Post CoT play


Council of Thieves


Okay, this time I'll post this is the right thread... Sorry all others.

I have this AP, I'm planning on running it soonly, and frantically spending the last few days of summer reading these books as fast as I can (including the book on Chilax and the Campaign book (Golarian CS, not just the AP book that is). One of my players is rather old school D&D, and from what I've told him (and what he's gathered from reading the main book) he wishes to continue after the AP on to take out the leadership of Chilax... I don't know if I'm cool with that, but I'm pretty big on letting the PC's do wicked earth shattering and world changing things. So I'm not opposed to doing it, either.

However, do the folks here who have ran it think that it can be modified that way... and how would you go about developing that tangent... Also if this were to be done, I'd obviously be changing Golarian considerably... I like continuing later adventures in the same world with the effects from the last major story arc. How would I go about this "new world" Or fast forward a bit, and have a new group have shown up and taken things back to the way they were...

I guess I'm just looking for people to spitball with, because obviously I can't talk to my players about this. And I'd like to put some of the stuff into the AP as it's building, and not tacked on at the end.

Do you guys think that you could take the Children of Westcrown from the AP's end and move on the leadership of Chilax? I'm sure that might be what they would be thinking, but man that's a lot to do.


Given that I'm a player in such a campaign, and I personally would endorse such a rebellion, fact is that they're not powerful enough. We're talking 10+years of building a rebellion big enough (game-time), and when the queen hears about it, she'll be all about striking the rebellion down, marching the hellknights and anyone else who will listen to her lies.

Now, that's figuring that the PC's survive every assassination attempt, way to cast mud on their morals, et cetera, et cetera, and so forth.

Cheliax is a hard place to survive with a rebellion. The only way they could succeed would be to bring Andoran into the fray (and there are many Andorans who would definitely help, I'm sure!).

Hope that helps.


Considering the AP ends with the possibility of the PCs being placed in charge of Westcrown, that definitely could give them some resources if they bide their time and manage to keep any rebellion under wraps.

Other than that, Andor might help. Sargava might help. You'd need naval forces to take control of the mouth of the Adivian River and probably the Arch of Aroden as well. You might be able to entice Qadira to help, but then you could be selling out to the Cult of the Dawnflower.

Look to Rivers Run Red and War of the River Kings in the Kingmaker line for the kingdom management and army-building rules.

You could drive wedges between Nidal and Cheliax, that would probably be an interesting path to take to weaken Cheliax some. Figure out some way to start a war between Cheliax and some other power to draw their attention elsewhere. Destabilize the noble houses so they start killing each other off en masse, thus being unable to bring their pledged armies to fight for Cheliax. Of course there's that Pit Fiend advisor to the queen you have to worry about.

Look to The Final Empire, the first book in the Mistborn trilogy by Brandon Sanderson for some possible inspiration. It's all about a downtrodden society overthrowing their emperor.

Scarab Sages

Pg. 55 of Twice-Damned Prince module:

Continuing the Campaign:

Although saving Westcrown from the Council of Thieves
is the focus of this Adventure Path, your campaign doesn’t
need to end with “The Twice-Damned Prince.” Listed
below are several adventure seeds you can use to keep your
campaign going long afer Ecarrdian is defeated.

"Crown of the West: There are some who privately
hope—and a few not so privately or quietly—for a
Westcrown free from the rule of Cheliax and Egorian’s
influence. If the PCs decide to steer Westcrown into a
secession from Cheliax, they’ll need more than the city’s
resources to survive."

They will be 13th level by the end of the campaign, with a very powerful item that can help them get and army allies if they use it right.

item:
well of worlds can help them get extra-planar good allies to fight against Thrune's devils. Or even Iomedae herself. (or her avatar)

You may find the mass-combat rules in the Kingmaker campaign to be of use. I think it was published elsewhere, as well. idk.

They could find support with Iomeodae's supporters. They could find support from nearby countries & plan a mass assault.

Level 13 is a good starting point. One DM on here suggested starting the fight against Thrune at 1st level. They will need to be high level or have many many very high level allies/gods as allies to beat Thrune and the armies of Hell.


yah, I went out and got the book on Chilax and read it... there is actually quite a lot of internal forces that could be brought to bear, if the negotiations went right.

With the Item and maybe a country or two, I think the PC's would stand a chance... We start next weekend (with the bastards), and we're all pretty thrilled. I can't wait... I've said for a while these AP's are Piazio's strong point, I'm hoping my folks over here like it.

I think I'll start steering the campaign towards this end...

Side question: how many PC's are assumed to be in your party? I don't see any "official" suggestions on how to modify the encounters for different PC sizes (I've got 4, so I think I'm good, but it was sort of a curiosity thing).


Winterwolf wrote:

yah, I went out and got the book on Chilax and read it... there is actually quite a lot of internal forces that could be brought to bear, if the negotiations went right.

With the Item and maybe a country or two, I think the PC's would stand a chance... We start next weekend (with the bastards), and we're all pretty thrilled. I can't wait... I've said for a while these AP's are Piazio's strong point, I'm hoping my folks over here like it.

I think I'll start steering the campaign towards this end...

Side question: how many PC's are assumed to be in your party? I don't see any "official" suggestions on how to modify the encounters for different PC sizes (I've got 4, so I think I'm good, but it was sort of a curiosity thing).

Four is good. I've been running with four, and it's been a challenge for them.

Scarab Sages

Four is the assumption, considering there are always four pre-generated iconic PCs.

There isn't an official adjustment.

If you have less than four players, the xp will be divided by two or three and not four, making them level up a little sooner and they will each have a larger percentage of the loot.

If you have more than four players, the xp will be divided into smaller amounts and they will each have less loot. This will make them slightly lower level and have less resources, which makes up for them having more players, and thus more firepower/manpower.

If you have more than four players, ignore the average PC wealth. If you have less than four players, use the average PC wealth as a minimum.

The AP is loot poor in the first module and a half, but then they start getting a whole lot of loot in Delvehaven.

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