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

4.00/5 (based on 7 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

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?

Product Availability

Fulfilled immediately.

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

FRM1004E


See Also:

6 to 7 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.00/5 (based on 7 ratings)

Sign in to create or edit a product review.

4.5 stars - a great adventure with minor weaknesses in the finale

5/5

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.

5/5

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.


6 to 7 of 7 << first < prev | 1 | 2 | next > last >>
401 to 427 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
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

1 person marked this as a favorite.

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.

1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #4: Of Dragons and Princesses (PFRPG) All Messageboards

Want to post a reply? Sign in.