Starting and Keeping the game going


Hell's Vengeance

Grand Lodge

My players are so very eager to start this adventure path as they are just finishing up Hells Rebels and they want to jump right into Hell's Vengeance. My question is what would you folks who've played and GMed this campaign recommend I do in order to make the game run smoothly and keep interest going. In other words what would you do differently and what worked for you? I understand the importance of imparting a philosophy of cooperation and a wiliness to accept orders as a group to be very vital for this path do you folks have anything else to add for me?


Popupjoe wrote:
My players are so very eager to start this adventure path as they are just finishing up Hells Rebels and they want to jump right into Hell's Vengeance. My question is what would you folks who've played and GMed this campaign recommend I do in order to make the game run smoothly and keep interest going. In other words what would you do differently and what worked for you? I understand the importance of imparting a philosophy of cooperation and a wiliness to accept orders as a group to be very vital for this path do you folks have anything else to add for me?

It does require work for both the players and GM alike. I was lucky that we had a core group of players who played together for years. For the most part, we created characters that still had their own agendas but cooperated toward each other. After all, where's the fun with being evil if you don't have an audience who fully appreciates just how evil you can be?

For the GM, I would recommend reading the adventure ahead of time. There were some parts that were hard to justify just why the players would want to take on a task from the adventure unless you give them a good reason to. I won't put a spoiler here but there was an earlier post that I responded to for book 1 that will give you a fine example.

One last thing -- if you're used to playing heroic campaigns, it may be hard for some of the players to really embrace being evil. It's not necessarily a bad thing but there may be some actions from either within the story or by another player that may be over the top for them. Don't be afraid to talk it out or at times, gloss over the evil action if it becomes too much.

Hope your group enjoys the adventure path as much as mine.


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Popupjoe,
I did two things...one, I allowed all the players' PCs to have the "Tight Bonds" trait on top of a normal character build. Mostly, that was for in-game/storytelling background...from there, we built the story that they were all orphaned or cast outs. Two nobles (a brother[fighter] and sister [hunter]), a freedman Mwangi gardener housekeeper [sorcerer}, a new acolyte to Asmodeus [inquisitor], a charismatic guardsman [anti-paladin/insinuator archetype, and super-smart neurotic masochist [wizard].
Basically they were all orphans/caretakers raised in and around Longacre. Sort of a Family unit since they all came from "Grafalcon's Home"...a renaming of the sort-of orphanage in Longacre. As long time brothers/sisters in an orphanage, they don't necessarily like each other, but they trust one another with each other's safety.

Second...I spoke the the PLAYERS about the absolute need for cohesion. As a DM it sucks when things go off the rails due to party in-fighting. Inevitably, someone gets too cranky and ditches the game. I'm avoiding that. Maybe it's too controlling, but the only dictate I made when starting Hell's Vengeance--NO IN-FIGHTING. Jokes, pranks, mean-spirited fun...but zero death/mayhem among party members.

All the players wanted to be bad guys for once, so they all bought off on the pseudo-family idea. Besides, there are plenty of NPCs to take out frustrations on.

and...it has worked out fantastically. Almost done with Infernal Gate (book 3) and we're all having fun (in an evil way, of course).


There are a lot of NPC's that have really interesting back stories... that dont do anything aside from fight the PC's. Especially at the "Court of Spears."

If you can try and hint at their existence or at least have them show up.

As of now, I'm planning on really pushing the "you are fighting a unified force empowered by a god" narrative.

I also tried to make the PC's hate Fex from book one. Played him up as pompous and obviously using the PC's to his end, but the PC's couldn't do anything about it or risk repercussions from the state.

At the same time, i'm trying to push Razzelago as a "good guy" devil for the PC's. He helps them out more and has been the vector for some Raise Dead spells cast at inopportune PC deaths.

Another thing with book 2. IMO you can completely ignore the barkeeper NPC in the "Brunch." She does nothing to the plot of the game and seems like she is only there to be a body to give out information.

After defeating the Angel Knight in book one, she is showing up as a "Spirit of the Reclamation" that will harrow the PC's as they continue their adventures, enhancing boss npcs and the like. In book 2 the PC's are supposed to fight a Legion Archon, I just had it look like the angel knight.

For example I had Oppian (book 2) get a mythic rank as he was possessed by the Angel Knight. (Though when he was shown Cinderbaus he completely fell, the PC's were oog flabbergasted and it really resonated).


In an OOG way, you need to specify that the PC's are agents of the government. And while they have autonomy, they need to be sure to play to the strengths of the situation they are placed in.

Book 1: You have authority, but if you push too hard you will have a riot. They need to break the will of the people but not push them to fight back.

Book 2: You need to be clandestine. While you have a little power under your belt, you still wont be able to take out an entire army of clerics and paladins.

...I'm starting book 3 this friday... lol

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