New GM Tips


Abomination Vaults


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I'm starting this adventure next month. I'm looking for some tips. I have the PDF / Foundry version of the hardcover and I'm reading through it now. Because these originally came out in a 3 part adventure some of the information is spread out about certain NPCs. Aside from just general tips and advice, what sort of things can you foreshadow early on for the NPC's in Otari that maybe weren't shown in the first book when it came out?

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RoscoMcqueen wrote:
I'm starting this adventure next month. I'm looking for some tips. I have the PDF / Foundry version of the hardcover and I'm reading through it now. Because these originally came out in a 3 part adventure some of the information is spread out about certain NPCs. Aside from just general tips and advice, what sort of things can you foreshadow early on for the NPC's in Otari that maybe weren't shown in the first book when it came out?

I recommend giving each hero a connection to one of the Otari NPCs. The campaign backgrounds they choose suggest good connections, but make one even for those without a natural fit based on background. You should make it one of the NPCs who gives out a side quest later on, and I don't recommend that anyone have a connection to Carman Rajani. This will make some of the side quests feel more like natural connections.


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At the risk of disagreeing with someone far more knowledgeable about the adventure than I am, I actually really like the wrinkle of a PC having a personal connection with Carman Rajani going into the campaign. It gives his sudden turn a lot more weight and adds extra motivation to take down Urevian if the party cares about Carman. I finished running the campaign a couple weeks ago, and Carman wound up being one of the party’s favorite NPCs.


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Ron Lundeen wrote:
RoscoMcqueen wrote:
I'm starting this adventure next month. I'm looking for some tips. I have the PDF / Foundry version of the hardcover and I'm reading through it now. Because these originally came out in a 3 part adventure some of the information is spread out about certain NPCs. Aside from just general tips and advice, what sort of things can you foreshadow early on for the NPC's in Otari that maybe weren't shown in the first book when it came out?
I recommend giving each hero a connection to one of the Otari NPCs. The campaign backgrounds they choose suggest good connections, but make one even for those without a natural fit based on background. You should make it one of the NPCs who gives out a side quest later on, and I don't recommend that anyone have a connection to Carman Rajani. This will make some of the side quests feel more like natural connections.

I'm currently running the beginner box and my parry fell in LOVE with Carman and his multiple hammers. One of my PC's is infatuated with him. As I read through the AV and saw his story I laughed. If they all keep their characters between BB and AV I already know how all that is going to okay out.

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willfromamerica wrote:
At the risk of disagreeing with someone far more knowledgeable about the adventure than I am, I actually really like the wrinkle of a PC having a personal connection with Carman Rajani going into the campaign. It gives his sudden turn a lot more weight and adds extra motivation to take down Urevian if the party cares about Carman. I finished running the campaign a couple weeks ago, and Carman wound up being one of the party’s favorite NPCs.

No worries--I can now see that this might make the ultimate decision about him a lot more poignant. So, yes, do as willfromamerica suggests!

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