Pathfinder 1E Paizo's Carnival of Tears - advice?

EricNoah

Adventurer
Hi all,

I'm about to start my group through Paizo's Carnival of Tears module. If anyone has run this or was a player in it, I would love to hear your tales and suggestions. I'm a little iffy on the love-story aspect of the module and am thinking about having it be more of a simple revenge story (the carnival is here to wreak havoc on this particular community - or maybe all mortals - for some reason).

Thanks

Eric
 

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The love story is a little weak, yeah, so if you were to strip it out, it wouldn't hurt things too much. The only element the love story adds is Quinn, who can be a big help in the final battle--since the module takes place over the course of one night, the PCs might need all the help they can get by the time they reach the cold rider.

You'll want to watch the resources of the PCs for this module, as, like I said, it takes place over a single night. No time to rest, no time to regain spells. And there's lots of fey that can inflict permanent to semipermanant status effects on PCs; there's a nymph who can blind them and the frosty chiselers have their brittlebones curse. The nymph queen who gives the PCs their deus ex machina potions might also want to throw in some potions of remove curse and remove blindness/deafness.

The dark ice fey is a neat template, but the dark ice brownies aren't such a good utilization of the same. They've got 1 HD but a ton of SLAs, which makes them wibbly on the CR front. If a PC gets in a solid hit, the dark ice brownie is dead, but if not, confusion and glitterdust can make fights go on for a lot longer.

The Tent of Modern Industry is really cool, but rather unfortunately implemented. As written, the grimstalker, which is capable of bull's rushing PCs around and throwing them into the murderous machinery, is outside, while weak dark ice brownies wait inside. I think it'd be a good idea to switch 'em (and that makes the illustration fit much better, if you're the kind of DM who shows his players the pictures).

Make sure your PCs know all of the attractions at the fair, so that they have as much fun as possible before things start going down. My description sort of glossed over the freakshow and the brothel-tent, and so they wandered in the other direction and didn't get to experience those areas before the cold rider descended.

As written, all of the freaks die or flee when the carnival takes a turn for the worse, but that doesn't seem nearly as fun to me. Perhaps the pinhead grimlocks are let loose to indulge in their violent urges? Perhaps Prig steals the homunculus-in-a-jar and balances it on his head during the chase, slowing him down as he shows off?

And lastly, if I may do a little blatant self-promotion, my Pathfinder Bestiary thread has in it twigjacks, evil fey which would fit in nicely, both in terms of flavor (they live in deep woods and murder lumberjacks) and in CR (3).

Hope this all helps!
 

Hi Eric,

I've been looking at this one too; it really does look good. There are a few interesting discussions on the paizo boards, this one in particular. If you run this, please post back here and tell everyone how it went - looks like a real classic module.

Best Regards
Herremann the Wise
 

Ah, great module. I ran it in 4E this summer with a somewhat dodgy conversion (which worked out well in the end), so I'm afraid I cannot give you tips on mechanical issues.

Story-wise, I thought the love story was iffy... this is why I notched up the futility of the whole thing, that Quinn feels guilty, but not in love. Also that they *were* lovers but issues have broken the bond between them, among these events was also that the "good" fey was involved in that and seduced Quinn in the first place what led to arguing... and ultimately to the imprisonment in the shard (because fey may be helpful and nice to you, but they don't really get mortal morality and values).

For the atmosphere... watch Sweeney Todd like twice in a row before you run this, it fits well. My players also enjoyed the Freak Show and had fun when they interacted with the townpeople and the carnies.

A fun ally and NPC was also Udmor, the one-headed ettin, I played his living head as dumb but good-spirited... and the other head was a gibbering undead psychopath head that was used by Udmor as a biting makeshift club. I also think he was the only NPC who got a real happy end from the story, as they helped him to get his head restored (after the carnival).

Furthermore, I turned the guy who led the brothel-tent into a personal enemy of one of the PCs, so that also helped, especially since the character there is pretty cut & paste, i.e. any shady character could fill his position.

Cheers, LT.
 

Awesome, awesome advice. Thank you everyone! I especially appreciate the notes about the strengths/weaknesses of the opponents which I had not really analyzed carefully.

I am thinking that the nymph queen might play a little trick with the fabric of time and basically restore the PCs' spells and hit points as if they'd rested just before the mayhem starts.

I have a kind of embarassing question -- I haven't been able to figure out who the little evil smiling clown dude is on the cover of the module. I must be missing something obvious. If he's not statted up I really want to take a stab at creating this guy.
 

The cover-clown is, I believe, the jack-in-the-box in the ice maze. Which is a little underwhelming, seeing as how he's just a Medium animated object.
 

I need, like, 4-6 evil little clowns to cause some mayhem. I'll put my thinking cap on and see what I can come up with...
 

I think I figured out what I'm going to do. The main change I'm going to make is with the quickling. I'm going to have him show up earlier and just be an invisible annoyance from time to time. I'm also going to give him either a power or a magic item simliar to a joy stealer's - he can steal a person's ability to feel emotions. Thus what he has is not Quinn's girlfriend's soul, but Quinn's ability to care, or love, or hate, or anything of that nature. The nymph queen will warn the heroes that Quinn will be at the Cold Rider's side, as their enemy, unless they can somehow restore his ability to feel compassion for the people of the carnival. If the heroes can track down and foil the quickling, they can get Quinn's emotions back to him, and he can either help them or at least stay out of the fight at the end.

I am also going to make the quickling look like the evil clown on the cover when he is visible. And I'm imaging that the joy-stealing item (or ability) is tied to this brown bottle he will be carrying. He might occasionally sing, "Ha ha ha, he he he, little brown jug is full of glee!" Thus a clue to where Quinn's emotions are stored.

Oh, and I think the grimlocks might be the key to tracking down the quickling, due to their blindsight. They might know of a place he hangs out frequently.
 

Ooh. Good ideas! I like the idea of introducing Prig earlier, because he's really obnoxious in a fun sort of way. And I like the idea of using the freakshow further.
 

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