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The points system to increase reputation with the villagers in the first book- I would discard that and just roleplay it out instead- the villagers are slow to trust outsiders, but will respect competent and well meaning people. It is a good idea to make AA appear early. The AP as a whole struggles with not having a clear villain throughout the story, which the writers address in the last book. I would strongly suggest having the maps for the whole first book ready ahead of time- my group wanted to dash straight up to Harrowstone- I managed to delay them for a level or so, but they still got there quickly, and there are multiple ways into the building. Everything will go smoother if you just have the whole thing ready to go. One thing I did which made the research stuff more interesting was I somewhat utilized the research rules from Ultimate Intrigue and then wrote up a bunch of what the characters would actually be reading- a newspaper story, some letters, some journal entries- in order to fully convey the story. My group seemed to really enjoy it more than just some skill checks and "here's what you found out". You may not have enough time left to do that though. Good luck! ![]()
Was the group aware of the kidnapping? If not, I would definitely handwave it. If they were, then I would only slightly adjust the story... The kidnap victim is now dead (died before the ritual could be completed during an escape attempt or some such thing), and AA completed the ritual on himself as described in the book. Unfortunately, he is now trapped at the top of the tower, and is trying to figure out how to leave and trying to cement his power as a lich who cannot travel. Just adjust where the NPCs are and what they are doing, have some extra traps on the tower, have a formal guard schedule, have AA fully prepared for the fight, maybe bring in some extra NPCs that have come to check out this new lich... It will make it harder (which sounds OK given their power level) and yet they can still defeat AA, and yet the delay will have had consequences for the kidnap victim. Whispering Way plans will have proceeded, but they don't have the bitter feeling of such a technical and unforeseen way to be defeated by an AP that they have spent a long time on. ![]()
Name of PCs: Makoa (Oracle 3) and Sumak (Cavalier 3)
Story: Having burned town the stockade at Thistletop and destroyed the bridge to the mainland, the party (oracle, wizard, cavalier, and NPC ranger) descended into the first level of the dungeon. When they opened the door to the temple, one yeth hound feared the wizard and cavaliers mount, who ran for it, leaving the cavalier on the floor. The oracle buffed and entered the room, and the second yeth hound charged, leaving the oracle bleeding out on the floor.
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Character Name: Vic
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I am familiar with Carrion Crown. My suggestion is to relax and have fun with the story as it goes and not worry too much about the final boss fight. There is lots of good story along the way, make sure you enjoy that and don't worry too much about the end. That isn't to say don't make effective characters- but you can do that while enjoying the story as it unfolds. ![]()
Character Name: Longus
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Spoilers in my post as well.... Like you, I had some concerns with the first chapter- the background story was so interesting, I wanted more opportunity for story to come out, the Trust mechanic had lots of ways to lose but few ways to gain trust... So the changes I made was I really boosted up the research stuff at the beginning- wrote out diary entries, newspaper clippings, prisoner transfer papers- all to really convey the story. I also used the opportunity to put in some nuggets about liches and Pharasma and the secret society. Basically, now my group expects that if there is a book, they will see an excerpt from it. I scrapped the trust mechanic. Just had the locals be gruff and unhelpful with hints that if the PCs do a great service for the town they would be rewarded. I also sped up the frequency of splatter man letters. In my game Gibs got caught early, so the next night Kendra was targeted- she made her will save, but now the PCs are super invested in protecting Kendra from being possessed. I also wondered why a level 7 cleric had not been fixing the problem at Harrowstone this whole time, so made him a mostly lame elderly man who had moved to town 30 years ago. For him to go into Harrowstone he has to find someone willing to carry him- and his pride won't allow that often- he did it once to allow someone else to carry out the Professor's body, but he is not interested in doing that on a regular basis. I know we are going in different directions with our fixes, but I think your fixes are interesting. ![]()
I suspect it would be exceptionally impairing at the low levels. They do bring those rules in for the 4th book, by which point the PCs should have the survivability and ability to change strategies to allow them to survive and still meet their goals. But do that to a level one or two character, and they are having no fun because their character is dragging down the game and once everyone gets impaired at a low level, the game might as well be over. ![]()
I am in the 6th book now, and did make a few changes to the story along the way:
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On the language rank 1, if the skill check is failed by 5 or more, you have writer that the opposite message was received from what was intended. I would drop this. If you are trying to make your system more realistic, inability to communicate is complete inability- the message receiver is left with the feeling of "I haven't got a clue" versus "My house is drowning" (a possible opposite to his house being on fire). I do think this is too complex for a player to know what is expected of them (let alone a GM with who is trying to tell a story while balancing layers upon layers of rules), but that part is up to you. |