Which chapter has the least impact on the story?


Curse of the Crimson Throne

Scarab Sages

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I ask this because I will soon be running this campaign for my gaming group here in Iraq and I may only have five months to run the entire AP. I would rather remove a chapter if at all possible instead of rushing the more story centric adventures. So, if there is an adventure that can be removed from the path with the least amount of negative impact on the overall story, which would it be?

Tam


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

While you're waiting for a more "official" answer, here's my thoughts on an alternative.

Maybe you should consider removing the "least essential" segments of all the adventures, rather than cutting an entire adventure. That way, you'll just be re-writing your own "exposition/explanations" of the linking bits, rather than re-writing stat blocks when your PCs are suddenly 2 or 3 levels behind as they go into the adventure after the one you skipped.

For example:

Spoiler:

In the first adventure, keep Zellara and Gaedren Lamm, but trim out a couple of rooms (or rather, their occupants) to let that whole segment run in about a single session.

Keep the meeting with the Queen, and the referral to Cressida Kroft.

Skip most of the anarchy encounters. Skip the Meat Shop (or trim it to a single encounter instead of multiple rooms).

Keep the Ambassador's Secret / Eel's End, although you can trim down the encounters/rooms there, too.

Keep the pursuit of the Scapegoat. Afterward, if you're near the end of the session, skip the Shoanti / Dead Warrens section, otherwise go ahead and include it but cut it down to just a few rooms and only a couple of the actual encounters found there. Run the conclusion (execution) scene.


Depending on how much time you think you can budget for it, this will cut the first adventure to about 3 to 5 good sessions.

Sczarni

Cintra Bristol wrote:


Depending on how much time you think you can budget for it, this will cut the first adventure to about 3 to 5 good sessions.

LOL I guess you run shorter sessions than me... we have 6-8 hour marathon sessions - we started age of worms in February last year and were done by the time everyone started cramming for finals the first week of May..


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

My GM feels that a lot of Edge of Anarchy is easy to adapt to 4th level PCs. (He's currently doing so, and this does seem to be true.) So one possibility would be to drop Seven Days and start the PCs at 4th at the beginning of Edge of Anarchy. You can scour Seven Days for important plot material and weave it into Anarchy, which has a loose structure anyway.

It's hard to say anything about the later adventures, not having seen them.

Mary

Paizo Employee Creative Director

Mary Yamato wrote:

My GM feels that a lot of Edge of Anarchy is easy to adapt to 4th level PCs. (He's currently doing so, and this does seem to be true.) So one possibility would be to drop Seven Days and start the PCs at 4th at the beginning of Edge of Anarchy. You can scour Seven Days for important plot material and weave it into Anarchy, which has a loose structure anyway.

It's hard to say anything about the later adventures, not having seen them.

Mary

One thing to remember... if you drop Seven Days, you need to introduce the gray maidens earlier, and you need to figure out a reason for Old Korvosa to be Quarantined, and you need to find a way for the citizens of Krovosa to be hit with a HUGE shock that approximates having a few thousand citizens die. In other words... skipping "Seven Days" will impact the campaign as much as anything else. That's part of the whole nature of the Adventure Path.

That said... if you want to condense the adventure, the best way to do it is to select certain encounters and either cut them out or turn them into "cut scenes."

Spoiler:
It works best if you end a session at the end of one group of encounters, say, after talking to the queen and then going to meet Cressida. Then, the next time you play, you can tell your players, "So, you've been working for Cressida for a while now; you helped shut down a sinister butcher's shop led by renegade guards, then a few days later infiltrated a place called Eel's End to get some damning evidence against a trouble-making local. Go ahead and level up to third level, and when you're done, Cressida has another job for you. Seems that the law's discovered that someone may have assassinated the king after all, and I need you to go arrest her before the mob finds her."

This method maintains the elements of the campaign but speeds through some of the lesser encounters. It's not as satisfying, sure, but it DOES allow you to get through a total Adventure Path relatively quickly.

Contributor

Couldn't you just cut out the whole of Logue's adventure?

Scarab Sages

Thanks for the suggestions. I can see using these to great effect.

Tam

Scarab Sages

Richard Pett wrote:
Couldn't you just cut out the whole of Logue's adventure?

I guess I could. I am rather fond of it though.

Tam

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