Way of the Wicked—Book #5: The Devil My Only Master (PFRPG) PDF

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For years you have been a follower in a sinister conspiracy dedicated to burning the noble nation of Talingarde to the ground. For years you have accepted their missions and done as you were told. For years you have been a MINION.

That changes today. Today you seize your destiny. Today you will destroy those who think themselves above you. Today you will become the dark lord you were always destined to be. And then all of Talingarde will tremble in your wake.

Welcome to the fifth chapter of the critically acclaimed, ENnie-award nominated “Way of the Wicked” adventure path!

Inside you’ll find:

  • “The Devil My Only Master,” an adventure compatible with the Pathfinder Roleplaying Game designed for 16th-level villains by Gary McBride
  • Full color illustrations and maps by Michael Clarke
  • New character options for villains by Jason Bulmahn
  • How to play vampire and lich PCs
  • And More!
  • Hunt a linnorm! Corrupt a paladin! Slay your master and become Talingarde’s greatest villains!

    No one but the devil guides you now.

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*sigh*

1/5

I wish I could give a product 0 stars.

This book hurts me; It's so bad that it burned me out of GMing the AP. It's so bad it actively hurt my mental health.

Here's a laconic version of the plot: The PCs escape from their blood pact with their sponsor and kill him. They also get revenge on the paladin that's been a thorn in their side. It's an acceptable plot overall, but the logistics of it are inexcusable.

Over the course of the AP, the writers have established a couple things about the PCs' sponsor. Namely...
* He's a cleric lich.
* He can somehow grossly violate Asmodean principles (by resurrecting a Paladin actively acting against them) without Asmodeus revoking his power.
* He can still experience positive emotions like love, as established by his reasoning for resurrecting said paladin (he saw a long-lost love in him: he's the son of his muse)
* He's an incel.

This book goes deeper into b*~&@#*+ Hell with him in two ways:
*He was resurrected by a pit fiend into a lich. Who then immediately gave him his phylactery, despite that being a MASSIVE bargaining chip.
* He hid his phylactery in an incredibly amateurish location. If he were a Bard or an Inquisitor, fine. But he's a 9th level caster with Create Greater Demiplane on his class list. He's had *decades* to prepare and augment it. He doesn't use it.

That thorn in the PCs' side, the paladin, is their first goal in the book. He's actually been incredibly successful overall, only failing in his first encounter with the party, and now. Despite this success, there's potential for him to fall here straight into being an Antipaladin. Worse, this is the *expected* outcome, only for them to pull a 'gotcha!' in the next book.

Oh, speaking of: the book forces the LE Antipaladin houserule on you, even if you don't allow him to fall.

The book demonstrates their inability to properly apply most templates:
* They butcher applying the Advanced Bestiary's Jotunblooded template, making what should be one of the toughest characters in the AP into a pushover
* There's a pair of raveners that were originally mature adults. Ravener can only be applied to Ancient or older dragons.
* They removed the Fort save from the humanoid undead (who still need to make Fort saves against, say, Disintegrate)

There's a 'masterpiece' of a trap, which *would* really hurt...if it were at all possible for the PCs to reasonably fail. A DC 20 Reflex negates, and the PCs are level 17. A better and approximately equivalent trap would be a Mage's Disjunction.

Finally, the book ends with an incredibly display of writing which fixes most of the plotholes, minor and major.../s

It's the literal definition of a Deus Ex Machina.
For example: "The Lord of Hell is older than sin and sees into the heart of mortals. He knew from the very first day of his conversion that Samuel Havelyn would never conquer Talingarde..." "He recruited every last villain truly worth of the name who yet survived on this angel-infested isle. He brought them together, trained them and gave them purpose. This scheme that he began must now be given to others to finish."
Why didn't the lich lose his cleric abilities when he revived the paladin? Because he can't lead the PCs to success if he falls at the wrong time!

As an aside, the book has an appendix with material for considering having undead PCs. Stuff like some magical items being not so useful, like belts of CON (true) and amulets of natural armour (false). They then offer up homebrew methods to help remove the drawbacks of being undead, further unbalancing the very idea. They even include a way to resurrect a creature *while still leaving the creature as undead.* This is SO ABUSEABLE and subverts what is deliberately the biggest tradeoff one makes when willingly becoming undead.

How in Hell did people trust these guys enough for a second AP when *this* is the quality of writing they achieve?


Fraud

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Carpe Diem, Dark Lords!

5/5

Seize destiny with both hands and throttle it for what is rightfully yours!

At least you overthrow both the Infernal Pact you signed in Chapter 1 and the mewling sun-worshiping peons of Talingarde. A vast island awaits the tread of your hobnailed boots. Give them nothing, take from them everything.

The material about lichdom and vampirism in Pathfinder - and ways to "pay" for both without throwing things completely out of kilter are well done herein. With retraining rules from Ultimate Campaign your fiends can pay the price and even improve upon them at the cost of precious general feats. I recommend using them to base how one addresses such concerns in other sandbox campaigns. I wish I'd had this information when running my CoT/KM mash-up campaign. Well done!


The Devil My Only Master Review

5/5

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

Just a quick read of the summary for this book makes it clear that this is a pivotal chapter in the adventure path. The last four books have been building up to an inevitable confrontation between Cardinal Thorn and the PCs, regarding who will ultimately rule Talingarde. Much like it's predecessors, The Devil My Only Master does not disappoint.

Strengths:
The fear of any GM running a 16th level campaign is that your PCs are going to either steamroll every encounter you send their way or get brutally murdered themselves. I was pleasantly surprised at the challenge level of the encounters in this book. While the PCs did have a few easy wins, they also faced their fair share of challenges and near death scenarios. Havelyn and his crew turned out to be particularly deadly. Of course, I must mention that there is an encounter with the wraiths and the banshees, which even the writers acknowledge was not a well balanced r. However, my PCs managed to bypass this encounter entirely, so it was not a problem for our game.

The entire campaign has had excellent worldbuilding and character development. The writers definitely played the long game, with early introductions of characters like Tiadora, Dessiter and Richard Havelyn, as well as setting up Cardinal Thorn as a powerful entity. In this book, those choices really start to pay off. Existing knowledge of their adversaries helped to make the encounters much more personal and interesting. This book was also to fill in a lot of gaps for the players, as they are finally able to see Thorn's plan in its entirety.

There are also a few really great RP opportunities in this book. The scene with Dessiter and Nabarus was wonderfully fun to act out. The opportunity to make Richard Havelyn fall made for a very interesting encounter, where the PCs were able to play mind games with him as they were fighting. Of course, finally getting a shot at Cardinal Thorn also made for interesting RP.

Weaknesses:
There was only one real issue I had running this campaign, and it could very well be a unique problem to my table. The writers make the assumption that the players will not start trying to run the Knot of Thorns until Book 6, after Thorn is already dead. My player were a little over ambitious and essentially considered themselves the new leaders of the knot as soon as the party inquisitor was granted the title of high cardinal. This lead to some awkwardness, since there isn't much in the way of guidance as to how Thorn's various followers react to recruitment attempts while Thorn is still alive. Improvising with what I knew about the NPCs, they were able to recruit Cedrick Malthus early, they managed ruin any chance at a positive relationship with Barnabus Thrane and reached a tenuous agreement with Sakkarot, that he would remain faithful to whichever side emerged victorious. However, it might have been helpful to have a short blurb addressing this issue, since weakening Thorn's network was a pretty reasonable approach for them to take.

There is an appendix at the end of the book with special rules for handling undead players. I was not particularly impressed with these special rules. The rules for the vampire seemed overly convoluted and roundabout to obtain. For my game, I instead used a house rule where our vampire PC gained the vampiric abilities over the course of two levels, in place of those two levels. As for the lich rules, outside of the initial time and gold expenditure, it doesn't seem like there was anything that would make the PC balanced with the rest of the party.

However, since the first complaint is a very small oversight that won't be noticed by a lot of tables and the second is related to supplemental material that is easily ignored, I do not deem either complaint enough to knock a star off the rating.

General Advice:
The biggest advice I can give is to not be afraid to get a little wicked with Thorn. His strategy section explains that he knows the PCs abilities intimately and that you should adjust his tactics and his spells to account for this. If you just try to use Thorn's generic stat block, I promise you he will not end up being the formidable force that he was built up to be for the last five books. Windwall, Anti-Life Shell, Spell Immunity and Protection From Energy (Fire) were all highly useful for keeping my party at bay. I would also recommend going beyond the changes recommended in the strategy block. He has many spells that have 10 minute/level duration and even his 1 min/level buff last 18 minutes. Don't waste time casting these buffs during Time Stop. He knows when the players arrive at the Agathium, so cast there is no reason for him not to be prepared. Also, don't be afraid to play around with his equipment. Essentially, he is sold as the biggest threat your villains have faced yet. Don't be afraid to make him live up to it.


4.5 stars + seal for the turning point of the campaign

4/5

The fifth installment of Fire Mountain Games' critically acclaimed evil adventure path is 100 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, 2 pages of maps of Talingarde (as in each WotW-book) and 1 page back cover, leaving us with a total of 92 pages of content, so let's check this out!

This is a review of the module, so potential players should jump to the conclusion to avoid the vast array of SPOILERS that follow.

All right, still here?

If the module's name has not been ample clue for you, this is the turning point of the campaign: For 4 modules, the villains have been the pawns of Cardinal Adrastus Thorn in his conspiracy to bring down Taligarde. The lich's paranoia has made him turn against the PCs and he will pay, for Asmodeus does not tolerate weakness like the undead's sparing of a paladin. In order to become second to none but the devil, though, the PCs first have to survive and not be suckered in by Thorn's "invitation" to his stronghold: Forewarned, the PCs first act in this module is the necessity to say "no" to Tiadora and her devilish erinyes - something that will result in a rather deadly combat. The first part of the adventure is rather modular and has the PCs plan their usurpation of Thorn's throne while trying to survive his endeavors in ending them. In order to gain Asmodeus favor, they will have to tie up lose ends: If Brigit of the Brijidine still is alive, they will have to eliminate her for Dessiter the contract devil.

Upon completion of this rather deadly task (Brigit's home is no laughing stock), they may have an audience with Naburus, a pit devil and lord of hell! Said devil may use a clever loop-hole in the contract that binds them to Thorn to extract them from his influence as well as potentially making one of them high-priest of Asmodeus! In the meanwhile, Thorn seeks to eliminate them by sending his hamatulan host for them and there are further loose ends that seek to be tied up: Depending on their actions in book 2, the PCs will have to contend and survive Vetra-Kali-Eats-the-Eyes and his retinue and finally get a grand chance:

Their nemesis Richard Thomasson, the paladin that single-handedly almost made their plans fail, the fool that melted Thorns heart out of sentimentality for a love now lost, walks the island of Chargammon. In order to please the lord of the 9th, the PCs must prove themselves, find the paladin, defeat his massive retinue and once and for all put a stop to his meddling. Better yet, for true masters of the dark - the PCs may actually drag the shining knight down, causing him to fall and swear allegiance to Asmodeus!

Of course, in order to defeat a lich, the PCs will have to get a hold of his phylactery and he has hidden it well - in the cave of dread Nythoggr, a cairn linnorm and foe that surpasses even the power of great Chargammon! Worse, the caves of the cairn linnorm are also the home of mad undead spirits like banshees and Ice Elf Dread Wraiths, making the infiltration/crawl a deadly challenge indeed. better yet, the options to infiltrate/use other means of acquiring the phylactery, including smart usage of the potentially existing draconic cohort are all taken into account: After all, who wants to incur the deadly death curse of the linnorm? If they do walk the path of brute force instead of cleverness and ingenuity, the PCs thankfully can escape the very deadly curse via a nearby artifact, but only if they are smart and know how and where to look...

When the next devilish assassin manages to wiggle out of Thorn's command upon him realizing they have his phylactery and instead proposes serving the PCs instead, it should be clear that Thorn's days are few. Only one thing remains for the future masters of Talingarde to do - teleport to the Agathium and stomp out their former mentor. Barricaded in the vast fortress depicted on the cover (which would imho make for a kick-ass metal cd-cover), the lich's paranoia grows, ever increasing. Guarded by armies of rejuvenating undead, the trek to the place could have been awesome, but honestly, it is here the module has its weakest spot: The unforgiving arctic wilderness sounds so awesome, why not have the PCs experience it and slug through Thorn's defenses? Magical Aurora Borealis, the artifact-engine, whatever - there are many good reasons for not opting for the teleport-option. Oh well.

The exploration of the Agathium is exciting - between Thorn playing tricks and using psychological warfare, his defenders are nothing to be scoffed at: From a Frost-Giant jarl (whose bride may become an ally of the villains) to Thorn's own hermit necromancer/crafter (who, again, may become an ally), the challenges awaiting the PCs are numerous - but so are the rewards: The PCs can e.g. make sacrifices to Asmodeus' most unholy altar (detailed with a drop-dead-gorgeous artwork), take control of the arcane engine that facilitates crafting and undead creation via negative energy and, of course, loot Thorn's treasury, which among other things includes Tiadora's true name, making her another potential servant. Speaking of servants: The traitor-general of Talingarde currently also languishes in the Agathium - a nice and convenient way for the PCs to mop up his particular loose end and put a stop to this pompous fop's meddling.

However, not all have turned against Thorn: His fortress is still secured by his own considerable magical might, units of grave knights and a particular nasty surprise: Apart from his fanatically loyal antipaladin champion Wolfram, he also has secured the aid or not one, but two undead dragons to annihilate the PCs - OUCH!

If the PCs manage to brave his false throne room ( a deadly trap indeed) and all his guardians, they will finally come to blows with their erstwhile master and, if they emerge triumphant, be graced with a rain of blood as well as the favor of Asmodeus himself, their only master!

After extensive troubleshooting, we are introduced to the second supplemental article for players who want to become undead: Vampires manage their transformation and the gradual power-gain (alongside vampiric weaknesses) via a progression of 5 feats, an apt payoff. Liches in contrast need only take one feat, but still have to pass the otherwise rather steep requirements for lichdom.
There also are 13 new feats for undead (including swarm-form, enhanced vampiric powers, a tad bit of resistance to sunlight etc.), 6 new magic items especially suitable for undead, 6 new spells (mostly designed to help them fit in with mortals, trap coffins etc.).

The final section of the book, guest-authored by Jason Bulmahn, introduces us to new archetypes: Monks may, as Hands of Tyranny, issue unholy commands (as per the spell) via their unarmed attacks, are particularly adept liars and may evoke crippling pain via a mere touch. Lords o Darkness are Asmodean paladins that gain enchanting options as cruelties and finally, inquisitors may opt to become Torture Masters, experts of extracting information from the helpless. The final new archetype, unfortunately, is the only one I'd truly consider good: The Unholy Barrister (cleric) has a special channeling: He can spend two channel attempts to heal all evil creatures with his negative energy, but only if they swear loyalty to Asmodeus. Now if that won't lead to some badass moments at the table... Furthermore, with so-called soulbound contracts, he may impart his spells to others, granting the class a second complex and extremely cool signature ability.

The final 2 pages are taken up by 9 new feats, which allow you to channel life-force of coup-de-grace'd foes, enhance your unholy spells, ignore pain, come out trumps in negotiations (e.g. planar ally) and also pacts: Pacts make it very hard for you to return from death, since your soul is sworn to hell, but on the basis of the first feat, we get ones that e.g. enhance your sneaking, your divine or arcane power etc.

The pdf also comes with an extra-pdf of key-and numberless maps and handouts that is 6 pages long and covers all locations visited in this module.

Conclusion:
Editing and formatting are very good, though, as the last two installments of WotW, not perfect - I noticed a couple of switched letters and similar typos, though less than in Book III and IV. Layout adheres to the stellar 2-column standard used in previous WotW-installments and is up to the highest demands. The artworks by Michael Clarke are, just like the original cartography, up to the highest standard as well. The pdf comes fully bookmarked, though honestly I would have preferred more bookmarks, especially in the first section of the module, which is very much modular. The pdf comes with aforementioned extra pdf of player maps and handouts as well as a more printer-friendly version.

Author Gary McBride does not disappoint in the fifth installment of WotW - the pay-off, should the PCs manage to brave the vast dangers, is rather satisfying and the change of pace regarding enemy-types as well as the amount of support/trouble-shooting for the DM remains commendable. While not as jarring as the climax of book 4 (about which I complained to no end), book 5 also has a minor weak spot: The fact that there is potential for an epic wilderness-section (something so far completely missing from the whole AP, mind you!) in an undead-infested northern clime. This idea is so cool, the defenses and narrative one could have crafted from the PCs slowly but surely clawing their ways towards the antagonist through his lands could have made for an epicness beyond belief. Instead, the teleport-in-angle, while more common, imho also remains the blander way.

That out of the way, the narrative is otherwise solid, the challenges worthy of the villain's level by now and the potential for the DM to play some nasty tricks with evil creatures is there, making this imho better than book 4.

However, where I ceased to be amazed was with the supplemental information: I never liked the first article on undead PCs and the rules for vampire and lich PCs in my opinion, while working, fall a bit flat: Libris Vampyr by Necromancers from The Northwest did it via a PrC that required an extremely cool ritual every level, driving home not only the gravitas of the transformation, but also its symbology, something absent from this particular tackling of the subject. The new archetypes, with one exception, also left me rather cold, as did the pact feats which imho could use a slight power boost - after all, usually feats have no associated drawbacks and these do.

I wouldn't complain about these, were it not for the distinct impression that their page-count would have been served better by an expansion of the module. That out of the way, let it be known that my complaining is still on the highest level and this is, once again, an excellent adventure. Though not a perfect one. My final verdict will hence remain at 4.5 stars, + seal of approval, but rounded down to 4 for the purpose of this platform.

Endzeitgeist out.


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kevin_video wrote:

Gary,

Questions about the brine dragon.
1) Is it plain Ancient or Ancient Wyrm? Is it LN?
2) You said that we'd get into that later, but I don't see anything about it later on in the book. Do we make it up as we go along?
3) Is there only the brine dragon and the merfolk? How many merfolk? A whole city worth? Various levels?
4) Is there any issues with bringing the dragon to the side of the wicked?
5) How about the merfolk?
6) Does the brine dragon have his own horde as well?
7) Is there anything specific we should know about before doing this encounter?

Kevin,

Spoiler:

1. I'd probably make Benthysara a wyrm or a great wyrm to challenge the PCs. But ancient could work if you give him some minions. The dragon's alignment is up to you, but LN does work well because it is an unusual aligned enemy for this campaign.

2. I'm not exactly sure what you mean by later. Benthysara and her merfolk devotees are a sidequest left to the GM to develop and will not be developed any further.

3. There could be more kinds of undersea creatures than just those. Numbers depend on how you wish to frame the side-quest.

4. The dragon has no further role to play in the AP as written. Anything you do with Benthysara will be your own choice.

5. Same with the merfolk.

6. Very likely.

7. There is nothing. As I note in the book, any side-quest with Benthysara is purely optional and "at the GM's discretion." Do with as you will.

Hope that helps,
Gary McBride
Fire Mountain Games

Scarab Sages Reaper Miniatures

I just got mine, and cannot wait until I get home to devour it!

Is it too soon to start begging for book 6?


Yes Bryan, it's too soon to beg for book VI. I'll start tomorrow :)

Grand Lodge

1 person marked this as a favorite.
Fire Mountain Games wrote:

Kevin,

** spoiler omitted **

Hope that helps,
Gary McBride

Yup, I appreciated everything you've given me answers for so far. The reason I asked was because sometimes the creator has an idea in their head, and I like to flesh that out. Making up my own when the creator had a different plan never actually sits too well with me. Hence why I've been asking about all the side quests. At any rate, this is what I've got so far:

Undersea dragon:
The PCs will swim down to a large cave that will continue on for quite a ways. After a couple of smaller encounters (random generator for undersea) the PCs will finally come upon what can only be described as Atlantis. Elegantly tall and shimmering structures made of some kind of luminescent corral. In the center of the city is a large statue of a brine dragon. Behind it is a direct route to a set of stairs leading to a massive temple. Inside a religious ceremony with Benthysara and her court is taking place.

Her court consists of all merfolk (a couple of them with third party classes). A female sorcerer 4/rogue 3/fighter 2/duelist 1 (CR 9), a female fighter 8/waverider 3 (CR 10), a male druid 7/wavekeeper 4 (CR 10), and a female cleric 14 (CR 13) with the Water and Law domains. Benthysara herself is an ancient wyrm (CR 17).

If they need help, they can call upon the guard for an additional 250 soldiers (CR 15; 5 mobs) by blowing the horn.

A total of an EL 19 encounter.

If the battle looks like they're going to lose, Benthysara will bargain with the PCs. Especially if she finds out about which dragons they've defeated in the past.


Fire Mountain Games wrote:

Major Longhorn,

Though the two articles about vampires and liches have generated a lot of discussion (and I'll be addressing more about that throughout the day), it is important to remember ... this adventure path is not primarily about either.

It is about playing villianous PCs.

Twelve pages of the more than 600 pages of the AP when finished are dedicated in two appendices to this play option.

Ignore it and you lose nothing.

Gary McBride
Fire Mountain Games

Hello again Gary,

My English is bad and therefore you misunderstood me. Or perharps you still suffer from all sort of conditions "Fatigued, Exhausted, dazzled, sickened, shaken, Insanity?...". Or may be all of it?

Anyway, these new vampiric rules don't bug me at all . I find them great. I don't want to throw everything to the bin.
My players are in Book 1 act II and some of them want to become vampires. Could I have Tiadora as a vampire to turn them into vampires and not change anything else?
end of book III as suggested is a bit too far for my taste.

Also, the "Initiated" vampire level is missing a part of the sentence "If brought to 0 hit points...". and the sentence stops.

Finally, Unlike some of my fellow comrades here, a 5 feat tax which gives you 6 feat in the end is far from being a hard price to pay. And that doesn't include all the good boons you get for being a vampire.

The private dwelling is rather unclear. What should be considered a private dwelling ?
Is the tower gate in act III a private dwelling, would an inn be considered as a private dwelling, a castle ?


Major Longhorn: there's even an option where both Tiadora and Thorn are vampires, if you want to play the campaign vampire-related.

I'd say you can make Tiadora a Vampire without any problem

Spoiler:
in Book VI, just say that Tiadora is controled by Thorn, who is an evil cleric anyway. Instead of having her true name, she is controlled under Command Undead feat. Everything else is just fine. You'll need to make her stats, that's all. Maybe you can replace the Nine Sisters for some powered up vampire-spawns or full vampires, and you are ready to go

you pay 5 feats for 6 feats, but some of those feats are feats most people wouldn't take if they weren't forced. Vampire come with a lot of strengths, but also glaring weaknesses. All in all, I find the rule quite balanced. Indeed, much better than the LA of 3.0 edition, or whatever other rules I've seen so far. My only grip about it, is that it make, as written, impossible for players to become vampires after the Prince of Glastenhall event. But that can be easily solved with substitution feats/lending feats.


As I said I don't want to change the campaign to the vampire plot as suggested. I love the whole Asmodeus thing...

I'll go as you suggested.

I'll be interested to define "private dwelling" as it has a strong impact.


1 person marked this as a favorite.

I find the title slightly misleading. My character would serve no master but himself!

Scarab Sages Reaper Miniatures

Gary - reading through mine, only finished Act One last night, but love what I'm seeing so far - there's some definite effort to wrap up loose ends, and it's starting to feel like the epic conclusion where the forces are all coming to meet at the final point!

More so than the vampire rules, I have a player that's always been fascinated by Liches, and when I showed him the pages for Lich rules, he became confilcted. He was intending to play a barbarian, with major connections to the Kingmaker story we just concluded

Spoiler:
(the next "incarnation" of Armag the Twice Born, a villain that made an impact psychologically on the PCs
. He's trying to figure out now how to be a Barbarian/Lich hybrid, LOL

Anyway, Kudos again on a great story! I'll chime in more after I conclude my read through.


Sooo...when are the print-books scheduled to arrive?


Endzeitgeist wrote:
Sooo...when are the print-books scheduled to arrive?

It's all submitted so, hopefully...soon! I do wish I could be more specific. But I will keep you in particular informed as soon as I know.

Gary McBride
Fire Mountain Games

Dark Archive

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sieylianna wrote:
I have my concerns about the title. It is over the top and could bring another wave of anti D&D publicity if the wrong parent runs across it.

My message to those parents: Religion is like a penis; perfectly fine if you have one, just please don't rub it in my face all the time.


Or shove it down my throat!


I've got a spoiler request: just what does become of Tiadora? Is anything specified, or doe shse just go down fighting the PCs?


3 people marked this as a favorite.

Guys, you know we try to do everything possible to support our fans, but this is absolutely not the place to have a discussion about religion.

Sieylianna raised a perfectly valid point and I for one was glad to hear it.

Eric Hinkle wrote:
I've got a spoiler request: just what does become of Tiadora? Is anything specified, or doe shse just go down fighting the PCs?

Spoiler:

Tiadora's fate depends on the PCs. They can just kill her and the nine sisters. They could defeat her and take her prisoner. Later they can learn her true name and bind her to be their servant. Those are the two most likely outcomes -- slay or enslave.

A fine reward for the beauty who busted you out of prison all those pages earlier...

Gary McBride
Fire Mountain Games

Grand Lodge

Bryan Stiltz wrote:

Gary - reading through mine, only finished Act One last night, but love what I'm seeing so far - there's some definite effort to wrap up loose ends, and it's starting to feel like the epic conclusion where the forces are all coming to meet at the final point!

More so than the vampire rules, I have a player that's always been fascinated by Liches, and when I showed him the pages for Lich rules, he became confilcted. He was intending to play a barbarian, with major connections to the Kingmaker story we just concluded ** spoiler omitted **. He's trying to figure out now how to be a Barbarian/Lich hybrid, LOL

Anyway, Kudos again on a great story! I'll chime in more after I conclude my read through.

Does he want to be a true lich? Because there's 3PP lich bloodline and there's also a template that makes you Lich-Touched. You're not 100% lich in those respects, but you are partial.


Gary, are you going to correct the editing errors in the PDF before you go to print?
I mentionned a missing sentence.


Also something unclear on the feat "Sacrificial channel"

"If the creature
dies and has at least as many Hit Dice as the number
of dice you roll for channel negative energy, the channel
heals all evil creatures (living and undead) within a 30-
foot burst instead of its normal effect."

Is it heal as per the heal spell ? If not, what is the amount of healing ?

My opinion is that you receive the same amount of healing as the channel energy. So the advantage is that you heal both living and undead ?
What if some other ennemy are dying around (but not dead) in the 30ft area ? Do they get healed too ?

To be perfectly honest I'm not overwhelmed by the usefulness of these feats, given that you have to give up (for Devil's pact) the possibility to be resurrected by standard means.

Scarab Sages Reaper Miniatures

kevin_video wrote:
Bryan Stiltz wrote:

Gary - reading through mine, only finished Act One last night, but love what I'm seeing so far - there's some definite effort to wrap up loose ends, and it's starting to feel like the epic conclusion where the forces are all coming to meet at the final point!

More so than the vampire rules, I have a player that's always been fascinated by Liches, and when I showed him the pages for Lich rules, he became confilcted. He was intending to play a barbarian, with major connections to the Kingmaker story we just concluded ** spoiler omitted **. He's trying to figure out now how to be a Barbarian/Lich hybrid, LOL

Anyway, Kudos again on a great story! I'll chime in more after I conclude my read through.

Does he want to be a true lich? Because there's 3PP lich bloodline and there's also a template that makes you Lich-Touched. You're not 100% lich in those respects, but you are partial.

He's gung-ho about a necromancer now, that will become a lich eventually.

Finished reading act 2, and almost finished act 3 before life claimed my attention again. Need to wrap my head around *how* to present some of the info, but I guess that will be clearer once the game begins, and the gang gets to where they need it. Specifically, the disconnected events of act one need to be introduced naturally, and not made to feel like like slap-ons. they all flow naturally from the story, but there's so much variation in what each group will have achieved that it's left rather open - and rightly so. Still, it means turning on my brain again.

Grand Lodge

Bryan Stiltz wrote:
He's gung-ho about a necromancer now, that will become a lich eventually.

Then I can't recommend the lich prestige class enough.


Why does the printed version take Drive-Thru so long? I mean they print on demand and not "we print and then sell". What is the problem? What are they waiting for? I want it too! ^^

Scarab Sages Reaper Miniatures

kevin_video wrote:
Bryan Stiltz wrote:
He's gung-ho about a necromancer now, that will become a lich eventually.
Then I can't recommend the lich prestige class enough.

I'll pass that link along to him!

Grand Lodge

Bryan Stiltz wrote:
kevin_video wrote:
Bryan Stiltz wrote:
He's gung-ho about a necromancer now, that will become a lich eventually.
Then I can't recommend the lich prestige class enough.
I'll pass that link along to him!

And if he's really not all that keen on losing all those CL, you could always allow this feat to come back to the game. He won't get any additional spells, but he won't his CL either.


kevin_video wrote:
Bryan Stiltz wrote:
kevin_video wrote:
Bryan Stiltz wrote:
He's gung-ho about a necromancer now, that will become a lich eventually.
Then I can't recommend the lich prestige class enough.
I'll pass that link along to him!
And if he's really not all that keen on losing all those CL, you could always allow this feat to come back to the game. He won't get any additional spells, but he won't his CL either.

There's a trait for that, which is somewhat cheaper.

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gustavo iglesias wrote:
There's a trait for that, which is somewhat cheaper.

Really? What's it called and where is it?

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Gary,

Re: the daemon's return

Kali:
As per the stat block given in the book, +4 HD does not give +4 CR. I looked it up. An outsider with +4 HD gives +2 CR. +8 HD does however give the +4 CR. So what's the plan?


Hey hey ! Congrats to WotW. You're on page 1 of the blog !

All praise the mighty wicked ^^


kevin_video wrote:
gustavo iglesias wrote:
There's a trait for that, which is somewhat cheaper.
Really? What's it called and where is it?

it's magical knack It's half as efficient as the feat (like all traits), but if you are going to lose only 2 Caster Levels, it's a better purchase.

You can always take the feat Aditional traits, and take MAgical knack and whatever else for free, as long as you have lost 2 CL only.

Alternatively, you can use both for a +6 CL boost. You are way below in spells and spell levels, but your fireballs hurt as much as everyone's and your buffs last for long.

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gustavo iglesias wrote:

it's magical knack It's half as efficient as the feat (like all traits), but if you are going to lose only 2 Caster Levels, it's a better purchase.

You can always take the feat Aditional traits, and take MAgical knack and whatever else for free, as long as you have lost 2 CL only.

Alternatively, you can use both for a +6 CL boost. You are way below in spells and spell levels, but your fireballs hurt as much as everyone's and your buffs last for long.

Yeah, I was gonna say that you're spending a feat regardless, whether it's Practiced Spellcaster or Additional Traits. You tend to only get traits at the very beginning, not so much later on.


kevin_video wrote:
gustavo iglesias wrote:

it's magical knack It's half as efficient as the feat (like all traits), but if you are going to lose only 2 Caster Levels, it's a better purchase.

You can always take the feat Aditional traits, and take MAgical knack and whatever else for free, as long as you have lost 2 CL only.

Alternatively, you can use both for a +6 CL boost. You are way below in spells and spell levels, but your fireballs hurt as much as everyone's and your buffs last for long.

Yeah, I was gonna say that you're spending a feat regardless, whether it's Practiced Spellcaster or Additional Traits. You tend to only get traits at the very beginning, not so much later on.

There's a feat that gives you two traits if I remember correctly.


kevin_video wrote:
gustavo iglesias wrote:

it's magical knack It's half as efficient as the feat (like all traits), but if you are going to lose only 2 Caster Levels, it's a better purchase.

You can always take the feat Aditional traits, and take MAgical knack and whatever else for free, as long as you have lost 2 CL only.

Alternatively, you can use both for a +6 CL boost. You are way below in spells and spell levels, but your fireballs hurt as much as everyone's and your buffs last for long.

Yeah, I was gonna say that you're spending a feat regardless, whether it's Practiced Spellcaster or Additional Traits. You tend to only get traits at the very beginning, not so much later on.

But if you *know* you are going to multiclass or lose CL, you can get the trait in the begining. And even if you spend the feat, if your CL loss is 2 or less, you are better buying Aditional Traits and you get Magical Knack and anything extra. +1 to a Save, +2 Initiative, or whatever.

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Orthos wrote:
There's a feat that gives you two traits if I remember correctly.

Yeah, that's the Additional Traits feat I've been mentioning.

gustavo iglesias wrote:
But if you *know* you are going to multiclass or lose CL, you can get the trait in the begining. And even if you spend the feat, if your CL loss is 2 or less, you are better buying Aditional Traits and you get Magical Knack and anything extra. +1 to a Save, +2 Initiative, or whatever.

True, but you also have to be careful about the types of traits too. Don't forget that you're only allowed one of each type (magic, racial, combat, etc). If you didn't know ahead of time, and you had taken say Havoc of the Society, or Greater Adept of the Society, you wouldn't be able to take Magical Knack.

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Gary seems to be busy so I'm going to ask everyone who's already read this book for assistance...

RE Kali advancement:
So the PCs will actually have to fight the daemon Vetra-Kali the-eater-of-eyes this time around. It says that we're just supposed to advance the original write-up from Book 2 by 4 HD for +4 CR. However, reading the Pathfinder rules for Monster Advancement and Creation, it says that for that to be possible, you'd need to actually do 8 HD for +4 CR (outsider with 14 HD to 20 HD). Have other people found that as well? Is it a typo and he's only supposed to be a CR 17? Is maybe that he's supposed to be +4 HD and a size increase? However that'd only give him +3 CR.


Ooh, Vetra-Kali comes back? I was hoping that would happen.


Questions for Gary or anyone who knows the answers. I'm looking at the 4rd vampire feat "The Initiated" and it states "If reduced to zero hit points" and then ends.. it doesn't say 'what' happens at zero hit points (like it did for the 3nd lvl feat.

Anyone know what it should have said?

2nd question; Anyone know where one can find the eratta for the WotW books?

Thanks, and Gary your AP is flippin awesome!

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Ryeookin wrote:

Questions for Gary or anyone who knows the answers. I'm looking at the 4rd vampire feat "The Initiated" and it states "If reduced to zero hit points" and then ends.. it doesn't say 'what' happens at zero hit points (like it did for the 3nd lvl feat.

Anyone know what it should have said?

2nd question; Anyone know where one can find the eratta for the WotW books?

Thanks, and Gary your AP is flippin awesome!

1) The feat's cut off.

2) There is no errata yet. We have to wait until Book 6 is out.


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Regarding the feat, it's a layout glitch. My apologies.

The sentence on page 84 should read in full, "If reduced to zero hit points you turn gaseous and must find your coffin like a normal vampire."

We have been accumulating errata (we've done one release for Book One) and we will release it all as soon as I can find time.

Gary McBride
Fire Mountain Games


Kevin,

I will look into the Vetra-Kali advancement correction when I get some time, but it probably won't be today.

Ryeookin,

Glad you are enjoying "Way of the Wicked". Flipping awesome? You flatter me, my friend.

Gary McBride
Fire Mountain Games

Liberty's Edge

I can say that, having bought this, I am glad I'm waiting for all six books to come out before running it. The additional material from Jason Buhlman is a hoot and will make a nice addition to the Player's Guide for Character Creation.

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Fire Mountain Games wrote:

Kevin,

I will look into the Vetra-Kali advancement correction when I get some time, but it probably won't be today.

Gary McBride
Fire Mountain Games

Much appreciated.


The title sounds like a Slayer song.

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gustavo iglesias wrote:
Gary, about the everybody favourite frost giant...

Regarding the Martial Weapon Proficiency feat, that's not Gary's fault. That's the default feat that frost giants get automatically. And I think you're thinking about d20 3.5, not Pathfinder. Humanoids of any kind are not proficient with whatever weapon they have in their stat. They are proficient with whatever ARMOR they're stated with. As per the Types write up for humanoids, which a giant is a subtype.

- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class
If the frost giant was a cleric, he'd be in the same boat, and would need that feat to use the great sword. The same goes for the Skill Focus. ALL frost giants have that. You're right about the sword damage though being 4d6.

Although, granted the king could be a "unique" type of frost giant that doesn't get such feats. Good luck trying to pull that off with things like monster builders or Hero Lab though. You'd have to literally build it from scratch.

That's fine if you're wanting to get rid of the Finishing feats, as you're correct that they're not the best thing to have in this unless we're supposed to kill the party. I'd suggest Blind-Fight, Critical Focus, and Improved Critical (greataxe). Improved Initiative wouldn't be a bad plan either because you'd probably at least like a chance to not be dead last. However, if he does get changed, he'll need to written as a "unique" frost giant. This is what I'm planning.

I'm also changing the greataxe so that the party can "keep" it. It won't just immediately shatter. However, it'll be made of ice (3pp special materials), which means that it's only worth 1/4 the actual amount it'd normally be if it was sold, and that's if they can do it before it melts.

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I just realized Thorn's Fort save is missing. It's +21.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Review posted here and at RPGNow.


Is it just me...or do Thorns ability scores seem...low?
Also, I noticed that his spell DCs are off. They are all 1 lower than they should be

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MalignantMind wrote:

Is it just me...or do Thorns ability scores seem...low?

Also, I noticed that his spell DCs are off. They are all 1 lower than they should be

It's just you. If you do the math Thorn's a 26 pt buy. That's 1 pt higher than what the PCs get at max.

You're right about the DC's being one lower though.


kevin_video wrote:
MalignantMind wrote:

Is it just me...or do Thorns ability scores seem...low?

Also, I noticed that his spell DCs are off. They are all 1 lower than they should be

His stats are high, it's just that he didn't max his wisdom His Wisdom is 26. IF you take the template off, (+2 to all mental stats), that's 24. Without the Headband of Mental Superiority +4, that's 20. He is level 18, so I'll assume he put 4 +1 into wisdom from levels, that's 16. He is human, so that's a 14 starting wisdom.

His starting stats are str 14 dex 16 con 10 int 14 wis 16 cha 14, with a high point buy of 30, if he spent all the upgrades into wisdom.

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gustavo iglesias wrote:
His starting stats are str 14 dex 16 con 10 int 14 wis 16 cha 14, with a high point buy of 30, if he spent all the upgrades into wisdom.

I got 26 because I gave him Con 7 for the bonus 4 pts.


I guess 26 wisdom for a 18th level lich cleric just seemed a little low. The other stats were obviously pretty high. Might give the wisdom a little bump depending on how my party is looking by then. I'll be damned if I let them walk all over Thorn. Although...the rogue will be useless in this fight. Silly sap master, you can't knock out the undead.


kevin_video wrote:
gustavo iglesias wrote:
His starting stats are str 14 dex 16 con 10 int 14 wis 16 cha 14, with a high point buy of 30, if he spent all the upgrades into wisdom.
I got 26 because I gave him Con 7 for the bonus 4 pts.

I already was generous giving him a 10, seeing the rest of the stats. A character with CON 7 would hardly survive, and Thorn isn't described as being sick or unhealthy anywere.

@MalignantMind well, his Wisdom is not maxed, that's true. But he is a strong and balanced character. His other high stats are there, and all of them are quite useful to him. His high STR and DEX make him harder to trip or grapple, for example, and he can be quite a threat with a couple of divine favor spells.

Also, having higher WIS don't make him more resiliant, so if they can walk over (understanding this as "single round one-sided fights") Thorn with 26 WIS, they can Walk over him with 30 too. The difference is how dangerous he is meanwhile.

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