Rise of the Runelords GM advice *Spoilers*


Rise of the Runelords


So my players have made several RP choices that may or may not be campaign-ending, and I need help figuring out what to do.

The situation: I'm running book two of RotRL and my players have arrived in Magnimar and are inside the Foxglove Townhouse. For those of you not familiar with this encounter, basically two faceless stalkers disguise themselves as Aldern and Iesha Foxglove (both of whom the PCs had dealt with in the Misgivings). After a short conversation, the PCs were able to deduce that they were impostors and instead of attacking they were going to restrain them inside the house and get the authorities. It's at this point I have the impostors proceed to attack and the battle ensues. The morale of the enemy is for one of them to start running if the other goes down, which happens when "Aldern" is knocked unconscious from nonlethal damage. "Iesha" is able to avoid the PCs and escape the Townhouse. Prior to their encounter, however, one of my PCs had his griffon animal companion rest on the roof and make sure nobody could leave the house. So at this point it goes in for the attack and "Iesha" is able to get the attention of some guards before the griffon kills her. Basically, the guards see a random woman killed in the streets by a rogue griffon so they follow it back to the Foxglove Townhouse. I'm going to cut out a bit of the story here, but suffice to say the griffon and the PC owner don't resist and are led to a holding pen.

It's at this point the guards see an unconscious Aldern Foxglove inside the Foxglove Townhouse and three random people whom they assume were robbing this poor man. The guards tried to take "Aldern" to a healer but the PC's thought that if they show he is an impostor, it'll help their case so they attack and kill the unconscious impostor, making it revert to a faceless stalker. Not having a clue what is going on, the guards are non-too-happy that the PCs coup-de-graced someone as they were taking him away. The PCs resisted arrest and knocked out all the guards, and are now on the lam. This doesn't even take into account the influence that Justice Ironbriar would use to lock them up. So I'm not sure how to salvage this campaign.

TL;DR - My players are running from the law and are still guilty of a lot of crimes even if they can prove innocence for some of them. How do I fix this?

Silver Crusade Contributor

How have they been doing in Sandpoint? Are they respected there?

If they get caught by the guards, or if enough time passes that word could get to Sandpoint, have Sheriff Hemlock/Father Zantus/another respected citizen show up to vouch for them. This will get the guards off their backs, hopefully long enough for them to find more proof.

You could use this example to foreshadow Ironbriar - have him as the "face of the prosecution", arguing vehemently for their imprisonment and obviously peeved when they get to go free. If they can then show that he's part of the Skinsaw Cult, that should get them enough room to get Xanesha's list, which in turn should earn them a full pardon from the Lord-Mayor.

Thoughts? ^_^


Kalindlara wrote:

How have they been doing in Sandpoint? Are they respected there?

If they get caught by the guards, or if enough time passes that word could get to Sandpoint, have Sheriff Hemlock/Father Zantus/another respected citizen show up to vouch for them. This will get the guards off their backs, hopefully long enough for them to find more proof.

You could use this example to foreshadow Ironbriar - have him as the "face of the prosecution", arguing vehemently for their imprisonment and obviously peeved when they get to go free. If they can then show that he's part of the Skinsaw Cult, that should get them enough room to get Xanesha's list, which in turn should earn them a full pardon from the Lord-Mayor.

Thoughts? ^_^

They are greatly respected in Sandpoint, but I'm not sure how much pull any of the notable NPCs have in Magnimar. But I do like the idea of having Ironbriar prosecute them to foreshadow him. Most of their crimes are forgivable, but I'm not sure some can reasonably be hand-waved. Like coup-de-gracing the impostor as the guards were trying to take him away. Yes, he was an impostor but they did kill him in cold blood. And I'm not sure if aberrations have *any* rights as far as being killed in cold-blood. Resisting arrest and assaulting guards also seem particularly egregious, especially when I gave them ample warning to stand down and wait for the investigation to conclude.


I don't have the name right, so forgive me. Has the group run into Jacob Dagal? He was much help to our group. Perhaps Jacob could use some leverage and lead the group in the right direction?

Silver Crusade Contributor

ngc7293 wrote:
I don't have the name right, so forgive me. Has the group run into Jacob Dagal? He was much help to our group. Perhaps Jacob could use some leverage and lead the group in the right direction?

That name doesn't appear in either the Rise of the Runelords Anniversary Edition or Magnimar: City of Monuments. Perhaps he may have been created for your campaign? (It could also be the spelling.) ^_^


Kalindlara wrote:
ngc7293 wrote:
I don't have the name right, so forgive me. Has the group run into Jacob Dagal? He was much help to our group. Perhaps Jacob could use some leverage and lead the group in the right direction?

That name doesn't appear in either the Rise of the Runelords Anniversary Edition or Magnimar: City of Monuments.

Perhaps he may have been created for your campaign? ^_^

Yeah I have no idea who that is.

Silver Crusade Contributor

Chance Wade wrote:
Kalindlara wrote:

How have they been doing in Sandpoint? Are they respected there?

If they get caught by the guards, or if enough time passes that word could get to Sandpoint, have Sheriff Hemlock/Father Zantus/another respected citizen show up to vouch for them. This will get the guards off their backs, hopefully long enough for them to find more proof.

You could use this example to foreshadow Ironbriar - have him as the "face of the prosecution", arguing vehemently for their imprisonment and obviously peeved when they get to go free. If they can then show that he's part of the Skinsaw Cult, that should get them enough room to get Xanesha's list, which in turn should earn them a full pardon from the Lord-Mayor.

Thoughts? ^_^

They are greatly respected in Sandpoint, but I'm not sure how much pull any of the notable NPCs have in Magnimar. But I do like the idea of having Ironbriar prosecute them to foreshadow him. Most of their crimes are forgivable, but I'm not sure some can reasonably be hand-waved. Like coup-de-gracing the impostor as the guards were trying to take him away. Yes, he was an impostor but they did kill him in cold blood. And I'm not sure if aberrations have *any* rights as far as being killed in cold-blood. Resisting arrest and assaulting guards also seem particularly egregious, especially when I gave them ample warning to stand down and wait for the investigation to conclude.

I doubt the stalker has any rights here. If anything, it's not so much "hand-waving" as "giving them a chance to clear their names". There's also a little bit of "this is what needs to happen to keep the campaign alive"...


Kalindlara wrote:
Chance Wade wrote:
Kalindlara wrote:

How have they been doing in Sandpoint? Are they respected there?

If they get caught by the guards, or if enough time passes that word could get to Sandpoint, have Sheriff Hemlock/Father Zantus/another respected citizen show up to vouch for them. This will get the guards off their backs, hopefully long enough for them to find more proof.

You could use this example to foreshadow Ironbriar - have him as the "face of the prosecution", arguing vehemently for their imprisonment and obviously peeved when they get to go free. If they can then show that he's part of the Skinsaw Cult, that should get them enough room to get Xanesha's list, which in turn should earn them a full pardon from the Lord-Mayor.

Thoughts? ^_^

They are greatly respected in Sandpoint, but I'm not sure how much pull any of the notable NPCs have in Magnimar. But I do like the idea of having Ironbriar prosecute them to foreshadow him. Most of their crimes are forgivable, but I'm not sure some can reasonably be hand-waved. Like coup-de-gracing the impostor as the guards were trying to take him away. Yes, he was an impostor but they did kill him in cold blood. And I'm not sure if aberrations have *any* rights as far as being killed in cold-blood. Resisting arrest and assaulting guards also seem particularly egregious, especially when I gave them ample warning to stand down and wait for the investigation to conclude.
I doubt the stalker has any rights here. If anything, it's not so much "hand-waving" as "giving them a chance to clear their names". There's also a little bit of "this is what needs to happen to keep the campaign alive"...

Yeah, if I suspend disbelief a little I could keep these PCs around. Alternatively, my players have mentioned that they would be willing to roll new PCs if necessary, so I have a question for anybody who has gotten further into the campaign. Could a new group feasibly come in at this point and carry on? Or are there things later on that rely on these specific PCs?

Dark Archive

1 person marked this as a favorite.

Personally, I would keep the same PCs. They have a vested interest in Sandpoint and its survival, which is important in the later books. New PCs wouldn't have the same interest in the town, though that could be "hand waved" into their background. But still....

I do like Kalindlara's ideas of having Sheriff Hemlock come into Magnimar to vouch for them. He should have already been to Magnimar to secure extra help after the goblin raid. So he would have a contact or two in the city guards/watch. I would add that the PCs are tasked to eliminate this new aberration menace to Magnimar as part of their release, in spite of Ironbriar's objections. Also, would add that the Sheriff is "out of favors" to provide if the PCs get into trouble again with the authorities.

Hope that helps. :)


ckdragons wrote:

Personally, I would keep the same PCs. They have a vested interest in Sandpoint and its survival, which is important in the later books. New PCs wouldn't have the same interest in the town, though that could be "hand waved" into their background. But still....

I do like Kalindlara's ideas of having Sheriff Hemlock come into Magnimar to vouch for them. He should have already been to Magnimar to secure extra help after the goblin raid. So he would have a contact or two in the city guards/watch. I would add that the PCs are tasked to eliminate this new aberration menace to Magnimar as part of their release, in spite of Ironbriar's objections. Also, would add that the Sheriff is "out of favors" to provide if the PCs get into trouble again with the authorities.

Hope that helps. :)

I'll just need to ask my players and see if they have a preference. They enjoy their current PCs, but they've also accepted the fact that they have put them into a position where fixing it would be somewhat unrealistic. They're the sorts of players who would rather live with the consequences than have the DM fix all their problems for them.

But if they think the situation for the PCs is salvageable then I will definitely use your guys's suggestions. Thank you.


Assuming they avoid the guards and keep following the story but get caught at some point (without doing something bad like killing a guard):

Magnimar is a large city with lots of high level casters, both divine and arcane. So just use magic. Ask them if their actions (despite being illegal) were for the greater good of the city. Have them testify in a zone of truth. After that, put a geas on them not to leave the city until they've cleared their names.

Silver Crusade Contributor

Blave wrote:

Assuming they avoid the guards and keep following the story but get caught at some point (without doing something bad like killing a guard):

Magnimar is a large city with lots of high level casters, both divine and arcane. So just use magic. Ask them if their actions (despite being illegal) were for the greater good of the city. Have them testify in a zone of truth. After that, put a geas on them not to leave the city until they've cleared their names.

Such a geas would prevent them from going to the Misgivings, wouldn't it? That seems... problematic.


Why would they need to go to the Misgivings? They are already in Magnimar so I'd think Misgivings is behind them.

Silver Crusade Contributor

Blave wrote:
Why would they need to go to the Misgivings? They are already in Magnimar so I'd think Misgivings is behind them.

Oops! Right you are. (I haven't actually run it yet, so I still get a little confused about the order of events.)


1 person marked this as a favorite.

So wait, why are they being prosecuted so heavily? The only crimes i see are Breaking and Entering, and possibly resisting arrest, because
A) they killed monsters
B) said monsters were quite obviously impersonating powerful nobles
A isnt illegal and B makes A even more justifiable in court, since impersonation in that manner IS a crime


Agreeing with Hazrond's B. If word of monsters impersonating nobles got out, the city would be in a panic. The mere rumor of monsters impersonating nobles would cause the city to shut down. No one would go to market any more. No one would trust authority and the rule of law would decay. You're looking at a huge financial and social impact.

I question the guards being none too happy about the coup-de-gras. Sure, they killed an innocent guy..... until the part where his body reverted into that of a faceless stalker. The guards, none of whom were killed, come to and find themselves with evidence on their hands that the PC's were right.

I'd have the PC's re-arrested or approached by someone on the police force (perhaps one of the guards they knocked out) who agrees not to arrest them provided they help the police get to the bottom of the matter. Maybe the guard who approaches them has some serious concerns about one of her superiors acting strangely (whether that is a red herring, the boss is a face shifter or a member of the B7 is up to you), which is why they are hesitant to peruse the matter themselves.


This could actually be a hook to get the party involved with the mayor of Magnimar, which is something that happens eventually, anyway. Maybe the mayor finds out what happened with the impersonations and makes some sort of agreement to make the charges go away if the PC's keep quiet.


First, you kinda f%+!ed up as the DM, it's writen that they do switch back to their original form once they think the PCs are on their trail or when they're ready to kill the PCs (there's a reason for this).
But to patch this up, the PCs should already have all the evidence they need to prove them selves innocent (they just need to be smart about it and not run like killer hobos). It's also not impossible to see through the Change Shape ability. Alternatively, the guards will approach them to thank the PCs because they fixed this before them.


1 person marked this as a favorite.
Saldiven wrote:
This could actually be a hook to get the party involved with the mayor of Magnimar, which is something that happens eventually, anyway. Maybe the mayor finds out what happened with the impersonations and makes some sort of agreement to make the charges go away if the PC's keep quiet.

That's an excellent point, actually. The book describes the Lord-Mayor as being legendarily corrupt and "exceptionally quick-witted", so I could certainly see him waving the charges if the PCs keep quiet about the impostor and agree to investigate the murders for him (which they would have done anyways, just now with no reward). Plus I could use this opportunity to introduce Ironbriar as Kalindlara recommended.

Rub-Eta wrote:
First, you kinda f#+~ed up as the DM, it's writen that they do switch back to their original form once they think the PCs are on their trail or when they're ready to kill the PCs.

Ah, I missed that line, you are correct. Although, I don't know why they would change back anyways...


Chance Wade wrote:
Kalindlara wrote:
I doubt the stalker has any rights here. If anything, it's not so much "hand-waving" as "giving them a chance to clear their names". There's also a little bit of "this is what needs to happen to keep the campaign alive"...
Yeah, if I suspend disbelief a little I could keep these PCs around. Alternatively, my players have mentioned that they would be willing to roll new PCs if necessary, so I have a question for anybody who has gotten further into the campaign. Could a new group feasibly come in at this point and carry on? Or are there things later on that rely on these specific PCs?

The first thing that calls for these specific PCs could be used to you advantage. At the beginning of the third module, The Hook Mountain Massacre, the PCs are heroes in Magnimar and the mayor of Magnimar sends them a quarter of the way across Varisia to Fort Rannick to investigate the lack of communication from there.

The association between Magnimar and Fort Rannick is that Magnimar sends its deliquents there on a community service sentence rather than sending them to prison. Thus, if your PCs are arrested and have some punishment to serve, they can be sent there as community service rather than as rescuers.

The second thing is that the fourth module, Fortress of the Stone Giants, begins in Sandpoint, so new PCs would need a reason to visit Sandpoint.

Also, Magnimar knows that a few faceless stalkers live in the swamp near the city, so these monsters are not unknown to them. The only startling aspect is that they were impersonating important citizens.


Obviously this is hindsight, but sometimes it is useful to see where things went wrong and try to not do that again. The problem was in the original unrealistic orders and reactions of the griffon. If a character has their griffon companion rest on the roofs of houses and kill anyone who leaves, then yes, they are probably going to jail. They probably would have gone to jail years ago, unless this was the first time. If a player had never given that command before then, I would probably do an 'are you sure' check to them, since even if the player isn't thinking of it, most characters would realize that such a command is likely to kill an innocent person. Having a companion menace/threaten someone trying to leave might be reasonable, but attacking anyone who leaves a location is something only a pretty evil person would order.

As for what you should do now, I'd find someone who is willing to pull strings in order to have the PCs owe them a favor (and advance the plot.) Additionally, a bribe/fine can go a long way to cover up sins.


2 people marked this as a favorite.

Here is what I would do.

Have the PCs held for a day due to Ironbriar's machinations. He wants them locked up, but very soon one of the Sandpoint nobles shows up and acts as a voucher for their character. They have enough pull that the word of the noble is enough to at least keep them out of holding until a trial,which Ironbriar insists on, but they aren't allowed to leave Magnimar.

One of the guards who was there when they killed the stalker meets with them and tosses in his support - he saw what happened, and the PCs story (sounds like they'd be honest) would seem to be supported by that. Next day he's dead. Then the guards who were on scene keep turning up murdered by the Skinsaw Cult as Ironbriar tries to pick off all of their friendly witnesses, and the PCs have to try to work against this shadowy (to them) mastermind and clear their names. They probably out Ironbriar in the process, and the adventure can proceed more or less as written from there.


Chance Wade wrote:


Rub-Eta wrote:
First, you kinda f#+~ed up as the DM, it's writen that they do switch back to their original form once they think the PCs are on their trail or when they're ready to kill the PCs.
Ah, I missed that line, you are correct. Although, I don't know why they would change back anyways...

Because faceless stalkers get +2 morale bonus to attacks, damage rolls, saves and skill checks for 1 round after reverting to their natural form (which they can do as a swift action.)


As it happens my RotRL group just finished the Seven's Sawmill and defeated the cult with a series of fireballs that left the place in flames. They fled the scene with a dead Justice Ironbriar in tow and were promptly arrested.

Low level magic can make false convictions very uncommon. In my case the town guard used charm person to compel the PCs to testify truthfully about everything that happened. A caster who targets an individual knows if they pass or fail their save and anyone can voluntarily fail a save. Together that means if the PCs agree to be charmed (and they did) the guard can trust whatever they say.

So yes, they were caught in the streets, covered in blood, fleeing an arson, with a dead judge in tow, but all the same were released after agreeing not to make public the fact that a prominent member of the government was in a serial murder cult.

The same could happen here. Charm Person to work out exactly what the situation is will leave many in the government concerned that crazy murder cultists are running amok in the city and bringing in monstrous help. Who better to draft into solving that problem?


Yes I'm afraid you messed it up some - at least made it harder on your players than needed.

Why, if the unconscious faceless stalker reverted to natural form when killed (which seems to me the right thing), didn't the fake Iesha do the same? The guards may have at first thought the griffin was attacking a woman but that belief should not have lasted long.

I'm okay with whatever assumptions or decisions you've made about the level of knowledge of the pc's and their actions in Sandpoint exists in Magnimar, but at some point that should become generally known, at least to the leader/noble levels in the city. It's unclear what defense or explanation the pc's may have offered about who they were or why they were there but it should have bought them some credibility given there were two faceless stalker corpses at hand and they had been impersonating a noble who within the past few days had been an insane ghoul performing bizarre human sacrifices in Sandpoint. This seems to call for a certain amount of leeway for the pc's even from lowly guards.

The pc's also have a ready defense. "We only knew there were shape-changers involved and the guards were trying to railroad us to jail. We assumed it possible a large conspiracy was afoot and that some or all of the guards were also shapechangers, so we knocked them all unconscious and fled."

I suggest you make Ironbriar their friend. He approaches them, perhaps initiating contact via the surviving guard ploy suggested above, and wants their help. He's convinced there is a conspiracy going on, hiding whoever is doing these killings (if the pc's don't already know about them, he tells them about the sihedron murders in Magnimar.) Given their courage and service to Sandpoint, he's confident they're not in on it, which make them perfect agents to help him investigate. You can use Ironbriar to send them on wild goose chases, dangerous wild goose chases. Investigating a base for Night Scales assassins for instance. If the Heroes of Sandpoint die investigating the murders, all the easier for him to keep framing others for the crime and it gets rid of the meddlesome pc's without him raising a finger. If you don't want to do the work for that or after 1 or more red herrings, he sends them to the Sawmill, where he and his cultists ambush them. Proceed with the AP as written. You didn't say - did they get that clue before getting "arrested?" If not, this also a method for getting them to the Sawmill. If you want to be wicked evil, he can tell them to go at night to lower the number of innocent bystanders (reduce witnesses to his treachery.) He can tell them that he will get all the guards out that area, so hopefully there won't be any shapechanger trouble. (And no guards can stumble on to him killing them.)

Community / Forums / Pathfinder / Pathfinder Adventure Path / Rise of the Runelords / Rise of the Runelords GM advice *Spoilers* All Messageboards

Want to post a reply? Sign in.
Recent threads in Rise of the Runelords