ChaztGG
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First of all, a very sincere thank you to everyone who posted here to help me with my problem. You guys are amazing, you gave me a lot of great ideas, and had I known the Pathfinder community was so supportive I would have posted my question long ago.
I've thought long and hard about it, and I think that at long last I've finally come to the answer I've sought for so very long. I'm just going to tell them straight out that its just about impossible, not as an iron-fisted GM but simply as a matter of fact. After laying it out in my head, its clear to me that they either haven't completely thought it through or don't realize just how many allies Cheliax has. Team Cheliax is effectively Cheliax, (already arguably the most powerful nation in Golarion with the most powerful navy and some of the most powerful spellcasters) Isger, Molthune, Mendev, (not wanting to lose the Hellknights against the Worldwound) any other country that owes the Hellknights favors, any other country that cares about making money through trading with them, the Red Mantis, the Aspis Consortium, an entire plane of the multiverse, and one of the major gods of the setting. Team them is most likely their kingdom and... nobody, for fear of provoking the aforementioned crapstorm. Even if, through an inconceivable string of Nat 20's and Miracle and Wish spells that Asmodeus in all his godly power wasn't just able to outright veto, they did manage to put down Queen Abrogail, she's not the only noble to sign a pact with Asmodeus, they would almost have to entirely wipe Cheliax and Isger off the map. And even if they did that, there's still countless Hellknights operating in other countries that would converge on them like a noose. I think they're just relying on their power-gamed characters to carry them through a series of "CR+3" encounters with plenty of time to rest in between, but Cheliax wouldn't respond to a threat like that, and even if I did cleave strictly to the encounter building rules, the legions of hell are innumerable, they could simply conga-line them into an attrition victory. No matter how you slice it, they lose 100% of the time.
And the reason I would tell them this is because that my friends, is what I consider fair warning. As I said, I refuse to railroad my players. If they still wish to try I won't stop them, but they do so knowing full well that they are throwing their characters and their campaign into a wood chipper, and I am not responsible for what follows. Like any good GM, I have to let their decisions affect the campaign, even their bad ones, and then we can start a new one with lessons learned.
Does that sound fair to you guys?
