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![Elan](http://cdn.paizo.com/image/avatar/Avatar_Elan.jpg)
I've read through the various threads and the module itself and have to admit this is one of those modules that needs needs a lot of GM tweaking to get it right. So after finishing book 3 I thought I'd share what tweaks I made, where I've gone off script and what worked and didn't with thoughts on why. I should also mention that some of my ideas came to me halfway through or towards the end of book 3. So they missed some foreshadowing, would have been better used earlier and were implemented a bit hastily. I know many have criticized this module heavily and agree there are some holes and missing content, but overall we've enjoyed it. I do however have no doubt if I was to run this one again it would be significantly better experience for all.
Alright so here's some background on our group and our playing style.
I like to put roleplay choices on my players that have both gains and consequences. I would say that of my group I’ve a got a method actor disguised as a heavy role player and a world builder that likes to connect his character to the game world and build organisations, buildings, kingdoms, etc. So for this part of the AP the history of the city is a key motivator and reward for my group. I’ve found the boards really helpful here and recommend Gms interested in this to check out: Jemmer2057’s Chart and Mysteries to discover in the General Thoughts on this AP thread and Collated Notes on Azlant and the Azlanti. Near the end of the book I started using bits of roman history to give the feeling of an ancient people that rose and fell to rise again, before being destroyed by Earthfall.
My group is primarily just 4 characters with odd cameo from a mate we’ve gamed with in the past. For most of it we had an Alchemist, Inquisitor of Desna (with 1 level of fighter), Sorcerer (Fey bloodline), and a Bard/Dragon Disciple. We've just lost the Inquisitor for a few months, but have the cameo (two weapon fighter) looking like a potential regular.
My group has formed a coalition expedition with the Pathfinder Society (PFS) and Sargavan Government (SG) and this will be an ongoing working point requiring the group to step in to resolve conflicts and hold the expedition together at times. I’m playing the PFS as single minded, impatient and ambitious in their desire to get into the city ruins as soon as possible and uncover the long lost history. The SG are the opposite and are much slower and more cautious with a long term view of ensuring that the expedition has a strong secure base camp. More of a slowly, but surely approach.
I should also mention I don't really believe in random encounter tables. I normally have some prepared encounters and put them in where I think we need a bit of action/tension and as a way of sharing information (leads & foreshadowing). My philosophy is that as the GM I control the pace and tension so I don't really use random encounter tables instead having a few opponent combinations ready to throw at the PCs. I have also gone off script and changed encounters in the book by shifting some to other areas and boosting others for a greater challenge.
Also we haven't completely covered all of book 3 so some areas my group hasn't ventured into yet.
Feel free to post questions and comments as I go along as this will take a long time to get it all up.