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Advice on running "Quoth the Raven"?
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<blockquote data-quote="Jeff Wilder" data-source="post: 4209706" data-attributes="member: 5122"><p>(If you're in my game, stop reading!)</p><p></p><p>My players went through "Chimes at Midnight" at 7th and 8th level, and after 18 months or so (and the players now at 10th level), I'm ready to run "Quoth the Raven." I really enjoy these adventures, and I want to do the atmosphere justice, so I thought I'd ask for advice.</p><p></p><p>I've set things up, using a heavily modified "Shards of Eberron" three-parter, to bring a Risia manifest zone to Sharn, so that the snow makes sense in a sub-tropical city. There is likewise an explanation for the Ashblack fire that actually has its genesis in the characters' actions. I'm set to advance the NPCs as far as I have to. (I had to advance them for "Chimes at Midnight," too, so it shouldn't be too difficult.) Unfortunately, Paizo has not uploaded a supplement for Dungeon 150, so I'm out of luck there.</p><p></p><p>The characters involved are a sea spirit folk shugenja, a warforged artificer, a kalashtar paladin, a goblin fighter/rogue, and a half-elf bard/dragonmark heir/windwright captain. Aside from the artificer's (IMO ridiculous) level of flexibility, and arguably the dragonmark heir's immense greater dragonmark power, the characters aren't hyper-optimized or over-powered.</p><p></p><p>So, any advice? General or specific, anything's fine.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 4209706, member: 5122"] (If you're in my game, stop reading!) My players went through "Chimes at Midnight" at 7th and 8th level, and after 18 months or so (and the players now at 10th level), I'm ready to run "Quoth the Raven." I really enjoy these adventures, and I want to do the atmosphere justice, so I thought I'd ask for advice. I've set things up, using a heavily modified "Shards of Eberron" three-parter, to bring a Risia manifest zone to Sharn, so that the snow makes sense in a sub-tropical city. There is likewise an explanation for the Ashblack fire that actually has its genesis in the characters' actions. I'm set to advance the NPCs as far as I have to. (I had to advance them for "Chimes at Midnight," too, so it shouldn't be too difficult.) Unfortunately, Paizo has not uploaded a supplement for Dungeon 150, so I'm out of luck there. The characters involved are a sea spirit folk shugenja, a warforged artificer, a kalashtar paladin, a goblin fighter/rogue, and a half-elf bard/dragonmark heir/windwright captain. Aside from the artificer's (IMO ridiculous) level of flexibility, and arguably the dragonmark heir's immense greater dragonmark power, the characters aren't hyper-optimized or over-powered. So, any advice? General or specific, anything's fine. [/QUOTE]
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