Taking Castle Kintargo


Hell's Rebels


Has anyone done a set piece on storming the CK district rather than a prison break in Kintargo Keep? What would you do if you haven't? What kind of defenses would they have and what kind of tactics?


When a castle is being attacked the defenders typically fall back into the keep as they're more defensible. Based on what's going on in the city, it makes sense for the Hellknight's to fall back.
If you wanted to keep them in the castle instead, it would likely be similar to the numbers found in the keep, and maybe add in a few more armigers or something to make the battles a little larger.


Drawing on this thread , I've put together some notes for narrating a battle here to connect the sinews of a few encounters.

If you look at the placement of the castle, its role is to control the populace and to defend the harbor and docks with its own siege engines. It is mainly designed to be impregnable to mobs of Chelish citizens and, perhaps, mooks of Nidal, as its vampires won't be able to cross running water. But the real offensive battles would be between teleporting devils vs. devils and flying vampires.

If magical attacks are directed at the castle walls, then remember how it works for it. Magical damage are halved first, then hardness applies. Remember worked stone is very resistant to Rock to Mud. I imagine with magical treatment, it'd be downright impervious. Layers of lead paint, wood, and worked stone prevents most material-specific attempts, while backing it with earthen ramparts supports the wall from siege engines but also prevents passwall and disintegrate.

Angled roofs to prevent landing and dismount, thick to prevent aerial entry through damage

At night time, they erect poles connected by razor wire to decapitate fliers. The guards then open bags with a continual light stone in them and throw them to the noise to illuminate the area and open fire.

Very generic rooms without decoration make scry and teleport more difficult, as well as navigation for invading troops that get in. None of these rooms work beyond seen once.

Lighting is from hung hooded lanterns with continual light in them for moddable light you can’t use darkness to put out.

The Guards and Wards spell from the Core Rulebook seems perfect for situations like these. Glyphs of warding or other magical traps scattered in the fields surrounding the keep (save for the main trade road)

Guards on patrol accompanied by an acolyte and dog with scent to notice invisible opponents. Alchemist’s fire, tanglefoot bags, and a musket all provide touch attacks. Musket fire is the alarm

In addition, I think every castle should have a few air-mounted elite troops as well. And the perfect mount is the Dire Bat. A combat trained one costs only about 450 gp, though I assume they'll have bat handlers there doing the training. Having a dozen 3rd-4th level warriors on that and you have a great air force; the double move speed of 80 ft. combined with the blindsight of 40 ft and the +12 perception allows quite a lot in terms of detection, and the rider can act independently. Have these be Nidalese?

Cast planar binding. Have a few outsiders or elementals around to defend the place if needed.

Interior architecture features internal kill zones with automatic locking doors and choke points, but also secret passages to get around forces that seize key areas. Low-level druid with spike growth and entangle for the courtyard when the gates are lost

Stocked Wands: Create Food and Water, Hold Portal, Purify Food and Water, Entangle


Probably the four battles would be:
• Skill challenge involving being a general and inspiring the troops
• Teleporting to the gate room to fight a team of 6 Hell Knights and Signifers.
• Battles in midst of ordinary soldiers of both sides with Hell Knights and Signifiers, providing cover, human shields from fireballs, and difficult terrain.
• Battles against armigers troops and Vanneses Trex in melee

Community / Forums / Pathfinder / Pathfinder Adventure Path / Hell's Rebels / Taking Castle Kintargo All Messageboards

Want to post a reply? Sign in.
Recent threads in Hell's Rebels