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<blockquote data-quote="Chris633" data-source="post: 7558443" data-attributes="member: 6779018"><p>Well, certainly the 5E conversion could be better and I am glad for the heads up on the stat blocks. I haven’t really looked at that aspect of things much. But to be honest the crunch is the least important part for me. It is all the setting information, adventure plot points and NPCs. I think the AP & book as a whole really delivers on all of that and is much better and more complete than anything I could come up with unassisted. Sure there are typos here and there, but that isn’t important. It’s got great bones. I am not one to run an adventure path strictly as written and tend to customize and modify to suit the players, PCs they’ve chosen and their PCs’ backstories. I also rarely run a monster stat block completely unmodified. I honestly believe that the best run APs necessitate modification and customization because the authors can’t predict everything a given set of PCs will do. And if there is info crucial to moving an AP forward, they should just get it as a result of overcoming some challenge/encounter. So I don’t see that as a problem running this AP. </p><p></p><p>The link between the first two adventures (L1->L2) is a great example of where a GM can make for a rich transition. It depends on the PCs finding a note/notice about an auction at an auction house. The PCs can get that info as written, from another NPC or even in Eleanor Shanks speak with dead sequence. But why would the PCs follow up on it? At another part of the first adventure the PCs find a wooden child’s toy that they are able to recognize as having been made in their hometown of Wicken (suggesting a Wicken captive had passed through). I am already thinking of having a PC recognize it as not only originating from Wicken but belonging to someone they know. So now they have a clue and a motive to follow that clue. I can reinforce this during the speak with dead sequence or even through Ivy who has been touched by the Beautiful (she could even be the one who has the toy if they missed it elsewhere). Then if they decide to go back to Wicken, which I am sure they will, its destruction is only going to fuel their desire to follow up on any clues and turn over any rocks they can find. But all of this depends on the GM making Wicken important and meaningful to the PCs. It is why I am having all the PCs have Wicken be where they grew up. My PCs have made their characters already and have already breathed so much life into Wicken through both shared and individual backstories. It’s not going to take much to get them following the clues. </p><p></p><p>The vampire spawn mistake is unfortunate but not a deal breaker for me. Dominate and gaseous form is so easy to improvise that it is no big deal. As a mater of fact, for me it inspires me to think outside the box. I’ll probably have them be able to turn into mist at-will. Maybe even have a reaction ability where when someone tries to hit them with a blade they go poof and it passes through. I’d do dominate as per the spell or any number of monsters that have the ability and set a level appropriate save DC. Depending on their level at the time, I may have had to make modifications anyway. </p><p></p><p>I think if you are looking for an AP that is ready to run right from the book and requires little to no work, the crunch issues may be a deal breaker. But if you are like me and like to customize and modify, it won’t really be an issue. To be honest, I think this is a hard AP to run and would definitely be a challenge for a beginner GM. And not because of the crunch issues, it just has a somewhat complex AP compared to what Wizards has been publishing for 5E. And as with any AP, I think it takes an experienced touch to guide the players through the AP without them feeling guided/railroaded. As a result it benefits from a decent amount of prep work. And that doesn’t even include inputting stuff into Fantasy Grounds which I have to do.. lol..</p></blockquote><p></p>
[QUOTE="Chris633, post: 7558443, member: 6779018"] Well, certainly the 5E conversion could be better and I am glad for the heads up on the stat blocks. I haven’t really looked at that aspect of things much. But to be honest the crunch is the least important part for me. It is all the setting information, adventure plot points and NPCs. I think the AP & book as a whole really delivers on all of that and is much better and more complete than anything I could come up with unassisted. Sure there are typos here and there, but that isn’t important. It’s got great bones. I am not one to run an adventure path strictly as written and tend to customize and modify to suit the players, PCs they’ve chosen and their PCs’ backstories. I also rarely run a monster stat block completely unmodified. I honestly believe that the best run APs necessitate modification and customization because the authors can’t predict everything a given set of PCs will do. And if there is info crucial to moving an AP forward, they should just get it as a result of overcoming some challenge/encounter. So I don’t see that as a problem running this AP. The link between the first two adventures (L1->L2) is a great example of where a GM can make for a rich transition. It depends on the PCs finding a note/notice about an auction at an auction house. The PCs can get that info as written, from another NPC or even in Eleanor Shanks speak with dead sequence. But why would the PCs follow up on it? At another part of the first adventure the PCs find a wooden child’s toy that they are able to recognize as having been made in their hometown of Wicken (suggesting a Wicken captive had passed through). I am already thinking of having a PC recognize it as not only originating from Wicken but belonging to someone they know. So now they have a clue and a motive to follow that clue. I can reinforce this during the speak with dead sequence or even through Ivy who has been touched by the Beautiful (she could even be the one who has the toy if they missed it elsewhere). Then if they decide to go back to Wicken, which I am sure they will, its destruction is only going to fuel their desire to follow up on any clues and turn over any rocks they can find. But all of this depends on the GM making Wicken important and meaningful to the PCs. It is why I am having all the PCs have Wicken be where they grew up. My PCs have made their characters already and have already breathed so much life into Wicken through both shared and individual backstories. It’s not going to take much to get them following the clues. The vampire spawn mistake is unfortunate but not a deal breaker for me. Dominate and gaseous form is so easy to improvise that it is no big deal. As a mater of fact, for me it inspires me to think outside the box. I’ll probably have them be able to turn into mist at-will. Maybe even have a reaction ability where when someone tries to hit them with a blade they go poof and it passes through. I’d do dominate as per the spell or any number of monsters that have the ability and set a level appropriate save DC. Depending on their level at the time, I may have had to make modifications anyway. I think if you are looking for an AP that is ready to run right from the book and requires little to no work, the crunch issues may be a deal breaker. But if you are like me and like to customize and modify, it won’t really be an issue. To be honest, I think this is a hard AP to run and would definitely be a challenge for a beginner GM. And not because of the crunch issues, it just has a somewhat complex AP compared to what Wizards has been publishing for 5E. And as with any AP, I think it takes an experienced touch to guide the players through the AP without them feeling guided/railroaded. As a result it benefits from a decent amount of prep work. And that doesn’t even include inputting stuff into Fantasy Grounds which I have to do.. lol.. [/QUOTE]
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