Harridan

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Liberty's Edge

Sword Coast Legends was a bit of a flop and I know it's probably not really played too much anymore but I just got into it and build the first module of SD in the campaign creator.

I haven't fully playtested it yet but if you're interested in checking it out you should be able to find it in a quick search.

Let me know what you think!

Liberty's Edge

I'm posting here because it's the weekend and I've emailed customer services twice with no response.

I ordered the entire set of Second Darkness AP books over three weeks ago and I've had no confirmation of it being shipped. I sent an email to customer services almost a week ago with no response. I also emailed them a second time to cover to ensure they received my message.

I plan on calling Monday but I'd like to know if anyone has any information or if they even watch these boards for stuff like this. I've never actually had any problems with Piazo and buying products from this site until now and this is the one time I can't seem to get help.

Liberty's Edge

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I'd like to start by saying that I love S&S but I feel like the Shackles itself could use a lot of work. It has a lot of potential to be a great setting but it's so big, open, and underdeveloped that a lot of it feels empty and forgettable.

Here are two ideas I have to improve it:

Make the Set Pieces More Central to the Plot:

To me I feel like Port Peril and a lot of other locations were underused. I think that modifying the story to centralize the plot around Port Peril (and other ports) while making the NPC's more important to the story could really help add focus to the campaign.

I know this campaign is all about piracy on the open ocean and exploring the Shackles but a lot of the ports or places you can visit only have a name attached to it, with maybe a sentence of description. This for the most part gives that empty feeling and adds a lot of monotony to traveling in the game.

Example: Port Peril.
You get to visit in the third book but you're barely there long enough before you're sent out to do a bunch of (what can feel like) fetch quest and talk to maybe one person at each port or town. Keeping it closer to home would make Port Peril seem bigger and more important in the over all adventure, and that book.

So shrinking the map down and keeping each books attached closer to a locale and it's NPC's would make the world seem bigger, giving it a more grand sense of adventure.

This is the quick way to do things and would still keep in line with the pace of the game if done well.

Screw That Noise: Make it More Like Kingmaker:
On the other side of that coin you could attempt to make the map more like the Stolen Lands. Gridding out the Shackles and really taking the time to fill those grids with stuff to find and explore.

Kingmaker had a huge map. Maybe not in area compared to the Shackles but in page size and what the map actually had in it. In the Stolen Lands you always felt like you were discovering something or meeting someone who was genuinely interesting in (most) every grid you discovered. This really made the Stolen Lands feel alive.

You could also use the Ultimate Campaign rules in the S&S to build up new ports around, lets say Tidewater Rock, to have a true sense of building up fame around the Shackles. Maybe even add a module or two.

Sure doing this to the Shackles would take a lot of work and you'd probably have to do away with experience for pacing reasons. But done right would yield some fantastic results.

So what do you guys think? Am I right or wrong? What have you done or would do to improve the Shackles?

Liberty's Edge

So we have a Vampire PC in the party. They're heading to Scarwall next session and I was wondering how I should handle Zellara's Doom.

I understand that she is a spirit and is being bound to the castle but would that effect the Undead PC as well or no? I can't find anything in the book that discusses undead party members.

Thanks!

Liberty's Edge

So I've been playing tabletops for about 10 years now and Pathfider for about 5 of that. I've never really sat down and tried to internationally break a character. I usually DM so I'm not a fan of power building. But for this one occasion I want to make something truley nasty. And don't worry the permitters othe game is to break a character.
I've seen a lot of atrong builds and no the basis of beaking the game. But I'd like some ideas.
Please and Thank you!

Liberty's Edge

So my party is about to finish up EfOK and they just took down the emperor and his goons. They fought Rolth back in book two but he escaped and became the emperors advisor. He fled from that fight as well. Now he's double mad and looking for double revenge.
And ideas on where he would fit next. Maybe in book four along with the mantis assassins or should I save hom for the final book for a last confrontation? Or plan for both? He's really good at those last second dimension doors after all.

Liberty's Edge

So the PCs haven't killed anyone since the game started. They've been capturing bad guys and sending them to prison.
They're going to finish the second book tonight and Rolth escaped. He'll come back in book three as the advisor for Piltis.
What I want to happen is when they meet Behor he'll send them on a mission to take down the emperor of Old Korvosa put Devargo in his place. The PCs and Devargo hate each other so I think it'll be fun to have them work together. And it'll be neat to see Devargo and the party cooperate to take down Rolth and the double crosses that will happen. But should I throw Lamm into the mix as well or will his involvement be to much?

Liberty's Edge

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Long story short my party made a real mess of things. They negotiated peacfully however do to some poor decisions a fight broke out anyway. The party managed to clear the room of the hopeful thugs and tied Devargo up before the rest of his enforcers surrounded them. The party bargened for their lives trading over Devargo.

Now Devargo is pissed. The PCs came into his place of business and thoroughly embarassed him. I want to make him a recurring character especially so he can try to get revenge. Are there any places further in the campaign that he'd fit into?

Anyone else have a similar situation they'd like to share?

Liberty's Edge

I'm running Curse of the Crimson Throne right now. At the end of book two after going through a dungeon full of encounters they fight the BBEG. After they defeat her her god resurrects her with full hp and new powers.

Now the book says that the reward for this is the experiance and how epic surviving an encounter like this. However I think it deserves something more. They'll be close to eighth level when they finish. I just don't know if giving them a mythic point is too much. I want to reward them. I just don't want to break their characters.

Thanks!!

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On the inside of the back cover there are the pirate legends. For example the Shipwreck in a Bottle. On the map it has the location of the rumored treasure. I know those are suppose to be open ended for the DM to decide what to do with them but does anyone have any ideas or stories about what they did?

Liberty's Edge

What about True Resurrection? The party in the game I'm running is seriously considering using the scroll they found to bring him back. The book says attempts to raise him fail but offer up no more explanation than that. But Speak With Dead works on him. What do?

Liberty's Edge

So yeah, we just started book two and things went astray fast...

Basically nothing in the Sanatorium went as planned. I RP'd Habe kinda like Professor Quarrel (he even looked like him). He was nervous about letting the PCs in but couldn't deny them after they pulled out the letter from the Sheriff and sat down to talk to the patient.

Spoiler:
At this point they figured that the murderer is probably some kind of intelligent undead. Father Zantos thinks it may be a Ghast. So when the patient came downstairs sick and discolored they assumed he had the fever. And after delivering his message to the object of Foxgloves obsession he went crazy and attacked. Everyone rolled init and the party Rogue (knife-fighter) threw a knife at him, crited, and put him deep into the negatives. Habe of course began to freak out while his orderlies pulled weapons out. The party Bard healed the poor soul only for him to wake up and continue (crawl) towards the Magus (Foxgloves' obsession). The orderlies tried to grapple the insane fellow but couldn't and the next turn the Magus kills him.

After that things just went outta hand. The zombies burst out from downstairs, the orderlies started to run, and Habe fled upstairs. The fighter/wizard and the bard took care of the zombies and chased the necromancer into the basement while the rest of the party knocked out the orderlies and ran upstairs to handle Have. The two in the basement handled the necromancer and began reading over his notes on the Rune. Unbeknownst to them upstairs the rest of the party were killing everything in their path. Including the two older patients who were released to slow them down (they were less than harmless) and the warerat, whom although dangerous, was mesmerized by the Magus' sword. Habe escaped during the madness.

Now I'm stumped. This was all completely out of left field the magus and the rogue were good characters (not anymore) and acknowledged that what they did was messed up. They end of the session had everyone gathering up the bodies as they headed back to Sandpoint to turn themselves in.

What do?:
So what should I do. I understand that combat was suppose to happen and that after an investigation it'll show that Habe wasn't such a swell guy to begin with. Right now I'm thinking of just locking the two up until the investigation but they're still murderers. I mean they could just wait in prison at Sandpoint until things got bad enough for them to actually need to release them. But would they even stay in Sandpoint for that long? Should they just be sent to Magnimar to face their crimes or what?

Liberty's Edge

After the assault on Thistletop last session she'd be one pissed off (almost) half-fiend. The party stormed Thistletop to save Ameiko who was taken there by Tsuto after they failed to capture him at the glassworks.

They got to the fort and killed most the goblins there. Warchief Ripnugget, his Warchanter and five of his Commandos survived the attack. However, all of her cohorts were taken down. Orik after realizing he was the only one left made a deal to trade Ameiko for a subdued Lyrie and hightailed it out of there. They took Tsuto into custody, and Bruthazmus was slain in combat.

After waking Ameiko she warned the party they wouldn't be able to take on Nualia (since all of them were out of spells and had an average of 7hp each) so they jammed the lock outside of the Observation Deck and hightailed it out of there.

So after she attempts to leave not only is she going to have to destroy the door to leave the room she's also going to find out that most of her forces are dead and her lover Tsuto has been captured.

Option One:
She could be angry but collect her thoughts after some intense prayer and wait for the PCs setting up a trap in the alter room assuming they're going to come back and finish the job. There in the alter room and with her god watching she and her three yeth hounds make a final stand against the PCs while the goblins flanks from behind. This encounter could prove to be particularly deadly but an epic end to Nualia the goblins of Thisltetop. From there they can search the fort. Encounter Melfeshnekor and finish the adventure.

Option Two:
She could get blindingly angry and gather her remaining forces and head for Sandpoint to put down their heroes in the square with her Yeth Hounds and Goblins in tow. It'll scare off any guards or townfolk from the actual fight giving her and the party some room. Although she may start a fire or two to get the PCs attention.

So what do you guys think? Any suggestions?

Liberty's Edge

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To get the full story on why I'm making these changes check out this thread here: http://paizo.com/threads/rzs2q1a5?Tsuto-escaped-with-Ameiko-unscathed-party

But to sum everything up Tsuto escaped with Ameiko and the party is barely in a position to follow him. They'll know he's in Thistletop after checking out his journal, as stated in the book, they have three days until she's sacrificed.

the changes:
Fleeing back to Thistletop with the two goblins that survived the glassworks and Ameiko on his back he gathers meeting with the Warchief, Nualia and the rest of the Mercs at their base. After Nualia discovers he left her journal and the location of their hideout she flies into a rage and lashes out at Tsuto, scaring her face with her claw. As punishment she decides to sacrifice Ameiko. However, Tsuto begs her not to and pleads with her. Explaining that they can use her as a hostage so when the party does come after her they'll have leverage.
She agrees and they throw her in the prison in area D9. Nualia has the entire base put on high alert for the PC's arrival.

The actually changes will happen day by day. It's currently September 25th in game.
Current Day: Everyone in Thistletop gets into position as if the PC's are in the base. However, in their haste the goblins forget to warn those staying in the forest in front of Thistletop. The woods play out as written in the book. The survivors from the glassworks go to the throne room with the War-chief.
Sept 26th-The goblins are in position as if the PC's are there however they're a bit lax and and not completely paying attention. However, the goblins in the forest are now in high alert since they've been warned and the refugees have been offered a place in the tribe as long as they help defend against the PCs the two goblins that were with the Warchief are now in the forest helping patrol.
27th- Most of the goblins return to their post as written. The goblins in the forest are still on high alert, however they're all fatigued from Gogmurt threatening punishment for those who fall asleep or stop patrolling. Bruthazmus, now bored heads back to the wives as written and Tsuto now patrols around anxiously.
28th- Everything returns as written and Tsuto refuses to go back down to Nualia, not wanting to watch his sister be sacrificed. If Orik is encountered before anyone else he'll attempt diplomacy with the party. He's lost his interest in Lyrie and has grown quite fond of Ameiko since he was charged with guarding her. In exchange for his life and for them to not tell the athorities of his involvement he'll help the PC's rescue her. Whether or not he'll stick around the entire time or to finish off the whole dungeon is unknown. Two of the goblins in the forest have been tossed into the pit after collapsing from exhaustion. Ameiko will be killed that night.

So what do you guys think? Any feedback or suggestions?

Liberty's Edge

That long title sums up the last nights session pretty well. For me the DM it was a lot of fun, for the party it was one of the most intense and combat heavy sessions they've had in awhile.

But before I get to the nitty gritty I'll introduce you to the party:
Luca Fuji- Magus lv2
Ryoma Fuji- Dervish Dancer Bard lv2
Jenelle Black- Surgen Alchemist lv1
Marko Silverbeard- Knife-fighter Rogue lv1
Artemis Snow- Wizard lv1 (Plans to go Fighter and into Eldritch Knight)

Anyway the book has been going as planned everything has been running smoothly for the party. Goblins were slain, good times were had, heroes of the town they were. The party was milking their new fame for as much as it was worth until Alergast Barett died on their watch. And after that the very next day Ameiko turned up missing.

The Glassworks:
So they head to the glassworks, stealth to the forge see a group of Goblins and promptly jammed the two doors they say that lead to the forge. Not wanting to deal with the eight goblins they slipped around and explored the rest of the upper floor of the glassworks. After about ten minuted the goblins got bored in the forge and decided to go raid the pantry once more in the hopes of getting more food. However the party was in that area at the moment and combat ensued. It went very well; the party fell back behind cover, Artemis casted Obscuring Mist in the doorway and the party took out the goblins as the emerged. The last two after walking into a room with a pile of dead companions took of to Tsuto. However, the party decided not to chase them and inspect the forge where they found Lonjiku's preserved body. They explore the rest of the building and head down to the basement. The time it took for their inspection gave Tsuto enough time to gather up his sister and head toward Thistletop.

The Catacombs:
Continuing on the party found his journal found out about the Catacombs and went in, hoping to find some clue to Tsuto's hideout. The Catacombs are where things really went downhill. The party fought the first Sinspawn with ease and continued down the eastern hallways to B13 where they encountered Eryluim. She summoned her Sinspawn and initiative was rolled. The party fell back to B12 and prepared actions to attack them as the funneled through the door. However, it was for naught as the Sinspawn threw the door open Eryluim summoned a Lemure into B12. The party caught off guard by that was then rushed by the Sinspawn and the little witch. A few rounds and a few spells later and the Sinspawn and the Lemure are down. She cast a successful Fear on Marko who then flees the room, jamming doors behind him. Luca gives chase to Marko trying to keep him from getting too far from the party. The witch then hits Ryoma with a Ray of Enfeeblement that drains 10 points of Strength and flees to rally the rest of her Sinspawn and Koruvus.

The Brutal Battle:
With the party split; Marko unwilling to fight and Ryoma unable to things were looking pretty dire. Jenelle sat post at the hallway at the top of B12 ready to throw a bomb when a Dire Rat (summonsed by the witch) charged for her. She threw a bomb killing it instantly but it was followed by the other two Sinspawn the ran her down. Knocking Jenelle into the negatives. Artemis let loose some arrows from his bow while Ryoma finally got his strength back to fight. While the other two finally made their way back they encountered Koruvus and Eryluim. Luca ran into combat with the mutant goblin while Marko backed him up. At this point the Vargouille flies into the room with the two Sinspawn and began to attack Ryoma. Marko realizing that the party needed to stick together heads back to B12 while Luca decided to stay back in an attempt to take down Koruvus down (who at this point had taken a lot of damage but had missed all of his attacks). Luca now by himself succumbed to the witch's Sleep Hex. Now sound aseep on the ground Koruvus made a successful Coup De Grace and sent his longsword deep into Luca's chest. At this point the rest of the party overpowers the Varguille and the two Sinspawn and readies for the final push of Erylium and Koruvus both looking pretty good on HP because of their Fast Healing. Artemis enlarged Luca and Marko hides behind cover. Koruvus charges the enlarged Luca while he makes his AOO and misses the goblin completely. Who then confirms a critical attack and send Ryoma deep into the negatives. Luckily Artemis' and Marko's
ranged attacks put the goblin down and together are barely able to Eryluim in a successful grapple and tie her down.

The session ended with Marko at 2/9hp, Artemis at 9/9hp, Luca dead, Jenelle at -6/12Con, and Ryoma at -8/10Con

Liberty's Edge

So I'm about to DM a new game and we always use point buys for stats. Something interesting that usually happens in our games are certain characters will end up being a level or two above other party members (usually because of solo encounters or players not making to a session. Anyway I kinda like the player gaps because it makes it harder for the party as a whole and they have to really think about how to approach encounters.

Anyway for this game I want to do something with the point buy that'll create a gap that the players can choose themselves. The idea is that each individual player can choose their point buy however, the higher it is the slower exp track they'll be put on, while the lower it is the faster the track.

I'm thinking something like 25=Slow 20=Medium 15=Fast and 10=fast but you start at 2nd level.

Any thoughts? I know there are pros and cons to each of these but how do you think this'll work out as a whole?

Liberty's Edge

Alright so this may be a little late to ask considering we have our game tomorrow at 6pm but I figure it's worth a shot!

So long story short we've been playing Serpent's Skull for a good bit and we're nearing the end of the third book. One of the character's is lawful(plays chaotic) evil. And he's trying to get the party murdered; it's a fruitless effort because the other players are well... not dumb enough to fall for any of his traps. So this coming up session he wants to join up with the Rakshasa. They've encountered him before and it didn't go to well. Now this PC is going to go back and try to sell out the party to him. Unfortunately, he's going to have other plans. He's going to capture this player and basically hold him for ransom until he gets bored and kills him. Unless of course the party meets his demands and walks into his trap. ;p

The demands he's going to have are going to be for the party to take out key figures or retrieve certain items so that he can spread power throughout the city. I just don't know what those should be. He sees this as a game so it needs to be entertaining. For sure I think he'll have them assassinate Osond considering his daughter is now a party member. But still... I need some more ideas. And it should all be very time consuming and very resource consuming so when the party goes to retrieve him he'll have the upper hand.

Please and Thank you!!!

Liberty's Edge

Alright so there are apparently some people on these boards who say that Savinth Yhi is "bland" and "boring". We'll they're absolutely right! That's why there a tons of threads dedicated to changing the city and what-not, however, I'm going to start a new board with a slightly different approach. I
'll post in here as often as possible about the changes I have made; but only after they have been played out in game. Why? Well for one my players lurk through these boards and I don't want them reading about future plans and two because I want to describe what happens with these plans and ideas in full detail. That way if other DMs enjoy the idea they can know how it played out and what kind of an impact it made on the game.
So essentially if something is a huge flop they'll know before hand or at least know how to fix it for their group.
By the way, don't be shy to post your own stories here as well. I feel that instead of just writing our ideas out that if we instead tell a tale we can better form our ideas and have much more to work with.

Liberty's Edge

So here's the deal, I've been running a game for a few months now; starting at level one and now everyone in the party is level seven. One of the players who was with us from the beginning was a new to Pathfinder and tabletops in general. She's playing a fighter/rogue with the two weapon warrior and the poisoner archetypes but now that she's finally gotten a hang of the system she wants to re-work her character (since we nearly built it for her in the first place) change some stats, feats, and maybe even where her levels went.

The basic idea she has going is a stealthy duel-wielding fighter type who uses poisons and is good in melee combat, and is decent in diplomacy and other charisma based skills. I'm meeting with her in an hour to discuss the build change and help her with it.

Do you guys have any ideas how we should go about this?

Currently she has 4 levels in fighter and just took her third rogue level.

Liberty's Edge

So in anticipation for the crazy amount of deaths that are to occur in the AP I'm going ahead and starting this up! You know what to do people bring on the blood bath!

Liberty's Edge

I plan on playing an Eldritch Knight with the Spellslinger archetype as the caster base and in the fighter area I want to duel wield gun and sword together. Now I know this seems like a stretch (it probably is) but here's the idea.

Pros::
Although he will have magic the main focus will be on his duel wielding. All of his feats will be combat feats so he can be a formidable opponent up front and at a range. Although his spells will be his weakest point he won't be using a lot of saving throw spells. The spells he will use will be reserved for buffing himself and direct damage using his Arcane Gun ability.

Cons::
The biggest problem will be the slow progression of the character. Most of which will be feats, considering he'll need feats for his range attacks, swords, and eventually dual wielding and with only levels as a wizard for 6 straight levels he'll lack a lot of those until later. He'll initially start off doing good damage with his guns but not much else until he starts taking Eldritch Knight at about level 7, after that with the full BAB and d10 hp, melee combat will be more viable. Also, even though magic isn't going to be his strong suit he's giving up four schools for the school of the gun ability. He may not have a strong focus in magic but that's still a hefty price.

Question that need answering::

1. What should his ability scores be assuming the use of 15 point buy? Right now he's a human and his scores are 14,14,14,14,8,10 (I may take leadership so I don't want his charisma too low)
2. What feats should I take in the long run?
4. How many levels of what should he take? Right now the idea is level 1 fighter, level 5 Spellslinger, and 10 levels in Eldritch Knight.
5. Possibly the most important question; which spell schools should I give up?

Liberty's Edge

Yep... That's the idea for my next character. I plan on playing an Eldritch Knight with the Spellslinger archetype as the caster base and in the fighter area I want to duel wield gun and sword together. Now I know this seems like a stretch (it probably is) but here's the idea.

Pros::
Although he will have magic the main focus will be on his duel wielding. All of his feats will be combat feats so he can be a formidable opponent up front and at a range. Although his spells will be his weakest point he won't be using a lot of saving throw spells. The spells he will use will be reserved for buffing himself and direct damage using his Arcane Gun ability.

Cons::
The biggest problem will be the slow progression of the character. Most of which will be feats, considering he'll need feats for his range attacks, swords, and eventually dual wielding and with only levels as a wizard for 6 straight levels he'll lack a lot of those until later. He'll initially start off doing good damage with his guns but not much else until he starts taking Eldritch Knight at about level 7, after that with the full BAB and d10 hp, melee combat will be more viable. Also, even though magic isn't going to be his strong suit he's giving up four schools for the school of the gun ability. He may not have a strong focus in magic but that's still a hefty price.

Question that need answering::

1. What should his ability scores be assuming the use of 15 point buy? Right now he's a human and his scores are 14,14,14,14,8,10 (I may take leadership so I don't want his charisma too low)
2. What feats should I take in the long run?
4. How many levels of what should he take? Right now the idea is level 1 fighter, level 5 Spellslinger, and 10 levels in Eldritch Knight.
5. Possibly the most important question; which spell schools should I give up?

Liberty's Edge

So within the next few months I plan on releasing a web comic based off the Pathfinder Roleplaying Game. It'll be similar in the way "Order of the Stick" and "Goblins" presents itself. Me and my writers are almost finished drafting the first season; however, there is always room for improvement especially if potential readers have something to say about it. So my questions are: What would you like to see in a web comic? What are things other comics have done that you would like to see again? What are you tired of seeing in other comics? And any questions you have about the comic or advice are all welcome!

Liberty's Edge

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So how hard would it be for someone to mod the game to give it pathfinder statistics??
I just recently started playing it and it's a great game but it would be better if it was Pathfinder. Has anyone modded it and if so does anyone know where to get it??

Liberty's Edge

In light of the announcement of this new and epic pirate Adventure Path I decided to check out the Guide to Freeport. A campaign setting that takes place in the pirate city Freeport. It looks like a very cool setting but what really caught my eye was the companion guide that was pathfinder compatible.

It was full a few new base classes and pirate themed feats. Upon looking through the classes though, I noticed that they were kinda underpowered compared to the regular base classes. Even with the pathfinder update.

So has anyone checked out this guide and played the classes; if so how do they compare to the regular core classes? I understand that the classes in the book are probably suppose to be played together (for balancing) without a lot of mixing from the core classes but the fact that they have NPC's in the back of the book with full Pathfinder base classes makes me think otherwise.

Liberty's Edge

So apparently if all the hype is correct this is going to be one the best adventure paths. I've already read through the players guide and I've skimmed through the first book. Which looks incredible by the way.

But I'm so torn. I'm a seasoned player and DM. Currently, I'm running Serpent's Skull so it'll be awhile till we play Jade Regent. The main question is; Should I play in what could be the best adventure path or should I run the best adventure yet?

No spoilers just in case I end up playing.

Liberty's Edge

Hello all!! We're about to start book 2 in the AP and I'd like to share an idea I have and hopefully get some feed back from you guys about it.
In the game we're playing Jask was initially met with a lot of suspicion. There were a lot of arguments about whether to let him free or not. Especially from the parties fighter who took the 'get the cargo through' trait. The cargo was Jask and she was a bounty hunter out for the price on his head.
As they went further into the jungle they found the papers that proved Jask's innocence. The bounty hunter apologized and Jask quickly became an incredible ally considering the party didn't have a healer.
He proved invaluable to the party when they assaulted the cannibal camp; since he was the only thing that kept them going. However, he died towards the end of that fight. He ran in to distract the cannibals from killing the bounty hunter who brought him to the island in the first place.
It was a heart breaking moment. They held a burial at sea for him. Gelik gave the eulogy saying how he "finally got off the island." and "lived as a criminal but died as a free man."
Life on the island has continued as normal they continue to scout out the area and they are about to explore the caves under the camp.

Anyhoo. When they finally get to the mainland I'm going to have the representative from the Sargavan Government be Jask's son. The idea here is that even though the PCs have the papers to prove Jask's innocence his son going to hate them. Blaming them for his father's death and I'm going to have him state how he had finally found evidence to prove his fathers innocence. But since his father had been arrested already he was going to wait for his arrival in Elder to give him the good news. This is going to make the Sargavan Government be their rival faction in book 2.

What do you guys think??

Liberty's Edge

Thought this would be an interesting story to share with you guys. So I ran the encounter with the Warerat cannibal Narak Voad. He attacked a makeshift camp the PCs set up. Aerys was with the PCs at the moment and ruched in to help fight off the foe. Unfortunately, she was bitten and failed her fort save for the disease.
In the days that followed no one knew she was infected but there were suspicions. On the night of the full moon the tied her up and kept a watch. Once she turned the PCs ran over to hold her down and trow more binds on her to make sure she couldn't get out.
During all the confusion though a PC was bitten and she failed her save as well. I haven't told her she failed it but they'll find out on the next full moon. >;)

Liberty's Edge

So my group is getting pretty close to fighting the cannibals at their camp and I'm wondering. How should I calculate experience for it? And for that matter how the heck are a group of four level 2 PC's suppose to take on a camp of what could be up to 22 cannibals and their bosses??

Liberty's Edge

I've recently started purchasing miniatures for my gaming group. I get detailed descriptions of their characters and I search around until I find a miniature that suits them best. At the moment I've found four out of five minis that fit the PC's in my party and I'm going to continue to search for minis that will match major NPCs and villains.

It's been a long process but has been worth it. So I figured to make my search and other searches easier for my fellow players, we could work together in this thread to find those miniatures that fit your characters just right!

I'll go ahead and give a big thanks to those who help me and my fellow miniature enthusiast out!! =D

Liberty's Edge

So it seems my group is a little late to this party. I'm about to run Serpent's Skull for my gaming group Monday. We've all been playing for about 2-4 years(depending on the player) so we're a pretty solid group.
Anyway I think I might have a problem running the NPC castaways. There isn't a problem with roleplay in my group so I know the NPCs will be included in a lot of RP; and I've always done my best to make and NPC's real and believable. But it might be challenging to get 5 very fleshed out NPC's to roll well with RP.
Any tips you guys have on running them, ideas, situations that they were put in on your game and how they responded.
Any help will be appreciated! Thanks!!