
J.Sanime |

So far we've only completed the first part of Half-Dead City.
I did a few things in addition to what was written in the AP. First, I didn't want my players to focus too heavily on Scorched Hand. So I'm using the Flicker Four as a distraction.
I took those four and made them all female and dropped them into the "Early Steps" modules that we ran prior to MM. I added an encounter in the 3rd book, just before the players reach the dock side town. They came upon a bridge over a rushing river where there were 3 ladies laughing and dancing (Three of the Flickering Four). As the PC's got closer, the ladies demanded a the PC's pay the toll--either their gold or a dance--I let the PCs interpret a "dance" however they wanted to.
Knowing my players this immediately turned into a brawl. But there were some great moments when the Barbarian under an enlarge person spell came out from under the bridge.
Not without taking heavy hits, my players did land the upper hand. This included the fighter confirming a critical hit on the dwarf and, per a critical hit table, causing her to lose an eye. The Flickering Four, heavily beaten, escaped by jumping into the river and letting themselves get swept away by the current.
My PC's did not follow.
Side note: for ease of rolling characters, I had my players roll using PFS Organized Play guidelines and then we ran the Early Steps modules to get everyone immersed in the world as some of our group hadn't played PF before.
Fast forward to MM. The players are charged by Ambrus Vaslain to go participate in the lottery on behalf of the PFS. They take a boat and on the docks meet their guide--an Osirion native and fellow Pathfinder. (Who the PC's still haven't asked for any sort of credentials. I may do the whole double-cross fakeout bit at some point.) He takes them to the city square and explains the lottery taking place at noon. As it's only 10 there's time to explore the city before events begin.
Here the PC's having split up meet some of the other adventuring parties.
Our rogue was made an offer to join their party by Chundren's Champions, Our witch and our sorceress were both hit on by Black Kiss from the Sand Scorpions.
And of course our Fighter and Paladin came toe to toe with the Flickering Four--who have increased their ranks. Fortunately, the city guards were there to discourage any fighting among the parties.
But the dwarf has made the fighter well aware that "This isn't over"
I haven't decided what I want to do with the Flickering Four. My thoughts were to have their party in trouble in the Necropolis to allow the PC's the choice to help or to let them to it. Then let that influence if they are there during the final showdown with Scorched hand.
But now that I've read Empty Graves, it seems a more fitting encounter here. Also, I plan to drop a scroll of regeneration in the lap of the fighter to see if he uses it as a peace offering towards the dwarf.
Oh my goodness, this is turning into a novel.
Tomb of Akhentepi went pretty much as written. I changed to arrow trap in the first corridor to a locked puzzle door. As I really don't care for traps in my games, unless they're a compelling part of the story--like the false sarcophagus later. Basically the hall is a sally-port and for one door to open the other must close. The riddle was found written across the shields of the soldiers in the murals decorating the hall. "For the falcon to rise, the other must fall" in Ancient Osiriani. The chariot carved into each stone door has a falcon carved onto the front.
The secret doors in the false sarcophagus room were more locked doors to the west and I cut the secret alcove to the east. To open, both statues needed to face the door. Which the players were hesitant to do after the electricity that shot from their eyes when the trap sprung. Also, if the statues were turned incorrectly and a door was pushed open, residual waves of electricity sparked out causing very minor damage to characters. The clue at the very beginning was that the west facing statue had eyes open, the east facing statue had eyes closed.
I find that letting the whole group work together to figure out the solution to a riddle or puzzle much more entertaining for all than letting one person dice roll to disable a trap or find a secret door.
We're hoping to resume this AP soon, so I'm excited to see how it all plays out.