Aeteperax, Green Dragon

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These are going to be spread out a bit between combat and travel since the group has to make approximately a days/two days worth of travel to get the major plot points. I'm probably going to use 4 but I like brainstorming encase something better pops up or would prove better for the story.

I feel like I could do something with the second option and maybe the first with some modification. Ghouls are pretty prevalent throughout the city and a lot of people have died to what's happening meaning new ones could have risen up already.

I'm trying to avoid big plot encounters though. I've got my Big Bad figured out, the plot, and the PC's part in quelling this so I'm really looking for small conflicts that would be likely to happen in a city gone mad.


Ello all! I'm DMing for a morally questionable group of characters and got the idea to throw them a bit of a curve ball. They've been placed in the middle of an undead uprising and I've have figured out most of the details for what I'm planning. What I'm having trouble with though, is coming up with some interesting moral quandaries for them to interact with while their in the city. So far I have the following:

1. Encountering a group of survivors who are trapped on a large statue and surrounded by various undead. The group has the choice to try and help or sneak past.
2. Stumbling across a group of misinformed individuals in the middle of a human sacrifice who believe that the only way to end the undead rising is with sacrifices to Urgathoa.
And,
3. Running into a group of looters the middle of robbing a shop. The shop keep has tried to stop them but instead is now being beat up and crying out loudly. The pc's are aware that this is likely to draw undead to their location soon if something isn't done.

Ideally I'd like to come up with 3 more and I am more than open to suggestions regarding the 3 listed up above.


Hm, okay. I'm really just considering modifying the building that it all takes place in. It doesn't have the feel of a structure that was legendary and could host fleets of ships from it.

And I'm skeptical as to what my players will do. I feel that they're going to take the rock for themselves and leave diplomacy out of it but they have surprised me more times than one. So far, they've kind of shown to be a bit power hungry and have shifted more evil in alignment; lawful evil but evil nonetheless. They also have a bit of a problem trusting others to do things for them.

I do like the idea of how you've played Lady Smythee though. She doesn't have many people to keep her occupied and it might provide some comic relief.

Is there a layout for the island that the rock is on? I've only found the layout for the tower itself.

And I would be super interest in the tread if you could link it! c:


Hi guys, I wanted to ask some advice from other people who had run the Skulls & Shackles Campaign.

I like to read up on stuff my players are going to encounter way early and came across the section on tidewater rock. The impression I had been given of this building, from it's story and the way that it was talked about, was that it was a grand defensible castle for the PC's to set up base in. Looking at the layout though, I'm skeptical. The building doesn't seem to hold up to what legend says and I can't really see my players making long term use of it with the way it is now.
I was wondering what the community thought on this and if changing it seems like a good idea? I don't want to change it if the later books don't expect it to be much but at the same time, I want my players to have a reliable base of operations. Thoughts?