Guess those guys just earned their citizenship.
Pretty sad how McBride was praised so much for Way of the Wicked and how it became probably the best 3rd party campaign ever, only for him to throw away all the goodwill and popularity he had because he decided to stop talking to his backers. Also, I find it really inspiring and a bit sad that kevin_video is doing more than McBride ever did to keep the WoTW/ToN community alive.
Honestly, the Haan make me so angry...I just don't see how they're supposed to be a player race. They're literally Large giant insects with no opposable thumbs. How do they wield weapons? How do they wear armor? It just screams "convoluted and disruptive to games".
This is a really funny thread for me.
Within my local gaming group, I've GM'ed several times and I've frequently used cultists as villains. Hobgoblin cultists of Moloch, cultists of Baphomet, cultists of Orcus, cultists of Dagon, and so forth. It's become an in-joke that I'm obsessed with cultists and always use them as villains. Or specifically "irredeemable demon-worshipping cultists who can't be reasoned with".
Reading this thread saddened me somewhat.
Not because I disagree with any of it's contents or disdain the original poster, but rather, reading this made me realize just how many oversights, contrivances, and missed opportunities there are in Hell's Rebels. It was one of my favorite APs, and seeing Ranulf deconstruct and criticize it in such depth makes me feel that it's a completely non-sensical, mediocre mess.
I guess he's right, it needs to be *heavily* modified to make it work.
"The image disappears when struck by an opponent unless you cause the illusion to react appropriately." What?
]Page 41 wrote:
Is it possible to bring the player's Nirmathi/Fey/Molthuni allies into the vault so they can have a final battle scene with this camp?
Either an actual combat encounter using the Nirmathi and Molthune troop statblocks from Land of Conflict or just "We'll deal with the army while you go inside the citadel and put an end to this!"
Just to add to my previous post, lemme put it this way:
You know how Dutch and the other commandos in Predator take on a bunch of normal human guerrillas before they encounter the Predator itself?
Something tells me that goblinoids (especially hobgoblins) are going to be even more reviled than ever before in the Inner Sea after Azaersi's attempt to conquer Nirmathas and Molthune.
Yeah. I could see more murderhobo-esque purges of Hobgoblin tribes and active campaigns of aggression against them. Moreover, Molthune will see Hobgoblins as potential traitors and probably not form monster legions out of them anymore.
Yeah, that was the idea. The intro would take place two years before the events of the campaign, and then a timeskip would bring them to the first module. When the Ironfang Invasion arrives in Phaendar, the nightmare begins once again, and now they must end the evil reign of Azaersi and her followers once and for all.
I've had this idea for a few months, but had never articulated it. Partly because I think it would be very difficult to implement and would run the risk of being unsatisfying to the players. But here goes.
I'm thinking of having a homebrew session before the beginning of Ironfang Invasion; a sort of flashback to the infamous Ramgate Massacre. The players, by necessity, must be pro-Nirmathas and engaged in hostilities against Molthune. They take part in an attack on Fort Ramgate, battling Molthuni troops and trying to breach the fortress' walls. They notice the forest near the fort (where the Nirmathi's unarmed supporters are hiding) burning and are ordered to break off from the battle and intervene. There they find the Ironfang Legion murdering the Nirmathis and must fight the Hobgoblins to save as many people as they can. Azaersi herself then makes an appearance, either capturing the PCs or simply being seen from afar. They might even have a brief combat encounter as Azaersi toys with them, only to withdraw due to external circumstances.
I think that by having the PCs personally witness the Ramgate Massacre and having them confront Azaersi face-to-face, they will feel greater antipathy towards the Ironfang Legion and it's leader, and will be more invested in the plot. If there's only thing I dislike, it's having a villain who simply waits at the end of book six and is never encountered or interacted with before then; being a nominal presence that the PCs have no meaningful connection with.
There are a few potential pitfalls: like the PCs being frustrated that they can't prevent the massacre or that they can't deal with Azaersi. The other thing I realized is that the scenario of "save the villagers from the massacre" is very similar to book one and may feel redundant.
I am open to all suggestions, including the suggestion that this is a bad idea and should not be implemented.
I've read the five volumes before this one and Molthune has only had a background, distant role. Is this general ever discussed in any of the previous volumes? It seems like she should've been introduced awhile in advance. For some reason, the writers of this AP decided that Molthune should have little to no role in this adventure path.
I was thinking of having an intro session involving the Ramgate Massacre where the PCs narrowly escape with their lives and witness Azaersi herself. But I'm gonna have to crop out that crystal she's holding. :)
I was thinking of starting it with a short adventure where the PCs partake in a raid against Molthuni soldiers to rescue Nirmathi hostages. Essentially using the Molthune army as an "intro villain" before the main threat of the Ironfang Legion is introduced.
Essentially, this would show the larger context in which the campaign takes place and have the PCs establish themselves as skilled and effective warriors in a relatively triumphant attack on the Molthunis, before the grim and depressing fall of Phaendar and the party's desperate flight across the plains with the refugees in tow.
I really like this idea, and I think it's something that the party should logically be able to attempt. I don't know of any reason why this couldn't happen, other then the devs just saying "You can't do that!".
The closest thing I can think of is the sidebar in book 1 that shows how bad the town gets if they stick around for too long, but that doesn't take later volumes into account.
Silver Ravens as a faction?
That's great for anyone playing/running a Hell's Rebels game, but kind of strange since
By the time the AP starts, the Silver Ravens have been out of commission for hundreds of years and don't really exist until the PCs find their old notes/equipment in someone's basement and decide to re-establish themselves as the new Ravens.
127: Never, ever, ever, ever, ever, ever, ever, EVER attend a festival! Just DON'T.
Rise of the Runelords, Wrath of the Righteous, Ironfang Invasion, Feast of Ravenmoor, and Carnival of Tears all demonstrate why attending a festival on Golarion is a horrible idea
Festivals are to Golarion what weddings are to Westeros!
Awesome. Can't wait to learn more about Taldor.
I'm thinking of having a Taldoran nobleman as a future campaign villain. He's an imperialist/nationalist wants to take over the empire and restore it to it's former glory; principally by conquering Taldor's neighbors like Galt, Andoran, and especially Qadira. How many people in Taldor support his aims, how great is the scope of his organization, and what kind of magic power or strange allies does he have at his disposal?
Those are questions I still need to answer; but hopefully this book should help me understand Taldor a lot better.
Interesting choice of characters. I like the uniqueness of the idea, but part of me wonders how exactly Phaendar would tolerate a bunch of savage gnolls and goblins, let alone voluntarily travel with them as refugees.
I'm also intrigued by your mention of Longshadow, because part 3 isn't out until Wednesday. I imagine your party has already gotten through parts 1 and 2; and you have a subscriber copy of 3?