Augmented Gearsman

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The Urban Skald's 'Controlled Inspired Rage' says that it modifies the usual 'Inspired Rage' Skald ability and that they do not grant the normal benefits. If that Skald were to Controlled Inspire Rage and the party included a Barbarian or Bloodrager with their own Rage abilities, would the normal 'Inspired Rage' ability that allows someone with their own Rage to use their Rage benefits instead of the Urban Skald's still apply, or is that part of the 'normal benefits' of Inspired Rage?


My players are feeling really beat down in the Wormwood Mutiny, to the point that they are losing interest in the game. I plan on running Plunder and Peril in place of Raiders of the Fever Sea. What I would like to remove is the backstabbing portion that Captain Varossa Lanteri is supposed to be plotting. Is there a way to chase down Jemma Redclaw's treasure and still keep Lanteri as a somewhat friendly figure?

I'm also planning on replacing Lanteri with a re-skinned Isabella 'Inkskin' Locke, because I like the character and the treasure-map tattoo fits so well with Plunder and Peril's premise.

By keeping friendly relations with Lanteri, I hope to be able to alleviate the issue of giving the PC's two ships at the end of the second module.

Basically, I'm just kind of bad at connecting the dots and coming up with my own plot line. :(


I'm planning on substituting Plunder and Peril for the 2'nd module in Skull and Shackles. I'm also planning on replacing Captain Lanteri with Isabella 'Inkskin' Locke. Would there be any serious issues with the plot in doing this replacement? I like the idea of having her tattoo-map be part of finding the treasure of Jemma Redclaw. I'd obviously just ignore the association with the Sanghuin.


I read a thread here that re-arranged the order of events for Skinsaw Murders. I really like the idea of having the Manor be the final area of the module. There were a lot of home-brewed elements to the thread I am robbing for the idea that wouldn't fit in my own game.

I gave a Story Feat to each PC at the beginning of the adventure with a little back story. I wanted to tie my first-time-to-RPG-games players into the story a little more. Our female human Rogue got 'Nemesis' with Justice Ironbriar as the man behind the curtain. I've told her that she used to run with the Scarzni in Magnimar, until she was framed for some crimes she didn't commit by a Justice with an axe to grind and had to flee to Sandpoint.

They were able to capture Tsuto at the Glassworks and he was then shipped off to the big city for a trial by Sherrif Hemlock. He will of course be sprung by Ironbriar (who is also his father in my revision, thanks Paizo forums!)

I'm trying to expand the section where the PC's are investigating the Cult. Its pretty sparse as it is written, and two of my players are also big Mystery-genre fans who will really enjoy tracking down clues.

The sequence of events that I'm contemplating goes as follows:

First murders at the Sandpoint sawmill go as normal. The clues will remain unchanged, but I intend to have the Sherrif mention the caravan guard shacked up at the Sanitarium and the similarity between the killings.

Tsuto will be at the Sanitarium to clean up the loose ends that the increasingly-unbalanced Skinsaw Man is leaving behind. He'll have a couple low-level thugs/cultists with him acting as orderlies. He'll intend to impersonate the staff (who's bodies are stuffed in a closet) until he sees its the PC party. As they are rather fresh from killing the love of his life he'll lose it and attack. He'll get his butt kicked again of course, and try to flee into the woods to give our Inquisitor a chance to track someone down.

I need to add some clues here that will lead ultimately to Ironbriar and his Sawmill hideout. I also intend to have some cryptic notes about the cult replenishing their ranks and a debate as to whether to allow 'A' in or not. There will also be mention of a plan to 'deal with the Scarnetti's.'

Titus Scarnetti will be receiving a new shipment when they arrive to check on him. I'm stuffing the Golem Works Incident in here, and the Clockwork Constructs will be trying to carry the man off. The rest flows pretty normally, with the culprit being changed to another Skinsaw cultist.

Between the two thwarted attempts, I need enough clues to get them to the Sawmill. There will be cultists and clues aplenty, but I want to move the Ironbriar fight.

Here's where I really need help. I'm struggling with what to do with Ironbriar and Xanesha from this point. My tentative idea is that they try to flee to the Manor in a carriage. Instead of the Farm, I will have the Ghoul's attack an Inn where the pursuing PC's will (somehow) be moved to stop for the night. I understand that Ironbriar as written is kind of a lightweight, and Xanesha can be overpowered. I'm trying to figure out a sequence of events that has the PC party fight Xanesha first (possibly with the Scarecrow driving the carriage?) Ironbriar would make it to the mansion, as I really like the idea of the Carrionswarm hunched over the remains of his horses when they arrive. I'm open to other ideas though, and admit I'm not really sure where I could put him in the mansion that would add anything of interest to his fight. It should be somewhat epic as its a major milestone for our Rogue.

Any ideas for plot hooks or clues found at various scenes would be greatly appreciated!