Time to be evil again!
The fifth installment of Fire Mountain Games' critically acclaimed evil adventure path is 100 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, 2 pages of maps of Talingarde (as in each WotW-book) and 1 page back cover, leaving us with a total of 92 pages of content, so let's check this out!
This is a review of the module, so potential players should jump to the conclusion to avoid the vast array of SPOILERS that follow.
All right, still here?
If the module's name has not been ample clue for you, this is the turning point of the campaign: For 4 modules, the villains have been the pawns of Cardinal Adrastus Thorn in his conspiracy to bring down Taligarde. The lich's paranoia has made him turn against the PCs and he will pay, for Asmodeus does not tolerate weakness like the undead's sparing of a paladin. In order to become second to none but the devil, though, the PCs first have to survive and not be suckered in by Thorn's "invitation" to his stronghold: Forewarned, the PCs first act in this module is the necessity to say "no" to Tiadora and her devilish erinyes - something that will result in a rather deadly combat. The first part of the adventure is rather modular and has the PCs plan their usurpation of Thorn's throne while trying to survive his endeavors in ending them. In order to gain Asmodeus favor, they will have to tie up lose ends: If Brigit of the Brijidine still is alive, they will have to eliminate her for Dessiter the contract devil.
Upon completion of this rather deadly task (Brigit's home is no laughing stock), they may have an audience with Naburus, a pit devil and lord of hell! Said devil may use a clever loop-hole in the contract that binds them to Thorn to extract them from his influence as well as potentially making one of them high-priest of Asmodeus! In the meanwhile, Thorn seeks to eliminate them by sending his hamatulan host for them and there are further loose ends that seek to be tied up: Depending on their actions in book 2, the PCs will have to contend and survive Vetra-Kali-Eats-the-Eyes and his retinue and finally get a grand chance:
Their nemesis Richard Thomasson, the paladin that single-handedly almost made their plans fail, the fool that melted Thorns heart out of sentimentality for a love now lost, walks the island of Chargammon. In order to please the lord of the 9th, the PCs must prove themselves, find the paladin, defeat his massive retinue and once and for all put a stop to his meddling. Better yet, for true masters of the dark - the PCs may actually drag the shining knight down, causing him to fall and swear allegiance to Asmodeus!
Of course, in order to defeat a lich, the PCs will have to get a hold of his phylactery and he has hidden it well - in the cave of dread Nythoggr, a cairn linnorm and foe that surpasses even the power of great Chargammon! Worse, the caves of the cairn linnorm is also home of mad undead spirits like banshees and Ice Elf Dread Wraiths, making the infiltration/crawl a deadly challenge indeed. better yet, the options to infiltrate/use other means of acquiring the phylactery, including smart usage of the potentially existing draconic cohort are all taken into account: After all, who wants to incur the deadly death curse of the linnorm? If they do walk the path of brute force instead of cleverness and ingenuity, the PCs thankfully can escape the very deadly curse via a nearby artifact, but only if they are smart and know how and where to look...
When the next devilish assassin manages to wiggle out of Thorn's command upon him realizing they have his phylactery and instead proposes serving the PCs instead, it should be clear that Thorn's days are few. Only one thing remains for the future masters of Talingarde to do - teleport to the Agathium and stomp out their former mentor. Barricaded in the vast fortress depicted on the cover (which would imho make for a kick-ass metal cd-cover), the lich's paranoia grows, ever increasing. Guarded by armies of rejuvenating undead, the trek to the place could have been awesome, but honestly, it is here the module has its weakest spot: The unforgiving arctic wilderness sounds so awesome, why not have the PCs experience it and slug through Thorn's defenses? Magical Aurora Borealis, the artifact-engine, whatever - there are many good reasons for not opting for the teleport-option. Oh well.
The exploration of the Agathium is exciting - between Thorn playing tricks and using psychological warfare, his defenders are nothing to be scoffed at: From a Frost-Giant jarl (whose bride may become an ally of the villains) to Thorn's own hermit necromancer/crafter (who, again, may become an ally), the challenges awaiting the PCs are numerous - but so are the rewards: The PCs can e.g. make sacrifices to Asmodeus' most unholy altar (detailed with a drop-dead-gorgeous artwork), take control of the arcane engine that facilitates crafting and undead creation via negative energy and, of course, loot Thorn's treasury, which among other things includes Tiadora's true name, making her another potential servant. Speaking of servants: The traitor-general of Talingarde currently also languishes in the Agathium - a nice and convenient way for the PCs to mop up his particular loose end and put a stop to this pompous fop's meddling.
However, not all have turned against Thorn: His fortress is still secured by his own considerable magical might, units of grave knights and a particular nasty surprise: Apart from his fanatically loyal antipaladin champion Wolfram, he also has secured the aid or not one, but two undead dragons to annihilate the PCs - OUCH!
If the PCs manage to brave his false throne room ( a deadly trap indeed) and all his guardians, they will finally come to blows with their erstwhile master and, if they emerge triumphant, be graced with a rain of blood as well as the favor of Asmodeus himself, their only master!
After extensive troubleshooting, we are introduced to the second supplemental article for players who want to become undead: Vampires manage their transformation and the gradual power-gain (alongside vampiric weaknesses) via a progression of 5 feats, an apt payoff. Liches in contrast need only take one feat, but still have to pass the otherwise rather steep requirements for lichdom.
There also are 13 new feats for undead (including swarm-form, enhanced vampiric powers, a tad bit of resistance to sunlight etc.), 6 new magic items especially suitable for undead, 6 new spells (mostly designed to help them fit in with mortals, trap coffins etc.).
The final section of the book, guest-authored by Jason Bulmahn, introduces us to new archetypes: Monks may, as Hands of Tyranny, issue unholy commands (as per the spell) via their unarmed attacks, are particularly adept liars and may evoke crippling pain via a mere touch. Lords o Darkness are Asmodean paladins that gain enchanting options as cruelties and finally, inquisitors may opt to become Torture Masters, experts of extracting information from the helpless. The final new archetype, unfortunately, is the only one I'd truly consider good: The Unholy Barrister (cleric) has a special channeling: He can spend two channel attempts to heal all evil creatures with his negative energy, but only if they swear loyalty to Asmodeus. Now if that won't lead to some badass moments at the table... Furthermore, with so-called soulbound contracts, he may impart his spells to others, granting the class a second complex and extremely cool signature ability.
The final 2 pages are taken up by 9 new feats, which allow you to channel life-force of coup-de-grace'd foes, enhance your unholy spells, ignore pain, come out trumps in negotiations (e.g. planar ally) and also pacts: Pacts make it very hard for you to return from death, since your soul is sworn to hell, but on the basis of the first feat, we get ones that e.g. enhance your sneaking, your divine or arcane power etc.
The pdf also comes with an extra-pdf of key-and numberless maps and handouts that is 6 pages long and covers all locations visited in this module.
Editing and formatting are very good, though, as the last two installments of WotW, not perfect - I noticed a couple of switched letters and similar typos, though less than in Book III and IV. Layout adheres to the stellar 2-column standard used in previous WotW-installments and is up to the highest demands. The artworks by Michael CLarke are, just like the original cartography, up to the highest standard as well. The pdf comes fully bookmarked, though honestly I would have preferred more bookmarks, especially in the first section of the module, which is very much modular. The pdf comes with aforementioned extra pdf of player maps and handouts as well as a more printer-friendly version.
Author Gary McBride does not disappoint in the fifth installment of WotW - the pay-off, should the PCs manage to brave the vast dangers, is rather satisfying and the change of pace regarding enemy-types as well as the amount of support/trouble-shooting for the DM remains commendable. While not as jarring as the climax of book 4 (about which I complained to no end), book 5 also has a minor weak spot: The fact that there is potential for an epic wilderness-section (something so far completely missing from the whole AP, mind you!) in an undead-infested northern clime. This idea is so cool, the defenses and narrative one could have crafted from the PCs slowly but surely clawing their ways towards the antagonist through his lands could have made for an epicness beyond belief. Instead, the teleport-in-angle, while more common, imho also remains the blander way.
That out of the way, the narrative is otherwise solid, the challenges worthy of the villain's level by now and the potential for the DM to play some nasty tricks with evil creatures is there, making this a tad bit better than book 4.
However, where I ceased to be amazed was with the supplemental information: I never liked the first article on undead PCs and the rules for vampire and lich PCs in my opinion, while working, fall a bit flat: Libris Vampyr by Necromancers from The Northwest did it via a PrC that required an extremely cool ritual every level, driving home not only the gravitas of the transformation, but also its symbology, something absent from this particular tackling of the subject. The new archetypes, with one exception, also left me rather cold, as did the pact feats which imho could use a slight power boost - after all, usually feats have no associated drawbacks and these do.
I wouldn't complain about these, were it not for the distinct impression that their page-count would have been served better by an expansion of the module. That out of the way, let it be known that my complaining is still on the highest level and this is, once again, an excellent adventure. Though not a perfect one. My final verdict will hence remain at 4.5 stars, + seal of approval, but rounded down to 4 for the purpose of this platform.