I like the adventure, though find the tooth fair portion a bit out-of-place. I have one lore concern: Spoiler: So we're retconning Arazni now?
"She has a retinue of Bhedlis's five former Knights of Ozem, re-animated by Geb as graveknights, that she keeps as concubines and champions." Just kidding! They're actually forcing her to rule over Geb.
My players keep coming up with ideas to bolster Longshadow's defenses. I've (secretly) awarded them a few Defense Points for legitimately clever ideas, but now one wants to fly to Lastwall once he hits level 10, hire a bunch of mercenaries with the crap ton of gold they haven't spent, and teleport them back to Nirmathas. I love my players, and they are creative, but I am not sure I can let them keep doing this sort of thing without just throwing the siege rules out the window and making the challenge laughable. And ideas would be helpful.
My PCs just got out of Phaender and we're about to start Part 2. Question for those who have got past that or at least read ahead: How are you handling all the potential encounters in Part 2, roll for them or something else? Also trying to figure out when to start up the Militia system for them. Any pointers would be grand.
Axial wrote: What are the troops and NPCs in this book? Spoiler:
Three troops each for Nirmathas and Molthune. Molthune gets Imperial Infantry, Imperial Archers, and Imperial Phalanx (CRs 9, 10, and 11, respectively), while Nirmathas gets Nirmathi Skirmishers, Forest Guardians, and Irgal's Axe troop (CRs 8, 10, and 12). Apparently they work kind of like swarms, but full Troop rules are coming in Bestiary 6. As for your previous question, the book is chock-full of juicy lore about both countries, and I'm not sure what was previously known. It's really all new to me. |