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Prince of Redhand - PC's arrested. Suggestions?


Age of Worms Adventure Path


Hey all,

just started running Prince of Redhand, and in event 4: The Hungry Priest the PCs didn't back down against the blessed angels who subdued them all, and took them away for just retribution.

session ended there.

I'm tempted to execute them all then have a resistance movement resurrect them. The trouble is i'd then have to have a motive for the resistance movement to do this. Without getting the party to assassinate Zeech I cant think of a suitable motive.

any suggestions to resolve this dilemma would be appreciated...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules Subscriber
Lawmonger wrote:

Hey all,

just started running Prince of Redhand, and in event 4: The Hungry Priest the PCs didn't back down against the blessed angels who subdued them all, and took them away for just retribution.

session ended there.

I'm tempted to execute them all then have a resistance movement resurrect them. The trouble is i'd then have to have a motive for the resistance movement to do this. Without getting the party to assassinate Zeech I cant think of a suitable motive.

any suggestions to resolve this dilemma would be appreciated...

You might consider Logue's Chains of Blackmaw for a prison setting in issue #135. All sorts of fun characters should be a hoot. I think if they are this dumb, immature, erratic to get caught a resistance group would not want to waste resources on their sorry behinds.


Maybe a pissed off Tenser (Manzorian) scrys, teleports and gets them out. Naturally they owe him a big favor - say, get the 6th piece of the rod of law out of a certain devil's hands?

OR Lashonna receives word of their capture, pays them a visit in prison, and if they tell her about the age of worms and such, she promises to help them and (for a favor) bluffs them into believing that she convinced Zeech to get them out. This will probably make your PCs believe that Lashonna is a trustworthy ally. *evilgrin*


armnaxis wrote:
OR Lashonna receives word of their capture, pays them a visit in prison, and if they tell her about the age of worms and such, she promises to help them and (for a favor) bluffs them into believing that she convinced Zeech to get them out. This will probably make your PCs believe that Lashonna is a trustworthy ally. *evilgrin*

Now that is tempting... I do have the party's excessively LAWFUL GOOD sorcerer on the outside, but the character won't sanction a direct prison break, and he's already having a headache with Alhaster as it is. Possibly i should get him to meet Lashonna and persuade her to intervene on their behalf...


ok. thanks everyone.

plan is: send sorcerer to part to meet Lashonna and tell her of parties plight

rest of the group goes to prison and is condemned to fight in the arena for 5 years

alternate dinner party events with arena battles.
PCs in the arena get Xp for winning fights and staying alive a la standard D&d
Sorcerer at the dinner party gets Xp for being diplomatic and not annoying zeech as per written adventure.

Everyone gets appropriate Xp for the adventure, Lashonna intercedes with Zeech who pardons party members in the arena.

also allows everyone to earn authority points as PCs in pit can become popular gladiators with the populous while sorcerer is gaining political clout at the party.


Hey Lawmonger how did the players handle the twist in the Prince of Redhand?


Dennis Harry wrote:
Hey Lawmonger how did the players handle the twist in the Prince of Redhand?

Ran the session the night you asked :)

we started a bit late and the party sorcerer had some time at the party to be covered so we only got one fight done. I took the Sorcerer as far the Slaughter of Curious Avians and then cut to the Arena.

The PC's woke up to the sound of a roaring crowd and to find they were imprisoned inside an otilukes resilient sphere. They also discovered that someone had riveted each of them into a suit of scalemail. Outside their sphere they could see a mountain troll (M.M.3) in a similar sphere 80 feet away. 20 feet behind the troll (so (95ft from them) was a weapons rack. They have no weapons to hand when they woke. The resilient spheres vanish.

I call for initiative.

They handled the fight pretty well it, though it did worry them a bit. It forced them to use abilities and skills that they havent had to use before because they couldnt rely on magical gear or even much in the way of spellcasting to save them, no character deaths although it was quite close: Just the way i like it!

for a more blow by blow account:

Movie plot spoiler:

Round 1:
The Teifling Monk/Rogue/Swashbuckler/fighter realises that being stuck in armour is a bad and asks the Cleric/Contender of Kord to break him out, and holds his action.

The Fighter/Wormhunter makes a double move diagonally round the troll to try to reach the weapon rack.

The Cleric fails DC28 Strength check to break the Teifling's armour.

Teifling moves 40ft towards Troll (he's now closest to it)

Troll, being a simple creature charges the Teifling and promptly his him for 21 damage, the teifling isn't knocked down.

Round 2:
Fighter moves past troll, misjudges its reach and his hit by an attack of opportunity for 24 and is knocked down. he crawls the remaining 10ft past the troll.

Cleric moves forward and successfully sunders teifling's armour.

Teifling tumbles forward and attacks troll while fighting defensively and using combat expertise (AC31) deals 13 damage.

Troll full attacks Teifling but miss all 3 times.

Round 3:
Fighter reaches Weapon Rack with a choice of the following weapons:
Dagger
Dwarven waraxe
Scimitar
Spear
Longspear
Bastard sword
2 Shortswords
Rapier
Glaive
Greatclub
Longsword
Maul
Greataxe
Light mace
Flail

Cleric moves round the troll towards rack carefully staying out of it's reach.

Teifling uses his darkness ability on the troll.

Troll full attacks Teifling again and hits once knocking teifling down and taking him below half hp.

Round 4 and following
Meanwhile the Fighter hands cleric a great axe and takes the bastard sword.

The Cleric charged the trolls side using his feat of power (taking him to STR 40 for this round only) and promptly missed due to darkness.

once they surrounded the troll the teifling could sneak attack every round and it went pretty much their way after that, the darkness continued to help and hinder them.

The fight ended when Teifling ended the darkness stopped being defensive and flurried dealing ~120 damage

Treated the fight as an EL 14 for XP
Once the fight ended they were encased in Otiluke's resilient Spheres again. (I build an NPC wizard with wand of Otilukes resilient sphere, wand of ray of enfeeblement and a wand of ray of clumsiness to control the arena) I'd intended for it to be just one sphere but they made the reflex saves so they ended up in 3 (which means the cleric can't heal them all properly before the next fight, more fool them!)

Next encounters planned:

Movie plot spoiler:

The next Arena encounter sees them (or really just the cleric now) with the predicament of how to save a captured paladin/bard of Heironeous being torn apart by wild horses. Minimal xp for this, but saving her will provide some immediate healing and potentially bardic music benefits in the fights the next day.

After that they are fighting 3 tusk terrors (MM5) with only tridents and nets. Tusk terrors base speed is 80ft and they have spring attack. None of the three PC's is proficient with nets. Should be fun. EL14

that ends day one in the Arena.

Day 2
first a fight against some captured Reyhu raiders: a half orc Dread Necromancer 8 who will spend first round summoning a Zombie Wyvern and round 2 mounting it, 3x Tanarrukk Barbarian 6, (Monsters of Faerun) and 10 basic orc warriors from the monster manual (who are there to give them somethin to cleave and to waste time on. EL15

then finally a fight against a Hextorite Cleric 9/fighter 4 who is trying to get promoted and who Zeech feels is a threat. EL17

And if they survive all that they live long enough to get pardoned.
most of this is simply to keep them on a similar amount of Xp to the Aasimar Sorcerer. (the Sorcerer's only getting a 1/4 of the CR20 xp for the dinner party: a) to prevent him breaking the campaign and b) because its actually easier to survive if there's only one PC.

-Lawmonger


finally finished the arena battles couple of weeks back.

the cleric of kord did save the paladin/bard who went on to help them a small amount vs the tusk terrors.

the tusk terror fight was amusing, the teifling spent most of the fight riding on a tusk terror holding on for dear life, it took the group a while to realise that the fight would be easier if they stuck together, but once they did they were finally successful.

the reyhu orcs were a mixed bunch. The cleric cast greater command and made nearly all the orc warriors and the necromancer lie flat on their faces for the entire battle. The necromancer manged to summon his wyvern only to get killed before he could do anything with it. The Tanarruk on the otherhand were horrific and the party fighter/wormhunter only survived by using two of his fate points.

the final battle against the hextorite cleric was a bit of an anti climax as the cleric hit him with a dispel magic which knocked out most of his interestng abilities and protections. ah well...

ahowever it was quite a success nevertheless. :)

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