Players stay out !
The campaign as-written has some issues as a lot of people have noted but there is some really neat stuff in there at it's core. So I thought I'd share my experience and some things I've added/taken away. Some of it is particular to my party and their backstory/interactions with the various factions, but some other additions are more static and could be adapted to anyone's campaign.
A bit about our group; This is my first real Pathfinder campaign that I am GMing, but I've played 2nd and 3.0 and 3.5 in the past off and on. My lack of system mastery is pretty well offset by all the veteran players. We are all pretty busy so we only get to play about 1 session/month.
The party
- 2h Fighter-Veteran player; Character is a bit like Tommy Lee Jones' character in The Fugitive. Had the Get the Cargo Through campaign trait and Jask was the cargo.
- Ecclesithurge Cleric-Veteran Player; Priest of Pharasma, but loves gold. Received prophecy about deicide.
- Monkey Goblin Vermin Hunter-Veteran Player; Yeah I know, but it actually works. He wanted a goblin and I knew monkey goblins lived on Mediogalti so it was my idea. He managed to coexist with the locals/Red Mantis because of his mantis mount/pet. Works more like a Cavalier. Only good-aligned character in the party.
- Ninja-New Player; Really wanted to play an assassin. Boarded the ship with a contract to kill Sasha. Secretly hired by Chivane (of the Mantis Cult.)
Swashbuckler-Veteran Player; Dandy pirate. Face of the party. Retired to "service industry" in Kalabuto.
- Pyrokineticist-Veteran Player; Played by former swashbuckler player. Background is a bit flimsy at the moment.
Souls for Smuggler's Shiv
This is a great little book. I didn't change much. Everyone liked it. No one died. Ninja hims and haws the whole time about killing Sasha. Group does all the boon quests from the NPC's. Jask and the Fighter develop a Stockholm-Syndromey bromance. Best fight was the Cannibal camp. Group manages to sneak in and murder the witch and drag her away. Group comes back and ends up fighting the entire camp in an epic battle that lasts the whole session.
Caves of the Mother was surprisingly a cake walk. Ghouls blew their Perception checks so they were basically fought one at a time. Mother got caught in a Light Prison and tore to pieces. Eventually, they find their way into the Azlanti Temple where they take out Yarzoth in short order. This was a bummer as I wanted her to escape and become a recurring villain. The PC's reveal some of what they discover to the NPC's.
Ninja gets the bat curse in the priest's chamber and with the light house repair underway he realizes he is running out of time to kill Sasha. I am worried this will derail the party. I thought maybe in the process of befriending her, he might learn her story and flip on the Mantis - but he doesn't. He kills Sasha in the night, and the other PC's track him back to his tent with great Survival rolls in the morning... great. Sasha was my favorite NPC too. In a burst of inspiration, he makes a Bluff check saying that he has no memory of the event and he is insane because of the bat curse. He succeeds, and instead of murdering him they put the manacles on him and take him to Eleder to have his curse removed. Time for book 2.
Racing to Ruin Pt. 1
This is the book where I start making some changes based on reading peoples' experiences. I know I want to add some more elements of player choice, more detail to the locales, and more pseudo-African flavor. The shrunken head and War Mask of Scare or whatever gives me the idea that I want my PC's to sort of be visually transformed by the journey through the M'Neri Plains and Screaming Jungle. Most importantly, I want to add more Serpentfolk to the campaign and give the impression that they are pulling the strings.
To me it makes sense that there is a small Ydersian cabal in Eleder. People know that Saventh-Yhi is supposedly somewhere in the Mwangi Expanse, so Sargava is a natural place for a serpentfolk sleeper cell, waiting for actionable hints as to the location of their lost god. I haven't stat-ed up all of them yet, but I have ideas for about 6 advanced serpentfolk led by a fanatical bone oracle.
So everyone gets into town, gets to take a breather and make purchases for the first time since the campaign starts. I play it as Gelik is the only one of the NPC's who is interested in running off to the Pathfinders. He is the only one of them that understands the significance of what they have found anyway. The party gets hired on by the Pathfinders and preparation begins.
I run it such that the PC's have to go get Nkechi before the Freeman Revolt. The PC's meet Nkechi, the Fighter almost dies to the Kelpie, but find a feather before the Stormbird comes back to the nest.
Here comes another big change I made. The PC's return to the city to find that the Pathfinder lodge in town has been attacked and copies of the information leading to Saventh-Yhi have been stolen. Guess whodunit? That's right, the serpentfolk. They subsequently sell copies of the information (while disguised) to everyone they can find. Their plan is to infiltrate all the factions, use them to find, secure and explore the city, and eventually play the factions against each other.
The Mantis separately approach the Ninja and give him payment for his assassination. He declines to bring their offer to the rest of the PC's. He doesn't want to push his Bluff check luck explaining why the Mantis contacted him. Chivane basically blackmails him to be his agent inside the other two factions; saying she'll tell the other PC's if he doesn't help her out. He basically says ok (not that he has much choice in the moment.)
Now that everyone is in the game, the PC's get counter offers from the other factions with the exception of the Mantis. A small bidding war ensues, but I don't let it escalate too much. Rolling some great Diplomacy, the PC's secure a two-way alliance with the Pathfinders and the Pirates.
The Freeman Revolt happens, they save the warehouse and Aerys from the rebels in a protracted combat. The PC's embark on their journey.
Racing to Ruin Pt. 2
I know I want some more encounters along the road and I want to play up the local flavor so I stat up a human cleric of Angazhan and use some stock slaver stats and have a couple encounters in the edge of the Bandu Hills against Bandu slave catchers. The cleric has a Slaver's Madu which is a cool, in-theme magic shield. The PC's dispatch these guys pretty easy.
I make it a real choice whether they go in the cave or not, but they choose to go in after narrowly avoiding a fight with Athyra. The Salt Mine and the Cock Fight are both pretty uneventful. The PC's declined cheating by casting spells on the birds.
When the PC's get to the Chemosit Village, they are immediately and hilariously paranoid about all the nice people and leave before meeting the shaman. I assume she uses her mojo to send the chemosits on them the next night where a brutal fight ensues. The Fighter dies and gets his head eaten off. The rest of the party barely gets them down after the Fighter dies. The cleric successfully raises the Fighter using the scroll from the island.
As written, at this point in the book there is a huge empty nothing as the PC's cross this stretch of plains. What a waste. So I was inspired by the film The Ghost and the Darkness. As the PC's are crossing the plains, I tell them that they hear lions across the Savannah at night and eventually their main expedition sends them a runner informing them that a pair of male lions has been attacking the caravan and killing porters. They don't don't eat people so much as kill them. They even drag wounded people off to lure others into a trap. This is a clue that these aren't normal lions. This keeps happening each night. The PC's can either risk losing too many porters or lose a day (or more) of travel heading back to the expedition and confronting the lions. My PC's head back to the expedition after the 3rd attack and manage to track them back to their bone-strewn den. "The Devil and His Shadow" in my campaign are actually a Lion Shaman (Druid) and his animal companion backed up by a small pack of female lions. Between tall grass, pounce, and a well-placed Shifting Sands, it was a tough and exciting fight, but there were no deaths. Exactly how I wanted it to go.
The party makes it to Kalabuto. One player is tired of his Swashbuckler, and basically swaps in the Kinetiscist. Fair enough I guess. Chivane secretly meets up with the Ninja and she lets him know that an ambush is coming and that under no circumstances can the Pirates learn about the mantis blade when everyone gets to Saventh Yhi, because Kassata has a blood feud with the Mantis. The party gets ambushed at Cheiton's house, there is some combat.
At this point I want to introduce the serpentfolk infiltrator to the PC expedition. It would be simple enough to say, GM fiat, and have a porter get replaced, but that is so boring and doesn't build enough narrative. Early on I thought about what positions in Eleder would let a serpentfolk collect information and have access to all rungs of society. The best I could come up with was the madame of a brothel. So this serpentfolk is in Kalabuto under the pretense of setting up a "franchise" location. That falls through (supposedly) and she approaches the PC's to have her and her small coterie follow the expedition, capitalizing on lots of newly rich people far from home and comfort. The PC's are of course skeptical, but the sorceress can Bluff like a boss and she offers them a cut of her funds to sweeten the deal. The PC's agree and the Pirates take no convincing. With a decent diplomacy roll, Amivor and the Pathfinders are also convinced. The snake is in the grass.
Racing to Ruin Pt. 3
This is where we have left off so far. Next session I'll have another Aspis-funded ambush when the PC's cross the River of Lost Tears at Kalabuto. After that I want to play up the idea that the PC's have crossed into an area that is not only beyond civilization, but also lost to time. I want to add a couple dinosaur encounters, as well as maybe a mob of Biloko's and an evil shrine. I am also going to have the PC's encounter the village that the necromancer is from otherwise that cool story about looting an old folk hero's tomb is really random and pointless.
At Tazion, I know I want the serpentfolk there to be part of part of the same cabal as the others (because why wouldn't he?) who managed to race ahead of the others with Overland Flight and Invisibility spells. To his surprise, he finds a willing army of Charau-ka provided by Ydersius.
Wow, this ended up being really long. I'll save my ideas and changes for parts City of Seven Spears and Vaults of Madness for a separate post which are even more extensive. Let me know what you think.