"Do we have to?" or giving the players a reason


Curse of the Crimson Throne


Something was brought up to me before my game petered out. After Lamm the PCs can very much go "Right we're done, we're out of this stinking city".

Thoughts on how to make the PCs connect more with the city and feel like trying to save it as opposed to going through the motions because "This is an adventure path"?


I had the same problem in my game.
One option would be to have the players make PCs who have a personal interest in Korvosa (likely because it's their home). One of my PCs had a family in Korvosa, so he couldn't really just leave.

You could also change where Lamm is. The players would clear his hideout, fight his minions and alligator, but he is not there. They find the brooch and the deck, and discover that Gaedren is turning a profit from the uprisings, and the Guard is searching for people to apprehend him (or some other plot hook).
Then you just drop him into a different encounter, somewhere in Book 1 or 2.

In the Anniversary Ed., Rolth is Gaedrens son, so you could also do something with that.


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I kept this very simple: I told my PCs 'your characters will need to have a strong connection the city and a vested interesting in its wellbeing. This needs to be a part of your backstory.'. I made this secondary to the Gaedren Lamm connection. In the end only one PC had a very strong reason to go after Lamm, but that was enough.

Liberty's Edge

Our party befriended some of the city guards and when one of their grand daughters went missing they became fully vested in helping him.

Also - when they cleared the butchery they forged papers and decided to take it over and run it as a legitimate business.
one player is an orphan so he decided to party with a local orphanage and have a few children apprentice at the butchery.

Another player is an investigator so he started looking into Eel's End and wanted "in" on the business. Needless to say, he now runs Eel's End.

To keep them going I incorporated the Hook House module, tied the orphanage to some child kidnapping scheme, and one player is a skald who landed up working in Old Korvosa for Pilts Swastel.


Gunny wrote:


To keep them going I incorporated the Hook House module,

I incorporated this too (assuming you mean House on Hook St), as well as Carrion Hill, Murder's Mark, and a few others.

House on Hook Street has some great 'hooks' that can be worked into the overall AP that give more player motivation to save the city. A really good adventure imho, and a great addition to Crimson Throne. With minor tweaks Carrion Crown can act as foreshadowing for Hook Street. Murder's Mark is a level 1 adventure, I added it to the start of the AP to give my PCs a level of 'normal life in Korvosa' before things start to hot up. Adding it did help my players connect with the city more.

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