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I’ve been working on a campaign based in Sterich focused around the Istivin Trilogy for some time now. The structure is based on Dungeons adventure path style of 12 adventures that take PC’s from 1st to 20th level with some side-trek/mini adventures weaved in based on the PC’s goals and motivations. For a better Idea of what I’m planning you can check out this thread on these boards at: http://paizo.com/paizo/messageboards/dungeon/generalDiscussion/istivinTrilo gyTheHarrowingOtherQuestionsPossibleSpoilers While I’ve been working on the campaign a few issues have come up that I would like to get a better perspective on. 1) Currently I have a rough outline of my twelve adventures, as I look over them I feel like I have a collection of relatively unconnected adventures that while it would form a campaign in its own right, my actual goal is to have something a little more connected and interlinked like how the Savage Tides adventure path outline in Dungeon issue 138 details. Any ideas on how I can go about accomplishing this task? For some reason I have it stuck in my mind that the “Azure Prince” detailed in the LGG has some major role to play in the campaign as well as the Malgoth entity from the Istivin Trilogy and perhaps even Lolth. 2) What exactly is the process used in creating an adventure path? I feel like I’m trying to shoehorn adventures into a campaign instead of there being an actual flow of adventures that leads to a cohesive story arc. Many of the seeds I’m using are culled from the Istivin Trilogy and a few other sources (mainly Dungeon, Dragon, and the LGG). 3) Since this campaign is set in the World of Greyhawk, and entirely within Sterich (with possible planar adventures) I’ve been struggling with ways of making the campaign have more of a Greyhawk feel to it. I’ve considered using the remnants of the Slave Lords, but unlike the FR or Eberron settings there doesn’t seem to be a lot of material (especially in Sterich) to work with. Any ideas on how to put the “Greyhawk” in this Greyhawk campaign? I have to say Im kinda interested in what you have planned for your game. Ive ran a d20 modern game before and I have to say the one thing that I really didnt like was the classes. Especially if you want to have spell casters at 1st level. The other thing our group encountered as a problem was that fights with mostly guns and very little melee can get boring pretty fast (as oppossed to d&d with lots of melee fighters with plenty of melee options and few ranged fighters with not so many options). I think that the advanced classes would probably mix well with standard d&d classes, but Im not so sure about the base classes. The feats trees can be replicated pretty easily with standard d&d classes and are probably always the better choice over the d20 modern base classes.The only reason I see in using the base classes and advanced classes from d20 modern would be to get some abilities that d&d dosent already have. I would defintly say that you should choose one spellcasting system either d&d or d20 modern, otherwise things might conflict a little bit (thats my own opinion,without an actual comparison of the two). The big thing about d&d and d20 modern is that they share so much in common yet I find enough little diffrences that it can make things a hectic at the table if you and your players just assume that both work the same(yet another problem area out group had). Id love to here more about the details of you game though it sounds like it would be cool. For the heroes I would also suggest using reserve points from unearthed arcana,this keeps the action going longer and negates the need for healing potions (or in one d20 modern game I ran cure light wounds eppy pen injectors!) If your running a campaign in which the zombies infestation has caused an apocalypse then theres lots of possiblities for scavaging tech, however if the world has been in an apocalyptic state for some time now, itcould be hard to come by anything thats not primitive or a jury rigged piece of junk. Being a zombie/RE fanboy myself, I would suggest a few things. For the Heros
For the Zombies
OK Skech, Man you sent a lot of stuff! I wasn’t expecting that many documents. I’ve decided to post some stuff on your player’s guide on this thread since I thought that if you sent it to multiple people it would be simpler for review purposes. I’ve never really reviewed stuff before so here it goes. 1) You’ve gathered quite a bit of info here, from various sources, Canonfire, Dungeon magazine the LGG and the LGJ’s this is great, and I had no idea that some of that stuff was available on the net. Also you have some interesting ideas of your own that you’ve noted. I like that you have fleshed out the towns and counties a little 2) Im a little confused if this is meant, as a player’s guide intended for player’s to gain insight into the setting and help to provide information and material for additional house rules and character background creation. Or if it is meant as a DMs guide on the setting for yourself. I say this because you mention things that players probably don’t need to know right away. None the less you have some good stuff here. Just to give you an idea this is a rough outline of my PG and what I might want to see as a player: Cover Page
Chapter 1: History of Sterich : Provides a brief history of Sterich
Chapter 2: People of the March: Lists important people the character might know or have heard of Chapter 3: Places of the March: Notes on places in the march
Chapter 4: Religion, Organizations & Prestige Classes
Chapter 5: Character Creation & House Rules: basic house rules and what other books beyond the core books I allow in the game
I hope this helps. BTW: what do you mean you use the Hero system and not d20, that’s just crazy man! I guess whatever makes you and your group happy is all that’s important in the end. Greg V wrote:
Ah Ptolus, the third campaign Id love to run (#192 of 1000 on the preorder),man I need more time to game! But seriously, Im pretty psyched to run the Sterich game more than anything right now. P of B's comments on the nobility and other posts have been very insightful and helpful in the development of the campaign so far. Skech wrote:
Id love to read/review your gazetteer! Im not sure what paizos site policy is on posting email adresses and other info is, otherwise I would say email it to me. If you could site your sources that would be nice in case I want to reference anything for my own campaign. Eric Boyd wrote:
Skech wrote:
I have to admit that I was a little curious/confused about the whole baron/count aspect. Skech,I would love to see what you have compiled for your campaign on Sterich, as well as what kind of adventures and other ideas you had planned for fleshing everything out. I have a good while before my campaign takes off the ground so I have lots of time and room to change things.Plus I just kinda love hearing about other peoples adventures and campaigns. I never would have considered myself a canon freak before but for some reason perhaps with age I find myself like that now. Also, It makes you ask the question: What makes any campaign setting what it is. You could take stuff from anywhere and use it in your game but then is a Greyhawk game really Greyhawk if you dilluted it with stuff from Eberron or FR. This isnt a setting bashing statement just an observation, I think Eberron and FR are cool settings too. I just find myself becoming more an more enthralled with Greyhawk, perhaps because of a lack of published material, or because its what the bulk of the classic D&D material was spawned from? I Dunno... Peruhain of Brithondy wrote:
Once again great point PoB,I probably should have elaborated on that comment more. What I was really shooting at in that post was for more along t he lines of how people argue the actual physics of the D&D world (The game mechanics and other rules) should be a mirror reflection of how the "rules" of our own world has worked past present and future. For example, hit points dont acuratly reflect how some one getting injured in a fight in real life would work or how much damage ceratin weapons deal compared to their real life counterparts ect. Ive discovered its alot easier to express what Im saying through actual speach as oppossed to posting it on these boards sometimes. Skech wrote:
Thanks Greg, all this stuff is great! A few questions: Is the Master of the Wild Hunt a Greyhawk thing or was this of your own design? Is it like some ferral version of Beory? I've never played or DM'd a Greyhawk campaign before and I find that its really difficult to find out things about the world sometimes. And then when you do some of the sources conflict about this or that, which then leaves it up to you as the DM to choose which is fact and wich is fiction.I find this to be a real pain sometimes. As for the dates and time line, when you wrote the backdrop article on Istvin what was the current date 594CY or what. Because Im getting conflicting dates while I try to compile the history of the area. Another thing Ive discovered about Greyhawk is that during the Pre Suel-Baklunish migration there was alot of history and ancient history that occured, and is not part of cannon anywhere.This probably means that I could create whole cloth alot stuff that happened and even tie it all in with the Malgoth somehow. Peruhain of Brithondy wrote:
You make and very good point and provide some interesting details in regards to the nobility question. I always hesitate to use real world history in D&D, which I guess in kind of silly in that there are a plethora of parallels between the two. I’ve always hated those arguments in which people argue well this is how things work in real life so that’s exactly how it should work in a magic infused fantasy realm, but that’s for a different thread. In the future I think I will take this a lesion to do some historical research into what equates to relatively mundane topics. In regards to Shahng, Whoops! I guess I should have read the adventures better. Man do I feel dumb for not seeing that. About the “Headless” adventure, I know that as DM I should modify things and adapt adventures but sometimes I feel weird about modifying “canon”. For instance in the original GDQ series part of Istivin is covered by Lolths bubble when I first read this I thought man that’s stupid! But Greg went ahead and rolled with it and came out with a really cool concept for a campaign. So now in retrospect I think the whole Lolths bubble thing while kinda weird when I first read it, is now kinda cool. So I always wonder when I should modify stuff and when I shouldn’t. As I mentioned before, I wanted to structure the campaign around the concept of the AP series, that is 12 adventures that take the characters from levels 1-20. Outlined below is the basis of the framework for the campaign. Most of it is based on the adventure seeds culled from the Istivin Trilogy (Dungeon Magazine # 117-119) and the Living Greyhawk Gazetteer. Shadows over Sterich Outline 1) Levels 1-3: “Enemy at the Gates”, An introductory adventure to Sterich and Istivin the characters meet at the Javan gates waiting to gain entry into the city. During this waiting period they have chance to get to know each other and forge the bonds of friendship in a combat encounter that occurs at roughly the same time. In order to keep the group together after the fight, the group is invited by a noble or someone to join them for dinner, at which time they are given an opportunity to work for the noble. Out of all the adventures in the campaign this is the one that I’m having the most trouble with as I want the PC’s to naturally come together out of circumstance as opposed to just saying okay you guys are a group here’s the adventure. 2) Levels 3-5: “The Society of the Vigil” In this adventure the PC’s go up against the society of the vigil, the madness of the Malgoth has tainted the minds of many in the city.
3) Levels 5-7: “Its Alchemical my Dear!” The hero’s require a special alchemical substance that can only be found at the Kragmere School of alchemy, when they arrive at the academy they discover its been taken over by goblin raiders, after defeating the goblin raiders they learn that the alchemical substance they require has been strangely taken by the goblins back to their layer in the Stark Mounds. After defeating the goblins in their layer they return to Istivin with the substance and complete the mission that required the substance in the first place. 4) Levels 7-9: “Pandemonium in the Veins” This adventure is from Dungeon #96, I haven’t read it yet (but it’s in the mail), If it works well I will use it mostly because I really wanted to use the Circus (location #19, Dungeon #117). It seemed like this was an appropriate level to place the adventure based on the NPCs and Monsters found at the location. 5) Levels 9-10: “And Madness Followed” This adventure is from Dungeon #134. I’m not sure if I will actually put this into the campaign arc. I’ve considered it for the following reasons. A) I love the Cthulhu Mythos, B) It kind of follows the theme of madness/ horror that I want to evoke in the campaign. C) it fits in the spot of the framework of the campaign as far character levels go. If I use it, the adventure will probably require a certain amount of modification to fit properly. I’m hesitant to use it because I feel that it just comes out of left field as continuity goes. Maybe I’m wrong here. 6) Levels 10-11: “Touch of the Abyss” Dungeon #117
I think that these three speak for themselves for obvious reasons, as they forum the backbone of the entire campaign. 9) Levels 13-15: “Verbane’s Gambit” I’m not sure what I planed on doing at this point I was mostly thinking that the PC’s have made a huge enemy of Verbane as threats to his taking the reigns of power from the marchioness. At this point he would take make his play to take over the city, if not control over the entirety of the Marchlands and take out the hero’s at the same time. In retrospect it would probably make sense if the Malgoth entity, after his defeat at the hero’s hands, tried and succeeded in taking possession of Verbane making him a true for to be reckoned with! 10) Levels 15-17: At this point I would run either “The Chapel of Time” An adventure inspired by the chapel of time encounter site/adventure seed found in Dungeon #118 or ”The Harrowing” by Monte Cook (Dungeon # 84). The Harrowing is cool; it has lots of interesting encounters and other stuff in it but like “And Madness Followed” it feels to me as if it just jumps out of left field and doesn’t follow the campaign continuity. To make it work I was considering making the drow house of Tormtor loyal to Laveth. Running the Harrowing would be easier than creating an entirely new adventure. If I where to create the Chapel of Time adventure I was thinking along the line of the PC’s needing to recover some relic or stopping the fiendish devil worshippers (perhaps related to the Malgoth) from accomplishing some vile ritual or both. Still lots to work to do on this adventure if I decide to take this route. 11) Levels 17-19: My notes list this as an adventure based on some kind of drow plot possibly in regards to the Elder Elemental Eye and House Tormtor, or and Assault on the Vault of the Drow. I could possibly place the Harrowing or the Chapel of Time adventure here. 12) Levels 19-20: Here also my notes are vague as all I have at this point it Davish Headwaters and the “Azure Prince” This is one area that I really want to build an adventure around its just to mysterious and cool not to. Also, because it was the only other major thing of note in the LGG it seems too pertinent to be left out. As far as the Azure Prince is concerned I’m still trying to come up with an interesting concept for what exactly he or it is. I don’t really want to use the cliché of Ogre magi or a Blue Dragon, although I had considered using a Barghest when I was going to place this as a lower level adventure. Now that I have FC I: Hordes of the Abyss I was considering making him the Demon Lord Fraz-Urb’luu searching for his staff which he believes is hidden somewhere in the Sterish Marchlands specifically the Davish headwater mines, again here I feel as if all of a sudden the campaign takes a major swing from the natural flow of things. That’s pretty much the outline of the campaign to date. Of course I want the PC’s to be able to accomplish some of their own campaign goals so the adventure levels will be adjusted accordingly and should make room for some minor side treks based on the PC’s personal agendas. Of course I won’t know what those are until we start playing when ever that may be (I’ve got a long time to go before my turn to DM come around, and then I have to decide Shadows over Sterich or Savage Tides.) So while I’ve been reading up on stuff and reviewing the trilogy material, as I like to call it, I’ve come up with more esoteric questions, I just wanted to reiterate how thankful I am for everyone’s input on the subject. It’s been encouraging, insightful and overall fun to read with all the humorous remarks and what not. It seems to me on reflection that if the campaign requires a theme, that theme is going to need to revolve around the machinations of the Malgoth. In that vein, I think that one of the overarching themes should be the horror/madness of the Malgoth in addition to the Malgoth’s goals. In addition here are some more questions: 13) Those people that illegitimately assume the title of barons and other noble titles, would they be more inclined to take a pre-existing noble families name or would they come up with some sort of forged documents saying that their related to so and so through whatever line. It seems to me that magic would make it relatively easy to discover who was lying and who wasn’t. 14) On the Istivin Hinterlands map there’s a manor location called the Bova Estate, and also a village called Bova. I assume that the Bovas are nobles most likely barons, was there anything that you had written about this location that got cut out the material? 15) There’s an island in the middle of the Davish river and the Javan River that has a keep/tower on it (according to the map), I believe it’s called the “Isle of Avenstane” although I cant now find out where I found that information because I didn’t write the source down in my notes. Is this place apart of Keoland or Sterich? Is there any more info on it somewhere? 16) In the post above in regards to the druidic faith, would those druids worship Beory or some other Greyhawk nature deity? Or was this something of your own design? How well could material found in the Twilight Tomb adventure be adapted to the stone circles/druidic order/Malgoth entity in the campaign? 17) Who is this “Shahng” NPC that Antithesis is referring to if its something a player in the Shackled City or Age of Worms AP isn’t supposed to know about don’t tell me as I’m a player in both of those campaigns. Man I sure ask a lot of questions, I really hope I’m not being a pest. Greg V wrote:
What happens to all the cool stuff that gets cut for what ever reasons deemed needed by the editor. Will it ever see the light of day? Is it possible that things like that could be compiled into some sort of PDF or a freedownload or whatever makes the most viable senes? As to the Druidic order, I suspected that this was the case, however I didnt make the conection with the wolves at the gate.Defintaly something cool to think about working out as a full blown adventureor at least a side trek. I always feel when Im working on an adventure of my own design like Im missing something key.I feel like okay heres the idea of a plot I work out a few details a build a frame work, yet it still feels as if somethings arnt smoothly connected like you would find in a published adventure. As far as this campaign is concerned, I feel like I dont have a proper theme nailed down. After I started playing in the Shackled City AP, I said to myself why did I never think of organizing a campign this way. A series of 12 adventures makes so much sense in a logistical/organizational manner. So while Im making room for side quests and a chance for player's to expand and play out their characters goals, I want this campaign to be more than just a series of adventures that happen in Istivin and Sterich. I want some sort of overarching plot brewing in the background, and while a few unrelated advetures is fine, over all at the end the player's are like "Oh, okay now I get it!"
I must say that it’s extremely cool that Greg, Erik, and Richard have chimed in on this thread. You guys rock. I would say that the three of you along with James Jacobs and company have been one of the major reasons that I ordered a subscription to Dungeon and Dragon. Your efforts at putting out great adventures and articles in the magazines have not gone unnoticed or unappreciated. I certainly hope that one day we will see a true, and updated Greyhawk setting, and that if we do it will be because of great writers such as you. I think that the rivalry between Greg and Richard is awesome; it makes reading these boards pretty fun sometimes. I really appreciate the quick responses to my questions, and for taking the time to answer them. You have all help have help immensely and when I get this campaign off the ground it’s going to be great. I do have some more questions though (I write them down as they come up in my campaign notebook) 7) How does Istivin’s Council of Barons work? 8) I read in some of the old posts that there may be a follow up adventure to the Malgoth abyssal entity. Is this going to happen sometime in the near future? If so, that would be very cool, and Im sure Im not the only one that thinks that. 9) Is there a list of the Ranks of nobility in the world of Greyhawk, specifically for Sterich or Keoland somewhere. For instance the LGG states that Querchard gets promoted from Earl to Marquis by King Skotti. This type of detail seems kind of important in a city of feuding, backstabbing nobility, no? 10) On the city map of Istivin location # 21: Ancient Stone Circle. What’s the deal with these stone circles is it just me or do they appear all over Greyhawk, What is or was there purpose. 11) I downloaded the supplemental material for Dungeon issues #117-119, but when I tried to cut and paste the city and Hinterland maps for the player’s guide I’ve been working on none of the words would come with it. Am I doing something wrong here? How do I fix this problem? 12) I was thinking of incorporating the Scarlet brotherhood and Iuz into the campaign somehow, mostly because I think there interesting bad guys and also because I want to try and give this a very Greyhawk flavour. Is this a good route to go as far as supersizing the Greyhawk aspect or are there better avenues to explore first. Thanks again everyone, I really appreciate your comments! Ps. Sorry for the set back with richard, Will I be able to make it up to you by buying youre new module from WotC? heh hehe I just ordered the back issues of Dungeon 94 and 96. I really look forward to reading the "Headless" adventure. In working on the campign that I've titled Shadow over Sterich (not original at all,I know)I've really been mining the Istivin Trilogy adventures and backdrop article for everything I can and trying to sort everything into smaller adventure sized bites froming a coherent campaign with the Istivin Trilogy being a strong backbone for it. One of my goals is to use the material presented to create my own adventures. Unfortunatly this is somthing that I have little experince doing on my own. I've created little one shots and the stereotypical run of the mill adventures, but I figure that if I use the adventure seeds presented in Dungeon it would be like taking some baby steps into the big grand world of adventure design. I will be using and adapting other Dungeon adventures for the campaign, but I dont really want to string them together to form a campaign if I can help it. I feel as if the campaign loses some of its focus that way. At least thats been my expirence in the past. Wow!
Thanks for the reply on question #4, I,ll check that out. I also have some more questions I just thought up. So in addition to the above: 5) In Dungeon #118 in the DM notes its says that Pelman Drudd has a veritable army of Wild Coast mercenaries working for him. Aside from the location of the Wild Coast what constitutes a Wild Coast mercenary and what makes them so special. 6) Is there any more info on Sterich aside from the Living Greyhawk Gazetteer? And thanks again all, and keep up the great work Richard Currently I have been hard a work trying to create a campaign set in Sterich, with the Istivin trilogy from Dungeon issues #117-119. I have never played the original modules that the trilogy is based on but have read them a little. I have a few questions that I was hoping could be answered from the excellent people that post on these boards, maybe even from Mr. Greg the Man Vaughan himself. 1) In the conclusion of “Wrath of the Abyss” Dungeon #119 Mr. Vaughan states that Monte Cook’s the Harrowing from Dungeon #84 could be a great springboard to continue the drow plot in Sterich. What is the best way to incorporate this adventure as it seems after reading it that it would require a significant amount of changes to make it all make sense in the end.
That’s all I can think of right now, I have quite a few notes and have read the message boards here on all that I could find. I look forward to your responses and will post with more as it comes to me. It would be nice if the DM could throw his own spin on events in the campaign. Even if he can only post every two weeks.Perhaps we need to give our DM an incentive to get the campign rolling at a decent pase again. On another note,it would appear that the people on these boards think our campaign journal is boring.Maybe we should start a thread about the merits of Greyhawk vs. Ebberon so we can get that psycho Takasi to show up. One almost wonders if hes paid by wizards or Keith Baker to promote the setting. Let the flame war begin! Memoirs of the Monkey Mage: Ander Aslaxin Many would have you believe that being born with blue blood running through your veins ensures a life of comfort and having everything that your heart desires presented to you on a silver platter. Allow your humble narrator to assure you that, while being of noble birth does have its perks, one must still work hard to survive in the cut throat arena of courtiers and gentry that would give even the legendary drow a run for their money. Being born the second son to lord Zachary Aslaxin the first does not provide for a very good start. Living in the shadow of my older brother Zachary the second, has long driven me to out do him in every possible way (which I have, if I may say so myself). So when Zach II decided to run off with that Taskerhill bird and create the Stormblades, I decided that I would not allow him to steal the spotlight away from me further. Thus, I began my quest to locate my missing friend and associate Peron Alos, from the Bluecrater Academy. That was when I met up with some like-minded individuals also seeking some missing city folk. Later, in the ruins of Jzadirune we came upon the name for our adventuring company, which was dubbed the Company of the Copper Coin. That’s a story I’ll leave to Torrek Spellmason though. While the name isn’t as cool as the Stormblades, (Score one point there brother) at least it has meaning to it. Later on I find love at the Demonskar ball that my family hosted. This was a great night not only did Torrek give my brother a walloping (Score 1 Ander), but also Lady Thifrane Rhiavaldi and I begin our courtship (score 2 Ander). One word of advice when one is in a relationship. Scrying on someone, even ones you love can have disastrous consequences (don’t ask, just trust me on that). After rescuing Zenith Splitter Shield from that awful Koa Toan Shrine deep in the under-oerth a number of interesting events occurred. The first was when we unfortunately had Zenith held prisoner-awaiting transport back to his father in the Malachite fortress (which is now being converted by Dagmar Anvilheart into a fabulous church to Clangaddin). In the middle of the night we where attacked by a crazy Derro sorcerer named Kravichak who turned both Gwydion into a toad and myself into a monkey. It was after that upon reflecting about how monkeys kept appearing (the Lucky Monkey, which I now partly own with Gwydion, Tongue Eater, ect.) as if some sort of omen that I decided to take the moniker of Monkey mage. The second event was quite funny. Penelope Little sprout, company rouge, was taking a little walk through Cauldron (or so she claims) and came upon the Stormblades discussing their plans. After when Zach II and which ever girlfriend he was with at the time (he gets around I’ll tell you) where er, busy Penelope made off with his pants and some other items, and then took his pants and ran them up the town squares flag pole (score 3 Ander, 1 Zach II). Today, after spending much time trying to rescue Sir Alex Tercival, and prevent a massacre at Redgorge we are now lost gods nowhere in the blasted Sea of Dust. I can’t say that I like what the Suloise have done to the place. Erik Mona wrote:
I love Rpgs,it dosent matter what. It could be GH,Eberron,FR, or any of the tons of other D&D and non-D&D (Vampire ,Cthulhu, ect.) settings. So my question to Paizo is: Since it seems that you guys love Greyhawk so much(At least Erik Mona seems to), how come we havent seen any GH licensed products from you? This of course is not counting the liberally GH sprinkeled APs. Is it WotC that is holding you back, or is it a lack of finacial return, or both? It's my understanding that WotC does not see GH as part of its business strategy anymore. I find this sad, because I and it seems to me many like minded people would love to have an updated,beautifully rendered copy of the GH setting. Is Paizo the last hope for the continuation of a D&D legacy or is that to much to ask? James Jacobs wrote: Torrents of Dread works fine as a prequel to Savage Tide, especially since it doesn't really let the PCs experience the "bad" part of the island. Savage Tide takes place about 2 years after the events of Torrents of Dread, in any event. I think its rather ironic that ST takes place two years after the ToD adventure since thats about the time Ill get a chance to run it in the first place. Curently I'm a player in the Shackled city campaign (Almost finished the Demon Skar Legacy),and after that I will a player in the Age of worms AP with a diffrent DM. So I have the time to prepare,get the issues and the hopefully the hardcover (fingers crossed for that). I plan on running the STAP in the future, so I was wondering if it would give away to much, or conflict in some way with the AP if I were to run the Torrents of Dread adventure from Dungeon 114. I would run this as sort of a prequel to the actual AP, with the players playing diffrent characters than what they would actually create for the AP itself. If the answer is yes this is a good idea, is there any suggestions to improve on or add to the adventure itself. James Jacobs wrote:
Since it seems obvious that aquatic themes will be prevalent, how helpful/useful/prevalent would the stormwrack sourbook be for the STAP? As an aside: How interested would people be in seeing some affiliations tailor made for an Adventure Path? I have to say that as a player currently in the shackled city campaign,the litle options that players can choose to take (like nobility which my character took)has greatly enhanced play for my fellow players and myself at the table. So to have affiliations tailored to Savage tides, which I plan to run in the future would be a warmly welcomed idea.
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