The Hellfire Compact (GM Reference)


Hell's Vengeance

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Silver Crusade

Quote:
The book says you should be open about recording rebellion points, but says to play it through npc actions. Should it be just npc actions, or should I tell them the number of points? I want to not tell them so they don't know if they are screwing up or not, and want to keep the verisimilitude going. Another part of me feels it might be unfair not to give them the info needed to change behavior if they want.

Rebellion Points seem like an interesting idea, but in practice they only serve to change the timeline. As far as I can tell, they don't really change anything. All of the events on the Rebellion Tracker happen no matter and no more than one can occur per day. Compressing the event schedule due to Rebellion Points might deny the players downtime activities, but that's about it. I doesn't seem to me like it has any teeth.

Is anyone planning on modifying how the Rebellion Points works to make them more impactful?

Silver Crusade

Rob McCreary wrote:
chopswil wrote:

p. 30 BOLGART CAGGAN

how does he have +6 natural armor in hybrid form, hybrid only gives +2 to existing?
he has none in human form on p. 28

Boars have a natural armor bonus of +4. In hybrid and animal forms, a lycanthrope has the natural armor bonus of the base creature +2, so his total is +6. Lycanthropes in human form don't get any natural armor bonus. Both stat blocks are correct.

Why doesn't he have the normal wereboar Rage ability?


darrenan wrote:
Quote:
The book says you should be open about recording rebellion points, but says to play it through npc actions. Should it be just npc actions, or should I tell them the number of points? I want to not tell them so they don't know if they are screwing up or not, and want to keep the verisimilitude going. Another part of me feels it might be unfair not to give them the info needed to change behavior if they want.

Rebellion Points seem like an interesting idea, but in practice they only serve to change the timeline. As far as I can tell, they don't really change anything. All of the events on the Rebellion Tracker happen no matter and no more than one can occur per day. Compressing the event schedule due to Rebellion Points might deny the players downtime activities, but that's about it. I doesn't seem to me like it has any teeth.

Is anyone planning on modifying how the Rebellion Points works to make them more impactful?

Each week can have an extra minor event if it gets bad enough. But also if using normal rest rules (which I know a lot of groups don't) hitting them with 2-3 events in the same number of days, especially combat oriented ones, might take their tole.


Gerya Rohalendi's hospice question: it is mentioned that you can help her with her problem and even help pay her debt, but no benefice from doing so is given.

Sovereign Court

Pathfinder Pawns Subscriber

Ok, ran the first part of Hellfire Compact for my group tonight...

...they completely murderhobo'ed the entire tannery... NO==WITNESSES==REMAIN!! O_O (even the dogs were not spared... 'cause some treehuggers can talk to dogs!!)

(Cimri just hid in a dark corner to stay out of sight in case anyone would kinda show up and run back to civilization to incriminate the gang... at least, she thought, the zeal of these newbies would at least serve to exclude her of any accusation... her jaw kinda dropped when the LE cavalier just speared those old people with a lance on a charge... but after the initial shock she basically sat and opened a bag of popcorn!)

Based on my first reading of this, there doesn't seem to be a real drawback for such a triple murder. As long as they retrieve the shinies, are they in the clear? what kind of investigation/trouble can the local Sheriff stir up in the aftermath of this? ('cause Cimri just bails them out if they get pinched, according to what I read)


Purple Dragon Knight wrote:

Ok, ran the first part of Hellfire Compact for my group tonight...

...they completely murderhobo'ed the entire tannery... NO==WITNESSES==REMAIN!! O_O (even the dogs were not spared... 'cause some treehuggers can talk to dogs!!)

(Cimri just hid in a dark corner to stay out of sight in case anyone would kinda show up and run back to civilization to incriminate the gang... at least, she thought, the zeal of these newbies would at least serve to exclude her of any accusation... her jaw kinda dropped when the LE cavalier just speared those old people with a lance on a charge... but after the initial shock she basically sat and opened a bag of popcorn!)

Based on my first reading of this, there doesn't seem to be a real drawback for such a triple murder. As long as they retrieve the shinies, are they in the clear? what kind of investigation/trouble can the local Sheriff stir up in the aftermath of this? ('cause Cimri just bails them out if they get pinched, according to what I read)

IIRC you still add the rebellion points for them killing the people (so 9 I think. I may be mistaken. But yeah no real direct consequences.

Sovereign Court

Pathfinder Pawns Subscriber

yeah I'm not sure if rebellion points start accruing this early or just for the later stuff.... I'm more worried about any plot part I may have missed, like the Sheriff going WTF?? curfew for all, b*#*$es! some insane orc tribe is operating nearby!!!! :P


Purple Dragon Knight wrote:
yeah I'm not sure if rebellion points start accruing this early or just for the later stuff.... I'm more worried about any plot part I may have missed, like the Sheriff going WTF?? curfew for all, b#!!@es! some insane orc tribe is operating nearby!!!! :P

Not that early, but during the sermon, their bodies will be shown, and their deaths will count from then on.


What I'm wondering is the consequence for NOT killing him. He's a well-respected citizen and already anti-Thrune. Shouldn't he play a larger role if he survives, or at least y'know tells people that these are the guys who robbed him?

Sovereign Court

Pathfinder Pawns Subscriber
Armenius wrote:
What I'm wondering is the consequence for NOT killing him. He's a well-respected citizen and already anti-Thrune. Shouldn't he play a larger role if he survives, or at least y'know tells people that these are the guys who robbed him?

He's a mile out of town and his business stinks to high heaven. He probably doesn't come to town that often.

Of more importance to me is the slaughtering of the two old folks in charge of chamberbot waste disposal in Longacre. This has an *immediate* repercussion, say, 12 HOURS LATER, when the people in Longacre notice that their latest deposits outside their house has not been picked up... (health/sanitation problem; give it a week or so, and there could be a breakout of filth fever, or a revolution right away due to how the town now stinks!)

Not sure if these *deposits* constitute the entire 'load' of Longacre's wastewater disposal system (pretty sure they have no sewers, being a rural community, but they *could* have a ditch that runs down to the river with people's waste), but at the very least, those places that were leaving deposits outsider their house will soon have to do something about it...

The Exchange

Pathfinder Adventure Path Subscriber

My group has been doing things pretty lawfully and by the books so far. They scouted out the tannery by extinguishing the lanterns around the area, then drugged Louslik's front door dog with some sleeping poison inside a cut of meat, before luring him to the front gate while a member of their party snuck through the hole in the back. While the main group distracted him, the solo guy picked the lockbox, took only what he owed and taxes, and left before he was any the wiser.

The only hiccup they really had was when they split up to each do one part of putting up the new decrees, and sent their CE Bloodrager to the western gate, where she killed both of the gatekeepers after they complained and attacked her for tacking things to their fence.

They managed to disrupt the speech at the church as well, so they have really gathered that many rebellion points. I did have a question though. As far as I could tell, there wouldn't really be any witnesses for what the Bloodrager did at the gatehouse, so would they still accrue points for it?

Sovereign Court

Pathfinder Pawns Subscriber
Diablojac wrote:
My group has been doing things pretty lawfully and by the books so far. They scouted out the tannery by extinguishing the lanterns around the area, then drugged Louslik's front door dog with some sleeping poison inside a cut of meat, before luring him to the front gate while a member of their party snuck through the hole in the back.

Drugging the dog was my group's first thought, but none of them had drugs, and when they saw the drug costs more than their individual 100gp payout, they all went, "1gp Sap then?"

...then they didn't use their saps, and skewered old folks on a lance instead... :P


Diablojac wrote:

My group has been doing things pretty lawfully and by the books so far. They scouted out the tannery by extinguishing the lanterns around the area, then drugged Louslik's front door dog with some sleeping poison inside a cut of meat, before luring him to the front gate while a member of their party snuck through the hole in the back. While the main group distracted him, the solo guy picked the lockbox, took only what he owed and taxes, and left before he was any the wiser.

The only hiccup they really had was when they split up to each do one part of putting up the new decrees, and sent their CE Bloodrager to the western gate, where she killed both of the gatekeepers after they complained and attacked her for tacking things to their fence.

They managed to disrupt the speech at the church as well, so they have really gathered that many rebellion points. I did have a question though. As far as I could tell, there wouldn't really be any witnesses for what the Bloodrager did at the gatehouse, so would they still accrue points for it?

They may not see it, but a notice is put on the fence and the two end up dead (in what I assume to be somewhat brutal way). Some will put it together. If not it's not just about the actions blamed on PC's, the flames of rebellion are fanned in a few ways (the speech for example does it), so a couple of beloved citizens turning up dead when the baron starts cracking down isn't going to improve morale


Does anyone else have another idea for how to open this AP? In Hell's Rebels, you participate in a protest against Barzallai Thrune and even see him face-to-face. In Way of the Wicked, you're sent to prison by the kingdom of Talingarde and are immediately offered the chance to break out. Both of those APs start off with you in the center of the action.

The whole "Let's raid a tannery" thing doesn't really resonate with me all that well. It seems unrelated to the rest of the adventure. For one, the assumption that the PCs will start as a bunch of lowlife apolitical thugs doesn't make any sense to me. What if I have a party of hardcore Asmodeans and Thrune followers? If a rebellion is spreading, I'm sure they'd want to get into the thick of things as soon as they could to serve Abrogail/Asmodeus, as opposed to having their buddy Cimri tell them about a cheap job making a hit on a tannery.

If nothing else, I could have the tannery be funneling funds to the Glorious Reclamation.


Yeah, the guide covers that. The tannery heist doesn't just have to be for the money. Cimri has connections, and working with her on the heist is the fastest way to get noticed by Thrune.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Axial wrote:
Does anyone else have another idea for how to open this AP?

I made a tweak last page.

Sovereign Court

Pathfinder Pawns Subscriber
Rob McCreary wrote:

Since "The Hellfire Compact" came out in February 2016, the assumed start date in Golarion of the adventure would be Calistril 4716 AR. However, it's complicated by the fact that Hell's Vengeance takes place at the same time as Hell's Rebels, which could bring the start date back to Arodus 4715 AR.

tl;dr You can set it whenever you want! :)

I made it a dream sequence for my CG players from a homecampaign. They're somehow all sharing the same dreamscape, and they're all polar opposites of themselves (CG becomes LE, NG becomes NE, etc.) I haven't decided yet what to do for the one player who has the Lucid Dreamer feat... :P


I've created a prequel adventure in which the players get together. One of the players is trying to create a "mercenary group", and he convinces the others players to join him.

The "leader" player is a Cleric of Asmodeus from a noble family of Cheliax. He has basically offered to use his prestige on the Church or Nobility to favor the other PCs.

Two of the PC were "forgotten" at Longacre and he promises to get them back to activity and let them get outta of Longacre. One player is searching for her aunt (which was last seen at Longacre) and he promises to help her. The last one wants to find his real family (he was adopted as a child) and the cleric knows that the Midnight Temple of Egorian is involved in his adoption.

So, after they are united, they go to a fast adventure into the woods (the leader wants to test their strengh) and after that they are approached by Cimri, and she offers them a job.

Sovereign Court

During Event 1, my players decided to make an example of Riley Kels by arresting him, cutting out his tongue, and then letting him go again.

As much as I loved the RPing that lead to their decision (and the cold logic behind it), it's left me stumped as to how to handle Event 5. Kels has even more motivation than ever to mascarade as the Angel Knight, but I'm not sure what would be the best way to rework the encounter in light of his missing tongue.

What would you do?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Play up the Angel Knight as a silent, resolute presence?

Let that serve as a red herring to make your PCs think Riley is the real one?


Olliepoppet wrote:

During Event 1, my players decided to make an example of Riley Kels by arresting him, cutting out his tongue, and then letting him go again.

As much as I loved the RPing that lead to their decision (and the cold logic behind it), it's left me stumped as to how to handle Event 5. Kels has even more motivation than ever to mascarade as the Angel Knight, but I'm not sure what would be the best way to rework the encounter in light of his missing tongue.

What would you do?

On the book they said taht if Kels was killed by that time, you should create a NPC who is his lover instead.

Maybe be Kels can be disguised as the Angel Knight while his lover is hidden and doing the talk.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
tro1984 wrote:
Samy wrote:
I've been thinking of how to make Cimri be something other than an extra limb that you have to drag around, too. May have some ideas after a while.
Just level her with the party, and don't play her as dumb.

I admit, my first read through I wondered what would happen if the players simply killed her out of hand, thinking "One less share."

The final battle against Auntie sheriff would be the biggest change, but rest is surprisingly easy to reimagine.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

She all but disappears as a pivotal point between the tannery heist and the throwdown with her aunt anyhow... and becomes even less important following that.

With that said, I'm not too worried about my group...


Bolgart Caggan, Pg. 30

Under defense, his hybrid wereboar form is listed as DR 5/silver. Bestiary 2 says it should be DR 10/silver. I'd think it was an effort to lower the CR level, but Bolgart is CR 3, and the standard wereboar hybrid is CR 2.

Paizo Employee Senior Developer

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Rimethorn wrote:

Bolgart Caggan, Pg. 30

Under defense, his hybrid wereboar form is listed as DR 5/silver. Bestiary 2 says it should be DR 10/silver. I'd think it was an effort to lower the CR level, but Bolgart is CR 3, and the standard wereboar hybrid is CR 2.

Natural lycanthropes gets DR 10, afflicted lycanthropes get DR 5 (see page 196 of the first Bestiary). The wereboar in Bestiary 2 is a natural lycanthrope, but Bolgart is afflicted, so he gets the lower DR value.

Liberty's Edge

Pathfinder Companion Subscriber

Jesus. I have no idea how you guys remember to take all of those little caveats into account.


Pathfinder Starfinder Adventure Path Subscriber

I ran Event 2: Caggan's Revenge last night. The set up was pretty much as the book suggested, except for the wizard had drug a chair out of the jail, sat right behind Caggan, and placed his scorpion familiar on Caggan's back to sting him and poison him. Having the wizard that close was a perfect setup for me when Caggan broke free.

Group:
Dhampire Sanguine-Blooded Sorcerer
Human Infernal Binder Wizard
Tiefling Herald Caller Cleric of Zon-Kuthon
Tiefling Hexcrafter Magus

Caggan in his wereform is a tough fight, especially since my group only has the Magus as a warrior-type. Caggan gored and took out the wizard on round 1, took the sorcerer down to 1hp on round 2; the players were getting pretty scared by this point. A few summoned creatures and the Magus's ability to take a couple of hits kept them on their feet. The sorcerer, revived wizard, and magus used ray of frost and acid splash to nickle and dime Caggan to death.

It was a great fight! They loved the transformed Caggan artwork and thought he was a great opponent.

Paizo Employee Senior Developer

Samy wrote:
Jesus. I have no idea how you guys remember to take all of those little caveats into account.

The struggle is real. :) Fortunately, things like Hero Lab help us out as well.


Pathfinder Starfinder Adventure Path Subscriber
Rob McCreary wrote:
Samy wrote:
Jesus. I have no idea how you guys remember to take all of those little caveats into account.
The struggle is real. :) Fortunately, things like Hero Lab help us out as well.

Very true. DM's Familiar as well. Both of those programs have really helped to improve my ability to run the game.


SerGalahad wrote:

I ran Event 2: Caggan's Revenge last night. The set up was pretty much as the book suggested, except for the wizard had drug a chair out of the jail, sat right behind Caggan, and placed his scorpion familiar on Caggan's back to sting him and poison him. Having the wizard that close was a perfect setup for me when Caggan broke free.

Group:
Dhampire Sanguine-Blooded Sorcerer
Human Infernal Binder Wizard
Tiefling Herald Caller Cleric of Zon-Kuthon
Tiefling Hexcrafter Magus

Caggan in his wereform is a tough fight, especially since my group only has the Magus as a warrior-type. Caggan gored and took out the wizard on round 1, took the sorcerer down to 1hp on round 2; the players were getting pretty scared by this point. A few summoned creatures and the Magus's ability to take a couple of hits kept them on their feet. The sorcerer, revived wizard, and magus used ray of frost and acid splash to nickle and dime Caggan to death.

It was a great fight! They loved the transformed Caggan artwork and thought he was a great opponent.

I'll be doing that fight in our next session, judging by how my players have gone so far it's bound to be interesting. THey triggered Abbie, Lousik and Archie all at once the first time through the first encounter, and that became a total party whipeout. It wasn't helped by me rolling so well that I think my lowest roll was a 13. Caggan did a number during the bar fight, knocking the wizard to 0 hit points and knocking the ivestigator to about half health before the wizard color sprayed him.

The group is a Human Warpriest, Elven Wizard, Dhampir Mesmerist, Human Investigator, and Human Unchained Monk.


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Olliepoppet wrote:

During Event 1, my players decided to make an example of Riley Kels by arresting him, cutting out his tongue, and then letting him go again.

As much as I loved the RPing that lead to their decision (and the cold logic behind it), it's left me stumped as to how to handle Event 5. Kels has even more motivation than ever to mascarade as the Angel Knight, but I'm not sure what would be the best way to rework the encounter in light of his missing tongue.

What would you do?

I just finished my first read-through today, and was struck by the difficulties the "Angel Knight" would have speaking to begin with. She has no lips, thanks to her childhood maiming. I assume she'd seldom speak, and might have trouble enunciating when she did talk.

I have a dear friend who suffered fairly massive facial scarring as an infant. She has lips, but only after cosmetic surgery to create them. They are non-functional. She had to learn to talk in a manner similar to the way ventriloquists "throw their voice". She's quite eloquent, but her voice doesn't carry well. I've known her for many years, and still have trouble at times understanding what she's saying when we talk on the phone. It would be almost impossible to understand what she was saying if she wore that full-face helm.

So without some sort of magical assistance (perhaps an enchantment on the helm), it's highly unlikely that Lencia would be able to shout "over the sounds of the confused crowd."

I'll have to take that speech out, or have someone else do it. If Riley has his tongue cut out, I suggest you do the same.


Pathfinder Starfinder Adventure Path Subscriber
jedi8187 wrote:

I'll be doing that fight in our next session, judging by how my players have gone so far it's bound to be interesting. THey triggered Abbie, Lousik and Archie all at once the first time through the first encounter, and that became a total party whipeout. It wasn't helped by me rolling so well that I think my lowest roll was a 13. Caggan did a number during the bar fight, knocking the wizard to 0 hit points and knocking the ivestigator to about half health before the wizard color sprayed him.

The group is a Human Warpriest, Elven Wizard, Dhampir Mesmerist, Human Investigator, and Human Unchained Monk.

Good luck jedi! I'm interested to hear how it went. Sounds like you've got a neat group; my group realized that they needed to be a bit smarter than usual and try new ways of handling situations, since with a Magus as the only warrior-type, they can't just kick down a door like normal.

Caggan is a tough fight; seeing the look of dismay on the faces of my players when they realized they had nothing to overcome his DR was great; but they pulled together and won in the end.


What if the Players/PCs aim for a Villains with Good Publicity vs Heroes with Bad Publicity thing? How could it affect Rebellion Points?


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I'm having troubles to trigger the Breakout event.

My PCs are sometimes too kind and release people after only hours of imprisonment or too "efficient" and kill 'em all.

The barkeeper Caggans was captured, but was released after one day. He reopened his tavern and was captured again, but this time he turned a Wereboar middle fight (trying to save a patron of his tavern which was taken hostage by one PC) and was killed.

Kels, the bard, was released as soon as the PC finished his interrogation

So I set up a new event. The Junior Deputy created a parallel melitia to patrols the streets after the curfew. The PCs approached them, and there was a fight. But this time the PCs killed 'em all without a second thought.

So, I have no prisoner to be rescued by Alamar brothers.

Any suggestion?


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Fallyrion Dunegrién wrote:

I'm having troubles to trigger the Breakout event.

My PCs are sometimes too kind and release people after only hours of imprisonment or too "efficient" and kill 'em all.

The barkeeper Caggans was captured, but was released after one day. He reopened his tavern and was captured again, but this time he turned a Wereboar middle fight (trying to save a patron of his tavern which was taken hostage by one PC) and was killed.

Kels, the bard, was released as soon as the PC finished his interrogation

So I set up a new event. The Junior Deputy created a parallel melitia to patrols the streets after the curfew. The PCs approached them, and there was a fight. But this time the PCs killed 'em all without a second thought.

So, I have no prisoner to be rescued by Alamar brothers.

Any suggestion?

Maybe someone tried to sneak into Fex's home and got caught by the archbaron's guards. Annoyed, he orders the PCs to keep him imprisoned for it, for at least a couple weeks.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Have their alignment shift towards evil for killing the deputies... wait a minute...


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captain yesterday wrote:
Have their alignment shift towards evil for killing the deputies... wait a minute...

After they've helped Doctor Gerya with her hospice I was almost shift their alignment towards good! But then, mass murderer.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

They probably did that to compensate.

"Oh, s@&%! I just accidentally helped an old lady cross the street"

"Quick! Burn something down!"


captain yesterday wrote:

They probably did that to compensate.

"Oh, s~#$! I just accidentally helped an old lady cross the street"

"Quick! Burn something down!"

Depends on why they helped her: because of kindness, or because it give them good publicity/PR?


With a house burning behind him, casually hides torch.

So, we're.. NOT burning... anything down...


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Is anyone else really confused by the Court of Spears? I can't make out at all where the forest bottom connects to the platforms above.


There are two connection points.

The floor map location J1a is the lift to J2 above. It's not clearly labeled as such, but you can see the square in the floor of the platform on the second map.

There's a rope hanging down from J3 on the upper level. It's indicated by the white dot on the forest floor map.

Those are the only two access points specifically designated. Naturally, they're living in trees (or a giant tree "organism", I suppose), so plain old-fashioned climbing is still an option. The climb check DCs for using the rope and climbing the tree without assistance are both 15.

Good luck. I'm still on Part 2. My sleaze-bag PCs are so good at schmoozing the populace I'm having trouble getting enough Rebellion Points accumulated to keep them occupied between events. I think I'll have to find a way to work around the Event Tracker.


Part 2 took insanely long, and only about half of my party is interested in non-linear RP heavy stuff. I'm starting to figure out the map, the part that really hurts my head is that the forest ground and court aren't the same scale, which would have been really helpful.

Is the final siege supposed to be doable in one day? If the PCs decide to take a rest halfway through, how should the Court change with a day of preparation?


Pathfinder Card Game Subscriber

I was working up some time lines as well using the rebellion points, and yeah, my group is also oddly Non-Violent and Diplomatic so far (Must be that Lawful in their alignments!). It does amuse me that this EVIL party is less Blood-thirsty than their average adventuring/murderhobo GOOD parties...

So, I'm thinking I'm just going to run a Main event, side event, Main event, side event etc, till they seem to get bored with that, or trigger something serious, or such. It was also a bit confusing because you're only supposed to run one event a day, which to me seems a bit un-necessarily party resource friendly anyway. So, I might do more like Main in the morning, side in the afternoon, and compress the events down to 10 days or so instead of the planned 21 or whatever it originally is. Let's get this Insurgent Crushing Ball rolling!

Silver Crusade

Pathfinder Adventure, Rulebook, Starfinder Roleplaying Game Subscriber

I know this may be a stupid question....

All of my PCs have darkvision.

For Fort Estazano the PCs approached under the cover of darkness and I allowed the PCs to get right up to the fort, and I had them make stealth checks or be heard.

I expect they will want to do something similar when assaulting the court of spears. How would you change things If the PCs are coming in under the cover of darkness?

Thanks


ElyasRavenwood wrote:

I know this may be a stupid question....

All of my PCs have darkvision.

For Fort Estazano the PCs approached under the cover of darkness and I allowed the PCs to get right up to the fort, and I had them make stealth checks or be heard.

I expect they will want to do something similar when assaulting the court of spears. How would you change things If the PCs are coming in under the cover of darkness?

Thanks

1) The defender might have gotten winds of the PC's being good in darkness.

2) one of the NPC has strong ties to the place, so he might notice their presence, if not their location. Hell, the book states he will eventually notice their presence anyway.


ElyasRavenwood wrote:

I know this may be a stupid question....

All of my PCs have darkvision.

For Fort Estazano the PCs approached under the cover of darkness and I allowed the PCs to get right up to the fort, and I had them make stealth checks or be heard.

I expect they will want to do something similar when assaulting the court of spears. How would you change things If the PCs are coming in under the cover of darkness?

Thanks

Court is a Fortress. It just cant sleep at night. There are guards and yes, they need line of sight on surroundings. So my idea: they got pack of branches under “Continual Flame” spell (thx to Aericad ‘at will’). They will put them all around Court and surroundings bellow. Yes, this makes them noticeable at night, but it’s better than to be blind. Using torches, I think, is prohibited by Losoni.

And I have some question. What do you think about uniting encounters in this campaign part? I just can’t find any logical explanation why encounters in Fort Estazano are separated. But it will be devastation for party if I throw Naliga (CR higher then boss!!!) on them under constant sneaky shots from guardhouse (Thx to arrow slit AC and Stealth bonus).

And what about Court? Every it inhabitants are standing in clear line of sight of each other, due to distance, open space and Kels ringing alarm bell like crazy. By logic it’s single encounter that starts from rain of arrows and spells on lower ground party. How am I supposed not to wipe party?
- Ok, I can say that Lencia is trust her subordinates so hard that she ignore nonstop alarm for an hour, until party finds her (This is lawful stupid… but ok).
- … Aericad is guarding his precious bridge and do not care about death cries of his yesterday friends (lawful stupid part 2).
- Losoni care only about trees. And while there is no fire damage for court – no nature support. But he is CG not N… mmm
- Slova is so afraid of her heritage that ever her own lover death agony is just annoying sound… Srsly?
- Escaped NPC’s from part 2 are tending they wounds for days while also escaped Tilevia refused to just magically heal them due to <not logical reason placeholder> and cant join fortress defend till party get to them personally.
All others are just one big encounter with huge positions advantage that will wipe any non-munchkin or very lucky party.
Of course i can remade everything! Whole part 3. But I haven’t got so much time and GM skill. And I have feeling that maybe part is ok as it is. It’s just me who can’t see obvious things. So I’m asking for help!

Some information: This is my first GM experience. Party (Bloodrager, Summoner, Kineticist) consist from highly experience people who knows how to power play, but I’d already wiped them by Rhona (x3 weapons for bosses – bad idea) and I don’t want to reincarnate them for free by Fex again.
Sorry for engrish...

Dark Archive Vendor - Fantasiapelit Tampere

Olliepoppet wrote:

During Event 1, my players decided to make an example of Riley Kels by arresting him, cutting out his tongue, and then letting him go again.

As much as I loved the RPing that lead to their decision (and the cold logic behind it), it's left me stumped as to how to handle Event 5. Kels has even more motivation than ever to mascarade as the Angel Knight, but I'm not sure what would be the best way to rework the encounter in light of his missing tongue.

What would you do?

Could he use Ventriloquism maybe? Just swap one of his spells for it if he does not have it. At least he could speak so in short sentences, I think.


Is anyone else fleshing out the Mayor's House for a sidebar adventure? I needed something to fill the downtime between events.

My take was pretty simple: Mayor steals money, fears getting caught, turns to Mephistopheles to help hide her malfeasance. During ritual in her secret shrine, cat coughs up furball in unholy circle the mayor has drawn. Dark powers are not impressed with cat's offering. Bad things ensue.

Eight years later, Fex suggests his representatives need to maintain appearances. Has notary give them keys to house. They move in, and something sinister stirs in the shrine.

Had a lot of fun, and I threw in some rebellion points for the audacity of these "agents" to move in like they owned the joint.


Unit 01 wrote:


And I have some question. What do you think about uniting encounters in this campaign part? I just can’t find any logical explanation why encounters in Fort Estazano are separated...

And what about Court? Every it inhabitants are standing in clear line of sight of each other, due to distance, open space and Kels ringing alarm bell like crazy. By logic it’s single encounter that starts from rain of arrows and spells on lower ground party. How am I supposed not to wipe party?...

My group is tackling the court this coming weekend and I also have similar worries/complaints.

At Fort Estanzo I actually did combine the encounters. It was going poorly for the pc's until the necromancer blinded Nalinga. Then they turned it around.

At the Court of Spears though I have similar concerns regarding how the fights are spread. I agree that logically this should be one big almost continuous fight. Which would be, with all the creatures as written, an unwinnable fight for a party of level 3 PC's.

Specifically, I can't get passed the idea that the LG paladin of Iomedae god of honor, valor, glory, heroism etc- is content to wait until all of her compatriots are dead before engaging the fight. She should be the first into the battle not the last. There might be something to be said for her needing to get her armor on (assuming she was sleeping) but that's about the only reason I can come up with for her not immediately taking an attack on the Court seriously. I mean how often are they attacked here? I doubt its commonplace enough for her to shrug it off as a minor incident.

So yes, I've been trying to come up with a more logical flow to the encounters but have not yet come up with a good plan. I'll let you know what happens I suppose.

And I guess I'm curious, how did you guys end up playing the court? Your post is old enough that it probably happened already.

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