Varnhold Vanishing and Realm of the Fellnight Queen


Kingmaker


Pathfinder Roleplaying Game Superscriber

I'm running a Kingmaker PBP and we're well into RRR. I plan to insert Realm of the Fellnight Queen between Rivers Run Red and Varnhold Vanishing. My concern is XP.

The PCs could be 8th level and well on their way to 9th after leaving the Fellnight Realm. What does that do to VV and the adventures that come after?


Tarondor wrote:

I'm running a Kingmaker PBP and we're well into RRR. I plan to insert Realm of the Fellnight Queen between Rivers Run Red and Varnhold Vanishing. My concern is XP.

The PCs could be 8th level and well on their way to 9th after leaving the Fellnight Realm. What does that do to VV and the adventures that come after?

Nothing if you adjust every encounter afterwards. :P

If not it could be quite the problem as KM is already considered a very easy AP encounter wise (mainly due to being able to do the reviled 15 Minute Adventuring Day time and again).


Pathfinder Roleplaying Game Superscriber

I'm considering paring down a lot of the encounters in and around Varnhold to both throttle back the XP gain and to make up time spent playing Fellnight Queen (a very real concern for PBP play)


Shift focus, honestly. I ran Realm of the Fellnight Queen and a couple of side plots, then stripped most of the wilderness encounters out of VV. Instead, my group's VV was very much a politically oriented module, with my players dealing with an undead kingdom on one side (the remnants of Hargulka's Monster Kingdom, long story there), the centaurs on the other, and a slowly revealed Vordakai who used illusions and enchantments to promote tensions everywhere.


Also, take a look at Dudemeister's VV. You might find an idea there.

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