Concerns about the AP's endgame (spoilers for HR and CotCT)


Hell's Rebels


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since I see this a strong contender for my next AP to GM, I am already taking a closer look at the set-up for the entire AP. One thing which caused my brow to furrow a bit is the campaign outline presented in module one, specifically the last module.

To explain my stance, I also GM'ed Curse of the Crimson Throne and my least favorite aspect of that excellent AP is when the players are taken out of the city of Korvosa for two entire modules. Hell's Rebels avoids this problem, until the last module it seems. At least the second half of the last module seems to be the PC's "invading hell" and while that is pretty cool it also is pretty standard and just when the endgame of the AP arrives takes the party away from the place they cared for and liberated throughout the entire AP.

Yes, you invade hell to complete the liberation of Kintargo, but I really hope that the last module mostly plays in the city proper and not mostly away from it.

Silver Crusade

I obviously can't speak to the last volume yet, but the third book was mentioned as being outside the city, and there's still a ton of stuff in the city.

Contributor, RPG Superstar 2010 Top 4

I have not seen the very last chapter, but I have seen all the previous five. I have a little better access than some other posters, since I wrote chapter five myself.

I know what you're talking about in terms of Curse of the Crimson Throne, but you concern is unwarranted. Kintargo remains an integral part of every chapter (including the last one). The PCs do take some "field trips" outside of it, but not to exclusion. Chapter Five for example the players coming and going from the city a bit to the neighboring countryside, alongside actual city encounters. The city remains however, their base of operations.

I am confident that Chapter Six will have the players starting and finishing in Kintargo, with their hellish excursion sandwiched in the middle.

Hell's Rebels is very much an urban campaign with some fun side trips which will serve to keep things fresh and varied just when I think the PCs will most appreciate a short change of scenery.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks, that helps a lot, Jim. :)

Paizo Employee Creative Director

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magnuskn wrote:

Since I see this a strong contender for my next AP to GM, I am already taking a closer look at the set-up for the entire AP. One thing which caused my brow to furrow a bit is the campaign outline presented in module one, specifically the last module.

To explain my stance, I also GM'ed Curse of the Crimson Throne and my least favorite aspect of that excellent AP is when the players are taken out of the city of Korvosa for two entire modules. Hell's Rebels avoids this problem, until the last module it seems. At least the second half of the last module seems to be the PC's "invading hell" and while that is pretty cool it also is pretty standard and just when the endgame of the AP arrives takes the party away from the place they cared for and liberated throughout the entire AP.

Yes, you invade hell to complete the liberation of Kintargo, but I really hope that the last module mostly plays in the city proper and not mostly away from it.

A significant part of the last adventure...

Spoiler:
takes place in Kintargo and the region of Ravounel. About 1/4 of the adventure takes place in Hell. It isn't "sandwiched" in the middle—it's a logical conclusion to the entire story arc and DOES take place at the end, but it also incorporates a HELL (ha) of a lot of material and callbacks throughout the entire campaign. The last quarter of the campaign may take place in Hell, but it still feels like you're playing Hell's Rebels.

Perhaps you should wait until you see the last volume before panicking?

And of course, if you DO read the last adventure in 3-4 months and decide that the last quarter of the last adventure taking place in Hell is disappointing...

Spoiler:
...the end of Adventure 4 works perfectly well as a climax to the campaign if you want—and folks who get frustrated running high-level games, like I suspect you do, judging from your feedback, might be well advised to end the campaign at the end of "A Song of Silver."

That said... there's enough going on in "Hell's Rebels" that the party DOES get to stomp through Hell at 17th level, which is quite a bit higher level than any other AP has reached, so that's something to consider too...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, aside from RotRL, which went to 18th (after your defeat of the big bad of that campaign).

I actually don't have many problems running high-level campaigns, I've been doing it for close to 15 years now. My usual problem is that I tend to think that the Paizo devs err too much on the side of caution in their encounter design (with some notable exceptions in about every AP).

Anyway, many thanks for the info, James!

Paizo Employee Creative Director

magnuskn wrote:

Well, aside from RotRL, which went to 18th (after your defeat of the big bad of that campaign).

I actually don't have many problems running high-level campaigns, I've been doing it for close to 15 years now. My usual problem is that I tend to think that the Paizo devs err too much on the side of caution in their encounter design (with some notable exceptions in about every AP).

Anyway, many thanks for the info, James!

I'm relatively sure that most folks will find the encounters in the endgame of Hell's Rebels... or throughout the entire AP (check out the climax of the 3rd adventure for example) to be plenty challenging.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, I'll hold you to that. ;)

Dark Archive

Pathfinder Adventure Path Subscriber

Don't take this the wrong way, magnus, but I'm not sure you and your group are "most folks."

Paizo Employee Creative Director

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magnuskn wrote:
Well, I'll hold you to that. ;)

I don't doubt it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Misroi wrote:
Don't take this the wrong way, magnus, but I'm not sure you and your group are "most folks."

Maybe it really is tunnel vision on my part, but I seriously don't think that my guys are the superhuman powergamers some people apparently think that they are. Some of them know how to build good characters, some of them don't. I can count on at least one of them to come up with a character who is only 50% as capable as the rest of them (usually by playing a Rogue).

Hell, I almost killed two characters last Saturday and actually did kill another one this Tuesday in RotRL. Given my experience with the AP as a player, I think there's a very good chance that module five might get a few others.

As for how others play the game, there are all kinds of groups. From what I've seen other people write on the boards during the last seven years, I think my group(s) are only in the upper middle in terms of playing power.

Contributor, RPG Superstar 2010 Top 4

Hey Magnuskn,

My regrets on the incorrect specifics. I did try however, to answer in the spirit of the question.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No problem, I appreciate it. :)

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