Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Advice on running "Quoth the Raven"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rechan" data-source="post: 4209715" data-attributes="member: 54846"><p>It's been a little while since I read that module, but:</p><p></p><p>Watch the recent movie "Zodiac", and take note of how the killer taunts people in the newspapers. I think the slow buildup of foreboding, the feeling of paranoia, the claustrophobic, inhospitable nature of the blizzard, and just how things are dragged out should be played up, rather than the rush from place to place. Were I running it, I would actually have an adventure going on in between the parts of "Quoth the Raven"; have it in the background at first. Like the PCs are directed at the Inquirer before the adventure begins, but they don't even take notice until half way through the more pressing adventure, at which point they have to back-track. </p><p></p><p>The deathtraps. God. They were cruelly unfair, imho. At least the pipe organ one. I felt the clue was so obscure, it'd take a music major player to catch. However, since you have a Bard, who has a perform skill, then your players have a means of catching it. Just make sure that the bard gets a good roll to realize "Hey, that's a music thing". Otherwise I think putting 2 and 2 together is hard. Also, tell the PCs they can attack the machinary in the 3rd trap.</p><p></p><p>More on deathtraps: What you <em>might</em> do is reduce the overall harshness of the traps, and instead try and force the PCs to split up. So two go this way, two go that way, the rest go to the third. Run each group 1 round at a time, so you can switch between them in a cinematic sort of manner. </p><p></p><p>Clues. The clues are intentionally spare so that the Pcs have to milk stuff out of Viktor. But if the PCs fail the skill challenge (which is what it is) with Viktor, they're buggered. So drop better hints about the adventure. </p><p></p><p>Chimes of Midnight Badguys. If Viktor's henchmen died in Chimes, I honestly think they shouldn't be brought back. Use some villain in an earlier adventure that got away, so it feels more personal to the PCs. If <em>more</em> than Vrenn and Mange got away, incorporate them into the story; the Raven having hung a thick, alchemical-soaked sack over the Rasper's head, or pierced the hobgoblin with a hundred piercing needles, etc etc. This is Viktor's "loose ends" being cleaned up. </p><p></p><p>Forsehadow the cop that busts them at Hell's Heart. He shouldn't just come out of no-where; have him walk up to the PCs as they're on the trail, maybe hassle them. </p><p></p><p>Handouts: Make handouts of the Raven's letters. </p><p></p><p><strong>Put something in the Archives downstairs</strong>. That was left blank due to word constraints. I think a cat and mouse chase/dash between the stacks (and stacks falling over) with some sort of predator would be very cool. Especially something that can leap up on the stacks. Alternatively, something to talk to; there aren't that many RP opportunities after Viktor. So an intelligent monster might be useful. </p><p></p><p>Inspirational Movies, just to observe: Se7en, Saw. The former for the general feel of the murders, but the second for the death traps. They <em>feel</em> frantic and gory, and no matter what you do you feel screwed. </p><p></p><p>In addition, if you plan on using Hell's Heart (<a href="http://wizards.com/default.asp?x=dnd/duad/20071031" target="_blank">Free adventure from WotC's site</a>), be sure to describe the asylum for proper foreshadowing. </p><p></p><p>Oh! Before you run the PCs through the meat locker with Slimy Doom meat, serve hamburgers or steaks or something.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4209715, member: 54846"] It's been a little while since I read that module, but: Watch the recent movie "Zodiac", and take note of how the killer taunts people in the newspapers. I think the slow buildup of foreboding, the feeling of paranoia, the claustrophobic, inhospitable nature of the blizzard, and just how things are dragged out should be played up, rather than the rush from place to place. Were I running it, I would actually have an adventure going on in between the parts of "Quoth the Raven"; have it in the background at first. Like the PCs are directed at the Inquirer before the adventure begins, but they don't even take notice until half way through the more pressing adventure, at which point they have to back-track. The deathtraps. God. They were cruelly unfair, imho. At least the pipe organ one. I felt the clue was so obscure, it'd take a music major player to catch. However, since you have a Bard, who has a perform skill, then your players have a means of catching it. Just make sure that the bard gets a good roll to realize "Hey, that's a music thing". Otherwise I think putting 2 and 2 together is hard. Also, tell the PCs they can attack the machinary in the 3rd trap. More on deathtraps: What you [i]might[/i] do is reduce the overall harshness of the traps, and instead try and force the PCs to split up. So two go this way, two go that way, the rest go to the third. Run each group 1 round at a time, so you can switch between them in a cinematic sort of manner. Clues. The clues are intentionally spare so that the Pcs have to milk stuff out of Viktor. But if the PCs fail the skill challenge (which is what it is) with Viktor, they're buggered. So drop better hints about the adventure. Chimes of Midnight Badguys. If Viktor's henchmen died in Chimes, I honestly think they shouldn't be brought back. Use some villain in an earlier adventure that got away, so it feels more personal to the PCs. If [i]more[/i] than Vrenn and Mange got away, incorporate them into the story; the Raven having hung a thick, alchemical-soaked sack over the Rasper's head, or pierced the hobgoblin with a hundred piercing needles, etc etc. This is Viktor's "loose ends" being cleaned up. Forsehadow the cop that busts them at Hell's Heart. He shouldn't just come out of no-where; have him walk up to the PCs as they're on the trail, maybe hassle them. Handouts: Make handouts of the Raven's letters. [b]Put something in the Archives downstairs[/b]. That was left blank due to word constraints. I think a cat and mouse chase/dash between the stacks (and stacks falling over) with some sort of predator would be very cool. Especially something that can leap up on the stacks. Alternatively, something to talk to; there aren't that many RP opportunities after Viktor. So an intelligent monster might be useful. Inspirational Movies, just to observe: Se7en, Saw. The former for the general feel of the murders, but the second for the death traps. They [i]feel[/i] frantic and gory, and no matter what you do you feel screwed. In addition, if you plan on using Hell's Heart ([url=http://wizards.com/default.asp?x=dnd/duad/20071031]Free adventure from WotC's site[/url]), be sure to describe the asylum for proper foreshadowing. Oh! Before you run the PCs through the meat locker with Slimy Doom meat, serve hamburgers or steaks or something. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Advice on running "Quoth the Raven"?
Top