PCs Vs. Redhand


Age of Worms Adventure Path


The group that I am running through AOW has just begun the Library of Last Resort module, but has finally decided they've had enough of putting up with Zeech's tyranny. As a party of five 15th level heroes they've mopped the floor with the dozen or so Hobgoblin gate guards I threw at them, as well as the quartet of Blessed Angels that teleported in to assist. This is where we stopped for the night and next time they plan on advancing through the city, smiting down anyone who resists their march on Zeech's palace.

My question: I'd like to make them realize that they can't single handedly save Alhaster (at least not until Dawn of a New Age), but don't want to just cheaply throw a dozen Blessed Angels at them. Any suggestions on what kind of group I could assemble to take them down without killing them?


David Witanowski wrote:

The group that I am running through AOW has just begun the Library of Last Resort module, but has finally decided they've had enough of putting up with Zeech's tyranny. As a party of five 15th level heroes they've mopped the floor with the dozen or so Hobgoblin gate guards I threw at them, as well as the quartet of Blessed Angels that teleported in to assist. This is where we stopped for the night and next time they plan on advancing through the city, smiting down anyone who resists their march on Zeech's palace.

My question: I'd like to make them realize that they can't single handedly save Alhaster (at least not until Dawn of a New Age), but don't want to just cheaply throw a dozen Blessed Angels at them. Any suggestions on what kind of group I could assemble to take them down without killing them?

You could have them meet with Lashonna ahead of time, and use her to calm them down to an extent, have her tell them that it would be best for them to act in a rational way, he is still the law, and in the eyes of the People, the Law is important. Hint that there are many things going on behind the scene and that to save the world it takes more than destruction, it takes a cool mind, and playing along to get a perfect moment to strike.


While they may be oppressed to a great degree and certain elements in Alhaster may want Zeech gone, remember that a lot of the populace may view him as their monarch and their protector. Iuz and his armies are literally next door and like him or not, Zeech has kept Alhaster independent and well-protected. Maybe an army of alerted peasants lead by a corps of hobgolin and human guards can give them a bit of pause: peasants and cityfolk that are obviously not under the influence of a charm or compulsion effect that want Zeech to stay right where he is. Zeech may not be the most wonderful and loving person around, but they would rather have him than some band of chaotic (which in Alhaster is as good as being evil) freebooting adventurers with no respect for the status quo and no history of defending Alhaster.


I like the mob idea, I suspect it would work well for most good hearted kind of folks.

You could also send them up against a group of powerful Hextorians. In my campaign I have created the Order of the Crimson Law, a knightly order of Hextor. Zeech is in the second from the top tier of this order, and therefor could command many other knights of Hextor to come to his aid or fight for him.

Heck, if you are having trouble putting the fear of game master god in them, have them burst into the dining room to find Zeech in deep conversation with his old friend, Warduke! Have them contemplate taking on a 16th level blackguard, 4 Blessed Angels, the head Blessed Angel, and a CR20 heavy hitting, meat grinder like Warduke.

They might politely say "opps excuse us" and run for the hills.


I just thought of another, something I was wanting to add to my game in any case.

Zeech could have a couple of really big and nasty Blood Golems of Hextor (from Fiend Folio) as extra guards for his Palace. The normal Blood Golem is just a CR 8, 10HD nasty, nast. But you could easily advance it to a 30HD, Huge Blood Golem, that would have a CR 14 (according to Monster Manual listings). Put a couple of these things in the room when they go to confront Zeech, add in the Blessed Angels from pg. 76 of DoNA, and you have at least a CR 20 in itself. I personally would still have Warduke drop by to say hi and have some tea with his old friend Zeechy.


Sol wrote:
I personally would still have Warduke drop by to say hi and have some tea with his old friend Zeechy.

Forgive my ignorance... been out of the loop... can somebody clue me in who this "Warduke" person is?


By all means do let them.. and while that means the ziggurat will be unfinished, lavinia still wants it..

And if they leave her alive.. and im sure she can point out the dangers of dragotha, and while they are gone she can finish it with a hundred or so charmed citizens..
Ofcourse if they kill her too.. well, then, congratulate the players on twarting the evil before it threatened to get out of hands.

Oh, and then they notice the cellars beneath the palace...and proceed to playing maure castle, lol


I'd love to use Lashonna to talk some sense into them, but she's already gone to ground to avoid fighting them, and her disappearance is currently being blamed on the PCs, which is basically why this fight broke out anyway...

I like the idea of mobs of peasants being used to deter the PCs, but if that doesn't work I guess I can try to dissuade them with a super team of Hemriss, Blessed Angels, Hextor Priests and Hobgoblin Watchers. I also like the Blood Golems of Hextor idea, but I hate going through all the trouble of advancing creatures just for one fight.

As for Warduke, I'd kind of like to save him for a later campaign against the Horned Society.

Anything else I could throw in there that might fit into the whole Redhand theme of devils and hobgoblins?


James Keegan wrote:
Maybe an army of alerted peasants lead by a corps of hobgolin and human guards can give them a bit of pause: peasants and cityfolk that are obviously not under the influence of a charm or compulsion effect that want Zeech to stay right where he is.

My shoot-from-the-hip PCs wanted to do the same thing, and start a tussle. Fortunately, although I played up the oppressive presence of the Watchers and Blessed Angels, I pointed out that going and hunting down Zeech was an assassination, and was practically like going to war, thereby endangering the lives of thousands.

However, I can see how the players would be less interested in tolerating this level of oppression, considering they likely feel that they can do something about it at their level--unlike in Diamond Lake. My best recommendation would be to have Manzorian send a message to the PCs, urgently demanding they return, perhaps angry at the PCs tactlessness. He might be able to commission false identities for them--maybe for a price--that could still give them a chance to carry on. (Getting around the erinyes true-seeing is another matter, though...)

Or, perhaps stealth is in order. Maybe, disguised as a barge of waste, they could sneak into an understructure that connects with Alhaster's catacombs--not that there is one, but don't let that stop you.

Overall, Zeech's Banquet is going to be awkward. Perhaps, if the PCs submit themselves to the law, make a hefty restitution, and serve time in Zeech's army--perhaps being forced to join Hoff or B'Kruss in a dangerous raid to the north (Iuz's forces, Reyhu tribes, sympathizers, etc)--they can still make a good showing for the Prince.

It's never too late to add a little extra adventure in on the side to give the players some extra flavor out of Redhand and it's despotic prince. In the end, work to play off Zeech as the lesser of two evils, and the PCs may have cause to think twice.

Grand Lodge

Kirth Gersen wrote:
Sol wrote:
I personally would still have Warduke drop by to say hi and have some tea with his old friend Zeechy.
Forgive my ignorance... been out of the loop... can somebody clue me in who this "Warduke" person is?

Just look at 'im! Dungeon 105 has the backstory - the gist is that he's the biggest, meanest dog in the evil swordsman pound.

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