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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This pdf is 106 pages long, 1 page front cover, 2 pages maps of Talingarde, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 99 pages of content, so let's check this out!
This being an adventure-review, the following text contains a lot of SPOILERS. Potential players may wish to jump to the conclusion.
Still here? All right!
The last adventure had the PCs in a precarious situation - the sacking of the most holy places of Mitran religion can easily be botched and thus, this adventure kicks off with the PCs either fleeing from the Vale with an army on their heels or triumphantly marching from it in charge of their own dark forces. Worse for Cardinal Thorn's dread masterplan - his third knot, the assassins in charge with dealing with the regent King Markadian failed and were vanquished and his mole in the army is too frightened to assassinate the king. His plan seems to be crumbling - but there are the PCs, aren't there? These people have been a valuable asset, but they are getting too strong. Thus, Thorn develops a Xanathos gambit that may very well backfire: The king dearly loves his daughter and this is his weakness - if a sufficient threat surfaces in the royal palace, he'll come to the rescue - with the elite of his guard. But what constitutes a sufficient threat? What about Chargammon, legendary old black wyrm? Yeah, that should do the trick. The PCs get a lackluster assignment - recruit the extremely hostile Chargammon, known to slay all intruders to attack the royal palace and in the chaos ensuing the King's return, kill the regent, a formidable foe himself and destroy his elite guard. Even if they fail, Thorn wins - gaining finally the leverage to force his mole's hand. Now if that does not smell of suicide mission, the PCs are dumb. For now, though, they'll have play along.
Thus, the module kicks off with the PCs leaving Valtaerna, either at the helm of their own successful army and with an enhancement to their own evil organization or with their tails between their legs, fleeing from a vast army featuring a magic banner. Rescuing their bugbear commanders, their hippogriffs, teleportation magic - a bunch of options to escape after a botched invasion are there and even abandoning the rank-and-file goons is expected (they can be replenished), though not necessary - the PCs can actually lead their army through the wintry, deadly passes to escape with their organization intact. Once they rendezvous with the Fire-Axe, they'll see that at least the sacking of Daveryn went as planned - the city has fallen and Sakkarot wants to talk to them - and trade information, for Sakkarot, ina fit of melancholy, tells them the details of his deal with Thorn and that in the end, he is to take a fall against the Asmodean "saviors" once Talingarde has plunged into chaos. More worrying is that Tiadora and Thorn seem to be rather stingy with new orders/plans. But before new orders are issued, the PCs will have some fun - sacking Daveryn, district by district, looking for loot as well as allies and the missing duke, squashing resistances etc. - the city comes with a beautiful , player-friendly full-color map that includes the names for the district, but thankfully no annoying numbers. And it is neat to see the consequences of the PC's actions, e.g. the Tears of Achlys, which claim victims and remain a potent and deadly threat. A total of 4 looting tables, plus one for magic items and multiple random encounters supplement the planned encounters that are part of the looting: From breaking the last remnants of the resistance (e.g. the remaining city watch and a company of soldiers) to an interesting find in the local wizard's tower, the PCs have some challenges waiting: Said Wizard has the hints to the legendary wyrm Chargammon's nest as well as more vital clues: The Duke is still inside the city walls and hiding and the lord of eagles seems to have captured the spawn of Chargammon. It should also be noted that the diviner's spellbook and notes make for some cool treasures - especially the lavish description of the spellbook is a nice touch. Of course, even now the PCs can make new allies: The Baroness Vanya of Veryn, holed up in her mansion would make Cersei Lannister pale in comparison to her wickedness, but she's also a consummate politician that may make for a valuable ally regarding social interactions. The insane glory-hound and duelist master Rodrigo would make for the second potential ally - while not evil, he is amoral and cares only for his craft. Add to that spymaster Anton Breuder (who could provide a benefit in a future module), the option to steal the sapphire of storms (if the PCs are up for Mission Impossible-style trap disarming) and we're in for some fun. Better yet, if the PCs have failed to keep the slaughter of Valtaerna secret, the local prison could serve as a means to replenish their organization and a means to recruit Irfan al-Janbiya, the one assassin who was spared the righteous wrath of Sir Richard when he crushed the third knot. Once the PCs have found and dealt with all sources of information (good place to torture the subdued duke and perhaps a Mitran cardinal), the PCs could move onward -or they could do a cool sidequest for Grumblejack (or Raiju) to collect different types of spirits they may find strewn around the city - rather cool and adds some neat details to the local economy. The climax of the sacking should come as both a challenge to the PCs and as a sign that they are truly infamous: Two angels come down from the heavens to put them to justice.
Speaking of outsiders - Tiadora, this time accompanied by 9 errinyes, makes finally an appearance and hands off the quest to the PCs, acknowledging (perhaps subconsciously) that they did ALL the successful, major work in Thorn's gambit. By now the PCs should slowly starting to grasp that their master becomes concerned with their power. For now, though, they are off to the aerie of the Eagle Lord, a mythic being that commands the storms itself to rescue a black dragon - either by slaying the legendary bird and its court or by subterfuge and then have to deal with the rather dumb and deceitful spawn of the great wyrm to secure an audience and get them past the array of deadly river drakes guarding the isle. Worse, the duplicitous dragon does not warn them against the other defenses of the great wyrms lair, which makes e.g. the viper vines all the more deadly. Not as deadly as negotiating with an utterly chaotic evil black wyrm, though - in the end, PC ingenuity should prevail (there are btw. alternate ways to secure an audience) and they're off on a quest for the wyrm - to slay his rival, the copper wyrm Eiramanthus. Slaying a dragon is never easy and slaying this particular one is no exception.
The charismatic copper wyrm is a known planeswalker and has, in his travels far and wide, secured an array of concubines of surprising power - from Setia Swims-the-Sea-of-Stars, a ceteceal agathion to Sakari Yoshimune, a Toshigami Kami to finally Shakti Shobhana, a redeemed tataka rakshasa, the respective companions will provide quite a challenge - on their own. If the PCs are dumb enough to race into the island with drawn weapons and without a good plan to take care of them one by one, they will be squashed - especially with the allies of the respective concubines and potentially the copper dragon master of the island joining the fray. Add to that the labyrinthine quarters, crystalline gargoyles and a xorn emissary and a puzzle on a chess field, an interdimensional witchwyrd genius studying planar travel and the villains will be sorely tested even before they reach Eiramanthus, who true to his breed, will be rather communicative at first - of course, conflict with the noble being is inevitable and in the end, either he (and all remaining servitors/companions) or the PCs will be dead. And the rewards are nice indeed - the draconic hoard not only contains quite a bunch of unique treasures and is presented in excruciating detail, it also contains yet another piece of fabled hellbrand, dark blade of Asmodean champions and the demi-lich called "Nameless Tyrant", encased in crystal and yet another potential minion, albeit a very dangerous one - especially the knowledge of the lich-transformation might be interesting for the PCs Even more interesting, though is the infernal ally Dessiter, who warns the PCs of the impending treachery in Book 5 and to keep away from Thorn and plot his demise, adding quite a bunch of interesting pieces of information to the PC's repertoire, including the reason why Sir Richard has not yet been eliminated.
And then coolness begins - for the deed of slaying the copper wyrm, the PCs are actually rewarded by Chargammon in a rather cool way: He forces his son to serve them for 100 years - the PCs can now ride a black dragon into battle! Hell yeah! It's time to slay a king - in a month. First, wise PCs should explore the city of Matharyn and stock up - for before slaying the king will be perhaps their last chance for a while to get things done before the breakneck show-down with Thorn. The final location then, the Adarium, beckons and powerful wizards can be slain as well as celestials, righteous pyre-golems destroyed and diplomatic relations ruined (if the PCs act smart...). Secrets can be unearthed - including the hidden location of Hellbrands final component and Thorn's phylactery. Better yet, the magical prodigy princess and Sir Richard are here as well, guarded by an honor guard and a golem of mithral, their defenses are extensive and will ensure that the two get away - and for now that might be good, as it turns out the princess of Talingarde is not only beautiful, she's also a silver dragon-spawned prodigy of magic and when Sir Richard is defeated by Chargammon's assault, she intercedes and actually slays the dragon. Meanwhile, the PCs will have quite a battle with Markadian V and his elite guard on their hands.
The pdf also offers extensive troubleshooting advice and help with what/if-scenarios regarding the module's plot and the consequences we can expect from the potential of failure. We also get a whole page depicting the outcome of the clash between the Fire-Axe's armies and the forces of the king sans their leader that serves as an introduction to the things to come. The city of Matharyn gets a lavishly detailed gazetteer-section, including information on putting the PC's organization to the test against the excellent night watch. The pdf also offers advice for lich and vampire PCs and a run-down to make Way of the Wicked an all-vampiric campaign, from Book I to VI.
Conclusion:
Editing and formatting are very good, though not perfect - I encountered some minor typos spread throughout the module, though no enough to rate it down. Layout of the AP is beautiful and on par with Paizo publications and the artworks and cartography are stellar and up to the highest quality. The pdf comes fully bookmarked and with a semi-printer-friendly version without backgrounds as well as another pdf that includes the handout as well as player-friendly versions of all the maps sans the annoying numbers -AWESOME!
The fourth module of the WotW-AP is a wicked ride of fun, but one that needs careful planning on part of the DM - the module relies on the PCs completing the plan in spite of its flaws and a lot of quid-pro-quo-quests. To truly make this module work, a GM has to be up on his game. That being said, the module nevertheless is a stellar example of cool things to do and the villains will finally feel as if they are infamous indeed - the attacks by celestials and the forces of good finally directly attack the PCs and the option to gain a dragon mount rocks. Challenging creatures like a dragon and an ancient nature spirit is iconic indeed. That being said, there is at least one potential problem I see with the module: While the capital of Talingarde is detailed and the Adarium a challenging climax, it is the final section that needs a bit of DM-expansion: The pdf does not cover HOW to enter the Adarium and while the players have a multitude of tools at their behest, some guidelines would have been nice. Additionally, the PC's infiltration while their "threat" forces the king's hand could have been made more iconic, with more guards that are slain while the PCs are running the corridors. A timeline or some cinematic scenes in which the PCs can see how their wicked ally vanquishes otherwise lethal roadblocks in the module would have added some gleeful spite to their accomplishments.
That being said, I am complaining on a very high level here - this module is still an excellent, awesome ride and while it has no new mechanics like the two immediate prequels, it offers the PCs a chance to reclaim an organization and make new allies - though I would have loved to see more for the villain's cohorts to do. In contrast to the attack on Valtaerna, this module does not offer much to do for the poor cohorts apart from accompanying the PCs, which is a pity - give the psychotic alchemical golem, Grumblejack etc. something to do in the Adarium. (Though the sidequest provided for a cohort is awesome...) Perhaps a sabotage of the golems, a reconnaissance, making the assassin kill the court mage etc. - something like that. While easily done yourself, I would have nevertheless enjoyed to see some love there. Again, please bear in mind that this is still complaining at the highest level. Book 4 provides us with interesting challenges, is logical and makes for a fun ride for your villains and while personally, I slightly enjoyed the first 3 books more due to aforementioned minor nitpicks, I maintain that this pdf is still an excellent module that this time lacks hard-to-presume assumptions like the communication-blockade in book III - in fact, many adversaries herein utilize spells etc. to piece together information on your PCs, lending an air of credibility to the world and the actions of your dastardly group of devil-worshipers. The additional material is also up to the stellar quality of the book, though personally I don't like the section on vampire and lich-PCs - honestly, these topics need to be tackled in much more detail to work smoothly, at least speaking from experience. I have a vampire-PC ( a fallen, blessed priestess that turned towards bloodthirsty fanaticism) in my home-campaign and rest assured, the implications go beyond what one would expect at first.
How to rate this, then? You heard my nagging complaints and might ask yourself why I'm so utterly nitpicky with regards to these modules. Why? Well, because the Way of the Wicked is that good. Honestly, "Call forth Darkness" is perhaps one of my most favorite modules ever. And the others are not far behind. From the craft's perspective, the 4th module is solid and the attention to lavish detail, the cool creatures and of course, the presence of dragons as both adversaries and allies will lead a sense of empowerment to the PCs. For me, the finale was not as satisfying as it could easily be - however, the remedy is so simple that no DM should be stumped to improve it. In the end, I feel I have to be careful to not hold any installment of Fire Mountain Games' AP to a standard of its own and instead deliver a verdict in the grand context of publications. Not every adventure can do something radically new, after all. Thus, my final verdict for this part of the AP will clock in at 4.5 stars, gladly rounded up to 5 for the purpose of this platform - an excellent module that could use a bit more guidance/epicness in the finale, especially when the conquering in Book III and the escape/march from Valtaerna shows how well author Gary McBride can handle such situations.
Endzeitgeist out.
Face some of Taingarde's most powerful here, but keep the plot flowing smoothly.
It’s universally understood, though not often said, that evil is simply cooler than good. Evil people are the ones who get to dress in the most arresting outfits, make the grandest speeches, and perform the most memorable actions. Simply put, evil characters make a bigger impression than their righteous counterparts…though oftentimes the good guys can come close.
In Way of the Wicked Book Four: Of Dragons and Princesses, players and GMs get to see this truism up close and personal. Heck, it’s even in the book’s title – this is adventure is all about those most fearsome of beasts, dragons, as well as women of nobility and power. While the PCs have met some truly arresting characters so far, it’s here that they begin to truly begin interacting with the kingdom’s power-players on a regular basis.
But before we get any further into the meat of the adventure, let’s look at the technical aspects first. The fourth Way of the Wicked book comes as three PDFs. The first is the main adventure itself, while the second is a printer-friendly version thereof. The last one is labeled as being “player handouts,” which is a slight misnomer; rather, it’s a single player handout, and four maps of major areas that have all of the labels removed, making things easier for the GM (though some might grimace at the fact that the name of the place depicted is still featured on each map).
The main file, one hundred-six pages in length, presents itself fairly well on a technical scale. Copy and pasting are enabled, and the text is fully searchable. Bookmarks are present, but again there’s only one bookmark for each major section of the book; if you want to find a more specific sub-section, you’ll need to scroll to it manually. Both of these are also true for the printer-friendly PDF.
Unfortunately, the printer-friendly PDF only lives up to its designation half-heartedly. Its idea of being “printer-friendly” is to remove the background coloration from the pages, and set the page borders to being grayscale lines. All of the interior illustrations and maps are still there in lavish full-color.
Having said that, the main file is notably resplendent. The pages are set on a dark tan background (which, I think, is meant to look like parchment) with ornate black borders on three sides. Full-color maps are present for each major section, and of course the interior illustrations are all in lustrous full color as well. I must once again tip my hat to artist Michael Clarke, as the various pictures of the major characters that the PCs meet are, to be blunt, arresting. Each one of these pictures clearly conveys the thousand words that they’re worth.
My last technical critique is regarding what’s not here, rather than what is. There are no files that are optimized for e-readers or Macs. While this wasn’t a big deal to me personally, I suspect that it’s a bit more of a nuisance for those who want versions of the book optimized for those devices.
Now, let’s get down to the adventure itself. As with previous installments, this one actually begins almost exactly where the previous one ended – I’m of two minds about how the book actually opens with what feels like the epilogue to its predecessor; on the one hand, it feels almost anticlimactic, as instead of moving forward with the plot you’re dealing with the loose ends from your last adventure. On the other hand, this helps to lend a much greater sense of cohesiveness to the campaign as a whole, since the adventures feel much more interconnected…something I suspect was author Gary McBride’s intent.
Regardless, the adventure opens with the PCs in what’s left of the Vale of Valtaerna, having not only snuffed out the holy flames of the state religion’s most holy site, but also slaughtered every living thing in the valley. Or at least, that was the plan. If the PCs succeeded, then they get to march their army out (absorbing the surviving bugbears into their own evil organization, if the rules from Book Two are being used) with no fuss as they continue their evil plans.
Cogently, however, the book spends more time talking about what happens if the PCs failed and some survivors managed to escape. In this case, the winter thaw finds an army of light (FAR outnumbering the PCs’ forces) preparing to retake the Vale. This is another classical “villain moment,” in that it presents the PCs with the question of what they’ll do regarding their minions when it comes time to beat a hasty retreat. While the PCs can likely escape on their own, there are various actions presented, along with their consequences, should they also want to save their minions and greater retinue.
Once the PCs escape, it’s time for them to relax before their next assignment. Rejoining with the humanoid army led by Fire-Axe at the recently-conquered city of Daveryn, the PCs can kick back and accomplish some side-quests for a month. This is largely a chance to catch up on XP and treasure (in the form of some good old-fashioned looting), but does have several opportunities for the PCs to find several clues for their upcoming assignment.
Speaking of being assigned, after a month of squashing what resistance remains in Daveryn, the PCs’ master sends them one last assignment: to kill the king of Talingarde. Of course, this isn’t as simple as just poisoning his food – the king marches at the head of an army, and attacking him there is suicide. Rather, the PCs are to create a huge calamity back at his palace, where his young daughter resides. The king, loving his child so much, will magically transport back to defend her…which is when the PCs will ambush him.
Of course, this requires creating a disaster of sufficient magnitude, and it’s here that the titular dragons begin to come into play. The PCs need to enlist the help of the great black wyrm Chargammon. This is much easier said than done, as the dragon eats anyone who approaches him. So first, they need to find a way to secure an audience.
This part of the adventure seemed, to me, to be a bit rushed – not the issue of the PCs’ master giving them their next assignment (the book is actually very cognizant of the fact that the PCs are by now straining their metaphorical leashes) – but rather, how the PCs are supposed to think of the manner in which they’re to safely meet with Chargammon. Simply put, one of the aforementioned clues in sacking Daveryn is the key here, but the sandbox nature of the conquered city means it’s less than certain that the PCs will even look in the right place, let alone find it. The adventure basically tells the GM to make sure the PCs find this clue somehow, but only offers a few off-the-cuff suggestions for what to do if the PCs don’t go to the right area and look in the right place; it’s a weak point in what’s otherwise an excellent adventure.
Once the PCs discover the clue, it’s off to find the one person who can secure them a meeting with Chargammon. This is largely a sidetrek, as the adventure makes it fairly easy to locate the correct area once the PCs are on the right path, and the fight is relatively brief.
Only after this is done can the PCs meet with the powerful black dragon, being able to journey there in relative safety (I have to interject here that the picture of the black drakes that dwell on Chargammon’s island made me think of a certain dragon named Toothless). The actual meeting itself is anything but safe, however, as Chargammon is as arrogant as he is powerful. It’s very easy for PCs who are stupid or proud to provoke a fight that they likely cannot win. Again, this is an area where the plot moves along very thin rails; a minor disruption can have major repercussions here.
Chargammon, in the true style of RPG NPCs, won’t agree to do anything unless the PCs undertake a quest for him first. In this case, he wants a rival dragon slain – a copper dragon of less power but greater allies named Eiramanthus. This is no small thing, as like Chargammon, Eiramanthus commands his own island.
The island is an otherworldly place. Eiramanthus is a planeswalker extraordinaire, and alters his home to better reflect the nature of his travels. As such, the entire island has an alien feel to it that also gives it certain defensive properties. The major defenses are the creatures who dwell there, however – in addition to visitors and the local servants, Eiramanthus’s home is occupied not only by the dragon himself, but by his three concubines; exotic and powerful women that he wooed on his travels.
I was critical of some of the previous parts of the adventure because they had clear directions that they wanted the PCs to go, but offered only a relatively narrow range of options for how to make that happen. Here, the situation may seem somewhat similar, but I don’t hold this against the book. That is, if the PCs are stupid, they may end up facing Eiramanthus with most of his servants and concubines helping him, which is likely to overwhelm the PCs. It’s far smarter to use some degree of subterfuge to try and take them down one at a time or in small groups.
There’s little advice on what the situation is or how to make sure things don’t go south quickly. I don’t consider this a bug, but rather see it as a feature. This adventure is for high-level PCs, and at this point if they’re not using some degree of strategy, the fault is entirely their own. That the PCs are likely to face disaster if they try to kick in the door is how things are supposed to go. At this point, punishing them for not using their heads is the correct thing to do.
It’s after things are done here that the plot makes a significant leap, as it’s here that the PCs are given not only a great deal more information on their master’s past, but are given the first direct information regarding overthrowing him. The seeds for the next book are sown here…
Once Eiramanthus is slain (and his truly prodigious hoard, which includes some amusing souvenirs from other dimensions, has been claimed), Chargammon is willing to hold up his end of the bargain. Now all that’s left is to head to the capital city and prepare to lure the king into the death-trap. This is an area where the PCs will again have a chance to explore a major city, but that part is left to the gazetteer at the end of the book.
For the final act, the king’s palace is detailed. Sneaking in and overcoming the defenders isn’t what I’d call cakewalk, but it’s by no means a truly difficult affair, which makes sense as most of the martial forces have marched to the front. However, plenty of soldiers remain that even a high-level group should be wary of sounding an alarm before their ready to commit regicide. Once Chargammon attacks, however, the king (who is a paragon of a certain eight Virtues, for fans of a particular old school RPG series) comes running…along with his closest defenders. Remember, they came back because the situation was dire, so even caught unaware they’re still ready for a truly tough fight. To slay a king here will be no small thing for the PCs.
The adventure doesn’t quite end there, as there’s a “cut scene” involving Chargammon and the princess. I honestly wasn’t quite sure what to make of this, as this is written as a narrative, and so it’s difficult to know if this is meant to be read to the PCs or is simply an extra for the GM. Ideally the former, but that might not be workable. Far better, at least in terms of practicality, was the FAQ-style section where the book dealt with what to do if things went awry at various points. This was a very bright idea, as this adventure more than others offered places in which various parts of the plot could conceivably be done out of order, ignored, or changed depending on the PCs’ actions. The suggestions for how to get things back on track are most welcome.
Of course, the book doesn’t end here. A gazetteer is given for the capital city of Talingarde, Matharyn. While I was expecting to be tired of city guides, I was once again proven wrong. Matharyn has its own feeling; whereas other cities are populated by people pragmatic in their approach to life and work, Matharyn really is a bastion of order and goodness. This is a city where the people are good and do good, and the author notes that this is quite likely to throw less-selfish evil-doers for a loop; it’s hard to imagine a society more perfect than one where everyone works for the common good and is genuinely happy. Luckily for those characters who want to destroy such virtue, there are ten brief side-quests given as well.
The final section of the book is a discussion regarding how to run the campaign for PCs who become vampires or liches. If this sounds random, it shouldn’t, as the previous book presented the PCs with a golden opportunity to become vampires, and this one presents a similar method for achieving lichdom (I won’t spoil the surprise here). This is the first of a two-part section, with this first one eschewing mechanics (save for one new magic item that allows vampires to survive in sunlight) in favor of advice and suggestions.
It’s worth noting that this section is also fairly lopsided in favor of vampires. While the initial part does talk about some of the issues with playing a lich (e.g. can lich powers be voluntarily deactivated? What to do if someone steals your phylactery?), the majority of it talks about what to do regarding the many weaknesses and restrictions of vampires. This may seem like would-be lich PCs are being snubbed, but it’s understandable given that vampirism is much easier for most PCs to achieve, compared to lichdom. The section closes out with book-by-book advice given for running Way of the Wicked as a campaign about the ascendancy of a vampire kingdom.
Overall, there’s little question that Of Dragons and Princesses stands alongside the previous three adventures as a high-water mark among adventures. However, it never exceeds the standards its predecessors set. Small issues regarding how smoothly the plot continues onward, along with one too many “fetch quests” for my taste (e.g. quest to figure out how to meet Chargammon, quest to secure his aid, etc.) make this an adventure that’s excellent by any other standard, but not quite so much as the others.
Of course, those are small complaints compared to what’s here overall. From the flight from Valtaerna to the first real discussion of overthrowing the PCs master to the assassination of the king and so much more, there’s a huge amount of high-quality adventuring to be had here. Stamp out rebels, murder kings, and bring the world one step closer to damnation as you perform deeds Of Dragons and Princesses.
The three consorts of Eiramanthus are:
Setia Swims-the-Sea-of-Stars, a cetaceal agathion
Sakura Yoshimune of the Toshigami, a kami
Shakti Shobhana, a redeemed tataka rakshasa
The dragon loves his consorts very much and they love him. Now if only he could convince them to love each other.
I'm going through book 4 slowly (I've found summers suck for free time), and I've made a list of a few things I'll e-mail you (when I'm done) that could be added to the errata. They're mostly small stuff.
At any rate, after reading over the Duke Martin, I've revised him a bit.
Revision notes:
Since I'm allowing flaws into my game, I'm going to be bringing back the 3.5 one just for this guy.
Coward
In dangerous circumstances, you are likely to run away.
Effect: You automatically fail all saves against fear effects. An ability that makes you immune to fear (such as becoming a 3rd-level paladin) instead grants you a saving throw, but at a -4 penalty on the save.
Source: Dragon Magazine #324 (Class Acts - Flaws For Bards)
In exchange, he'll also get the Run feat and Deft Dodger (+2 trait bonus to Initiative). If he's a coward, then he's gotta be good at getting away, and quickly. Also, thanks to Super Genius Games, I've removed Bravery all together. Instead, it's been replaced with "Into the Breach". Nothing else on the list really seemed to fit.
Into The Breach (Ex): Starting at 2nd level, the fighter adds half his class level to all Acrobatics checks made to jump or reduce the damage of a fall.
Just made sense to me. This way he could drop down from buildings, and take less damage while trying to get away. Even bugbears aren't stupid enough to jump off of a two-story building. A coward would chance it.
EDIT: BTW, what was the original plan for what the PCs are supposed to do with the slaves given to them?
I would love to see any errata you find. Thanks for the effort!
Plan for slaves acquired through the campaign? There is no plan. They are strictly a roleplaying tool that can give the PCs a chance to flaunt their wickedness.
Or if your players find the subject distasteful, they can be safely ignored.
Plan for slaves acquired through the campaign? There is no plan. They are strictly a roleplaying tool that can give the PCs a chance to flaunt their wickedness.
Or if your players find the subject distasteful, they can be safely ignored.
Fair enough. My players are indifferent towards slavery. Don't mind giving them a chance to serve them, whether as minions who go out out to do bad, or just regular servants.
Also, question on the Stormborn King. How did you build that?
When the PCs are talking to Eiramanthus, surely they'd tell of how they defeated Argossarian in Book 2. If only to try and intimidate the dragon into knowing that it's not the first time they've tangled with a dragon. Does that invoke anything? Do they know each other? Same questions go for Chargammon being told this. Kind of like "We've taken on a dragon before. Heard of this silver one? We defeated it." "Oh you have? Yes, I've heard of his defeat. Good. Then I know you shouldn't fail this errand."
Just finished reading through this one myself, and overall it is very nice. Though I do get the feeling that when I run this in the new semester, someone in my group is going to inevitably mouth off to Chargammon. And then they will probably die, because if I know the rest of the people I play with, their first reaction will be to put boot to the wise-cracker's rear end and propel him forwards to his just reward...
Still, I do like the whole setup, and presumably a big part of the appeal here is that a sufficiently dangerous ally like Chargammon really does need to be approached carefully. If they've reached 13th level without learning not to antagonise the Black Wyrm in its lair, well, it's something of a dark miracle that the Way of the Wicked hasn't been destroyed by their incompetence already.
Personally, I'm working on a variation of the reveal that Barca was the Cainite Knot. Namely, building on that mention where Fireaxe leads the counter-charge. In my version, he'd likely end up coming face to face with Barca, who looks noble and valient and ready to face him in a contest of champions... before pulling out the seal and breaking it. Something like that. Of course, a lot of the dramatic impact might be lost since the PCs aren't there to see it personally. Hmm... a report from minions left behind, perhaps?
HA! I can't believe I didn't mention Argossarian in Chargammon'a section. Yes, telling Chargammon you've slain the child of Antharia Regina pleases him greatly. Giving him a part of Argossarian -- scales, skull, a horn -- pleases him even more and might make him forgive a perceived insult or two. It definitely becomes a cherished part of the old wyrm's horde.
Eiramanthus and Argossarian have likely never met since Argossarian is only eighty years old and Eiramanthus has been either off-plane or holing up in his pleasure palace during that time. However, Eiramanthus and Argossarian's mom -- Antharia Regina -- have definitely met.
And as sociable, charming and randy as Eiramanthus is -- they've really MET. Telling him you've killed Argossarian is another way to get Eiramanthus to attack you more or less immediately.
They may be broken up (Antharia is just a little too LAWFUL for the Hugh Hefner of copper dragons) but he still cares for his old fling.
I pronounce Chargammon -- CHAR-gam-men (char as in charbroiled; gammon as in backgammon).
I've actually had several people discuss Chargammon's touchiness and here's how I would handle it.
First, when Tiadora discusses how touchy Chargammon is, really emphasize it. Give the PCs a reminder of her words just before they enter his dominion.
Second, when they actually enter his domain, describe how on edge the dragon is and emphasize once more his sneering, no-tolerance, could-attack-at-any-time posture.
And if they still don't get the hint ... well, they can always flee. He won't stay furious forever. Maybe if they bring him a gift, he'll actually talk the second time.
Oh, and I like your variation of Vastenus' reveal. Very cool indeed.
Okay. I was pronouncing it -- Char-gam-mon (as in Gargamel from Smurfs). Wanted to double check.
With using the silver dragon's name (and giving a piece of him), I was almost thinking that if the party took down him, and the copper dragon, then returned to the black dragon with the good news, he might be willing to use one of his ex-mate's scales and do a grafting on the character(s) that pleased him the most. Either way, it's good to note how it affects each dragon. Thank you.
EDIT: And apparently, if you type in Smurfs anywhere, your icon immediately changes to one. o_O
I have to say, of all the Way of the Wicked characters, I think Sakkaroth Fire-Axe is the most interesting. I really feel for the big lug - especially after learning about his fate in this volume. Hopefully there's a satisfying (if not happy) conclusion to his story.
I posted this in the thread in the "Compatible Products" forum, but I don't think you're checking that one as often as you are this one, Gary, so I'll re-ask here if that's all right:
My group is considering starting the AP on this module, at higher level.
1) Is that feasible/possible plot-wise, or is it going to be weird?
2) What level is this module designed to start at, assuming a four-person party?
I have to say, of all the Way of the Wicked characters, I think Sakkaroth Fire-Axe is the most interesting. I really feel for the big lug - especially after learning about his fate in this volume. Hopefully there's a satisfying (if not happy) conclusion to his story.
Sakkaroth Fire-Axe is...
Spoiler:
...basically absent from Book Five (the PCs will hear about more of his victories after Fallingsbridge as he marches towards Matharyn). But the Fire-Axe is all over Book Six. In that book, the PCs get to destroy his horde and thus seemingly win their kingdom. And after that, his fate is in the PCs' hand.
And I'm so glad you enjoy his character. He is a character I have given a lot of though to.
Sorry if I missed a post. I very much try to answer every question posed to me but from time to time I do miss one.
To answer your questions:
1) Yes, it is possible. We actually discuss almost this very thing in the sidebar about running this adventure as a solo mission.
Spoiler:
The PCs are foreign assassins brought in by Thorn to kill the king. After they kill they king, they realize -- hey, we can take over. They kill Thorn and go on to conquer the kingdom in their own right.
Yes, you will have to make adjustments to the backstory and change some dialogue here and there, but otherwise it should work.
2) Book Four is designed for 13th level villains.
Hope that helps and thanks for your interest in "Way of the Wicked".
Gary it will be mid september until I can comment on book 4. Today it got pushed back to the next monthly shipment. I would read the pdf but I hate doing that.
I would love to see any errata you find. Thanks for the effort!
I'm still working on this. At pg 82-83 right now. The problem with having a bit of a mental handicap is things go slower than it would with a regular person. >_>
Ok, for a start, I'm completely loving DMing this AP and my players seem to love playing it.
Regarding what others have said regarding having a piece of Argossarian to placate Chargammon, If I know my players as well as I think I do then they will most likely have animated the rotting corpse of this Dragon before it hits the floor. Now assuming said Zombie hasn't been destroyed in one of the intervening battles, how would Chargammon react to the PC's parading round with the defiled corpse of this goodly Metallic?
I definitely plan on continuing to work on it. Got about two pages worth of notes so far. Got a quick question regarding Notable NPCs though.
Sir Janus:
Are the PCs ever supposed to fight Sir Janus? Is he in a later book? Where would he be added? If not stated, would any pre-made NPC Captain of the Watch do? (I found a level 13 warrior that can easily be upgraded to a fighter with proper stats and additional feats/abilities).
I definitely plan on continuing to work on it. Got about two pages worth of notes so far. Got a quick question regarding Notable NPCs though.
** spoiler omitted **
Dang it, it wouldn't let me edit it. Now I have to ask about the High Cardinal in a reply.
Possible side-quest:
It's mentioned that you could take down the High Cardinal if you want to, but I have to ask about the stats, etc, of the elite guard squad. I saw what he is (aristocrat/expert), and I'm sure I have to build him myself, and that's fine. He'll be human, have elite array, a longsword, be a few years short of old (-1 physical stats, +1 mental), etc. However, a question about the elite squad. Are we supposed to use the stats of the knights of the King's guards who are with the king? Or should we be using the "regular guards" (trusted knights) who are in the palace? It doesn't specify. That'll help determine the size of the "squad" the party has to face.
And just because I didn't feel like sleeping. Here's the aasimar cleric that the PCs could face in the side quest. It's kind of rough, but anyone who wants to use it can clean it up however they like. Also, I gave him traits on purpose, of which I felt fit best for his race, his upbringing, and where he was raised.
The Angelic Bodyguard:
Roshan (Persian for bright, light)
CR 14
XP 38,400
Male aasimar cleric of Mitra the Shining Lord 15
LG Medium outsider (native)
Aura Good (Overwhelming)
Init +4; Senses darkvision 60; Perception +12
AC 20, touch 10, flat-footed 20 (+7 armour, +3 shield)
hp 100 (15d8+15+15)
Defensive Abilities Resist acid 5, cold 5, electricity 5, fire 10
Saves Fort +13, Ref +10, Will +17; +1 vs. charm and compulsion effects
Speed 30 ft. (20 ft. in armor)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Energy (7/day in 30 ft. burst, DC 22, 8d6), Sun's Blessing (channeling positive energy to harm undead add cleric level to damage; no channel resistance)
Attack melee +1 longsword +15/+10/+5 (1d8+3/17-20), or masterwork light crossbow +12 (1d8/19-20) [80 ft range]
Base Atk +11, CMB +13; CMD 23
Abilities Str 14 (+2), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 20 (+5), Cha 17 (+3)
Feats Alignment Channel (can heal or harm outsiders), Combat Casting, Improved Channel, Improved Critical (longsword), Improved Initiative, Lightning Reflexes, Selective Channelling, Weapon Focus (longsword)
Traits Adopted (human), Adrift, Scholar of Ruins (dungeoneering)
Skills Diplomacy +12, Heal +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +1, Knowledge (history) +4, Knowledge (nobility) +6, Knowledge (religion) +8, Knowledge (the planes) +4, Perception +12, Sense Motive +13, Spellcraft +7
SQ Divine Presence (30 ft. aura, 15 rounds/day. All allies under Sanctuary, DC 22), Nimbus of Light (30 ft. radius 15 rounds. Acts as a Daylight spell), Touch of Glory (standard action gives bonus on a CHA based skill of Cleric level 8/day)
Spell-like Abilities (CL 15th; concentration +18, +22 defensively)
1/day—daylight
Cleric Spells Prepared (CL 15th; concentration +20, +24 defensively)
Level 0 (4)— DC 15: create water, detect magic, guidance, read magic
Level 1 (6)— DC 16: bless, bless weapon (D), detect evil, divine favor, protection from evil, shield of faith
Level 2 (6)— DC 17: align weapon, bull's strength, death knell, heat metal (D), lesser restoration, spiritual weapon
Level 3 (6)— DC 18: create food and water, dispel magic (2), magic vestment, remove disease, searing light (D)
Level 4 (6)— DC 19: air walk, divine power, freedom of movement, holy smite (D), greater magic weapon, tongues
Level 5 (5)— DC 20: breath of life, mass cure light wounds, flame strike (D), spell resistance, true seeing
Level 6 (4)— DC 21: blade barrier, greater dispel magic, fire seeds (D), heal
Level 7 (3)— DC 22: holy sword, greater restoration, sunbeam
Level 8 (2)— DC 23: fire storm, holy aura (D)
Domains Glory, Sun
Languages Celestial, Common
Possessions: phylactery of faithfulness, +1 ghost touch breastplate, cloak of resistance +3, headband of mental prowess +2 (Cha/Wis), pearl of power (2nd), +1 heavy steel shield of fire resistance 10, +1 conductive longsword (channel energy of a spell-like or supernatural ability has range of touch or ranged touch. Expends 2 uses of spell)
Sir Janus is one of the Trusted Knights on pg. 71, left behind by Markadian V to ensure the safety of his daughter. I should have made that clear in the text.
The High Cardinal assassination is a sidequest left to the GM to develop. It certainly is not essential to the plot, but if the PCs are short on XP or have a personal grudge against the Mitran church, it is a fine way to give them extra experience points.
You would need three sets of stats to make a decent encounter:
The High Cardinal himself (male middle-aged human aristocrat 5/expert 10 with elite stats -- CR 14) and his bodyguard (male aasimar cleric 15 -- CR 14) would make a fine CR 16 encounter.
His guards (yes, the trusted knights would work fine here) could also make another.
I would probably make the crux of the side-quest non-combatant. The trick is getting the High Cardinal alone by deceiving in to having a private meeting. If not alone, he is literally surrounded by church security in Matharyn.
Your stat block for Roshan, by the way, at first glance looks cool.
Just a quick question: does the fact that the article on liches and vampires starts in this book mean that characters can't become undead before this adventure?
It might have been asked already, but I'm going to be a player in this campaign, so I don't want to read too much discussion about it :-)
Just a quick question: does the fact that the article on liches and vampires starts in this book mean that characters can't become undead before this adventure?
It might have been asked already, but I'm going to be a player in this campaign, so I don't want to read too much discussion about it :-)
I could see maybe a dhampir, but from what I can tell about how the people of Talingarde react to "evil", you wouldn't be beaten and dragged in chains to prison. You're not even close to human. You're a true monstrosity. Meaning that they'd destroy you as quickly as possible. There wouldn't even be a trial.
The presence or absence of a lich/vampire article shouldn't necessarily bar a group from having undead player characters, provided that the requirements/conditions are met for any house-rules or other included rule materials.
For example, you could have werewolf pcs in Way of the Wicked, but the absence of an article on lycanthrope character options shouldn't be taken as a reason to ban them.
As Kevin mentioned above, there are some hefty drawbacks to being evil in Talingarde as-written. But, even that wouldn't necessarily preclude the more monstrous PC options. Provided the GM agrees of course.
All that being said, it can be a bitter sweet twist of fate to see an article pop up in later volumes of an adventure path (by Paizo or anyone else for that matter) that stirs the creative soup in your head, making you go "OH MAN! I totally should have done that!" Such is the power of hindsight :-), and the risk that groups take for running an adventure path prior to every volume being available for scrutiny.
This is true. There's nothing saying you can't be a lycanthrope. Just means that the weapon the executioner's bringing will likely be magic and made of mithral.
My group's pretty much all monsters. I don't think I have a single core race in the mix. One's even a succubus so when they kill her, she won't actually die, she'll just get banished for 100 years.
As for hindsight, anyone see Gary's article in Wayfinder 7 about how you could make other adventure paths and modules into evil ones? Including Rise of the Runelords? That was awesome. Thankfully, I haven't run any of them yet so I can totally use that to my advantage.
No. It's difficult to say more without veering into spoiler territory.
Suffice to say that I have a player in my home campaign who is playing a sorcerer with the sanguine bloodline. "Way of the Wicked" in part is written to well accomodate that concept.
Okay, reading this over, and I'm confused on multiple parts.
1) The priest. Good or evil?
2) What agreement could the priest have possibly made to trap the devil? If the priest was good, was it to Mitra to trap the devil in the church forever? If the priest was evil, was it to show Asmodeus's power was still around despite Mitra's religion being so rampant and he had to stay until the fall of Talingarde? Is he in some kind of forcecage? Is it a curse? Is it a written contract that needs to get revised?
3) It says "Anyone who can free him would be welcome to
take the relics to Asmodeus." "To" Asmodeus? Should that not say "of" Asmodeus? If you free him the devil will give you the relics and then send you directly to Asmodeus to give to him? What?
4) If you fail in releasing the devil, do you automatically die and Gethran gets to play with your soul to pass the time, or do you get trapped in the temple as well and the devil just decides to attack you and kill you, causing your soul to get trapped in the temple?
I get that we should be making it up if we need the XP for the players, and it's not a necessary adventure, but even still it's rather vague. The others are better explained. Minus Payback to the House of Richter, maybe, but that's fudgeable regardless.
And reviewed here, on DTRPG, posted about it on Lou Agresta's RPGaggression and sent it to GMS magazine. Also, this is my 800th review here on Paizo. O.o
The priest who bound Gethran here was an Asmodean priest when the church of Asmodeus was not completely illegal in Talingarde.
The priest probably bound the devil to defend the temple against all intruders and unbelievers. Now Gethran Hate is stuck "defending" an uninhabited and abandoned temple that no one has visited in decades. Exciting.
Yes it should read "relics OF Asmodeus". I would give them a couple of nice, evil themed magic items as their reward.
If you fail to release the devil, you don't automatically die, he just tries to kill you. Horned Devils are CR 16.
How do you free him? The exact puzzle is left up to you. That's why its a briefly described sidequest. I would imagine it would involve finding out the exact wording of his binding and finding a loophole that would free him.
Important question: In the end of part 3 the army under the king manages to reach Valtaerna. Meanwhile Sakkaroth moves his army to Daveryn. Which way did the kings army take? I mean they must have met Sakkaroth. Because Valteaerna is farther north than Daveryn. Or did they take ships and came from the sea in winter? Have I missed some info in book 4?
If the king manages to get this fast to Valtaerna... why does it take him so long to reach Daveryn?
Mostly this sort of deep background is not explicitly laid out since no PCs are present and honestly the king's army exact route is unlikely to matter. But you can infer it by looking at the map.
The King's army made it from Matharyn to Valtaerna in two and a half months through winter covering roughly 300 miles including traversing a small pass in the southern Ansgarian Mountain range. It took them so long because of snow and freezing rain. They only made it at all because of the sacred banner that led the army and granted protection from the elements to the men.
Presumably the army stops at Valtaerna to assess the damage and the king begins to realize just how much a threat his nation faces. The Paladin departs because...well, let's just say for now he has other things to do. His story gets a lot more time in Book V.
The army camps in the ruins of Valtaerna and wait for spring. It is during this month that Daveryn falls and the PCs get to do their sack (Book Four, Act One).
With the coming of spring, the King's army moves up the Ansgarian Mountain range north to the gap that leads into the Borderlands. Once in the Borderlands, the army actually turns south and easterly moving down to Daveryn. The cover approximately 200 miles in less than a month.
That's the month the PCs are infiltrating the Adarium and setting up the assassination of King Markadian.
Just before the attack on Daveryn, Markadian leaves and the events at the end of Book IV transpire.
It's a rough timeline of course and I suppose if the PCs are a little slow, you may have to say that spring rains turned the roads of the Borderlands to a sea of mud and greatly delayed the king's army.
Again, this all happens off screen. It's unlikely the PCs will in any way be involved with this directly. They have other matters to attend to...
And if the King's Army seems a little slow, remember that this is thousands of men who must forage and deal with new recruits who rally to their cause at every village.
Oh, I almost forgot ... the next Fire Mountain Games product.
An announcement will be coming soon. After Gencon at the earliest and maybe even a while after that. I hate to be so cryptic and vague, but we are only going to announce this when all our ducks are in a row.
Gary,
Once upon a time, a long time ago, there was mention in the Way of the Wicked Book One discussion thread that we might see flipmaps and/or other things (maybe face cards can't remember exactly what was talked about) for Way of the Wicked after this AP was complete. Is anything planned for Way of the Wicked "support products" after you complete the AP (not sure what else to call them, but support products fits)? Thanks again for such a great AP.
Edited to add the quote I found on page 3 of the Knot of Thorns discussion:
Fire Mountain Games wrote:
Alzrius,
A map pack for the entire adventure path is a product we will be producing eventually. For now, our focus is getting the entire adventure path completed.
Once upon a time, a long time ago, there was mention in the Way of the Wicked Book One discussion thread that we might see flipmaps and/or other things (maybe face cards can't remember exactly what was talked about) for Way of the Wicked after this AP was complete. Is anything planned for Way of the Wicked "support products" after you complete the AP (not sure what else to call them, but support products fits)? Thanks again for such a great AP.
Edited to add the quote I found on page 3 of the Knot of Thorns discussion:
Fire Mountain Games wrote:
Alzrius,
A map pack for the entire adventure path is a product we will be producing eventually. For now, our focus is getting the entire adventure path completed.
I still need more info before I sold you off this answer. Point 1: Just because it happens Offscreen it doesnt mean the players dont care about. Point 2: It makes no sense for me that Markadian leads his army over a mountain pass to a valley when the real enemy army strikes further into the right flank (with all meaningful cities if I see clearly). Its one of the biggest military failures I have seen. If I tried a rescue mission with an entire army I would make sure the people to be rescued are still alive. and to ignore the fire axe on the other side of the mointains... I dont think that an experienced and lawful good king would do this. First he cannot let them rampage his cities. second this is the main threat for the kingdom.