Dragonborn Enthusiast's page

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Start off by GMing my players the Against the Aeon Throne and then go with a mixture of various "Continue the Campaign" ideas to make a Sci-Fi/Space Western Campaign in the Nakon System, inviting them to join the Stewards, wether they get in or not that's up to the players.


The Hell's Rebels book A Song a Silver has an article that has a collection NPCs you can use in the Adventure Paths or any homebrew adventure really.

Off the top of my head there's Ameiko's half sister Amaya, the Oni Hiranoku and the Tengu jinx-eater Ikiko.


Jenner2057 wrote:

Short answer: Yes I used Yarzoth as one of the big bads.

Longer answer:
** spoiler omitted **

I also made some changes to Issilar as well:
** spoiler omitted **...

Funny you mention the Coil, as for when the war starts to rage on Book 6 I shall make use of another Serpentfolk centered cult for Book 6, maybe even throughout the AP, namely the Fang Monastery from the Villain Codex.


Jenner2057 wrote:

Ah Serpent's Skull. My favorite adventure path I've run thus far but also the one I've put the most work into. I tried to compile all the changes I made but -warning!- it's quite a list. Please feel free to use or ignore any of the below.

Spoiler for length.

** spoiler omitted **...

So, I'm curious to see how you handled Yarzoth post book 1. Did she die? Or did she survive and took the appearance of one of the NPCs to enter the boat? And with that said, did you keep Vyr-Azul or did you just get rid of him altogether? I was planning to leave more clues about the high priest of Ydersius, as Paizo has the bad habit of only showing their main villains at the very end, one such way I thought of this is by have the Intellect Devourer M’deggog at the end of book 4 be a minion of his, have the Aberration name drop Vyr-Azul and even scream as he dies: "Master Vyr-Azul, I'm sorry for failing you!"

Another idea I had is for Issilar, the Serpentfolk at the end of Book 2, be a disciple of Vyr-Azul, and realize that he is on his last legs and then attempt to break in an alliance with the PCs, they let him leave and lead him back to Saventh-Yhi and take back leadership of his tribe in exchange of him giving his knowledge of the city to them and allow the PCs the Serpentfolk turf as a safe base.


To all the GMs who GMed this AP, I am planning to start this adventure in the near future and I was curious to what hints do you have? What changes did you do to improve the experience? And did you continue the campaign following the final boss?


Seeing as I plan to GM this AP at some point I would appreciate if you could provide me those maps.

gabriel (dot) perrella @ gmail (dot) com


I heard that Book 3 is infamous for being a rather huge diversion from the main plotline. To the GMs who played or are currently playing the Adventure Path, what changes you did the make the book better? Or you just scrapped the entire thing and made something else in its place?