
Hordak |

I just started GM'ing edge of anarchy and I am wondering about a thing. My group plays with books, dices, pen and paper only. We don't use miniatures at all very rarely even use maps(I do of course, but they don't unless it is absolutely necessary). I want to describe the shingles chase like any other encounter. My questions are these: since the book describes the shingles as a whole other district of the city, does it then have a map? How big is the shingles, how much of the city does it cover? Will it appear again during the adventure path?

magnuskn |

I just started GM'ing edge of anarchy and I am wondering about a thing. My group plays with books, dices, pen and paper only. We don't use miniatures at all very rarely even use maps(I do of course, but they don't unless it is absolutely necessary). I want to describe the shingles chase like any other encounter. My questions are these: since the book describes the shingles as a whole other district of the city, does it then have a map? How big is the shingles, how much of the city does it cover? Will it appear again during the adventure path?
The Shingles are, in terms of being mapped, more of a concept than real drawn maps.
I'd recommend running the Shingle Chase as written in the book, with the exception of providing more diverse obstacles. It worked pretty well for my group.

Banesfinger RPG Superstar 2015 Top 16 |

Yes, that is the way I read the map as well, though said PC will be in for a big suprise lol.
But wouldn't that mean that Gobblegut the Alligator:
1) Could just swim free, as it states, "...treatment of Gobblegut has hardly been kind over the years..."
2) It could battle the Jigsaw shark (A3).

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I'm having problems with the Old Fishery map. I haven't seen this addressed anywhere so given that this is a two year old adventure, perhaps it's my fault. I'm asking for some clarifications, if somebody would be so kind:
1. As I understand, the "ground" floor is the upper floor. Everything there is on higher ground, except for room A8, which goes down to ground level (5' over sea level, as the text says). This means that the lower part of the western wall of the room separates A8 from A13 (A13 is also 5' over sea level, the text says). My problems are two:
a) The windows on the eastern wall of A13 open to A8? the leftmost window should be under the flow of liquid that falls from A7 to A8?
b) The door at the right hand side of A13 should open to A8 but obviously, it doesn't. Where is that wooden platform located with respect to the "ground floor"?
2. I have similar problems with the ship. The "ground floor" (upper floor) has a small boat, which doesn't appear in the "lower floor" (sea level)... why is that? What is the relationship between both wooden platforms on each side of the ship? is one up and the other one down? If so, I'm missing some poles supporting the upper platform in the "lower ground" map.
Any help would be very welcome. I'm planning to run this very soon.
Thanks in advance for your help!

Are |

1. A13 and A14 are lower than A8. You are right that parts of the text makes it seem as if they would be the same height above the water, but they're supposed to be lower.
2. There are two wooden walkways. One goes alongside the ground floor and to the upper deck of the ship (the small boat is next to this platform). The other walkway floats on the water and goes to the hull of the ship.
The small boat isn't shown alongside the second walkway because the map is cut off on the right side before the boat would have appeared.

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Hi Are,
Thanks for the quick reply. I'm still wondering about the relative height of both A13-A14 and A8. In order for it to have a walking headroom in between the wooden platform and the floor of A8 on top, there should be at least 10'. That gives you two problems:
a) There can be no drop between the A6-A7 and A8.
b) The open bay in A8 would stand 15' over the river, which is kind of high to be picking up the water quickly (as suggested by the text).
Something's missing, no?
Thanks again!

Carl Cramér |

...Gobblegut the Alligator:
1) Could just swim free, as it states, "...treatment of Gobblegut has hardly been kind over the years..."
2) It could battle the Jigsaw shark (A3).
1) Animals, even if badly treated, rarely run away from a steady source of food.
2) Just this happened IMC - Gobblegut ate the shark in the end and is now a contact of the party "druid". Why didn't it happen before - well, animals are territorial and it took a lot of blood to lure the shark into the pond.

MoonHawke |
I just bought this adventure to run for my group, and have been reading through it (and the Player's Guide) to get idea of the game. Anyway, I have a question that I couldn't figure out while looking through the module, and the other role-playing forum that I post on hasn't gotten any answers yet.
I am confused about the Harrow Points. Not in as much as what they do, that's clear. And I understand that all the players get 1 Harrow Point each time the suit of the adventure appears in the spread for the game. However, it also states that "In addition, each PC gains an additional Harrow Point for the card he draws during the 'choosing,' effectively guaranteeing him at least 1 point to spend during the adventure, even if the spread resolves without any cards of the current adventure's suit."
In the Harrow section, it really only seems to talk about how to do a reading without a deck of Harrow cards. I can't seem to figure out how the players draw. Does that mean drawing a card outside of the reading, like "I'm going to draw a card to see if I get something helpful for this encounter," sort of like the Deck of Many Things? Or when you're doing the reading for the beginning of each chapter, do the players get to say "I want to draw one card for the spread"?
This may or may not be something explained in the Harrow Deck itself, but I won't be getting that until the UPS man brings it tomorrow.

MrVergee |

A harrow reading consists of 2 parts:
- the choosing: in which the PCs draw one of the nine cards that have the adventure suit;
- a normal reading: in which nine cards are put one the table, coming from the complete deck with all the suits.
So the PCs will always pick one card with the adventure suit in the choosing (which will get them 1 harrow points).
During the normal reading the PCs might get more cards with the appropriate suit (0 to 9, which will get them 0 to 9 extra harrow points).

MoonHawke |
A harrow reading consists of 2 parts:
- the choosing: in which the PCs draw one of the nine cards that have the adventure suit;
- a normal reading: in which nine cards are put one the table, coming from the complete deck with all the suits.So the PCs will always pick one card with the adventure suit in the choosing (which will get them 1 harrow points).
During the normal reading the PCs might get more cards with the appropriate suit (0 to 9, which will get them 0 to 9 extra harrow points).
Cool. Thanks for clearing that up.

Smeazel RPG Superstar 2009 Top 32 |

In order for it to have a walking headroom in between the wooden platform and the floor of A8 on top, there should be at least 10'. That gives you two problems:
Except that there's not a walking headroom. That much the map already addresses. From the description of Area A12: "A narrow space exists under the fishery, with about four feet of room between the floor of the building above and the languid, foamy river water below." Also note that the walkway is right at water level: "A wooden walkway floats on the river surface". So this is all consistent with the height of Area A8 five feet above the water. No problem there. (If anything, A8 may be a bit too high; it seems odd that its floor would be a full foot thick.)
There is still a big problem with Area 13, though...
1. A13 and A14 are lower than A8. You are right that parts of the text makes it seem as if they would be the same height above the water, but they're supposed to be lower.
More than "make it seem"; they're explicitly stated to be the same height above the water. (Area A8 text: "the floor here is only five feet above the river below." Area A13 text: "a huge opening in the floor that drops away to the river shore five feet below.")
The only way I can possibly make sense of this is to assume that the text for Area A13 is in error, and that the room is more or less at water level. (High tide water level, one assumes; otherwise, the room would flood at high tide.) This pretty much has to be the case, anyway, if the eastern door opens out to A12 as the text implies, the walkway at A12 "floats on the river surface". Having the room right at water level seems a bit odd, but I don't see any other way the map could make sense at all... there's definitely something wrong there.
There's another small issue, too; I'm at a bit of a loss as to how the orphans could "lower those buckets via ropes to the walkway in area A12" as the text says. Lower them from where? Surely not from Area A8; the walkway isn't directly under the bay, so there's no way to lower things onto it from there. In fact, there's no open space anywhere over the walkway that the buckets could possibly be lowered from. I guess I'd have to just assume that rather than lower the buckets directly onto the walkway, they'd have to lower them into a skiff that Gaedren positions under the bay for that purpose... but that's not what the text says.
So, anyway, yeah... the Fishery map's got issues.

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Hi guys, i have a very small and maybe easy question for you all, if my party just use the dagger-raktavanra as a silver dagger and make any identify, does it always keep on reporting to Vimanda?
Thank you for any help!!!
Many campaigns have had them use the dagger until they fight the akrona's later in the AP. I actually added the ability to counterspell to the knife, just to keep the parties curiousity up. It would continue reporting to her until they kill her, at which time it should reveal itself. This allows Vimanda to act as a knowledgeable opponent. She would have been studying the PCs fighting styles from the reports of the dagger and be ready (Prepped the best spells/scrolls she can for fighting the party, planned her environment and tactics to suit the environment, ect).

MrVergee |

I'm also planning on making the dagger more powerful so the party will keep it until the third installment. Identify will not show the true nature of the dagger and so , yes, it will keep on reporting. As the previous poster said, that's what makes the Arkona's know what the PCs have been doing.
This will become even more important in my campaign, as I'm planning to have the Arkona's pull the strings on many of the anarchists in the city.

Konstantinos Grigoriou |

Grigokostas wrote:Many campaigns have had them use the dagger until they fight the akrona's later in the AP. I actually added the ability to counterspell to the knife, just to keep the parties curiousity up. It would continue reporting to her until they kill her, at which time it should reveal itself. This allows Vimanda to act as a knowledgeable opponent. She would have been studying the PCs fighting styles from the reports of the dagger and be ready (Prepped the best spells/scrolls she can for fighting the party, planned her environment and tactics to suit the environment, ect).Hi guys, i have a very small and maybe easy question for you all, if my party just use the dagger-raktavanra as a silver dagger and make any identify, does it always keep on reporting to Vimanda?
Thank you for any help!!!
Thank you for the tip!!!!!

walter mcwilliams |

Cpt_kirstov wrote:Thank you for the tip!!!!!Grigokostas wrote:Many campaigns have had them use the dagger until they fight the akrona's later in the AP. I actually added the ability to counterspell to the knife, just to keep the parties curiousity up. It would continue reporting to her until they kill her, at which time it should reveal itself. This allows Vimanda to act as a knowledgeable opponent. She would have been studying the PCs fighting styles from the reports of the dagger and be ready (Prepped the best spells/scrolls she can for fighting the party, planned her environment and tactics to suit the environment, ect).Hi guys, i have a very small and maybe easy question for you all, if my party just use the dagger-raktavanra as a silver dagger and make any identify, does it always keep on reporting to Vimanda?
Thank you for any help!!!
Exactly what I am planning ase well, I can't wait to spring this suprise. My party fell in love with the dagger when it's silverness was used vs the spawn and lycnathropes. It was one of only two silver weapons in the party.

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After 2 years of having the “CotCT” books collecting dust on my shelf I finally managed to start GMing it with one of my groups (which recently finished “Rise of the Runelords”) and although I’ve read “Edge of Anarchy” 4 times in preparation I’m still wondering about the rewards the party should receive from Field Marshal Cressida Kroft:
In her speech for the “All the World’s Meat” assignment on page 27 the field marshal states “Bring me Verik alive, and there’s another thousand gold in it for you. Dead, he’s only worth half that.” Does that mean the party gets 1000 gp for dealing with the deserters PLUS another 1000 gp for bringing in Verik alive (500 gp if dead)?
Seems a wee bit much for their first job on the force also in comparison to the “Eel’s End”, “The Queen’s Scapegoat” and “A missing Body” assignments where it always comes down to 1000gp.
Maybe it’s intended this way or maybe I’ve overseen the respective passage (or it’s an editorial mistake) – can someone advice here? Many thanks.

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I did what Jam412 did. My players brought Verik and two of the four Cow Hammer Boys in alive. They received 1000 gp. They didn't get addition money for the Cow Hammer Boys brought in alive, who were tried and executed. Verik was found innocent of the more heinous crimes of murder and chopping up dead bodies. He was demoted and allowed to return to work in the Korvosan Guard.
As a side note, the Bard in the party has since started dating Verik and is planning on making him a cohort when she hits level 7. We are 6th level now and a approaching the end of Seven Days to the Grave.

kyriakoshasapis |
Hello guys
This is my first time running an adventure path!
I usually run my own campaigns, but this story has really got me gripped! Congrats to the people behind it!
So as a newbie AP DM could you explain to me a bit about how to flesh out the city. I notice there aren't any shops, inns, etc. in the game guides, are these up to the GM or can I find info on another book?
Also the locations (of the fishery for example) aren't marked on the map, so is it up to me to place them there? Or am I missing something?

NobodysHome |

(1) In my opinion, the Guide to Korvosa is worth every penny. I let my characters spend several days wandering Korvosa before the campaign started. I was seriously disappointed when the Council of Thieves AP just had a very abbreviated "Guide to Westcrown" in the AP book itself.
Guide to Korvosa is a separate book, and we LOVE it!
(2) The maps in the map pack don't have the locations marked, but the maps in the AP book do. Check page 10 of the Edge of Anarchy book for the map of Korvosa with the sites marked.
Congratulations on getting addicted to Crimson Throne. We're just moving into Book 6, and I still state that it's the best purchased module or set of modules I've ever GM'ed or played through. But I'm not fanatical or anything...

kyriakoshasapis |
I can't believe how great this adventure is. It's like it was tailor-made at my tastes. Conspiracies, mysteries, interesting encounter settings, great characters! HOORAY!
Now if I might impose on you once again with another question...
In the first meeting with GRAU, how much of the back story is he supposed to let out do you think? Does he go into details of the duel, does he keep tight lipped about the whole thing, or does that depend on the conversational skill checks of the players?

NobodysHome |

My personal preference is to NOT have my NPCs spill their guts just for the sake of the story -- I try to "get inside their heads", and play them the way they're feeling. Grau's definitely a hard one, but you can leave it to the PCs in how much they pry and HOW they pry. Grau can start off with, "I'm such a loser! I had EVERYTHING, and I let it get away, and now I'm trapped in this dead-end post because I couldn't control my heart..." and trail off.
The characters might say, "Yeah, yeah, whatever!" and just shuffle him off, or they might take him somewhere and talk to him for a while. I'd roleplay it out. If the characters don't act concerned, or don't ask, he doesn't tell them any more. If they really show an interest in who he is and what his backstory is, start letting it out in bits and pieces. I really find it helpful to write down the dirty little secrets of his past, list them from "least embarrassing" to "most embarrassing", and then start letting them out one by one as the characters roleplay well. It organizes my brain for me so I can stay "in someone else's head" and not give out too much too soon. And Grau shows up later in the AP, so it's good to see how well the PCs treat him.
Unfortunately, as you play this AP, you'll find that there is NO WAY you can give the PCs all the background information that happens in the modules. I've been letting my PCs read the modules once the information is no longer relevant, and they simply marvel at the amount of information that's in there, and that there's no way I could have logically provided to them.
In short, while the AP is spectacular for the amount of background information it provides, if you try to give it all to the PCs to demonstrate just how magnificently-written this particular AP is, you'll find that your NPCs are babbling. You kind of have to leave the PCs hanging, and maybe have a post-module metagame telling them cool stuff that they never found out, but that no longer has any relevance to the plotline.

Tels |

Nobody hit it on the head (tongue in cheek). What you wish for Grau too reveal depends entirely on you, and how you interpret the PCs role playing. When I ran Edge of Anarchy, 3 of my 4 players were brand new (never played) to table top RPGs and so I really had to coax them to do simple things, like ask where the body of the Shoanti kid (who's name escapes me) might possibly be found. When they learned they needed to recover his body, they just kind of sat there waiting for me to hand feed them more information, the player that was experienced, happened to be on the phone talking to someone and was half-listening so he didn't ask anything.
Later on, they really got into it and started asking basic questions and went into more detail in later modules. Sometimes, if they don't ask the right questions, they don't get any answers and you may need to coach and coax the questions out of them. Once they learn the types of questions to ask, hopefully, they'll begin asking them later.
Like I said, Nobody got it right and he gives the best example. Let them role play it out, if the party is only interested in Roll Playing, then they are invariably going to miss out on things and that is their own choice.

CaroRose |

I would agree with NobodysHome and Tels that roleplay is the best way to do it. If you read through the Guide to Korvosa, i believe it also hints at rumors around town that could lead them to certain questions as well.
For example, I let my players do a Knowledge (Local) check to see if they recognized who Vencarlo was, or if they knew anything about Sabina or Grau. One of them was formerly in the Korvosan Guard, so I let him know that Grau used to be a great guy, and being a drunk wasn't normally his style. I also let slip through their meanderings that Sabina and Grau used to train with Vencarlo, but seems like something happened. Then came roleplay to figure it out. Vencarlo was much more tight-lipped, Grau eventually spilled a bit to the pretty bard, and Sabina was less accessible for talks.
Funny enough, they'd heard the rumor that Sabina may prefer women to men, and to test the rumor the same pretty bard tried flirting with her. She didn't believe the rumor as a result (of course Sabina already loved another) until Grau said otherwise (while spilling to said bard).
It just depends on your players. Some of them love to get into the story itself, while others may be more interested in completing the quests and find the inner workings of the story unimportant.

kyriakoshasapis |
Thanks! Great help!
One other difficulty is understanding the "Meats of the world" quest, and particularly understanding the guard's Vancaskerkin motivation in all of this. Perhaps my english is a bit rusty.
He is not aware of what the other guards are doing, so is he innocent? Is he a guy that wants to give free meat to the starving people, even if his reason for doing this is to make a name for himself? or is there more to it?

NobodysHome |
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DANGER WILL ROBINSON!! DANGER!!! DANGER!!!
Vencaskerkin is EXTREMELY important to Module 3. He is dating a member of the Arkona family, who is using her influence over him to spy on the Korvosan guards. So she's behind his misbehavior. This is one of the sections you must make sure the PCs never read (or at least not until after Module 3), because it has several key points:
(1) Read "Verik Vencaskerkin's Story" on p.27. Vimanda Arkona chose Vencaskerkin as her "in" with the guards so she could keep tabs on them. When the riots started, she decided to gather more power for the Arkonas by taking advantage of the food shortage, so she convinced Vencaskerkin to abandon the guards and grab and distribute a ready source of food, causing him (and thereby indirectly the Arkonas) to gain in power among the populace. Vencaskerin agreed, because he's all about gaining power and fame.
(2) Vencaskerkin is unaware that his guards are evil thugs grinding up their victims for meat. He really thinks he's doing an honest and good service to the people. For all the wrong reasons (to increase his own fame), but it's still a good service. The Arkonas excel at corrupting the good or neutral people to make the wrong choices.
(3) Vencaskerkin's dagger comes across as magic. The characters should take it. It's a Ratkavarna and can cause them serious mayhem down the line. My party didn't figure out what it was until well into Module 3, and it caused them all kinds of problems. Don't hint that the dagger is anything more than a silver dagger that detects as magic. "Detect Evil" kind of gives away the game, but my party didn't try that.
In other words, this is one of the areas you want to plan your roleplaying ahead of time. My group never found any human remains, so they just arrested Vencaskerkin and never questioned him, leading to repercussions down the line. More curious groups might find more significant things, and might question Vencaskerkin more thoroughly.
Getting Vimanda's name out of him should be EXTREMELY hard, but do-able. Gives a nice prelude to Module 3.

Tels |
1 person marked this as a favorite. |

Funny thing about that item for Part 3...
You can have a lot of fun with it, because they can be in a situation and not even realize what's going on but suddenly have puncture wounds all over their body. The ones that were around when the Raktavarna revealed itself were drained of wisdom and had their memory modified so they couldn't remember why they were drained in the first place. Some of my players said I was being mean, but when one of them finally made their save and killed the beast, they all responded, "So THAT'S what's been happening?!"

Toadkiller Dog |

kyriakoshasapis |
I was wondering, since our group meets very sparsely and I'd like the story to move a bit faster, would things be ok if I skipped the "All The Worlds Meats" episode? It seems to be the one less connected to the main story, but I'm not sure whether if I take it out it will come back to haunt me...
I guess the dagger is pretty important, right? maybe they get it some other way?
What do you think? Should I skip it? and if yes, what should I take into account?

NobodysHome |

I was wondering, since our group meets very sparsely and I'd like the story to move a bit faster, would things be ok if I skipped the "All The Worlds Meats" episode? It seems to be the one less connected to the main story, but I'm not sure whether if I take it out it will come back to haunt me...
I guess the dagger is pretty important, right? maybe they get it some other way?
What do you think? Should I skip it? and if yes, what should I take into account?
Technically, I see only one significant issue: Experience points. I don't know whether it was because CoCT was written for 3.5, or because I had 5 players instead of 4, but even on the "Fast" experience track I had to throw in LOTS of extra adventuring just to keep them at the "proper" level for each module. 80% experience (5 instead of 4) didn't begin to explain how far behind the characters were. You can cut lots of scenes from Modules 1-4 without affecting the overall story, but you'll be having to grant double EXP or something to make up for it.
Thematically, I see two issues, one minor, one major:
(1) The dagger is a very minor plot point. Yes, it adds color and background, but dropping it entirely does no harm, and you could certainly have them "find" it somewhere once they've gained some notoriety. It isn't important until Module 3.
(2) I would check with your players about speeding things up in the first place. Why do you need to? CoCT is an extremely rich AP full of really cool NPCs and lots of flavor and drama. We're down to once a month for our RQ campaign (where I'm a player), and the last thing I would want would be for my GM to start dropping things just to speed us to the conclusion. On the other hand, for me, the end of a campaign is a disappointment; saying "goodbye" to a character I've worked months (or even years) on developing, growing, and getting to know. Your group may like ripping through a campaign in a few sessions and then rolling up a set of new characters, or they might like settling into their roles for a year or two. Check with them before declaring by fait accompli that you're going to speed up CoCT a bit.

kyriakoshasapis |
Oh I'm not planning on making a habit out of cutting off adventures, it's just that this one isn't particularly interesting to me, or to the plotline and they have a much more interesting one to do for the guard at eel's end.
I've still not yet decided what to do...and sure that's good advice I should ask the players!

NobodysHome |

Oh I'm not planning on making a habit out of cutting off adventures, it's just that this one isn't particularly interesting to me, or to the plotline and they have a much more interesting one to do for the guard at eel's end.
I've still not yet decided what to do...and sure that's good advice I should ask the players!
In that case you have my blessing (LOL).
Yeah, I didn't care for All the World's Meat, either, but I ran them through it, and it was pretty boring.
If you're not inspired (or at least motivated) by something as a GM, it does make it difficult, if not impossible, to make it fun for the players, so it's better to leave it off and make up the EXP in some other way.

Tels |
6 people marked this as a favorite. |

Experience Table
1st 0
2nd 1,000
3rd 3,000
4th 6,000
5th 10,000
6th 15,000
7th 21,000
8th 28,000
9th 36,000
Experience Table
1st 0
2nd 1,300
3rd 3,300
4th 6,000
5th 10,000
6th 15,000
7th 23,000
8th 34,000
9th 50,000
There is a noticeable difference in XP from 3.5 to Pathfinder. I didn't notice it until I updated a 3.5 17th level character to Pathfinder. I was flabbergasted when I entered her XP and it only got her to like, 12th level.
I enjoyed All the World's Meat as it really let the players know how quickly the situation has turned against the populace. To this day, it remains as one of the most memorable parts of the campaign. Sure, it doesn't really have anything to do with the plot, but what it does is get the players into the good graces of Cressida Croft and, from a character's perspective, assures more jobs. It's a foundation for a relationship between the party and Cressida, as she begins to heavily rely on the Party as her go-to group to get things done that others can't do. Like securing Trinia, or solving the Plague. Often times she can't 'officially' help, but that's why she contacts the party, as they will be proven to be resourceful and able to get any job done, no matter the task.
If you don't run the Meat Shop, then I would suggest that you incorporate something else...
Perhaps an early exposure tot he Grey Maidens? Have Cressida ask the party to investigate the mysterious disappearances of all her female guards, and the disappearance of the female Sable Company Marines. She can't ask any of the guards to do it, as that could draw the attention to her and risk the lives of her guards, but if a group of people showed up to talk to a friend or relative, and they happened to investigate, it'd be much less likely to draw suspicion.
You could set up a mystery/sleuth scenario with the Party tracking down clues that, will eventually lead them to the the Grey Maiden 'training' facility, but be stopped by one of the newly formed Grey Maidens that has completed her 'training'.
By training, I of course mean, torture until conditioned to obey.
I would suggest that some of the clues may paint a more disturbing picture than just a recruitment. Like maybe a rumor starts up of some horribly disfigured female bodies being found floating down the river, or dumped in the Grey District etc. Autopsies and identification by family members reveals some of the girls to be ones reported as missing from the Guards/Marines or reported missing from small time adventuring parties.
I, personally, wish they had done something like this. When I first bought Edge of Anarchy, I ran the full module without access to 7 Days, so when the Grey Maidens emerged, I wished they had included rumors of disappearing females in Edge of Anarchy so I could tie it all together.
[Edit] If there is a female member in the party, run an attempted kidnapping, or a flier for recruitment, then let them investigate the disappearances of the females.

Tels |
1 person marked this as a favorite. |

^^^^^
Tels, you just rock!
Do what Tels suggests. That is TOO cool!
I beg to differ. Every time I try a stage dive, no one is there to catch me :P
My group meets every two weeks, so it was hard for me to really customize anything until I had all the modules. Curse of the Crimson Throne is also my first try at GMing, so I was a little hesitant to customize anything until later on.
My best success was an impromptu venture into the Grey District for some undead killing. I used the Graveyard Map Pack which has a nice little mausoleum in it. I think there was 6 custom built bloody skeletons, with a bloody skeletal champion. Each of the skeletons had a spear and a long spear with a heavy steel shield and a breastplate. The skeletal champion had a +1 vicious bastard sword, a mithril breatplate, and a +1 heavy steel shield. I made them lawful evil (by saying they volunteered to defend the mausoleum forever) with very specific tactics. Mainly, link up, defend the mausoleum, don't pursue.
The closest skeletons would fight defensively and use their spear and form a horseshoe to keep the PCs out, then the ones in the back would use their longspears to jab them. The skeletal champion formed the center of the shoe and used his bastard sword to keep the pressure on them.
I threw this little side adventure together in roughly 10 minutes, and tossed out a random number for HP. The PCs were forced to withdraw as they were getting their butts whooped. They decided to come back later (3 levels later after finishing 7 Days) and killed them, but it was still a tough fight. When they fought them again, I took the time to properly build them up, and realized I was actually giving them less than minimum HP, so they were a little more powerful when they came back, which was fine with them and me.
[Edit] Forgot to mention, when they faced the BBEG at the end of 7 Days, she remarked that she was eager to face the people that dared to desecrate her family's crypt. The PCs were originally intending to leave the crypt alone as they thought the undead were placed there mainly for protection, and I had one of the Pharasmite priests mention they were forbidden from destroying some of the undead as powerful nobles had them created to protect their family tombs.
When they found out such an evil person was the owner of the crypt, they decided to thumb their nose at her, even in death, and went back and robbed the crypt.
The Lawful Good cleric took a step towards Chaos that day. I didn't even think about that, until after they robbed the crypt, he mentioned, "Oh, damn, I guess this makes me Neutral Good now."

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I had an idea for another random riot/unrest encounter, and thought I'd seek some advice. I was thinking of having some animals on the loose - a circus or menagerie that was in the city to entertain becomes a victim of the mob, and so the PCs help round up/kill the panicked creatures. It could be a more traditional set, like a older grizzly bear who has been treated poorly (and hence is lower than a CR4 for 1st level pcs), a lion, etc. I thought it might be more fun to include a supernatural/monster - but what would be a reasonable creature that was used to entertain that are the in a CR 2-3 range?

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You could use a Cinder Wolf as a 'tame the fiery beast' scenario.
A Faerie Dragon as kind of a clown. I'd change up his spells a little to make them more flashy. Maybe he enjoys the working at the circus, but the mob scared him and he got capture by Dvargo and replace the Pseudodragon Majenko, with the Faerie Dragon?
Monkey Swarm. Jumanji. Enough said.
A little stretching it, but a Shocker Lizard could be used in some kind of act that shows mastery over the element of lightning, or the Shocker Lizards could be used to power some sort of mechanical contraption as a side show, and they escaped in the mob after the machine was broken. The PCs could then also be tasked with finding components to fix the machine as well.
[Edi] Oooh, Shocker Lizards power a Tesla Coil and do something exactly like that Work Safe video I linked.