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<blockquote data-quote="Wicht" data-source="post: 232330" data-attributes="member: 221"><p>The paladin would only lose his abilities if he killed villagers who were trying to arrest him. Otherwise, they would be let lose in about 24 hours if they just play it straight.</p><p></p><p>At the same time, I was already planning on having the villain work his way into their company as an ally of sorts (of course the paladins detect evil ability may make this trickier) and at the same time lay down some false clues. </p><p></p><p>His main goals are to first of all slow them down and second of all just generally be decietful and cause mayhem wherever he goes.</p><p></p><p>I may decide though to not use this as the very first real encounter, but still use the idea in the session when they start to get too close to the main site of the adventure (i.e. the dungeon). </p><p></p><p>So does anyone else have some thoughts about low level ways to slow down a party sent to investigate local disapearances over a large area of ocean front property.</p><p></p><p>A little more detail: the villain is kidnapping villagers from along the coast with the aid of pirates and shipping them off to a small island to work some diggings as slaves. They will then, after thte digging is completed, be sold as slaves in a different part of the world. He is just trying to slow the PCs down in their investigation so he can complete the digging.</p></blockquote><p></p>
[QUOTE="Wicht, post: 232330, member: 221"] The paladin would only lose his abilities if he killed villagers who were trying to arrest him. Otherwise, they would be let lose in about 24 hours if they just play it straight. At the same time, I was already planning on having the villain work his way into their company as an ally of sorts (of course the paladins detect evil ability may make this trickier) and at the same time lay down some false clues. His main goals are to first of all slow them down and second of all just generally be decietful and cause mayhem wherever he goes. I may decide though to not use this as the very first real encounter, but still use the idea in the session when they start to get too close to the main site of the adventure (i.e. the dungeon). So does anyone else have some thoughts about low level ways to slow down a party sent to investigate local disapearances over a large area of ocean front property. A little more detail: the villain is kidnapping villagers from along the coast with the aid of pirates and shipping them off to a small island to work some diggings as slaves. They will then, after thte digging is completed, be sold as slaves in a different part of the world. He is just trying to slow the PCs down in their investigation so he can complete the digging. [/QUOTE]
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