Bound and Determined to TPK


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Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Xpltvdeleted wrote:
Duskrunner wrote:

Did any of you remember what lies around the keep? Chances are the party is not going to walk up the road just to say Avon calling unless they are of the type to try to con that they are more bandits on the way home to deliver their wares. Most likely they are going to attempt to sneak in during the night, and those that are waiting are quite hungry. With the sounds of combat the sentries will be alerted and then sound the alarm. The PCs then have two choices: fight it out and see what occurs, or run away.

For those who are basically saying go soft on the PCs I say screw that. This is a dangerous area and that feeling should be reinforced. It is Star wars all over again with the pcs entering the Death Star. It is up to them to decide if they attack or try a different approach.

If the PCs had any bandits left alive and found (and didn't drink) the liquor in the Thorn Ford camp, then they essentially have their invitation to the party--IIRC if they have that and dress up as bandits, they get +8 to their bluff to enter the fort.

That's what my PCs did - bluffed their way inside with the Thorn River hooch. Brought the stuff in and managed to get up onto the second floor before all heck broke loose, but they were able to isolate the bandits and pick them off in pieces rather than having to fight off a mass bum rush all at once.


Jason Nelson wrote:


That's what my PCs did - bluffed their way inside with the Thorn River hooch. Brought the stuff in and managed to get up onto the second floor before all heck broke loose, but they were able to isolate the bandits and pick them off in pieces rather than having to fight off a mass bum rush all at once.

Yup that is exactly what I am talking about. There is no need to downgrade that is occurring in the fort. It is already written in. It is up to the PCs to figure out what to do in that case. I am suspecting the party I am running will try the attack approach first (they always tend to do so). However they are a mix of 2nd-3rd level as well, so the chances of them surviving are good, pending on what exactly they do. My point is this is a wild place and is dangerous. If the pcs want to do something then let them, but there might be consequences for their actions if they act rashly.

Overall this AP is very well written. Currently there have only been two character deaths in the campaign I'm running (both times same player). Only complaint I have is the PCs wanted to explore all of the hex map (and got lost). I know the second half details what is in those hexes, but would have been nice to have the landmarks established (like Candlemere Tower). Same with a reference to weather and rules of getting lost.

Liberty's Edge

That's what my players did as well...bluffed in with booze and outfits. One of the bandits ran the booze to the SL, and the other told the PCs to grab some food and went back to his card game. The group split up and sent an archer and a meat shield up to take out the guard towers, while the cleric and the other meat shield hung out downstairs and waited for the archer to start picking off before engaging the bandits in the room.

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