Turelus' CotCT Changes (Spoilers / GM Material)


Curse of the Crimson Throne


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I wanted to post this up for any other GM's who are currently working on changes for the CotCT Hardcover.

My campaign will be for a group of five, currently the group is.

Paladin of Cayden Cailean
Wizard (Divination Focus)
Slayer
Cleric of Iomade
Bard

I'm adding the following Paizo material.

PFS - Portents Peril
PFS - The Green Market
PFS - Fortress of the Nail
PFS - The Veteran's Vault

3.5 Module - Conquest of Bloodswarn Vale
PFM - The House on Hook Street
PFM - The Harrowing
PFM - Academy of Secrets

The following spreadsheet is a breakdown of all my work (still in progress)

Campaign Google Sheet

The second tab contains a breakdown of the campaign overview, the sheets there after are (or will be) breakdowns of all encounters and loot with the modifications I make.

The campaign is currently using medium XP track (down from fast) and based around five players with XP divided by 5 rather than the XP table.

This currently isn't a huge rewrite so don't expect anything drastic outside of the basic written content, but I hope that by sharing this I can help some other GMs work out how to add content they want or change encounters to be more challenging.


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So some of the minor changes I can list out which are in my head but may not be in the GoogleDoc yet.

Gaedren Lamm has one extra ally who is in the room with him when the PC's arrive. I have used a CR 1/3 recruit fron the NPC Guide who I named Reidaic.
I wanted Lamm to still seem weak and feeble but I didn't want the boss fight to be anti-climactic.

Another addition to this encounter I am considering is if the PC's have a friend/family member who's been taken by Lamm, I will have them here bound and gagged and at the edge of the pool. Lamm can then have a short evil dialogue with the PCs before starting the fight by kicking the hostage into the water with Gobblegut.

I've added two extra Cow Hammer Boys to All the Worlds Meat. Mostly just a minor change to try and add some challenge to my group.
One of them is in the back with the other two, one is in the break room in front of Vankaskakin.

I've added a conversation with Marcus Endrin during the PCs recruitment to working for the guard. The current plan is to have him barge in and start ranting about the queen before noticing Kroft has company and catching himself mid sentence.
He'll then explain that one of his rangers has gone missing after following a group of rioters in North Point, his new boss the Queen won't let him send any of his men to investigate because they're needed elsewhere. Kroft and Endrin then send the PCs to investigate. The basics of the adventure can be found here: LINK

The idea of this encounter is to try and bring Marcus into the campaign before the events at the start of chapter 3 and help flesh out some of Korvosa by showing all the factions/groups.

The last changes I have are in the Dead Warrens. I have Photoshopped away the two additional tunnels (as I didn't want to flesh them out) I am considering adding a couple more Derro's or Stirges to again bring up the challenge for a experienced group of 5.

I've changed Cabbagehead's armour from +1 Studded Leather to Otyugh Armour as part of my "give more interesting items" pass on the campaign.

I've added an extra magic item in Rolth's room. This is a Plague Rat Belt which he's made from several of his dead familiars. There will be a note along side this explaining that he's finally finished work on it and where the rat parts came from. This is a bit of a boost in player wealth but it's a nice item to offer the group before the events of CH2 and with 5 players I don't feel it will offset the WBL too much.

Lastly I've added a Cadaver (Tome of Horrors Complete) to the final fight in the Dead Warrens. This will be the undead which will be Gaedren Lamm should the PCs leave his body behind.


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So an update on my work as much changed this week after discussions with players.

Bloodsworn Vale
I've cut Bloodsworn Vale from the campaign. I like the idea of running the module but the time it would have to be run (at level) would be in the middle of Seven Days which just wouldn't work.
I wanted this as a distraction and reason to get the players out of Korvosa for a little to give Old Korvosa a little more time to deteriorate and the unveiling of the Crown of Fangs to happen with the players away. I've instead bumped Green Market (PFS) to the higher tier for this purpose.

Removal of XP system
After a lot of thinking, some chats with players and generally trying to work through the headaches of making multiple modules run together I removed the XP system.
The biggest reason for this was around levels 5-9 I had Seven Days, Hook Street and a PFS module being run, together their XP was well beyond even medium track. This also left me with the issue that depending which conclusion to Seven Days or Hook Steet P1 the players ran first they would be one level ahead for the other.
Lastly it means that I can really go crazy with mini encounters to make the campaign feel longer and Korvosa more alive without the constant worry of if XP is in check.

For those who are interested in running an XP based campaign I've left my old calculations on the GoogleDoc as the last two tabs, these won't be updated but hopefully help.

Seven Days Changes
* Added an additional Vampire Spawn due to have five players.
* Added one Queen's Physician to the upstairs in the Hospice.
* For the encounter with Andaisin I've replaced 2 Juju Zombies with 2 Sarcovalts (Inner Sea Gods p313) and added Andaisin's missing +2 bonus for human (Wis/Cha not 100% decided yet). I'll also be giving her the Heart necklace from Inner Sea Gods (forget the name) which lets her receive healing from either positive or negative energy. This fight has been pretty heavily buffed as I wanted her to be a memorable fight (especially when she warrants a deities intervention).

There a most likely more changes coming to this section as I'm not 100% happy with it yet, however I am waiting for the end of our session 0 this Sunday.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I was looking through your spreadsheet and saw your custom quests. I am particularly interested in your Hippogriff Down! quest as I was hoping to do something with the flavor text of the crashed Sable Company Marine after emerging from the Fishery.

I keep thinking that it's likely my group will rush to help them.

What kind of NPC did you use for the Looter Thug?


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I posted it on the forums before I started doing everything on the spreadsheet. Link below.

http://paizo.com/threads/rzs2turs?Sable-Company-Adventures#2

They were modified Brigands to change out most of their gear for some useless stuff, the idea was to just have a simple but different fight.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Excellent, thank you. :)


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So an update on the actual work done. I haven't really done much grand new work as I've been focused on helping flesh out characters backstories and polish items for the first chapter.

I've done a choosing for the first Harrow reading, I had my players choose a number between one and nine, none of them could have the same number. Each corresponded to a Keys card in the deck. These will be the cards that Zellara sends the players with her message on the back.
As for the Harrow reading itself I have done it early (though still randomly with my deck) so I have some extra time to think about what to say (I'm very out of practice with improv and don't want the Harrow reading to suffer for that).

I've tweaked the Wererat Den encounter in chapter two at last. After picking up Tome of Horrors 4 I found the "Dire Rat Megaswarm" and it seemed both excited and fitting to use. This has replaced the 3 dire rats in area B5.

Lastly I went through all the magic items in Chapter 1 and gave them descriptions. This is something I hope to continue with throughout the campaign (later letting basic +X items trail into less special looks) as in the previous campaign loot was very dull. List can be found below (although probably easier to read from the Google sheet).

Spoiler:

Module/Chapter Location Item Appearence Mechanical Notes Identify DC
CotCT EoA A3. Yargin's Office Wand of Acid Splash A silver coloured wand which is curled like a pigs tail, it has an acidic smell to it. None. DC 16
CotCT EoA A13. Gaedren Lamm Gaedren Lamm's +1 Dagger A standard steel dagger with a brown leather grip that glows with a faint yellow light when held. Glows as per light spell. DC 18
CotCT EoA A13. Gaedren Lamm Gaedren Lamm's +1 Padded Armour This brown padded armour seems to resist any kind of dirt, always looking new and clean. Doesn't become dirty/smelly. DC 18
CotCT EoA A14. Gaedren's Den Obsidian Wand of Magic Missile This obsidian wand is shaped like a like a miniture obilisk None. DC 16
CotCT EoA A14. Gaedren's Den Zellara's Harrow Deck This harrow deck has seen much use but the cards images are untarnished and clear. None. DC 25
CotCT EoA Event 12. Into the Shingles Trinia Sabor's Wand of Daze This wand looks like an old twig with a leather strap wrapped around it, when moved small motes of sparkling light fall from it before fading away. None. DC 16
CotCT EoA Event 12. Into the Shingles Trinia Sabor's +1 Mithral Chain Shirt DC 18
CotCT EoA C7. Throne of Spiders Devargo Barvasi's +1 Leather Amour DC 18
CotCT EoA C14. Devargo's Den Ring of Feather Fall This small golden ring has a cameo of a dragon fly worked in jade. None. DC 16
CotCT EoA D4. Corpse Dump Wand of Spiritual Weapon This wand looks like a tiny silver sword with a golden crossguard. DC 18
CotCT EoA D4. Corpse Dump Ring of Swimming This silver ring is decorated with small fish each of which has its scales made from tiny shards of pearlescent shells. DC17
CotCT EoA D9. Prisoner Pits Cabbage Head's Otyugh Amour This muddy brown hide armor carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. DC 20
CotCT EoA D9. Prisoner Pits Tiora's Wand of Cure Moderate Wounds This wants looks like a tiny golden scepter with a small ruby attached at the end. DC 18
CotCT EoA D12. Rolth's Room Rolth's Plague Rat Belt This seems to be a simple leather belt, but on closer inspection it's been made from stiching together multiple dead rat hides. DC 23
CotCT EoA D13. Vreeg's Chamber Vreeg's Robe of Bones This appears to be an unremarcable black robe. DC 21
CotCT EoA D13. Vreeg's Chamber Vreeg's Wand of Ghoul Touch This wand seems to be made from bone with the handle wrapped in tanned leather from some unknown creature. DC 18
CotCT EoA D13. Vreeg's Chamber Vreeg's Ring of Protection +1 This gold ring has a rhombus shaped amathyst affixed the top and gives a warm tingling feeling to the touch. DC 20

Currently I am working on some custom sound sets in Syrinscape, fluffing out NPC's and getting a voice for each of them.


Turelus wrote:

So an update on the actual work done. I haven't really done much grand new work as I've been focused on helping flesh out characters backstories and polish items for the first chapter.

I've done a choosing for the first Harrow reading, I had my players choose a number between one and nine, none of them could have the same number. Each corresponded to a Keys card in the deck. These will be the cards that Zellara sends the players with her message on the back.
As for the Harrow reading itself I have done it early (though still randomly with my deck) so I have some extra time to think about what to say (I'm very out of practice with improv and don't want the Harrow reading to suffer for that).

I've tweaked the Wererat Den encounter in chapter two at last. After picking up Tome of Horrors 4 I found the "Dire Rat Megaswarm" and it seemed both excited and fitting to use. This has replaced the 3 dire rats in area B5.

Lastly I went through all the magic items in Chapter 1 and gave them descriptions. This is something I hope to continue with throughout the campaign (later letting basic +X items trail into less special looks) as in the previous campaign loot was very dull. List can be found below (although probably easier to read from the Google sheet).

** spoiler omitted **...

I thought I was the only one how wrote out descriptions of mundane magic items like this. Awesome work Sir


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Thank you! This is actually the first time I have done it. I was inspired after watching a video of Wolfgang Baur talking about beefing up GM descriptions and the fact my Rise of the Runelords game became a bit dull during loot distribution.

My plan is to eventually work through the entire CotCT book and write something for each item. I might double up on some items, having some wands and rings look the same. I also will probably brush over some of the generic +1/+2 gear that becomes standard later in the adventure, more of how Lamm's dagger was just a standard looking dagger.


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Wow that's detailed. I've got a physical note book where I'm listing out then encounters, then updating with arrows as a sort of flowchart of the adventure which I'm using to keep track of where they've been and what they've done in order. Also, I set up a Google Doc where either they or I will put up a session summary, a Google Doc for the list of Notable Characters they've met, and an individual sheet for their backstories and additional starting information I have each of them (based on their back stories and starting skills). The first two sheets are public to all of the players, while the last one is only between me and the individual player. Still, nothing this detailed, wow.

I did copy your list of additional modules to see if I can work them in. I was already planning on Hook Street, and we did The Harrowing as part of Carrion Crown, but I look forward to checking out the rest.

Liberty's Edge

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I am intrigued with your sidequest titled "Hippogriff Down". Care to share? PM your thoughts if they are not refined yet (I know how that can be).

I am going to work in much of Academy of Secrets[i/] as well at the end of [i]History of Ashes, though the premise is a tad different. As presented in CotCT, the Academae is still closed to everyone at that stage of the AP.


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I've also included Academy of Secrets in my CotCT campaign.

Having learned that the queen signed an infernal contract, the PCs gather information on how to break it. They need both copies of the contract, one of which is in Ileosa's possession, the other is in the hands of the contract devil who brokered the deal. Since Ileosa went to the Acadamae to sign it, the party investigates and finds out that they need to enter the 'Hall of Wards' to find said devil. Using the knowledge of the thieves' guild on the Breaching Festival and an inside woman (a new PC), the party gets in and recovers one copy of the contract.

Now, if they manage to get a hold of Ileosa's version as well, they can break the deal and considerably lessen Ileosa's power before confronting her.

You can read more about it in my campaign journal on these boards.


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Sleepy laReef it might be a little over detailed in all honesty. I am very OCD about things adding up, being neat and pre-planning everything.
I do have a notebook with some ideas in as well but moved most of my ideas onto the speadsheet as it allows me access at work without risking my notebook in this lovely British winters rain. I've read the introduction to your campaign and loved the characters, looking forward to reading the updates as they come through.

Steel_Wind the quest was posted here on the forums: http://paizo.com/threads/rzs2turs?Sable-Company-Adventures
Now I stress badly this was meant as a quest which was an excuse to introduce Marcus Endrin earlier. It was a quick 10min job and a little silly (10' poles as spears?) so it might require some work if you wanted more in depth.

My original plan was to bring Marcus Endrin in earlier and have the PCs actually know him, as I hate stories where a character dies and no one actually knows who they were (although the hardcover changed this so he lives).
My follow up from that was to see what the PCs were doing, who they were clicking with and have NPCs seed the PFS modules or other custom quests to help give them more screen time. This was one of my main reasons for moving away from the XP system as well (which I really wanted to use!) as keeping the curve right with all the extra content and possible random add-ins was getting too much work.

I am still interested in your own write up and kept meaning to acknowledge the thread where you said it was coming. I just am not sure on the etiquette of being too chatty in threads on these forums.

MrVergee I believe it was your thread where I first read about Academy of Secrets and had the idea to add it. I do plan to read both yours and Inspectre's threads in full at some point as they're a treasure trove of ideas, at this time I have mostly skim read and stopped when something jumps out. Two weeks holiday after today though so plenty of time to sit and really read things though.

To all, at the moment the new or reworked ideas have stalled a little as I'm really focusing on the polish of work and typing up of CH1 into Fantasy Grounds.
The campaign starts January 8th (hopefully) and I'll start posting some of the session events, characters stories etc here as well.

I am mostly just hoping that this thread can help give some other GM's ideas or help in the way so many of your threads have me.

Liberty's Edge

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Turelus wrote:

.

Steel_Wind the quest was posted here on the forums: http://paizo.com/threads/rzs2turs?Sable-Company-Adventures
Now I stress badly this was meant as a quest which was an excuse to introduce Marcus Endrin earlier. It was a quick 10min job and a little silly (10' poles as spears?) so it might require some work if you wanted more in depth.

My original plan was to bring Marcus Endrin in earlier and have the PCs actually know him, as I hate stories where a character dies and no one actually knows who they were (although the hardcover changed this so he lives).

My follow up from that was to see what the PCs were doing, who they were clicking with and have NPCs seed the PFS modules or other custom quests to help give them more screen time. This was one of my main reasons for moving away from the XP system as well (which I really wanted to use!) as keeping the curve right with all the extra content and possible random add-ins was getting too much work.

I am still interested in your own write up and kept meaning to acknowledge the thread where you said it was coming. I just am not sure on the etiquette of being too chatty in threads on these forums.

I have 14 pages done within InDesign. I hope to finish off the balance over the next 12 days of my holidays - it's a lot to edit and finish off, mind you. I'll post it here.

I have a separate intro to Marcus Endrin and his wife in my Masquerade Ball and another chance to look in on him prior to the King's death, but I liked the opportunity to re-visit with him to underscore the problems and divisions between the Guard and Sable Company after Eodred's death, too. So I may re-work what you have as I like the premise. It "feels" right. I'd have to do a map for it though. Hmmm...


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So I kind of vanished for a while due to other things taking my free time and wanted to come back with an update.

Firstly I haven't done a great deal of additional work for the campaign as I am now running it and in a more reactive writing mode based on player actions than a planned approach as before.

Additionally with Fantasy Grounds announcing their partnership with Paizo and plans to put CotCT into FG2 modules I haven't done as much work as if I am patient it will all be done for me (yay lazy GM!).

Session Information
The campaign has started now as I said above and has so far been going fantastically, coming off Rise of the Runelords which my group was a little fed up with (they didn't enjoy the story) this campaign has had the gripped and wishing for sessions non-stop.

The Party
Pub Brewster - Ulfen Paladin of Cayden Cailean
Denise Gardner - Chelish Cleric of Iomedae
Gin Lockden - Taldan Slayer
Bartholomew "Barty" Cain - Varisian Bard (going to prestiege Harrower)
Haskeer City Born - Half-Orc Divination Wizard (Fox Familiar named McCloud)

Session 01
The first session started right off with me explaining how the characters each found harrow cards with message from Zellara on.
One little change I made here was to use the old image of the not on an actual card (rather than note paper as in the hardcover) as well as photoshop the invitation to be for noon after than sundown.
As two of the characters (Pub & Barty) had family which had been kidnapped by Lamm I knew they would head right to the fishery after meeting Zellara, as such I didn't want to run the encounters at night and changed the note.

Meeting with Zellara I did a single Harrow reading for the group (this was pre-done with them choosing via our WhatsApp group a couple of weeks before), Gin and Pub both had their cards come up in the past column which worked out well as they knew one another already due to events in their pasts.

They were quick to accept the quest of going to the fishery and no one suspected anything at all in regards to illusions.

Upon reaching the fishery the party split in two, with some entering via the loading bays and some via Yargins office. A fight broke out soon enough and they managed to beat down all opposition without killing anyone. One of the orphans here (Kester) was Barty's Nephew who he rescued.
They interrogated (without violence) their captives and leant that Pub's sister (Carli) was being held below with Lamm.

They got down to Lamm overcoming other encounters with ease and no one falling in any water.

The found Carli Brewster suspended by a rope and pulley system above the water where Gobblegut was, Lamm and his henchman (Raedac as per my changes) stood opposite.
The battle started with Barty charming Raedac and having him start safely moving Carli back onto the boards, Gobblegut got Colour Spayed then killed with bows/javelins and Pub engaged and knocked out Lamm.

The session ended there as we ran out of time.

Will post later sessions in future when I can steal a bit of time at work to do so.
If anyone has any questions about how I am running the game or changes made please post, once again all of this is to help give back after coming in and having such great works of others to feed off.


I don't normally post, but I just wanted to say THANK YOU!

Your google doc and ideas here have saved me so much time and helped me flesh out Korvosa a little more. I didn't like how little time the PCs had in Korvosa before the plague hit, or before they left for that matter, and your alterations are an excellent way to flesh it out.

I'm running with only 4 players, but they aren't really optimized well, so I think that the slight bump in experience from the extra modules will probably help them. Worst case scenario, I can add some new enemies or the advanced template to something.

Looking forward to seeing how it goes for your campaign.


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Thanks for posting, it's great to know this has helped others.

I've been pretty bad at keeping this updated as we've been in play most Sundays as well as me getting back into some other hobbies. Also with Fantasy Grounds announcing their Paizo deal I am waiting to see what they do with the CotCT AP.

My players have really enjoyed the pacing I've done, it didn't flow exactly like the spreadsheet as players will be players.

They followed up on a rumour about Upslope House so I ended up bringing the Derro into the campaign a little earlier, just a short adventure in some tunnels under Korvosa with 3x Derro, 1x pit trap and 1x bat swarm (which was a bit mean so early).

The PFS modules have really helped pad the first chapter out and had the interesting effect of giving them more things to try and figure out what's going on. If you can run the PFS ones without them knowing it's great for adding some false leads to the real villain.

I've also just half run the queens speech from the audio books. Instead of just having Cressida talk to the NPC's and tell them to go capture Trinia I had them invited to a speech by the queen and then did the audio book speech word for word, this was also a fun chance to bring in Glorio Arkona and Zenderholm earlier for them to speak with.

The downside I have noticed of this is they now want to investigate the murder much more deeply as none of them believed the queen or Sabina (grrr sense motif).
So I need to figure out how to let them have some leads and fun without spoiling too much story or just putting a wall up.

Next session is Sunday, I'll try and get back and post some more Monday or Tuesday but moving office at work next week so not sure how much time I have.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

This good stuff. I'm about to start GMing my group through CotCT, and I'm making some similar modifications to a GM thread soon.

Thanks for posting!

-Skeld

Verdant Wheel

dot for future


This is all excellent work. I will be starting CoCT soonish, but I want to expand and alter a few things...just like this! Thanks.


Thanks for the encouragement all.

I'll think about opening my entire folder of files soon but I want to check what's in there as some of it is material directly copy pasted from the book (for easier working) and I don't want to upset Paizo.

I have his week decided to drop House on Hook Street, I've just started CH2 and still haven't managed to read HoHS as I couldn't get into it.
Also of the modules being added it required the most work to change due to it being set after CotCT.

I'll instead be writing some of my own material to use as padding for CH2, anything I do write up I'll post here for people to steal.


I'm anticipating running this AP after both my RotR groups finish (they are both currently in Book 4), so this is excellent preparatory work. Thank you for both doing it and then posting it to the boards - very useful!


Turelus wrote:

Thanks for the encouragement all.

I'll think about opening my entire folder of files soon but I want to check what's in there as some of it is material directly copy pasted from the book (for easier working) and I don't want to upset Paizo.

I have his week decided to drop House on Hook Street, I've just started CH2 and still haven't managed to read HoHS as I couldn't get into it.
Also of the modules being added it required the most work to change due to it being set after CotCT.

I'll instead be writing some of my own material to use as padding for CH2, anything I do write up I'll post here for people to steal.

Hey Turelus, any chance you'd be able to 'open your entire folder of files' yet?

I am ramping up prep to start CoCT. Our group is convening this weekend for a two game blowout, to try finishing RotR. So, in about a month they will be chomping at the bit to launch.

I am gathering (stealing) all the advice and resources I can in advance of that.

Regardless, I much appreciate what you have posted so far, especially that spreadsheet. Thanks.


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Can'tFindthePath wrote:


Hey Turelus, any chance you'd be able to 'open your entire folder of files' yet?

I am ramping up prep to start CoCT. Our group is convening this weekend for a two game blowout, to try finishing RotR. So, in about a month they will be chomping at the bit to launch.

I am gathering (stealing) all the advice and resources I can in advance of that.

Regardless, I much appreciate what you have posted so far, especially that spreadsheet. Thanks.

Yikes, I entirely forgot about doing this and it's already been like a month, sorry!

Hopefully this link works, Please excuse the mess it's kind of an organised chaos that works for me.

https://drive.google.com/drive/folders/0B-qbRzsXbUqKYXN3TlZEd2FLLXc

There are some custom quest ideas being worked on at the moment, when the maps are done (will make them myself with Dungeon Painter Studio) I'll throw them in there as well.


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Turelus wrote:
Can'tFindthePath wrote:


Hey Turelus, any chance you'd be able to 'open your entire folder of files' yet?

I am ramping up prep to start CoCT. Our group is convening this weekend for a two game blowout, to try finishing RotR. So, in about a month they will be chomping at the bit to launch.

I am gathering (stealing) all the advice and resources I can in advance of that.

Regardless, I much appreciate what you have posted so far, especially that spreadsheet. Thanks.

Yikes, I entirely forgot about doing this and it's already been like a month, sorry!

Hopefully this link works, Please excuse the mess it's kind of an organised chaos that works for me.

https://drive.google.com/drive/folders/0B-qbRzsXbUqKYXN3TlZEd2FLLXc

There are some custom quest ideas being worked on at the moment, when the maps are done (will make them myself with Dungeon Painter Studio) I'll throw them in there as well.

No sweat man, and thanks again for all your work. I have enough to do to get this show rolling. Your foundation will help immensely.

Here it is Linkified!


Thanks, I am really bad at forgetting this forums doesn't autolink as well.

If you or anyone else has questions feel free to ask and I can answer what things are or my thoughts behind them.

I normally check these forums for updates at least once a week.


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So some more musings for this.

We're now midway through CH3 with the PC's just going to Arkona dungeons.

The Harrowing module went down amazingly, I introduced this by having one of my party members (Varisian Bard) brother go missing(replacing the missing NPC from the module), upon investigation they found he's last been seen going to a fortune teller from a passing group of Varisians.

Be aware even vs my five player, 25 point buy, well build group the boss of this module could be an easy TPK.

I never bothered finishing the custom quests for CH2/3 as it was dragging a little and my players were getting frustrated at the lack of progress with the plague.

I've solved the issues of the Vivified Labyrinth map by editing a single large map with all rotations on it. Not sure on the ability to share this as I've used the official Paizo map. This was mostly an issue I had to solve due to running the game on a VTT.

I've adjusted the levelling points on my spreadsheet some more to try and get a better flow of when the group levels vs the content they're doing.
The biggest issues with this have been Scarwall (where there is no set path) and CH6 being rapid levels for very little content.

I'm planning to write an additional fight against some basilisks in CH4 as an encounter they stumble across whilst travelling (I wanted to use some basilisks and figure finding a lair was more interesting than simple fight on a random encounter map).

I will probably drop working in Fortress of the Nail as well as it doesn't really add to the story.

I am currently in the progress of upping the power of CH4/CH5 with a lot of focus on making Scarwall the challenge it's famous and do Greg proud.
These balance changes are because my group is now coming into the levels showing how strong my players are with the system and I want to put some fear back into them.

The build up on Marcus in the early modules paid off well, this made his death scene. I had them view the scene via a vision/image run by Zellara whilst they were within the Harrowed Realm (The Harrowing).
This kept the party out of trouble and meant I could keep Marcus' body away from them (as the Paladin can raise him within one day of death).

That's all I can think of right now, I'll try and update things as I think of them or finish them over the next months.

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