Loren Peterson |
1 person marked this as a favorite. |
I am about to run Council of Thieves for a group of four and most of what I have heard about the game is that people found it lackluster or disappointing. What if anything have people done to spice it up and add some more interesting points to the game. Specifically the optional sewer encounters in the first module.
CapeCodRPGer |
1 person marked this as a favorite. |
I ran the first couple of CoT adventures a few years back before the group fell apart due to life getting in the way.
There is erratta for the sewer section in the first part. Each square is 10 feet, not 5. In combat this makes a HUGE difference. Especially with a new first level party, they don't have alot of room to manuver with it being 5 foot squares.
For the sewer encounters I did this, it may help:
Lord Fyre RPG Superstar 2009 Top 32 |
Anonymous Visitor 163 576 |
1 person marked this as a favorite. |
If you want to see what we did, you can check here:
http://www.obsidianportal.com/campaigns/24455
If I had to make two changes, rewrite the opening speech by Arael to reflect 'we're ending the shadow menace, and leave out the House of Thrune entirely'
And have Vahnwynne (delvehaven book)present from the very beginning, and speak against the caution of the plan. That way, when she reappears, it's not so forced.
The sewers do NOT need to be run as written. They're only there to get the players to second level, and add dramatic tension from the Hellknights. Have it last as long as you want, and give out Xp for second level as they leave, regardless.
jabberwoky |
How would you recommend abandoning the resistance fighter motif?
Use a superhero motif instead.
Imagine Westcrown to be like Gotham City; it's large, dark, corrupt and full of fiends who want to plunge the city into darkness. The PCs are superheroes just starting their careers, literally fighting their way out of the gutters into the light.
In the game I'm running with my group, the superhero motif has given me ideas on how the personalities of the NPCs and the group's enemies.
strayshift |
I plan on running the pcs as freedom fighter types however the Factions book gives good links to other factions that are/could be active in Cheliax - this gives the pcs a more espionage focus which might require a few small side adventures (I aim to play 1-2 smaller vignettes between each book adventure).
Have the pcs build relationships also - a lot of story hooks can be kicked of by the other rebels who may be friends to the pcs.
jabberwoky |
Have the pcs build relationships also - a lot of story hooks can be kicked of by the other rebels who may be friends to the pcs.
Agreed. One of the best things in the Adventure Path that isn't used enough are the Children of Westcrown NPCs. The first book describes them, and then completely ignores them.
Check out Karui Kage's thread here on the Children of Westcrown. He even made levels so the NPCs can grow with the character during the Adventure Path.