Why Remove the Disease References?


Adventures

Sczarni

Hello all,

I haven't picked up D1: Crown of the Kobold King, but plan to. I do have D0: Hollow's Last Hope and in there, it mentions removing all references to the illness if planning on using D0 in conjunction with D1.

Considering that the illness is pretty much the driving force behind the D0 adventure, is there an explanation in D1 as to why this reference should be removed?


I have run both of these and I can see no reason why you can't keep the reference to disease in the earlier adventure. As you state, it is the driving force behind the first adventure. It doesn't alter the story in the second adventure.

Sczarni

Thanks, I already have enough conversion work to do to make this fit near Sandpoint, not having to rewrite D0 certainly helps.


JASON YARNELL wrote:

Hello all,

I haven't picked up D1: Crown of the Kobold King, but plan to. I do have D0: Hollow's Last Hope and in there, it mentions removing all references to the illness if planning on using D0 in conjunction with D1.

Considering that the illness is pretty much the driving force behind the D0 adventure, is there an explanation in D1 as to why this reference should be removed?

It has more to do with what the DM intends to do. D0 can be used with D1 as they both use the same location for the 'Dungeon'. So you can run D1 and use D0 for its descriptions of the building above the dungeon (but in the process don't actually run D0 by itself). Or as many DMs have done is keep them as separate adventures and in that case there is no need to remove the disease references. You just need to account for the 'entrance' for the dungeon or explain why it wasn't locatable the first time.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Spoiler:
in d0your purpose in going to the ruin is to grab the stuff for the cure. In d1 you're going deeper to rescue some kids. If you keep the disease in as the motivation for the first bit, rather than as random encounters and a extra floor of the dungeon, then you reach a point where your players have to choose between rushing home to get the disease stuff back and abandoning the kids, or leaving the disease stuff too late to save the kids. Possibly that's what you want, and in that case, feel free to keep both in, just be aware of combining two time sensitive quests which probably cause riction with their potential resolution.

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