
KujakuDM |

Every time I run a new AP, I usually try and stretch my GMing muscles a bit and change something. For Kingmaker I really enforced the Fae background story and gave them a lot of interactions with Cheliax. For WotR I utilized the NPC's a lot more than usual (and Mythic really added a lot on its own).
For IG, I want an NPC that is a good encounter to continue to be a villain as the PC's progress, and Sanvil looks to be a good person to give it a go with.
For those that have run further than I (I'm just about to introduce him) is there anything I should keep in mind? If he gets killed I plan on just having him come back with cyborg parts and the like so it's not a big deal on that end.

Sean_Powell |
You could BUT the campaign isn't written that way. Sanvil is a schemer but he works for the Technic league.His job is to remind the players that some friends are enemies. (and flip side, the skulks or even Mayenda can be played that some enemies are friends). For Sanvil to be a reoccurring villain, he needs to show up in Scrapwall which isn't difficult but if he figures out what Hellion is and what he is doing he would logically run off to warn the league. Then he has to follow the party to Choking Tower which makes even less sense unless he is simply heading up a technic posse to hunt them down. It's not a bad plan, just not the way it was written.
My party saved Sanvil and I used him as a cowardly informant in Scrapwall. He knows that since he failed, if he ever goes back to the league he's a dead man so it behooves him to lay low in scrapwall for a while. That let me control party access to the market and decide what they could and couldn't buy or trade for. I found that there was a lack of details on that and Sanvil did a good job filling it in my campaign.