Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) PDF

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BECOME A MASTER OF DRAGONS!

The king of Talingarde must die! Your dread master commands you to carry out this errand of blood. Do you have what it takes to assassinate the king of the most noble, virtuous realm in all the world? Are you ready to seek out the most wicked and powerful of dragons and treat with him to destroy the king’s only heir—the fair princess Bellinda?

Welcome to the fourth chapter of the critically acclaimed, Ennie-nominated “Way of the Wicked” adventure path!

Inside you’ll find:

  • "Of Dragons and Princesses,” an adventure compatible with the Pathfinder Roleplaying Game designed for 13th-level villains by Gary McBride
  • Full color art and maps by Michael Clarke
  • A gazetteer of the noble city of Matharyn, capital of Talingarde
  • Rules for playing vampire and lich PCs
  • Everything you need to run a city sacking sandbox
  • And More!

Sack a city! Terrorize a nation! Kill a king! Ride a dragon into a battle! All of this you must do if you are to walk the Way of the Wicked.

Who wants to be a hero, when it’s so much more fun to be the bad guy?

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

FRM1004E


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4.00/5 (based on 7 ratings)

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Filler, Filler, Interesting Climax.

2/5

This book is filler. It's not *terrible* filler mechanically, but a good two thirds of it could be replaced by just about anything and be just as relevant to the plot.

Seriously, I don't have too much to say about it, positive or negative. There are two...

- Black dragons are notoriously anti-social, hating all intelligent life, even other black dragons. Why does saving his son allow the PCs an audience with a black wyrm?
- The king should be well aware of his daughter's power, since hit dice is a real, calculable thing in the world of Pathfinder. She's a sorcerer 19, three levels higher than he is; anything that threatens her isn't going to be meaningfully impacted by his presence.

Again, subtracted 1 star from my actual score due to 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


Holy Guacamole

5/5

You're only half-way through and your group of terrors are already 13th level? Oh myyyy.

This chapter fully expects your villains to use the mighty magics and killing power at their disposal. Lacking access to 6th and 7th level cleric/wizard spells could severely hurt your ability to wreak havoc and unleash further mayhem.

One of the pleasant surprises during the later chapters of the Way of the Wicked is how long circle of death and similar spells remain viable offensive spells, which is a first in my experience with published 3e/3.5/Pathfinder campaigns.


Of Dragons and Princesses Review

5/5

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

This installment of Way of the Wicked was a pleasant surprise for me. After running through three great books, I shouldn't have been surprised when this one turned out to be a blast. However, on paper there were a few things that worried me about this book.

My first concern was the first act of the book. It is a sandbox style sacking of the city of Daveryn that is quite long and seemed like it would risk being stagnant. I still do believe that this is potential weak spot in the campaign. However, this weakness was easily navigated by cherry picking the sections that I thought would be interesting to my players and having Fire-Axe bring them up to the players. The rest of the events, I just held in reserve in case my players decided to explore. Personally, I ran the Duelist Academy event, because we had a Swashbuckler who loves challenging people to duels, the Baroness's encounter, because she is the cousin of one of the PCs and I merged the prison and the rebellion into one encounter, because I knew my PCs would love the opportunity to recruit prisoners and Ifran had useful information. I also ran the Duke's encounter via minion quest. All of these events seemed enjoyable for my players.

My second concern for this game was that the story seemed very reliant on the players making specific choices. I feared that players would decide not to bother with Chargammon or try to kill the princess. However, I did not face any issues with this. Thorn's plan offered enough intrigue for my players and Dessiter was a useful tool for persuading the players out of inadvisable plans, like trying to take Thorn out immediately.

In addition to the above areas, there were some other really great parts of this book. Eiramanthus in particular turned out to be a great boss battle. Spells like Mislead and Reverse Gravity made for a memorable and cinematic feel, while his melee prowess and anti-magic field had a reasonably optimized party of six fearing for their lives. The battle was so good that the happiest player at the table was the one who died, because she thought her death was epic.

The characters continue to be excellent. Chargammon was appropriately terrifying. Jeratheon is a fun addition. His dysfunctional relationship with his father opens up a lot of interesting RP opportunities that I think will continue to pay off after Chargammon's death. Also, even though Dessiter was introduced in the last book, I feel obliged to acknowledge him again, because he is such an excellent character. Every time he says something I can tell my players aren't sure whether to laugh, buy him a drink or punch him in the face.

Overall, this whole adventure path continues to be excellent and I have yet to find a good reason not to recommend it.


5/5

I've reviewed this book over on RPGGeek.com.


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The Exchange RPG Superstar 2010 Top 32

Thanks, that's pretty much my first reaction too but I was struggling to put it into words :-)

Context - the bugbears trashed a pile of ships in the harbour of Daveryn. The party have decided they can dredge them up, commandeer the cargo, sell it and then sell the ships. Who's going to stop them? They're murder machines.

Basically that attitude.

Grand Lodge

carborundum wrote:

Thanks, that's pretty much my first reaction too but I was struggling to put it into words :-)

Context - the bugbears trashed a pile of ships in the harbour of Daveryn. The party have decided they can dredge them up, commandeer the cargo, sell it and then sell the ships. Who's going to stop them? They're murder machines.

Basically that attitude.

Okay. Yeah, time’s not on their side in this regard. If they think it is and the undead can be down there eternally gathering stuff, mention how rocky those waves are. Undead don’t have ranks in Swim. Sure would be a shame if they swept out to sea or slammed against the debris.

Who’s going to stop them? Apparently Mother Nature.


Depending on what the cargo was, large parts of it would be ruined by the sea. Grindylows probably stole some of it.
Some things I would ask myself (and the players) before just handing out gold: Why did the bugbears not steal most of the useful cargo, like wine and food before sinking the ships? Why would all the ships in the harbor be full of cargo anyway? Usually the cargo would be offloaded pretty quickly to be sold.
To whom would they be selling the ships? And how? Are they going to sail all the ships themselves to Ghastenhall (or where ever)? Even if they manage to find buyers and deliver the ships they can get like 5000 gp per ship. Not that much for all the time and effort.

Vehicle rules wrote:
Repairing A Vehicle: The fastest and easiest way to repair a vehicle is with the mending and make whole spells, but more mundane methods can also be used. Craft (carpentry) can be used to repair most vehicles made of wood; because of their specialized construction, water vehicles require Craft (ships) to repair. Depending on the nature of the damage, such skills like Craft (cloth), Craft (alchemy), Knowledge (engineering), and even various professions can be used to repair vehicles, if the GM approves. In general, a day’s worth of work by a single person using the appropriate skill to repair a vehicle requires 10 gp of raw material and a DC 10 skill check, and repairs 10 points of damage on a success, or 5 hit points on a failure.

A galley has 1560 hp. If it is so badly damaged that it has been sunk it has been reduced to 0 hp and destroyed at -104 hp. Destroyed vehicles can not be repaired. So it takes one man 156 days and costs 1560 gp in materials to fix a sunken galley. There probably is some spare lumber in the ship yard. Or rather there was because it was partly used by the defenders or burnt for giggles by the goblins. Time to organize a bugbear lumberjack expedition.

In conclusion they should not bother because it is not very cost effective and they probably have better things to do. Like killing the king.

The Exchange RPG Superstar 2010 Top 32

Thanks folks, that calmed them down a bit. The necromancer can teleport via undead and between graveling familiars, his own high skill ranks in sailing and carpentry, and the undead lieutenant spell decided this would be a good way to use the downtime. Also, the module just said the bugbears hate the water and sank everything, without mentioning first offloading cargo or whatever. I'd not described anything in more detali as I hadn't expected them to hit on this idea at all!

We've since moved on to my next situation...

The Exchange RPG Superstar 2010 Top 32

They've not got an actual teleporting wizard, just a (3.5) dread necromancer, so travel is always an issue. Via their organisation they've arranged for an unscrupulous Cap'n and his crew to ship them and a pile of undead to the dragon isle. Lured with money then terrorized not to change their mind, basically. A bit handwavy but I wanted to get to the island - we only play for a few hours every two weeks.

So, they encountered Setia and her elemental chum at sea, killed it and scared her off (literally, with a fear aura). The vampire then flew over the island and spotted the pier and buildings/ clearing. The group still have a few hours to go to get the ship close to shore. They've sent four zombie drakes, with a graveling piloting one of them, to secure the pier, and messaged the fiendish hippogriffs to come to the island.

Now, I reckon Setia will have arrived back on the island and spread the word of a hostile boatload heading this way. What do you suppose Eriamanthus and the consorts and other defenders will do? Stay together for a few days and increase patrols?

Grand Lodge

carborundum wrote:
Now, I reckon Setia will have arrived back on the island and spread the word of a hostile boatload heading this way. What do you suppose Eriamanthus and the consorts and other defenders will do? Stay together for a few days and increase patrols?

Don't forget that this isn't so much a discussion place as much as it is a venue to sell the product, although it's possible we're safe, but spoiler tags should be used for NPCs and whatnot.

Spoiler:
It's been a while, but I seem to recall she's somewhat of a recluse. I absolutely believe she'd immediately warn her lover, who would in turn tell the others to come to his room where they'd wait. He can't really message everyone else, but probably have them on alert. Maybe one round of nonlethal to try take them in for questioning and then lethal from then forward, but any undead would be destroyed immediately. As well, Eriamanthus was under equipped for the battle, but had tons of his stuff in his horde. If his island is under attack, especially undead, everyone is going to be well armed.

Also, PM me your email.


@carborundum
So how did your players do against Eiramanthus?

Grand Lodge

Head's up. I'll be posting two big fixes on this page. Two NPCs (one in particular) needed some major updates as they were not built accurately, and will be given the proper stats this week. Got one done, but the other is going to take quite a bit of work. Wow.

Grand Lodge

Fire Mountain Games wrote:

kevin_video,

I would love to see any errata you find. Thanks for the effort!

Gary McBride

I wonder if he'd still say that. Maybe.

Did a revision add-on post to this one after a few years of getting wiser on how builds are supposed to be, and that referencing the specific bestiary is key to giving PCs a better challenge.

kevin_video wrote:
And here's Changes I made to WotW--Book 4, part 3.

Changes I'd make to WotW Book 4, part 3.5

Got one more after this, but it's going to take some time to fix that one. No joke.

--------------------------------------

Stay healthy and safe.

My Ko-Fi Shop


I have used your notes and revisions a lot.
Even if Gary probably does not care anymore, I'm sure I'm not the only WotW GM that is grateful for your work. Thank you.

The Eiramanthus fight is the one that I am most concerned might turn in to TPK, or near one anyway. Or, it will be the most anticlimactic fight ever, if the archer inquisitor fills him with arrows before he can do anything :(

Grand Lodge

WagnerSika wrote:

I have used your notes and revisions a lot.

Even if Gary probably does not care anymore, I'm sure I'm not the only WotW GM that is grateful for your work. Thank you.

The Eiramanthus fight is the one that I am most concerned might turn in to TPK, or near one anyway. Or, it will be the most anticlimactic fight ever, if the archer inquisitor fills him with arrows before he can do anything :(

That's greatly appreciated. The next release will be tomorrow. That build took a stupid long time. It was actually faster for me to rebuild it from the ground up as if it had never existed. I hope to never have to do that again. However, if I do, at least I know how.

Yeah, dragons with antimagic field are ridiculous, but they can't use their breath weapon either, so it definitely works both ways. I'll admit that a decent archer with Clustered Shot is bonkers against a dragon. However, an inquisitor is just as nerfed against antimagic as a standard fighter. Bane and Judgment are both supernatural, meaning the extra damage does nothing once it penetrates the dome. Although, as long as the inquisitor is outside the dome, the first part of the Justice Judgment still works.

Either way, this is meant to be a difficult fight. If the party goes all out and refuses to tactically retreat, that's on them.

Grand Lodge

This was quite the undertaking. I'll clean it up soon enough. Tumblr was acting funny, and I had to retype things a few times, so I just posted it quickly so I wouldn't have to deal with the issues yet again. As it was I was constantly saving the draft, just in case. Glad I did.

Changes I'd make to WotW Book 4, part 3.75

And that'll do it for Book 4. I don't think I have any more revisions. At least nothing planned. You never know what the future holds though.

Everyone take it easy. It's a crazy world out there.

--------------------------------------

Stay healthy and safe.

My Ko-Fi Shop

The Exchange RPG Superstar 2010 Top 32

WagnerSika wrote:

@carborundum

So how did your players do against Eiramanthus?

Many months later - time for a quick summary!

Let's see, they got rid of Setia then banished Shakti with a dispel good! Blew through the SR and she fluffed the save. Caused some strife as that spell is now called "dispel loot" :-)

A few people thought Chargammon's price was also killing all the consorts and were now worried they'd failed. The rest figured he'd be more than happy with the death of the chirpy do-gooder Eiramanthus. Off to the garden, which was beautiful... and held a treant chatting to a some sort of dryad.

The casters dropped a cloudkill on them, and some sort of icy mist that killed lots of flowers, cute little fairies and grass, while the rogue/ bomber firebombed the biggest tree. Some undead went to chop at the other trees near the entrance - basically "let's see how riled we can make the treefolk."

Imagine their surprise when the treant turned out to be a very pissed off dragon. He caught a few in a reverse gravity and closed to administer punishment, while Sakura shot the monk with a finger of death before disappearing. No sense wasting time. Unfortunately she immediately got tagged with a glitterdust from a lucky guess, so that was annoying.

She spent some time chasing the cleric but with sheltered vitality and stone body her aging trick did nothing. Eiramanthus tagged some udead withhis breath, but the party members all saved, and the ones he targeted all had evasion... bummer. The cleric dropped a wave of green slime on Sakura's tree, and then the vampire and monk professionally dismantled her, twig by twig.

Eiramanthus pulled out his last resort - antimagic field - and got a few good hits in before being critted from behind by Helbrand, followed by a critical sneak attack in the front. That was that.

A few rounds later the gargoyles arrived but they didn't last long either. The party solved the riddle, entered the tower, opened the chess board and had fun with the hoard. After that it was be polite to the browsing stranger, get healed by the harm trap and chat with Dessiter before heading off to murder the King. And Brigit. And lots of knights.

They've just landed on Chargammon's island and met some knights. They weren't happy to see them, and spent an infernal crevasse and a blasphemy to clear them up. I need a few ideas, so I'll post in Book 5 :-)


Cool. Your players seem like powerhouses. Wave of greenslime? Is that the 3.5 spell that was considered way broken because it dealt con damage based on how many squares the opponents space was?

Grand Lodge

Last night I did a blog update and posted it on the Book 1 thread, and now this morning I'm doing another one here, as this is where I feel it would best fit.

My Changes to Way of the Wicked, Extras Part 3.

Hope everyone is still able to game despite the pandemic.


Setia put up a good fight. The aquatic environment really messed up the PC tactics, for once the inquisitor did not just fill everyone with arrows. The elemental even got to use its vortex ability, fun. Antipaladin was nearly dropped, Grumble had 1 hp left and everyone was wounded. But four consecutive smite good hits with Hellbrand was too much for wounded Setia and that was that. They feel confident though and will probably push on, we'll see if this will be a mistake.


The end of Book 4 looms ahead for my group. I have a question about the really cool narrative of what happens in the Battle of Fallingsbridge. Did you read it out to the players or had them read it themselves at some point? Or did you use the revised ending that apparently Gary posted somewhere and kevin_video graciously shared in his blog?


Also is there a good published piece that could be used for the abandoned Asmodean temple where Gethran Hate resides?

Grand Lodge

WagnerSika wrote:
Also is there a good published piece that could be used for the abandoned Asmodean temple where Gethran Hate resides?

Interestingly enough, the original suggestion was just to use the GameMastery Temples map pack usually used for Pathfinder Society. It's an underground temple and it can be as basic as they come.


That seems great, thanks Kevin!


I ended up using the map for Cult of Lies from Hell Unleashed since I could not get the Temples map pack.

Grand Lodge

WagnerSika wrote:
I ended up using the map for Cult of Lies from Hell Unleashed since I could not get the Temples map pack.

Oh, wow. That is an intense looking map. After so many years, I'd think there'd be less fire and lava.


Yes, I agree about the lava. I described the lava pits as grey and cooled down, as the magic that kept them hot had waned. This made the player of the Asmodean cleric feel sad :). The pentagram and the ring of fire were lit, as that was where Gethran Hate was bound.

Grand Lodge

WagnerSika wrote:
Yes, I agree about the lava. I described the lava pits as grey and cooled down, as the magic that kept them hot had waned. This made the player of the Asmodean cleric feel sad :). The pentagram and the ring of fire were lit, as that was where Gethran Hate was bound.

Gethran being what kept the pentagram area lit makes perfect sense.

Dark Archive

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Hey Kevin, i havn´t got any of the six books, but i enjoy reading your posts and the replies to them.
Thank you for that entertainment, stay healthy and may you play for a long time. :-)

Grand Lodge

Marco Massoudi wrote:

Hey Kevin, i havn´t got any of the six books, but i enjoy reading your posts and the replies to them.

Thank you for that entertainment, stay healthy and may you play for a long time. :-)

That's very much appreciated. Honestly, wish I could do more. I've kind of ran out of topics to discuss after doing my blog series on the "Throne of Night" and how I'd stat all the discovered art, so everything is kind of reactive. I did a few revision builds for WotW encounters (as they weren't accurate), but I think I've covered everything now.

I hope you're doing well and staying safe during these troubling times.

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