
Skellyscribe |
I am planning to run this AP in March. I saw it has some faults(like Ardax teleporting), but still it seems like a fun adventure. Give me your best tips, how did you improved the original storyline, or what extra options did you allow to your players, which improved the campaign overall?
I only have one idea so far:
- I am gonna introduce K'zaard to the party probably in the Torrentmoot.
I'm going to start running this AP in two weeks! Running on Foundry using the purchased module. I am going to nerf Ardax's teleportation, of course, and also planned to bring K'zaard to the moot. The foundry mod includes all kinds of great tokens for the briefly mentioned other guests, so I'm giving them stats and will make some of them influence-able like the three named influence NPCs. This party played through 1e's Ironfang Invasion a couple years ago so I think they will be drawn to the ambassadors from Oprak.
Foundry makes running combats a lot faster so I'm not afraid of them dragging some other moot guests along on the various chapter 1 quests. There will be 5 PCs so I will likely add to some of the encounters. We just finished Season of Ghosts and I think some really tough fights could be a nice change of pace.
I'm still reading through the 2nd and 3rd books so I'll post some more when I decide what I'm changing about those.