
Black Jimmy |
Hey all
I'll be running Rise of the Runelords next year but want to wet my feet with Conquest of Bloodsworn Vale as I've not really run a campaign before. I've attempted to DM a few homebrew 3.5 games but social anxiety resulted in them falling apart after a session or two.
CoBV seems like it's going to be done in a big 12 hour session.
Know PCs are:
Gunslinger who duel wields Dragon Pistols
Elven Unchained Rogue w/ longbow
Elven Sorcereress w/ Celestial Bloodline
One or two more currently unknown
Mechanical conversion has been simple enough, even found converted Bloodrose Sprites online, but does any of the fluff need updating to fit more current books such as RotRL: A?
I'd also like to add in a few female NPCs to diversify Fort Thorn a bit.
A Paladin of Abadar on loan from the church in Korvosa. Either the Teifling Ward of Zonobia Zenderholm, The Hanging Judge or a Hellknight sent to help establish the trade route but also to get them out of the way politicall.
The supervisor of the three work teams. Human, middle age and with the build of Zarya from Overwatch. Possibly runs a small smuggling operation.
Twin Changling musicians contracted to play at the bar to keep the monotony of being stationed at Fort Thorn at bay. They're actually following "The Call" from their Hag mother and her Coven which is located in the local swamp. They've figured out what's happening at this point though so are being subjected to nightmares in order to break there spirit. I'd like to have an encounter with the Hag Coven at some point. Possibly post game with the death/transformation of one of the sisters to make it more bittersweet if they've been otherwise doing a great job :P
Anyway, I realize I wasn't too specific in what I needed advice on, but anything and everything that would ensure this is a fun experience and that I avoid any pitfalls of the module would be appreciated.
Thanks x

Rennaivx |

Not meaning to toot my own horn, but if you want to see the module in action, I've spent the last year running it in Play-by-Post format on these forums (seen here). I've found the module quite good in overall storyline, but a bit lacking in detail, so most of my effort in running it went into fleshing out NPCs and relationships to make things richer. My two biggest sources of fodder for that were the trade caravans the module mentions and my PCs' own backgrounds and goals - it's a module that can definitely reward characters who have made themselves a part of the larger world.
The only lore bit that may need adjusting is Korvosa's monarch that puts out the call to arms. The module pronounces settlement in the name of King Arabasti, but the Curse of the Crimson Throne adventure path has much to do with discussing King Eodred and his fortunes. If your group's played through Curse, you'll either need to adjust the announcement or make it clear that events are occurring before those of Curse.

Deaths Adorable Apprentice |

As one of the players in that group I can say that this module is lots of fun to play. Now I shall begin my wall of text.
One thing to maybe familiarize yourself with be travel time. This game has included a lot of outside travel for us and depending on what your group decided to do they could end up all over the Vale. Oh and our GM has utilized the downtime rules. Not sure if it is in the game but it has helped. We have one player who trained scouts in this time. I was responsible and spent my free time making a pen to play with baby Owlbears :) Others spent their time getting to know the locals.
Beyond that is taking the time to flesh out the NPC's. This module seems to be fairly dependent on the players becoming attached to the Vale and its inhabitants. The more friends they have the more they will be willing to suffer for this place and the more attached you make a player the more they are willing to plan.
I love the Hag idea you have?! I love hags... I promise that I do not mean that in a weird way. You should totally try to get one of the players either romantically involved, if your group is ok with that in their game, or at least very attached to one or both of the Changelings. Punch them in the feels! It is a glorious feeling!.. Well it is for me. That is how I run. Feels punching!
The game does offer a chance of 'gold, titles and land'. The amounts I assume would be dependent on what the player manage to do and how little they fail at their quest. A potentially fun thing would be to utilize the downtime rules at the end of the module and let them flesh out their holdings and play with that a little. Regardless of it they have a small hamlet, a simple farm, live in the fort, or something else. This would further solidify them in the place and they get one last chance to defend it if you want.
Make sure the players make character that want to do this. The did not happen in the S&S game I am in and the GM is struggling.
I hope that helps!
DAA

Black Jimmy |
As one of the players in that group I can say that this module is lots of fun to play. Now I shall begin my wall of text.
One thing to maybe familiarize yourself with be travel time. This game has included a lot of outside travel for us and depending on what your group decided to do they could end up all over the Vale. Oh and our GM has utilized the downtime rules. Not sure if it is in the game but it has helped. We have one player who trained scouts in this time. I was responsible and spent my free time making a pen to play with baby Owlbears :) Others spent their time getting to know the locals.
Beyond that is taking the time to flesh out the NPC's. This module seems to be fairly dependent on the players becoming attached to the Vale and its inhabitants. The more friends they have the more they will be willing to suffer for this place and the more attached you make a player the more they are willing to plan.
I love the Hag idea you have?! I love hags... I promise that I do not mean that in a weird way. You should totally try to get one of the players either romantically involved, if your group is ok with that in their game, or at least very attached to one or both of the Changelings. Punch them in the feels! It is a glorious feeling!.. Well it is for me. That is how I run. Feels punching!
The game does offer a chance of 'gold, titles and land'. The amounts I assume would be dependent on what the player manage to do and how little they fail at their quest. A potentially fun thing would be to utilize the downtime rules at the end of the module and let them flesh out their holdings and play with that a little. Regardless of it they have a small hamlet, a simple farm, live in the fort, or something else. This would further solidify them in the place and they get one last chance to defend it if you want.
Make sure the players make character that want to do this. The did not happen in the S&S game I am in and the GM is struggling.
I hope that helps!
DAA
Thanks. That's alot good info.
I'll be sure to read through the Downtime rules. Are they easy enough to teach to players as we go?
As a lover of Hags, what would you say would be a good three Hag combo for a Final Encounter? The canonical final boss is CR10 so ideally, I want something tougher than that.
I'm currently planning to have the majority of the module be due to their machinations so they had complete control of the Vale. I'll probably take some inspiration from The Crones in Witcher 3.

Beercifer |

I ran the module The Crucible of Freya...now the players are going through a schmooshed version of the Conquest of the Bloodsworn Vale and The Vault of Larin Karr, while the Tsathar are amassing for their work in the Stoneheart Dungeon.
The Rose King can be a bit of a bastard. I ran him like someone who doesn't regard the characters with any respect. They are traipsing through his domain and by jove, they are going to learn he has authority. I use him and his minions as reasons why the players can't go out of the vale, he's blocking it.
Let's see how they do.