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<blockquote data-quote="GwydapLlew" data-source="post: 3032336" data-attributes="member: 40373"><p>Hrm. Well, the Battle of Brindol shapes up to be pretty lethal for the PCs and their allies. I would suggest allowing a few shots at the Aspect before it enters the <em>portal</em> leading to Brindol. </p><p></p><p>The entire adventure is structured around PC choices making it easier or more difficult to fight off the Horde. I'd say something like this:</p><p></p><p>1. De-power the Aspect to an appropriate level.</p><p>2. Allow the PCs a chance to defeat the Aspect in the Fane itself.</p><p>3. Give them a few rounds to do this - after that, the Aspect emerges in Brindol.</p><p>4. The Aspect's appearance signals the final attack on Brindol, and the Horde surges forth.</p><p></p><p>The only problem I can see is that this places the PCs squarely on the outside of Brindol when the battles begin. The encounters at the siege could be reworked to allow the PCs entrance to the city proper - the giant encounter, for example, could be altered to the PCs coming upon them while trying to climb the walls.</p><p></p><p>This has the added 'cool' effect of having the Aspect looming over the city, watching the goddess' army begin the sack. When the PC's defeat the Horde, <em>then</em> the Aspect flies into a rage and attacks the city. </p><p></p><p>If the PC's successfully destroy the Aspect in the Fane, then the Horde is demoralized and makes it easier to drive them off. If they don't, then they fight the full-powered Aspect over the city itself.</p></blockquote><p></p>
[QUOTE="GwydapLlew, post: 3032336, member: 40373"] Hrm. Well, the Battle of Brindol shapes up to be pretty lethal for the PCs and their allies. I would suggest allowing a few shots at the Aspect before it enters the [i]portal[/i] leading to Brindol. The entire adventure is structured around PC choices making it easier or more difficult to fight off the Horde. I'd say something like this: 1. De-power the Aspect to an appropriate level. 2. Allow the PCs a chance to defeat the Aspect in the Fane itself. 3. Give them a few rounds to do this - after that, the Aspect emerges in Brindol. 4. The Aspect's appearance signals the final attack on Brindol, and the Horde surges forth. The only problem I can see is that this places the PCs squarely on the outside of Brindol when the battles begin. The encounters at the siege could be reworked to allow the PCs entrance to the city proper - the giant encounter, for example, could be altered to the PCs coming upon them while trying to climb the walls. This has the added 'cool' effect of having the Aspect looming over the city, watching the goddess' army begin the sack. When the PC's defeat the Horde, [i]then[/i] the Aspect flies into a rage and attacks the city. If the PC's successfully destroy the Aspect in the Fane, then the Horde is demoralized and makes it easier to drive them off. If they don't, then they fight the full-powered Aspect over the city itself. [/QUOTE]
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