Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6) (PFRPG)

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Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6) (PFRPG)
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Chapter 1: "The Bastards of Erebus"
by Sean K Reynolds

The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?

    This volume of Pathfinder Adventure Path launches the Council of Thieves Adventure Path, and includes:
  • "The Bastards of Erebus," a Pathfinder RPG adventure for 1st-level characters, by Sean K Reynolds
  • A gazetteer of Westcrown, the shadow-haunted City of Twilight, by Steven Schend
  • An investigation into the lives of tieflings, along with hundreds of fiendish variations, by Amber Scott
  • A deadly mystery of nobility and intrigue for Pathfinder Varian Jeggare and his tiefling bodyguard Radovan in a new series of the Pathfinder's Jounal, by Dave Gross
  • Six terrifying new monsters by Mike Ferguson, Sean K Reynolds, and F. Wesley Schneider

A Pathfinder Roleplaying Game adventure for characters of 1st to 3rd level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-190-9

The Bastards of Erebus is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download.

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Archives of Nethys

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5/5

This is one of the best kick-off adventures yet. One thing I have always found in previous APs is that they lack real PC-NPC interactions. This one makes up for that and then some. It really embodies what an Urban adventure should be.


Pretty good but rife with errors

3/5

Pretty good adventure, although it might be a bit tough for inexperienced GMs to run. But what's up with the proofreading? "See also heard the jabs and mockery the house staff heaped daily on her brother. Fiercely defensive, the noble girl once cut one of her first handmaids wirh a broken wine bottle". See instead of she? Wirh instead of with? And that's just one example in one paragraph. The adventure is full of such typos and mistake. Paizo, you could do better!


Great content

5/5

Received my copy just a few days ago - very impressive stuff! Presentation and story were both top notch.

My favorite part was the article on Tieflings. I hope Pathfinder Adventures delivers more great content like this in the months to come - additions that contribute not just to this scenario, but anything the GM is able to dream up.






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I have to jump in here and add my extreme enthusiasm for the Tiefling article! It was so amazing I actually yelled out loud, "That's Awesome!" when I got to #67 (See in Darkness! Heck Yeah!)

But I post to add more than just my appreciation. I would do anything to see an article like this on the Aasimer. I really like angelic characters, Paladins, all that kind of thing. It would be so incredible to play a variant Aasimer.

In fact, I think I'll head over to the messageboards right now. Maybe the community can jump-start this bandwagon with a few cool ideas.

(Sorry if I sound pushy, it really is just my enthusiasm getting the better of me)

Thanks for listening!


I'm currently prepping to run this AP tomorrow night, and so far, I'm loving the solid balance between ROLE-playing and ROLL-playing. I've always felt that D&D (OGL or proprietary) had a large tendency to deteriorate mostly into hack-n-slash and left out the actual role-playing part of the game I love so much. But this AP is wonderfully balanced, as previously mentioned, and I thank Paizo for its dedication.

I do have to profess, though, that I'm a pedant and there's an error on page 40 in the "Creatures" description of area B3 that could actually affect gameplay (editing errors that generally don't affect gameplay, I tend to let slide... though spelling errors still do grate on me lol). Anyway, in that description, it mentions that the tiefling in the bell tower (B3) can only use his darkvision up to "about 30 feet from the temple." That 30 feet estimation fails simple geometry - the Pythagorean Theorem of A^2 + B^2 = C^2 where A is the distance from the building to the edge of the tiefling's lateral darkvision, B is the total height at which the tiefling stands above ground, and C is the linear distance from the tiefling to the edge of his darkvision. So, visually, we have:

|\
| \ C
|B \
|___\
A

For this model, I'm making a general assumption of B = 45 feet [40 feet for the height of the 2nd story floor, and 5 feet for the height of the tiefling's eyes (yes, this is probably a conservative estimate, but it's close enough for this effort)] and C = 60 feet (the distance of the tiefling's darkvision, which is an absolute). Now, we have to figure for A given the formula listed above.

A^2 + 45^2 = 60^2
A^2 + 2025 = 3600
A^2 = 1575
A = 1575^.5
A = 39.69 feet, or, a closer (usable) estimate would be ~40 feet.

Or, assuming, a probably more accurate eye-height of the tiefling of 5.5 feet (giving us B = 45.5), you'd end up with A = 39.11 or ~39 feet. So, 40 feet still winds up more easily usable in game terms.

Yes, I realize that I'm probably the only person who bothered to go about proving the original estimate of 30 feet incorrect; and, yes, I realize I probably have too much time on my hands. However, if your PCs decided to strike the temple during the night, that extra 10 feet of darkvision could play a rather important part in detecting your PCs.


Nicholas Ettel wrote:
Yes, I realize that I'm probably the only person who bothered to go about proving the original estimate of 30 feet incorrect; and, yes, I realize I probably have too much time on my hands.

Heck no. The Pythagorean Theorem is the most-used mathematical calculation used during our games. If it's not used at least once or twice during our sessions, something's wrong. Terribly wrong.

Contributor

Nicholas Ettel wrote:
That 30 feet estimation fails simple geometry...

Only if you assume

* that the tiefling's is leaning out into the window so his eyes are exactly at the same location as the edge of the building (when really he's going to spend his time in his square, which not only restricts the distance a little bit, but restricts the angle at which he can see the ground)
* that the tiefling spends all of his time at one particular window, rather than alternating looking out the south and north windows

And only if you ignore
* that the tiefling's absolute darkvision range isn't like seeing something with a light source. If you're on a level floor, and someone is 61 feet away from you, you cannot see them with darkvision. At all. So, in this tiefling's example, he absolutely can see someone at 30 feet, may be able to see someone at 35 feet (largely depending on inch-based variables like his height and position relative to the window, which we generally ignore because it slows down the game), and absolutely cannot see anyone at 40 feet because it doesn't matter if his darkvision's range is 39.5 feet, 39.9 feet, or 39.999999 feet, he can't see something 40 feet away.

I chose 30 feet because that was definitely within the lookout's sight radius; there's a narrow border area that's questionable, and unless the PCs are going to bust out a slide rule and do some quick calculations in the dark to determine whether the lookout's range is 30, 35, or 40 feet, 30 is is a nice, safe range for them to avoid.


I recently constructed a miniature Torble that is roughly 1/2 an inch high. Go here to check it out:
www.ogresoubliettes.blogspot.com


Everyone's been raving about the Tiefling article... can someone please give me some hints as to what, exactly, makes it so magnificent?

Hey, Paizo achieved the formerly impossible by making me want to play gnomes and half-orcs at some point; I might as well find out what they did to make tieflings cool.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Eric Hinkle wrote:

Everyone's been raving about the Tiefling article... can someone please give me some hints as to what, exactly, makes it so magnificent?

Hey, Paizo achieved the formerly impossible by making me want to play gnomes and half-orcs at some point; I might as well find out what they did to make tieflings cool.

- Ten different set of stat adjustments (rolled randomly) based on devil/demon/rakshahsa etc parentage

- one hundred different abilities to replace darkness

- one hundred different physical quirks.

Plus some decent fluff


Wow. That DOES sound amazing.

Thanks for the answer. Yet another book on my "must buy soonest" list...

Liberty's Edge

In Arael's stat block it states that he has the Pick Alignment feat. What is this exactly? It doesn't appear to be in either the Core Rulebook or the Advanced Player's Guide. Is it supposed to be Selective Channeling?


It is an error in the statblock. It seems to be a placeholder, for someone to pick an alignment for the Alignment Channel feat.


I have deliberately NOT read any of this thread as I will soon be starting this AP as a PC, so I don't want any spoilers, but I have a character creation questions...

I'm trying to make a character that will be interesting for me. I really don't like to play humans because I love the fantasy aspect of RPG's and since I'm already a human, it's not an exciting race for me. Try as I might, though, I cannot think of a single reason why any race but the humans would give a crap about returning Cheliax to its former glory. Sure, there are dwarves who trade with them and would want that trade to remain in place, but those would be traders, not adventurers. Halflings are slaves, why would they fight for their captors except by compulsion? Gnomes might get involved for the fun of it, I guess. Elves wouldn't give a crap. Is this a humans-only adventure or do I have no imagination? (I'm prepared to accept either.) PLEASE, NO SPOILERS!

Scarab Sages Organized Play Developer

7 people marked this as a favorite.

Oh hey, this is sanctioned for use in organized play now?

Wonder how that happened...

Shadow Lodge

3 people marked this as a favorite.

NANI?

Grand Lodge

1 person marked this as a favorite.
Michael Sayre wrote:

Oh hey, this is sanctioned for use in organized play now?

Wonder how that happened...

Awesome. Thanks for this. Definitely appreciated.

Silver Crusade

Pathfinder Adventure Path Subscriber
Michael Sayre wrote:

Oh hey, this is sanctioned for use in organized play now?

Wonder how that happened...

An 8 year necro? New to the Internet, are we? ;-P

Scarab Sages Organized Play Developer

5 people marked this as a favorite.
Gorbacz wrote:
Michael Sayre wrote:

Oh hey, this is sanctioned for use in organized play now?

Wonder how that happened...

An 8 year necro? New to the Internet, are we? ;-P

It's not a necro when pertinent new information is introduced! It's more of a thread Rip Van Winkle.

Marketing & Media Manager

This product is now available in Print on Demand.

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