6 wands...


Shackled City Adventure Path


Yes, 6 wands of water control. I made the mistake of saying there were 6 wands instead of 8. Due to narrative reasons I stuck with this number. This meant that after the party defeated Triel and Skaven and searched their rooms they had 6 wands. Not really a big deal since I know my party will head back and deal with the final conspirator.

Once they had the 6 wands they retreated back to town and dealt with the flood with Jenya and Ruphus. They have already said they intend on resting one night and then returning to the kopru ruins.

However I just wanted to bounce an idea or two off the other DM's here. I kind of believe that with both Triel and Skaven dead the hired Alleybashers and Hillfolk would leave pretty quick. I can't imagine they would stay on with Tarkilar who is as likely to eat them as anything else.

Having said that I don't really want to then cheat the party of all the xp since I know Zenith trajectory will be tough and my party consists of only 1 level 7 character, a 6 and 4 5th levels. Zenith is a level 8 adventure. The party'z size helps a lot of course but not everyone turns up to every game. I usually get 4 minimum with the average per game being about 5.

So I was going to throw in a random encoutner or two and/or beef up the Heucava and allies somewhat.

Good, bad? opinions?

Thanks.

Liberty's Edge

Solomani wrote:


So I was going to throw in a random encoutner or two and/or beef up the Heucava and allies somewhat.

When SCAP was being published, some dm's posted their own variant versions of Tarkilar to the boards. Not sure what all the changes were, but I know our dm made Tarkilar more of a mohrg. The two posters who I definitely remember were Glassjaw and Chairborne Ranger. Should probably still be able to find the stats.

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