
Dragonchess Player |
17 people marked this as a favorite. |

Of the adventure paths, Council of Thieves is usually considered one of the weakest. There have been threads on altering CoT to make it about a rebellion* and adding Occult Adventures as ways to make it "better."
However, I think this AP could really shine by using Ultimate Intrigue (and Ultimate Campaign) to change the focus from "typical" adventuring into a "shadow war" (hah...) between the Children of Westcrown and the Drovenge heirs (who would become nemeses as the AP progresses): The PCs work to build up their influence with and gain favors from both individuals and organizations, as well as attempting to counter/reduce the Drovenges doing the same; the Children of Westcrown can act as a source of cohorts and followers (or grooms, light bearers, pages, recruits, and weapon bearers if using the variant Leadership feats), as well as using the Ultimate Campaign systems on teams and organizations to add members and capabilities; the rules for social combat could be used at the Cornucopia, the infiltration into the Asmodean Knot can be run as a heist, the rules for research could be used to decipher the poem "Cugny's Wedding" and find out the procedure to deactivate the infernal engine in the Nessian Spiral; etc.
I'm going to have to read through each of the adventure path installments and figure out exactly what to change and how, so this might take a few weeks to finish them all. However, if anyone else has ideas, feel free to share. There might be options and opportunities that I miss.
*- although Hells Rebels should now scratch that itch without as much effort

Dragonchess Player |
5 people marked this as a favorite. |

Bastards of Erebus
Replace the Fame Point system on pg. 10 with the Reputation and Fame system in Ultimate Campaign
- PCs each start with (1 + Cha mod) Fame and 0 Prestige Points
- The PCs' Sphere of Influence is limited to Westcrown; for a higher level of difficulty, a PC must choose one sector of Westcrown (other than Rego Corna) to start and can add an additional sector at 10, 20, 30, 40, and 55 Fame as their Sphere of Influence increases
- Use Table 3-5: Fame Events in Ultimate Campaign to award Fame
- Each time the adventure awards Fame Points, each PC instead gains the stated number of Prestige Points
- Prestige Points can be spent on the awards listed in Ultimate Campaign (pg. 182-184) or for specific boons listed in later adventures
Rewrite Part Two: Into the Sewers as a modified chase system from the Game Mastery Guide
- The PCs must successfully navigate seven "scenes"
- Each "scene" consists of either a pair of obstacles (the PCs pick one to attempt) or an encounter:
-- 25% (1-5 on d20) - A trivial (DC 10) and a simple (DC 15) obstacle
-- 25% (5-10 on d20) - A simple (DC 15) and a standard (DC 20) obstacle
-- 30% (11-16 on d20) - An encounter (use the Westcrown Sewer Encounter table on pg. 20)
-- 20% (17-20 on d20) - A standard (DC 20) and a difficult (DC 25) obstacle
- If the PCs fail to navigate the chosen obstacle, they become mired and face an encounter (and are sickened for the duration of that encounter); defeating this encounter counts as navigating the "scene"
- The PCs can backtrack instead of attempting to navigate one of the obstacles, re-rolling for a new "scene" but treating any roll of 11+ as an encounter
Rescuing Arael gives the PCs a negative influence point (using the organizational influence system in Ultimate Intrigue) with the Hellknights (Rank -1)
Change the confrontation with Thesing on pg. 32-33 (Horse Drama) into a verbal duel (using the system in Ultimate Intrigue)
Use the downtime system in Ultimate Campaign to organize and improve the Children of Westcrown:
- Start with a Driver (Gorvio), one team of Laborers (Larko, Mathalen, Morasino, Rizzardo, and Tarvi), and one team of Lackeys (Amaya, Ermolos, Frosa, Sclavo, Vitti, and Yakopulio); alternately, replace Morasino with Yakopulio (change her from an expert 1 to commoner 1), if desired to make the numbers on each team match exactly to those listed in Ultimate Campaign
- The shrine to Aroden can be treated as a Temple building, with the Storage room converted to an Alchemy Lab room by Arael
- Arael and Janiven can act as managers (Abbot and Lieutenant) and lead teams in the PCs' absence
Change the assault on the Bastards of Erebus into a heist (using the guidelines in Ultimate Intrigue):
- For a straightforward attack, the Children of Westcrown (with Arael's and Janiven's leadership) can handle the sattelite buildings and the lookout in the bell tower; leaving the PCs to deal with areas B2, G2, G8, G10, and G11 (G3 and G4 can be used as optional encounters)
- If the PCs plan well, they only need to deal with areas E1, G8, G10, and G11
Defeating the Bastards of Erebus earns the PCs a Nemesis Score of 1 with the younger Drovenges

Dragonchess Player |
2 people marked this as a favorite. |

The Sixfold Trial
Recommendation: Hold off advancing the PCs to 3rd level until after the meeting with Ailyn or allow them 5 days between the meeting and the audition to retrain (using the system in Ultimate Campaign) skill ranks into Perform (Act) and/or Heal.
Replace the friendship checks for the cast and crew with the more detailed individual influence system in Ultimate Intrigue.
-Each PC will have 4 phases on days 2 through 7 of the rehearsal to influence the NPCs.
-- Robahl (will not be available to influence on day 2; Recognize Knowledge (Local) DC 16, PCs with ranks in Perform (Act) gain a +2 bonus; Discovery Sense Motive DC 18; Influence Perform (Act) DC 18, Bluff (flattery) or Diplomacy DC 23, Intimidate DC 28; Successes Needed 3 checks; Benefit Minor +2 morale bonus on Perform (Act) checks while Robahl is director, Moderate +4 morale bonus on Perform (Act) checks, Major as Moderate but the PC is no longer a target of his tirades and his praise increases that PC's Fame by 1)
-- Delour (Recognize Knowledge (Local or Nobility) DC 17, PCs with ranks in Perform (Act or Sing) gain a +2 bonus; Discovery Appraise or Sense Motive DC 17; Influence Bluff (flattery) DC 17, Diplomacy or Knowledge (Nobility) DC 22, Perform (Act or Sing) DC 27; cumulative -4 on influence checks for each level of sway that PC has with Calseinica; Successes Needed 3 checks; Benefit Minor -10% price reduction on one item over 100 gp per day, Moderate -20% price reduction, Major as Moderate but she can secure the PC an audience with a specific noble within one week)
-- Thesing (Recognize Knowledge (Local) DC 17, PCs with ranks in Perform (Act or Sing) gain a +2 bonus, PCs that encountered him in Bastards of Erebus gain a +2 bonus, these bonuses stack; Discovery Sense Motive DC 16; Influence Bluff (flattery) DC 21, Diplomacy or Intimidate DC 26; attractive females gain a +6 bonus as long as he thinks he can bed them (-6 if he thinks he can't), PCs that help insult other cast members gain a +2 bonus; Successes Needed 4 checks; Special each time a PC's daily Perform (Act) check is more than 20 reduce level of sway by one, if a PC gains Major sway with Calseinica lose all sway with Thesing; Benefit Minor +2 bonus on Diplomacy checks in Westcrown on days that the PC is seen in public with Thesing, Moderate +4 bonus on Diplomacy checks, Major no additional benefit)
-- Calseinica (Recognize Knowledge (Local) DC 18, PCs with ranks in Perform (Act or Sing) gain a +2 bonus; Discovery Sense Motive DC 14; Influence Diplomacy DC 14, Bluff (flattery) or Intimidate DC 19; Successes Needed 3 checks; Benefit Minor +1 insight bonus on Perform (Act) checks when on stage with her, Moderate +2 insight bonus on Perform (Act) checks, these bonuses are doubled for the PC cast as Larazod, Major as Moderate but she will take the PC with her to social events (meals, shopping trips, etc.) increasing that PC's Fame by 1)
-- Millech (will not be available to influence on day 2; Recognize Knowledge (Local) 19, PCs with ranks in Perform (Act) gain a +2 bonus; Discovery Sense Motive DC 19; Influence Knowledge (Arcana) DC 14, Diplomacy or Intimidate DC 19, Bluff (flattery) DC 24; Successes Needed 3 checks; Benefit Minor advice and tips grant the PC a +1 bonus on saving throws and skill checks associated with the trials, Moderate +2 bonus on saving throws and skill checks, Major as Moderate but he'll take a more active role in helping the PC (using message to provide suggestions, spider climb on the PC before Act IV, protection from evil on the PC when fighting the lemures, etc.))
Increase each PC's Fame by the amount indicated for their final Popularity on pg 23.
Replace the "Polite Conversation" checks at the Cornucopia with a streamlined version of the influence system.
- Each PC will have one phase per course as they mingle.
-- Aberian (Recognize Knowledge (Local) DC 13; Discovery Sense Motive DC 15; Influence Perform (Act or Sing) DC 10, Bluff (flattery) or Diplomacy DC 15; Successes Needed 1 check; Benefit learn about "phantoms and gremlins")
-- Crosael (Recognize Knowledge (Local) DC 18; Discovery Sense Motive DC 18; Influence Knowledge (History) or Perform (Act, Comedy, Oratory, or Sing) DC 13, Bluff (flattery) or Diplomacy DC 18, Intimidate DC 23; Successes Needed 1 check; Benefit learn about missing servant)
-- General Vourne (Recognize Profession (Sailor or Soldier) DC 17; Discovery Sense Motive DC 17; Influence Knowledge (History) or Profession (Sailor) DC 17, Bluff (flattery) or Diplomacy DC 27; Successes Needed 1 check; Benefit learn about imprisoned pit fiend; Special leaves after second course)
-- Chammady (Recognize Knowledge (Nobility) DC 17; Discovery Sense Motive DC 25; Influence not possible, but a successful discovery reveals her interest in the PCs; Special leaves after the third course)
-- Eirtein (Recognize Knowledge (Nobility) DC 13; Discovery Sense Motive DC 13; Influence Bluff (flattery) or Diplomacy DC 23, Intimidate DC 28 ("Really, my dears, you expect me to just give things away for free? <grin>"); Successes 1 check or trade one secret; Benefit learn one secret per check or trade)
-- Sascar (Recognize Knowledge (Nobility) DC 13; Discovery Sense Motive DC 13; Influence Bluff (flattery) or Diplomacy DC 13, offering wine grants a +4 bonus; Successes Needed 1 check; Benefit learn story about Aberian's son)
-- Delour, Robahl, and Calseinica do not require additional influence checks if a PC has already gained sway with them
If the PCs go public with their experiences in the Knot (including warning the mayor), they each lose 3 Fame. If the PCs are circumspect, they each gain 2 Prestige Points. If the PCs are completely silent and maintain a veil of secrecy about their experiences, they gain no benefit or penalty.

Dragonchess Player |
1 person marked this as a favorite. |

Forgot to include one item:
Nemesis Stratagem (Affluence; the Drovenges give Sian the handy haversack and runecurse, as well as a note "Sian - The Council thanks you for your service in infiltrating the mayor's residence. However, due to the upcoming Cornucopia, including the invitation of the meddlers who defeated the Bastards, you will need to step up your schedule to access the Knot. To aid your efforts, both in the Knot and against the meddlers, we hope you find the included items useful. We have also secured a runecurse pact with the devil Nyxervex to help you deal with the meddlers. If you manage to eliminate the meddlers, we will provide a bonus to your previously agreed on payment."). If the PCs defeat Sian and discover the note, increase the Nemesis score with the younger Drovenges by 1.

Dragonchess Player |
1 person marked this as a favorite. |

Oh, my... I just remembered how amazing the Robahl's Insult Thread was.
And my memory was not mistaken. Ham it up and have fun!

Dragonchess Player |
2 people marked this as a favorite. |

What Lies in Dust
Change the Delvehaven Papers into a library
- CR 8, Complexity 25 (average), Languages Infernal, Research Check Knowledge (History) or Knowledge (Local), Knowledge Bonus +0, kp 24
- Research Thresholds:
-- kp 20; Sketchy descriptions of Delvehaven's contents grant +8 on Appraise checks to determine value and +8 on Spellcraft checks to determine magic item properties for Delvehaven's treasures
-- kp 16; Information about Donatalus Bisby from Handout 1
-- kp 12; Information about Ilnerik Sivanhin from Handout 1
-- kp 8; Information about Venture-Captain Aiger Ghaelfin from Handout 1
-- kp 4; Information about Coriana Heavenscape from Handout 1
-- kp 0; Information about Loremaster Liriam from Handout 1 and a copy of "Cugny's Wedding" (the marginal notes provide a +2 circumstance bonus on checks to decipher it)
Nemesis Stratagem (in addition to sizing up the PCs*, Chammady arranges for them to be followed after the Hellcaller's Cup; Tail (one rogue 3); the tails (three total that switch out every 8 hours) only know that they are reporting the PCs' activities to "the Council")
*- Recommend changing the Hellcaller's Cup format as presented to include "face time" between the PCs, Thrax, and important patrons (such as Chammady) during some earlier "lesser" bouts in a large private box where Rance Lucca presides over the events in the Devildrome. This would also allow a more organic-feeling way to lay out the rules of the bouts for the PCs.
Award each participant in the Hellcaller's Cup 1 Fame if they win, with an additional 1 Fame if they defeat Thrax without killing him.
By destroying his thralls and recovering the Morrowfall, the PCs become a threat to Ilnerik; increase Ilnerik's Nemesis Score by 1 for each thrall destroyed, plus 1 for recovering the Morrowfall.
For assisting Ailyn, the PCs gain 1 point of organizational influence with the Pathfinder Society for recovering the remains of and/or reporting the final fate for each of Bisby, Aiger, Coriana, and Liriam. Clearing Delvehaven and reporting their explorations to Ailyn earns an additional 1 point of organizational influence.
Rumors of the PCs successfully exploring/clearing Delvehaven increase each PC's Fame by 2.

Dragonchess Player |
2 people marked this as a favorite. |

After the fairly straightforward chained McGuffin quest in the last adventure, things start to pick up.
The Infernal Syndrome
Side Quests: Award the listed XP and each PC gains 1 Fame for each Side Quest completed. The PCs may also gain additional rewards.
- Find the Mayor; turning the mayor (unwilling) over to the dottari earns the PCs 5 organizational influence with them; alternately, a DC 23 Diplomacy check and spending 5 Prestige Points (each) can convince the mayor to officially name the PCs as his deputies to the dottari (as the Warden title award, but not requiring 30 Fame) before departing (granting the PCs 10 organizational influence with the dottari, instead)
- Missing Nobles; in addition to the monetary award, the PCs have a baseline of Minor Sway with House Tilernos
- Vampire Panic; in addition to the listed reward, the PCs have a baseline of Minor Sway with House Mhartis
Nemesis Stratagem (Ilnerik; Refusal of Service; Ilnerik directs Jerusen to dominate the dottari guarding the barricades and have them refuse to cooperate with the PCs; if the PCs remove the domination, the dottari point the PCs to area C; if the PCs slay Jerusen, increase Ilnerik's Nemesis score by 1)
Nemesis Stratagem (Drovenges; Scandalous Subversion; after Aberian's disappearance/leaving Westcrown, the Drovenges spread rumors that the PCs have murdered the missing mayor)
In addition to each PC earning 3 Fame for successfully deactivating the infernal engine, extinguishing the pillars of fire, and either banishing or defeating Liebdaga, the PCs Nemesis score with the Drovenges increases by 1. If Liebdaga escapes and destroys a portion of Westcrown, the PCs each lose 5 Fame but don't increase the Drovenges' Nemesis score.
Option: Instead of Zol attacking the PCs in the Nessian Spiral, use him as the Drovenges' nemesis stratagem (Nowhere Is Safe) as the PCs recover from defeating Liebdaga and/or as they travel to meet the Mother of Flies in the next book.

Dragonchess Player |
2 people marked this as a favorite. |

Another fairly straightforward chained McGuffin quest, without much in the way of intrigue elements.
Mother of Flies
Turning the bricks of pesh in Goren's shop over to the dottari earns the PCs 800 gp ("finder's fee") and increases their organizational influence with the dottari by 1.
Nemesis Stratagem (Ilnerik; Allies In Peril; while the PCs are in the Hagwood, Ilnerik kidnaps two NPCs that the PCs are especially fond of, such as Areal, Calseinica, Janiven, etc.; these NPCs replace Jarvis' wife and daughter in F13)
Defeating the Council's forces in the Hagwood increases the Drovenges' Nemesis Score by 1.
Nemesis Stratagem (Drovenges; Call Upon Dark Power; instead of killing Vassindio elsewhere and installing him in C7, the Drovenges (with assistance from Melavengian and Sandor) sacrifice him as part of a ritual to call an ice devil to lead the defense of Walcourt; recovering from the ritual delays their preparations for the rest of Westcrown; the ice devil will not immediately attack the PCs directly, instead directing the thieves and dark folk to do so while using spell-like abilities to coordinate the response and provide support, with the occasional hit-and-run attack (such as in D15, where the devil's immunity to cold, ice wall to block exits, ice storm to extinguish fires, and teleport to escape can make things difficult); only after the PCs penetrate to Walcourt's lower levels does the ice devil fully attack the PCs, fighting to the death; if an ice devil would be too much for your PCs, have Sandor use planar binding to call a barbed devil instead, reducing his 6th-level spells appropriately).
The PCs can "buy" 1 Fame (each) for returning each 15,000 gp worth of treasure from F10 (up to 75,000 gp).
In addition to each PC earning 3 Fame, defeating Ilnerik and banishing the shadows increases the Drovenges' Nemesis Score by 1.

Dragonchess Player |
2 people marked this as a favorite. |

Things (finally) get "intriguing," again. Sorry for the pun.
The Twice-Damned Prince
When the adventure allows the PCs to make a Fame check, a PC can make a check using their individual Fame with the option to spend 1 Prestige Point to re-roll.
Instead of gaining Popularity Points for certain actions, the specific rewards will be listed for that encounter. If there is nothing specified, the PCs can still gain Fame (as listed on Table 3-5 in Ultimate Campaign).
Part Two: A Feud Among Nobles
After saving the Mhartis family, the PCs gain Minor sway (or Moderate sway if they already have Minor sway) and Lodros can assume control of the dottari; when installed as High Warden, he can deputize the PCs (spend 5 Prestige Points each to gain the Warden award); if the PCs have already been deputized by the mayor, Lodros can instead name them dottari Officers (5 Prestige Points) or Commanders (9 Prestige Points). Alternately, if the PCs have Moderate sway with the Mhartis family and have been deputized by the mayor, Lodros can be convinced with a DC 26 Diplomacy check to help install one of the PCs as High Warden (13 Prestige Points) and serving as the PC's executive.
Change Zevanxus to a NE doppleganger rogue 6/master spy 2 (or rogue 4/master spy 4 if you want protection against detect thoughts, as well as alignment detection) and run the encounter with the Ciucci family as a mystery using the influence system:
-- Berlanda (Discovery Sense Motive DC 20; Influence Diplomacy or Profession (Cook) DC 15, Bluff or Intimidate DC 20; Successes Needed 3 checks; Benefit in addition to the infidelities and sightings of Arten, she can relate that someone is stealing food from the kitchen)
-- Hortan (Discovery Sense Motive DC 20; Influence Intimidate DC 15, Bluff or Diplomacy DC 20; Successes Needed 3 checks; Benefit in addition to the infidelities and sightings of Arten, he can relate that the murder of Cecelly was something he would never have thought Arten capable of)
-- Amelee (Discovery Sense Motive DC 20; Influence Bluff DC 15, Diplomacy or Intimidate DC 20; Successes Needed 3 checks; Benefit in addition to the infidelities and sightings of Arten, she can relate that she thinks it's a shame that recent events have been so difficult for Delilee, who has become more cold and distant and spends most of the day hiding in her room)
-- Guxer (Discovery Sense Motive DC 15; Influence Diplomacy DC 25, Bluff DC 30, Intimidate makes him believe the PCs are assassins sent by Arten; Successes Needed 3 checks; Benefit he won't let the PCs in until they can unmask Zevanxus, but will relate a rambling tale about his brother's betrayals and his wife's visitations)
-- Delilee (will initially make Bluff checks opposed by the PCs' Sense Motive to maintain her facade; she will attempt to infiltrate the Children of Westcrown and betray them to the Drovenges; if her deceptions are discovered, she will first attempt to kill the PCs before trying to escape to seek revenge later)
-- If they unmask Zevanxus and cure Guxer's madness, the PCs gain Minor Sway and the Ciuccis will agree to meet with the Mhartises.
Run the negotiations to end the feud between the two families as a three-way verbal duel:
-- Ganefini Mhartis (male old human aristocrat 3; 7 Str, 10 Dex, 8 Con, 14 Int, 10 Wis, 13 Cha; Appraise +6, Diplomacy +9, Intimidate +9, Knowledge (Local) +6, Knowledge (Nobility) +7, Perception +4, Perform (Oratory) +7, Ride +4, Sense Motive +6; Blustering Bluff, Nerve-Racking Negotiator, Persuasive; positive bias toward emotional appeal and flattery, negative bias toward baiting and mockery; if the PCs have Moderate sway with the Mhartis family, the participant gains one additional edge to use against Ganefini)
-- Guxer Ciucci (increase Diplomacy and Intimidate to +16 if his paranoia is cured/supressed; positive bias toward allegory and flattery, negative bias toward emotional appeal and mockery)
-- If the PCs convince the two families to end their feud and spend 5 Prestige Points (each), the PCs gain (or increase) the Favored Territory award and can call on the families to arrange a Privileged Meeting without needing to spend 2 Prestige Points; if the PCs do not convince the families to end the feud, they still gain the families' support and may spend 5 Prestige Points for Favored Territory, but do not gain the free Privileged Meeting benefit.
Part Three: Courting the Hellknights
When requesting a meeting with Paralictor Chard, the PCs must make a DC 45 Diplomacy check (Unfriendly, reveal an important secret, could result in punishment) to convince the Hellknight guards; add the bonus for Favored Territory (if any); also add a +2 for a Privileged Meeting if the PCs use contacts in the nobility or spend 2 Prestige Points; if the PCs are Wardens (+2), dottari Officers (+4), or dottari Commanders (+6) and state they wish to coordinate efforts with the Hellknights, they gain an additional bonus (if one of the PCs is the dottari High Warden and personally comes to coordinate efforts, the Hellknights are impressed and the PCs instead gain a +10 bonus).
-- If the PCs negotiate an alliance with Paralictor Chard (Diplomacy DC 32 check; Unfriendly, reveal an important secret) without the bonus for the PCs' position, the PCs can assign "liaison units" (teams from the Children of Westcrown and/or dottari squads) to work with the Hellknights (and will be present during the Hellknight Siege) and can request a pair of Hellknights to work with them, guard key NPCs, etc.
Nemesis Stratagem (Surprise; Assault on the Safe House); time the assault to occur shortly after the Hellknight Siege, New Recruits, or Playing With Fire events.
Nemesis Stratagem (Powerful Allies; A Noble Lure); time this ploy for two or three events after the Assault on the Safe House; instead of sending council captains, the Drovenges arrange for a team of Red Mantis Assassins (stygian slayer 6/Red Mantis assassin 5 with Extra Slayer Talent (Rogue Talent/Bleeding Attack); one per PC) to attack the PCs; defeating the assassins and exposing the deception earns the PCs Minor sway with the Rosala family.
Rolan the Tinkerer
Change Rolan to a N(L) dwarf (Craftsman alternate racial trait) occultist 9 (10 Str, 14 Dex, 16 Con, 16 Int, 10 Wis, 10 Cha; Appraise +11, Craft (Armor) +8 (+10 metal/stone), Craft (Clockwork) +18 (+20 metal/stone), Craft (Weapon) +8 (+10 metal/stone), Diplomacy +6, Disable Device +14, Knowledge (Arcana) +15, Knowledge (Engineering) +15, Profession (Merchant) +6 (+8 with metal/stone goods), Spellcraft +17, Use Magic Device +14; Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Exotic Weapon Profession (Repeating Heavy Crossbow), Magical Aptitude; compendium of clockwork creations (book grants a +3 competence bonus to all Craft (Clockwork) checks; also grants a +3 competence bonus on Spellcraft checks to create clockwork constructs; 3,150 gp)) and his "toys" to variant clockwork servants with Climb 30 ft instead of fast healing 2; if the PCs cure Rolan, they can spend 2 Prestige Points (each) to gain the Master of Trade award and a grateful Rolan will provide them with a completed clockwork soldier and its key in 1d4+1 days.
The Heretic's Ghost and Hell's Defectors
If the PCs defeat Signifer Verennie (laying her ghost to rest by bringing her remains to Paralictor Chard) and the remaining Hellknight heretics, they gain two points of organizational influence with the Hellknights (likely moving them to Rank 1); if they defeat one, but not the other, they only gain one point of organizational influence (likely moving them to Rank 0).
Nemesis Stratagem (Death of an Ally); at some point during Part Five or Part Six, the Drovenges (alarmed by the PCs' growing influence) send Skarx Veskandi to assassinate one of the PCs' key supporters (such as Arael, Janiven, or Lodros Mhartis); if captured or tracked to the prison, she reveals Chammady's location.
Concluding the Campaign
If the PCs defeat Ecarrdian, they still need to satisfy General Vourne.
- Tally up points for the following achievements:
-- 2 points for each major noble family that supports the PCs (likely Oberigo, Tilernos, and Rosala; if the PCs turned Chammady against her brother and she survived, she will also support the PCs; if the PCs were deputized by the mayor and ended the feud between the Ciuccis and the Mhartises, they gain points as if having the support of the Arvanxi family)
-- 1 point for each minor noble family that supports the PCs (likely Ciucci and Mhartis; if the PCs defeated both Signifer Verennie and the Hellknight heretics, Paralictor Chard puts in a good word for the PCs and they can count the Chard family as a supporter; if the PCs convinced Vuiper Ghivel and did not attack Chammady, they can count the Ghivel family as a supporter; if the PCs helped Calseinica retrieve her father's remains and did not sell the the family's heirloom sword, they can count the Nymmis family as a supporter)
-- 3 points for the support of the dottari; if one of the PCs is the High Warden, the PCs gain 5 points
-- 3 points for the support of the Hellknights (organizational influence of Rank 1 or higher); 0 points if the Hellknights are neutral (Rank 0); subtract 3 points if the Hellknights are unfriendly (Rank -1)
-- 1 point if the highest PC Fame is above 30, 2 points for Fame above 40, or 3 points for Fame above 55; add an additional point for each PC that has the Patriot and/or The Great award.
- Have one PC make a Diplomacy check when telling General Vourne about their actions, adding +2 for each additional PC and add the points tallied above.
- The fate of Westcrown is determined by the total:
-- Under 30; Prosecution
-- 30 to 44; Martial Law
-- 45 to 59; Status Quo (use the results for Self-Governance, although the next mayor is appointed by Queen Abrogail and not elected)
-- 60 or Higher; Self-Governance (use the results for Independence, although Westcrown legally remains part of Cheliax, it gains significant control over its own affairs with either an elected mayor or one selected by the local nobles; in either case, one of the PCs is likely to become mayor if they desire it; other possible rewards include High Warden of the dottari (if not already filled by a PC), Venture-Captain of a re-opened Pathfinder lodge at Delvehaven, High Priest of a temple to the PC's deity, Dean of a newly established magical academy, proprietor of the Nightshade Theater, etc.

dharkus |

Bastards of Erebus
Rewrite Part Two: Into the Sewers as a modified chase system from the Game Mastery Guide
- The PCs must successfully navigate seven "scenes"
- Each "scene" consists of either a pair of obstacles (the PCs pick one to attempt) or an encounter:
-- 25% (1-5 on d20) - A trivial (DC 10) and a simple (DC 15) obstacle
-- 25% (5-10 on d20) - A simple (DC 15) and a standard (DC 20) obstacle
-- 30% (11-16 on d20) - An encounter (use the Westcrown Sewer Encounter table on pg. 20)
-- 20% (17-20 on d20) - A standard (DC 20) and a difficult (DC 25) obstacle
- If the PCs fail to navigate the chosen obstacle, they become mired and face an encounter (and are sickened for the duration of that encounter); defeating this encounter counts as navigating the "scene"
- The PCs can backtrack instead of attempting to navigate one of the obstacles, re-rolling for a new "scene" but treating any roll of 11+ as an encounter
Just starting to prep this book - any suggestions for what the obstacles could be, what the distance for each card could be and how to incorporate encounters in (chases are usually done with each PC rolling separately and therefore they PCs could be quite far apart when an encounter happens but the encounters are balanced for 4 PCs)? Also as they're being chased by a load of Hellknights how would that be worked in? Roll for the checks as an Armiger, how far ahead do the PCs start (and if they're caught up with run an Armiger encounter?)?

dharkus |

Change the assault on the Bastards of Erebus into a heist (using the guidelines in Ultimate Intrigue):
- For a straightforward attack, the Children of Westcrown (with Arael's and Janiven's leadership) can handle the sattelite buildings and the lookout in the bell tower; leaving the PCs to deal with areas B2, G2, G8, G10, and G11 (G3 and G4 can be used as optional encounters)
- If the PCs plan well, they only need to deal with areas E1, G8, G10, and G11
Seems like this along with possibly the Chase change would give the PCs a lot less xp - maybe fixed by giving the PCs the XP for the encounters the children do for them? - not sure how to fix losing xp for the chase

![]() |

Hmm, is the best result being changed to being self governing instead of independence in order to make Hell's Vengeance transition easier if party got the best result? Not sure I like that since it doesn't feel as "holy cow guys, we did great", then again not sure how much it makes sense for Westcrown to become independent anyway
But yeah, this thread is cool :D I think I'm probably gonna try something from this thread when I run council of thieves(if not all of the suggestions). Kind of sad now nobody has done suggestions on how to use ultimate intrigue for crimson throne, but I guess crimson throne doesn't need improvements much