It's been one crazy ride and in fact, it's once again time for me to celebrate: 666 reviews on Paizo and thus, today I take a look at one evil adventure: Fire Mountain Games'
Way of the Wicked II - Call forth Darkness
The second
installment of Fire Mountain Games' evil adventure path centered on serving
Asmodeus is 106 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1
page SRD and 1 page back cover, leaving 101 pages of content, so what exactly
do we get?
This being
an adventure-review, the following contains SPOILERS. Asmodeus and the dukes of
hell will be greatly displeased with potential servants glimpsing at their
grand plans beforehand. If you don't want to incur their wrath, skip ahead to
the conclusion!
Still here?
That means you're either foolhardy or classified to know about the information,
so let's take a look! After Adrastus Thorn's ninth knot (i.e. your PCs) have
unleashed terror, death and destruction by opening Talingarde to the hordes of
the fire-axe, they have been enjoying a pleasure-cruise with Tiadora, the
handmaiden devil, who leaves a trail of demoralized villages in her wake,
pillaging and raging at the populace in the guise of Mitran clergy and knights
in a bid to destroy the unity of the nation. But that's only the intro. Once
the PCs have reached Farholde, they are tasked to do what another knot has
failed to do - locate the famed Horn of Abaddon, summon the daemon prince
Vetra-Kali Eats-the-Eyes and claim the famed tears of Achlys from the bringer
of pestilence - a supernatural plague upon the land to serve as a second strike
to break the nation of Talingarde. The seventh knot under the command of Elise
Zadaria, which the PCs know from their indoctrination/training and which might contain
potential love interests, is to stage murders and keep the town in line and the
PCs up to what's going on. But before the Ps can get to anything, they have to
meet with the local Asmodean elven noble, NOT blow his cover and enlist his
aid. With some basic research, the PCs can unearth the location of the dread
Horn of Abaddon among the jungle-covered spires of the Caer Bryr.
Unfortunately,
the fourth knot has not failed solely due to incompetence - the horn is guarded
by quite a powerful treant and far from abandoned. The lower caves of the place
are now inhabited by a tribe of Dagon-worshipping boggards. Once the PCs manage
to slay the treant and enter the boggard-territory, the adventure starts to
feel different immediately: They may actually slay the leader, enlist the
drug-addled, mad shaman and subjugate the whole tribe. Until now, if you take
away the lillend with her elven/feyish consort who attack and harass the PCs,
the overall fortress is a standard dungeon exploration - only...it is not. You see, the Horn of Abaddon was once home to
a dread, pestilence-worshipping daemon cult and was squashed by the legendary
paladin-king dubbed "the Victor", its evil sealed. Thus, the PCs
encounter remains of the horn's original defenses, natural predators that have
invaded the place, undead remnants of the cult and daemons still standing
guard. Inc ontrast to a traditional dungeon, though, the horn's defenses lie in
tatters: There's even a good shrine to
Mitra impeding evil magic here! And the paladin-king screwed the PCs over in
the worst way possible - he created a seal to prevent Vetra-Kali's return and
the damn thing is an artifact! Even with the 3 eyes of Vetra-Kali, logically
and cleverly hidden in the complex, the PCs have no idea on how to break the
seal - unless they explore or listen to the mad ramblings of the boggard
shaman.
Among the
incoherent blubberings, they may find a hint that points them towards an
annotated, unique version of Vetra-Kali's scriptures, in which a mad member who
witnessed its creation of the cult wrote down a way to break the seal prior to
ending his existence. 666 prayers over 222 days and 3 sacrifices - 1 to start
(a priest of the cult that failed Vetra-Kali), 1 at the 111-mark (a devout
Mitran) and the final sacrifice, blood from the Victor's bloodline. 3 hearts
cut from the chests of the noble and pure, 3 prayers a day, one for every eye
of Vetra-Kali - which the PCs have hopefully found and inserted into the statue
of the daemon, for they grant scrying, knowledge about exact locations of
spells being cast etc. Oh, and there are allies to be recruited - from undead
remnants of the former cult to rituals to conjure mudmen to the aforementioned
boggards, the PCs will have quite their hands full. If they want to successfully
complete their ritual, they will have to outfit their dungeon: Each of the
rooms comes with suggestions on reactivating/building traps, posing sentries
and security points, which will determine the ease of incursions.
For your
ease, Fire Mountain Games provides a 4-page handouts pdf available for free,
which contains key-less maps of the dungeon and surroundings as well as a
one-page spread of the defunct golem. Defunct Golem? Yep, among others, the PCs may activate a
sociopathic alchemical golem who may make for a dread sentry, but only if
posted alone - living creatures tend to die ugly around it and only if the PCs
manage to find all ingredients necessary to repair the thing. Grumblejack, if
he has survived so far, may be transformed via a fiendish apotheosis and thus
also increase in power, just to let fans of the ogre know! (This, of course,
being purely optional!) Now, the PCs can create traps, have minions to direct
and prepare the defenses of their own dungeon - it should be noted that many of
the enemies that will harass the PCs during the 222 days can be caught, broken
and/or recruited - especially things like messenger-eating hangman-trees and
minion-munching dire tigers might make for rather strong allies.
Of course,
the first though of most player-groups will be to keep the ritual secret.
That's not an option. The one-page beautiful artwork of the overgrown horn is
ignited in green balefire and makes clear to anyone in quite a distance, that something is WRONG there.
Take a look at the front cover - that's your PCs's new home and castle for the
next 222 days and it is here that the adventure leaves any territory you might
have played before. I already mentioned minions and indeed, the
leadership-problem is tackled: Essentially, the adventure not only provides
ways to gain allies, but also proposes a kind of super-party-cohort, purely
optional, mind you. More interesting are the concise rules to run your own evil
organization: Essentially, this module assumes an organization to have 6 scores
ranging from -5 to 10, much like a character: Ruthlessness, Secrecy,
Survivability, Connections, Espionage and Loyalty. Organization start off with
0 on each score and the leader's charisma bonus may be used to enhance those
scores. Since running a dungeon, abducting peasants for monster-food,
indoctrination, smear campaigns, espionage and assassinations are all
time-consuming endeavors, the PCs may thankfully delegate said tasks to the
orphan-minions of their contact in Farholde, the vile, aforementioned baron. If they do a good job, they may whip
the servants into an effective tool to sow confusion, disinformation and
destruction. Each organization has a limited amount of actions each week
depending on the charisma and level of its leader and 17 organization actions
are provided, including chances to fail and 15 organizational events provide
further opportunities/challenges.
Now that
the PCs have a (hopefully) staffed dungeon, intact traps and minions at their
disposal and now that the ritual has prematurely blown their cover, the truly
awesome part of the adventure begins: While not every day should be played out,
managing the organization is a challenge in itself and if the PCs opt to ally
with the afore-mentioned hangman tree or dire tiger, they will have to use
their minions to make sure the creatures are well-fed. And then there's the
worst kind of predator coming their way: Adventurers. Multiple groups of
adventurers, complete with artworks and stats, will try to infiltrate the
complex and vanquish the PCs and ruin their ritual. From some megalomaniacal
local heroes to scrupulous mercenaries, groups are coming their way. And every
DM knows - adventurers are DEADLY.
Thankfully,
the 7th knot under the command of the winter witch warns the PCs of such incursions.
Until the first truly lethal group heads the way of the PCs and knows ALL their
defenses, making tracking them down a true challenge - it seems like the winter
witch has betrayed Thorn and thus, hopefully with some evidence, will have to
work that out as well. On the bright side, one of the group can be salvaged as
a cohort. That's not all of the problems the PCs will face: The horn has a
teleport-network, and while the ritual prevents regular teleports inside and
out of the dungeon, a certain inquisitor
has found an reactivated an outpost's teleporter and will use it to great
effect for truly deadly hit and run techniques. Even better, you can do
something the adventure heartily encourages: Take one of your player's favorite
strategies from other groups and send their own former characters after them or
at least pay homage to them. The annoying enchanter? The untouchable dwarf?
Send them in! It is here that DMs will have FUN GALORE and players will finally
get a taste of what your poor villains had to face! Thankfully, the local
descendant of the Victor is also among the foolhardy who will try to crush the
PCs, thus unknowingly deliver the last ingredient for their sacrifice. Oh, have
I mentioned that the PCs may have to get their Baron out of the way? After all,
a SILVER DRAGON is convinced that he has to die to stop the darkness...
And then,
there are the last 5 days. If your players have thought that being a villain
bent on calling down a daemon prince while being besieged by adventurers, moon
dogs and the like while running an organization was too easy until now, they
are in for a surprise, for in the end, as with many a plot out there,
everything goes horribly wrong: An earthquake shatters parts of the dungeon,
destroying some components of its defenses and creates breaches. Minions get
hurt and die. An Avoral breaches their defenses. The boggards abandon them and
potentially turn against them to consecrate the horn to their father Dagon. The
remaining undead priests of Vetra-Kali seek to kill and replace the PCs. Any
survivors of the adventurers band together to attack one last time. The
freakin' silver dragon makes for an all-out assault. And following the trail of
broken villages, the hardest party so far enters the horn -
allies/family/survivors of the slaughter in Balentyne make for one final
desperate attack on the PCs. In short: Just about anything that can go wrong,
does go wrong and only a fraction of their allies does not turn against them.
Keeping the ritual going will be a true challenge for the PCs and test their
prowess to the extreme. One of the survivors of Balentyne, though, will
probably escape - we have not seen the last of this particular man...
Provided
the PCs succeed against all odds, they break Mitra's seal, summon Vetra-Kali
and hopefully heed the advice on haggling with the Daemon Prince in order to
get his dread plague. Better yet, the PCs can become carriers to his disease by
asking the being a boon or even double-cross it, sending it back to oblivion -
after all, they want to rule these lands one day and having a disease-ridden
daemon prince sowing pestilence might not make for a good start for Asmodeus'
glorious reign. Anyways, the adventure concludes with Thorn having the Tears of
Achlys, though failure might be an option.
The pdf
also contains aforementioned organization/minion-rules (which would also work
well for thieves guilds or similar illegal organizations), a gazetteer of
Farholde including a beautiful map and ideas on how to run variants of
"Way of the Wicked" - e.g. with an all-duergar party or
class-restrictions. I didn't care too much for these, but I guess some of you
out there might enjoy the ideas.
Conclusion:
Editing and
formatting are very good, though not perfect - I did encounter some minor
glitches like an additional "t" after a full-stop or a formatting
inconsistency in the organization-rules: The rolled-20-entry and rolled-1-entry
are swapped in one entry. While not providing wrong information and amounting
to about 5 glitches on the whole adventure, it's not perfect. The adventure
adheres to one of the most beautiful full-color 2-column layouts I have seen in
any publication, 3pp or otherwise. The pdf comes with a printer-friendly
version that gets rid of the background, but not the colors or illustrations.
The pdf comes with 4 pages of player handouts, which can be downloaded on the
fire-mountain-page and the pdfs come with full bookmarks. Artworks are up to
the highest standards, as is the cartography - Michael Clarke provides not only
beautiful illustrations, but also stellar maps. Which brings me to the second
minor gripe I have with this pdf: The town of Farholde-map comes without a
key-less version of the map to hand out to players, which is a bummer, for the
town is beautifully detailed.
This
installment of the "Way of the Wicked" feels, on the formal side,
slightly less polished than "Knot of Thorns". If you're like me,
you've read a LOT of adventures and ran a lot of them. And after a while, at
least if you're like me, you start to see the same plot-devices, the same
tropes, repeated over and over and over. And it starts to get BORING, oh so
boring. You'll start to yearn for nouveaux frissants, new sensations with
regards to rpgs to ease the existential boredom creeping up to your game. And then,
once in a while, you read an adventure that does something different. That is
innovative. That tears apart the old yarns and does something ambitious,
something radical and, more importantly, something NEW. Most adventures that
feature such a component use it in one fight, perhaps the climax, in one
location. Some adventures, and these are the ones that we remember as bright
stars, as iconic legends, as part of the must-play canon, though, are brave and
radical: They take an idea, develop it and present it in a supremely
professional and concise way and offer a whole new way of having fun, a new
story, a new angle. "Call forth Darkness" does that.
This module
not only surpasses "Knot of Thorns", it leaves it at the wayside
sobbing for its infernal mommy. And "Knot of Thorns" was excellent,
but at its heart still a rather conventional module on the other side of the
alignment scale. An excellent module, to be sure, but one on the conventional
side nevertheless. "Call forth Darkness" is smart. It's supremely
ambitious. It succeeds at what it sets out to do (though it is an adventure
that is a challenge for DMs to run) and it puts two gleeful "i"s into
"Villains". These are not heroes, they are villains and they do
villainous things and thus face completely different challenges. I am still
baffled at the quality Gary McBride and Michael Clarke manage to produce as
essentially a two-man enterprise. Artworks, Cartography, Writing, Crunch and
Fluff - all are up to top-standards and then, the scenario is brave, smart and
INNOVATIVE. Where other adventures move on known ground, this one feels
different. Want to know why it took me so long to write this review? Every time I got frustrated due to reading
boring/bad pdfs and writing reviews for them, I went back to this adventure.
Read a couple of pages. Smiled. And went back to work. I don't regret a single
buck I spent for the print version and if your gamers are anything like mine
and if there is some kind of justice, this adventure will go down into the
must-play canon and be remembered in years to come as one of these iconic,
unique scenarios that are classics - and this module also offers a stellar
bang-for-buck ratio.
If you're
thinking I'm exaggerating, I'm not. In spite of the minor glitches and the lack
of a player-friendly gazetteer-map, I'll gladly settle for a final verdict of 5
Rudii plus Endzeitgeist seal of approval. I'd go for 6. Or 7. Or 10. In any
rating-system, this represents almost the apex, at least in my humble opinion:
Excellent presentation, top production values, stellar ideas, innovation -
anything you'd want, it's here. My only concern for the overall AP is that this
part will be nigh-impossible to repeat, let alone surpass.
All right, that's it for now - as always, thank you for reading my ramblings,
Endzeitgeist out.
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