Not player friendly - GM question, bastards of Erebus


Council of Thieves


Spoiler:
If the PC's decide to retreat when going against the bastards of Erebus after the initial assault, when they come back, should I have the bastards with some new variety of "hired muscle" possibly a gift from the council, or should the ones that are still there simply be more alert, patrols, etc? I'm thinking if they take out half the enemies in the compound that it may not be challenging enough when they go back fresh and better aware of what they're facing.

Sczarni

Spoiler:
if they clear half the bastards and then retreat to heal up, they should have 1 of 2 things happen:

The remainder of the gang tracks them down, sets an ambush, possibly setting all kinds of traps and shenanigans in the hideout.

The gang splits, leaving the chest of wooden coins, releasing any left over monsters into the hideout, possibly after trapping / poisoning anything left behind.

more baddies, while satisfying, is not very story-appropriate, nor is Council-backed assistance. Perhaps some simple monsters (dogs, boars, that kind of thing, or one big baddy---the Rhagodessa from Savage Tide comes to mind, as do some standard skeletons/zombies in a hidden corner)
could have infested a previously unknown corner of the hideout.

-t


Spoiler:
I'd look at it this way: what would you do? If a party of four showed up and started kicking my gang's butt and killed half of us, I'd either bug out, or hunker down laying in wait. Since this is D&D, running away is probably no fun. That leaves getting ready.

As a DM I'd have the Bastards get their hands on a few toys. I'd seal off a couple entrances to the underground complex for one thing. Then I'd get some nice traps laid that might make it hard for intruders to get in OR out. Alarms so you know they're coming, traps so you can pin them down.

Divide up the survivors and try to surround the intruders. A nice illusion pit-trap might be expensive but worth it. Remember, from the Bastards' point of view capturing these interlopers will probably net loot they can spend. So I'd take some of the treasure Palaveen has and spend it on rogue services and wizard spell-casting services.

If the players survive the extra pressure they'll be rewarded in XP for the trap CRs. You can make up the missing gold later. Oh, and this module runs a little short in XP anyway, so doing this actually might be helpful.

Good luck.


Spoiler:

These guys are bastards right?

This is their town, their streets, their practically unlimited Knowledge(Local). So have them use it.

First, they know that it was some party of doo-gooder heroes that raided them. If they don't know, it should be easy to figure out.

Second, they knwo the party retreated.

Why does anyone retreat? Because they're losing. Because they were in over their heads, resources were dwindling. Mainly, because they were at a disadvantage - going on meant probable defeat.

If these guys are real bastards, now is the time to strike. Put that Knowledge(Local) to good use and nail those heroes before they can recover.

Heroes have treasure. Even if it's only the arms and armor they carry. But they're likely to have a few handy trinkets too. And pouches more or less full of gold and platinum. So the Bastards are willing to spend some cash for two reasons:

1. Their lives are on the line. Dead men can't spend their money.
2. They'll probably get it back when they kill these meddlesome heroes.

So, they're off to see the wizard...

Pay for a couple divinations to locate these heroes, maybe for a couple handy items too.

Then they pay the heroes a visit. In their taverns, homes, safe house, whatever. I sure hope they weren't dumb enough to split up and all go to their own homes...

And the Bastards will be sure to hit these heroes before they get a chance to rest up and recover their spells. They live in this world, they know spellcasters need rest, and they know how stupid it would be to let their enemy spellcasters get the rest they need.

This is what I would do. Retreating from a city encounter full of NPCs who live in the city and have their own resources is a whole different ballgame than retreating from some remote dungeon out in the woods somewhere. You should teach the PCs the difference.

The only trick is to find a way to do it so it's not a TPK. If necessary, they are confident enough that they leave some of their force back in their base to guard it while the rest go to handle the heroes. Or the other NPCs in the safehouse will help in the fight (maybe a couple die and the PCs are blamed for leading the Bastards back to the safehouse - ruffled feathers and all). Or maybe Janiven is able to make a big difference in the fight. Or whatever.


grasshopper_ea wrote:


** spoiler omitted **

Spoiler:
This is my thought. The bastards knowledge(local) isn't a divination spell, so unless the PC's or the Children are out blabbing about it no-one knows who did it, in which case they deserve to get hunted down. Also the AP specifically suggests not attacking them at the safe-house unless they lead people right to it. My thinking is that if they back out after killing half the gang, the other half is worried the same will happen to them. That's why I thought them getting some additional muscle/variety might be a good idea. I like the idea of spending some of the loot money on traps/better weapons, possibly that divination spell to find out who attacked them. The skeletal dogs are gifts from the council, so that is why I thought perhaps they would wrangle up something a little nastier. Any thoughts on this are appreciated. Obviously if they can track down and kill the PC's before they recouperate they would take that chance, but I think the PC's have a head-start on getting out with how the encounter is designed. Especially if they can seal some doors with tanglefoot bags, etc.

Spoiler:

Personally, I'd have the Bastard's bug out. Palaveen was already concerned about attracting attention. Sure, they have a cool lair, but most of it's values is gone once it stops been a secret location. The intelligent choice is to bug out, and have some of his men stay behind in hiding to figure out if somebody comes back.

So if the PCs return, give them a chance to spot the once left behind to follow them. Then they can get some info themselves about the new Bastard's location.


Spoiler:
grasshopper_ea wrote:
The bastards knowledge(local) isn't a divination spell, so unless the PC's or the Children are out blabbing about it no-one knows who did it

You might have noted that my suggestion was for them to pay for divinations. The only thing they need Knowldege(Local) for is to know where to find someone to cast those divinations on short notice.

And as far as the AP saying not to attack the safehouse, well, it doesn't really have instructions for how to handle angry Bastards on a revenge kick, believing it's kill-or-die time, in their own home town where they know where to find any resource they need.

It's not that big a deal. Easy enough for the PCs to eliminate everyone who knows what they're up to.

Worst case scenario is the good guys need a new Safehouse, and I'm sure people as clevier as Arael and Janiven have a backup location already in mind...


DM_Blake wrote:
** spoiler omitted **

That's true, if they're attacked at the safe-house and kill the bastards the safehouse is still safe

Dark Archive

grasshopper_ea wrote:
DM_Blake wrote:
** spoiler omitted **
That's true, if they're attacked at the safe-house and kill the bastards the safehouse is still safe

Just in case:
Now, if you want them to be really "bastard-y", they might also drop a hint to those nice fellows of the Order of the Rack... >;)

If this is what happens in my own CoT campaign, I'll have Palaveen usher the rest to attack the safehouse, maybe with some additional rag-tag "bruisers" (depending on the party resources); then he sends a message to the Hellknights and splits with whatever loot he still has (he might yet return as a nemesis, or the PCs will be free to go searching for him). Even if the PCs deal with the bastards, the Hellknights come in force and the group must flee quickly (another trip to the sewers, likely). Alright, it's a good point for meeting the Goblin King (Whitechin? I'm lazy and don't want to dig out the book) and his goons... or some weird mutant cult/crazy hermit/outcast nobles/whatever that/who will grant them safety for a fee or a favour (side-quest, or maybe a tie-in with the next module, i.e. something to do with the play?). Alright, those are just quick thoughts, but that's what I'd likely go with...


Asgetrion wrote:
grasshopper_ea wrote:
DM_Blake wrote:
** spoiler omitted **
That's true, if they're attacked at the safe-house and kill the bastards the safehouse is still safe
** spoiler omitted **

I would definately not do that. One, they need the safehouse, and two, the order of the rack would more than likely arrest the bandits because of pressure from the mayor and say "see.. we did what you cant, what can you do for me."

Dark Archive

grasshopper_ea wrote:
Asgetrion wrote:
grasshopper_ea wrote:
DM_Blake wrote:
** spoiler omitted **
That's true, if they're attacked at the safe-house and kill the bastards the safehouse is still safe
** spoiler omitted **
I would definately not do that. One, they need the safehouse, and two, the order of the rack would more than likely arrest the bandits because of pressure from the mayor and say "see.. we did what you cant, what can you do for me."

Spoiler:
Sure they would -- likely they would attack both sides, if they were still fighting each other when they arrived. However, from Palaveen's perspective he wouldn't care who survived and who didn't; likely he would even count on the PCs being able to kill his men and allow him to escape. Even if his men would win, the Hellknights would make sure the "heroes" are either imprisoned or killed. Of course, I'd never be as ruthless as a GM, so I'd give the PCs a chance to escape (i.e. they would be warned by a lookout well in advance).

Maybe I'm alone in this, but I think another HQ in the sewers -- and potentially allying with some... weird or suspicious forces (e.g. remains of an exiled noble family) -- would be better, storywise, for the GM. That would also open up the possibility that the PCs or the Children might consider the one of the ruined locations in the upcoming modules as a good safehouse -- once it's cleaned from monsters (making for a nice plot hook without much prompting).

Anyway, I'm just thinking aloud... :)


Spoiler:
The AP specifically suggests not doing just that.. If I'm going to run a homebrew campaign I can just make everything up on the fly, but if I'm running an AP I want to run it as close to the author's intent as possible. Also I watched Ninja Turtles. If you make your lair in the sewers, the foot will follow Casey Jones and kidnap master splinter, and then what are we left with? Seriously though, I think the Bastards would be unlikely to go to the Order of the Rack for help and possibly the order of the Rack would torture their members into revealing the location of the Bastard's lair in that situation. They would definately go after the PC's, and the PC's would want to leave town, which makes it hard to continue the AP... I would leave town if the Order of the Rack was after me and knew who I was, where I lived, who my friends and family were, etc.

Dark Archive

grasshopper_ea wrote:
** spoiler omitted **

Spoiler:
Oh, I don't mean the "rank-and-file" Bastards would do it... but in a situation you described above, Palaveen (having already been warned by the Council) might understand that the PCs have a good chance of ruining his business and ending the Bastards' reign of terror (also likely killing him, too, if he remains in their base). Even if they actually managed to deal with the PCs, the cost might be too great. So, it's not too far-fetched to assume he would see this as his last chance at exiting the stage before being dealt with by the "heroes" or the Council.

If he wanted to be really nasty, he'd also make sure that *nobody* survives the final confrontation, i.e. inform the Hellknights about the rebel safehouse after discovering (whether by shadowing the PCs or paid Divinations) where it is. If he sends his remaining underlings he also makes sure the tale of the Bastards will end, and he's free to escape alive with whatever loot they still have left.

The thing is, I don't see why the bastards -- after seeing half their men being killed -- would just conveniently lurk in their base and hope they get lucky the next time the PCs come waltzing in. Besides, sooner or later the PC actions are likely to alter the "official" course of events anyway (for example, take a look at Anguish's thread and how deviously the players handled the first adventure and yet apparently wanted to skip the whole second module because they felt the hooks were too weak to motivate their PCs). As I modify published adventures heavily anyway (to better fit the character backgrounds and motivations), I don't personally see a problem with doing away with the safehouse. YMMV, of course.


grasshopper_ea wrote:
** spoiler omitted **

Grasshopper, I think perhaps you're coloring to far within the lines on this one. There are some great ideas and suggestions that you've received thus far.

Obviously it's your campaign and every DM's style is different. However, it's pretty much been a DM101 suggestion for years that when you run a published module, you adjust it to fit your players and campaign. Just because the author suggests avoiding something doesn't mean you have to do it that way -- it's a suggestion. Hell, you're already deviating from the adventure as written by trying to respond - but you're limiting yourself to just the scenarios you invisioned.

The suggestions you've received thus far are all plausible responses. You also can find a middle road. The Bastards utilize Knowledge (local) to "beat-the-bushes" to find the PCs. They PCs, via their Knowledge (local) skill learn that people are asking about them or people matching their description. Maybe they return to their safe house/homes to see the Bastards in force ransacking the place. Now THEY have an opportunity to develop alternative strategies as well.

Ultimately, it comes down to how you want to portray the villains. Are they chumps that'll sit on their hands waiting for round 2 with just some modest defensive improvements? Are they wimps that'll bug out and damage their rep? Or do they adopt the "Chicago Way" and seek payback? I know which ones my players would remember years later.

Modules/APs assume a probable flow of events. They have to by nature (limited word/page count).

Just my 2 coppers. As for the Ninja Turtles - just caused it "worked" for them doesn't mean it was a good thing. It was either 1) laziness on the writers' part or 2) a conceit of the show that the target audience (i.e. kids) would be too busy being wowed by the cool-factor to see the gaping plot hole. (A frequent occurence in adult-TV & movies as well.)

Good luck in any case!


BPorter wrote:
grasshopper_ea wrote:
** spoiler omitted **

Grasshopper, I think perhaps you're coloring to far within the lines on this one. There are some great ideas and suggestions that you've received thus far.

Obviously it's your campaign and every DM's style is different. However, it's pretty much been a DM101 suggestion for years that when you run a published module, you adjust it to fit your players and campaign. Just because the author suggests avoiding something doesn't mean you have to do it that way -- it's a suggestion. Hell, you're already deviating from the adventure as written by trying to respond - but you're limiting yourself to just the scenarios you invisioned.

The suggestions you've received thus far are all plausible responses. You also can find a middle road. The Bastards utilize Knowledge (local) to "beat-the-bushes" to find the PCs. They PCs, via their Knowledge (local) skill learn that people are asking about them or people matching their description. Maybe they return to their safe house/homes to see the Bastards in force ransacking the place. Now THEY have an opportunity to develop alternative strategies as well.

Ultimately, it comes down to how you want to portray the villains. Are they chumps that'll sit on their hands waiting for round 2 with just some modest defensive improvements? Are they wimps that'll bug out and damage their rep? Or do they adopt the "Chicago Way" and seek payback? I know which ones my players would remember years later.

Modules/APs assume a probable flow of events. They have to by nature (limited word/page count).

Just my 2 coppers. As for the Ninja Turtles - just caused it "worked" for them doesn't mean it was a good thing. It was either 1) laziness on the writers' part or 2) a conceit of the show that the target audience (i.e. kids) would be too busy being wowed by the cool-factor to see the gaping plot hole. (A frequent occurence in adult-TV & movies as well.)

Good luck in any case!

Dude.. you can say what you want about me, but don't diss the Turtles

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