Fall of Plaguestone, the caravan master


Adventures

Liberty's Edge

Has anyone else needed to alter the caravan master's fate due to player emotional investment?

Shadow Lodge

1 person marked this as a favorite.

Please note I have not run this although I'm putting in some serious prep for a darker dramatic presentation of the material. (All three podcasts I've listened to so far have been a lighter and more comic style).

It might not be what you meant, but my initial concern is that the players will NOT be "that" emotionally invested in the master's fate. For me, the key IS to make them as emotionally invested as possible. I want them to feel an injustice and despicable act has occurred. I want them to have a couple of suspects right from the get go.

If you are saying that your players ARE emotionally invested, then from my perspective, no need to alter things - you've done your job well.


If you have a player that might be adversely affected (psychologically), then you should look to change the motivation for the party.

Depending on the situation, having it become an attempted murder might suffice. Perhaps the PCs are able to keep him alive through some act, but he is constantly in danger and his condition worsens daily.

Spoilers:

If the poison was one that needed a specific antidote (made with say, hair from the poisoner) the need to find the antidote quickly would drive the adventurers to uncover who tried to kill him.

If poisoning itself is a problem then it will be very difficult to run this adventure since that's pretty much the whole hook.

Community / Forums / Pathfinder / Pathfinder Adventures / Fall of Plaguestone, the caravan master All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Adventures
Adventure Conversion