| JimmySC |
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With 6 players, the most frequent changes are just advancing everything and rebalancing encounters (almost every encounter with only one big thing to fight I generally change to have some friends, to balance out action economy). I'll also sub in hybrid classes for any multi-classed characters that it makes sense for (fighter/rogues or ranger/rogues generally become slayers, magi replace fighter/wizards, battle-oriented clerics become warpriests, etc)
Book 1:
In the first book I added a fifth member for the Scorched Hand; Khim-ali Seht, listed as one of the brothers that ran Threshed Souls Fragrance and heavily involved in the mumia trade. I retooled him as a front-line fighter (two-handed weapon) and had him charmed by Velriana into joining the group; backstory-wise he was a dockworker who had a strained relationship with his brother who ran the fragrance shop (and mumia trade) and had almost come to blows with Velriana in a bar before she cast charm person on him to stop the fight (he's not a fan of these damned foreigners coming into Osirion and stealing their heritage). He and Idorii ended up surviving the fight and were brought back to the Grand Mausoleum for judgment; Khim-ali was bailed out by his brother and is now fiercely loyal to him. That particular plot thread has been dormant since though...
Book 2:
I felt like Meret-Hetef came out of the blue here; I left that as her real name and identity, but she had also come into town about six months prior and set up a new auction house in anticipation of the Necropolis' opening by the Pharaoh, posing as Minnothet and opening the Canny Jackal. This would have allowed the Cult to examine goods on both the legal and illegal trade routes (with the smuggler's gang providing the in into the black markets) and helped locate the Mask sooner. This provided a bit of a twist at the end of the book when the party was ambushed leaving the Sepulcher with the mask by the Cult, with a masked Meret-Hetef at their lead. I also gave her the Troth of the Forgotten Pharaoh feat that pops up later in the series; they initially captured Meret-Hetef and turned her over to the Voices of the Spire. As she was being interrogated and the party was outside discussing matters with Nakht Shepses, there was an explosion of flame from the interrogation room... adding some more mystery to the whole cult thing. It also prevented the party from learning too much about the Forgotten Pharaoh at this point.
Book 3/4:
The party was fairly good about cleaning up loose ends in Wati and kept the mask hidden; as a result cult interference was at a minimum for quite some time into this book. Even after meeting the disguised Khabekh-Shu on the Mumminofrah's barge, and a reference to the party saving Wati, it took several weeks (until about the third library) before they realized this was the same party that Meret-Hetef had reported in her last missive. They chose to ambush the party as they returned from a bulette and hippo hunt, seeking information about the Mask (not realizing it was in their possession).
For the end of the book, after the party had spent three months in the desert searching for the tomb and the appeal of hexploration had waned, I had writings in Jamirah's possession, along with the insight of the sphinx Tetisurah, give them a rough map of the area north of the tomb and allow them to relatively bee-line their way north to the Sphinx (which still took an in-game month, albeit with about a week or two of downtime).
There've been some other added sidequests and arcs as well (the party of dwarven thugs from Shifting Sands were turned into vampires and attacked the party, setting up an interesting connection with the vampire lord that accidentally turned them, and I also added in a fairly major story arc involving a NPC from one of the character's backstories who is now a major player in the Cult of the Forgotten Pharaoh), but those aren't really related to the overall story arc of the campaign.