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Pathfinder 1E Prepping for Pathfinder: Way of the Wicked

MerricB

Eternal Optimist
Supporter
After we finish the Kingmaker AP (in 2-3 months), it's our intention to take a break from Paizo's APs and try something different... the Way of the Wicked AP from Fire Mountain Games has grabbed our attention and we'll most likely try that.

This is dependent on it all being available, though. I run Pathfinder sessions extremely rapidly - an installment of Paizo's APs takes 3-4 sessions to get through, and we're playing weekly. I've got the first four instalments in hardcopy and pdf, the fifth in pdf (and am waiting on the print version) and so it's just the sixth we're waiting on; it should be out by then, I hope!

Of course, the next decision will be as to which books to allow. I *really* don't want to be carrying around a lot of books, so I guess I'll let the players bring in the APG and other books... if I allow them.

Well, certainly the APG, as it seems to expand the PC system in the best ways. I'll need to carry the Core Rulebook, Bestiary I, II & III, and that's quite enough, thank you. Ultimate Equipment might get a look in, but I'd prefer not with the Bestiaries in my bag as well. With so many heavy books, miniatures are probably going to be out for this game.

Is there anything I need to know going into this campaign? (Apart from "It's evil; you'll need to be careful with your players!")

Cheers!
 

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Make sure to give plenty of detail about the knot they run into at cardinal thorns mansion. Leave them time to interact and build at least a little relation to them. I failed to do this and regret it as it can make a big deference in book 2. Also if they dont finish off major good guys(finish off as in kill all the way) then make it where they get away. That also will increase the fun of book 2. Go over it first and make sure there is gear relevant to your players. There are good weapons and such but seeings as my players were using odd weapons they really couldnt use ANY of the weapons that enemies carried and it felt a little annoying to me and my players. Lots of great swords long swords shields and maces.
 

You know, it just occurred to me that having PC villains *inventing* magic items could be interesting...

I'll pay attention to the Knot when we get to it. Thanks for the advice.

Cheers!
 

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