Suggestions for running History of Ashes


Curse of the Crimson Throne

Dark Archive

Hi folks near and far,

Unfortunately I have to start "A History of Ashes" sooner than planned, thus having had no real time to read the mod thoroughly. Unfortunately my PCs decided to really annoy the grey maidens and Ileosa as well as the Temple of Asmodeus, thus having to flee Korvosa prematurely at the end of "Seven Days to the Grave", skipping "Escape from Old Korvosa".

The skipping of AP 9 poses no problem. I had "a second group" rescuing the prisoners and getting all relevant information. The PCs are now charged to get Vencarlo and Neolandus (as well as themselves) to safety.

My problem is that I do not have enough time to prepare for the next part as I should and like (having to drop the next game session in order to read the mod is only as a very, very last option.

Can anyone give me some info / help as to what should be avoided, changed, dropped, improved, or what went wrong in your own campaign regarding AP10 and what to do or not to do?

Thanks in advance for any help that comes my way.

Devlin

Grand Lodge

I just finished running A History of Ashes myself and there are a few things worth noting.

Spoiler:

For the Sredna match, I'd add a cumulative +1 sredna point to each character every round. So after round 4, each player gains another +1 point, after round 5 +2 points, etc, regardless if they win or lose. The reason for this is because I found in my game, Krojun and the party fighter basically just sat there and dug in.... and so nothing really happened.

Second, for the Trial of Totems, I noticed that the characters got kind of bored rolling Strength checks 8 times (4 for each day). If you can find ways to keep things entertaining like making them roll for hunger/thirst and heat problems. Of course, there's also the bulettes that appear to make things interesting. Although, the cleric in my group created an illusion of Cindermaw and drove away the attackers. Encourage your group to problem solve ways to hold up their totems rather than the conventional Strength check methods. We were using the Pathfinder RPG beta rules, so I had to improvise when they said they were going to use rope and tie the totems in such a way that they couldn't fall (but there's no longer a Use Rope skill in PRPG!).

And just to give you a heads up, the final assault on Flameford took us a whole session (4 hrs) with the large number of NPCs they must fight through.

Hope that helps somewhat. Although, my biggest recommendation to you is to at least read through the adventure once so you know what's actually going on. There's a lot of chained quests going on in A History of Ashes, and it's worth keeping track of what stage they are at as well as fall back plans in case the PCs get off course.

Dark Archive

Hsuperman wrote:

I just finished running A History of Ashes myself and there are a few things worth noting.

** spoiler omitted **

Hope that helps somewhat. Although, my biggest recommendation to you is to at least read through the adventure once so you know what's actually going on. There's a lot of chained quests going on in A History of Ashes, and it's worth keeping track of what stage they are at as well as fall back plans in case the PCs get off course.

Hi Hsuperman,

Thanks for the info. It will help a lot. I try to have the mod read before our session starts next Friday, but I am not sure that I can make it before the end of the week, with work and family responsibilities and such. Ah well, it wont be the first time that I I might need to improvise more than usual.


Maybe those strength tests could be turned into a sort of skill challenge ala 4th edition. I will probably try to do that when my PCs get that far along.


Hey arkady, I'd like to see what you have done with all those Shaonti skill tests.

Also, Devlin, how did your game go?

In the meantime, I've been working on a encounter sheet for my players' trek through the cinderlands (i.e. fighting off a vicious band of cinderwolves amid a methane field during a "dry" lightning storm - fun, fun! ;D)


I haven't gotten into History of Ashes yet, but when I do, I'll post it.


My party just finished « escape from old Korvosa » and they reached theses levels :
- fighter lvl 9
- sorcerer lvl 10
- monk lvl 9
- cleric lvl 9
- rogue lvl 10
I wish to know if before carry on the adventure, if their levels are enough or if I have to develop another adventure in order to raise up their level to a lvl 10 for all?

RPG Superstar 2011 Top 32

sempai33 wrote:

My party just finished « escape from old Korvosa » and they reached theses levels :

- fighter lvl 9
- sorcerer lvl 10
- monk lvl 9
- cleric lvl 9
- rogue lvl 10
I wish to know if before carry on the adventure, if their levels are enough or if I have to develop another adventure in order to raise up their level to a lvl 10 for all?

Two tens and three nines for an adventure that says tenth level? I think you should be fine, but will want to add some encounters, so that you keep 'em good with the opponents they'll be facing.


Gamer Girrl wrote:


Two tens and three nines for an adventure that says tenth level? I think you should be fine,

Cause of the fact that I know that this adventure is for 4 lvl 10, i'm asking myself about if 5 PC like mine are enough strong to resist or if I have to make them go up to the 10th lvl.

Thanks, if it's good like that, it's cool!


The scale of the map for Bolt Rock is much too small. Totems are close enough that PCs can help each other, there's no room at all to have the fight with the bullets. I'd make it 1 square = 15 feet.


DMFTodd wrote:
The scale of the map for Bolt Rock is much too small. Totems are close enough that PCs can help each other, there's no room at all to have the fight with the bullets. I'd make it 1 square = 15 feet.

I don't want to say anything against Pazio, but I NEVER used maps presented in Paizo's books, finding them TOO SMALL! I always grow up them by 1.5. But I understand that to draw such maps in books take to much space so...


Anyone have any tips/suggestions for running the final Flameford assault? There are going to be six, possibly seven level 11 PCs.


One thing I can't imagine (i'm going to start this adventure tomorrow night) and I can't undestand a thing:
Noelandus is going to tell the PC a part of the story of Kazavon and moreover, the fact that it's a ZonKothn follower. In my opinion, at the moment the PC will meet some zonkuthon members, they will decide to fight against them. So are you pretty sure it's the best time to say to the PC about that fact? Can it be more fun to let the sun shaman to reveal that at the end of the story?
My party let Laori free with Salvator but a 2 time, it seems to be impossible, according to me.

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