
kieranfitzallen |
Hi all, I have finally got round to running this campaign (and set my players watching sleepy hollow and Van Helsing to get in theme- not to mention some good old hammer horror and universal stuff...not that they needed much encouragement)
could of questions (mostly for GMS who have run this before)
1) what is with Stirges - these have been in all the adventure paths I have run in the first book ...they seem very common?
2) party of 5 (slight increase in challenge may be added to account for this) I have 4 humans and 1 changeling - will the lack of vision help of hinder them?
3) Trust points - I might well run this openly to get the point across Would this be a massive issue - I worry that otherwise the players might well not try and "be nice" and hence will get run out of town as things escalate
For reference I have a Human Paladin, a Human Cleric , Human Rogue , Human Inquisitor and a Changling Witch . Hopefully should be reasonably balanced and thematic
Cheers in advance for any advice
Ben

Isthill |

1; A creepy creature that represents a different type of fight to the PCs - as opposed to something like zombies and skeletons which basically just walk forward and try to hurt you, stirges are basically big flying mosquitoes that latch on and deal CON damage, something that can be very inconvenient to PCs, especially in the middle of a dungeon dive. As well, they can be difficult to fight because of their flight. But, they don't necessarily represent a lethal threat to PCs despite their powerful abilities, since they leave after stealing 4 points of CON. A good way to freak them out without killing them and to have a different style of low-level combat.
2; Not at all! In fact, a lot of people tend to ignore the lighting conditions, but forcing them to bring torches or light spells and playing up the creeping shadows and the things moving just beyond the light's reach can really set a good atmosphere. The first time they're ambushed in the dark by scorpions, they'll be sure to bring a torch in the future.
3; I personally did away with trust points because it seemed overly mechanical and gamey towards the atmosphere (and being able to adjust the town's attitude by ear is more in my wheelhouse), but playing them out in the open can help the players feel a bit more invested in the town and the people there if they are the smash and grab type of players.
The Paladin (and to a lesser extent, the cleric) is going to clean up this AP - seriously, immunity to fear and smite evil on undead and evil outsiders becomes absolutely ridiculous as the campaign wears on, but overall the group will likely do well in this AP.

kieranfitzallen |
Cheers for the responses guys.
The trust mechanic I will modify , but want to get the players into the mindset of helping society and role-playing after a few campaigns where it has been more roll-playing
No worries on the stirges - just found it odd that having seen nothing like that in 2nd ed to 3.5 really they turned up in the adventure paths I have been looking at (fairly sure they were in mummys mask too)
cool ideas on the lighting and using it to add to atmosphere
I know the party is suited to the campaign, but I will potentially tweak a few things anyway just to keep things different (while keeping on theme) They are not really used to Haunts so that might trip them a bit , and from the looks of book 2 there is less undead in that to break things up
Cheers
Ben