| Griffyn Maddocks |
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1. I had the BBEG be the one who sends the carriage to get the players to start off the game, have him at the funeral leaving in that same carriage, and also have him be in Lepidstadt during the trial and talk to the players about how impressed he was with their efforts (after day 1). He then gave each of them a fine horse to use. Of course the saddles have a rune in them so that he can scry them easily. After that, I had him fade into the background and just interact with the letters. However, I only signed the letters with one A. The players were sure that A was Vroon until they found a letter on his body. :)
2. Didn't use insanity, but I may look into it as they just completed Carrion Hill and are off to book 4. I may foreshadow the start of using insanity based on horrid dreams after defeating the BBEG from Carrion Hill.
3. I agree with Kalindlara.
As an aside, I made Kendra blind. This made her much more sympathetic to the players and I used it as the reason why Lorrimar put the players in his will. She is actually an Oracle but only came into her power after the prison became unguarded. The spirits of the dead guards come to her after Lorrimar's death and granted her some ability to speak with spirits. Clouded Vision curse and Lore mystery. She sees through the eyes of spirits around her and they tell her things.
This enabled me to play up the weirdness. At one point I had her talking to the players and mid-sentence shout QUELL THE FIVE! and then complete her sentence without any memory of the incident. When the party was looking over some looted potions (early loot), I had her enter the room, stop, and ask if there were potions on the table. When they said yes guardedly, she asked if one was a Cure Light Wounds? (She identified it for them). It really played up the creep factor.
Also, her knowing things that she shouldn't is the reason why the BBEG decided that she needed to be under "protection" and brought her to Caliphas under the auspices of learning more about her condition. She is going to be the sacrifice for the end game. I may use the reason as given or I might link it to her spirit talking ability.
4. I did the fountain and it was okay. I linked the villain to the 4th book, but the party was confused with the diversion. I also used Fiddler's Lament. I changed the Piper to a Fiddler. This worked very well because of the Piper encounter in the prison. When they heard the ghostly fiddle start the first time, they panicked and ran. :)
5. I think that it was mentioned in a thread somewhere. I had the carriage meet the players at a village and during the ride I explained the countryside to them. Once they go the feel of the setting, I had them attacked by stirges. When they found them in the prison, they got concerned.