It is highly likely that in the future I will run this AP. I want to ask for some tips on how to run it to make it compelling and interesting for those involved. I have read a lot about the campaign so far on the message boards here and have fleshed out how I might run the campaign differently: -
- Before the AP proper starts, I'll run the PC's through the "Wreck Ashore" Wizards adventure. The players will start on a ship that gets wrecked due to the false lighthouse. Amongst the survivors of the wreck will be Rowyn Kellani, who will actively attempt to befriend the PC's. The pirates wrecking the ships will be members of a Sasserine Thieves' guild called the Black Harpies. The PC's will gain acclaim for defeating the Pirates, and will also gain the friendship of Rowyn Kellani. She however will gain enough evidence to have the Black Harpies rounded up and dealt with by the watch, eliminating a rival.
- Rowyn will offer Lavinia condolences and chat to the party when they visit Castle Teraknian (thanks to the donor of that idea)
- If the party ask her about Vanthus, then she will point them in the direction of the rogue that Vanthus stabs in the back.
- After the Parrot Island escapade, the party will be ambushed by Lotus Dragons. Rowyn Kellani will 'happen' to be passing and will aid the PC's to kill their attackers (thanks to the person on this forum who gave me this idea). She will then join them for drinks and play the part of a concerned friend trying to warn the PC's of the perils of tackling the Lotus Dragons. Whether or not she persuades them to leave the guild alone, she will tell them about the guild hall of a bunch of thieves called the Emerald Claw in the Azure District, telling them that they are either a safer target than the Lotus Dragons, or linked to them in some way. The PC's should destroy the Emerald Claws (the guild house might be 'borrowed' from the food factory at the start of the curse of the crimson throne), and the remainder will flee on their ship, the 'Rage', which already turns up in the Sargasso.
- All of this should help make the PC's have a really tough decision between Rowyn and Lavinia, and I'll have to make Lavinia very likeable to help balance the choice.
- In SWW, the PC's should hopefully make friends with one of the otherwise nameless colonists. Rowyn will maroon this colonist on a shore break, and disguise herself as that person, but the colonist will make it back to the ship with the help of locals by the time the party reaches the ruins of Tamoachan.
- To help mitigate any anger about the wreck at the end of SWW, Avner will offer to 'help' make a good dinner by fishing or hunting. He'll shoot an albatross and cook it for dinner. Additionally, if the players do well and manage to pass the checks or cast the spells that keep the Sea Wyvern afloat, I'll reward them by letting them beach the damaged ship and saving all of the NPC's aboard, as well as all of the loot.
Are these ideas good? Does it make the players too likely to join Rowyn? How should I handle a change of heart by her and pity for her by the players? Do the measures I have indicated for mitigating annoyance at the end of SWW have any chance of working? And how far should I deviate from the path and add new things and take out superfluous things?
In fact... what would you have done differently if you ran the STAP again?