Sandpoint Crimelord


Rise of the Runelords


So does anyone think that the guy who runs the theives guild in Sandpoint might want to throw a hail-mary and try and get the adventurers to attack Sheriff Belor Hemlock?

OOC one of my players thinks the guy is shady and IC one of my other players is a member of the theives guild and isn't above doing shady things. He's already beat someone half to death to wring some money out of them for the guild.

Once the Tsuto Journal starts making its rounds through the townguards, I'm sure Jubyral(sp) might see an opportunity to get rid of Hemlock. The scarzani aren't above murder obviously, it wouldn't take much for them to set something up. It wouldn't take much to forge some battle plans and plant them in Hemlock's house or have them capture a goblin, plant them, and have it get loose in town.

The one player thinks that Hemlock might actually be the Chopper and has murdered Jervas Stoot. Its already been proven once in my game that the players will listen to rumors. They force entried the orphanige when they heard people talk about there being monsters in there.

I might just end up with a dead Hemlock. Is Belor or Jubryal (sp) specifically important to the story? Is Jubryal smart/crazy enough to try and pull something like this off?


James B. Cline wrote:

So does anyone think that the guy who runs the theives guild in Sandpoint might want to throw a hail-mary and try and get the adventurers to attack Sheriff Belor Hemlock?

OOC one of my players thinks the guy is shady and IC one of my other players is a member of the theives guild and isn't above doing shady things. He's already beat someone half to death to wring some money out of them for the guild.

Once the Tsuto Journal starts making its rounds through the townguards, I'm sure Jubyral(sp) might see an opportunity to get rid of Hemlock. The scarzani aren't above murder obviously, it wouldn't take much for them to set something up. It wouldn't take much to forge some battle plans and plant them in Hemlock's house or have them capture a goblin, plant them, and have it get loose in town.

The one player thinks that Hemlock might actually be the Chopper and has murdered Jervas Stoot. Its already been proven once in my game that the players will listen to rumors. They force entried the orphanige when they heard people talk about there being monsters in there.

I might just end up with a dead Hemlock. Is Belor or Jubryal (sp) specifically important to the story? Is Jubryal smart/crazy enough to try and pull something like this off?

As far as I can tell, neither is vital to the plot for long. Though I can see both as movers and shakers for a while. Jubrayl might be crafty enough, though depending on your players, he might see THEM as a threat. (My group has already inadvertantly interfered with his people once...)


Would have thought that if Jabryl determined that the PC's are underhanded enough and easily swayed by rumour and suggestion, he'd have a go at turning them against Hemlock.

And the PC's would make perfect fall guys if things go wrong.

Can't do that in my game tho, Jabryl was killed by Aldern on his spree :(


Wow, a party that easily swayed is kind of scary.
Why weren't they arrested for breaking into the orphanage?
I'm also curious what level they are.
Anyway, if they fall for things that easily, then yes, I could see the guy trying to set Belor and the party up. I doubt the evidence would really be all that compelling to more rational people, but it just has to be good enough to compel a knee-jerk reactionary party. Of course, then they earn the animosity of the town, people try to arrest them, prices are put on their heads if they run, etc, etc. If they're considered dangerous enough, Magnimar might get involved.
The bag guy never even has to try to take them out. The law will do it for him.


wspatterson wrote:
If they're considered dangerous enough, Magnimar might get involved.

Ooo, then you can sick the hellknights on them. If you have access to the prestige class info, you can send a really nasty posse after them. I think there are only 10 hellknights in Magnimar, how bad could it be? :-)


As for the Orphanige, one of the PC's was a member of the townguard and pretty good at bluffing, they also had come to this conclusion in a bar with a bunch of intoxicated townsfolk, so the townies came along for the ride with torches. It actually started when one of the players heard the children talking, repeated it, a townie said really? And the PC egged the drunks on, the rest of the PC's were good with the Out of Character Info and got rabble roused to investigate.

They were level 1 at the time, luckily the guy who owned the orphanige opened it up to their investigations and the townguard PC had the strength of mind to announce to the gathering crowd that he was investigating and would be back shortly. They looked a little foolish in the end.

As for the Setup with Jubyal, I plan on him capturing a goblin, stuffing papers into its backpack, and having it get loose in the middle of town. Of course the gob could tell what happened to it, but it won't recognize anyone. It should come across as a half-amused attempt at framing Hemlock.

I totally intend to borrow someone's story about Hellknights blockading the harbor and searching door to door for a fugitive.

Scarab Sages

I played Jubrayl mostly as a mafia-type boss, whose crew runs confidence schemes, petty theft, and first and foremost, smuggling. He does not really engage in murder (after all Sandpoint is small and has had enough of such things in the recent past), drugs, or slavery. As such, he doesn't want the sheriff disgraced or hurt so much as he wants him too busy with other things to interfere. One of the PCs (a rogue) grew up from a street urchin into one of his gang, and is friends with the party bard. Between the two of these characters, there isn't much in town going on they don't know about, and it all gets reported back to Jubrayl. So far he primarily has been leaving traces of "goblin spies" in the town and fake invasion plans to keep the sheriff focused on those, as well as leaking information back to the Hellknights through the Magnimar crime boss of misdeeds in Sandpoint, since he knows the Sheriff hates them. Jubrayl actually had a hand in smuggling the fugitive in my game into Sandpoint, and one of the characters helped him evade the Hellknights after he was flushed out of hiding.

I also had my rogue sent to Magnimar as part of his background to be "inducted" into the Czarni family, so he has some local knowledge of Magnimar, which allows me to feed the party info when they are heading there for AP2.

Another thread is that one of the rogues in Jubrayl's gang is actually a skinsaw cultist, and a pretty bad lowlife as well. He seriously irritated the PC rogue, who is currently trying to frame him for serious offenses, so that Jubrayl gives him permission to "take care of him" or at least looks the other way.


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Jubrayl fell by the wayside in my game after he was used by the Skinsaw Man to handle the thefts of the SM's 'beloved's' belongings, and then by the leader of the cultists in Magnimar as a cutout to kill the PCs in order to prevent them from following clues to Magnimar. He and his cronies got caught, and the survivors wound up on a prison ship to Magnimar escorted by the party for a date with some Hellknight interrogators (and were subsequently assassinated before they could spill anything incriminating).

The party, however, took the notes in Nualia's papers about 'the Quasit' and ran with them, deciding that there was *another* crimelord in Sandpoint using that name who was pulling strings to get them to eliminate threats to his control of the Varisian underworld in the area. After some discussion, they fingered Sandpoint's resident Thassilonian sage, Brodert Quink, as the likely suspect for the new threat they'd conjured up. Even the discovery of the literal quasit under Sandpoint hasn't diminished their suspicions.


Kharis2000 wrote:

Jubrayl fell by the wayside in my game after he was used by the Skinsaw Man to handle the thefts of the SM's 'beloved's' belongings, and then by the leader of the cultists in Magnimar as a cutout to kill the PCs in order to prevent them from following clues to Magnimar. He and his cronies got caught, and the survivors wound up on a prison ship to Magnimar escorted by the party for a date with some Hellknight interrogators (and were subsequently assassinated before they could spill anything incriminating).

The party, however, took the notes in Nualia's papers about 'the Quasit' and ran with them, deciding that there was *another* crimelord in Sandpoint using that name who was pulling strings to get them to eliminate threats to his control of the Varisian underworld in the area. After some discussion, they fingered Sandpoint's resident Thassilonian sage, Brodert Quink, as the likely suspect for the new threat they'd conjured up. Even the discovery of the literal quasit under Sandpoint hasn't diminished their suspicions.

My players don't do things like this. This is very interesting to read.


wspatterson wrote:
Kharis2000 wrote:

Jubrayl fell by the wayside in my game after he was used by the Skinsaw Man to handle the thefts of the SM's 'beloved's' belongings, and then by the leader of the cultists in Magnimar as a cutout to kill the PCs in order to prevent them from following clues to Magnimar. He and his cronies got caught, and the survivors wound up on a prison ship to Magnimar escorted by the party for a date with some Hellknight interrogators (and were subsequently assassinated before they could spill anything incriminating).

The party, however, took the notes in Nualia's papers about 'the Quasit' and ran with them, deciding that there was *another* crimelord in Sandpoint using that name who was pulling strings to get them to eliminate threats to his control of the Varisian underworld in the area. After some discussion, they fingered Sandpoint's resident Thassilonian sage, Brodert Quink, as the likely suspect for the new threat they'd conjured up. Even the discovery of the literal quasit under Sandpoint hasn't diminished their suspicions.

My players don't do things like this. This is very interesting to read.

My current group on this is of the "it can't be a red herring if it smells fishy" mentality. Its great!

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