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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

Cintra Bristol |
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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:
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.

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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..

Mary Yamato |

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

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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."
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.