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.
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 stars 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.
[5 of 5 Stars!]