Falgrim Sneeg


Kingmaker


So my players are trying to track down Falgrim Sneeg (or I presume they will at some point) - the problem is that Falgrim has escaped with the rest of the bandits.

The party assaulted the fortress, (gaining entry via subterfuge) and killed the Stag Lord. Auchs is dead (trampled by rhino), and Cragger, Dovan, Akiros, and Nugrah are unconscious - stable for now, but idk if my party will coup-de-grace them.

Ayles, Jeb, Falgrim, Norry, Jex, and Topper have escaped on the two horses, after seeing the lieutenants fall to the rest of the party (and being stationed by the door firing arrows). As far as they know Happs (the party's Warpriest in disguise) has led a group of mercenary heroes into the fortress, and overcome all other inhabitants within.

My question is: what would the six remaining bandits likely do? Would they make off for the wilderness and never come back? Should I have them become recurring villains (leaning towards this option, but unsure how to implement)?

Any thoughts on the matter are appreciated


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Have them lie low in the wilderness for a couple months, maybe people occasionally catch a glimpse of them, but no more. Hopefully the PC will decide they haveould other things to take care of at the point.

Then on the opposite end of the kingdom, small isolated homesteads get's destroyed, one or two every other months. Tracks and weapons seems to indicate a goblinoid/orc problem. The truth is, these 6 brigands are starting a campaign of surgical strike aimed at weakening the PCS hold then go for the throat. They will even try to infiltrate tge man town, poison the water and could try to steal the treasury if they can.


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I agree with them lying low for a bit -- I see them homesteading out somewhere near the road to Restov, occasionally mugging travelers and robbnig caravans. Possibly they flee south (off the map) into Mivon and recruit some people from there, or raid river traffic going south.

Sneeg eventually decides to organize a bandit gang to replace the Stag Lord. You'll need to give him a couple of levels, and his crew a level or so as well, so they'll be a viable threat to the PCs at their Book 2 levels.

Maybe Grigori hires them as added muscle to help his campaign against the PCs -- trickery, deceit, and selective attacks on supporters of the PCs, or just doing things to make the PCs look bad and counter their efforts.

Maybe the werewolf guy comes upon them and turns them all into a pack of werewolves.

Maybe they get hold of a riverboat to Mivon and become Pirates on the rivers and Lake Candelmere.

(You do want to do something other than "Stag Lord Version 2" to make them different somehow. There's a lot of possibilities.)


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Hmm. If they think Haps has lead the assault - I would have them assume, in the first instance, that Haps intends to set himself up as the new gang leader. I think would have them start negotiations to get their old jobs back.

Once they realise the truth, then perhaps have them setting ambushes for the party, or groups of new settlers as they arrive from Brevoy/Restov.

When I ran the as a table top game (a few years ago) Kressle escaped and hid up in the Gnarlemarch - then she laid a whole series of ambushes for the party. An Entangle spell supported by missile fire was good. Spooking the party's horses in the middle of fording the river was fun (for me). the party hated her by the time they finally got her.

Co-incidentally - she got away in my current game as well. So far she has only made one other appearance, but this new group of players are beginning to dislike her quite a lot, already :)


You could let them seek out the bandit camp described in book 3 (page 64 I think). From that you could still haunt the PCs with Bandit encounters (or their villages/holdings later on) and let them find him in a few months/years time?

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