Genie

QwikNik's page

2 posts. No reviews. No lists. No wishlists.


RSS


From my understanding of this Path, Brevoy only funded the initial setup, and then the new province becomes (hopefully) self sufficient. I think that was part of their idea, to create a seperate ally who can safely build strength without bringing down the wrath of their neighbours. Unless the original party was evil (which is likely, considering the necromancer), Brevoy could only show dissaproval through military/economic sanctions, which seems unlikely given their current politcal turmoil.

~QN


That Drake retcon seems a little extreme to me. Replacing a character is one thing, but to say they were doing things all along? Don't be afraid to say no if you think things are unreasonable, it took me some time to learn that myself, during which I had a few of the more... aggressive players pushing for more and more things.

For dealing with the archer, just add greater numbers of low CR enemies backed up by some ranged heavy hitters (A group of rangers and their pet wolves would do nicely!). He may be doing 50 pts of damage per turn, but that should only be about 4 arrows, so most of the damage is wasted. Ranged attacks from stealthed enemies, while the packs push forward and tie them up with close combat and AoO would be brutal.

Sending good adventurers after their party specifically seems like a nice touch, but prepare for retaliation! They may be willing to surrender the Necromantic goodies for less encounters, but by the sound of things they may just turn around and dive straight into evil marauderers. Which, with Pirate's excelent suggestion there, could be an epic twist to a decent Adventure Path!

Well, best of luck, and stay in touch with the boards, okay? (anyone else want to see how this turns out as much as me?)

~QN