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As with most AP conversions there are storyline issues as PCs leap right in, but the issues seem a bit messier here because the PCs may or may not be using an artifact-chickenhut to dimensionally travel to/from said location.
The hut is assumed, and is present & active during the scenario, but the hut itself is also an adventure site that's not part of the PFS portion of the module. So it's now background flavor when in the module it's tactically significant?
And I just adlib a magic doohickey to get them on site?
And back?
Or do I open up a can of (chicken-legged) worms and open up the hut?
And there are monsters from the early section that are assumed to be present at the conclusion after scouting out the party all module. When/where should I introduce them, if ever?
As of now, I'm thinking of having a rescued Seeker update PCs on the storyline & danger level, and aid in the lodge setting up a dimensional connection. He/she will mention the hut's nature (& maybe even goal). I might even have the Coffin Man guard the entrance, warning PCs of the dangers within (and that their goal is elsewhere).
I will backtrack slightly so the party can interact with Rasputin around the fire in the village. Since this is likely where they'll get the most opportunity to roleplay with him, I think it's pretty significant. There, his super-mojo can be the source of the stalking monsters that appear in the finale. The meeting will also alert the PCs to the fact the camp is ready for them, which, judging from the GM thread for the module, is very conducive to the PCs lasting more than 1 round.
If anybody has run this, insight would be welcome.
Thanks.