Author Topic: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns  (Read 37518 times)

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #60 on: April 04, 2013, 09:10:32 PM »
Trying to sell the swords despite the clear warning sign?

Odenkirk will not sail nearby any port towns.  The Yutak merchants the PCs encounter on Seal Isle trade metal for ivory and don't accept coin, but it's implied that the PCs will give them loot they found on their adventure (such as the wreckage of mithral cobras from Thorn's obstacle course).  The number of weapons in the cargo is not specified, so I don't know how obvious a few missing pieces will be.  Probably not noticeable at all, given the large size of Sakkarot's army (totals in the thousands).

Also whiffs faintly of railroading to make sure the PC's don't try anything like that. As has been established earlier, failing like that is a really bad idea, though. :rolleyes

What's the naming scheme for the Knots? Sounds like the circles of hell... but Malebolge should be eighth in that case.

The naming scheme seems to be based upon the Circles of Hell.  Actually, Malebolge is the 6th layer, Cania's the 8th.

Are the PCs supposed to return the money Odenkirk was paid to Thorn, or do they get to keep it? If they were supposed to return it, what happens if they try to skim some off the top?

This was not specified.  I'll quote what Thorn said:

Quote
“It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful."

'Reclaim the coin' implies that Thorn wants it returned.  If so, the adventure does not go into detail about what happens if the PCs spent that money or keep it for themselves.
« Last Edit: April 04, 2013, 09:19:24 PM by Libertad »

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #61 on: April 04, 2013, 09:19:11 PM »
Ah, D&D Hell, not the Divine Comedy. Malebolge is eighth for that.

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #62 on: April 05, 2013, 01:01:37 AM »
It's okay.

But please take the poetry discussion elsewhere, folks.

Offline Elevevated Beat

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #63 on: April 05, 2013, 02:18:55 AM »
Edit: Nevermind. The mods win again.
Do you know how long someone who is as sarcastic as I am would last in prison? Suuuuuuch a long time.

Bhu: Favorite quote of the day: “I’ll make love to you like a confused bear. Awkwardly. And in a manner that suggests I’m trying to escape.”

Offline Wrex

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #64 on: April 05, 2013, 06:36:42 PM »
So, do they really have that little faith that a player can actually play CE without going on the Stupid!Evil rampage?

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #65 on: April 05, 2013, 08:22:01 PM »
So, do they really have that little faith that a player can actually play CE without going on the Stupid!Evil rampage?

I'm sure that a person can play Chaotic Evil well, but the way that the alignment is set up in Third Edition is a lot like Kender PCs.  The text in the books implies a disruptive play-style.

That, and you're working for the last surviving Asmodean cult; Law and Evil and all that.

PS I'll write up the final part sometime later tonight, or tomorrow if things go longer than I thought.
« Last Edit: April 05, 2013, 08:24:34 PM by Libertad »

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #66 on: April 06, 2013, 07:04:14 PM »
Final Part: Castle Crashers

On average, the PCs gained about 1 level per act (using Pathfinder’s Medium Progression).  At the end of Act 3, they’re 4th level.  This last chapter, the epic siege of Balentyne, should see them rise to 6th level.  Quite a jump, there!

After killing Odenkirk, the PCs make their way to the small town of Aldencross, a short travel from the fortress of Balentyne.  This is the first real town the PCs come to in the adventure, giving them plenty of opportunity to sell their ill-gotten loot and rest up.  The PCs’ plan is to sabotage the fortress, lower the drawbridge, fire off the rocket signal for the Fire-axe’s forces, and then contact Thorn after the battle’s end.

This is not a simple “win or lose” scenario.  PCs accumulate Victory Points to determine by how much they won or lost by sabotaging siege weaponry and traps, weakening and killing off guards, dispatching military leaders and the like.  A maximum of 61 Victory Points can be gained.

They monstrous horde could get defeated and the Fire-Axe dies, leading to a non-standard Game Over for our villains; the horde gets routed and suffers casualties, but has one last chance to fight if the PCs further sabotage the place; a hard-fought victory with many casualties and 1d6 days of delay before pushing through; a well-won victory with few casualties and a 1 day delay; and a one-sided slaughter where the Fire-axe’s forces suffer hardly any casualties and no delay.

A slaughter is incredibly difficult to gain (51 or more Victory Points).  In order to do this, the PCs would have to sabotage everything, kill all of the important NPCs, and take out at least half of the guards in the complex to reach this number.

There is no singular plan provided to the PCs to infiltrate this complex.  The adventure mentions several ways of entry, and allows the players to come up with their own plan of attack and sabotage.  This Act is the most open-ended of them all, in that that it has a lot of leeway for both planning and results.  Provided by town rumors or good old-fashioned player ingenuity, a few possible scenarios include a secret passageway into the fortress’ storeroom in the town inn (which was formerly a brothel noblemen discreetly visited via the path); ambushing an outdoors patrol; impersonating a traveling theatre troupe scheduled to perform in Balentyne’s grand hall; and discovering Captain Edderly’s affair with Captain Mott’s wife via love letters (which leads to the murder of one and the arrest of another)!  A potential month of sinister scheming is definitely the highlight of the adventure.

The Watchwall itself is located on the edge of a rocky cliff, spanning a vast ravine.  Going around it on foot is simply not an option, and the main entryways are heavily guarded.  In addition to 100 combat-ready soldiers (30 on-duty), there are several traps designed for handling invading groups (such as cauldrons of scalding sand poured over the walls), and quite a few powerful NPCs.  Most of the named ones (the captains and 2 spellcasters) are 6th-7th level, while the Paladin commander Lord Havelyn is 9th level (2 are in Aristocrat).  And if anybody notices murdered people in the fortress, Balentyne goes on lockdown.  In addition to the large numbers of soldiers, this sounds overkill for a party of 4th-level PCs.

Well, the author foresaw this problem and the potential tedium of fighting dozens of NPCs, so he encouraged the DM to only keep track of the major NPCs , while the ‘nobodies’ (guards, servants, etc) are only present in rooms which the adventure says they’re in.  When faced with intruders, nobodies flee to summon their respective leaders: guards to get their captain, acolytes to Father Donnagin the cleric, the siege engineers seek out Barnabus.  Most of the guards are inexperienced teenagers who are slow to rally without the oversight of a leader.  This seems uncharacteristic of a military base designed to repel bugbears, but the PCs have enough on their plate already.  Due to the difficulty of some of the fights, I find this satisfactory.

Granted, there are some problem areas I spotted in Balentyne.  One room, the barracks, is home to 70 sleeping guards at night with 3 guards posted outside.  Each bed is separated by 5 feet on the map, and guards snore loudly to make sneaking easy.  If the party can take out the guards outside fast enough, or with clever use of spells, they can diligently make their way through the room coup-de-gracing each guard as they sleep.  This leaves the complex with only 30 living guards and nets 14 Victory Points right there!  If I ran the adventure, I’d put each of the 3 outside guards outside the doors (which are spread far enough to not fall to Silence or AoE spells) to make bypassing them a little difficult.

The other problem area is the Choir Hall, where the PCs can come across what can only be described as Lantern Archon Voltron.  These celestials are bound to this one room, but they cast Detect Evil on any newcomers and order evildoers to leave and repent.  If they refuse or try any shenanigans, the nine archons fuse into a CR 8 monstrosity known as a Lantern Archon Gestalt.  This bad boy has a ton of hit points (117), an awesome fly speed of 100 feet, and can shoot 2 holy beams a round as a +14 ranged touch attack with 2d6 damage!  Oh, and it can greater teleport within the hall at will.  If your party lacks good damaging ranged attacks, this encounter can become a very long battle or a TPK.

Fortunately for us, our own PCs are pretty good at stealth.  Rachel and Emberscribe have ranks in relevant scouting skills, Wayland’s Eidolon spent her Evolution Points on mobility (the Summon Monsters are used for tanking), and the message cantrip can be cast at will by Emberscribe and Wayland.  Only poor Pung (“I’m tired of all this sneaking around!”) is unsuited to stealth, as it’s a cross-class skill for him.

Quote
It is dusk in the border town of Aldencross.  The Knots’ arrival in town was good for trade, as the many smiths and soldiers gladly parted with their hard-earned gold for their respectable stock of spare weapons and other loot.  They blended right in with the crowd at the Lord’s Dalliance Inn, the only inn in town and favorite gathering spot of adventurers, merchants, and other transients.  Pung, disguised as a gruff human, plays cards with a group of boisterous dwarves while Emberscribe buys local soldiers a round of drinks.  Meanwhile, Rachel and Wayland are out in the market, the former appraising a magic bow for sale, the latter buying up a large quantity of arsenic to “deal with a troublesome rat infestation.”
 
The Knot reserved a room upstairs to go over possible plans.  Emberscribe looks the group over, eager to hear their perceptions and contributions.  “So, what did you find out?”

“Captain Varning regularly patrols far with an assortment of soldiers,” Rachel said.  “He should be not far from here.  A good opportunity to take out one of the senior soldiers.

“Those blasted dwarves have been keeping me up all night!” Wayland said, rubbing his temples.  “I hear they’re engineers for Balentyne, they might know something useful.”

“Careful around them,” Pung added.  “They’re smarter than they look.  They beat me at poker.  Every time.”

“Quite the accomplishment,” Emberscribe said.  “This is all very useful information.  But I have found a way we can infiltrate the vaunted Watchwall most easily!”

He produced a sheaf of paper onto the table, illustrating a dashing man onstage at a theatre house.   The famous Bard of Barrington and his Merrie Men to visit Aldencross!  Will conduct the famous play The Fall of Amberlyne in the vaunted Watchwall of Balentyne!  Exclusive to the brave soldiers who defend fair Talingarde from the northern hordes, and for them free admission!

“Very clever,” Rachel said.  “It will make a fine distraction.”

“Oh no no no!” Emberscribe retorted.  “We’re going to be the stars!  We’ll so impress them with a sublime performance that they’ll want us to stay!”

“No, I don’t like this plan!” Rachel protested.  “Too high-profile!”

“We’ll be granted more freedoms as esteemed actors than unknown persons fumbling in the dark.  Besides, the majority of guards will be watching the play, leaving the rest of the complex open for sabotage.”

Rachel folded her arms.  “Alright, as long as I don’t get to be the leading role.”

“Good, good!  And may I ask what you did with all that arsenic, Wayland?”

“The audience will be eleven dwarves short,” he said.  “And while Rachel was serving them drinks, Ellen broke into their rooms upstairs and got me this interesting gift.”

He produced a large paper to roll out on the table.  It was a blueprint of the watchtower in its entirety.

The bard creased his fingers and smiled wickedly, new ideas into his head like an artist’s flash of revelation.  “I just love it when a plan comes together!”

Out of all the ideas of intrusion, the play’s my favorite in that it allows for interesting role-playing and expands on some interesting setting details.  Father Donnigan arranged for the play to cheer up the grim and dour Lord Havelyn, although unbeknownst to him the female lead in this doomed romance shares the same name of the Lord’s deceased wife.  Also, the fact that female actors play female roles is of great controversy in Talingarde (it’s always been men.  “Another list of unforgiveable grievances against the arts,” as Emberscribe would say).  Despite her great protests, Rachel is made to play the lead role of Bronwyn, and Emberscribe spices up the ‘creatively tasteless’ play with more violence and sexual innuendos.  Despite the consternation of conservative Mitraites and Father Donnigan, the play is a rousing success and the Knot is invited to a private dinner with Lord Havelyn.  It is there the Asmodeans gain the jump on them and take out a spell-less, unarmored contingent of captains and sneak through the complex!

Regardless of how your own Knot does it, a signal rocket fired gives the bugbear army an hour to attack.  This of course will put the soldiers on alert and a patrol is sent to investigate the rocket’s source.  If they can escape or hold out, they’ll notice a horde several thousand strong advancing upon Balentyne!  Bugbears, goblins, ogres, even a hill giant or two number among the Fire-Axe’s horde!

If the PCs successfully kill Lord Havelyn, his armor will transform into black full-plate with Asmodean symbols (probably the one worn by the girl on the front cover) as a reward from the Lord of Hell himself!  Too bad nobody in our party is proficient with it!  :(

If the siege is successfully performed and the PCs use the seal to report this, Tiadora teleports to the group with words of congratulation and 5,000 gp worth of platinum (she double-checks with Sakkarot Fire-Axe to confirm the authenticity of the report).  She’ll also remark that the Seventh Knot was successful in slowing down the response of reinforcements.

Quote
“Still, this will not be enough. Balentyne may be broken but Talingarde is yet strong. Soon word will reach the south. The Heartland and the great cities of the Cambrian Bay will marshal their armies. They will meet Sakkarot on the field and it will be far too close to a fair fight. We must do something about that.

“Come, my lords, your ship awaits. Try not to burn this one.”

Lords. She called you lords. And lords you are. Lords of death and destruction. Lords of evil. Do you remember Branderscar? Do you remember being held down and branded like animals? How far you have come and how long yet the journey before you. Tiadora is right. This is only your first steps along the way of the wicked.

And so this adventure ends on a cliffhanger, with Tiadora taking the PCs to a barge for yet another mission from Thorne as they leave Balentyne and Aldencross to the mercies of the Fire-Axe’s army.

I’d like to note that the adventure makes a note that Thorn has a “Plan B” in case the Fire-Axe’s army is defeated or disbanded in Book Two, although this is nowhere to be found in the product.  The adventure path makes the assumption that the horde breached Balentyne and that Fire-Axe is alive.  Granted, the PCs would have to majorly fuck up for this to not happen (such as firing off the rocket when the fortress is mostly intact, or if Lord Havelyn and the Wizard are still alive)

Concluding Thoughts:  Way of the Wicked is overall a good adventure.  It sets up a rationale for the PCs to hate Talingarde and the Church of Mitra, its premise as Asmodean fifth columnists is interesting, and its “Story Awards” for uncovering useful information and bypassing threats without violence make it very suitable for groups who prefer a more scheming form of evil.  The major problems are the adventure’s linearity (although it’s a necessity), and that the PCs can screw themselves over majorly at several points.  The screw-ups are more due to incompetence/stubbornness on the players’ part than anything (like not telling Fire-Axe that Thorn sent them, or refusing to join the Knot), but it’s something to keep in mind if you plan on running it.  The lack of specific punishment for violating the Loyalties in Thorn’s contract is another weak point, too.

The advice section and character creation have good ideas for potential evil campaigns and presents ways to keep them together, and an elite team of Asmodeus-worshiping agent provocateurs definitely sets up the kind of ‘evil’ you’re looking for to your players.  Not crazy stupid evil, or recklessness insanity, but a well-coordinated and disciplined group with a shared hatred of the nation which has forsaken them.

The verdict: Innocent.  There was plenty of thought put into this work for how to run an evil campaign, and the plot is interesting enough to provide incentive to see it through.  But there are several ways things can fall apart, although most of them involve the PCs going against the preconstructed social contract or majorly screw up.  I can really see a group successfully playing this adventure with the advice.  With group agreement, one can use this adventure to run a successful evil campaign!

Edit: Changed the verdict from acquitted to innocent.
« Last Edit: April 07, 2013, 07:11:09 PM by Libertad »

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #67 on: April 06, 2013, 07:40:20 PM »
I'd say it's innocent, personally, but that's because I'm inclined to take a lenient view of self-inflicted screwups or deciding, barely into the adventure, to ignore the only sane action. Yes, just ignore the powerful cleric of an evil god when you're in his house and are level 2. Suuuure that'll go well. :eh

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #68 on: April 06, 2013, 08:23:01 PM »
We can always ask the community their thoughts, now that I finished the write-up

Following the Four Acts are the Appendices, two of which I've already covered (Advice on villainous campaigns and the character creation rules).  The first, and uncovered, one is an 8 page gazetteer of Talingarde, along with a brief history.

History

Eighty years ago there were two major noble houses, the half-elven House Barca and the all-human House Darius.  Darius was devoutly religious and supplemented by paladins, while Barca mostly paid mercenaries to fight their battles.  The nobles fought a bloody battle for control over the throne, and House Darius won, and Markadian I of House Darius was crowned.

He was succeeded by his son Markadian II, who was uninterested in politics.  His insane brother, who thought he was a celestial in mortal form, killed him in a coup to 'rightfully rule' Talingarde as King Markadian III.  His insanity led to disastrous policy-making which was terrible for the country, so his own paladins killed him by throwing him off a tall tower and telling the public it was a suicide.  In their defense, it was the lesser of two evils.

The people of Talingarde were rightfully pissed at the poor judgment of the last two kings, and public faith in the House of Darius was waning.  Markadian IV needed a good scapegoat and did what religious leaders of our own world did for centuries: he blamed the devil.  The previous King's insanity was the work of black magic, and the faithful of Asmodeus were to blame!  This led to the persecution and nation-wide purges of Asmodeus' faithful, who at the time were neither prominent or powerful.  The Church of Mitra gained a lot of power during this time as well, as their God was the Devil Lord's archenemy.  The Mitraites received ever more resources and prominence by the people and government, which resulted in pushing other religions over to the wayside.  28 years later, and the non-Mitran religions virtually disappeared from the nation.

King Markadian V took up the throne after Zealous' death due to illness.  He is planning to expand Talingarde's borders across the entire island.  He has yet to produce a son to claim the throne, and Princess Bellinda is not eligible.  So women are not supposed to rule or play in theater.  You're not looking good Talingarde, Forgotten Realms and Eberron are already 300 years ahead of you. :pout

The Kings of Talingarde have an additional honorific after their last names in the pattern of "King Name called the adjective."  Markadian II was the Learned (for his scholarly bent), so his full name is King Markadian II called the Learned.  The III was called the Mad (posthumously granted), the IV the Zealous, and the V (current one) the Brave.

Regions

Talingarde has six broad geographic areas on the archipelago.  The south-central area is dominated by the massive Cambrian Bay, home to the three major port cities of the capital Matharyn, Ghastenhall, and Daveryn.  To the north is the Heartland, the breadbasket of Talingarde and most of its population, full of fertile fields of farmland interspersed with small forests.  To the northeast of the Heartland, across the mountains, are the Borderlands.  This is the most militarized region of the island, home to the famous Watchwall and its many fortresses.  The far west of the island is home to the feared Caer Bryr, a rainforest which has resisted all attempts at colonization.  In addition to many monsters, it is home to the Irean tribes who revere nature spirits and owe no loyalty to Mitra.  The mostly unexplored Savage North, long believed to be a featureless land of ice and tundra, is a land rich in mountains and plains, home to monsters and other folk deemed "savage" by Talireans.  An island at the extreme northeast is known as the Lands of the Yutak, home to the people of the same name.  They live a life of hunting and fishing, with no use for gold and the creature comforts of the more affluent south.

After this are a list of nine legendary and fabled locations of Talingarde, which an enterprising DM can choose to insert into the adventure path (none of them make an appearance, unfortunately).

Interesting Note: In this setting, Bugbears call themselves the "Burabar."  Bugbear is the human name for them.

After that is a sample coat of arms for cities and royal families of Talingarde, and a brief one-page rundown of four prominent organizations of the land.  Two of them are knightly orders, one is the Church of Mitra, and the last is the Blessed Order of St. Macarius.  Talingarde is much like Eberron in that most members of the Church hierarchy are not spellcasters; the current High Cardinal (Pope-equivalent) only has levels in Aristocrat!  Spellcasters in general are quite rare.  Most divine spellcasters of Mitra belong to the Order.
« Last Edit: April 07, 2013, 07:07:55 PM by Libertad »

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #69 on: April 07, 2013, 04:01:34 AM »
Update:  After some thought, I changed the verdict to Innocent.

Offline Concerned Ninja Citizen

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #70 on: April 07, 2013, 04:13:48 AM »
Innocent sounds right. I'm not all that familiar with preconstructed adventures in general but I have few complaints with this one. It seems pretty well set up and thought out. Perhaps on the unforgiving side but that kinda fits with the flavor.

Offline Coyote

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #71 on: May 28, 2014, 03:24:13 AM »
Name: Araugh
Alias: Smoulder
Race: Gnoll
Class: Antipaladin (Lord of Darkness archetype) of Asmodeus
Alignment: Lawful Evil
Crime: Murder

History:
Araugh and his brother were basically sold, as toddlers, to a wealthy, outwardly-pious pillar of Talingarde society, a rich merchant who prided himself on being able to show off various curiosities. Male gnolls are considered essentially second-class citizens in gnoll society, but even so, selling a gnoll to a lesser species is normally considered an astronomical betrayal of gnoll virtues.

This wealthy merchant, explained that he was going to teach the four-year old children how to be civilized, and as such, they were going to learn to speak and comport themselves as if they were human. To that end, he would beat them if they spoke in their native language. The first human sentence Araugh spoke, was in response to his smaller, weaker brother, Lok, being beaten for speaking in gnollish. He said, "One day, I will kill you for that. One day, just like you bought us, I will sell your children as slaves."

He received one of the most vicious beatings of his life. And he never did anything ever again to suggest that he would disobey, or be anything other than utterly courteous. He smiled and spoke only courteously when he was shown off as "one of the savages I bought from his own people, and managed to teach the love of Mitra and civilization to, that to this day guards my home with the loyalty of a dog!"

Until his tenth birthday (gnolls are physically adults at about 8 years of age).

He'd long since discovered his "benefactor's" collection of forbidden texts. Some of them including religious texts of Asmodeus. He'd pledged his heart and soul to Asmodeus, while his brother also made dark and secret pacts.

At midnight, on their tenth birthday, Lok poisoned the guards and most of the family with Blue Whinnis poison. All but the patriarch.

Araugh then bludgeoned the old man nearly to death with his heavy, two-handed mace. Leaning down into the nearly-unconscious man's face he said, "Remember what I told you that night, long ago? I'm going to murder you now, and then we will sell your children into slavery."

He then finished beating him to death.

Sadly, where things fell apart, was that the person they attempted to sell the family into slavery to was a government informant. Upon learning of the ruse, they killed the informant for his treachery, but unfortunately, did so while surrounded by the soldiers sent to arrest them. And it was off to the "inescapable" prison for the two brothers.

Quotes:
"Never break your toys until you're done playing with them."
"I said I'd never hurt you. Don't make a liar out of me."
"I believe in a fearful symmetry. What you've done to me only made me stronger. But when I do the same to you, see how you die."
"Your society of law and righteousness is a lie. The wealthy and powerful do as they wish, and the weak and gormless believe they are loved. The only time I was treated as a sentient being under the law was when I killed the man who bought me as a slave. You should have killed me. Giving me three days to stage my death as theater, means three days for me to survive."

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #72 on: May 28, 2014, 06:07:26 PM »
Sorry Coyote, but this thread and its contest has long sailed its course.

Offline Unbeliever

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #73 on: May 28, 2014, 06:25:10 PM »
As I was reading, I found the infernal contract very jarring.  First, it makes the PCs' motivations a lot less important.  There's a sense of why bothering working up all these elaborate motivations for being part of Thorn's rebellion if you're going to be bound into doing it anyway.  As Libertad outlines, the adventure doesn't go into a ton of detail on this, but I think it's likely that players will feel the bite of this oath.  I mean, an Oath to Asmodeus seems like it's a big deal, especially when you're low level and there's a high level cleric right there overseeing the operation.

In short, it's awfully railroady, and it's already very railroady. 

I also find the espionage aspect of a Fifth Column a bit uncompelling.  There's a bit of a "good is dumb" angle to it -- Thorn does not strike me as a master of subtlety -- and to really pull it off you're constraining your character concepts even more.  The cool necromancer-themed summoner character, for instance, doesn't look like it would fit that idea. 

That being said, I like a lot of what I read in this thread.  As far as evil campaign ideas go, this one is pretty good.  And, I think in general a lot of the background stuff is pretty interesting.