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In the spirit of trying to run as written for PFS, I have a plot question on this one.
What are the consequences if the PCs don't spend the time running around the island to disable the Orrey? Given the likely party composition, none of them may feel motivated to free the villagers because it's "the right thing to do," so I was to be prepared with the potential consequences.
As far as I can tell the only consequence is that the villagers stay under mind control. No change to gp or pp earned.
What happens at the end fight then? I feel like the Big Bad would force not only PCs who fail the save but also any available villager to finish digging through the last wall as quickly as possible, then send villagers and skum in waves to fight the PCs similar to what would happen for interfering at the exterior excavation site. This could get lethal pretty fast with the Big Bad, a level 8 sorcerer and waves of murderous villagers and skum.
Advice appreciated...

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I am a big fan of PFSPrep. :)
Turns out I didn't need to prepare any contingencies. My players yesterday didn't *care* about releasing the prisoners, but wanted to repair the Orrey because it was there and broken, accidentally freeing the villagers.
"Sixty enslaved villagers? Who cares?"
"Broken magical device? We need to fix this now!"