My players decided that they didn't have to question anyone and went straight to infiltrating the Palace. They both rolled nat20 on their deception checks to fool Ralso and are currently set up in the Irriseni and Galt rooms. They managed to disable both traps and pinged the entire ground floor with detect magic before dinner. Probably won't even bother with the brass and chelish rooms now. I think I'll have Hendrid and the other Residents join them at the table next session, maybe try some shenanigans with the food. Would be funny if they failed some Fortitude saves and woke up in different rooms. Also going to let Ralso check on the traps as a backup, while they're at dinner. She'll be more suspicious of them going into the night.
Given this a little more thought. Leaning towards making Prattchet an Illusionist now, Warped Terrain and Mirror Image feels so appropriate for his new self. Also going to put some more in-combat alchemy at his disposal, something like a blindpepper tube, yellow musk vial, dread ampule, peshpine grenade...
Evil Paul wrote: One of the advantages of doing this is that Ralso can probably be saved now. Thank you, that is an excellent insert. I was hoping to give my players more diplomatic opportunities already. Most of the creatures I selected share a language with at least one of the agents. I also looked into volumes 2-4 a bit more and honestly, I don't think there's too much that would have to be adjusted here, if we decided to continue on this AP. The final chapter of volume 2 is another big one, but after that there changes would mostly be thematic/narrative with swapping out the occasional abomination here or there. The Norgorberites make heavy use of poisons and gas later, which makes me think Pratchett could've been a useful idiot worshipping the "wrong" gods, with the T4 always keeping a close eye on his progress. Wish I had had the time to go through everything before we began :D
Thank you for taking the time to respond! I tried to follow the clues presented in the book and thought about where else they could lead me. Naurgul wrote: It might be worth considering soft-moving your whole campaign to a less edgy adventure path. That is more or less the plan, hence the various hooks I'm putting out there. Quitting the force is an option. Doing other stuff in Absalom is an optoion. Having the events of the future volumes serve as a backdrop is an option, maybe get the characters involved on the periphery. Maybe play some Society Scenarios, maybe also in Absalom. Or continue as Edgewatch but do something entirely unrelated like follow up on the missing people, do some shadow plane stuff, custom police stories. As long as the players enjoy it, I'm pretty much open to follow any of those paths. Maybe I'll run the AP as written in the future with a different group. Edit: Another option is that my heroes could've been past victims of Pratchett that somehow ended up as Edgewatch agents. We didn't get to do a lot of prep before our first session and I had them start as level 0 rookies, apprentice level after the first barfight and only first level after completing their first beat. I had their choices shape which classes, skills and feats they would start with and we rolled for heritage.
I'm going into the Dreaming Place next session. I've read the H.H.Holmes story and kinda wish I hadn't. The material in the book isn't going to be something that all of my players can "enjoy", so I've made a thread in hopes to discuss the changes I'm planning for the final chapter. I didn't post it in here only because it turned out very long.
Hi, this is my first post. Please be relentless. Maybe this will be helpful to other GMs who are not comfortable running the Dreaming Palace as is. I'm a long time scholar of rulebooks finally getting my hands dirty as a first-time GM. TL;DR: Looking for feedback, opinions, suggestions. I changed Pratchett from Norgorber-loving Necromancer to Imbrex-worshipping Enchanter and themed everything around drugs and abduction, also removed the sexual implications. Pratchett is experimenting with various states of consciousness before he erases or alters his victims memories and profits off of their belongings. Afterwards he either sells them off to his Shadow Plane associates or releases them into Eskers Camp, where they won't stand out or nobody will care enough to investigate. So, for a number of reasons I decided to change nearly the entirety of the final chapter of the first volume of the Agents of Edgewatch adventure path that is prominently called: "THE MURDER HOTEL".
This involves changing almost all of the encounters to be themed around various drug effects with the potential to take care of the victims non-lethally. While some of them are still be present at the hotel, others have already been released into Esker's Camp - having lost/altered part of their relevant memories - and some being taken somewhere into/through the shadow plane by the fetchlings. The last part is a possible hook because we might be leaving the Edgewatch AP behind, maybe even venture out onto the Open Road, after the first volume. If we stick around I might change the cult to be worshipping Monad instead of Norby. Since I'm running this for only 2 heroes with a buffed free archetype my encounter budget is roughly cut in half. Luckily my players are quite capable and I'm able to increase the difficulty for some encounters from moderate to severe, but I'll probably have to make adjustments on the fly depending on when the hit level 4. I'm not quite done changing everything and was hoping to get some feedback and maybe suggestions on how to fill in the gaps. I'm removing all the peepholes and want to put something more interesting where all these secret walls are. For loot I would replace the scroll of bind undead with a scroll of modify memory and the corpseward pendants with maybe a pair of Wayfinders. It would imply that Pratchett somehow managed to make Pathfinder Agents disappear and give my players an incentive to seek out the Pathfinder Society (another possible hook to continue outside of the AP). I'm going through the map as listed in the AP and I've put in links to Archives of Nethys for my replacements. Here's what I've got so far: E7. SHACKLES ROOM
E9. GALTAN ROOM
E16. BRASS ROOM
E17. CHELISH ROOM
E20. MWANGI ROOM
E21. PRISONERS
E22. NIDALESE ROOM
E23. NOBBINDALE'S QUARTERS
E24. RALSO'S QUARTERS
E25. ROOKERY
E27. OSSIRIAN ROOM
E28. CLOUD ROOM
E31. BOTTLE ROOM
E32. THROPHY CHAMBER
E33. RENDERING CHAMBER
E35. NECROMANTIC LABORATORY
E36. SKINSAW SHRINE
E27. PRATCHETT'S DUNGEON
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