| Tangent101 |
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I was wondering if anyone had some suggestions on low- and mid-level content that could be added to the Hell's Rebels adventure to help pad things out a little. This could be encounters in the Pathfinder Comic (are they still doing those mini-adventures along with the comics? Are any of those useful for an urban adventure?) or various modules... or possibly even bits and pieces from other APs that you believe could (with a little work) be grafted into a Hell's Rebels adventure.
And for that matter, not everything need be urban adventures. The players can always head outside of town periodically to help people outside the city walls and the like... and later in the game there's several out-of-Kintargo adventures that could include sidetreks.
One example that could work is the module "No Response from Deepmar" though it needs to be converted from 3.5, as that's off the coast from Vyre.
Any other ideas?
James Jacobs
Creative Director
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No Response from Deepmar is an EXCELLENT choice for adventure here. And if you want to expand book three, adding in a longer mission that takes the PCs to Varisia to secure an alliance with Magnimar, Korvosa, and/or Riddleport would make sense as well. In this case, you have numerous Adventure Paths and modules to choose from.
| Axial |
The vibrant setting of Kintargo and the sandbox nature of the campaign makes adding new scenarios to it appealing.
Off the top of my head, I'm thinking that the carriage incident from Council of Thieves could be cool. It even involves the Hellknight Order of the Rack; the same one working for Barzillai in Kintargo. The PCs could be trying to save someone important to the resistance.
No Response from Deepmar is an EXCELLENT choice for adventure here. And if you want to expand book three, adding in a longer mission that takes the PCs to Varisia to secure an alliance with Magnimar, Korvosa, and/or Riddleport would make sense as well. In this case, you have numerous Adventure Paths and modules to choose from.
Why would the Silver Ravens travel to Deepmar? To raise support for them by helping out miners?
James Jacobs
Creative Director
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| 1 person marked this as a favorite. |
The vibrant setting of Kintargo and the sandbox nature of the campaign makes adding new scenarios to it appealing.
Off the top of my head, I'm thinking that the carriage incident from Council of Thieves could be cool. It even involves the Hellknight Order of the Rack; the same one working for Barzillai in Kintargo. The PCs could be trying to save someone important to the resistance.
James Jacobs wrote:No Response from Deepmar is an EXCELLENT choice for adventure here. And if you want to expand book three, adding in a longer mission that takes the PCs to Varisia to secure an alliance with Magnimar, Korvosa, and/or Riddleport would make sense as well. In this case, you have numerous Adventure Paths and modules to choose from.Why would the Silver Ravens travel to Deepmar? To raise support for them by helping out miners?
Whatever reason your GM wants. I've not read the adventure in detail, but its proximity makes it a good choice. Taking care of a task there for any of the potential allies would make the most sense... rescuing a prisoner or the like?
| Nargemn |
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From Shore to Sea is also based in Cheliax. It's a ways down the coast from Kintargo, all the way past Pezzack, but it could make for an interesting side adventure.
| Gratz |
The vibrant setting of Kintargo and the sandbox nature of the campaign makes adding new scenarios to it appealing.
Off the top of my head, I'm thinking that the carriage incident from Council of Thieves could be cool. It even involves the Hellknight Order of the Rack; the same one working for Barzillai in Kintargo. The PCs could be trying to save someone important to the resistance.
James Jacobs wrote:No Response from Deepmar is an EXCELLENT choice for adventure here. And if you want to expand book three, adding in a longer mission that takes the PCs to Varisia to secure an alliance with Magnimar, Korvosa, and/or Riddleport would make sense as well. In this case, you have numerous Adventure Paths and modules to choose from.Why would the Silver Ravens travel to Deepmar? To raise support for them by helping out miners?
If I remember correctly, prisoners are send to Deepmar to work the mines, so maybe one or a number of their allied NPCs were send there, after being arrested. I think that you could insert that easily in, just after they've been to Vyre, so it would be only a small detour.
| Elegos |
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Im gonna be writing some scalable missions for the first two books
The first one is essentially civil disobedience on a giant scale: smashing a whole in a large governmental granary and letting all the grain spill out. A diect screw you to proclamation...5? I think its 5.
Also one of my players was a former hit man for house sarini before he reformed so im thinking of having his replacement go after Hetamon Haace.
| Axial |
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The problem is that a lot of these taking the PCs far outside Ravounel; which I would argue defeats the point of the AP.
From Shore to Sea is also based in Cheliax. It's a ways down the coast from Kintargo, all the way past Pezzack, but it could make for an interesting side adventure.
Any particular reason the Silver Ravens would go there?
| Razcar |
You might be able to tweak PFS scenario 6-22: Out of Anarchy to fit. It's about rescuing a Pathfinder from Pezzack, so if you instead gave the rebels a reason that this rescuee could be an ally, it might work.
I might use this, so thanks for the tip. In part two of the campaign, I'm thinking having a huge, imposing Chelish naval ship arrive from the blockade outside Pezzack and anchor in the harbour.
The PC's will have to get to Pezzack (I will handwave most of the journey to save time, and they will get help sailing there from the Order of the Torrent), try to find the rebel with the nail (who is hunted by loyalist) and return back with their prize. They will get to see what Thrune does to a city that makes a militant revolt, and also see the dangers of a rebellion gone awry. Cue sneaky sneaky parts on to the ship, and an exciting timed escape while getting attacked by soldiers.
rkotitan
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I considered adding this fairly popular pathfinder society adventure at the end of book 1. There is an NPC goblin that I thought would make a really great and interesting special ally for the rebellion. Maybe a bonus to secrecy check... or since she's a goblin saboteur actions.
I don't know how the idea of a cadre of goblin thieves under Kintargo connects very well but I thought it would be fun.
I essentially plan to have the adventure begin in the Longroads Coffeehouse and heading on from there.
Michael Cummings
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For anyone with old Dungeon magazines, I am inserting a revamped Legerdemain from #39. I have fond memories of playing in this with my 2e halfling thief with a ring of invisibility. He popped visible on stage with his famous line "Forsooth yon maiden" and things spiraled out of control from there. I remember spending much of the combat trapped by the mechanical beast puppet.
Will be connecting House Sarini who will be pledging their patronage if Legerdemain's owner turns his plays into Theater of the Real. The PCs will end up saving the NPC who is to have been killed in the opening performance.
Michael Cummings
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You might be able to tweak PFS scenario 6-22: Out of Anarchy to fit. It's about rescuing a Pathfinder from Pezzack, so if you instead gave the rebels a reason that this rescuee could be an ally, it might work.
I am making Olandil a halfling bard (demagogue) who is Laria's brother. He sends her a missive that he is in trouble which will jump start the scenario for my party. The party can save him and bring him to Kintargo where his demagogue skills to incite violence will be a nice addition to the rebellion.
RagnaRockNRoll
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The problem is that a lot of these taking the PCs far outside Ravounel; which I would argue defeats the point of the AP.
Nargemn wrote:From Shore to Sea is also based in Cheliax. It's a ways down the coast from Kintargo, all the way past Pezzack, but it could make for an interesting side adventure.Any particular reason the Silver Ravens would go there?
I adapted From Shore to Sea to replace the Dead in the Deep mission from Dance of the Damned.
| Gromnar |
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Hello!
My group is almost done In Hell's Bright Shadow, but I always love adding in personal touches here and there. Here's a few of the custom additions to the module so far, in case anyone needs any ideas.
Giveni Henge (CG Bard 3) of the Three-Legged Devil is a known supporter of rebels (as per the Kintargo write up). I've had him turn his dance hall into a place where the Chelish Citzens' Group and Dottari use as their favorite off-duty place to go. Laria tells the PCs to check him out, as they were former friends and to see if he's using the authorities for rebel causes or if he's thrown his lot in with Thrune.
I've made Henge a Calistrian, and the PCs met him in the back of his establishment. Using innuendo, he basically told them he'd like to see the CCG and Dottari punished in a public, but non-violent display. If the PCs would do that, he'd throw his lot in with them.
Unsure of his motivations, the PCs decided to take the risk and I used the Unsanctioned Excruication where the PCs had to publically rescue Zea from the CCG without killing them. They succeeded and found Henge was as good as his word.
I made a custom team and ally for them:
Devil's Harlots: This group of prostitutes from the Three-Legged Devil act as a group of rumormongers, which grant the Gather Information and Spread Disinformation rebellion actions.
Giveni Henge: The Calistrian bard of the Three-Legged Devil has agreed to lend you a group of his harlots as a bonus team. In addition, Giveni's cordial relationship with the Kintargo Dottari can also be leverged by the Silver Ravens. As long as Giveni remains an ally, the Silver Ravens can use the Covert Action rebellion action, but only in regards to an event regarding the Kintargo Dottari or the Chelish Citizens' Group.
Giveni suggests that to gain more supporters for the Silver Ravens, the PCs should paint the side of Thrune or abandoned buildings in key locations to rally the populace and let the city know the ravens are out there. He has suggested doing this at night, avoiding Kintargo Dottari patrols, however the exact timing and details are up to the Silver Ravens themselves.
So the PCs look for 3 locations to paint with graffiti. Mechanically, it will take all of their rebellion actions (3), and they'll need to use their two freedom fighter teams as the other two groups to target other locations. This requires two of their three actions, while the third will be to gather supporters at the end of it.
The two first checks are typical reduce danger checks, however instead of lowering the city's danger rating, it successfully completes the mission. Completing it raises notority by 1d4 points each. If they fail the DC 15 security check, not only does the notority score increase by 1d6 by the team is considered disabled. A natural 1 on the check indicates the team has gone missing.
The third check is the recruit supporter check, which gains an additional 1d6 supporters for each successful freedom fighter team or if the PCs themselves are successful.
So essentially 2 freedom fighter teams put graffiti up, and then the PCs do it themselves in a small little event.
A masked vigilantie has been attacking the Chelish Citizens' Group over the last month, with each attack becoming more deadly. Laria and Rexus suggest the Silver Ravens find out who this person is and either recruit them into the Silver Ravens or end their violent assaults before they seriously threaten the future of Kintargo.
The masked vigilante is simply called "The Mask". The Mask is actually a former paladin of Kintargo's hidden shrine of Sarenrae who survived the fire at the Silver Star during the Night of Ashes, however he was horribly burned in the process; Chelish Citizens' Group thugs were outside the building and prevented many from escaping, forcing them back into the fire.
When he awoke in Songbird Hall, the temple of Shelyn, where the few surviving priests went tor Asylum, he was angry. He refused to stay idle in the church and left as soon as he was healed, stealing some of the church funds to start his own crusade to take the dawnflower's light to smite the evil he's witnessed. He used those stolen funds and acquired a new set of full plate and a greatsword to take the fight to the Citizens Group and help any Kintargans that they were abusing. At first, he remained righteous, using nonlethal methods to punish them, but as his skill grew in combat he's resorted to more lethal and brutal methods, including intimidation. He's already lost most of his paladin abilities for stealing and the actions he's committed thus far, but has managed to hang onto Sarenera's favor. However, if he continues his current course, the Mask is destined to loose his goddess' grace and decend into darkness.
Stat wise, the paladin is a LN Paladin (Gray Paladin) 3/Vigilantie 3 (Faceless Enforcer).
The PCs have not yet done this in my game.
AA devil-tongued priest of Asmodeus is using peaceful conversation and rallies to increase support for the Church of Asmodeus and House Thrune, which is also reducing the influence of the Silver Ravens. Rexus Victocora suggests beating the priest at his own game by interjecting rhetoric into his speeches using non-violent methods.
This LN Cleric (Appeaser) of Asmodeus is a disliked member of the church, for he looks at Asmodeus' non-evil parts. Thrune uses him specifically to rally support and the characters need to use the verbal duel rules to discredit him without causing violence or upsetting their own support.
| Axial |
Hello!
My group is almost done In Hell's Bright Shadow, but I always love adding in personal touches here and there. Here's a few of the custom additions to the module so far, in case anyone needs any ideas.
** spoiler omitted **
** spoiler omitted **...
This is all pretty cool.
The graffiti idea sounds cool for a low-level quest because it's a simple, small act of defiance. This makes sense because Thrune isn't supposed to be really worried about them yet.
The Mask idea is really cool, too. It fits in perfectly with the setting. More militant/aggressive parties may not even see any problem with his slaying of CCG thugs, though. The only good Thrunie is a dead one!
And the Appeaser idea is great. A good non-combat encounter and a chance for the PCs to use some Ultimate Intrigue rules.
| Raynulf |
I've been browsing some modules and scenarios for inspiration for additional content in Hell's Rebels, with the goal of bring the campaign up to 20 by the finale of Book 6.
No Response from Deepmar: As others have stated, given Deepmar is a Chelish penal colony in Ravounel, it is really easy to squeeze it into the campaign somehow. Personally, I am not so enamored with the module itself as the Momento-inspired horror is a bit of a segue from the tone of the adventure path, and the (almost non-existant) fortification / population is a little light for my tastes.
I'd be putting a stronger Imperial presence there, and have it be a preferred dumping ground for rebels and troublemakers Thrune wants to suffer (and to break) rather than execute. At which point, it makes an excellent target for the PCs to try to defeat the Chelish wardens and liberate the people within. Possibly claiming the island fortress for themselves, possibly not.
I'd be tempted to keep some of the derro aspects of the tale as a bit of a Part 2 to the island, with the concept that the wardens had struck a deal with the derro, trading something (cytillesh? lack of interference with the mining?) for a steady supply of 'troublesome' prisoners to experiment on.
Out of Anarchy: Pezzack is normally a bit outside of Ravounel's border, but could theoretically be shuffled up the coast a little bit, and could easily be adapted to be a good outing for the Silver Ravens.
I probably won't, however, as a number of my players are very, very easily distracted, and the chaos of Pezzack might draw a bit too much attention away from the focal point of the adventure: Kintargo. But I'll definitely keep it on hand, as it may well work as an expansion of the strix dilemma in Kintargo Contract.
Orders from the Gate: The maps in Cheliax, the Infernal Empire are a little ambiguous as to whether Citadel Enferac is in Ravounel or the Hell Coast... I'd call it as pretty much sitting on the border. In any case, there is a third hellknight order right there and it is tempting to allow the PCs an opportunity to strike up a relationship with the Order of the Gate, either as an ally or an enemy.
This PFS Scenario is generally a L5-9 thing (as far as I can tell, I don't actually play PFS, so I'm less familiar with the terminology), and could sit somewhere in either Turning the Torrent or Dance of the Damned, where after the Order of the Gate may be an ally able to provide intelligence, advice or spellcasting services... or an enemy who will be providing Barzillai with additional devils and intelligence.
From Shore to Sea: I'm a big fan of Brandon Hodge's work. There are some very strong parallels between this module and the Dead in the Deep section of Dance of the Damned - enough to make me consider running this module in lieu of that section of the adventure - noting there's a lot more XP in this, so would likely constitute an additional level. There are a bunch of little islands off Kintargo's coast, after all.
It's then a tossup between adapting the module to suit the aquatic elves (who would then actually be elves corrupted by aboleths and their servants - the skum - rather than a 'naturally occurring subrace'), or replacing the aquatic elves with gillmen. With the choice needing to be made prior to the PCs delving into the Lucky Bones.
The Infernal Vault: It's a small PFS scenario about delving into a chelish-themed vault/dungeon after a diabolist in order to stop her selling vital information. It's normally set in Absolom and the information is pertinent to that, but it works just as well set in Kintargo as a side adventure for PCs seeking to thwart a lesser ally of Barzillai.
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That's as far as I've got so far :)
| Raynulf |
Continuing the above...
Deepmar may be best as part of Book 5 and scaled to suit, as while the PCs can get Vyre to sign on easily enough, it is another major island that is under Chelish military control.
Shore to Sea works best as a replacement for the Dead in the Deep as previously mentioned. Sticking with aquatic elves though, as Gillmen are kiiiinda creepy.
Out of Anarchy is something I'm going to borrow from for a different (and smaller) coastal town besides the Ravounel Forest. The plan being to replace the scenario there with one more directly tied to the theme of booting out Thrune.
So a small town (possibly owned by the Victocora family, so that they actually have estates...) whose primary interest is logging and has long been a hotbed of 'treasonous activity' as its remoteness allowed it to not only lack any shrines to Asmodeus, but not actually take down or destroy the shrine to Desna or Cayden Cailean until Asmodean inquisitors ventured out there six months back on rumors of such 'sacrilege', destroyed the shrines and executed the handful of priests who maintained them. The resulting riots and outrage saw most of the inquisitors dead at the hands of an angry mob, and the few who escaped returned with a Chelish warship, the Scepter of Dis, that rained fire down on the town in retribution.
The townsfolk - a stubborn lot - have steadfastly refused to bow down to the demands to pledge their souls and faith to Asmodeus, and only their small size and minuscule importance has kept Thrune from investing the necessary resources into invading and crushing the town once and for all. Instead, the Scepter of Dis maintains the blockade of the port, with the intent to simply starve them into submission.
Where do the Strix come in?
The great Ravounel Forest is home to a clan of isolationist Strix, with whom the townsfolk's relations with have been tense to say the least. The people of the town cut lumber from the forest near their town, but do not venture too far into the forest, nor to they attempt to clear much land for farming as either will incur the wrath of the strix. Consequently the townsfolk are dependent on fishing and imported food.
To Hag or Not To Hag? that is the question
The the hags are an interesting concept and cleverly implemented. Perhaps too cleverly implemented given that the "Face" of the strix is actually Scarplume in Hell's Bright Shadow and one of the previous missions is working for a priest of Desna. And PCs who fall for it basically fail this portion of the mission. They also have absolutely no relation to Thrune or the overall plot of securing Ravounel's independence beyond happening to be there.
Now, if they were a coven of half-fiend hags called to Golarion by Thrune to put an end to the frustrating strix, and/or bring the townsfolk to heel, then I'd be happier about using them.