They killed an actual Helknight... (SPOILERS)


Council of Thieves

Liberty's Edge

So we started the COT AP this last weekend.

Each of the six players had a special encounter at the start in which they met Janiven, then they gathered together at her request the next day or so.

They had their dinner-meeting and then the Hellknights showed up, with the group following Janiven's lead into the sewer.

Janiven showed them the passage's secret markings and then left the group (with Morisimo) to lead some of the Hellknights on a merry chase.

The group had a scuffle with some Goblins, but dealt with them fairly enough.

It was then that they nearly ran into a group of Hellknights (an actual knight and a few armigers). Understanding that none of them could face an actual HK, they hide and tried to sneak away from them, but a batch of shriekers ended that tactic.

The group ran for a bit, with the HKs on their trail, but then found a room that had a sliding door that would block them from the HKs. Unfortunately, it was rusted.

For several rounds they attempted to lower the gate, as the HKs came closer. They fired several bolts to slow the HKs, too little effect. They did Luck bonus domain abilities on the strength using gate-closers and even prestidigitation to clean the rust off.

Just as the head HK came inot the room, the PCs managed to drop thegate and it slammed the HK down into the dank waters of the sewer, trapping him. That's when the halfling rogue went for the coup-de-gras and ended his sorry existence.

The group worked very hard to come up with a way to stop the HK without facing him head on, each coming up with a way to help their plan.

Of course...when Janiven hears of what they have done...she's not going to be too happy...

And the group is a wee bit nervous as to what happens when the Churcxh of Asmodeus does a speak with dead on the HK's body. (Their idea, not mine, but that's not to say they aren't right. muwhahaha)

Actualy, I might have the body of the HK being taken back along with Arael for the ambush (with the three Armigers that were with the HK in chains, walking behind his corpse's wagon). That would give them another opportunity to deal with that problem.


Your players did a good job! Very creative thinking.

Sovereign Court

Floyd Wesel wrote:
And the group is a wee bit nervous as to what happens when the Churcxh of Asmodeus does a speak with dead on the HK's body. (Their idea, not mine, but that's not to say they aren't right. muwhahaha)

Their idea is faulty at best, considering the sewers are full of corpse-recycling torbles... IMC, I decided to ignore the warnings about "killing hellknights" and chalk it up to "whatever happens in the sewers stays in the sewer."

If they kill HKs in broad daylight it's one thing; but in the monster-filled sewers, the bodies become snacks real fast (and if they kick them in the water, they sink)

Liberty's Edge

Purple Dragon Knight wrote:
Their idea is faulty at best...

Hardly.

As I mentioned, the HK had a couple Armigers with him. Since they only killed the HK (and blocked the Armigers that were with him) with the gate dropping, that means the Armigers were right on the other side trying to free their master (or at least his corpse).

Sovereign Court

Why did you even introduce a full blown HK at this stage of the campaign anyway? it's not in the adventure script... deal with your own mess i say!

:P


Purple Dragon Knight wrote:

Why did you even introduce a full blown HK at this stage of the campaign anyway? it's not in the adventure script... deal with your own mess i say!

:P

Spoiler:
Oh, but there are SIX Hellknights and a dozen mini-onions scripted outside of Vizio's Tavern in the first written encounter/scene (once all the characters are gathered together). At a minimum these are sixth level NPCs, and at least one can or should be statted at a higher level as the "Hellknight in charge". Although the specifics of the Hellknight prestige class are not yet available beyond the qualifications listed, one could perhaps use the Low Templar prestige class (from PFCCS) or a 'Chaos-Cleaver' variant of Paladin to 'fill in' that particular blank... And the sewer gauntlet certainly 'gives permission' to introduce one or more 'special encounters' that is (theoretically) far above the group's ability to deal with directly. If one just rolls the bones for generating one's random sewer, there is a respectable chance of coming up with more than one Special Encounter in the sewers of Westcrown.
Liberty's Edge

Spoiler:
Something to consider, not all the hellknights have to be real 'hellknights'. The high end members of the order who are stationed in the city aren't even that high level.

According to the description of Taranik House in the Westcrown section:

The official commander of Taranik House is Paralictor Gonville Chard (LN male human ranger 7/hellknight 2), although his corrupt arms-maralictor (armory commander, and fifth in the command structure) Aritil Sevarn (NE male human fighter 5) often suborns Chard’s command through his links to Lord Mayor Arvanxi and House Drovenge.

The Lictor himself might be a 14th level character(7 fighter/7 hellknight), but it looks like a lot of those who are considered to be officers in the order aren't actually members of the prestige class yet. So you could really have them come across hellknights who may be in charge of a group of armitgers but are themselves just maybe 3rd or 4th level.

Sovereign Court

Turin the Mad wrote:
Purple Dragon Knight wrote:

Why did you even introduce a full blown HK at this stage of the campaign anyway? it's not in the adventure script... deal with your own mess i say!

:P

** spoiler omitted **

You're freestylin' Turin!!! you're freestylin'!!!! :)

Seriously, the intent of the module is to have them duck in the sewer to avoid the real HKs... so putting an HK encounter is definitely outside the good parameters of the adventure. Hence my recommendation to deal with his own mess. If he sticks to the encouters as written, there shouldn't be such problems (IMC it went fine anyway, so that's my 2 cp... :) )

But now, due to his overzealousness, he's stuck and he has to "make something up" to undo what he did. Fine if you have tons of time on your hands. Not fine if you work 60 hours a week.

Cheers!


Actually, who's to say any of the armigers get out of the sewer? Maybe they were on their way back when any number of horrible things that happen to folks in fantasy city sewers happened. That way, you can have the players sweating this for a good, long time without actually doing anything except dropping the odd casual reference or red herring. Make them wonder every time they deal with the authorities. Describe meaningless behavioral tics that might suggest /I know what you did./ Then - much, much later on - you can reveal that those retainers were never seen again ... except maybe the one who was replaced by a doppleganger ;-)


Purple Dragon Knight wrote:
Turin the Mad wrote:
Purple Dragon Knight wrote:

Why did you even introduce a full blown HK at this stage of the campaign anyway? it's not in the adventure script... deal with your own mess i say!

:P

** spoiler omitted **

You're freestylin' Turin!!! you're freestylin'!!!! :)

Cheers!

^_^ Freestylin' rawks!

And I have some prep time available now, so I'm putting it work ... mwahhahhahah!! :)


All they have to do is hack off the head and Speak with Dead suddenly doesn't work. (in 3.5 at least).

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