Prince of Redhand - advice needed


Age of Worms Adventure Path

Liberty's Edge

I'm closing in on the beginning of this chapter. On a cursory overlook, it seems as though this particular chapter in the AoW is a bit of a red-headed stepchild.

I've been in a time crunch of late - we've missed a lot of scheduled games due to various family issues of players. Two of my players (married) are potentially moving away in the spring, so I'm finding myself in a bit of a pickle needing to speed things along.

This chapter seems like a lot of fluff and aesthetic fun and no doubt would be fun to run, but I'm thinking if there was ever a chapter to cut out a bunch of fat, this may be an ideal one.

So could those who have experienced GMing this one, please give me some feedback so that if I should truncate this one significantly, some bulletpoints of the most important aspect(s) to include for the campaign, would be very helpful.

I'll try to read through it again and determine some for myself, but I would hate to miss something that I wish I had included two modules down the road etc, since I have not read the rest of them yet.

(PCs currently just starting Spire of Long Shadows next week).

Thanks
Robert

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

It depends - do your players hate RP with a passion, or can they enjoy it if it's run well? My group was never exactly the biggest RP-centric group but they had a BLAST with this one. I think I managed to run the majority of it in one night if memory serves, and it was quite possibly THE highligh of the campaign even after the grand finale fight with Dragotha and Kyuss. (Yes, AND. Miracle can do some funny things in the hands of a quasideity/evil bastard DM.)

Don't just toss Redhand because it's low on combat. The skull tossing and the various de facto "skill challenges" will help to assuage your dice rolling fans, and the many possible NPC interactions can prove quite entertaining if you want. Plus you can play up the "foment rebellion amongst the aristocracy to help overthrow Zeech" thing for the LG PCs, if any.

And come on, like you can cut out the tojbasarige. (The sick, twisted fantasy version of a turducken, in other words.)

Liberty's Edge

Thank you for the input.

My players do enjoy roleplaying indeed, and it does of course all sound like fun. However, what I'm needing to figure out now is....

what part of that module is vital to the campaign story?

Once I know what is imperative to keep, then I can cherry-pick any ancillary things that I wish to include for one night of gaming for that chapter.

Again this isn't ideal - but I'm up against the clock at this point.
Thanks
Robert


I would just run with this adventure. I found it ran pretty smoothly, and I even expended on some of the events.

Generally, RP-sessions like these, with a 'strict' script run quite fast, especially since there are no combats to SLOW DOWN play. If you want to cut to get a faster game, cut down on those combats instead, it will get you a lot more result.

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