The background
After getting back in the GM saddle with Book 1 (pw: council if it’s still protected), I decided to immediately get into book two.
From Paizo:
To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last?
What I changed
Before the book
Since the PCs were taking an interest in the rebels, I decided to go with the implied suggestion that they should train up the lower level characters. I stuck with what I felt they could reasonably train, so we didn’t end up with a monk, druid, or barbarian. Before the first session, I sent out a list of what everyone had trained as.
My plan is to keep the rebels three levels behind the PCs with the assumption that they’re going out on their own missions. I’ll probably stop them all at some point, since there’s only so much experience you can get running around the city.
I also leveled up Janiven and Areal a bit, with both of them staying a level ahead of the PCs. At level five, however, I’ll probably only continue leveling Janiven (since that’s who they always bring along).
The rehearsals
Because one of my players was part of a theater troop, I ended up moving the rehearsals there. In story, this was because his sister (a bard), disapproved of his auditioning for a murder play and wanted to keep an eye on the production.
I decided to change the benefits for befriending cast members. I felt like the long-term benefits wouldn’t be clear to the players, so I switched some of them to short-term benefits. For befriending one of the actors (and consistently interacting with them), they got a re-roll on a performance check (basically, stealing the Advantage system from 5th Edition) or a bonus on their next perform check.
I also extended the hours that the actors were available by removing curfew for them. In game, the actors were allowed to retire to a bar to relax and socialize, and the mayor made sure they were escorted home afterwards.
As a bit of flavor, I had Yakopulio run a betting pool on who would survive the play. The players ended up betting on themselves, earning them a tidy sum after they all survived.
The play
For the play, I upped the reward amount since it seemed a bit low for such key roles (and because they had been creative about drumming up business for the play). I also played fight music from Oblivion for each scene (when I remembered), which helped set the mood.
Pre-Cornucopia
I ended up modifying the Cornucopia the most. One of the reasons I did this was because one of the PCs scolded Janiven (their fourth actor) for spending too much time dealing with rebel business and not focusing on the play. I had been keeping Janiven in the background in order to keep the spotlight on the PCs, with the excuse being that she was coordinating information gathering on the Mayor’s mansion and the Knot.
So, I had Janiven ‘hand off’ the duties to Yakopulio, meaning that the players now expected something concrete. After the play, Yakopulio came up with a few things:
- She could get one person on the inside as staff. Guards positions were already filled, but she could get a servant, groundskeeper, or stablehand in. She also nixed several people right off the bat: Tarvi (since she mingles with nobles, she’d be recognized), Areal (he’s known as a cleric and would stand out as a servant), Sclavo (since he works in court), and herself (since she’s setting up the deal).
- She gave them a very rough map of the interior of the mayor’s mansion (below). Because she was getting this information verbally, the map is extremely rough. The attic wasn’t included because her informant (a former servant) wouldn’t have been allowed up there.
- She got a list of prominent nobles and dug up some information on each. Tarvi and Sclavo added their own thoughts on them.
- She got them a list of courses (which was kind of pointless, but I felt added some flavor).
Yakopulio’s beautiful maps:


The players ended up picking Fiosa as their insider (her background as a servant made her more invisible). They also ended up bringing Tarvi as a ‘date.’ Tarvi served as a boost to any social checks, and Fiosa could have been used as a distraction / information gatherer (though they didn’t end up using her). They also would have been fine with going into the Knot, though the party ended up asking them to stay behind and leave at dawn with the other guests.
The Cornucopia
I kept the basic structure of the Cornucopia the same, but I realized quickly that the players were attempting to talk to the same people over and over again, which made sense. Wouldn’t someone have more than one piece of juicy information?
I decided to go ahead and let secrets from other characters come up as long as there was a chance that they would know that secret. I also made up a few other secrets to keep things interesting. I also decided to allude to Chammady’s brother, since it makes sense that the other nobles would know of him, but not know that he’s a tiefling. All they know is that he exists and has been working in another town in Chelliax for some time.
Amusingly enough, the one noble that they all agreed was a good potential ally was… Chammady.
The Asmodean Knot
I ended up not needing to make any mods to the Asmodean Knot. Personally, I think it’s a great dungeon, and I ended up running it as a one-shot at a conference. Since our sessions are only four hours long, it ended up being a two session romp, including the winding up.
I had been worried about the maze, but the players (happily) solved the puzzle via the open/close spell. I truly do pity the group who doesn’t bring a druid or magic user with them…
The Knot also ended up solving a big problem I had with the AP: How Chammady knows that the PCs are members of the Children of Westcrown. Because the PCs don’t advertise the fact that they’re rebels, even with them being in the play, it should be nearly impossible for Chammady to sort out their night-time activities. Westcrown is a big city, and she has quite a few irons in the fire!
Sian escaped her encounter with the PCs and, of course, reported back to Chammady that she ran into the heroes. While she didn’t know exactly who they were (she wasn’t at the play), the description of the foursome was enough for Chammady to draw some conclusions.
How Chammady chooses to use this information will largely depend on what the players decide to do when they encounter her in the next book. She may mark them for extermination… or she may chose to manipulate them to take out other troublesome foes.
Tech I used
Because this book involved lots of maps where there was little fighting, I decided to use Roll20. This wasn’t especially disruptive since everyone was already bringing their laptops to games. The only rooms I drew out on a paper map were ones where combat was highly likely.
I did have to edit the maps to remove secret doorways, but it ended up saving me a lot of time double checking a ton of tiny rooms and some of the trickier puzzles of the Knot.
If I had to do it over again…
I would have put Ailyn’s pitch in a note. Most of the players were so distracted by the play that they kept forgetting why they were doing all of this crazy stuff in the first place. I may have even put it on a ‘secret page’ to set up the idea that they might see one of these later.
I would also try to give them more concrete evidence that there was something in the Mayor’s mansion, and that the play was the only way to get in. While the players went along, the plot thread felt more like marching towards a darling than anything else.
As fun as the dinner was, I probably would either shorten it or do the dinner in one session and the hunt through the house in the second. Things got a bit rushed as I was trying to end the game for the night at a good stopping point.
Final thoughts
This book is probably one of the reasons that some people hate this AP, but my group loved it. They enjoy role playing, and there was no shortage of that with these chapters. Pretty much everything until the end is a long role play session.
I used the Knot as a one shot at a conference, and it was a great hit. It needed only a tiny bit of cleaning up, and with a bit more tightening, I feel like it could be made to fit into a nice four-hour time frame.
In fact, even if you don’t plan on running CoT, I highly recommend picking it up. If you scrub the plot from it (which isn’t hard), you end up with three interesting scenarios that can be dropped into many adventures: A murder play, a fancy dinner party, and an interesting dungeon that’s more than just a series of mobs.
