How did you handle that within the 'conversation'. The reason I ask is that I find this PC endeavour (and always have) the most disjointed narrative element to our story games. What sort of questions or moves did you use as you introduced the Traps / Puzzles? Did the player's spout lore or discern realities rolls to figure the trap create any fictional consequences? Did Shank shine as the thief?
There were quite a few Discern Reality rolls and Shank did manage to help out a lot, mostly with his Trap Expert as well as some good Discern Realities. Wesley was on the ball with trying to Spout Lore about important elements but failed dismally every time. I also added some physical feedback as they set the burial chamber to rights to let them know they were on the right track. I'll have to include that as a side note.
Did you use the map that came with the adventure path from Paizo?
No I drew up a map on the spot. I used some of the features of the Paizo map, such as the alcoves that told the story of the battle and creation of the rod, but I gave the passageway in a new look. I made it spiral down and in ending in the burial chamber. It looked a lot like an upside down, round pyramid. I simplified the Hall of the Builders by making it three simple rooms and replaced all of the encounters down there with a flooded hall and the vengeful ghost of the Seeker. The Upper Tomb they haven't gotten to yet but I left it mostly the same.
Was there enough information to go on in the adventure text from Dungeon? Did you just play straight from the module, or have you developed a front and some dangers with an associated impending doom?
I turned the Wind Dukes into their own Front. The Four Winds are guiding people into the Tomb to help raise their master from the dead. The Dead Wind Duke isn't as dead as he appears and is commanding the Four Winds from his phylactery. He senses the rising evil of Kyuss and is determined to stop him. I'm already planning on building from that and making some changes to the path to really make it it's own thing.
With the monsters, did you come up with any cool moves? Or use the ones suggested for Wolves and Ghosts in the rules?
I didn't even look for Wolves or Ghosts in the rules. The setting they presented was subterainian so I assumed it wouldn't have what I needed.
What about xp? Which guideline were you using? Did anyone level up?
I'm using the XP rules from the book but I'm looking at making some changes. I'm going to give them XP for bringing up or acting on a Bond. To be completely honest I forgot to do the end of session move so no one got XP. It will be the first thing we do next week.