Looking for advices / suggestions for EC book 4 [Spoilers inside]


Extinction Curse


Hi there,

My party is finally facing Thessekka, so this third book is about to end.

We'll be switching to our other campaign ( we swap between AoA and EC, alternating the DM to allow all players to play ), so I have enough time to read my 4th EC book.

The group is currently undergeared compared to the level they are ( they'll be lvl 12 characters with lvl 9/10 equipment ), so I hoped to give them a nice downtime to get at least some good stuff ) but after a quick peek, I think I am going to have a few issues:

- Willowside is a lvl 5 settlement ( I can't allow them to make downtime with a decent earn income ).
- the loot seems not to be appropriate for the level the characters are ( they are going to see a +2 Greater striking weapon by chapter 2, when they'll be lvl 13. I know that maybe getting "many" greater striking weapons might be too much, but not getting enough +2 weapons at lvl 13 seems a little odd, since it's a lvl 10 common item ).

Any suggestion?

Is there a nearby town I might let my players go ( maybe a sidequest before the beginning of the adventure ) in order to at least get a chance to earn golds and magic items?

I also considered the possibility to give them better loot, but given that part of the game is also about "equipping your character", I'd prefer them to buy the stuff they really want, rather than improvise what they might appreciate or not.

And what about fast travelling spells ( shadow walk, teleport, etc... )? Do you think they may be gamebreaking or a valid solution to allow them traveling to a large settlement when they plan to have some downtime?


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Pathfinder Roleplaying Game Superscriber

Hopping on one of the grange's food boats to Absalom or Diobel to get some better equipment seems like a pretty sensible thing to do if they have money but not enough gear. There's also the nature of Thessekka's ring, which could allow for much quicker travel if the party can make use of it.

Also for downtime making money, the circus is always at the party's level for making money so using it to more conventionally Earn an Income at that level seems to make sense.


thewastedwalrus wrote:

Hopping on one of the grange's food boats to Absalom or Diobel to get some better equipment seems like a pretty sensible thing to do if they have money but not enough gear. There's also the nature of Thessekka's ring, which could allow for much quicker travel if the party can make use of it.

Also for downtime making money, the circus is always at the party's level for making money so using it to more conventionally Earn an Income at that level seems to make sense.

The ring just works for a character, but may be a nice way to send out just one of them for shopping purposes.

As for the circus it's true, but we have "new characters" who joined the circus just to explore the aeon towers or similar ( not originally from the wayward wonders cyrcus ), so allowing them to properly use their lore is something I was considering to give ( mechanically speaking you are right. It was just in terms of flavor, allowing them to play their lore/trades ).

A word about teleportation stuff ( uncommon spells )?


thewastedwalrus wrote:
Hopping on one of the grange's food boats to Absalom or Diobel to get some better equipment seems like a pretty sensible thing to do if they have money but not enough gear.

That's what my players did near the end of Book 3, took a ship to Absalom for a shopping trip.


Pathfinder Roleplaying Game Superscriber

Letting player's study the ring to learn an uncommon teleportation spell seems reasonable, though it's up to you if you think teleportation magic will make things better for your game.

Later books have quite a few extended circumstances where such magic doesn't work easily, so that could be a factor whether you choose to allow those spells.

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