Grey Garrison


Wrath of the Righteous


So, I am not sure if this has been asked or not, but I just wanted to get some information about this upcoming fight for my party.

Spoiler:
So, at the Grey Garrison, it says that there are 12 Cultists, 4 Vermleks, and 6 Howlers basically walking around this place. Now, I am looking at this fight and just thinking, wow, this will be truly an epic fight, but I also look at it and think, can my party actually handle this fight? I mean, they would have the aid of the Wendaug copies because they secured the help of the Mongrelmen, but seriously, this is some like, really strong/heavy monsters that they would be facing down. Or am I maybe reading the text wrong. I dont imagine I will run the combat as having ALL of the monsters there, but one will show up at the end of each round to attack the party as they try to make their way in through the front door I suppose. If anyone else has run this fight, please let me know how it turned out.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The book leaves it up to you how to distribute them throughout the Grey Garrison. Since the fixed encounters of the whole place also don't come running as soon get through the door, my impression is that those additional opponents are meant to be stationed in different rooms with the fixed encounters.


KainMalice wrote:

So, I am not sure if this has been asked or not, but I just wanted to get some information about this upcoming fight for my party.

** spoiler omitted **

These extra defenders are only there if the party does not wait for the Eagle Watch to launch its diversions:

Wrath of the Righteous wrote:
If the PCs attack the garrison without the Eagle Watch and other crusaders running a series of distractions, many more defenders are presentarea P1 is patrolled by twelve cultists, four additional vermleks, and six howlers. Every other encounter inside the garrison contains twice as many abrikandilus, tieflings, and cultists than listed.

So its an If/Then statement. No if, no then. The - serves as the then. So if your party waits for the diversions none of the extras are guarding the door with the 2 vermleks and the encounters inside are run as written.

Part 4 is meant to be the culmination of all the friend making you've done:

Don't make friends with Anevia, no Irabeth and Eagle Watch.

Don't make friends with Aravashnial, no cache of magic items.

Don't make friends with Horgus, the defense escalations happen as scheduled instead of being delayed.

Don't make friends with Neathholm, no Mongrelmen rangers.

Without any of these i would say that part 4 is not able to be done (especially since without Anevia you don't get Irabeth's trust and she won't give you the mission.)

With Irabeth and the Mongrelmen you've more than doubled the size of your party and that levels out many of the following encounters.

Disclaimer: Our party hasn't gotten to part 4 yet and I haven't read parts 2 and 3. We have 3 people DMing this and I've got part 1 and 4. I wanted to play in this AP and this is the way we've worked it out. So if I've missed something from part 2 or 3 my apologies.

Scarab Sages

My question is how do the escalations work? Does the first one happen IF the PCs can't make it through the Garrison in one shot and need to leave to regroup? Then when they come back all the listed under Escalation 1 show up in various rooms?


guinluvsc wrote:
My question is how do the escalations work? Does the first one happen IF the PCs can't make it through the Garrison in one shot and need to leave to regroup? Then when they come back all the listed under Escalation 1 show up in various rooms?

That's it. You put them where ever you want. They give the suggestion of putting some in rooms the party cleared but its up to you.

Remember if they have help from Horgus then the first escalation is delayed, so they get one free go back.

Scarab Sages

trawets71 wrote:

That's it. You put them where ever you want. They give the suggestion of putting some in rooms the party cleared but its up to you.

Remember if they have help from Horgus then the first escalation is delayed, so they get one free go back.

Sweet! Thanks so much! I guess I was thinking it was more complicated than it actually was!


guinluvsc wrote:
trawets71 wrote:

That's it. You put them where ever you want. They give the suggestion of putting some in rooms the party cleared but its up to you.

Remember if they have help from Horgus then the first escalation is delayed, so they get one free go back.

Sweet! Thanks so much! I guess I was thinking it was more complicated than it actually was!

You're welcome. Glad my meager knowledge could help (guess the Knowledge (The Worldwound Incursion) DC was pretty low for me to make it) :)

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