today I'm taking a look at the latest installment of the evil AP by Fire Mountain Games
Of Dragons & Princesses
This pdf is
106 pages long, 1 page front cover, 2 pages maps of Talingarde, 1 page
editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 99
pages of content, so let's check this out!
This being
an adventure-review, the following text contains a lot of SPOILERS. Potential
players may wish to jump to the conclusion.
Still here?
All right!
The last
adventure had the PCs in a precarious situation - the sacking of the most holy
places of Mitran religion can easily be botched and thus, this adventure kicks
off with the PCs either fleeing from the Vale with an army on their heels or
triumphantly marching from it in charge of their own dark forces. Worse for
Cardinal Thorn's dread masterplan - his third knot, the assassins in charge
with dealing with the regent King Markadian failed and were vanquished and his
mole in the army is too frightened to assassinate the king. His plan seems to
be crumbling - but there are the PCs, aren't there? These people have been a
valuable asset, but they are getting too strong. Thus, Thorn develops a
Xanathos gambit that may very well backfire: The king dearly loves his daughter
and this is his weakness - if a sufficient threat surfaces in the royal palace,
he'll come to the rescue - with the elite of his guard. But what constitutes a
sufficient threat? What about Chargammon, legendary old black wyrm? Yeah, that
should do the trick. The PCs get a lackluster assignment - recruit the
extremely hostile Chargammon, known to slay all intruders to attack the royal
palace and in the chaos ensuing the King's return, kill the regent, a
formidable foe himself and destroy his elite guard. Even if they fail, Thorn
wins - gaining finally the leverage to force his mole's hand. Now if that does not smell of suicide mission,
the PCs are dumb. For now, though, they'll have play along.
Thus, the
module kicks off with the PCs leaving Valtaerna, either at the helm of their
own successful army and with an enhancement to their own evil organization or
with their tails between their legs, fleeing from a vast army featuring a magic
banner. Rescuing their bugbear commanders, their hippogriffs, teleportation
magic - a bunch of options to escape after a botched invasion are there and
even abandoning the rank-and-file goons is expected (they can be replenished),
though not necessary - the PCs can actually lead their army through the wintry,
deadly passes to escape with their organization intact. Once they rendez-vous with the Fire-Axe,
they'll see that at least the sacking of Daveryn went as planned - the city has
fallen and Sakkarot wants to talk to them - and trade information, for
Sakkarot, ina fit of melancholy, tells them the details of his deal with Thorn
and that in the end, he is to take a fall against the Asmodean "saviors"
once Talingarde has plunged into chaos. More worrying is that Tiadora and Thorn
seem to be rather stingy with new
orders/plans. But before new orders are issued, the PCs will have some fun -
sacking Daveryn, district by district, looking for loot as well as allies and
the missing duke, squashing resistances etc. - the city comes with a beautiful
, player-friendly full-color map that includes the names for the district, but
thankfully no annoying numbers. And it is neat to see the consequences of the
PC's actions, e.g. the Tears of Achlys, which claim victims and remain a potent
and deadly threat. A total of 4 looting tables, plus one for magic items and
multiple random encounters supplement the planned encounters that are part of
the looting: From breaking the last remnants of the resistance (e.g. the
remaining city watch and a company of soldiers) to an interesting find in the
local wizard's tower, the PCs have some challenges waiting: Said Wizard has the
hints to the legendary wyrm Chargammon's nest as well as more vital clues: The
Duke is still inside the city walls and hiding and the lord of eagles seems to
have captured the spawn of Chargammon. It should also be noted that the
diviner's spellbook and notes make for some cool treasures - especially the
lavish description of the spellbook is a nice touch.
Of course, even now the
PCs can make new allies: The Baroness Vanya of Veryn, holed up in her mansion
would make Cersei Lannister pale in comparison to her wickedness, but she's
also a consummate politician that may make for a valuable ally regarding social
interactions. The insane glory-hound and duelist master Rodrigo would make for
the second potential ally - while not evil, he is amoral and cares only for his
craft. Add to that spymaster Anton Breuder (who could provide a benefit in a
future module), the option to steal the sapphire of storms (if the PCs are up
for Mission Impossible-style trap disarming) and we're in for some fun. Better
yet, if the PCs have failed to keep the slaughter of Valtaerna secret, the
local prison could serve as a means to replenish their organization and a means
to recruit Irfan al-Janbiya, the one assassin who was spared the righteous
wrath of Sir Richard when he crushed the third knot. Once the PCs have found and dealt with all
sources of information (good place to torture the subdued duke and perhaps a
Mitran cardinal), the PCs could move onward -or they could do a cool sidequest
for Grumblejack (or Raiju) to collect different types of spirits they may find
strewn around the city - rather cool and adds some neat details to the local
economy. The climax of the sacking should come as both a challenge to the PCs
and as a sign that they are truly infamous: Two angels come down from the
heavens to put them to justice.
Speaking of
outsiders - Tiadora, this time accompanied by 9 errinyes, makes finally an
appearance and hands off the quest to the PCs, acknowledging (perhaps
subconsciously) that they did ALL the successful, major work in Thorn's gambit.
By now the PCs should slowly starting to grasp that their master becomes
concerned with their power. For now, though, they are off to the aerie of the
Eagle Lord, a mythic being that commands the storms itself to rescue a black
dragon - either by slaying the legendary bird and its court or by subterfuge
and then have to deal with the rather dumb and deceitful spawn of the great
wyrm to secure an audience and get them past the array of deadly river drakes
guarding the isle. Worse, the duplicitous dragon does not warn them against the
other defenses of the great wyrms lair, which makes e.g. the viper vines all
the more deadly. Not as deadly as negotiating with an utterly chaotic evil
black wyrm, though - in the end, PC ingenuity should prevail (there are btw.
alternate ways to secure an audience) and they're off on a quest for the wyrm -
to slay his rival, the copper wyrm Eiramanthus. Slaying a dragon is never easy
and slaying this particular one is no exception.
The
charismatic copper wyrm is a known planeswalker and has, in his travels far and
wide, secured an array of concubines of surprising power - from Setia
Swims-the-Sea-of-Stars, a ceteceal agathion to Sakari Yoshimune, a Toshigami
Kami to finally Shakti Shobhana, a redeemed tataka rakshasa, the respective companions
will provide quite a challenge - on their own. If the PCs are dumb enough to
race into the island with drawn weapons and without a good plan to take care of
them one by one, they will be squashed - especially with the allies of the
respective concubines and potentially the copper dragon master of the island
joining the fray. Add to that the labyrinthine quarters, crystalline gargoyles
and a xorn emissary and a puzzle on a chess field, an interdimensional
witchwyrd genius studying planar travel and the villains will be sorely tested
even before they reach Eiramanthus, who true to his breed, will be rather
communicative at first - of course, conflict with the noble being is inevitable
and in the end, either he (and all remaining servitors/companions) or the PCs
will be dead. And the rewards are nice indeed - the draconic hoard not only
contains quite a bunch of unique treasures and is presented in excruciating
detail, it also contains yet another piece of fabled hellbrand, dark blade of
Asmodean champions and the demi-lich called "Nameless Tyrant",
encased in crystal and yet another potential minion, albeit a very dangerous
one - especially the knowledge of the lich-transformation might be interesting
for the PCs Even more interesting, though is the infernal ally Dessiter, who
warns the PCs of the impending treachery in Book 5 and to keep away from Thorn
and plot his demise, adding quite a bunch of interesting pieces of information
to the PC's repertoire, including the reason why Sir Richard has not yet been
eliminated.
And then coolness
begins - for the deed of slaying the copper wyrm, the PCs are actually rewarded
by Chargammon in a rather cool way: He forces his son to serve them for 100
years - the PCs can now ride a black dragon into battle! Hell yeah! It's time
to slay a king - in a month. First, wise PCs should explore the city of
Matharyn and stock up - for before slaying the king will be perhaps their last
chance for a while to get things done before the breakneck show-down with Thorn.
The final location then, the Adarium,
beckons and powerful wizards can be slain as well as celestials, righteous
pyre-golems destroyed and diplomatic relations ruined (if the PCs act
smart...). Secrets can be unearthed - including the hidden location of
Hellbrands final component and Thorn's phylactery. Better yet, the magical
prodigy princess and Sir Richard are here as well, guarded by an honor guard
and a golem of mithral, their defenses are extensive and will ensure that the
two get away - and for now that might be good, as it turns out the princess of
Talingarde is not only beautiful, she's also a silver dragon-spawned prodigy of
magic and when Sir Richard is defeated by Chargammon's assault, she intercedes
and actually slays the dragon. Meanwhile, the PCs will have quite a battle with
Markadian V and his elite guard on their hands.
The pdf
also offers extensive troubleshooting advice and help with what/if-scenarios
regarding the module's plot and the consequences we can expect from the
potential of failure. We also get a whole page depicting the outcome of the
clash between the Fire-Axe's armies and the forces of the king sans their leader that serves as an
introduction to the things to come. The city of Matharyn gets a lavishly
detailed gazetteer-section, including information on putting the PC's
organization to the test against the excellent night watch. The pdf also offers
advice for lich and vampire PCs and a run-down to make Way of the Wicked an
all-vampiric campaign, from Book I to VI.
Conclusion:
Editing and
formatting are very good, though not perfect - I encountered some minor typos
spread throughout the module, though no enough to rate it down. Layout of the
AP is beautiful and on par with Paizo publications and the artworks and
cartography are stellar and up to the highest quality. The pdf comes fully
bookmarked and with a semi-printer-friendly version without backgrounds as well
as another pdf that includes the handout as well as player-friendly versions of
all the maps sans the annoying numbers -AWESOME!
The fourth
module of the WotW-AP is a wicked ride of fun, but one that needs careful
planning on part of the DM - the module relies on the PCs completing the plan
in spite of its flaws and a lot of quid-pro-quo-quests. To truly make this
module work, a GM has to be up on his game. That being said, the module
nevertheless is a stellar example of cool things to do and the villains will
finally feel as if they are infamous indeed - the attacks by celestials and the
forces of good finally directly attack the PCs and the option to gain a dragon
mount rocks. Challenging creatures like a dragon and an ancient nature spirit
is iconic indeed. That being said, there is at least one potential problem I
see with the module: While the capital of Talingarde is detailed and the
Adarium a challenging climax, it is the final section that needs a bit of
DM-expansion: The pdf does not cover HOW to enter the Adarium and while the
players have a multitude of tools at their behest, some guidelines would have
been nice. Additionally, the PC's infiltration while their "threat"
forces the king's hand could have been made more iconic, with more guards that
are slain while the PCs are running the corridors. A timeline or some cinematic
scenes in which the PCs can see how their wicked ally vanquishes otherwise
lethal roadblocks in the module would have added some gleeful spite to their
accomplishments.
That being
said, I am complaining on a very high level here - this module is still an
excellent, awesome ride and while it has no new mechanics like the two
immediate prequels, it offers the PCs a chance to reclaim an organization and
make new allies - though I would have loved to see more for the villain's
cohorts to do. In contrast to the attack on Valtaerna, this module does not offer
much to do for the poor cohorts apart from accompanying the PCs, which is a
pity - give the psychotic alchemical golem, Grumblejack etc. something to do in
the Adarium. (Though the sidequest provided for a cohort is awesome...) Perhaps
a sabotage of the golems, a reconnaissance, making the assassin kill the court
mage etc. - something like that. While easily done yourself, I would have
nevertheless enjoyed to see some love there. Again, please bear in mind that
this is still complaining at the highest level. Book 4 provides us with
interesting challenges, is logical and makes for a fun ride for your villains
and while personally, I slightly enjoyed the first 3 books more due to
aforementioned minor nitpicks, I maintain that this pdf is still an excellent
module that this time lacks hard-to-presume assumptions like the
communication-blockade in book III - in fact, many adversaries herein utilize
spells etc. to piece together information on your PCs, lending an air of
credibility to the world and the actions of your dastardly group of
devil-worshipers. The additional material is also up to the stellar quality of
the book, though personally I don't like the section on vampire and lich-PCs -
honestly, these topics need to be tackled in much more detail to work smoothly,
at least speaking from experience. I have a vampire-PC ( a fallen, blessed
priestess that turned towards bloodthirsty fanaticism) in my home-campaign and
rest assured, the implications go beyond what one would expect at first.
How to rate
this, then? You heard my nagging complaints and might ask yourself why I'm so
utterly nitpicky with regards to these modules. Why? Well, because the Way of
the Wicked is that good. Honestly, "Call forth Darkness" is perhaps
one of my most favorite modules ever. And the others are not far behind. From
the craft's perspective, the 4th module is solid and the attention to lavish
detail, the cool creatures and of
course, the presence of dragons as both adversaries and allies will lead a
sense of empowerment to the PCs. For me, the finale was not as satisfying as it
could easily be - however, the remedy is so simple that no DM should be stumped
to improve it. In the end, I feel I have
to be careful to not hold any installment of Fire Mountain Games' AP to a
standard of its own and instead deliver a verdict in the grand context of
publications. Not every adventure can do something radically new, after all.
Thus, my final verdict for this part of the AP will clock in at 4.5 Rudii
- an excellent module
that could use a bit more guidance/epicness in the finale, especially when the
conquering in Book III and the escape/march from Valtaerna shows how well
author Gary McBride can handle such situations.
All right that's it for now! Oh, by the way: This is my 800th review on Paizo. Thank you to everyone out there who has helped me improve, who reads my reviews and to all the friendly people who dropped me a line. A heartfelt "Thank you" for continuing to read my ramblings!
Endzeitgeist
out.
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