I understand this is a slightly older source at this point so not sure how many people are running this adventure anymore but I figured I would put some of the changes I had made to the one I am running with my group that might hopefully help others, and have a thread where people who have run this in the past can put any ideas or advice they have!
So, my party of adventurers is a few sessions in and is just coming to the end of the Necromancers Tomb. For those familiar with this campaign that is kind of the end of level 1 from the optional 1-3 start (this party had run Lost Mines in a previous campaign so I could not use that as the start to get this party up to level 3). So understand that the things I have adjusted so far are at that starting series of quests. I will include one or two plans I've made that have not been revealed yet but otherwise will only post things I have done so far!
First, and the biggest piece of advice, reduce the number of NPC's you have to deal with in the starting city of Red Larch. There is something like 20 described in the book and most of them are not really fleshed out, many of them give similar information to others and a lot of them really only come into play for the starting campaign (the missions designed to get the party to level 3).
This tied in with my second change: Larrakh someone that they deal with. He is the main boss at the end of this little starter series and has the potential for a pretty cool fight in the Tomb of Moving Stones, but he like doesn't exist to interact with the characters at all previously in the way the campaign is written. How I handled this is I had him at the Inn acting as a traveling priest that gave off a bit of a hippie vibe ("Just traveling the land, following where I'm called, yata data) giving some light hints to being an Earth Priest but nothing they could pick up on this early. When they talked to him he was the person who sent them the lead of the 'Bloody Treasure' starter side quest with rumors of treasure that did not exist. My party now wants to find him again and when they had returned to town from being attacked in that cave the innkeeper told them that Larrakh had left soon after them. That battle will mean something to them now, at least a little bit.
And the final biggest change I made so far was in the quest "The Last Laugh." The characters find a note pinned to a tree marking the one who picked up the arrow. In the way it is all written the marking doesn't really do much and the person who wrote it does not exist in the campaign at all. It is just a mystery to never be solved. You could, of course, add in and create a storyline around the person who wrote the note (Valklondar is his name), but I decided to change the person who wrote it to Nurvureem-a pretty powerful character that shows up in one of the higher level side quests. I haven't fully landed on what the marking will do past the nightmares in the campaign but it should lead to an intersting interaction should my party had for that side quest.
That's all I had so far! I would love to hear any ideas anyone else had done for their campaign, and hopefully this helps someone down the road!
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Hello all!
I understand this is a slightly older source at this point so not sure how many people are running this adventure anymore but I figured I would put some of the changes I had made to the one I am running with my group that might hopefully help others, and have a thread where people who have run this in the past can put any ideas or advice they have!
So, my party of adventurers is a few sessions in and is just coming to the end of the Necromancers Tomb. For those familiar with this campaign that is kind of the end of level 1 from the optional 1-3 start (this party had run Lost Mines in a previous campaign so I could not use that as the start to get this party up to level 3). So understand that the things I have adjusted so far are at that starting series of quests. I will include one or two plans I've made that have not been revealed yet but otherwise will only post things I have done so far!
First, and the biggest piece of advice, reduce the number of NPC's you have to deal with in the starting city of Red Larch. There is something like 20 described in the book and most of them are not really fleshed out, many of them give similar information to others and a lot of them really only come into play for the starting campaign (the missions designed to get the party to level 3).
This tied in with my second change: Larrakh someone that they deal with. He is the main boss at the end of this little starter series and has the potential for a pretty cool fight in the Tomb of Moving Stones, but he like doesn't exist to interact with the characters at all previously in the way the campaign is written. How I handled this is I had him at the Inn acting as a traveling priest that gave off a bit of a hippie vibe ("Just traveling the land, following where I'm called, yata data) giving some light hints to being an Earth Priest but nothing they could pick up on this early. When they talked to him he was the person who sent them the lead of the 'Bloody Treasure' starter side quest with rumors of treasure that did not exist. My party now wants to find him again and when they had returned to town from being attacked in that cave the innkeeper told them that Larrakh had left soon after them. That battle will mean something to them now, at least a little bit.
And the final biggest change I made so far was in the quest "The Last Laugh." The characters find a note pinned to a tree marking the one who picked up the arrow. In the way it is all written the marking doesn't really do much and the person who wrote it does not exist in the campaign at all. It is just a mystery to never be solved. You could, of course, add in and create a storyline around the person who wrote the note (Valklondar is his name), but I decided to change the person who wrote it to Nurvureem-a pretty powerful character that shows up in one of the higher level side quests. I haven't fully landed on what the marking will do past the nightmares in the campaign but it should lead to an intersting interaction should my party had for that side quest.
That's all I had so far! I would love to hear any ideas anyone else had done for their campaign, and hopefully this helps someone down the road!