Author Topic: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns  (Read 37526 times)

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #40 on: March 31, 2013, 10:19:00 PM »
A complete lack of railroading of any sort would probably be impossible to write an adventure path for, though. Especially this early on, when stuff isn't really in motion. @_@

Huh, that's a nice touch.
« Last Edit: March 31, 2013, 10:38:56 PM by Raineh Daze »

Offline akalsaris

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #41 on: April 02, 2013, 08:30:16 PM »
Quote
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails,

Seriously? They make you spend a trait on "chains"and it doesn't even give proficiency with spiked chains? Wow, pathfinder sucks.

Well, spiked chains are worthless in PF, so I can't say I would even care about proficiency in them :P

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #42 on: April 02, 2013, 09:37:38 PM »
Part Two: Join me, Luke, and together we can rule the galaxy


By the time the PCs make the trek up the hill to the manor, they’ll find Tiadora waiting for them.  She is happy to see that they made it out alive, and quickly summons a legion of magically enthralled house slaves to escort them inside.  Their accommodations are luxurious, with fine beds and clothes, hot delicious food, and wine which serves as a healing potion if anybody’s hurt.  Eventually they are summoned to meet the master of the manor, Cardinal Thorn.

Check out that badass picture:



Thorn gives a speech intended to win the PCs over to his side (adjusted by DM based upon backstory):

Quote
At last Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter. “I believe you to be the first to ever escape from Branderscar Prison. Well done! Of course, you had help from the outside,” he says with a wicked smile.

“But enough with the pleasantries. You must be curious why I’ve helped you. Rest assured this is no random act of altruism. I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.

“For their blasphemy, I will see the same people who imprisoned and condemned you suffer. I understand what you went through for I have faced it myself.” With that, he pulls down the sleeve of his robe and reveals his own runic ‘F’ brand. “I am going to burn Talingarde to the ground and from the ashes I will build a new nation that knows its rightful master. I cannot do this alone. I seek servants worthy of our Infernal Father’s majesty. Have I found them in you?”

He rises and his eyes flash with hellfire and divine purpose.  “Join me! Serve me well in this holy endeavor and I will raise you up in the eyes of gods and men. I will make you princes of the new Talingarde. Today, swear fealty to me and to Asmodeus.

This is a very well-crafted speech.  He’s obviously a bad guy, but his motives are understandable.  Like the PCs, he’s lost everything to the faithful of Mitra, and offers them a chance at revenge along with material reward, if they join his cause.  If any PC refuses his offer, he’ll mention that it’s a pity before ordering Tiadora to kill the offender.  If they accept, he’ll draw up the Pact of Thorns, an infernal contract, to be signed in blood.  The contract even has its own player handout, with a blank line at the bottom to be signed.  Classy.

In short, the contract acknowledges four loyalties, in order of importance: loyalty to Asmodeus, loyalty to the Master (Cardinal Thorn), loyalty to the other PCs (the Companions), and loyalty to themselves (Asmodeus is a God of Ambition, after all).  If a lesser loyalty clashes with a greater loyalty, the greater loyalty must be upheld.

There are several problem areas which can arise here.  Although the character creation guidelines specifically stated that the idea is that the party will be working on behalf of Asmodeus, PCs are notoriously anti-authoritarian and may blanch at the idea of servitude.  The infernal contract is a classic literary staple, but after centuries of storytelling it’s earned the well-deserved stigma as a bad bargain long-term.  It might be a good idea to emphasize the positives of becoming Thorn’s new Knot over the course of the adventure; they’ll be rewarded for successful missions, they’ll have relative freedom to accomplish missions in the way they desire (so long as they’re successful), a single failure won’t be a death sentence, and Thorn is pre-occupied enough with myriad schemes to hover over the PCs like some kind of helicopter parent.  Problem is that this is not made clear to the players at first.  Unlike traditional Christian folklore, successful servants of Evil in D&D settings get rewarded with privileged status rather than an eternity of torment.  The torment part comes if you’re incompetent or betray the Pact’s Loyalties.

I haven’t found any game mechanics for what happens if the PCs break their contract.  No mind control or Mark of Justice or any of that.  It’s implied that Thorn will enforce the contract by sending infernal minions to intimidate them, withdrawing support, and things of a similar nature.

Rachel, Pung, Wayland, and Emberscribe sign the contract.  Wayland is reluctant at first, but after some prodding gets around to it once he realizes that the Mitraites will never let him and his daughter live in peace.  Pung would ordinarily sign it with gusto, but he’s illiterate and has to use a big, smudgy fingerprint as an initial.

Once that’s all well and done, Thorn is absolutely pleased with himself and tells the PCs their training will begin in three days.  During this time they live a life of luxury, can get free equipment and spend their money at a shop of sorts (using Tiadora as a middleman), and circlets which function as hats of disguise for infiltration purposes (and can help Pung avoid attention and kind of makes the ‘monstrous PCs will cause problems’ point moot if they’re humanoid enough).  Tiadora will also present each PC the opportunity to choose one slave as a ‘companion,’ which can be another problematic element which might squick out the players; it’s only a single line and not delved into much, but it’s best to err on the side of caution and not use this if you’re running.

The PCs also meet another group of trainees preparing to become the Seventh Knot.  They don’t really contribute much to the adventure other than role-playing interaction, potential rivalry and romance, and learning a little bit about Thorn’s terrorist-cell style tactics of independent agents.

Pung conjures up a quick friendship with Dostan the barbarian over a shared love of blades and beer; Emberscribe’s silver tongue and knowledge of Talirean poetry wins over Elise the witch, earning the enmity of Tallus the ranger; Rachel misinterprets the constant friendliness of Titus (Tallus’ brother) as flirting and nearly punches him out before Tiadora quickly puts a stop to things.

Quote
While wandering through the manor, Thorn’s new guests come upon a group relaxing in the dining hall.  They are three men and one woman, all of whom have light hair and pale skin reflecting a northern heritage.  Two of the males are identical twins, while the third’s pointed ears reflect some elven ancestry.

Their first meeting went surprisingly well for would-be rivals.  Pung conjures up a quick friendship with Dostan the half-elf over a shared love of blades and beer.  Emberscribe’s silver tongue and knowledge of Talirean war poetry wins over Elise the witch and leader of the group, earning scornful glances from Tallus the ranger.  Rachel misinterprets the constant friendliness of Titus (Tallus’ brother) as flirting and nearly punches him out before Tiadora quickly puts a stop to things.
   
Cardinal Thorn’s first lesson is a real wake-up call in contrast with his magnanimous generosity by testing the PC’s competence is a good old-fashioned dungeon crawl!  In the basement he’s set up a trap and monster-filled gauntlet of rooms, designed to test new recruits’ cunning, resourcefulness, and combat capabilities.  They must find a draconic pendant within the complex within 24 hours.  If they die during the trial, then they’d have been too weak to be his agents anyway.  If they can’t find it, they get tortured by Tiadora well into the night, losing all but a few hit points.  If the PCs succeed, they get quest-based experience and keep the valuable pendent for themselves as a reward.  What, you thought that working for an evil organization was going to be all sunshine and peaches?

I’m not going to overview each room, but the dungeon is a fairly linear one, with stone inscriptions offering cryptic advice to overcome the next room’s trial.  PCs who fail or go the wrong way find a sign admonishing them for failure.  A sign at the bottom of a spiked filled pit reads “thou wert deceived. Pain is thy reward.”

There’s also a moment where if the PCs find a fake pendent and fail to recognize it as such, Thorn will look it over in false in false admiration before smashing it wish his bare hands and angrily ordering them back into the dungeon.  Oh Thorn, your sense of humor is only matched by your trolling douchebaggery. :rolleyes

Sir Balin, the Paladin responsible for hunting down and capturing Wayland for witchcraft, holds the pendent in a prison cell, captured yet well-armed.  All this time Cardinal Thorn is scrying upon the PCs and evaluating their progress.  Their vengeance against him is Thorne’s ‘reward.’

Regardless of their success, Thorn mentions that it’s time for further training.  After a 3-month montage of harsh and deadly training regimens, the PCs get new traits and bonuses based upon their expertise, coupled with a congratulatory quote from Cardinal Thorn himself.  They range from skill bonuses, saving throws against certain kinds of magic, and even +1 caster level on your favorite spell!  Once their training is complete, they’re initiated as Thorn’s official Ninth Knot in a diabolic ritual and are promptly sent out on their first mission to smuggle weapons to the monster tribes of the north.

Next Time: Act 3

Progress so far: This is a very important stage of the adventure for many reasons.  It is here that the PCs get their first impression of Cardinal Thorn.  It’s very easy for an unsuccessful group to resent their new Master’s cruel punishments, and the players’ reaction to the signing of the contract can give you insight as to whether or not they’ll enjoy the rest of the adventure.  It’s perfectly reasonable for players to wonder exactly how much freedom they’ll have with Thorn as their Master, and this is why it’s a good idea to give PCs some leeway in their early missions as long as they get the job done.  Keep this in mind if you plan on running this adventure.

In addition to experience via combat, the adventure gives out experience for completing quests and bypassing enemies and traps using non-combat means, so PCs have an in-game incentive to complete missions and not go around punching out every guard.  This makes for a surprisingly versatile adventure, where a party of stealth-based PCs can be just as viable as kick-in-the-door types.

Overall I’m pleasantly surprised with this adventure.  Let’s hope that it continues to deliver!
« Last Edit: April 02, 2013, 09:41:28 PM by Libertad »

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #43 on: April 02, 2013, 09:38:35 PM »
Also, picture of Tiadora:



The picture of her and Thorn are publicly available on Fire Mountain Games' website, so I'm sure that they're okay to use.
« Last Edit: April 02, 2013, 09:40:29 PM by Libertad »

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #44 on: April 02, 2013, 09:44:20 PM »
Yeah, this seems pretty awesome so far. I guess we're assuming this group hasn't failed everything? The problems with evil loyalty do tend to come from punishments, but when the punishments are because you're failing... :eh

Quote
Rachel misinterprets the constant friendliness of Titus (Tallus’ brother) as flirting and nearly punches him out before Tiadora quickly puts a stop to things.

Pffthahahah. Appropriate. Still a monk and all. XD

Thorn looks appropriately like an evil vizier.

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #45 on: April 02, 2013, 09:49:56 PM »
Yeah, this seems pretty awesome so far. I guess we're assuming this group hasn't failed everything? The problems with evil loyalty do tend to come from punishments, but when the punishments are because you're failing... :eh

On the one hand, this is not unreasonable.  And Cardinal Thorn does show them some leniency at times (good help is hard to find, after all).  But being abused by a powerful NPC in authority is something many players understandably do not like at all.

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #46 on: April 02, 2013, 09:59:25 PM »
It's the icing on the failure cake. :D

If you're evil, don't screw up.

Offline Elevevated Beat

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #47 on: April 03, 2013, 12:27:39 AM »
I'm really liking this. Thank you, Libertad.
Do you know how long someone who is as sarcastic as I am would last in prison? Suuuuuuch a long time.

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Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #48 on: April 03, 2013, 02:10:57 AM »
Good to hear!

Like the last courtroom review, I don't mind hearing from the audience as well!  If you noticed any problematic elements or scenarios I might have missed (or disagree with one of my concerns), feel free to chime in!

Offline PsyBomb

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #49 on: April 03, 2013, 11:43:49 AM »
Even with my character not there, I can see how he would fit... And also why CE wasn't allowed. I like it so far, might have to pick this one up

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #50 on: April 04, 2013, 04:03:20 PM »

Cardinal Thorn summons the PCs to discuss their official mission as agents of the Ninth Knot.  They are to spearhead the war effort against Talingarde by supplying Sakkorot Fire-Axe, a bugbear chieftain, with weapons of war.  The Sixth Knot has already gathered the weapons, and Thorn hired the northern smuggler Captain Odenkirk to deliver the supplies.  The PCs will be tasked with overseeing the cargo, both to ensure their safe passage and cut off the loose ends by killing the crew once they make it to the town of Aldencross.  You see, Odenkirk is a mercenary whose highest loyalty is to money, and it's highly probable that he'll spread word of their operations if he's not dispatched.

Once at Aldencross, the PCs will infiltrate the infamous tower of Balentyne, part of a series of fortresses known as the Watchwall.  These encampments are responsible for protecting eastern Talingarde from the monstrous northern hordes for centuries.  Once the Knot sabotages the compound, they'll give the signal for the Fire-Axe's army to advance.  If all goes according to plan, thousands of well-armed monstrous humanoids will spill out into the southern villages and hamlets, laying waste to the land and bringing the first war to Talingarde in a long time.

Odenkirk's ship, the Frosthammer, is docked near the manor.  He knows the route, and the ship needs about 12 people to steer it, so the PCs can't just kill him prematurely and sail to the destination by themselves.  The ship can't dock at any Talirean ports because arms shipments are tightly regulated and all the weapons are marked with bugbear symbols.  This last part is pretty dumb to me as it just adds another unnecessary complication to the mission.  A mace is a mace: a coat of arms is just decoration.

The PCs face a series of 5 encounters before they make it to the bugbear camp.  Three of them are straight combat encounters with seafaring monsters and a Talirean coast guard (the last which can be bypassed), another a potential trading opportunity with Yutak (Inuit-like tribespeople) whale hunters, but the third one in particular is interesting: the ship is coming up to an island home to many seals, whose pelts sell for 50 gold a pop!  Odenkirk offers the PCs the chance to engage in the most evil form of hunting imaginable: seal-clubbing!

It's will delay the trip by a day (the PCs aren't on a strict deadline), and Odenkirk sets the rules on his ship.  They won't be slaughtering hordes of seals, but a successful Survival roll nabs one (total of 6 rolls for the day).  A party with a dedicated hunter can get about 3 seals easily, possibly more.  Odenkirk, being the greedy bastard that he is, keeps the share of ones he personally captures.

The bugbear camp is located inland, along a river.  Sakkarot Fire-Axe is expecting the shipment, but before he can get to the pier some bored minions guarding the pier try to attack the PCs for being no-good dirty "hummies!"

Eventually Sakkarot comes to break things up, and unless the PCs tell him that they were sent by Thorn or are the Ninth Knot or something similar, they'll be up shit creek.  The adventure assumes that they'll tell him who they work for.

Quote

The bugbears discover that they bit off more than they can chew.  Pung, ever-anxious to protect his new friends, knocks one of them cold as Rachel drops another with 3 arrows.

Wayland looks upon the 2 survivors with disdain, his monstrous daughter Ellen by his side.  "I'd recommend the rest of you stay your hands," he says in a dispassionate tone.  "You don't want to see what I can do to you."

Emberscribe could not tell if the goblins understood his speech, but they seemed to get the gist of it and fell back, cautiously eyeing the Frosthammer.

"What do we do?" a sailor whispers to Odenkirk.  "I see more approaching."

Indeed there were.  A heavily armored bugbear wearing a bright red axe led a throng of beastly minions to the crude pier.  “Who sent you?” he demanded in unaccented common.



Emberscribe brandished his holy symbol of Asmodeus.  He was no cleric by any means, but he understood the universal language of strength and hoped that their leader would recognize the Lord of Hell's power.

"We represent Cardinal Thorn and our infernal master Asmodeus.  We bring you tools of war so that we might vanquish our common enemy of the crown of Talingarde.  The guards here did not recognize us and attacked without provocation."

At that answer, he smiles a toothy grin. “Then you are welcome here.” He turns to the somewhat stunned throng of bugbears who were getting ready to storm the boat and eat the occupants.

“These humans are my guests. I will deal with anyone who harms them. They are our allies!” He walks over to the boat and rips open one of the crates revealing finely made axes with in. He tosses one to a nearby bugbear warrior who until this time only had a crude club to wield. “Behold, they bring us steel!”  A terrifying chorus of growls and cheers erupts from the monstrous assembly.

Soon the entire shipment is unloaded, and where there were once bands of goblins and monsters clad in crude hides and primitive weapons, were now hulking warriors in chain mail wielding metal blades.

"I'd never have imagined myself," Wayland began, "as being among those who brought about the harbinger of war."

"Are we feeling a little bit of guilt?" Rachel intoned.

"No," he said.  "I've wanted Talingarde to fall for a long time.  I was never sure I would have the power to do so, until now."

Pung, Rachel, Wayland, Ellen, and Emberscribe are all made guests of honor at Sakkarot Fire-Axe's feast.  The tribes' best warriors engage in ritualized combat as onlookers cheer them on.  Eventually a chained dire boar is brought into the arena, and one of the bugbears with newly acquired greataxe slaughters the beast with a mighty blow.  The swine is roasted on a giant spit, and proves to be quite delicious.

When the festivities die down, Sakkarot summons them to his private tent.

I've been wondering why you joined Cardinal Thorn's cause.  You are traitors to your own kind. You must know that. When Balentyne falls and my horde pours through its shattered gates, we will slaughter the Talireans by the thousands.  Yet I see no regret in your eyes. Tell me, how can this be?”

"Talingarde was once a great land," Emberscribe began.  "People were free to worship multiple gods, the arts flourished, and anybody who displayed significant might and prowess was afforded respect regardless of their race or gender.  But now people like us are condemned, as heretics, dissidents, pornographers, and worse, all because we don't fall in line with an ever-increasing repressive an anti-intellectual church."

Emberscribe rolls up his sleeve, revealing the branded "F" on his arm.  "We have no homes to return to, no lives to reclaim, once we've been branded as forsaken by their God."

Sakkarot pulls aside his great breast-plate and reveals the holy symbol of Asmodeus burned into his chest. “We all have our scars,” he says.

"So, how did you end up working for Thorn?" Rachel asks.  "Are you with one of the Knots?"

“I met Thorn in the North.  He told me that he fled from Talingarde for following Asmodeus.  As a fellow worshiper, I listened to his plight, of how he once followed Mitra before he abandoned him.  Thorn crafted me this axe, forged from infernal hellfire, and in return I would help reclaim the fear and respect our patron once had in this land.  I lead the first Knot, the Avernian Knot.  I am the only true member; the rest are only fools.  My role is to unite the disparate tribes to make war upon Talingarde.”

I've integrated some of the adventure's text in with my own, based upon our villains' personalities and actions.  Interaction with Sakkarot is meant to be a role-playing encounter, where they can pry some information out of a slightly drunk and eager-for-conversation bugbear warlord.  They get additional experience if they succeed.  Regardless, he'll entrust them with a wrapped signal rocket to shoot into the air once Balentyne is sabotaged.  They have one month to do this before the united tribes turn to squabbling and infighting.

The PCs' last task is Odenkirk.  Once he sails them down the river and drops them off near town, they'll have to kill him and retrieve the money Cardinal Thorn paid him.  Otherwise he'll betray them and explain everything to a Talingarde officer in exchange for money: the PCs' names, their plan to arm the bugbears, and what he sold.  Infiltrating the fortress will be a lot more difficult if this happens.

Next time: Part 4: Burning Balentyne

Progress so far: There's nothing really problematic in this chapter for evil parties.  Acting rashly will fail the mission and get the PCs killed (such as killing Odenkirk prematurely and getting adrift at sea), and most of it involves encounters which don't have dire consequences for straight combat.
« Last Edit: April 04, 2013, 04:22:05 PM by Libertad »

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #51 on: April 04, 2013, 04:13:08 PM »
Knot #1: Team Backstabby McBackstab, or is he seriously the only real member? :eh

Quote
You see, Odenkirk is a mercenary whose highest loyalty is to money, and it's highly probable that he'll spread word of their operations if he's not dispatched.

I suspect the bugbear symbols are to ensure he doesn't deviate to someone else and sell the cargo for the biggest personal profit and getting some friends to help with his passengers. Or, at least, that's how I'd justify it.

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #52 on: April 04, 2013, 04:33:57 PM »
1. Knot #1: Team Backstabby McBackstab, or is he seriously the only real member? :eh

2. I suspect the bugbear symbols are to ensure he doesn't deviate to someone else and sell the cargo for the biggest personal profit and getting some friends to help with his passengers. Or, at least, that's how I'd justify it.

1. Interesting you should mention that.  Given that Thorn's plan is to swoop in with an army from the mainland, he'll promise to bring order and peace to a war-torn Talingarde by killing the monstrous hordes.  Sakkarot is fully aware of this, and has no qualms about screwing his people over as long as it restores a prominent power base to Asmodeus.  Some of his higher-ups are aware of the plan, and Fire-Axe tells them they're a part to make them feel special.

The 7th (Cocytian) Knot , the other newly recruited one, is in charge of assassinating key military leaders to ensure that the response against the monstrous invaders is slow and ineffective.

The 6th Knot (Malebolgian), in addition to purchasing the bugbear weapons for purchase, is also in charge of building up the aforementioned army on the mainland to send to Talingarde.

2. That's entirely possible, but it's not mentioned in the adventure.

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #53 on: April 04, 2013, 04:42:19 PM »
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.

Offline Chrononaut

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #54 on: April 04, 2013, 04:54:40 PM »
I think the Knot's prominence rather than their signup order determines their title. Or role?

Offline sirpercival

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #55 on: April 04, 2013, 05:14:42 PM »
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Offline Concerned Ninja Citizen

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #56 on: April 04, 2013, 06:29:14 PM »
There seem to be quite a few opportunities for the players to completely screw themselves if they don't act with some degree of forethought and caution.

Does the adventure path have any advice for the DM if the PCs choose to, for example, kill Odenkirk early thus stranding themselves?

Offline Libertad

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #57 on: April 04, 2013, 08:41:54 PM »
There seem to be quite a few opportunities for the players to completely screw themselves if they don't act with some degree of forethought and caution.

Does the adventure path have any advice for the DM if the PCs choose to, for example, kill Odenkirk early thus stranding themselves?

It's a thinking man's adventure path.

Other than refusing Thorn's offer, trying to take on all the bugbears, and killing Odenkirk early, did you see any other ways that the PCs sabotage their own plans?

Offline Raineh Daze

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #58 on: April 04, 2013, 08:46:12 PM »
Trying to sell the swords despite the clear warning sign?

Offline Concerned Ninja Citizen

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Re: Courtroom Reviews: Way of the Wicked Book One: Knot of Thorns
« Reply #59 on: April 04, 2013, 08:52:38 PM »
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?