What now? Help!!!


Council of Thieves

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Hi everybody, I need some help for the end of Bastard of Erebus.

My PCs went through the Bastards' lair killing anything they met, but came to a halt in Dravano's room: two of them got killed (bad, bad, very bad dice rolls). I let them retrieve the corpses and, somehow, I'll make them resurrect the fallen. But....what about the Bastards?

Palaveen, Dravano and the two brothers are still in the lair. How can I go on?
Should I make the group level up with some side quests and try again or should I make a patrol of Hellknight deal with them?

If the PCs wait and come back, what will they find in there?

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Laprof wrote:

Hi everybody, I need some help for the end of Bastard of Erebus.

My PCs went through the Bastards' lair killing anything they met, but came to a halt in Dravano's room: two of them got killed (bad, bad, very bad dice rolls). I let them retrieve the corpses and, somehow, I'll make them resurrect the fallen. But....what about the Bastards?

Palaveen, Dravano and the two brothers are still in the lair. How can I go on?
Should I make the group level up with some side quests and try again or should I make a patrol of Hellknight deal with them?

If the PCs wait and come back, what will they find in there?

Do the players want to resurect their heroes? At this point, replacing a character (or two) from the Children of Westcrown would not be difficult. The cost of the spells and the Constitution loss may feel puntative to the players.

Yes it would be realistic for the Dottari or the Hellknights to wipe out the Bastards, but the players are supposed to be the heroes here.
Do not let NPCs solve the core problem of the adventure for them.

Don't have Palaveen be idle either. have him send a group of Tiefling Rogues to try to ambush and assassinate the heroes. This should make the fight "personal." to get the heroes back on track. (Hopefully, this would discourage the PCs from waiting too long to try again.)

If he PCs insist on waiting too long, the Bastards will move (since their current base has been discouvered), and the heroes will need to find them again.


Palaveen retaliating is something I didn't think of, and it's a very good idea.
I know my players grow very fond of their characters quickly so I am pretty sure at least one of them wants to have her back.
Constitution is not a problem, Arael has a lesser restoration spell, the real problem is the huge amount of money needed to have the two Raise Dead spells cast. I guess they will be forced to make some kind of agreement with the cleric (LE from the Dusk Market)who will do it, until their debt is fully settled.

Btw I will have to change the Bastards' strategy, and that's kind of tricky for a newbie....

Thank you for your answer and God bless this forum!

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Laprof wrote:
Palaveen retaliating is something I didn't think of, and it's a very good idea.

My players didn't find part of this adventure particularly motivating. I did this and it helped.

… actually, I sent one rogue to each PC's home! However, depending on the skill of your PCs this is potentially dangerous, more character death at this point would result in the campaign folding.

Laprof wrote:

I know my players grow very fond of their characters quickly so I am pretty sure at least one of them wants to have her back.

Constitution is not a problem, Arael has a lesser restoration spell,

Go re-read Restoration and Lesser Restoration (Pathfinder Core page 334). Lesser Restoration doesn't do what you think it does.

Still, consider putting the option of changing characters to one of the CoW on the table, if the PC doesn't want that kind of debt.

Laprof wrote:
...the real problem is the huge amount of money needed to have the two Raise Dead spells cast. I guess they will be forced to make some kind of agreement with the cleric (LE from the Dusk Market)who will do it, until their debt is fully settled.

Since you don't want to punish your PCs, there might be something else. not money per say, that he/she might want. :) You could, for example, send them on a quest for an item/person/etc. for the LE cleric, that wouldn't obviously be evil ...

Laprof wrote:
Btw I will have to change the Bastards' strategy, and that's kind of tricky for a newbie...

Not as much as you think, as he could recruit new members to replace his losses. The new guards will be MUCH more alert though.


Lord Fyre wrote:


My players didn't find part of this adventure particularly motivating. I did this and it helped.
… actually, I sent one rogue to each PC's home! However, depending on the skill of your PCs this is potentially dangerous, more character death at this point would result in the campaign folding.

I'll try to make it easy for them...thank you

Lord Fyre wrote:


Go re-read Restoration and Lesser Restoration (Pathfinder Core page 334). Lesser Restoration doesn't do what you think it does.

"Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target"

Reading english books leads me to this mistakes several times....sigh...Restoration does work though

Lord Fyre wrote:

Since you don't want to punish your PCs, there might be something else. not money per say, that he/she might want. :) You could, for example, send them on a quest for an item/person/etc. for the LE cleric, that wouldn't obviously be evil

That's what I meant, they will be sent to do anything the cleric wouldn't bother to. I like the idea that the PCs are unwillingly bound to a useful but deceptive character

Once again, thanks for your time


One more. I suppose the raised pg will lose 1 level and 1 constitution (being 2nd level they can't lose more than 1). Their companions will be 1 level higher and I don't know how to manage the milestones system. With XP would be easier because XPs gained by lower levels have different weight and they could catch up with the others' level eventually.
How would you do?

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Laprof wrote:
One more. I suppose the raised pg will lose 1 level and 1 constitution (being 2nd level they can't lose more than 1). Their companions will be 1 level higher and I don't know how to manage the milestones system. With XP would be easier because XPs gained by lower levels have different weight and they could catch up with the others' level eventually.

The Good News: You are the game master. Include the Restorations in the cost of the resurrections. :D

Laprof wrote:
How would you do?

Have you figured out what the Cleric will want yet?

I have an idea or two. ;)


I have an idea and a week's time to figure out some more, but yours will be very welcome ^_^

P.S. I was sure there was a spell requiring a "part" of someone as M component but I can't find it anymore, maybe it was arcane spell or maybe I just had a dream of it....

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Laprof wrote:
I have an idea and a week's time to figure out some more, but yours will be very welcome ^_^

Are you familiar with the Pathfinder Society scenario The Penumbra Accords?

The basic plot is that the matron of a very powerful family (now played by the cleric casting the resurrection spells) wants to break a contract with beings from the Shadow Plane (very thematic for Council of Thieves). While the matron can't do it herself (due to that same contract) if someone else solved her problem, she would be very grateful.

If you don't want to shell out for the adventure (which you would have to modify to move it to Westcrown), what you really need is …
* - A simple building map (now taken over by shadow creatures)
* - 5-7 encounters of appropriate level(s) - would suggest a combination of Fetchlings, Shadowgarms, and other shadow creatures.
* - An adult son/daughter of the of the cleric the he/she must sacrifice as part of the pact (… explaining the motivation for an evil priest to suddenly need the help of the heroes).
* - A tight deadline for his/her quest (see the above point) so it doesn't disrupt your main plot).
* - And, of course, what the party has to destroy to brake the link to the shadowplane.

Consider, having your cleric (cannot be Zon-Kuthon, but should be evil enough to have made this bargain in the first place) drop some hints that this would put him/her in the party's debt … and if your heroes are quick enough on the uptake, when they volunteer, he/she casts the raise dead spells, and offers to cast restorations when the heroes return with proof of their success.

Laprof wrote:
P.S. I was sure there was a spell requiring a "part" of someone as M component but I can't find it anymore, maybe it was arcane spell or maybe I just had a dream of it....

I have no doubt that such a spell exists (Sympathetic Magic is a big deal in Real Life arcane lore), but I don't have the time to search for it now. :(

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Lord Fyre wrote:
Laprof wrote:
I have an idea and a week's time to figure out some more, but yours will be very welcome ^_^
Are you familiar with the Pathfinder Society scenario The Penumbra Accords?

Sorry, this is the correct link for The Penumbra Accords.


I have very little knowledge of PF and just read something about the Pathfinder Society (I needed it to run CoT). I'll certainly read what you suggest. Thank you.

Why do you think Zon-Kuthon is not ok? Because a legal deity wouldn't accept an agreement being broken??

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Laprof wrote:

I have very little knowledge of PF and just read something about the Pathfinder Society (I needed it to run CoT). I'll certainly read what you suggest. Thank you.

Why do you think Zon-Kuthon is not ok? Because a legal deity wouldn't accept an agreement being broken??

No (thought that might be a factor), but Zon-Kuthon is the Lord of the Shadow Plane. So, a priest breaking this particular accord would be directly disrespecting him.

Lord Fyre wrote:
* - 5-7 encounters of appropriate level(s) - would suggest a combination of Fetchlings, Shadowgarms, and other shadow creatures.

Ironically, one creature that I would not suggest using is the Shadow from the Bestiary. 1st-2nd level parties have serious problems with incorporeal creatures.


Lord Fyre wrote:


No (thought that might be a factor), but Zon-Kuthon is the Lord of the Shadow Plane. So, a priest breaking this particular accord would be directly disrespecting him.

There is so much I don't know ç_ç

Lord Fyre wrote:


Ironically, one creature that I would not suggest using is the Shadow from the Bestiary. 1st-2nd level parties have serious problems with incorporeal creatures.

I won't use it then, I still have nightmares for killing two PCs in my first DM experience

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Laprof wrote:
Lord Fyre wrote:


Ironically, one creature that I would not suggest using is the Shadow from the Bestiary. 1st-2nd level parties have serious problems with incorporeal creatures.
I won't use it then, I still have nightmares for killing two PCs in my first DM experience

Once the party gets a magic weapon, then incorporeal creatures are still a pain the arse, but are not quite so unfair. :)

d20PFSRD wrote:

Incorporeal (Ex)

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Format: incorporeal; Location: Defensive Abilities.

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Now that you've got that problem under control, have you looked ahead to The Sixfold Trial?

This adventure is - rightly - considered the strongest of the AP. There is a however ...

Carefully read pages 8 to 10 (Part 1: The Shadows Lengthen) where Ailyn Ghontasavos, Janiven, and Arael attempt to persuade the heroes to be actors in a murderplay.

If you feel that what is presented there is convincing, and that your players will go for it, then no problem and run it as written.

But, if you feel that the spiel has too many "maybes" then you need to figure out the best way to sell the play to your players. (... or have a back-up plan if they don't seem interested in the play.)


I wrote somewhere in this forum that my 4 PCs group was actually made of 3, because one of them didn't take part in any dangerous missions. Well, that was because she was pursuing fame as an actress (flirting with Thesing in order to achieve her goal yuk >_<), so I think I will have 0 problems with TST. This is also why I was so concerned about her death.
By the way I could also make THE cleric ask the group to retrieve something in Aberian's house.

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Laprof wrote:

I wrote somewhere in this forum that my 4 PCs group was actually made of 3, because one of them didn't take part in any dangerous missions. Well, that was because she was pursuing fame as an actress (flirting with Thesing in order to achieve her goal yuk >_<), so I think I will have 0 problems with TST. This is also why I was so concerned about her death.

By the way I could also make THE cleric ask the group to retrieve something in Aberian's house.

True.


Is flirting with Thesing a problem, in your opinion? I see that he shouldn't be friendly at the end of BoE, what if he actually is?

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Laprof wrote:
Is flirting with Thesing a problem, in your opinion? I see that he shouldn't be friendly at the end of BoE, what if he actually is?

Shouldn't be. But, I would suggest that in the Sixfold Trial, he start trying to take undue advantage of his would-be paramour (sexually and otherwise).


Seems like my players enjoy making things difficult for me -_-

The bard wants to borrow a huge amount of money (500mo) from a (almost) stranger. He is a widow who met her at his wife's funeral (she was singing a dirge)and asked her to perform with Thesing in a inn.
She wants to put herself at his disposal, but he doesn't know she can fight and I'd really hate to resolve this with a diplomacy check, it isn't just 10mo and, most of all, I want them to rely on the cleric's will. Does RaW help me in this case? Can a successful check force the NPC to lend so much money?

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Laprof wrote:
Does RaW help me in this case? Can a successful check force the NPC to lend so much money?

Actually, reading the rules for the Diplomacy skill, RAW doesn't directly help you here. However, I need to ask a few questions.

Does the NPC have the money?
*- Even if he does have the cash, this would count as "complicated aid" (+5) as wealthy people don't just hand out their money. If this would be a major drain on his resources, I would bump that up to "dangerous aid" (+10). Likewise, if he has reason to suspect that the funds will not be repaid in a timely manner add a +5 to both of the above.
*- If he doesn't have the cash, this jumps up to "Aid that could result in pumishment" (+15) as he would have to incur debts to get the money. In this case, if he has valid suspicions about the money being repaid, you could flat out deny the request.

But, otherwise, if she can make the roll, she gets the money. Bilking widows is a time honored tradition.


That's exactly the kind of help I needed, Thanks Lord Fyre you are precious :)

I'll answer your question later because I'm in a hurry now


The NPC is a rich merchant, I created him because the bard wanted to perform at a Pharasma ceremony (the family could give her some of the dead lady's unused dresses as an offering for her chant).
BTW I thought he would be soon forgotten and didn't bother to create a BG or even think about what he could sell....big mistake.


I wanted to introduce Vahnwynne to my PCs, and it would be nice if she could relate to the merchant, somehow. BUT...I have no idea how. Maybe she could be fixing a haunted family crypt and he owes her money for it...or she is a "cousin" who borrowed a lot of money from the family for her cause and the PCs should persuade her to give it back...any idea?

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Laprof wrote:
I wanted to introduce Vahnwynne to my PCs, and it would be nice if she could relate to the merchant, somehow. BUT...I have no idea how. Maybe she could be fixing a haunted family crypt and he owes her money for it...or she is a "cousin" who borrowed a lot of money from the family for her cause and the PCs should persuade her to give it back...any idea?

I'm at work right now, I will check back when I get home. :(

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Lord Fyre wrote:
Laprof wrote:
I wanted to introduce Vahnwynne to my PCs, and it would be nice if she could relate to the merchant, somehow. BUT...I have no idea how. Maybe she could be fixing a haunted family crypt and he owes her money for it...or she is a "cousin" who borrowed a lot of money from the family for her cause and the PCs should persuade her to give it back...any idea?
I'm at work right now, I will check back when I get home. :(

We know that when she is encountered in What Lies In The Dust that she used to be an elf, and that she was following a trail of lesser vampires to Ilnerik. So, yes, that trail could easily have gone past your merchant.

But, I don't see a problem with the PCs needing to find her, while still living, and having to persuade her to return the money she borrowed.


Here they are. Short on money, the PCs accepted the deal with the cleric and will retrieve something for him from Aberian's. What could it be, since the cleric doesn't know they will search the Asmodean knot?

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Laprof wrote:
Here they are. Short on money, the PCs accepted the deal with the cleric and will retrieve something for him from Aberian's. What could it be, since the cleric doesn't know they will search the Asmodean knot?

As a side note, do you have a plan for room B3 of the Asmodean Knot? If not, add a magic weapon to the Haversack in area B1

How about proof that Lord-Mayor Aberian Arvanxi has a sick, deformed (and possibly tiefling) son hidden somewhere in the manner? (The priest would be looking for blackmail material on the Lord-Mayor.) See Sascar Tilernos's entry on page 31 of The Sixfold Trial. They will, of course, fail. So see what they can come up with at this point. ;)


I'll take a look, thank you!

Silver Crusade

I'm also running this AP right now with a group who was 'defeated' by the Bastards at the conclusion of Book One. They got to the room with Dravano and then got nearly killed. They ended up leaving one of the PCs behind alone with Palaveen because it was the only way they could escape with their lives. Since the PC was a noble tiefling who had no understanding of his heritage, Palaveen actually told him that they were 'the same' and revealed to him what his heritage was, insisting that he should join the Bastards and promising to teach him powerful magic if he would agree to work for them. Since it was either that or die, basically, the PC agreed, and Palaveen made him drink a 'potion' that would kill him if he didn't comply with their demands on him. Of course, this was just a lie... but the PC is convinced that his life is in the hands of the Bastards. They released him and he returned to the others and told them the truth about what had happened.

Instead of forcing another confrontation with the Bastards right away, I simply pushed them forward into The Sixfold Trial, and left the Bastards as a looming threat in the city that they don't feel strong enough to deal with for now. Palaveen continues to contact the PC in question and give him orders, while they've struggled to find a way to break this 'magic' binding him. They've finally reached a point in Book 3 where they are hitting a lot of side quests and have been granted the ability to manage what side quests the NPCs of the Children of Westcrown are dealing with in the background of their main quest adventure. One of these side quests is following the activities of the Bastards, who are continuing to menace the city, and they are gathering intel that they can use to go back after them. By this point, they will be more than strong enough to crush them, and it will be a great morale boost for them to finally take them down at this point. I would just not recommend having them sit idle. They should be causing problems in the city - I even had them murder the boss of one of the PCs who worked at a blacksmith (and his wife). There's a sort of rising sense of urgency - the longer they wait, the worse things might get, but they are honestly terrified of the Bastards and want to feel fully prepared before taking them on.

I'm thinking that they might move hideouts and have been actively recruiting to replace their numbers, so the threat will be a little higher CR than it would have been at the end of Book 1 for them, but still not impossible this time.

As for Vahnwynne, my players were out hunting Shadow Beasts and got in over their head when I had her show up and handily take out some, bored with it and looking for vampires. I allowed them to make Knowledge checks to recognize her as a famous vampire hunter who worked alone, and she was very dismissive about the idea of working with them as low level heroes. I think just a brief cameo of some kind that shows that she is capable (to make them afraid when they have to face her as an actual vampire) but also to keep them from allying with her is sufficient but I'd be interested to hear if you find a way to more fully incorporate her!


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I made my rich merchant a cartographer, and V is his dead wife's sister helping him with her knowledge (she is a ranger). She refused to waste her time killing some lesser undeads in the family crypt because she was after "a bigger problem", so the PCs had to deal with them. They met her at the Dusk Market as well, buying some unusual stuff, and a religion check allowed them to understand she is a vampire hunter.
I like your idea of a night meeting while fighting the shadowgarms...


PS good to know there is someone else running CoT right know :)

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Laprof wrote:
PS good to know there is someone else running CoT right know :)

Well, it is an older AP. :)

... and there a a couple of problems with the AP's plotting. :(


Lord Fyre wrote:


Well, it is an older AP. :)

I know, but one of my players (former GM) recommended it because it's one of the few he hasn't already read ç_ç

Lord Fyre wrote:


... and there a a couple of problems with the AP's plotting. :(

I'm reading something about it on the forum, seems to me it's more than "a couple"...as usual, any tip would be appreciated

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Laprof wrote:
Lord Fyre wrote:


Well, it is an older AP. :)

I know, but one of my players (former GM) recommended it because it's one of the few he hasn't already read ç_ç

Always a "big issue" with long time Gamers/GMs. On the plus side, he/she is likely a very skilled player. :)

Laprof wrote:
Lord Fyre wrote:
... and there a a couple of problems with the AP's plotting. :(
I'm reading something about it on the forum, seems to me it's more than "a couple"...as usual, any tip would be appreciated

Since I did not get to finish this campaign, here are the problems as I understand them.

1 - The AP lacks focus, so the PCs may not know what is going on...
. *- Are they forming a resistance movement against House Thrune? (Reread Janiven's openning speach again. What would a player hear?)
. *- Are they opposing a criminal conspiracy? (... the eponymous "Council of Thieves?)
. *- Are they ending the Shadowbeast curse?
As, you can see, this is a recipie for confusion on the part of the PCs (remember, they will only have fragments of information).

2 - This AP is an instance of Paizo badly misjudging their audience. The VAST majority of players assumed that the first AP set in Cheliax would be about resisting the Evil Empire. Council of Thieves is not about that. (Managing player expectations was a big problem.)

3 - The nature of what the player's are actually doing is problematic also. Unless the PCs are enormously successful, they end up helping "nazis" fight the "mafia." This can leave a bad taste in the Player's mouths.

4 - Everything else is more of a "case-by-case" problem. An example of this was getting the PCs to buy-into the play. While this wasn't a problem for you, it killed my campaign.

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Laprof wrote:
Lord Fyre wrote:
... and there a a couple of problems with the AP's plotting. :(

You also asked for suggestions. Here is what I can offer.

Lord Fyre wrote:
1 - The AP lacks focus,

What do you think the AP is actually about? Read through all six books, and figure it out for yourself. That is the plot you should emphasize - this does mean you will have to modify/add material.

Lord Fyre wrote:
2 - (Managing player expectations was a big problem.)

This is related to the above. You have the non-trivial task of figuring out how to get that idea to the characters in play.

Lord Fyre wrote:
3 - Unless the PCs are enormously successful, they end up helping "nazis" fight the "mafia."

While the end of Book 6 gives them the chance for a degree of autonomy from Cheliax, it is an unlikely outcome.

One thought is to create situations throughout the AP where they can see the results of what they have achieved. I know. Not as easy as I make it sound.

Lord Fyre wrote:
4 - Everything else is more of a "case-by-case" problem.

And those will need to be answered on a case by case basis. :/


1) I agree about that, my PCs were a little bit confused about what was going on...how did we end up in the sewers? Why do we have to rescue this unknown cleric? and so on...there is no real motivation, nor any background grants one....
The only AP I played is CotCT, and all the PCs had a very good motivation to go after the first villain.

2) no problem for me, since none of my players knew anything about Cheliax until I introduced it (well...not sure about the former GM)

3)They're getting rid of Westcrown's problems by now, Bastards, Shadows and so on, I guess they'll have to face the bitter truth in the future. I could even "cheat" and modify things in the end (unless they're very far from the goal)

4)I think my players get quickly tired of dungeon crawling and things like this, they like intrigues, riddles, investigating, using social skills rather than combat ones. Such as CotCT. CoT is nothing like that (except for The Sixfold Trial) and making something up between a fight and the next is driving me mad.

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Laprof wrote:
1) I agree about that, my PCs were a little bit confused about what was going on...how did we end up in the sewers? Why do we have to rescue this unknown cleric? and so on...there is no real motivation, nor any background grants one....

Yes. The traits were very good about making the characters part of Westcrown, but not very good about giving a motivation for adventure.

But, given the AP's general lack of focus, that was almost to be expected.

B.T.W., what is in your party?

Laprof wrote:
2) no problem for me, since none of my players knew anything about Cheliax until I introduced it (well...not sure about the former GM)

That's why I asked what's in your character party. Halflings or Tieflings should definitely know what Cheliax is like.

Laprof wrote:
4)I think my players get quickly tired of dungeon crawling and things like this, they like intrigues, riddles, investigating, using social skills rather than combat ones. Such as CotCT. CoT is nothing like that (except for The Sixfold Trial) and making something up between a fight and the next is driving me mad.

Was "Hell's Rebels" off the table? It definitely seems closer to what your group may have been looking for. :(


My party has 1 half-elf cleric of Nethys, 1 gnome rogue, 1 tiefling urban ranger and 1 human bard.

The players have no clue about Cheliax, the PCs do, they all live or have been living in Westcrown for a long time.

I don't know Hell's Rebels...it will be my bed time story tonight :p


I see there are two locations of Walcourt...which one should I use?

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Laprof wrote:
My party has 1 half-elf cleric of Nethys, 1 gnome rogue, 1 tiefling urban ranger and 1 human bard.

Did the Tiefling's character not read page 5 of the Council Of Thieves Player's Guide?

Also, please tell me that you did not use the horrible "Infernal Bastard" trait.

Laprof wrote:
I see there are two locations of Walcourt...which one should I use?

It exists in a quantum state. It exists in both locations until it is looked for.

Use the Rego Crua location.


Honestly I can't remember the tiefling's bg, it has a different name translated into italian so I could tell you the wrong one.

I read the whole AP but I totally forgot this fact about Walcourt....too much to keep up with >_<

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Laprof wrote:
I don't know Hell's Rebels...it will be my bed time story tonight :p

Did you have a chance to check this out?


Not yet. We're playing on monday and I have to: check the sewers because they want to find a safe passage to Aroden's temple, find a wizard who can be teacher to the cleric who wants to become a mage (still unsure if he should be Tilernos or Leroung), create a plausible Bluehood and MAYBE go on with the main plot introducing the PCs to Robhal's staff.

Maybe I should go sick... ç_ç

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Laprof wrote:
Not yet. We're playing on monday and I have to: check the sewers because they want to find a safe passage to Aroden's temple, find a wizard who can be teacher to the cleric who wants to become a mage (still unsure if he should be Tilernos or Leroung), create a plausible Bluehood and MAYBE go on with the main plot introducing the PCs to Robhal's staff.

… all that before game time?

* - Remember, there is no sewer map. It was kind of randomly generating in Bastards of Erebus, pages 14-23.
* - There is a Leroung estate in the city (Bastards of Erebus, page 33 - no it does not give a location.)
* - How about making Bluehood as a female Leroung wizard?

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Laprof wrote:
Maybe I should go sick... ç_ç

Maybe you should go just skim the "Hell's Rebels Player's Guide." :)

I know you have a lot to do before game time, but it might be a significantly better fit for your player group, since they enjoy the RP side of Pathfinder as much, if not more, then the combat side.)


Lord Fyre wrote:

… all that before game time?

* - Remember, there is no sewer map. It was kind of randomly generating in Bastards of Erebus, pages 14-23.

I have a pattern ready, I prepared and used it for the first part of BoE, but i can't remember the symbols I used for encounters, secret doors, hidden trasures and so on. And I should have an idea of where the path leads them.

Lord Fyre wrote:
* - There is a Leroung estate in the city (Bastards of Erebus, page 33 - no it does not give a location.)

Yep, I must make it all up.

Lord Fyre wrote:
* - How about making Bluehood as a female Leroung wizard?

Do you mean the wizard I need? I read there is only one Leroung left in Westcrown, Khandescus, but I could change it. If she wants to make the city a safer place, and that's why she pays for slaying the shadowgarms, she can even be recruited in the CoW. That's a lot of work as well, but a good idea. But she can't be a low level wizard if she has to teach my cleric....

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Laprof wrote:
Lord Fyre wrote:
* - How about making Bluehood as a female Leroung wizard?
Do you mean the wizard I need?

Yes.

Laprof wrote:
I read there is only one Leroung left in Westcrown, Khandescus, but I could change it.

I don't know who that is? :( I couldn't find any reference to him.

Laprof wrote:
If she wants to make the city a safer place, and that's why she pays for slaying the shadowgarms, she can even be recruited in the CoW. That's a lot of work as well, but a good idea. But she can't be a low level wizard if she has to teach my cleric....

Only level 5-7.

As the Shadowbeasts are ultimately a Thrune plot, she may even be forbidden but higher ranking members of her family from taking action against them - hence the whole Bluehood charade.

I would recommend against recruiting her; as a powerful noble the members of the CoW would naturally start to look to her for leadership, eclipsing both Arael and Janevin.


Lord Fyre wrote:


I don't know who that is? :( I couldn't find any reference to him.

I found his name here in the CoT forum: tbug wrote "According to Mr. Jacobs, there's a Leroung living in a tower in Rego Laina, and there aren't any Leroungs listed in the noble houses on p. 52 so maybe Bluehood has a reason she's hanging out there."

Lord Fyre wrote:


I would recommend against recruiting her; as a powerful noble the members of the CoW would naturally start to look to her for leadership, eclipsing both Arael and Janevin.

right! thank you

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