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

3.80/5 (based on 13 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately.

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

FRM1002E


See Also:

11 to 13 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

3.80/5 (based on 13 ratings)

Sign in to create or edit a product review.

11 to 13 of 13 << first < prev | 1 | 2 | 3 | next > last >>
851 to 872 of 872 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

More NPC scrutiny.
I left the inquisitor group mostly be, just noted some buffs and feat effects. I would not give Thomas the Penitent any better gear, he is a criminal paying for his crimes, not a free adventurer.

I followed kevin_videos advice and gave Banner Verdant some gear.
I don't see any outright errors on the Banner but some choices are odd. Why does the druid have Point blank shot and Precise shot but only a spear to use them with? I changed them to Wild speech and Wild Vigor. Not that great but make more sense.
I changed some spell selections around and wrote down the effects of their buff spells. They have their 10 min and hour per level buffs up as soon as they get in the place.
I wrote down some stats for Brunhild in two wild shape forms and had Fineas zap her with mage armor to keep her AC up.
Understandably not all the effects of NPCs feats are not written up. I added things like Vethias attack routine with rapid shot+many shot. With gravity bow up she deals a lot of damage (4d6+4/2d6+2/2d6+2). She has poor favored enemy choices but I don't think I'll bother changing them.


I'm having a problem understanding one map description. What is the deal with the room of the guardian demons?

There is a stair there, separated by a wall. Can you get to the altar level from there? The other descriptions (like the clue about cult priests descending to the caves) suggest that the only way up is through the secret passage on the caves level (making most of the compound a red herring to get invading adventurers killed) But if that were true, why are the demons guarding that room?

So, does that wall fully separate the stair from the rest of the room, or not?


You can absolutely get to the altar level from there. Check the description again: "A spiral staircase without railing rises at the western end of the room. A curved half-wall blocks direct access to the staircase." The curved half-wall probably won't be relevant, but it can give partial cover to Hexy and Vexy if they decide to hang back and use their SLAs before engaging.

The staircase is the only way to reach the altar level without flying. Flying will certainly attract the attention of the lightning elemental, so is probably not a great idea. And at this level (6-7), probably most of the party cannot fly anyway.

However, you can't access this room from the rest of the level. So, yes, the only way up is through the secret staircase or through flying, and most of the tower is indeed a big red herring for invading adventurers. Still, you never know when someone will get lucky with a Perception roll -- and later, several of the final-week encounters will come straight for the jugular.

Doug M.


Okay, question for Kevin Video (or anyone else): I no longer have the player maps for this. They were available free on the FMG site, but... yeah.

Would anyone be willing to share them? If yes, please ping me with a PM!

cheers,

Doug M.


Pm sent Doug.

Grand Lodge

Just saw this. Glad a copy of the maps were sent out.


Well received. Thank you!

Doug M.


1 person marked this as a favorite.

My group and Grumblejack ran into Jurak the Elder. Bluff failed so init was rolled. Grumble swung his sword, hit! I started singing "I'm, a Grumblejack and I'm okay, I drink all night and kill all day! ".


My players cleared out the Horn and advanced to seventh level. Soon they will start building their organisation. I was thinking of giving them a variant of Vile Leadership feat and require they lead their organisation as a Council. I would give them Leadership score of highest PC lvl+combined charisma bonus, ie. about 14-15 at the moment, thus they can attract about 20 followers plus the boggards. That seems quite a small number.

The organisation rules in the book say nothing about the number of people in the organisation. I remember Gary saying something like 5 minions per action. With combined levels and charisma they hit 10 actions a week easily. So about fifty minions. Plus boggards. This seems more sensible. How many followers can they plausibly recruit from Farholde? 100? 200? More? More minions would not affect the amount of actions, but they may want extra guards, servants etc.

How much money the minions require per week for basic upkeep?
What equipment should the thugs from Drownington and orphans arrive with? Probably clubs and daggers, maybe leather armor? The soldiers from Sir Bonder should probably be better equipped. Scalemail, longsword + shield probably.

So fellow GMs, how many minions (in addition to the boggards) do you think is reasonable amount for the PCs to recruit and how much should it cost per week/month?


The description of C-15 A says: These crystals could be used to aid in the
repair of the Alchemical Golem (see room 1-18 below).
I don't see anything in 1-18 that refers to these crystals. Is this a forgotten detail or am I missing something?

Grand Lodge

WagnerSika wrote:

The description of C-15 A says: These crystals could be used to aid in the

repair of the Alchemical Golem (see room 1-18 below).
I don't see anything in 1-18 that refers to these crystals. Is this a forgotten detail or am I missing something?

Chalk it up to a forgotten detail. I had the crystals be glass-like for the reservoir.


I found some prices in Ultimate equipment. A trained hireling costs 3 sp per day and untrained 1 sp per day. I would say hirelings meant for guard duty should be considered trained, so at least 3 sp/day.

Is somewhere some guidelines on prices of furnishing the rooms? Like how much should it cost to buy stuff for a 10 person barracks, 2 person bedroom and so forth. There is something in Ultimate campaign but the prices seem really steep. 400 gp for a room with bunks for 10 people and it takes 24 days to build one.
I could of course just eyeball the whole deal, like 10 gp table or bed, solid iron door 200 gp, wooden door 15 gp and so forth.

Hmm, have to look through my old 1st ed Ad&d material and Dragon magazines. They used to write all kinds of detailed stuff those days.


1 person marked this as a favorite.

Suddenly I'm not sure I have understood the organization rules correctly. If the PCs form a council how do I calculate the number of actions they have per week? Is it levels(4*7)+combined charisma(2+3+3+1) = 30 thus giving them 10 actions per week. OR is it calculated for each character individually and then the actions are totaled. This would give them only 2 actions per week since only two characters have CHA +3 giving them score of 10 and 1 action per week. The former sounds like they get too much and the latter that they get too few actions.


Old One Eye managed to rip one of the PCs to shreds. Well nearly. Pounce attack, one crit, all hits. Over 70 points of damage and the inquisitor was KO'd. Unfortunately they managed to swarm him and prevented him from escaping. Grumblejack wanted to keep it as a pet since all the PC's had pets of their own.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For the group action rolls I worked it out for each individual pc and then totaled the result. However as 4 of my pc's had charisma 18+ they got a lot of actions either way.

Old One Eye it all depends of id he manages a good pounce full attack , IIRC my players took him down with a spell and kept him as a pet

The Exchange RPG Superstar 2010 Top 32

My One-Eye got a good hit in on one pc then almost killed in one round. I had him escape via Transport Via Plants (can't remember if he actually had this in the module) so they had to track him down.

Second time, in his lair and wounded, he had the scouting thief grappled when the rest arrived. The cleric landed a Moonlust spell and they surrounded him while he stared at the moon. Simultaneous actions and that was that.

They thought it was a druid who got "stuck" in animal form, after a discussion. Grumblejack made him into a (smelly) rug for his den.


Poor Argossarian, he fought valiantly but did not manage to kill a single bad guy. Instead, he is going to join them as a zombie >_<
The inquisitor was nearly killed, again. Almost everyone saved against the paralytic gas. Should have used his cold breath instead :(
I tried to thin the ranks of NPCs the party is toting around, but only managed to destroy a few skeletons and two Hell hounds.


We completed this book tonight. Interesting fights with the penultimate being with about 30 combatants. Boggards led by Zikomo, the gorgimera and a 'survivor' party comprised of 4 people who had managed to escape the Horn earlier, Traya, Hassan, Thomas the Penitent and Brunhild. They all assaulted the Horn at the same time, boggards attacking the forces on 3rd floor followed shortly by the adventurers and the gorgimera assaulting the Sanctum. Though fight, with Hexor being banished by Traya using a scroll of Dismissal. Some undead vassals destroyed and lots of hit point damage. Too bad the villains destroyed the wraiths early in the adventure.

The Sons attacked the next day and destroyed the dragon zombie quickly. They wounded many villains gravely and destroyed some minions like the rest of hell hounds and a zombie moon dog. Erik the Falconer was gravely wounded and after Meinhard died he decided that this is enough. Havelyn and the priest were in good condition but Erik teleported them out regardless.

The villains then completed the ritual. Vetra Kali was asked to not kill them or theirs. So he killed Halthus, who was *his*. He gladly gave the Tears, and howled in rage when they told him to return to Abaddon and never come back to this world. The mountain collapsed, the villains escaped through the balcony using fly and Snapleaf tokens. Artephius simply jumped down and survived the 20d6 falling damage!

I tweaked the Sons a lot and they used five rounds of buffing before attacking. The villains did not use the stones at the time and were not alerted to the Mitran spells being cast. Tough fight with the antipaladin, Artephius and the mage nearly killed, zombie Argossarian and Vexor killed and many badly hurt.

This was a very fun adventure to GM. I loved handing out pictures of the adventurers assaulting the Horn and all those letters and journal entries. Seeing the PCs scamper around building the defense of the Horn was great. Have to say that WotW is the most fun I have had as a GM in a long time.


So it's been a bit since I DM'd this part of the ap, about a year or so now. The one thing I found extremely lacking is the clarity of DCs for the organization actions.

It might be because I am a GM that loves to have rules to follow vs making stuff up as I go. I almost feel like the DC should be chosen as you say what you want to do, and then each DC has an outcome reflecting that.

Like, lets say you chose grave robbing it's always 2d6 or 4d6 as a result. I feel like this should be based on the DC or at least how many graves they want to pillage.

Players: I want grumble jack and a couple boggards to go grave robbing in farholde.

GM: Ok how many bodies do you expect to dig up in a week? Give me a range

Players: How about 7-10 bodies?

GM: Looking at notes I would be like:

8 1d6+1
12 2d6+2
16 3d6+3
20 4d6+4
25 5d6+5

And on a natural 20, move up to the next difficulty level. On dc 25, add an extra 2d6 instead.


WagnerSika wrote:
Suddenly I'm not sure I have understood the organization rules correctly. If the PCs form a council how do I calculate the number of actions they have per week? Is it levels(4*7)+combined charisma(2+3+3+1) = 30 thus giving them 10 actions per week. OR is it calculated for each character individually and then the actions are totaled. This would give them only 2 actions per week since only two characters have CHA +3 giving them score of 10 and 1 action per week. The former sounds like they get too much and the latter that they get too few actions.

If they are a council, simply pool the actions. Everyone must agree, or the action is lost It says so in the book.


I meant that how should I calculate the amount of actions they have?
If they are level 7 and have charisma bonuses of +2, +3, +1 and +3.
So first PC gets 0 actions, second gets 1 action, third gets 0 actions and fourth gets 1 action. All together they get 2 minion actions a week. OR should it be that they get 3 actions from their combined score of level + the sum of their charisma modifiers? The difference is not much, granted.

851 to 872 of 872 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #2: Call Forth Darkness (PFRPG) All Messageboards

Want to post a reply? Sign in.