
goatmeal |
I’m going to start this AP in about a month, and I’ve been reading some of the other threads here to get an idea of what to expect. I’m pretty sold on the idea of running this game as a rebellion the way the first part starts out, and I’ve seen lots of commentary that it doesn’t play out that way.
What I want to know is how to make it play out that way. I’ve seen recommendations to skip some modules or possibly do them in a bit of a different order. If I want to focus on the rebellion, are there modules I should leave out altogether? I’m thinking the PCs might even try to convince the Bastards and possibly even the twins to take a different approach to their own attempts to change things. I’m definitely planning on including the Delvehaven bit. Any good advice on what else should stay or go for this approach?

Anonymous Visitor 163 576 |

Rewrite book two as a PR campaign. The players NEED the play to get their message to a wider audience. Task your players with rewriting it so that the ending of the play is rebellion vs. authority.
If they can combine that with successfully defeating the murder-play, thry'll be too popular to shut down.
Then, party at the Mayor's house is a political search for allies. At that point, have someone at the party contact them, and offer to trade political support for...certain items from the Mayor's house.

goatmeal |
Thanks. I was kind of thinking something along that line based on what I'd read about the play. Are there later modules that I should skip or run in a different order? Should I just wrap it up after 4? Rearrange the order of 4,5, and 6 as some have suggested?
Another thing I'm considering is to have a falling out between Janiven and Arael as far as how the rebellion should proceed: sort of like Provessor X and Magneto as far as disagreeing about the means to the ends they both want. The PCs will have to decide which of them best represents their own goals.

Anonymous Visitor 163 576 |

Our group went with 1,2,3,5,4, plus side quests, and it worked fine.
See if this helps...
https://campaign-24455.obsidianportal.com
I might have the showdown with the Mayor at book four be the conclusion. Make him more threatening than he actually is. As the players arrive to depose him, he says 'kill me? Fools, Ill take the whole city with me!'
Then have him teleport inside and hit the self-destruct, triggering the meltdown.
You won't beat that as a conclusion.
As for the split, consider using the vampire hunter, vahwhynne, from the delvehaven book as your Magneto.

Authoritative Flinn |

Seeing this post while my own CoT group is about to start, I will grasp all straws that will make it a more coherent adventure path than it is written as is.
Anonymous Visitor 163 576: can you explain your choices of sidequests and give some general guidelines how you weaved Greyhawk en Ravenloft stuff into Cheliax as per your own campaign?

Freya Cat Herder |
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I'm not Anonymous Visitor 163 576, but I will add my 2 cents. We are playing in order (and still playing), but I have made several changes and added side quests (based on PC interests) to make it flow more coherently. These are the changes I added (not including changes to stats, encounter difficulty, etc):
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11.) I had also added another secret society of people amassing a secret collection of the books that the Hellknight revisionists were burning. It added to atmosphere, gave them another rebellious organization and may supply information about potential allies against Throne in the future.
I suspect that my party will want a real rebellion, so I am planting seeds now and I have ideas for allies.

Meraki |
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Definitely. When I ran it, the PCs worked with the Children of Westcrown the entire time, both to make the city a better place in practical terms and gain it a bit more breathing room from Thrune. Throughout the path, I basically played up the idea that they were becoming city heroes. It was less of an overt rebellion than a subtle coup, but it was definitely effective. By the last book,
The PCs were very subtle--they didn't go around yelling "down with Thrune" or anything--but the end result was that Westcrown definitely regained quite a bit of independence. I ended up modifying the last book quite a bit to personalize it for what the PCs had done and who they interacted with so far, and I also added an "epilogue" of sorts where they went to the island that's trying to regain its independence from Cheliax (Thuryan, detailed in the Cheliax companion) and helped them do so.
When I run Hell's Rebels, I'll definitely be working in some cameos...