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I've just started running this AP, and in area H the party is supposed to find a map on the back of a fan marking the locations of a couple of shipwrecks.

I've been through the book four times and I can't find the corresponding player handout. I was going to copy it onto the back of a fan I purchased for next session but I just can't find it and am worried that buying the print version was a mistake since I'm obviously missing out on the so-called interactive maps.


My group is about to meet with the queen for the first time, and I've just thought of an interesting twist; I'd like some feedback to make sure I'm not overlooking anything.

Having read through issue #12, I was somewhat unsatisfied that the group fought a 'fake' queen in the palace and then had to go fight the real one in a location not tied to the city. So, tying that in with my Regency plot, I had a brainwave - what if the Queen's mother/regent/vizier is the real villain?

Specifically, what if the regent replaces the real heir with the simulacrum ASAP? Say, after the real heir disguises herself as "Trinia" and escapes the palace?

Suddenly everything ties together - why it's so important to get Trinia out of the city (and why to send adventurers rather than the city guard to apprehend her), why there's a fake queen at the end, why Trinia comes back to the city after fleeing, and a reason for Blackjack to rescue her in such a dramatic fashion.

It also gives the party a much more personal stake in fighting the queen - they're the only ones who know she's a fake! The only loose end I can think of is Sabina, but we could sort that by transferring her loyalty to the regent instead. Am I missing anything?


jbowtie wrote:
Does everyone use the skiff from A8, or is there an alternate route that I'm not seeing?

I ended up adding a couple of impromptu ladders, one from the fishery floor down to the skiff, and one from the boardwalk to the underpier. It didn't make much difference in the end since they chose to charm Yargin rather than fight him, anyhow.


I'm currently engaged in heavily reworking the setting for my Regency England campaign, and I'm curious as to what role the Hellknights and/or Gray Maidens play within the Adventure Path itself.

From reading the first 3 volumes, it looks like they provide only atmosphere (and not even much of that as the Hellknights shut themselves into their citadel). In addition, the events of #10 and #11 take place outside the city where I wouldn't expect any connection. I don't yet have access to #11 or #12 in my country yet, so maybe they play some role I can't imagine.

Can anyone tell me if they have any actual impact on the adventure as an organization? I'm not too worried about individuals as they can just be reworked to be part of some other org if needed.