1 - Hellknight Hill (GM Reference)


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Tangent101 wrote:
I do find it funny that this is an "adventurers town" and yet there isn't a huge industry involved in keeping adventurers here. It's more akin to the MMORPG starting towns.

Ah, but Breachill is being very clever by doing that. See, if they built an industry around retaining adventurers of ever increasing level, all that would accomplish is that the town would be constantly threatened by ever increasing threats; the kind that can eat half the population for dinner, then come back for seconds. By instead focusing on a constant supply of starting adventurers that then leave town for higher level pastures, the Breachill Council all but guarantees that the only problems that would ever plague the town are low-threat first level menaces, to be dealt with by the month's current batch of wannabe heroes.

Of course, the nearby abandoned citadel ruins that hard work; that's just begging for adventurers to make themselves at home there. They nearly get away with it, too, what with the portal network keeping the adventurers away from town, but alas, keeping high-level adventurers on hand only means the town must resign itself to eventually becoming the Doomed Hometown™ facing dragonstormy destruction

Silver Crusade

If they stayed they wouldn’t be adventurers :3


James Jacobs wrote:

Adventures 3 and 6 have a little bit more going on in Breachill, but it's the back covers of every volume you'll be wanting to check out. We're putting 2 more portraits of Breechill citizens (or in a few cases, others the PCs meet elsewhere) on the inside back cover along with a little bit more character info for GMs who want to have those NPCs play larger roles in their game.

As for Ralldar... do what feels right for your game. And barghests can absolutely stand on their hind legs like that, and do so often.

Oh, so we'll see more Breachill faces in the coming months? Cool! Reminds me of the Shattered Star npcs who gave you extra quests from the inside covers (the art was real nice!).

And I didn't know that about barghests... I'm changing his loot to gear he's wearing and wielding, I think.

Thank you for your patience, JJ!


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3Doubloons wrote:
Tangent101 wrote:
I do find it funny that this is an "adventurers town" and yet there isn't a huge industry involved in keeping adventurers here. It's more akin to the MMORPG starting towns.
[snip] They nearly get away with it, too...[/snipdestruction

If not for those meddling kids and their dog?

I'm giggling! Giggling, I say! ^_^


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I'm playing around with recreating Citadel Alterein in with Dwarven Forge, and while I'm used to the usual adjustments needed to make pre-printed maps works with 3d terrain, I was wondering what elements , if any, of the layout of rooms or perimeter profile are especially characteristic of Hellnight Fortresses that should be preserved.

Is the octagonal courtyard a key feature for instance (squaring it off allows for some other interesting tricks for the battlements and the Halls surrounding it). Is the asymmetry of the N/S wings a defining characteristic? The sunken center courtyard?

Maybe this is less of a GM Reference question, but does seem more likely to get a response from the T-Rex here :)


Hellknight Regalia
I've been searching this thread for the answer, but can't find it.

I've seen Hellknight regalia mentioned several times in the thread and in the Hellknight Hill AP, but I have not found where or how to acquire such regalia. Granted, I've just skimmed the AP, and searched the AP PDF for the word "regalia," but have not noticed the means by which the PCs can acquire them.

Any pointers as to where I can find the section that describes the PCs' acquisition of Hellknight regalia?

advTHANKSance


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Singularity wrote:

Hellknight Regalia

I've been searching this thread for the answer, but can't find it.

I've seen Hellknight regalia mentioned several times in the thread and in the Hellknight Hill AP, but I have not found where or how to acquire such regalia. Granted, I've just skimmed the AP, and searched the AP PDF for the word "regalia," but have not noticed the means by which the PCs can acquire them.

Any pointers as to where I can find the section that describes the PCs' acquisition of Hellknight regalia?

advTHANKSance

I'm pretty sure it's referring to the Order of the Nail insignias the party can find in A6.


Joana wrote:
Singularity wrote:

Hellknight Regalia

... deleted ...
Any pointers as to where I can find the section that describes the PCs' acquisition of Hellknight regalia?

advTHANKSance

I'm pretty sure it's referring to the Order of the Nail insignias the party can find in A6.
I'm not sure about that, since...
"Hellknight Hill AP - A6 wrote:

These insignias were originally tokens for recruits, called armigers, to wear during drills in the courtyard...

That doesn't sound like regalia to me. You may be right, though.


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Singularity wrote:
Joana wrote:
Singularity wrote:

Hellknight Regalia

... deleted ...
Any pointers as to where I can find the section that describes the PCs' acquisition of Hellknight regalia?

advTHANKSance

I'm pretty sure it's referring to the Order of the Nail insignias the party can find in A6.
I'm not sure about that, since...
"Hellknight Hill AP - A6 wrote:

These insignias were originally tokens for recruits, called armigers, to wear during drills in the courtyard...

That doesn't sound like regalia to me. You may be right, though.

I think they're specifically using regalia to be broad as to what qualifies, because in addition to the insignias, there are also the various bits of armor that can be cobbled together for a set of shoddy full plate in the foyer.

There's another spot (Area B2) in chapter 3 where it mentions "the sight of anyone wearing any Hellknight insignias or gear" which I would basically expect to be what's intended by Hellknight regalia.


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Having read through the adventure now, I was struck by quite a few elements that people have already commented on earlier in the thread and in the reviews for book 1. The one that struck me most was the following:

Why is almost every NPC hilariously incompetent?

I've recently been running book 1 of the original Rise of the Runelords. Over the course of that first book, the main villain of the story and her lieutenants accomplish much of what they set out to do. I'll refrain from listing any specifics, but people they want to die end up dying, things they want to sacrifice to foul gods get sacrificed. There's a real sense that its only the intervention of the PCs that stops them from completing their evil plans.

In comparison, the most NPCs in Hellknight Hill are bumbling idiots.

  • Calmont wants to go to the Citadel to locate Alseta's Ring and sell info to whoever will buy it. He doesn't want anyone to beat him to this discovery, especially not any pesky PCs. But somehow he reasons that he should first set fire to the town hall, which paints a target on his head and ENSURES that people will go to Hellknight Hill to bring him to justice.
  • The Cinderclaws send their grauladons chasing the goblins up towards the surface, and oh no!, both stairways collapse, trapping those bumbling cultists in two separate groups!
  • Calmont wants to know from the goblins how to get downstairs, but in Helba's own words "We would have told him how to get downstairs, but he grabbed me too fast and started screaming, and waving that knife, and we couldn't get a word in edgewise". Calmont is presented as so crazy that he can't even let his prisoners submit to his demands.
  • The Bumblebrasher goblin tribe is so incompetent that a bookseller's apprentice with a dagger manages to overpower them.
  • The Cinderclaw cultists in the basement - A) Don't find the secret exit that literally all of them have enough perception bonus to locate. B) Don't think to either free their leader or clear the stairway leading up. C) Think their best tactic is to dig a tunnel to Breachhill a whole MILE away.
  • The Cinderclaw cultists at the Ring level are stymied by a gosh-darned 20ft climb. What incredible evil! How lucky for the town of Breachhill that this slippery cliff and hole are currently keeping them safe! (I'm just going to ignore that none of them thought to bring any ropes, apparently. I'm ALSO going to ignore that the charau-ka in the group have whips and sickles, which they could have used to produce improvised climbing gear or something)

    Only Voz and Alak seem competent at pursuing their own stated goals.
    ----

    I'm currently in the middle of a rewrite to make the Cinderclaws much more of an immediate threat, to make Calmont a more relevant and interesting minor villain (instead of "I don't like my boss, so I'm going to incidentally murder random people while I look to become rich."), and to basically write Warbal out of the story.

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    To be fair on those of those, Bumblebrasher goblins are pretty much civilians commoners as far as adventure treats them, so kinda feels like everyone in tribe is peaceful enough that none of them are actually warriors :p (note: I have just skim read adventure so I might be forgetting stuff to contrary)

    And on 20 feet climb, from real life perspective that does look intimidating, especially if there aren't obvious handles. Its not really implausible that if none of them are experienced climbers that they would be skittish to try to do so(even if mechanically its easy or they have enough skills for it), they are cultists not athletes.


    Cellion wrote:
  • Calmont wants to go to the Citadel to locate Alseta's Ring and sell info to whoever will buy it. He doesn't want anyone to beat him to this discovery, especially not any pesky PCs. But somehow he reasons that he should first set fire to the town hall, which paints a target on his head and ENSURES that people will go to Hellknight Hill to bring him to justice.

  • Calmont wants to know from the goblins how to get downstairs, but in Helba's own words "We would have told him how to get downstairs, but he grabbed me too fast and started screaming, and waving that knife, and we couldn't get a word in edgewise". Calmont is presented as so crazy that he can't even let his prisoners submit to his demands.
  • I'm curious what your general ideas are to make him a bit more interesting. While it's not like it isn't realistic to meet people who are absolutely incompetent and from the outside appear like there ideas are almost intentional self sabotage (I have met a few irl). I am going to be starting this adventure in a week or two and am curious how you might spice up the opening a bit.


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    I was just rereading the Breachill Gazetteer and I'm slightly confused about the dates. It says in the Town History, the Player's Guide, and the Campaign Timeline that Breachill was founded in 4520 AR but then it also says that as a town, it is just shy of 170 years old. I thought the current date was meant to be 4719 AR, which is one year off being 200 years old. Is it meant to be 200?


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    Ive been doing some extensive rewrites myself, here's my ideas:

    Breachill already had a group of "local heroes" before the actual the story began and were making headway with taking over Hellknight Hill, turning it into there base of operations with the help of the Bumblebrasher goblins.

    The hero group were a young male human wizard named Ludwick who was invested in his alchemy, Female Dwarf fighter named Marsha Axebane who is the daughter of Rorsk Axebane, Mia Muskwood a female half-elf cleric of Shelyn and Calmont.

    Voz searching for the ring in hellknight hill gets tired of the meddling heroes who were getting suspicious of her and assassinates them all except Calmont, who was the group's rogue with the most information on the citadels secrets and was the one who befriended the goblins, especially Warbal.

    The young wizard Ludwick was found dead in his house, poisoned in his alchemy lab. The guard deemed it an accident (perhaps Voz has seduced a guard captain or it could be an open, shut case to the guards).

    Voz then uses the call of heroes for that month to set a trap for the remaining group who although are mourning Ludwick's death, answer the call and are ambushed by Voz and her hobgoblin Mercenaries. (Voz only saw Ludwick as a true threat with his magic and isnt scared of mundane warriors and a little girl who heals cuts and bruises)

    Calmont is tortured for the information on the Citadel (Which is how Voz finds out about the secret tunnel) and then charmed repeatedly until his mind gives in and is then persuaded to work for Voz and tell Breachill that a wild beast killed his friends.

    Due to the torture and constant charms on his mind he seems mentally slower. The clerics deem that his mind was broken from the death of his friends and nothing can be done, Voz being the good Samaritan takes him in as an assistant for her shop in the public eye.

    Im thinking of using the first demon slime adventure from gallows of madness involving an accidental Demonic summoning by a young member of the Posandi family (Demons and devils are all the same right!?!).

    Alek will also be in town and could help out with his knowledge as well as helping introduce the town and its citizens. The PCs prove themselves to be a threat to Voz who shall be friendly and helpful in there investigation.

    We come to the start of the AP where the beacons are lit and the call of heroes begins, Voz sends Calmont to burn them all so the heroes wont start sticking there nose in her business, Calmont's mind finally breaks as he sets fire to the building with the mephit and in his broken mental state he flees to the the citadel.

    Everything runs the same from here except Calmont is completely deranged with the goblins trying to coax him down, He will babble about his friends being murdered and the rest of the plot dump you get from the book except for Voz.

    An arrow from Dmiri strikes him in the throat before he can force out her name and he falls to the floor dying. while Dmiri flees into the Hinterlands (Im not a fan of railroads so i wont have this be an instant death, ill have some sort of medical skill challenge to try save him). The sheer amount of secret entrances to the citadel is abit silly so ill make the first staircase down a level easy to fix with an hour or so of digging out debris.

    Hopefully this will spur the Players to want to investigate the town further while dealing with the citadel thus making the adventure feel a little more open, I want to give the cinderclaws abit more character but ill wait till the 2nd book comes out so i can get more information on them.

    I also want the finale to be abit more cooler, instead of the barghest and the spider room which seem like filler battles, i think there should be an all out brawl between Voz's hobgoblin mercs trying to get to the ring and the cinderclaws trying to fight there way out. Maybe even a team up between Voz and the PC's before she inevitably betrays them ;)

    Silver Crusade

    artjuice wrote:
    I was just rereading the Breachill Gazetteer and I'm slightly confused about the dates. It says in the Town History, the Player's Guide, and the Campaign Timeline that Breachill was founded in 4520 AR but then it also says that as a town, it is just shy of 170 years old. I thought the current date was meant to be 4719 AR, which is one year off being 200 years old. Is it meant to be 200?

    Does that take into account the amnesia bit?


    Pathfinder Adventure Path Subscriber
    Rysky wrote:
    artjuice wrote:
    I was just rereading the Breachill Gazetteer and I'm slightly confused about the dates. It says in the Town History, the Player's Guide, and the Campaign Timeline that Breachill was founded in 4520 AR but then it also says that as a town, it is just shy of 170 years old. I thought the current date was meant to be 4719 AR, which is one year off being 200 years old. Is it meant to be 200?
    Does that take into account the amnesia bit?

    I think so? The timeline at the back says Mengkare leaves Breachill in 4521, and they definitely have records of all that.


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    My first take on a quick reading of Hellknight hill was disappointment that everything about the town felt off in a MMO kind of sense: The premise of the Call for Heroes feeling particularly off in a weird "who would do this?" kind of way, and because where are all the other heroes, if this is such a known thing?

    But I really like the writing of Amanda Hamon and I figured that there must have been something I was missing, and on rereading the adventure synopsis and the larger narrative, I realized this town is really weird and should feel that way, but am not sure how quickly to push the weirdness on to the PCs, because I don't want them getting totally creeped out vibes, to the point that they want to avoid going in town at all.

    Davido has gone to pretty great lengths to address the issues in a way that will hopefully work well for his players and campaign, but is probably adding more stuff than I really want to account for, especially folding the gallows of madness stuff in.

    I am more interested in how much other GMs are pushing Breechill as a totally normal adventuring town, or are trying to work in elements of The Stepford Wives this early in the campaign?


    I wont be folding all of Gallows of Madness in just the first adventure which deals with a short investigation for some missing kids, this allows the PCs to actually talk to the residents of the town and form a connection with it.


    Davido, your write-up is truly impressive. I wish I was running this AP in the near future now so I could use it... sadly, my groups will likely stick with 1st edition for years (especially as it will TAKE years to finish Hell's Rebels with one 4-hour session every 2-4 weeks, and my RoW game being every other week) so by then I'll probably sadly forget. :/


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    Lady Melo wrote:
    I'm curious what your general ideas are to make him a bit more interesting. While it's not like it isn't realistic to meet people who are absolutely incompetent and from the outside appear like there ideas are almost intentional self sabotage (I have met a few irl). I am going to be starting this adventure in a week or two and am curious how you might spice up the opening a bit.

    I think having folks be incompetent can be fun, but it generally turns them into comic relief and totally undercuts them as a villain.

    What I want to do with Calmont is to make him a petty tyrant. Story wise:

  • Have him go missing from town. The initial quest granted to the party is therefore "find a missing person" rather than help some goblins in distress. This gives PCs a chance to go around town, ask questions, and get to know (and get attached to) the populace.
  • While the PCs investigate, they learn that Calmont has a mean streak and was a bully to other children when he was younger until Voz took him under her wing. Now, Voz's secret (to the town) oppression of him has only made him meaner and ignited a desire in him to rule over others. Throw in some breadcrumbs that leads the party to Hellknight Hill.
  • Calmont ran away after not being able to take Voz any longer. He figured Hellknight Hill was a good place to hide out. Before he got there, he got captured by a Cinderclaw scout. (In my version, the Cinderclaws aren't trapped, but are using the basement levels as a base from which they're scouting out the countryside while their leader works out how to get Huntergate open again)
  • The Cinderclaw leader interrogated him to learn more about Breachhill, then realized that Calmont could be a useful tool. He leaned into Calmont's megalomania by offering him some scrolls and telling him that he should take control of the goblin tribe (The Bumblebrashers) that now infest the surface level of the Citadel. He planted the idea that Calmont could use the goblins to get revenge against Voz and against the town that treated him "unjustly". The Cinderclaws figure this may be a good way to pit their enemies against each other - delaying any action against the Cinderclaws until their full force can come through the gate.

    This turns the ground level of the Citadel into Calmont's petty little kingdom where he's oppressing goblins using magic scrolls given to him by the true villains down below.


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    CorvusMask wrote:

    To be fair on those of those, Bumblebrasher goblins are pretty much civilians commoners as far as adventure treats them, so kinda feels like everyone in tribe is peaceful enough that none of them are actually warriors :p (note: I have just skim read adventure so I might be forgetting stuff to contrary)

    And on 20 feet climb, from real life perspective that does look intimidating, especially if there aren't obvious handles. Its not really implausible that if none of them are experienced climbers that they would be skittish to try to do so(even if mechanically its easy or they have enough skills for it), they are cultists not athletes.

    RE: Goblins being civilians: I agree that these guys are civilians, though that doesn't make them helpless, they're still goblins!

    The adventure goes out of its way to disarm them - the PCs find that in the courtyard "No fewer than seven dogslicers, three shortbows and 15 arrows lie scattered about the courtyard, weapons dropped by the panicked goblins". Effectively, these guys dropped ALL their weapons in trying to flee the grauladon. That sure is a convenient coincidence so that one bookseller's apprentice with a dagger can hold their tribe hostage. :>

    RE: Cinderclaws: My point is that the main villains of the adventure are being stymied by something so simple. The idea that they're not doing everything in their power to escape and oppress the good people of Breachhill makes them an unimpressive threat.


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    Tangent101 wrote:
    I wish I was running this AP in the near future now so I could use it... sadly, my groups will likely stick with 1st edition for years (especially as it will TAKE years to finish Hell's Rebels with one 4-hour session every 2-4 weeks, and my RoW game being every other week) so by then I'll probably sadly forget. :/

    I don't know if it'll be useful to you given your group is currently preoccupied, but I did do a 1st edition Conversion guide for Hellknight Hill (direct google doc link), and plan to convert the entire AP in time.


    Dasrak wrote:
    Tangent101 wrote:
    I wish I was running this AP in the near future now so I could use it... sadly, my groups will likely stick with 1st edition for years (especially as it will TAKE years to finish Hell's Rebels with one 4-hour session every 2-4 weeks, and my RoW game being every other week) so by then I'll probably sadly forget. :/
    I don't know if it'll be useful to you given your group is currently preoccupied, but I did do a 1st edition Conversion guide for Hellknight Hill (direct google doc link), and plan to convert the entire AP in time.

    Nice, thank you!

    To be honest, I *like* 2nd edition enough that I'm buying it and eventually may even run 2nd edition games. So the AP is still usable. That said, my current tabletop (and two remote player) group does love 1st edition Pathfinder and yet also has some interests in some Hermea and a certain philosophical gold dragon, so I may very well eventually run this for them as 1st edition. ^^


    Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine.

    It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.


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    Mechalibur wrote:

    Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine.

    It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.

    I actually think it can make sense there aren't any other "groups". Essentially if your players meet each other for the first time, those are your different groups.

    You can even extend the Call of Heroes and let each player try and convince they should be picked for a little flavour roleplay.
    Then when the fire happens, the council are so impressed they decide to hire all of them.


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    Mechalibur wrote:

    Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine.

    It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.

    Yeah the adventure just says the PCs are the only ones that show up, but that does seem unlikely/silly. I was going to have others who showed but were less heroic then the main PCs and didn't step up when the fire broke out. (This makes the bold assumption my PCs will brave the fire) I do like the idea of sending other heroes off.


    On the map of the citadel's first level, there are four circular shapes with three doors each in the hallway that circles the courtyard (A2) - they're also mirrored in the inset map of the battlements. I assume these are towers - but wouldn't there be stairs or a ladder/trapdoor between the tower levels? Which would make the A22 encounter extremely early. Or do they serve some other function?

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    Sir NotAppearingInThisFilm wrote:
    On the map of the citadel's first level, there are four circular shapes with three doors each in the hallway that circles the courtyard (A2) - they're also mirrored in the inset map of the battlements. I assume these are towers - but wouldn't there be stairs or a ladder/trapdoor between the tower levels? Which would make the A22 encounter extremely early. Or do they serve some other function?

    Those are towers but they don't have stairs leading up. They could if your players want to add them later on, of course, but for now they serve more as decoration on the first floor, and watchtowers above—the only access point is via the central stairs leading up to the battlements.

    Having multiple stairs leading up to the battlements makes the whole setup of the adventure break, since this allows the goblins trapped above multiple potential routes to escape.

    The idea of only one set of stairs leading to the towers/battlements was to protect those who sought shelter above. It's not the BEST idea, since as you see it's also possible to get trapped up there, but it's a good enough idea that the goblins have been safe for several days. AKA: the design is working as intended.


    Thank you very much for the fast response!

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    Lady Melo wrote:
    Mechalibur wrote:

    Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine.

    It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.

    Yeah the adventure just says the PCs are the only ones that show up, but that does seem unlikely/silly. I was going to have others who showed but were less heroic then the main PCs and didn't step up when the fire broke out. (This makes the bold assumption my PCs will brave the fire) I do like the idea of sending other heroes off.

    Adding rival adventuring groups can be a fun way to invoke a sense of competition into the game. We've done this plot a few times before—most recently in Mummy's Mask—but it's a plot that works best when that competition is a significant point of the adventure (or Adventure Path) as a whole.

    For Hellknight Hill, which is going to be a LOT of people's first Paizo Adventure Path, we didn't want to overcomplicate the story with forcing the GM to run a bunch of complex recurring adventurer competitors to the plotline, and a competing adventuring group isn't really something that fits in well with the story.

    Having the PCs all come together as several different adventures is certainly a great way to have your cake and eat it too—in this case, the multiple adventurers who attend don't end up competing, but end up comprising the latest group to come out of Breachill.


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    Cellion wrote:
    That sure is a convenient coincidence so that one bookseller's apprentice with a dagger can hold their tribe hostage. :>

    As the party is probably going to come across the courtyard battle fairly early, I wonder if it might not work out better to simply have the goblins trapped on the battlements with no Calmont in sight. After being rescued, they would say they were attacked by him demanding to know the location of the lower level entrance, but that they drove him off, and he's probably still lurking in whatever parts of the first level the party has yet to explore. When they go off looking for him, he could stealth up behind and sneak attack whoever is in back, revealing somewhat more sparse info regarding voz and alseta's ring as necessary in the ensuing combat.

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    Sir NotAppearingInThisFilm wrote:
    Cellion wrote:
    That sure is a convenient coincidence so that one bookseller's apprentice with a dagger can hold their tribe hostage. :>
    As the party is probably going to come across the courtyard battle fairly early, I wonder if it might not work out better to simply have the goblins trapped on the battlements with no Calmont in sight. After being rescued, they would say they were attacked by him demanding to know the location of the lower level entrance, but that they drove him off, and he's probably still lurking in whatever parts of the first level the party has yet to explore. When they go off looking for him, he could stealth up behind and sneak attack whoever is in back, revealing somewhat more sparse info regarding voz and alseta's ring as necessary in the ensuing combat.

    I struggled with how to present this encounter during development. On the one hand, having the PCs faced with a hostage situation makes for a really tense and interesting encounter that injects some social drama and skill checks into the middle of a classic dungeon crawl... but on the other, the timing of it is weird. If the PCs don't go to the battlements until weeks after the adventure begins, it kinda breaks verisimilitude.

    The best solution is to be dynamic in game and play it out as best fits. By making it pretty much automatic to hear the commotion in the courtyard once the PCs draw near, the hope is that they get pulled into this encounter relatively early. If in your game the PCs avoid the battlements for too long, you can feel free to have the goblins dead, or just Helba dead, or Calmont dead, or even just have the PCs find Calmont somewhere else in the dungeon.

    What's important is to give the PCs story closure on Calmont and the goblins, and to give the PCs the information they need to find the secret door to the dungeon level below.


    I’m a little surprised that the bugbear (I forget her name and chaotic evil she may be) doesn’t seem to have the option of becoming a briefly allied NPC ala Alak.

    I mean isn’t she a member or ally of the friendly goblin tribe you’re supposed to rescue?


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    James Jacobs wrote:

    Adding rival adventuring groups can be a fun way to invoke a sense of competition into the game. We've done this plot a few times before—most recently in Mummy's Mask—but it's a plot that works best when that competition is a significant point of the adventure (or Adventure Path) as a whole.

    For Hellknight Hill, which is going to be a LOT of people's first Paizo Adventure Path, we didn't want to overcomplicate the story with forcing the GM to run a bunch of complex recurring adventurer competitors to the plotline, and a competing adventuring group isn't really something that fits in well with the story.

    Having the PCs all come together as several different adventures is certainly a great way to have your cake and eat it too—in this case, the multiple adventurers who attend don't end up competing, but end up comprising the latest group to come out of Breachill.

    That is a good point I had not considered. Actually the number of people checking out PF2e that I know that never played PF1 or D&D3e is pretty surprising. Lots of people who started on D&D5e who are looking for something with a little more complexity and depth. Our group has been playing since High School 10+ years between D&D3/4/5 and PF1. It didn't even occur to me this is the first book of a new edition, as opposed to just the next adventure path that happens to use a new rule set.

    I was mostly going to add a few extras not in competition, but simply because the adventurer element of the town is played up so strongly it felt a little light without a few others showing up. I was considering spending another more experienced group to Guardian's Way about sightings of a spider monster or something along those lines (a team that happens to include a gnome, Which Balka has snacked on).

    Paizo Employee Creative Director

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    Voltron64 wrote:

    I’m a little surprised that the bugbear (I forget her name and chaotic evil she may be) doesn’t seem to have the option of becoming a briefly allied NPC ala Alak.

    I mean isn’t she a member or ally of the friendly goblin tribe you’re supposed to rescue?

    She's not. She's her own thing. Bugbears are generally creepy loners who are more akin to serial killers than anything else. Of the three goblinoid races, they're the least appropriate for PCs, thematically.


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    Sir NotAppearingInThisFilm wrote:
    Cellion wrote:
    That sure is a convenient coincidence so that one bookseller's apprentice with a dagger can hold their tribe hostage. :>
    As the party is probably going to come across the courtyard battle fairly early, I wonder if it might not work out better to simply have the goblins trapped on the battlements with no Calmont in sight. After being rescued, they would say they were attacked by him demanding to know the location of the lower level entrance, but that they drove him off, and he's probably still lurking in whatever parts of the first level the party has yet to explore. When they go off looking for him, he could stealth up behind and sneak attack whoever is in back, revealing somewhat more sparse info regarding voz and alseta's ring as necessary in the ensuing combat.

    I'm not a huge fan of reducing Calmont to just a combat encounter. As JJ points out, injecting social drama and skill checks into the middle of the dungeon crawl is good design that adds variety.

    Instead, maybe Calmont came upon the goblins, but knowing that there was too many of them, he managed to inveigle the tribe into letting him join them. His ultimate plan being to betray them once they reveal how to get to Alseta's Ring. That way there can be a big confrontation where the PCs call him out on his lies and his crime back in Breachhill. The advantage of this set up is that he can be playing his con for as long as necessary for the PCs to arrive without it seeming unrealistic.


    What is Warbal's outlook on Desna? Warbal is depicted with a massive Desnan symbol in both of her illustrations, and she even has a Desnan symbol listed in her inventory. Her backstory mentions "Desna" zero times.

    I like to think that they do not even realize that a butterfly is Desna's symbol, despite her Religion +5. Critical failures on Religion can be a pain.

    But really, how does she view Desna?

    Also, on the topic of Calmont, I find it rather sketchy that the lesson that the hostage encounter teaches PCs is, "It is okay to not be concerned about the hostage's safety, because the hostage taker might just fumble with their weapon." Does that not teach PCs to have no finesse whatsoever in hostage situations?

    Paizo Employee Creative Director

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    Colette Brunel wrote:

    What is Warbal's outlook on Desna? Warbal is depicted with a massive Desnan symbol in both of her illustrations, and she even has a Desnan symbol listed in her inventory. Her backstory mentions "Desna" zero times.

    I like to think that they do not even realize that a butterfly is Desna's symbol, despite her Religion +5. Critical failures on Religion can be a pain.

    But really, how does she view Desna?

    Also, on the topic of Calmont, I find it rather sketchy that the lesson that the hostage encounter teaches PCs is, "It is okay to not be concerned about the hostage's safety, because the hostage taker might just fumble with their weapon." Does that not teach PCs to have no finesse whatsoever in hostage situations?

    Warbal worships Desna. That's pretty much it. We should probalby have talked more about her faith, but her actions are pretty much in keeping with someone who'd be into Desna's teachings and she wouldn't get any game benefit from it. It's just implied flavor, I guess.

    As for the topic of Calmont, that's not the intent at all; if you think it teaches the wrong lesson to your players you should absolutely adjust it as you need though... That said... How players and their characters react to that situation in any event is up to them. Not all PCs are into saving hostages.

    Sovereign Court

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    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Mechalibur wrote:

    Are there any other "heroes" at the town meeting? Do they all just run off when the building catches on fire? If the whole town is built around hiring adventurers, there should be some other groups that show up, I imagine.

    It could be kind of fun to present a red herring adventure that the players might think is intended for them, but have the council decide on hiring a more experienced group instead. The other adventurers go off to the tavern to celebrate, Warble then presents her case, and the fire happens.

    Possibly the Call for Heroes has a bad reputation. The PCs might be the only group of heroes who didn't hear about the loopholes on the council's rewards (ie paying for Calmonth being "brought to justice", vs being brought back alive "if possible.") Wouldn't take to much of that before heroes didn't bother responding.


    We've run in to a couple issues in the run through I am taking part in and advising a new DM on:

    First, the birds in B1 do not have Darkvision and are effectively blind according to what I can make of the rules. Even a moderately competent Stealth check seems likely to allow a party to head into the northern or southern hallways without issue unless the DM puts the birds close to the secret door, which doesn't make much sense. This is what our party did and it did not create major issues at this point, but then...

    The half-orcs in Guardian's Way suffer from the same issue. They don't have Darkvision and if your party does and they think to go there at night, how does an effectively blind watch person spot anyone? Also, when we arrived here at night we came equipped for a stealthy approach and tactics... Invisibility, Silence, the entire party is Trained in Stealth, etc. But even if we decide the lookout can't spot the party, and even if one of us climbs up to C3 or C5 (we originally looped around to C5) without waking the occupant, what are the rules for taking out a sleeping opponent? In fact, what are the rules for surprise? Is this all now simply DM fiat about what the party can or cannot get away with? Our Rogue also had the idea to use Invisibility and Silence to climb the platforms and steal the alarm bell once she saw it, and again that brought up numerous thorny questions.

    I am keenly aware of my 1E bias coming into this game, so I am trying my best to advise the DM without making references to the rules of that game. But after 15+ years of 3.5/PF1E rules, it's hard to yank my brain out of it at times.

    Anyone else gone through the above, and if so, how was it handled?

    Sovereign Court

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    Fumarole wrote:
    Voz never made it to the stairs on either basement floor so I don't see any discrepancy with the timeline. On the tomb floor, she fled as soon as she realized there were undead (that she triggered).

    But does that actually make sense? For a level 5 necromancer to be scared of low level undead and so she fights her way through caves full of spider monsters instead? When all she had to do was turn a corner and go down some stairs?


    What happens to the Reliant Book Company after the adventure is over? With both Voz and Calmont arrested and/or dead, who inherits the company?

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    Colette Brunel wrote:
    What happens to the Reliant Book Company after the adventure is over? With both Voz and Calmont arrested and/or dead, who inherits the company?

    It becomes held by the town itself, and someone could purchase the deed from them. If you want the town to give the store to a PC as a reward, that's kinda cool though!

    Silver Crusade

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    Ageron wrote:
    Fumarole wrote:
    Voz never made it to the stairs on either basement floor so I don't see any discrepancy with the timeline. On the tomb floor, she fled as soon as she realized there were undead (that she triggered).
    But does that actually make sense? For a level 5 necromancer to be scared of low level undead and so she fights her way through caves full of spider monsters instead? When all she had to do was turn a corner and go down some stairs?

    An unprepared Necromancer who was simply studying that had a bunch of well armed undead suddenly pop up around her. Better safe than sorry, she's a necromancer not a barbarian.

    In the tunnels she is prepared and also has her mercenaries and the Trixitog.


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    Pathfinder Lost Omens, Rulebook Subscriber

    I've done a few re-writes myself to get past some of the plot holes discussed earlier here.

    1. First change was to dramatically shorten the Bumblebrasher call for help. I removed the "Helba misses the meeting with Warbal twice" portion and went straight to red smoke. I couldn't wrap my head around a full month between the Bumblebrashers encountering the Cultists and present day. So, in my game the red smoke went up a few days back and Warbal immediately petitioned the town for help.

    2. Rather than having Alak a chance encounter; I've made him a key(ish) town NPC. The town; still culturally inclined to procedure and law from old Cheliax rule, refused to hear Warbal's request and told her to wait until the next Call for Heroes in one week's time. After all, how big of a threat could it be that it scares peaceful goblins? However, Alak happened to be in Breachill as a waystop on his travels to Castle Alterein and promised to look into it for Warbal. After all, he was heading there anyway for all the same reasons listed in the book.

    3. Calmont originally went with Alak to Hellknight Hill as a guide. Alak was new to the area and hired the services of a local to show him the way. Calmont; having picked up on Alseta's Ring in Voz's work, volunteers for the job. On the way, Calmont needles Alak for information and concludes that there is much more wealth beneath the Hill than he originally thought. When they reach the Castle, Alak and Calmont come upon the goblins and the Grauladon fighting. Alak steps in, the goblins use the diversion to get the rope set up to the battlements and get as many as possible up. (The Grauladon breaking the stairways is right before this.)

    At this point, Calmont ditches Alak to the Grauladon to seek a way into the depths but realizes the way down has been fully collapsed. He leaves Alak and the Bumblebrashers to their fates and returns to Breachill. He knows Voz has some knowledge of a different way in and intends to sneak through her stuff to find it.

    4. This is where my game begins. Alak has been just returned badly injured by a couple Bumblebrashers who managed to get him out. The Call for Heroes has gone up but instead of Warbal, it's Warbal and a couple Bumblebrashers who are there as witnesses that something serious is happening at Hellknight Hill. The goblins (I named them Frick and Frack) don't know a lot. Just that frogmen, monkeymen and giant lizards came from the depths and chased them our of their home. Alak, though injured; is attending the Call to make a secondary, more personal request of any potential heroes. (His ring.) This allows me to have Alak pass along potential information about Hellknight defenses, wards, etc without him being there as a GMPC (sidenote: wth Paizo? GMPC's in the first book? Alak is a super cool character but god I hate GMPC's.)

    5. Calmont, upon realizing Alak is very much not dead; but also sitting in front of the town council is worried that Alak may out his betrayal in the Castle (in reality, Alak doesn't see it as a betrayal or even cares. He figured Calmont ran in fear when he saw the Grauladon) and pass along more information about the Castle's hidden riches. Rushing back to Voz's shop, he steals the scroll and sets fire to the town hall; hoping it will take care of Alak and any potential heroes while giving him time to find another way into the depths of the Castle. To compensate for Alak being injured, I removed 5 bystanders from the fire encounter and made Alak require 2 PC's under hampered movement to get him out.

    6. The main quests are now A. Investigate and if possible, eliminate the Bumblebrasher's invaders. B. Bring Calmont to justice. C. Find Alak's Ring. I feel like this gives the PC's solid reasons to push further into the depths and get to the point they realize someone else (Voz) has been in there. The dungeon crawl plays out as written with the exception of Calmont talking about Norgorber. If Calmont is brought back alive, I can roleplay a trial where he gives up the Norgorber/Voz info he would have in the hostage situation and point a finger towards Voz who has skipped town at this point.

    8. If the PC's want to pursue Voz early, I let them. She legitimately has no knowledge of Calmont's recent interest in the Castle and she fired him a week or so ago anyway. Last she heard, he was trying to make a few silver as a guide for the Hellknight boy.

    7. I removed the secret entrance the Goblins use. This Castle has a ridiculous amount of secret entrances. The goblins help the PC's clear the stairway down to the next level and it takes only an hour or so. Further down takes days to clear.

    The vast majority of the book plays out as written from here. I feel like this buttons down some of the early plot and pacing issues and gives more NPCs to bond with early. If Alak survives the fire and gets his ring back, it could allow the group to petition Alak as a steward for their Castle when that becomes a thing too.


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    olliebird wrote:

    I've done a few re-writes myself to get past some of the plot holes discussed earlier here.

    {Long list of good ideas}...

    People have posted so many variant tweaks to the opening of this game. Mine begins next weekend and I'm feeling inspire by a few of them, I also felt the opening needed just a few tweaks to grease the gears (and as a small side effect of the connections some PCs have made in town based on the PC guide)


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    I ran it from the book with no changes and it's been going well so far. Only thing my PC's did that I had to accommodate was they wanted to go to the bookstore to get more info on Calmont after the fire.

    I just had Voz not be there and a random local mentioned seeing her leaving while grumbling about having something stolen from her shop. And that she had fired Calmont.

    Haven't had too much reason to change anything else so far.

    As the players have just captured Calmont and rescued the Bumblebrashers, when they return to town I'll have them hear rumors of a Hellknight(Alak) being seen in town recently to explain where he came from when/if they encounter him inside.


    Vlorax wrote:
    I ran it from the book with no changes and it's been going well so far. Only thing my PC's did that I had to accommodate was they wanted to go to the bookstore to get more info on Calmont after the fire.

    Oh in no way did I mean to say anything had to change, the book as written is indeed good, I don't foresee any flaws that wouldn't naturally come up with a written adventure VS actual play (PCs always have a chance to change things in unexpected ways, that is whats cool about this kinds of games). However there are some things that would pad out the feel for how my group likes to play that amount to nothing more then just some extra flavor and interactions.


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

    I'm a little confused as to how the numbers of spectators at the kick-off event are supposed to work.

    Page 9, says there 40 spectators aside from the PCs and councilors/Warbal.

    Page 10: Says 20 of the 40 get out on their own; while 20 need help

    The town councilors rescue 20 spectators if left to their own devices. (But possibly only 15, their last rescue is on the turn spectators fall unconscious, so depending if town councilors go before the hazard's initiative. We're not given initiative modifiers for them though...)

    It also says it takes 15 spectators to setup the bucket brigade, but we already have 20 non-endangered spectators that got out immediately?

    So one reading says that the PCs are free to completely focus on the fire/fire mephit and that all the spectators will be saved w/o them doing anything. Which seems a little odd to award the 5xp per saved spectator when its nothing they have to do.

    I'm not a fan of making things harder for the PCs especially not in the first encounter of the scenario, so I'm happy to run it in what feels like easy mode, but wanted to double check these numbers. I thought it should be an encounter that has the PCs trying to keep the fire away from the rescuee's and working to clear the more endangered side of the room, possibly while engaging the mephit. Felt like it would be very cinematic and fluid. But it almost sounds like the PCs actions won't matter.

    Grand Lodge

    NielsenE wrote:

    I'm a little confused as to how the numbers of spectators at the kick-off event are supposed to work.

    Page 9, says there 40 spectators aside from the PCs and councilors/Warbal.

    Page 10: Says 20 of the 40 get out on their own; while 20 need help

    The town councilors rescue 20 spectators if left to their own devices. (But possibly only 15, their last rescue is on the turn spectators fall unconscious, so depending if town councilors go before the hazard's initiative. We're not given initiative modifiers for them though...)

    It also says it takes 15 spectators to setup the bucket brigade, but we already have 20 non-endangered spectators that got out immediately?

    So one reading says that the PCs are free to completely focus on the fire/fire mephit and that all the spectators will be saved w/o them doing anything. Which seems a little odd to award the 5xp per saved spectator when its nothing they have to do.

    I'm not a fan of making things harder for the PCs especially not in the first encounter of the scenario, so I'm happy to run it in what feels like easy mode, but wanted to double check these numbers. I thought it should be an encounter that has the PCs trying to keep the fire away from the rescuee's and working to clear the more endangered side of the room, possibly while engaging the mephit. Felt like it would be very cinematic and fluid. But it almost sounds like the PCs actions won't matter.

    If I recall correctly, the bucket brigade doesn't work properly unless someone is guiding them. So the councillors can save other citizens OR they can help run the bucket brigade, but I don't think they're capable of both. The players should need to pick up the remaining slack.

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