split the party 3x/day! Clever PCs will try to stick together, but if they insist, then *bad stuff should happen*. "You all want to stay here for the ritual room? Okay, but then the adventurers are going to let all the captives loose." "You do know that if the enemy wizard gets that Rock To Mud spell off, he could destabilize the whole Horn." "The daemons and the golem can't hold them. They need help, right now, or they die."

The last session playing this module should be pure hysteria, with the PCs scrambling to face one crisis after another. Play this up, hard. And then hit them with the dragon at the worst possible time.

Doug M.


kevin_video wrote:
Major Longhorn wrote:

@Kevin : Thanks for the feedback. 2 of my characters are undead. So... I'll have to think about it. Whether it could be by the end of book 2 or may be book 4. Book 3 is too much Angel orientated. Although during book 3 I could have a sort of avatar of Mitra warning them that the gloves are off if they don't stop. That will make them think and become a bit paranoid about everyone.

Except Devils. And be a good incentive for book 5 to happen when they have to slay "him".
Demons love chaos, and if your players happen to survive until the end of Book 6, have the demons be upset that Asmodeus will be in charge, so have them choose "If I can't have it, neither can you" and send an Armaggedon Beast after them.

Ooooh that's a good one. I'll have other fights with demons though... Oh I was thinking of a good thing somewhere in Vaelterna they find the dead body of a demon and an unopened letter from some major demon that the 9th is coming with an army. Of course being Lawful good they destroyed the demon as soon as he appeared (does outsider's body stay on material plane when they die btw?) and didn't bother to search him. How ironic....

Grand Lodge

Major Longhorn wrote:
Ooooh that's a good one. I'll have other fights with demons though... Oh I was thinking of a good thing somewhere in Vaelterna they find the dead body of a demon and an unopened letter from some major demon that the 9th is coming with an army. Of course being Lawful good they destroyed the demon as soon as he appeared (does outsider's body stay on material plane when they die btw?) and didn't bother to search him. How ironic....

Outsiders either die and stay dead, or they are banished for 100 years. All depends on how and who killed them. Certain clerics and paladins have learned how to actually slay evil outsiders.


It depends on how they arrived on the material plane. If they were summoned, they just disappear when killed. If they were called, it's more complicated but a corpse does remain.

Grand Lodge

The party has finally made it to the Horn.

The Session:
They were warned about Jurak the treant, so they hid their unholy symbols. When they met with him, they told him about their plight regarding "their friend" Aiden Kael. They bluffed him, and while I matched the roll, they told a convincing enough tale that I decided to give it to them (an extra +1 for being diplomatic). They even agreed to deal with the boggards.

Truthfully, I thought they were kidding, but since it'd been two weeks since we last played (Canadian Thanksgiving), they were incredibly blood thirsty, and slaughtered the two boggard sentries in less than a round. Then they decided to go and check the place out since they all had darkvision, and eventually came across the mud pit. The half red dragon loved it the most. She wanted to make that into her personal sauna.

The ninja, who could go incorporeal, found the secret vault and gathered up both the eye and the book for the ritual.

They came to the boggard huts, where Slays-Nine-Men and Hears-the-Father were waiting for them. The samsaran oracle of the dark tapestry realized she was resonating with the boggard oracle and they made conversation regarding worship, and what they wanted. It came down to it that if they wanted to stay, then they'd have to face off with their chieftan. The inquisitor, Grumblejack, and the anti-paladin all wanted in on the fight, and rolled randomly to see who'd go first. The anti-paladin "drew the long straw" and got to fight. It lasted two rounds as she managed to crit with two attacks.

With her now being their leader, the tribe sent runners to tell of the new chieftan, and paid tribute by giving her all of the former leader's stuff. They also took whatever was already in the other huts as well.

After asking about if anyone say Kael, it was mentioned that at some point, another outsider had come in with a couple of others, but when the boggard had gone to investigate, they found no one. This made the party suspicious, and they decided to look around the area that Kael vanished. It was then that the high elf inquisitor detected a secret door, and the set of stairs that led up.

The session ended with the party clasping their hands in glee as they witnessed the alchemical golem that they were allowed to fix and make their own.

Next session will likely involve Hexor, Vexor, and Ezra.

I think everyone knows by now that I'm running this campaign with templates. Instead of the CR +2 vampire template that the GM may give the players the option of taking, or even the half-fiend template, I let the group take two +1 templates instead. A couple of the players are now wanting to get away from the templates. They want the "missing" HD instead. They're still 6 HD, as per the adventure because of the side quests I've put in as per Book 1 (Ice Troll King, Frost Giants, etc). I'm not sure how else I can explain to them that they're not losing out on XP. I think I've got the message across for now, but I guess I'll have to wait and see.


Interesting Kevin.
For the stairs going all the way to the top.

Spoiler:

My PCs didn't find it yet they explored all 3 levels and are in the process of exploring the caves. They passed by the stairs rolling 10 (for a net 26) but since the DC to find it is 30 there is no way they will find them unless they are being told where to look for. The caves are so huge it will take ages if they roll 20 everywhere.

Grand Lodge

Major Longhorn wrote:

Interesting Kevin.

For the stairs going all the way to the top.
** spoiler omitted **

I just realized I messed up with the group. They had found the secret stairs, but at the same time, I'd forgotten that the Horn has regular sets of stairs that lead up to each floor.


kevin_video wrote:
I let the group take two +1 templates instead... I think I've got the message across for now, but I guess I'll have to wait and see.

LOL. This has been an ongoing struggle for you as I recall. Weren't they terrified about the prospect of having to fight their way through Balentyne, too? Too funny. You know, in the event you actually kill one of the PCs, they're going to take it as proof that they're weak and be pissed at you for it.

Grand Lodge

SnowHeart wrote:
LOL. This has been an ongoing struggle for you as I recall. Weren't they terrified about the prospect of having to fight their way through Balentyne, too? Too funny. You know, in the event you actually kill one of the PCs, they're going to take it as proof that they're weak and be pissed at you for it.

Oh probably. And yes, they were terrified of going through all of the first book with so few HD, despite having two templates that essentially broke them. If they do manage to somehow die, they'll just say that it was because they were too low of HD because the templates got in the way.

Grand Lodge

We seem to be good again. I let them vote on keeping the templates, or losing them, and so far the majority is that if the templates are free, they're good to go. Cool.


No wonder .... lol.

I added the vampires template for only 3 feats, which is a small tax.

Nevertheless I don't like the way vampires are handled. Not enough weaknesses and I added a few. They have to drink blood more often than required by the book, when they reach 0hp they will transform into mist but STILL take damages. if they ever reach -cha hp they "die"... turn to dist.

Grand Lodge

Anyone here ever manage to get involved with anything regarding MinionQuest?


kevin_video wrote:
Anyone here ever manage to get involved with anything regarding MinionQuest?

I think Gary had said at one point it was going to be released in a book 7 for Way of the wicked.. minionquests 1-3 and some other extra stuff...

but i think he's still 2-3 months behind on Throne of night.. and not heard of any updates on anything so far.

hopefully soon (tm)

Grand Lodge

Grollub wrote:

I think Gary had said at one point it was going to be released in a book 7 for Way of the wicked.. minionquests 1-3 and some other extra stuff...

but i think he's still 2-3 months behind on Throne of night.. and not heard of any updates on anything so far.

hopefully soon (tm)

Actually, I was referring more to this. Was looking for people who'd actually played and wanted to know as many details as possible.

Grand Lodge

So the group continued to scout out the Horn.

Details:
They found the journal, the head of the broken statue, used the stone salve on Halthus, and met with Hexor and Vexor who wanted to fight them, but a high diplomacy roll regarding that they were there to free Vetra-Kali got them to let the party go, but only if they went back down the stairs from where they came from. The party is now looking for the amulets as per what was found on the wall. They also came across the oozes, but decided that they were going to use them later. THe wizard used his fire spells with a searing metamagic to confuse the oozes and question why they were being damaged by fire. They chased after him, and are now being held in the torturing room since it looked to be the most air tight (sound proof).

The others are looking to spend a bunch of gold to help spruce up the alchemist lab, the forge, and other places. They're also looking into getting a scroll of speak with dead to talk to the minotaur.

They also discovered how the thrones work, and that there's a secret fourth one somewhere.

The wizard is debating on whether or not they should just sell the golem for spare parts as he's starting to believe that it's too much work to fix it up.

Next session, they head to the third level.

Grand Lodge

So the group has finally secured the Horn. They have the earth sprite on their side so long as they leave him be, and Erza won't destroy them so long as they promise to bring back Vetra-Kali. The party found the hidden treasury, and have the third eye they need. Halthus the Flayer signed the blood oath because he wants Vetra-Kali back more than anyone else in the group.

Hexor and Vexor are now under the control of the party thanks to them having their amulets, and the lightning elemental was enough of a problem for the party that two members could only aid them for +2 attack bonus boosts.

Issues:
Everyone's ready to do the ritual, except the players. They refuse to do it as they have figured out what's likely going to happen. They know that as soon as the ritual starts, every good-aligned adventurer is likely going to come running their way for 222 days to try and stop them. That alone is keeping them from doing it. They don't want that kind of headache right now. Instead, they're wanting to secure the entire Horn (taking at least 3-4 weeks) to put up Wall of Stone over every entrance, upgrading every single trap to death traps, and hunting down more minions and beasties to watch over the caves. If they can blackmail people and twist it so that they can find loyal beings of Mitra to protect their Horn (their thought process is that the bugbear threat has caused a drafting process for the army and now people should be resenting Mitra to the point of betrayal). They especially want the minotaur zombie and 100+ skeletons. They're already trying to strong-arm Trik into being their own personal animate dead scroll maker.

So, not really sure what to do. Given the timeline Gary set up in Book 6, giving them another month doesn't seem all that plausible. Thorn should step in, but their argument is that he can't say jack as he specifically told them that he doesn't care how long it takes, just to get it done. His words. However, I'm going to have Thorn tell them about the bugbear army putting enough fear into everyone that other armies are now on the rise, and Fire-Axe likely won't survive unless the tears get spread to help dwindle the forces.

Really wish Gary was around.

Grand Lodge

The party started working on fixing the traps, and using the organization rules, but weren't doing so hot.

One trap is fixed but it took a week, they still don't have a sacrifice to start things off, Grumblejack has his template, they learned about Drownington being a good place to find minions, and the alchemical golem was finally restored.

I had Thorn come in as the party honestly believes that they have all the time in the world and that the Mitra followers will sit around and do nothing about the bugbear army. Thorn has told them otherwise, and that they need to have the ritual done in 223 days or the gathering armies will take down the bugbears before the tears can have any effect. They are not too thrilled with this. They wanted the Horn 100% rebuilt before attempting such a procedure.

The Exchange

I usually try to avoid reading these threads since I'm playing in this campaign, but I just wanted to say that my party has just started "Call Forth Darkness" and we had a great time this past weekend.

We are on the trail (if that's the right word) to the Horn of Abaddon and

Spoiler:
we just slew a green dragon!

It's been great fun so far and I am looking forward to more Fire Mountain Games adventures.

Grand Lodge

Zeugma wrote:

I usually try to avoid reading these threads since I'm playing in this campaign, but I just wanted to say that my party has just started "Call Forth Darkness" and we had a great time this past weekend.

We are on the trail (if that's the right word) to the Horn of Abaddon and ** spoiler omitted **

It's been great fun so far and I am looking forward to more Fire Mountain Games adventures.

Really? Would love to hear from your GM as to how that went about, and why exactly. I'm curious as to the reasoning for that encounter.

The Exchange

kevin_video wrote:
Zeugma wrote:

I usually try to avoid reading these threads since I'm playing in this campaign, but I just wanted to say that my party has just started "Call Forth Darkness" and we had a great time this past weekend.

We are on the trail (if that's the right word) to the Horn of Abaddon and ** spoiler omitted **

It's been great fun so far and I am looking forward to more Fire Mountain Games adventures.

Really? Would love to hear from your GM as to how that went about, and why exactly. I'm curious as to the reasoning for that encounter.

I think it had to do with our loot-per-level being too low.

Spoiler:
It was a young dragon and, although it was a challenge to beat, we did get a small hoard out of it and discovered what happened to some members of another Knot who went missing (they became dragon chow)
Either that or it was a random encounter. [shrugs]

kevin_video wrote:

The party started working on fixing the traps, and using the organization rules, but weren't doing so hot.

One trap is fixed but it took a week, they still don't have a sacrifice to start things off, Grumblejack has his template, they learned about Drownington being a good place to find minions, and the alchemical golem was finally restored.

I had Thorn come in as the party honestly believes that they have all the time in the world and that the Mitra followers will sit around and do nothing about the bugbear army. Thorn has told them otherwise, and that they need to have the ritual done in 223 days or the gathering armies will take down the bugbears before the tears can have any effect. They are not too thrilled with this. They wanted the Horn 100% rebuilt before attempting such a procedure.

Good job on the campaign so far =D I'm very interested in reading more of your groups trials/tribulations

Grand Lodge

Zeugma wrote:
I think it had to do with our loot-per-level being too low. ** spoiler omitted ** Either that or it was a random encounter. [shrugs]

Well, it's not part of the main story (technically random, unless he revised something) hence why I was curious.

@Grollub -- Really? I have to admit it's trying at time.


kevin_video wrote:
Zeugma wrote:
I think it had to do with our loot-per-level being too low. ** spoiler omitted ** Either that or it was a random encounter. [shrugs]

Well, it's not part of the main story (technically random, unless he revised something) hence why I was curious.

@Grollub -- Really? I have to admit it's trying at time.

hell ya.. someday I want to run this adventure path.. so VERY interested how other gm's interpret things/ run some of the events....

and how players react to things..

I personally see a few "grey" areas that werent really fleshed out, in the original, that players could decide to go off on a tangent on... so, as per above, enjoying seeing how things are perceived/ handled from both sides of the screen

ps.. I have been reading a few ( 2 so far ) campaign journals on these forums.. both interesting and totally different.

if you know any good reads, pls post them )

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