
Chris Crumpler |
Okay, I just got Half Dead City, and I find the motives of the Scorched Hand pretty weak. There's just not that much to it beyond "they really want to check out this temple, since it is dedicated to their god. And once they get there, they leave pass up plenty of loot. Why would there be any need for conflict with the party at all, beyond being angry at them as tomb robbers, which is the same thing they've been doing.
So in my campaign, the leader (whose ridiculous Pathfindery name will be truncated into something less of a mouthful,) is here because she had a vision. She saw a great threat to the world, and more importantly for clerics of Nethys, a great force of magic that will arise from that temple. In her vision, she saw a golden mask. She came here to stop the mask from falling into the wrong hands, which she quickly decides the is the party.
A lot of people have been commenting that they wish there was more contact with the rival gang, and this will accommodate that desire. Instead of waiting in until after the first day's exploration to introduce the other groups, I'm having them all sitting around in the tavern before the lottery. They will befriend the leader of the Dog Soldiers, who will act as a source of exposition and local color. I am having the lottery reveal all three assignments at once, and all three scrolls handed out. But parties MUST complete their first assignment before moving on (the priesthood numbered them all, and typical of bureaucracies, adhere to those rules dogmatically.)
When the Scorched Hand learns that the party has the Sanctum of the Esoteric Eye, they become agitated, and try to offer a trade, for all three of their targets (including a really choice assignment that promises to offer a lengthy delve.) The party should get the hint that they shouldn't trade, but if they do take the deal, the high priestess will tell them that the goddess chose these assignments, so they can't trade. The leader will curse at the players and stomp off.
When the final showdown occurs, the party comes across the Scorched Hand, who are about to open the sarcophagus. Here it could go either way. The party may parley with them, and they agree that the Scorched Hand will get to take the mask and leave. When they check the sarcophagus, the mask there is onyx, and she is confused, since the mask in her vision was gold. The party will tell her about the secret room with the statue and its missing mask, and she will realize that she has failed. This is a more upbeat ending, and she ends up not being a villain.
Otherwise, she will give them the story about the prophecy right before attacking (to keep them from bringing doom to the world.) Once she is dead, they will find the onyx mask and figure out she was misguided. Either way, this makes for a more interesting story in my opinion.
I know she's supposed to be return as a villain in the next book, so I might modify this plan when I read Empty Graves. Otherwise, I may pick another candidate for returning undead villain...

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It's got strong potential, especially for those that would like to keep the various members of the Hand around as recurring characters.
And one doesn't even have to change Velriana's alignment along with her more noble goals, keeping her just as single-minded and ruthless as normal, compared to the other members of her band. Hmmm...

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I like the showdown part but the first part wouldn't work with my group.
Mostly because my players are almost always nice and If asked to swap sites they probably would do it without hesitating.:|
Even if they have to do the swap without anybody noticing.
I really can see my group teaming up with them, that's something I need to avoid.

Chris Crumpler |
Having now read the first three books, I am definitely going with my idea. This serves to keep the PC's invested n the overall storyline, so they know that this mask is important, and that if it falls into the wrong hands, bad stuff will happen, so they know what their motivation is from this point forward.
I am introducing Ptemenib in the first module, so that they begin to form bonds with him right away, and replacing the psychopomp sidekick (which I find a bit silly, and whose frustrating encounter in the second book I am changing) with a young acolyte who will provide lots of background info for the characters (this looks like a ob for...Exposition Lad!)
I'm also adding an extra dungeon (a little extra XP couldn't hurt, especially since I will be removing one or two of the other encounters, like the haunts.) They are given this extra tomb by the Scorched Hand, "to apologize for her cursing them," which is why they cannot refuse it Ptemenib explains that Velriana (ugh, these names!) is making this gift to atone, so it is allowed. The real reason is that she wants to slow them down, since her team is taking two days on a particularly large tomb.
And I am also removing the Graven Guardian, since that thing will wipe the floor with any level-appropriate party. (I'm replacing it with a stone guardian.