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To get my second group started, I gave them a sidequest. One of my PCs played a wizard, so I said that he would know Lorrimor through lectures, and other things of the sort. He had also met the professor at Caliphas, where I introduced Adivion. The sidequest was a prequel type thing, and at our next session I told them that it had happened in the past.

The sidequest was basically Lorrimor asking the PCs to retrieve a book for him from a potentially dangerous summoner. (A long dead summoner. The dungeon was filled with basic skeleton mooks, a starving "guard" bear, and a Quasit.)

It gave the PCs a way to know each other, and also Lorrimor. I introduced Adivion as his star pupil who he was very proud of.

Spoiler:
Introducing Adivion so early can be tricky, since PCs (well, mine were) were detecting evil and using sense motive on him relentlessly. I created a Ring of Undectable Alignment for him, and technically he wasn't evil way back then, he was just overly curious.

It worked well for my group.


I'm actually having trouble downloading these files?

If someone wouldn't mind emailing them to me? I'd really appreciate it.

angelomiller1107@gmail.com


I'm currently running Carrion Crown for a group of 2, both of which chose to play casters (so they are very squishy)

Spoiler:
]I created an NPC to be a friend to them and also ensure they survive Harrowstone (They just finished the first floor) I've so far run the AP the way is was designed, but I'm always looking for ways to tweak it.

When would be a good time to introduce Adivion Adrissant?

Pretty much any other modifications that are fun or help foreshadow the other books I'm down to hear.


The black raven wrote:
My first thought was Razor Coast. I guess Skull&Shackles may work too.

After looking up Razor Coast, it's exactly what I want o_o

But my local gaming store said it isn't released yet? Where would I be able to find it?


Icaste Fyrbawl wrote:
Why not have the rescue ship BE Man's Promise and press gang them from there?

That's the basic idea, but my only real issue would be having to increase the CR of every encounter, and level up every NPC.


captain yesterday wrote:
Stutterfeind wrote:

I'm really into the mash up idea between Serpents skull & Skull and Shackles.

The only thing I wasn't crazy about is the delevel idea.

How would it work out if I started from book 2 of S&S?

My recommendation, just have a bit of the pirate-y stuff from book 1 of Skull & Shackles, to get a basis for hating Cap'n Harrigan, jump rite to the man's promise, then after the storm (stranded on bone wrack isle optional) have the mutiny then jump right into book 2 (Raider's of the Fever Sea)

i dont recommend the de-leveling (i know if my PCs busted their ass to get to level 3 or 4 then *BAM!* back to square one, i would have a real life Mutiny;)

i honestly rather like Serpent's Skull, i just wish book 3 had 1) more maps and 2) way more artwork of the city (pictures of azlanti architecture or anything really)

book 2 can be a blast if you let your PCs pick the route (the companion book on sargava helps with this immensely) book 4 got really weird for us when our dwarven cleric started huffing midnight spores then everyone started dropping like flies (it got really dark when the elven druid got beheaded by the giant pazuzu worshipping parrot) after that it pretty much fizzled, then i gave the entire ap to my nephews out west.

I'm really enjoying Smugglers Shiv, but I'm just not impressed by the rest of the story. Plus I've heard that 3&5 of Serpents Skull are possibly the worst AP's ever.

Spoiler:
My PCs are really digging the haunted island feel. I'm kind of directing it in an "American Horror Story" type feel. Things on the island dying end up being stuck there forever. After Bofroy Catbagger, a halfling gunslinger, killed Jask, I made him come back as a ghost and haunt and try to kill him.

They're also terrified of the "giant thing with wings" that they haven't found yet. I feel like the rest of the story kinda loses that dark, mysterious aspect.


I'm really into the mash up idea between Serpents skull & Skull and Shackles.

The only thing I wasn't crazy about is the delevel idea.

How would it work out if I started from book 2 of S&S?


Hey all.

My group and I are a little ways into Serpents Skull; Souls for the Smugglers Shiv

A little background.

:
They've just discovered the cannibals, marched up to the camp and had an intense battle.

They're building strong relationships with some of the NPCs, Sasha and Gelik mostly, Jask is dead due to no one trusting him or giving him a chance to explain why he was shackled.

They are really enjoying the mysterious jungle aspect, and are really getting an understanding of how dangerous it is.

After reading a little bit of Racing to Ruin and Vaults of Madness and stuff, I'm just not impressed. I don't like where it goes, and knowing my group, I don't think they will either. After being so involved in the survival aspect and stuff I think the change of pace is kind of drastic.

On the other hand. They can't stay on the island forever. I'm just looking for some suggestions on where to go from this book.

I've read that going from Serpents Skull to Skull&Shackles works well, but I think I might be a little late on the jump. Unless I did some major tweaking probably.