Obryn
Hero
Hey, everyone!
My group just started with P1: Into the Trollhaunt Warrens after a little foray into Call of Cthulhu for a month. I'm happy we took the break - the role-playing at the table yesterday was better than it has been in months.
Anyway, I've already edited the module somewhat to bring out some kind of latent themes, and tie it more tightly into H1-3. Here's what I've done so far...
(1) The hook to bring the party to Moonstair was planted by Vyrellis (as in The Head Of, from H3). I added a back-story where she had been betrothed to Rualiss, before she was abducted and forced into marrying Karavakos. She asked them to bring a letter to him, explaining everything.
(2) As it stands, P1 seems to stay at a surface level where - more or less - Skalmad is just a big troll who wants to destroy Moonstair. I kind of took that as a civilization vs. savagery theme - with Moonstair being civilization, and Skalmad being savagery, of a sorts. To enhance this, I changed around Moonstair a bit.... First off, the mayor is a 20-year-retired mid-low-level Paladin of Erathis who was crippled and decided that was a sign from her goddess that she should settle down and do something productive. Second, I made it pretty clear that the town is rapidly expanding eastwards with new farmsteads. Third, I wrote out a letter from Skalmad, delivered with Etheran's head, which makes it clear that Morvoz (now called Moonstair) is their ancestral land, and that the humans are encroaching on his territory. I wanted to keep the whole monsters vs. people theme as subservient to these other themes.
Anyway, I followed some advice in the Sly Flourish blog about keeping the Oni alive. (He disguised himself as the courier, but the party's illusionist unintentionally bluffed him into fleeing while pulling a prank and pretending to be suspicious of him while waving his arms around.) But other than that, I'm looking for some specifics from groups who have run it.
What are other ways to make this module great? There's some seeds of awesomeness here, and I want to build on them.
What are some problematic encounters?
How did you handle resting in or around the Great Warren?
What sorts of stuff are in the module that make zero sense whatsoever? (Like in H3, how you would technically be trapped forever with the Gates of Agony after passing through the first one.)
Thanks!
-O
My group just started with P1: Into the Trollhaunt Warrens after a little foray into Call of Cthulhu for a month. I'm happy we took the break - the role-playing at the table yesterday was better than it has been in months.
Anyway, I've already edited the module somewhat to bring out some kind of latent themes, and tie it more tightly into H1-3. Here's what I've done so far...
(1) The hook to bring the party to Moonstair was planted by Vyrellis (as in The Head Of, from H3). I added a back-story where she had been betrothed to Rualiss, before she was abducted and forced into marrying Karavakos. She asked them to bring a letter to him, explaining everything.
(2) As it stands, P1 seems to stay at a surface level where - more or less - Skalmad is just a big troll who wants to destroy Moonstair. I kind of took that as a civilization vs. savagery theme - with Moonstair being civilization, and Skalmad being savagery, of a sorts. To enhance this, I changed around Moonstair a bit.... First off, the mayor is a 20-year-retired mid-low-level Paladin of Erathis who was crippled and decided that was a sign from her goddess that she should settle down and do something productive. Second, I made it pretty clear that the town is rapidly expanding eastwards with new farmsteads. Third, I wrote out a letter from Skalmad, delivered with Etheran's head, which makes it clear that Morvoz (now called Moonstair) is their ancestral land, and that the humans are encroaching on his territory. I wanted to keep the whole monsters vs. people theme as subservient to these other themes.
Anyway, I followed some advice in the Sly Flourish blog about keeping the Oni alive. (He disguised himself as the courier, but the party's illusionist unintentionally bluffed him into fleeing while pulling a prank and pretending to be suspicious of him while waving his arms around.) But other than that, I'm looking for some specifics from groups who have run it.
What are other ways to make this module great? There's some seeds of awesomeness here, and I want to build on them.
What are some problematic encounters?
How did you handle resting in or around the Great Warren?
What sorts of stuff are in the module that make zero sense whatsoever? (Like in H3, how you would technically be trapped forever with the Gates of Agony after passing through the first one.)
Thanks!
-O