
Stewart Perkins |

I'm starting curse this week. I've been perusing the boards and what not but I'd figure I'd ask for any special advice or ideas that people used to enhance their games. Stuff like introduce x npc in the pcs backstory and have them make an appearance early, or so and so is a good reoccurring villain kinds of things. Thanks!

walter mcwilliams |

I'm starting curse this week. I've been perusing the boards and what not but I'd figure I'd ask for any special advice or ideas that people used to enhance their games. Stuff like introduce x npc in the pcs backstory and have them make an appearance early, or so and so is a good reoccurring villain kinds of things. Thanks!
Stewart I start tomorrow and am super psyched. I know we have corresponded already but I have some additonal work if you're interested just shoot me an email to my yahoo address.
As far as NPC in PC backstory, I have pretty muched tied in one NPC to each PC some earlier some later. For example - I have an acadame graduate so I tied Rolth to him. Rolth and his on again off again gf Jolestina were his nemises in those days. One of my PC is shoanti, unknowingly a descendent of the shoanti that originally when with Mandrevious to Scarwall. If the party succeeds in becoming quah members she will inherit her ancestors earthbreaker and kraw. A similar storyline awaits the pal/oracle of iomedae. He is from lastwall, and when Mandrevious left on his quest he took with them a family heirloom (weapon). Long have his ancestors sought to locate and retrieve it.
I tied Debrosi in with one PC's "why I hate Lamm" trait. He sold Lamm the drugs that killed her niece, and put a few clue's in to that end.
I have one PC who I believe is going to play a cleric of sarenrae and will probably tie him into the Emporer but not exactly sure yet.
Another trick I am rehashing from my bag is the newsletter. Urban campaigns really benifit from this. I write it from the voice of a Korvosa newspaper and it allows me to pump a lot of fluff, forshadowing, and red harrings into the mix.
v/r

Stewart Perkins |

Stewart Perkins wrote:I'm starting curse this week. I've been perusing the boards and what not but I'd figure I'd ask for any special advice or ideas that people used to enhance their games. Stuff like introduce x npc in the pcs backstory and have them make an appearance early, or so and so is a good reoccurring villain kinds of things. Thanks!Stewart I start tomorrow and am super psyched. I know we have corresponded already but I have some additonal work if you're interested just shoot me an email to my yahoo address.
As far as NPC in PC backstory, I have pretty muched tied in one NPC to each PC some earlier some later. For example - I have an acadame graduate so I tied Rolth to him. Rolth and his on again off again gf Jolestina were his nemises in those days. One of my PC is shoanti, unknowingly a descendent of the shoanti that originally when with Mandrevious to Scarwall. If the party succeeds in becoming quah members she will inherit her ancestors earthbreaker and kraw. A similar storyline awaits the pal/oracle of iomedae. He is from lastwall, and when Mandrevious left on his quest he took with them a family heirloom (weapon). Long have his ancestors sought to locate and retrieve it.
I tied Debrosi in with one PC's "why I hate Lamm" trait. He sold Lamm the drugs that killed her niece, and put a few clue's in to that end.
I have one PC who I believe is going to play a cleric of sarenrae and will probably tie him into the Emporer but not exactly sure yet.
Another trick I am rehashing from my bag is the newsletter. Urban campaigns really benifit from this. I write it from the voice of a Korvosa newspaper and it allows me to pump a lot of fluff, forshadowing, and red harrings into the mix.
v/r
Oooh the newspaper angle, I always forget it exists in fantasy. Modern games do gain alot from them, and a city based game like curse could as well. Props for that suggestion, Now I get to think design and the like....
I'll send you an email when I have time later today. :P

cibet44 |
2 people marked this as a favorite. |
I'm starting curse this week. I've been perusing the boards and what not but I'd figure I'd ask for any special advice or ideas that people used to enhance their games. Stuff like introduce x npc in the pcs backstory and have them make an appearance early, or so and so is a good reoccurring villain kinds of things. Thanks!
Good luck, it's a great AP. Some tips from my experience (currently on book 5):
Big spoilers ahead...
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A list of ten things just so I set a limit for myself:
1. Don't overly stress Gaedren as a motivation for the PCs. They get him pretty quickly and many groups go into the AP thinking he is a major villain and are shocked (and disappointed) when they get him so quickly. Gaedren is just an excuse to get the PCs together, he has no AP impact beyond this.
2. Early in the PCs days in Korvosa (the first 2 books mainly) make sure they encounter and establish some kind of relationship with Cressida, Thousand Bones, and Vencarlo. All these NPCs will play roles throughout the AP. There are others as well but these three are particularly important.
3. For some great foreshadowing the PCs should also interact with Queen Ileosa, Marcus of the Sable company, and Bishop Keppira d’Bear. All of these NPCs will have impact later on (obviously) so if the PCs interact with them now it will have greater meaning in the future. You might want to also foreshadow the eventual appearance of Torgomor the bloatmage, should the PCs start sniffing around the Acadamae. The PCs interacting face to face with Queen Ileosa at some point before 3rd level I think is a must.
4. Weave in the history between Korvosa and the Shoan-Ti in the early parts of the AP. Part 4 has the PCs spend a lot of time with the Shoan-Ti and if they don't know anything about them or their history with Korvosa, or their impending aggression against Korvosa, it can seem out of place.
5. Make sure the PCs understand the hierarchy of Korvosa. Specifically what the royalty controls, what the seneschal controls, and the Korvosa guard duties and Sable company duties. If the PCs understand the politics of Korvosa it will have more meaning once the Grey Maidens show up and the senechal disappears and so on.
6. If you plan to do the AP as written keep travel outside of Korvosa to a bare minimum in the beginning, if you have any at all. As the AP progresses the city should become more and more hostile toward the PCs and starting at book 3 seem almost claustrophobic. Like they are constantly being watched and very often harassed. This way when the PCs are removed from the city (as the AP expects) it will be a kind of relief with an increasing feeling of guilt to return and not a jarring railroad as some groups have complained about.
7. If you plan to run the AP as written have the PCs spend very little time in dungeons. Scarwall (part 5) is a pretty massive dungeon that ideally should be the first time this group of PCs enters one. If you inundate the party with dungeon crawls before this, Scarwall will seem like a slog.
8. One of the overriding themes of the AP seems to be women as adversaries. Many of the major (and most minor) villains and adversaries in the AP are female. So, as DM, if you want to stress this and make something of it at least you know it now.
9. The Arkonas play an important role in part 3. Ideally the players should know about the family and have heard plenty of rumors about them before part 3. They need not (and perhaps should not) interact with them before part 3 but they certainly should have had reason to be close to them or their business interests. After part 3 they drop off the stage but I think they make a nice interim villain for mid-level PCs.
10. The whole "Blackjack" plot is a bit corny and transparently Batman inspired but it does have a decent payoff in Part 6 for a PC that actually takes up the "mantle" of Blackjack. None of this is integral to the story but it can serve a greater purpose of "inspiration to the masses" at the end game if you choose to make it part of your game. For my group we just couldn't get past the Batman jokes. You might want to consider having Vencarlo explain the whole bit to the PCs early on to try to take some of the corniness out of it rather than bother with the "mystery".
a bonus tip:
11. Go ahead and have the PCs present at the Queens revelation. You won't regret it. There is some discussion about this cut scene on the boards but I think the PCs need to be there.

Stewart Perkins |

stuff
1. I just made this a note in the pre adventure materials I'm giving them
2.Check
3.Check, plan on running the necklace scene.
4.I'll just make sure they understand the known history and play up thousand bones more
5.This is a good one, I'll look into it
6.Check
7.This will be a good break so well see how it goes
8.Check
9.I'm looking for ways to tie them in without making them seem too important
10. I see blackjack as Zoro more than batman, but technically they're similar. I see how corny it is but really the mystery is as transparent as supermans secret identity. I mean he's written in such a way he might as well announce it in neon lights on his jacket.
11. Ive been considering this. I wondered how that scene would play out with the pcs there, as they would be completely stupid to even make a move but they definitely get the idea that she's the bad guy.

Ice Titan |

I had the Arkona family meddling with the PCs for a long time. Glorio Arkona had killed a PC's mother, an orphanage owner and paladin of Erastil, and was truly enjoying the PC suffering and trying to make ends meet. At the same time, he liked to exert power over him. It was easy to foreshadow these people because the PC in question had an orphanage in Old Korvosa, so, if you don't have someone like that, may be more difficult.
I foreshadowed the Arkonas a lot, now that I think about it. And Verik Vancaskerkin. Another PC, a monk (more like a tavern brawler) worked on the docks lifting cargo from Jalmarey for the Arkona family, and in the intro he got chewed out by Verik Vancaskerkin for being too rough with a vase (secretly full of pesh). I should have introduced Vimanda early, too, but it didn't seem prudent to show all my cards.
Cressidia was a former paladin of Erastil who had given up the mantle to become a town guard, and was the PC's mother's senior. They met again after Gaedren Lamm died and they got along very nicely after that.
Hmmm... One PC, a female aasimar bard, worked as a waitress in a bar. I had Neolandus Kalepopolis run in and ask to hide, and she hid him behind the bar. A trio of Red Mantis walked in, looking for him, wearing their plainclothes cloaks and lacking their helmets, and the bard was able to save him in the nick of time by using silent image to mask him with a bunch of empty crates. Afterwards, bleeding and poisoned, he thanked her and ran out the back.
I had a lawyer PC, an inquisitor of Cayden Cailean, defending a Varisian family that was essentially being blackmailed for money by Pilts Swastel. Pilts insulted him after he had won the case, and took off, mad as hell.
Oh, and the aasimar bard was a former student of Vencarlo Orisini, which never really went anywhere but was pertinent.
Connecting the PCs to the important NPCs made the AP feel more purposeful and made it feel more like "our AP." I could never imagine running Curse of the Crimson Throne again, because it was so heavily integrated to the party, and it's very difficult to think of Glorio Arkona as anyone but a sadistic serial killing megalomaniac, Cressida Kroft as a motherly but tough former paladin. I would suggest total integration for any AP.

Ice Titan |

Another good point is that you want to play up Korvosa in the first module. Talk about the Hellknights walking the streets, the Varisians crowding in alleyways laughing and talking.
Encourage PCs to take languages like Varisian and Shoanti, and then have those nationalities speak those languages when encountered, more favorable when spoken to in their own language, less when not.
Look at other maps in other Paizo products to get an idea of how mind-bogglingly huge Korvosa is compared to other cities. Rule of Fear is a good one-- check out those tiny, TINY CITIES, and then look at the map of Korvosa again. IT IS GIGANTORIFFIC. Stress that, talk about the city, the city is a character and evoke the city. Make them realize how HUGE Korvosa is-- and it is! IT'S ENORMOUS! There's a city guide to Korvosa that was pretty useful in learning about the city, but I wouldn't really recommend it if you're right about to start running. There's a lot to chew on in the book.
I'll comment again if I think up more things to say. CotCT is my favorite AP.

MrVergee |

4. Weave in the history between Korvosa and the Shoan-Ti in the early parts of the AP. Part 4 has the PCs spend a lot of time with the Shoan-Ti and if they don't know anything about them or their history with Korvosa, or their impending aggression against Korvosa, it can seem out of place.
I'm preparing the game for some indefinite time in the future. I'm also creating a newspaper, which is published once in a fortnight. Since it is in my native tongue, Dutch, it won't be of service to you guys, but I'm adding a 'History of Korvosa' section on the backpage, so I'll be able to give my players a lot of background information through that section.

Gonturan |

I'm on the home stretch (Chapter 6) with my team right now.
Cibet44 is right on the money with most things, but I would say #2 and #3 can be adapted to suit the needs of your campaign. As written, Cressida, Venclaro, etc. are important late in the story, but there's no reason why they can't be subbed out for other good NPCs with whom the party has bonded.
In my case, Venclaro died while trying to escape the Arkonas in Chapter 3, but his role in Ch.6 was easily filled by Ishani, the priest of Abadar (with whom my paladin of Abadar bonded during Ch.2). It IS important to have the PCs meet Ileosa face to face, but otherwise, let them decide for themselves which NPCs they like & hate, and nudge those characters towards the story's climax.
The biggest obstacle I faced was getting my PCs out of Korvosa after Ch.3. I basically ended up having them exiled (after killing two Grey Maidens during the assault on the Hospice). If your PCs are lawful, they may obey a charge of exile, like mine did. Otherwise, you need to find a way to make it clear to them that sticking around won't help the situation. And, even if you DO have them present during the assassination attempt, you may still need to emphasize that a direct assault against Ileosa is impossible at that time.
It's a great campaign, if a bit unwieldy at times. Have fun!

cibet44 |
11. Ive been considering this. I wondered how that scene would play out with the pcs there, as they would be completely stupid to even make a move but they definitely get the idea that she's the bad guy.
It played out great for me. While the PCs will at least be suspicions of Ileosa they may not definitely think she is the bad guy. In my campaign when the PCs brought the evidence they had of the queens wrong doings to Cressida she suggested maybe the queen was being taken advantage of by her more experienced staff (she is very young after all).
I described the event as a chance for the PCs to mingle with the "movers and shakers" of Korvosa since they would all be there (including the Arkonas) so they were "buffed" for social encounters and diplomacy not combat. This made it especially troubling for them when things took a turn for the worst and even less likely they would act since they did not come prepared for battle!
I also used the scene as a "gut punch" to Cressida since she thought Marcus would finally be named seneschal and the two of them could work together to salvage their beloved Korvosa (and maybe have a life together) but instead, well you know what happens to him. This event really pushed her over the edge and it was important to me for the PCs to be there when it happened.

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A warning about the last module. The players will be expecting to help liberate the city directly and they don't in the module as written. I highly recommend planning an encounter block to free the 'good' Grey Maidens from heir prison. It gives them a greater feeling of being involved. Also, early on, have plenty of RP intensive downtime to drag them into the city's populace so that they feel the chnges more personally.

ShinHakkaider |

10. The whole "Blackjack" plot is a bit corny and transparently Batman inspired but it does have a decent payoff in Part 6 for a PC that actually takes up the "mantle" of Blackjack.
It's Zorro, not Batman. The distinction is pretty clear as Zorro fights corrupt officals in the name of the oppressed and Batman fights common criminals and his own rogues gallery. The key connection being "corrupt officials in the name of the oppressed".
It's the difference between being compelled to act on someones behalf when they cannot (Zorro) and pure obsession on the verge of insanity (Batman).

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Cool, good luck on your campaign, I hope you have fun with it.
I started one about 6 months ago, I keep a journal here, where you can find some inspiration if you have time to read it.
I did introduce some major NPC's earlier than as written in the modules:
- Shadowcount Sial is an ally of the Hellknights, and one of the PC's is a Hellknight. I am trying to show him in a favorable light (providing healing and remove disease for free) so that later on in the AP when they meet him again they won't just go "Bleh, this guy looks evil, let's just kill him!"
- The Hellknight PC acts as a liaison between the Hellknights and the Korvosan Guard. He is a close friend of Cressida Kroft as well.
- One of the PC's is a good friend of Salvator Scream and works for Pilts Swastel as a performer at his theater.
- This same PC is a Shoanti and became friends with Thousand Bones and Gaekhen early in the first adventure (before the bad stuff happens). Or at least, I tried to make them friends, and I thought it worked, but a few sessions later when I said "Gaekhen was killed and his body was taken", he asked me "Who???". :(
- The group has briefly met and chatted with Laori, the Seneschal, Glorio Arkona and Togomor.
- I tried to have the group become friends with Grau, but they just don't care about him. Same thing with Ishani.
I also wrote several letters of correspondence between Rolth and Dr Davaulus, explaining some of the plot elements of the first two adventures. I placed Rolth's half to be found in his lair in adventure 1, and the 2nd half will be found in the doctor's office in the 2nd adventure. The letters are just signed with Arcane Marks, so they don't know exactly who is this mysterious person who was writing to Rolth. For some reason, they think it's a woman.
I also introduced a new element to the campaign: blood clones. Like there will be some blood clones of the Queen in the last adventure, I decided that the Gray Maidens are not "a few hundred battle-ready women somehow hired from the region" which seemed a bit hard to believe for me, but rather some clones made of a small number (15-20) of women, duplicated from the originals and strengthened to be combat-worthy via some ancient Thassilonian magic uncovered by some Acadamae mages who work closely with the Queen.
The group first encountered one of these experimental clones who had lost all memories. She later died in a pool of blood. That was weird for them.
Then some time later, they met the original woman the clone had been based on!
Also, they had successfully gotten Trinia out of the city before her execution, so the Queen used a blood clone of Trinia for the execution. So Blackjack actually saved a clone of Trinia. :)
That's about the major things I did. :)

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Oh, I just remembered some other things that I added:
- A list of rumors. I wrote down a bunch of rumors (some of which are just descriptions of places or VIPs from Korvosa), and every week, I sent 3 new rumors by email to my players to simulate what they learned during that week. Initially, I wanted to have an in-game mechanism to make them learn that in a more realistic way (making Diplomacy and Knowledge: Local checks), but I kept forgetting, it was more complicated, and it was eating away from our precious game time. I'll try to post my rumors in a separate thread in case it's useful for some GM's out there.
-

MrVergee |

I also introduced a new element to the campaign: blood clones. (...) I decided that the Gray Maidens are not "a few hundred battle-ready women somehow hired from the region" which seemed a bit hard to believe for me, but rather some clones made of a small number (15-20) of women, duplicated from the originals and strengthened to be combat-worthy via some ancient Thassilonian magic uncovered by some Acadamae mages who work closely with the Queen.
The group first encountered one of these experimental clones who had lost all memories. She later died in a pool of blood. That was weird for them.
Then some time later, they met the original woman the clone had been based on!
Hmmm ... the clone wars. A nifty idea indeed. I'd been thinking about how to incorporate a growing force of Gray Maidens into a believable evolution of events. I'd worked out different sources for the Maidens to recruit from: some female soldiers from the Watch and Sable Company, more Gray Maidens being brought over from Cheliax and a steadily increasing number of new recruits (possibly forced), but they would have to be low level, which won't make them a challenge for the PCs.
I'll definitely give this clone idea some serious consideration. It would also allow for a great adventure during the higher levels, in which the PCs have to infiltrate and destroy the clone factory.

Stewart Perkins |

So we had character creation and the first session.
- A chelaxian cleric of serenrae who's wife was a nurse who worked for some of the doctors in the city, Lamm killed her when robbing her for some of his addiction fixes.
- a dwarves inquisitor who also lost his wife to Lamm during a mugging. He works for a dwarves merchant who bought the ring and is selling it back to him for work or payment, he still owes 90 gold.
- a shaonti fighter of the wind clan, who had his son kidnapped by raiders who were procuring lambs for gaedren. His child was a rarity amongst the clans being unearthly
- a sylph rogue who was kidnapped and beat by Lamm. The players know, but the characters don't, that he is the missing son of the shaonti.
They met Zerella, and the cleric used detect magic and figured something was up but never beyond that. The meeting went well and we did a harrow. It was perfect as the cards all worked almost exactly matched to the pcs background. Good feeling here. They assaulted the fishery at night and it was brutal, but they plowed through and killed everyone and only the rogue was left conscious. He found all the loot (and zerellas head) and had the lambs help him take his friends to her home to hide and rest, he saw the anarchy begin. Currently the anarchy is still going like 6 days later in game, kind of semi winding down as encounters happen and whatnot. Also they identified the brooch and want to go to the queen so that is probably the next stop when we play.

MrVergee |

I also introduced a new element to the campaign: blood clones. (...) I decided that the Gray Maidens are not "a few hundred battle-ready women somehow hired from the region" which seemed a bit hard to believe for me, but rather some clones made of a small number (15-20) of women, duplicated from the originals and strengthened to be combat-worthy via some ancient Thassilonian magic uncovered by some Acadamae mages who work closely with the Queen.
Have you figured out how the magic for creating blood clones works? Simulacrum is a 7th level spell and creates a clone that has only half the HD and cannot heal. If you want something even more powerful, it will be hard to do, without requiring even more potent magic. Of course your idea of ancient Thassilonian magic might come in handy here.
BTW, if they are 'blood' clones, I suspect they require lots of blood as an ingredient.

Stewart Perkins |

Moonbeam wrote:I also introduced a new element to the campaign: blood clones. (...) I decided that the Gray Maidens are not "a few hundred battle-ready women somehow hired from the region" which seemed a bit hard to believe for me, but rather some clones made of a small number (15-20) of women, duplicated from the originals and strengthened to be combat-worthy via some ancient Thassilonian magic uncovered by some Acadamae mages who work closely with the Queen.
Have you figured out how the magic for creating blood clones works? Simulacrum is a 7th level spell and creates a clone that has only half the HD and cannot heal. If you want something even more powerful, it will be hard to do, without requiring even more potent magic. Of course your idea of ancient Thassilonian magic might come in handy here.
BTW, if they are 'blood' clones, I suspect they require lots of blood as an ingredient.
Well what I'd do here is tie in the blood veil and the doctors work in seven days. Have it all based on an artifact that is essentially sucking in all the blood and lives of those that perish to the disease. Makes even greater sense as to why the queen wants the populace to suffer, since she's making a powerful army out of it.

Stewart Perkins |

Made a Campaign Journal to chronicle my game. You can find it here:
Stew's Curse of the Crimson Throne!
Feel Free to comment and let us know what you think!

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Stewart, just be prepared for your characters to latch onto NPC's you never expected, as both friends and foes.
For my group, I think the character they are most attached to is Grau the guard.
And they have been obsessing about a thug who got away from "All the World's Meat".
I'm currently running book 5.

Douglas Muir 406 |
1) Agree pretty much entirely with cibet44.
2) I like the "clone wars" idea! I would totally run with this. (Maybe have them encounter the originals floating in gigantic vials or something in the final episode.)
3) I don't think you can avoid dungeon crawls. All three of the first episodes end with one -- Rolth's lair, then the hospice, then under the Arkonas' place.
And I think it's okay. Yeah, Scarwall is a huge crawl. But episode Four has hardly any dungeon time -- it's basically all outdoors, except for the bit with the Havero. And remember, each episode takes between three and five sessions to finish, depending. So by the time you hit Scarwall, the players will have hardly done any dungeoneering in a while; they should be ready for some serious crawling.
4) I would give some role to Pilts Swastel early on. Not a big deal, but his turn in ep. 3 will be enhanced if the PCs have encountered him before. Similarly, there's no downside to having the PCs meet other characters early -- Laori Vaus, Rolth, the Arkonas, Vencarlo Orsini, Jolestina, etc. etc. If you're feeling methodical, take a few minutes to skim episodes 1, 2 and 3. (Episode 4 and 5 take place far outside the city, with few common characters other than Laori Vaus, and episode 6 is the big finale.)
5) More generally, using characters to link the episodes works two ways -- backwards and forwards.
So, you can introduce characters early, and that's great. But also have the PCs encounter characters from earlier eps, even if the ep-as-written doesn't mention it. For instance, my PCs had a hell of a time with the King of Spiders -- he basically pushed them around and forced them to play knivesies, and then one of them got killed while trying to investigate belowdecks. So I think it's only fair to give them a second crack at him. They'll encounter him late in episode 2 -- he'll have critical information about what's going on under the hospice, that ep's final dungeon crawl and finale. I've given him a couple of levels so that he'll be a challenge, but the PCs should be able to take him down -- and if they do, they should find it very satisfying. Similarly, let them occasionally run into people that they've cured, rescued, or otherwise helped. Even if the NPC can't help them in any way (and NPCs usually can, even if just by passing along a rumor), just run a very brief encounter: "It's you! Desna bless you, brave sir!" Trust me, they'll like this.
Doug M.

Stewart Perkins |

1) Agree pretty much entirely with cibet44.2) I like the "clone wars" idea! I would totally run with this. (Maybe have them encounter the originals floating in gigantic vials or something in the final episode.)
3) I don't think you can avoid dungeon crawls. All three of the first episodes end with one -- Rolth's lair, then the hospice, then under the Arkonas' place.
And I think it's okay. Yeah, Scarwall is a huge crawl. But episode Four has hardly any dungeon time -- it's basically all outdoors, except for the bit with the Havero. And remember, each episode takes between three and five sessions to finish, depending. So by the time you hit Scarwall, the players will have hardly done any dungeoneering in a while; they should be ready for some serious crawling.
4) I would give some role to Pilts Swastel early on. Not a big deal, but his turn in ep. 3 will be enhanced if the PCs have encountered him before. Similarly, there's no downside to having the PCs meet other characters early -- Laori Vaus, Rolth, the Arkonas, Vencarlo Orsini, Jolestina, etc. etc. If you're feeling methodical, take a few minutes to skim episodes 1, 2 and 3. (Episode 4 and 5 take place far outside the city, with few common characters other than Laori Vaus, and episode 6 is the big finale.)
5) More generally, using characters to link the episodes works two ways -- backwards and forwards.
So, you can introduce characters early, and that's great. But also have the PCs encounter characters from earlier eps, even if the ep-as-written doesn't mention it. For instance, my PCs had a hell of a time with the King of Spiders -- he basically pushed them around and forced them to play knivesies, and then one of them got killed while trying to investigate belowdecks. So I think it's only fair to give them a second crack at him. They'll encounter him late in episode 2 -- he'll have critical information about what's going on under the hospice, that ep's final dungeon crawl and finale. I've given him a couple of...
Yea I don't think dungeon crawls will be an issue with this group. As for the blood clones I'm still contemplating that part (doing something based on using the fallout from blood veil to power it maybe). I definately plan for many npcs to make appearances as early as makes sense so they can make attachments as needed. I'm also adding in a few encounters here and there...

Stewart Perkins |

So I'm looking ahead and converting stuff (and using stuff from Pathfinder Converted Stuff!. I was looking ahead to Seven Days and looking at the converted Davalaus and thinking "Levels in expert and Bard? No thanks" I'm thinking Alchemist 10 for a cr 9. Any thoughts, would that make him really good or bad? I'm also considering a few other ideas from other posters about conversion like the Urgathoa clerics switching battle domain for magic for hand of the apprentice with their scythes.... Any other conversion suggestions?

Douglas Muir 406 |
Davalaus and thinking "Levels in expert and Bard? No thanks" I'm thinking Alchemist 10 for a cr 9.
Handle with care. Davaulus as written is dangerous if you play him smart, but beatable -- he's very weak in melee and doesn't have a lot of good spells. Blink, Haste and Hideous Laughter aren't going to be more than speed bumps to an APL 6-7 party. He's formally CR 9, but he's really not that tough a challenge.
An Alchemist 10, OTOH? If played cleverly, he could do some major, major damage before going down. And that's a concern, because that dungeon is tough -- Davaulus is just one of three sub-bosses, and the final boss encounter is potentially really bad news. Overall that dungeon is a frickin' meat grinder with a maybe-TPK at the end. So think carefully before making Davaulus, or any other character, too much more potent.
Doug M.

Stewart Perkins |

Stewart Perkins wrote:Davalaus and thinking "Levels in expert and Bard? No thanks" I'm thinking Alchemist 10 for a cr 9.Handle with care. Davaulus as written is dangerous if you play him smart, but beatable -- he's very weak in melee and doesn't have a lot of good spells. Blink, Haste and Hideous Laughter aren't going to be more than speed bumps to an APL 6-7 party. He's formally CR 9, but he's really not that tough a challenge.
An Alchemist 10, OTOH? If played cleverly, he could do some major, major damage before going down. And that's a concern, because that dungeon is tough -- Davaulus is just one of three sub-bosses, and the final boss encounter is potentially really bad news. Overall that dungeon is a frickin' meat grinder with a maybe-TPK at the end. So think carefully before making Davaulus, or any other character, too much more potent.
Doug M.
I will look at this. I do want him to have levels in alchemist though, so I may remove the expert and/or bard. Although rogue/alchemist/Bard would be cool.

walter mcwilliams |

Douglas Muir 406 wrote:I will look at this. I do want him to have levels in alchemist though, so I may remove the expert and/or bard. Although rogue/alchemist/Bard would be cool.Stewart Perkins wrote:Davalaus and thinking "Levels in expert and Bard? No thanks" I'm thinking Alchemist 10 for a cr 9.Handle with care. Davaulus as written is dangerous if you play him smart, but beatable -- he's very weak in melee and doesn't have a lot of good spells. Blink, Haste and Hideous Laughter aren't going to be more than speed bumps to an APL 6-7 party. He's formally CR 9, but he's really not that tough a challenge.
An Alchemist 10, OTOH? If played cleverly, he could do some major, major damage before going down. And that's a concern, because that dungeon is tough -- Davaulus is just one of three sub-bosses, and the final boss encounter is potentially really bad news. Overall that dungeon is a frickin' meat grinder with a maybe-TPK at the end. So think carefully before making Davaulus, or any other character, too much more potent.
Doug M.
Stewart shoot me an email again and I will show u my Dr D conversion and other conversions for 7days

Stewart Perkins |

Stewart Perkins wrote:Stewart shoot me an email again and I will show u my Dr D conversion and other conversions for 7daysDouglas Muir 406 wrote:Stewart Perkins wrote:Davalaus and thinking "Levels in expert and Bard? No thanks" I'm thinking Alchemist 10 for a cr 9.Handle with care. Davaulus as written is dangerous if you play him smart, but beatable -- he's very weak in melee and doesn't have a lot of good spells. Blink, Haste and Hideous Laughter aren't going to be more than speed bumps to an APL 6-7 party. He's formally CR 9, but he's really not that tough a challenge.
An Alchemist 10, OTOH? If played cleverly, he could do some major, major damage before going down. And that's a concern, because that dungeon is tough -- Davaulus is just one of three sub-bosses, and the final boss encounter is potentially really bad news. Overall that dungeon is a frickin' meat grinder with a maybe-TPK at the end. So think carefully before making Davaulus, or any other character, too much more potent.
Doug M.
Will do! Your Edge notes were fantastic!
I will look at this. I do want him to have levels in alchemist though, so I may remove the expert and/or bard. Although rogue/alchemist/Bard would be cool.

Revan |

I made him a full Alchemist/Master Chymist, and all the Physicians Alchemists. Major mass combat ensued; damage stacked up fairly quickly, and the party had to turtle up afterwards for healing, but I don't think there was ever any danger of a TPK.

Blue_Hill |

There is a great thread about making Physicians alchemists and Gray Maidens cavaliers. I used these conversions and liked it. Great way to introduce new classes to players. My players were suprised about their abilities and they fit to story. D Davaulus was 9th level alchemist on my game and he made good damage but had no chance against five PCs.
Here is link: Alchemy in the Hospice

Stewart Perkins |

There is a great thread about making Physicians alchemists and Gray Maidens cavaliers. I used these conversions and liked it. Great way to introduce new classes to players. My players were suprised about their abilities and they fit to story. D Davaulus was 9th level alchemist on my game and he made good damage but had no chance against five PCs.
Here is link: Alchemy in the Hospice
I like them overall. I'm curious about the strength of a cavelier without a mount. I realise they have mounts but they are rarely encountered in a way that mounts will come into play.

Blue_Hill |
1 person marked this as a favorite. |

I like them overall. I'm curious about the strength of a cavelier without a mount. I realise they have mounts but they are rarely encountered in a way that mounts will come into play.
Funny thing is that cavaliers don't need mounts to be effective. Okay they have abilities that work only when mounted but taking right feats (not mounted combat) you can make them work like paladins of some sort. Only order of Sword have order abilities relating to mounted combat but Lion cavaliers (that fits perfectly to Gray Maidens) it's bonus to AC (against challenged foe), bonus against fear and to hit. These are lower abilities, later (in the Crown of Fangs) you can bring level 9 cavaliers which have "For the King/Queen" ability that really rocks (bonus equal of your CHA bonus to hit and damage for 1 round and only once in combat per cavalier BUT there are always many Gray Maidens so that bonus is almost always there) and makes them harder foes. I have present Gray Maidens very tactical and disciplined troops (and Sabina Merrin as tactical genius behind them).
Cavaliers in my game based on those behind my previous link but I made some modifications (as I don't like Dazzling Display).
3th level:
Female human cavalier 3
LE Medium humanoid (Chelaxian)
Init +1; Senses Perception -1
defense
AC 21, touch 11, flat-footed 20; (+8 armor, +1 Dex, +2 shield) Remember! +2 AC if next to another Gray Maiden!
hp 25 (3d10+9)
Fort +5, Ref +2, Will +2
offense
Spd 20 ft. (base 30 ft.)
Melee mwk longsword +7 (1d8+2)
Ranged mwk composite longbow +5 (1d8+2/x3)
Special Attacks cavalier’s charge, challenge 1/day (+3 damage, +1 dodge bonus to AC), lion’s call (+2 on saves vs. fear, +1 on attacks)
statistics
Str 14, Dex 12, Con 15, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +5, CMD 16
Feats Shield Wall (twb), Iron WillB, Quick Draw, Weapon Focus (longsword)
Skills Acrobatics -3, Climb +1, Intimidate +8, Knowledge (local) +4, Knowledge (nobility) +6 (+1 involving Queen Ileosa), Ride +6
Languages Taldane
SQ mount, order of the lion, tactician 1/day
Gear mwk half-plate, mwk heavy steel shield, mwk longsword, mwk composite longbow [Str +2], arrows (20)
And 9th level version:
Gray Maidens
Female human cavalier 9
LE Medium humanoid (Chelaxian)
Init +1; Senses Perception -1
defense
AC 24, touch 11, flat-footed 23; (+11 armor, +1 Dex, +2 shield) Remember! +2 AC if next to another Gray Maiden! AND +3 AC vs. challenged foe
hp ~95 (9d10+36)
Fort +12, Ref +5, Will +5
offense
Spd 20 ft. (base 30 ft.)
Melee mwk longsword +13/+8 (1d8+3), power attack: +10/+5 (1d8+9) 17-20/x2 +4 to confirm
Ranged mwk composite longbow +10/+5 (1d8+2/x3)
Special Attacks cavalier’s charge, challenge 2/day (+9 damage, +3 dodge bonus to AC), lion’s call (+3 on saves vs. fear, +1 on attacks), Banner (+1 vs. Fear, +1 to hit at charge) FOR THE QUEEN! (+3 to hit and +3 dmg 1/round) Someone shouts this every turn.
statistics
Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 16
Base Atk +9/+4; CMB +11, CMD 22 (25 vs. challenger)
Feats Shield Wall (twb), Iron WillB, Quick Draw, Weapon Focus (longsword), Power Attack, Imp. Critical (longsword), Great Fortitude, Critical Focus, Outflank
Skills Acrobatics +5, Climb +7, Intimidate +12, Knowledge (local) +8, Knowledge (nobility) +10 (+14 involving Queen Ileosa), Ride +10
Languages Taldane
SQ mount, order of the lion, tactician 1/day
Gear +2 full plate, mwk heavy steel shield, +1 longsword, mwk composite longbow [Str +2], arrows (20)
Okay I have to say that without outnumbering level 14 PCs these can't hold against them but luckily that isn't the point. As I hope that players won't slaughter them (as it would make rebels look bad even evil) so players should use non lethal damage against them but Maides are aiming to kill/disable the characters. These are well trained professionals and use For the Queen every time and they fight as team: trying to surround foes (for Outflank) and still use their Shield Wall feat. Barbarian (14th level), Necromancer (14th level, joined fight some time later than two other) and cleric/holy vindicator (8/6) won against five high level maides in three to five rounds. Maides saves doesn't help against DCs over 20..
Okay this is enough about Gray Maides. Using them as cavaliers rocks and you don't need horses under them..
Let them face riding Sabina for couple of rounds to make them scared about riding cavaliers.

walter mcwilliams |

Blue_Hill wrote:I like them overall. I'm curious about the strength of a cavelier without a mount. I realise they have mounts but they are rarely encountered in a way that mounts will come into play.There is a great thread about making Physicians alchemists and Gray Maidens cavaliers. I used these conversions and liked it. Great way to introduce new classes to players. My players were suprised about their abilities and they fit to story. D Davaulus was 9th level alchemist on my game and he made good damage but had no chance against five PCs.
Here is link: Alchemy in the Hospice
I went with Lion Cavaliers also, but used them as a basis for the Gray Maiden Archetype which just allows them to use their cavalier bennifits unmounted, I also replaced the bonus to ride skill with a bonues to Intimidate, I believe. I was aiming to reflect their ability to force the populace of Korvosa into submitting to the queens will.

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Our group just finished Scarwall. We're closing out this campaign with style. It has been excellent throughout. I agree with much of what has been said. Some additional comments:
Dr. Davaulus and the plague doctors as alchemists is a must. I ran it that way and yes it was dangerous, but so much more fun. My players learned to hate the bombs with a vengeance.
Grey Maidens as Cavaliers is also excellent. If you're worried about them not being dangerous enough in later levels, here is a recommendation - Make a few of them half-elves or elves, give them Curved Elven Blades and replace their Shield Wall with Improved Critical (Curved Elven Blade) and change their Weapon Focus obviously. Put them in flanking situations with their Outflank feat and watch the critical hits and the ensuing attacks of opportunity fly.