Salvage Operations


Dungeon Magazine General Discussion


Spoilers Ahoy!

I'm going to be running Salvage Operations (Dungeon Issue #123) as a one shot to introduce a couple new players to the game. I'll be running it for three 3rd level characters. I think it will make a good introductory adventure because it offers a limited space to explore, is an unusual setting, and has some really nice cinematic moments (such as the climax).

Before I start working to make sure it works as an introduction, I thought I'd get some input from people who may have run it. Here are the questions that spring to mind:

Are there any obvious things that need to be done to convert it from four 2nd level characters to three 3rd level?

I'd like to swap out some of the vermin to show off a greater cross section of D&D monsters. Any suggestions?

Salvage Operations has plenty of combat, but I'd like to add a non-combat encounter with a neutral or friendly creature to highlight other parts of the game. Any suggestions?

I'd appreciate any other suggestions you might have for using Salvage Operations as an introductory one-shot. Thanks.

Morrow


Hi!

If they are new players you should probably avoid using the swarms. They will have enough trouble learning the rules already to start worrying about zone damage and handling these dangerous critters.

You could alter the whole story to make it more an assault on a derelict pirate ship rather than on a "dying ghost ship". The encounters in the actual printed scenario are quite mono-thematic (undead + vermins) and can be boring. I think it is a good idea to mix things up and have more variety.

Some suggestions from me:

The ship (a merchant ship) was seized by pirates who left some men aboard to bring the cargo someplace. They took some of the original crew hostage, to play with or trade for a ransom. En route they were attacked by Sahuagins who nearly overran the place and left half the pirates dead and the other half dying.

Unfortunately for the Sahuagin they could not plunder the ship or savour their victory because the octopus came into play and they were too weak to fight back. So they just left the pirates half dead and flew away from the giant octopus with some minor spoils. Now they want more and are observing from afar.

The leader of the pirates (some evil cleric of Umberlee or similar deity) rose some of his dead companions as undead.

When the heroes try to salvage the ship (a couple of weeks after it was attacked by the pirates), they have to contend with: the surviving pirates, their undead companions, the evil cleric of Umberlee. Plus what follows.

- The neutral/friendly encounter would be with the prisonners (the original crew of the ship taken hostage). They can be rescued.

- You can also have an encounter with some rats or dire rats (it's a ship after all).

- Of course you keep the Octopus like it is. The Cleric of Umberlee managed to rebuke it once (but not before it did enough damage to scare the sahuagins away), but he is now coming back.

- If you want you could also have the sahuagins looming in the background. Waiting for the ship to sink to loot it. They might be the wild card: would they ally with the PCs to help fight the giant squid and/or the pirates or will they be a third-party ennemy?

Just some quick thoughts. Hope this helps!!

Bocklin


Interesting suggestions, thanks! My only concern is that your suggestion requires a pretty complicated backstory and removes quite a few of the unique aspects of the original adventure.

How about this- a whole band of cannibal vermin-worshiping orcs were using the ship as a pirate ship/ floating temple. The octopus attack killed most of the crew and damaged the ship. This would allow me to keep some of the vermin and undead, as well as the orcish druid.

Your concern about the swarms is a valid one, however since I'm making the PCs, I can be sure to include appropriate equipment. Perhaps I'll cut it down to a single spider swarm encounter, keep some medium spiders, but replace the large spider, centipedes, and other swarms with dire rats and surviving orc pirates. There could be a friendly encounter with a prisoner the orcs took before the octopus attack. Said prioner would be particularly happy to be rescued before he ended up as lunch.

What do you think?

Morrow


While not being a very memorable adventure, I used this in my Freeport setting as a linker module between the first and second installment of their trilogy. Also, the players could need a little dungeon-crawling after a long, investigation-based adventure.

They were 5 2nd level characters, and while the module was not a simple one, I don't feel they were in grave danger at any point. Still, new players don't really know how to utilize the rules to their best advantages. I think you should include an NPC.. maybe someone who can act as a "sage" to them, yelling out suggestions now and then.. "use fire on them,".. "avoid the webs..." these sorts of things.

If you don't want to alter the module too much, but still include a friendly encounter, consider having the orc shaman ask them for help in repelling the squid.. and then maybe turning on them afterwards.


Morrow wrote:
Interesting suggestions, thanks! My only concern is that your suggestion requires a pretty complicated backstory and removes quite a few of the unique aspects of the original adventure.

Hey, I thought my back story was not more complicated than the original one! ;-)

I did/do not like the vermin worshipping/cannibal thing so that's why I got rid of it.

The thing is with "vermin-worshipping cannibal orcs" is that they are so obviously evil that most players do not even think twice before killing them. If you have human pirates they *might* face some ethical dilemna (taking them prisonners Vs throwing them overboard), that are so nice to play with.

If they are new players (depending on their age), they might be more interested in roleplaying around such issues than focusing on the game mechanics.

Bocklin

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