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

3.50/5 (based on 6 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

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.

Product Availability

Fulfilled immediately.

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

FRM1005E


See Also:

1 to 5 of 6 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.50/5 (based on 6 ratings)

Sign in to create or edit a product review.

*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.


1 to 5 of 6 << first < prev | 1 | 2 | next > last >>
151 to 200 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Ah well, just so long as it gets released eventually. His work is worth the wait.

Dark Archive

Questions:

1) When using the vampire feats for an NPC the PCs meet in multiple encounters, when they finally gain True Vampirism, does the NPC's CR increase at all from having the full vampire template? I assume no, as the NPC had to give up those feat slots for progressively becoming more blood-sucky.

2) How are things coming along with part 6?


2 people marked this as a favorite.

Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?

And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.

Grand Lodge

Eric Hinkle wrote:

Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?

And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.

That could actually work.

Silver Crusade

Eric Hinkle wrote:

Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?

And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.

The best way to go about this would be for the PCs to use the truth of their situation to their own advantage. It would take some great role-playing to pull it off, but the outcome would totally be worth it. I would love to see my own players think like this, but while some may put forth the idea, the rest would shoot it down in favor of a more violent confrontation.


1 person marked this as a favorite.

I think trying to use Sir richard against Adrastus is an absolutelly crazy and stupid idea with no chance of success. You know, like infiltrating and destroying a castle, reviving a Archeacon Daemon imprisoned by an artifact, conquering an angel filled vale or recruiting a dragon.

So it could work, actually ;). I'd give the chars a +2 Cool bonus to the roll


kevin_video wrote:
Eric Hinkle wrote:

Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?

And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.

That could actually work.

Thanks. I think it could be done even more easily if one of Thorn's attempts at assassinating the Ninth Knot comes right when you're facing Sir Richard and his cronies on Chargammon's Island. "See, this proves that Thorn is our mutual enemy; he just tried to kill us all! Help us to destroy the lich and you will free Talingarde from his evil forever!"

Grand Lodge

1 person marked this as a favorite.
Eric Hinkle wrote:
kevin_video wrote:
Eric Hinkle wrote:

Something I thought of when I read book 5; while it seems impossible, wouldn't it be great if you could con Sir Richard the paladin into going along with the villains to confront Thorn at his lair, and seeing him go all holy avenger-powered smite on the lich's undead backside?

And then afterwards you explain everything to him, he despairs, and BAM! He joins the Dark Side in utter despair.

That could actually work.
Thanks. I think it could be done even more easily if one of Thorn's attempts at assassinating the Ninth Knot comes right when you're facing Sir Richard and his cronies on Chargammon's Island. "See, this proves that Thorn is our mutual enemy; he just tried to kill us all! Help us to destroy the lich and you will free Talingarde from his evil forever!"

I don't know. I was thinking of adding more to it than just that. He's Lawful Good, not Lawful Stupid. Although, he is close. Maybe spill the beans on how Thorn trained them all, used coercion, was the one behind their release of the prison in the first place, and now that they're no longer useful he's trying to kill them off. Which is true.

Silver Crusade

That was my thought as well, kevin. The tricky part would most definitely come after the battle (assuming the players convince him to aid them in taking down Thorn). The revelation that Richard, in dispatching one enemy, helped bring to power a worse threat in the players would have to be handled very carefully to get him to fall. But the perfect time to do it would be after the combat, while his body is battered and nearly broken.

Grand Lodge

Blayde MacRonan wrote:
That was my thought as well, kevin. The tricky part would most definitely come after the battle (assuming the players convince him to aid them in taking down Thorn). The revelation that Richard, in dispatching one enemy, helped bring to power a worse threat in the players would have to be handled very carefully to get him to fall. But the perfect time to do it would be after the combat, while his body is battered and nearly broken.

OR, and this is another thought, be in the guise of someone he trusts. Be a spy for that of Talingarde. Tell him that you were sent by the princess herself, with new information to aid him. That this whole plot has been devised by a lich cleric of Asmodeus, and sources say his lair is in the North, where the bugbears originally came from. Then let the cogs slowly turn as he starts to piece it all together. Let his crew live, and they can take on Thorn while the party goes after the linnorm. The enemy of my enemy is my friend. And why fight my own battles when I get the idiots to fight amongst themselves, and I'll kill whoever's left? It's how I'd do it. Well, assuming I could pull it off.


4 people marked this as a favorite.

You want to be particularly nasty at turning Richard against Thorn? Play on the fact that he's a Paladin, and set it up so that it looks as though your PCs are trying to atone for all the wickedness they've caused.

It depends on how they've played it so far, but odds are the players know that the plan is to have Sakkarot's army destroyed and the kingdom saved. Tell Richard that, and then tell him everything they know about where Thorn is and what he is.

"We are monsters, son of Mitra. After all we've done, we certainly can't deny that. We unleashed the Tears, burned the Vale, and killed the King. But above all else, we were loyal monsters. Adrastus Thorn saved our lives, took us in, gave us support and a place to belong. He promised us that we would have a place in the new kingdom that he was building. And now... now, he's trying to have us all killed. He's betraying us, and for all we know, he always intended to betray us."

"We know where he is. We know/have a good idea where his phylactary might be found. And we would like nothing more than to see Adrastus Thorn, the architect of all this ruin, dead. We are, in short, offering to help you, and in so doing, save all of Talingarde from the single worst monster to ever attack it. After that, who knows?"

"You don't trust us, and we can't blame you. But please, help us. And let us help you."

Best of all? If you're careful, you won't need to speak a single lie during this whole thing. Asmodeus would be proud.


These are all good ideas for using Sir Richard; and that last one (by George Shellabear) is a GREAT one. What better way for followers of the Prince of Lies to destroy not one but two of their greatest enemies?


My group went into Nythoggr's cairn last night.

Funny story...:

They teleported past the statue guardians into the Hungry White room, where the wizard with permanencied see invisibility saw it. It was too dumb to do anything but roll towards the closest members of the party (we have a joke stat called tastiness for this kind of thing-- it works out). I was expecting this monster, with his con drain and grapple and split to put the fear of God into the party. This was going to be the encounter where the group gets punched into the dirt. The group prepped and then the wizard hit it with prismatic spray. I don't know why. He couldn't adequately explain it afterwards.

It has resist fire 30, so there's the result of 1. It's not made of flesh, so 5's out. Ooze traits are mindless and immune to poison, so there's 4 and 6. It's immune to acid, so there's 2. The area's dimensionally locked, so 7's out. Immune to 3/4ths of the spells effects.

For rays, the wizard rolled an 8, a 3, an 8-- reroll-- and a 3. So, 80 points of electricity twice. It fails both saves. It is vulnerable to electricity, so it takes 240 electricity damage and dies in one spell.

siiiiigh


LOL. That's a lucky prismatic ray :P


Obviously Asmodeus was looking out for his own.


Any news on Part 6. January end is near...


Eric Hinkle wrote:
Obviously Asmodeus was looking out for his own.

The Prince of Law knows what Tagn Attano can do for him. Of course he looks out for his own.


Patrick Kropp wrote:
Any news on Part 6. January end is near...

About to finish up Book 5, and it'd be depressing to have to freestyle Book 6.

Grand Lodge

Ice Titan wrote:
Patrick Kropp wrote:
Any news on Part 6. January end is near...
About to finish up Book 5, and it'd be depressing to have to freestyle Book 6.

Sent you a PM earlier. Not sure if you saw it yet or not.

As for nearly being done, what about the side quests that were in all of the books. Namely the ones in Book 1. You could always freestyle those until Book 6 came out. Should hopefully be in a week's time.


@ Kevin: I hope this week, but with Gary´s absence from the forum and his facebook page I really wonder if he is going to make it. Last thing I read from him was 2 weeks ago. It was some good times when Gary replied each day to the various questions about the adventures and posted all these previews.

Hope he is only busy because he wants to get book 6 ready.

Grand Lodge

Gary updated his FB today, as a few of you may have already seen, and it looks like Book 6 is on time for release. I'm very much okay with this. Hopefully, this will also mean that once that's done he can do the tell us what revelations the triton oracle has in Book 1 (thankfully my party's not there yet), and the minion quest.


Just had an e-mail exchange with Gary. He is alive, and Book 6 is about to go to final proofreading.

Doug M.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Any chance the whole first path will get bundled in some fashion? I would love to get the whole thing, but the price is a bit daunting all at once.

Grand Lodge

Azazyll wrote:
Any chance the whole first path will get bundled in some fashion? I would love to get the whole thing, but the price is a bit daunting all at once.

From what Gary said, it won't be any time soon.


Any more on when the book 6 comes out. my players are biting at the bite. they been hunting dragons for the hords so they can support the invasion. if i do not know when the book comes out it. my adventure will soon be known as the dragon wars lol. but serious a general time frame would be nice.

Grand Lodge

1 person marked this as a favorite.
bruce novakowski wrote:
Any more on when the book 6 comes out. my players are biting at the bite. they been hunting dragons for the hords so they can support the invasion. if i do not know when the book comes out it. my adventure will soon be known as the dragon wars lol. but serious a general time frame would be nice.

Gary's hoping by the end of this week. That's about all we know.


Thks. you save me from my group

Grand Lodge

bruce novakowski wrote:
Thks. you save me from my group

The book's done, it just has to get edited and formatted into a pdf format, and then it'll be available for download. As far as Gary's concerned, it's done. As far the GMs and players are concerned, it's in the buffering process. So it just depends on how fast they're able to go through it, whether it's DSL, cable, or dial-up fast.


And reviewed here, on DTRPG, sent to GMS magazine, posted about it on Lou Agresta's RPGaggression and submitted my review to Nerdtrek.

Cheers!


Just FYI, Volume VI looks great. It takes you all the way up to Level 20, and then... well, let's just say it's a worthy capstone to this excellent AP.

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

Just FYI, Volume VI looks great. It takes you all the way up to Level 20, and then... well, let's just say it's a worthy capstone to this excellent AP.

Doug M.

Well, the sooner it gets released, the happier everyone will be.


Yeah. it is overdue...


Douglas Muir 406 wrote:

Just FYI, Volume VI looks great. It takes you all the way up to Level 20, and then... well, let's just say it's a worthy capstone to this excellent AP.

Doug M.

You've read it? Arrrgh! Please, some details!

Grand Lodge

Eric Hinkle wrote:
Douglas Muir 406 wrote:

Just FYI, Volume VI looks great. It takes you all the way up to Level 20, and then... well, let's just say it's a worthy capstone to this excellent AP.

Doug M.

You've read it? Arrrgh! Please, some details!

I've even take a street date as a spoiler.


One more question for everyone: the PCs at some point probably learn the truth about the iron circlets, that

Spoiler:
Thorn can use them to spy on the party
.

That makes them a pain to keep, but they're VERY useful items. Who ever thought that disguise self could have so many uses?

Is there any way to remove enchantments from a magic item without destroying it, so that the PCs can defang the circlets while still being able to use the actual helpful magics on them?

Grand Lodge

Eric Hinkle wrote:

One more question for everyone: the PCs at some point probably learn the truth about the iron circlets, that ** spoiler omitted **.

That makes them a pain to keep, but they're VERY useful items. Who ever thought that disguise self could have so many uses?

Is there any way to remove enchantments from a magic item without destroying it, so that the PCs can defang the circlets while still being able to use the actual helpful magics on them?

I just treated it as the iron circlets being a cursed item that gives them the -10. So, remove curse. I'm probably wrong, but I haven't seen anything on here from Gary saying what can be done. This might be a Facebook question.


By pure RAW,

Spoiler:
I don't think you can remove the -10, because it's just something that Cardinal Thorne has familiarity with, as per the spell description.

That said, I agree that the iron circlets are very useful items (I'd add Circlet of Persuasion as a second gift in Book Three, instead of the headband, because ALL my players want circlets of persuasion, and headbands are in a different head slot really -and they already have-). So it's probably a good idea to allow the PC to keep them

I think Remove Curse is a great idea, if you want the PC to keep the original Iron Circlets. They are described as cursed items in book I. It says they are akin to a "cursed amulet of inescapable location." Break Enchantment also works. However, Remove Curse require a Caster Level Check vs the Caster level of the curser. And Thorne has a high level, it's not easy to remove it.

Other than that, the PC might hide with Nondetection and other misdirection spells, but Thorne's high level will pierce through it.

The third solution, is paying 1800g each, and buying real Hats of Disguise.

The fourth solution is bite the bullet, and let Thorne to scry. At that level, you can bassically auto-detect the scrying, so It's not that hard use that in your own benefit: only plan against him when he is not looking, then try to bluff or misdirect him when he is scrying.

And the fifth solution is just give up the Iron Crowns. After book III, infiltration is less an issue, most the books are done in either exploration mode (going to hunt dragons) or war mode (assaulting sacred vales and royal palaces)


1 person marked this as a favorite.

My players, when they found out about similar devices (not in WotW), opted to make cohorts into their likenesses (via polymorph) outfit them accordingly and started a campaign of organized misinformation by planning what they do and acting in the time the spell allows upon their true designs - hard to pull off, but if it works, it could tunr the circlets upon Thorn.


Quote:

You've read it? Arrrgh! Please, some details!

Well... about 2/3 of it can be summed up in two words.

Spoiler:

Tyranny sandbox.

Doug M.


Douglas Muir 406 wrote:


Quote:

You've read it? Arrrgh! Please, some details!

Well... about 2/3 of it can be summed up in two words.

** spoiler omitted **

Doug M.

Also, Scotland's Favourite Son said it best:

"The best-laid schemes o' mice an' men gang aft agley"

And there are a great many things that can go agley for your burgeoning Palpatine-esque tyrants before the climax.


If this ends with one of the party duelling a Lawfull Good Goblin with a Brilliant Energy weapon then I'm calling George Lucas/Disney!


Have you finished editing?


Thanks for the ideas on how to use the circlets and their curse, and more thanks still to Herbo and Douglas Muir 460 for what they were able to tell us about the contents of WotW Book 6.


Patrick Kropp wrote:

Have you finished editing?

My work is done, yes.

Doug M.

Grand Lodge

Mirrel the Marvelous wrote:
If this ends with one of the party duelling a Lawfull Good Goblin with a Brilliant Energy weapon then I'm calling George Lucas/Disney!

Ahahaha! I'm making mine a LG paladin kobold. There's one in the Midgard setting.


Mirrel the Marvelous wrote:
If this ends with one of the party duelling a Lawfull Good Goblin with a Brilliant Energy weapon then I'm calling George Lucas/Disney!

OMG. I'm going to use this somewhere, somehow.


Mirrel the Marvelous wrote:
If this ends with one of the party duelling a Lawfull Good Goblin with a Brilliant Energy weapon then I'm calling George Lucas/Disney!

What will you be calling them? XD

Really, though, that's a good one!


Douglas Muir 406 wrote:
Patrick Kropp wrote:

Have you finished editing?

My work is done, yes.

Doug M.

What does that mean for the release? It´s still not up on drivethru? Gary seems on a vacation (or something).

Grand Lodge

Patrick Kropp wrote:
Douglas Muir 406 wrote:
Patrick Kropp wrote:

Have you finished editing?

My work is done, yes.

Doug M.

What does that mean for the release? It´s still not up on drivethru? Gary seems on a vacation (or something).

I'm curious, myself. It's been two weeks since Gary said it was completed.


Patrick Kropp wrote:


What does that mean for the release? It´s still not up on drivethru? Gary seems on a vacation (or something).

Gary has a lot on his plate. He doesn't want to leave anyone hanging, and he's trying to finish as fast as he can. But while getting part VI out the door is definitely a high priority, it's not the only thing going on in his world.

He's not going to pull a Nicholas Logue or anything like that. It shouldn't be long now. Be cool.

Doug M.

151 to 200 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #5: The Devil My Only Master (PFRPG) All Messageboards

Want to post a reply? Sign in.