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How important are the NPC's in the Smuggler Shiv? More importantly do they appear later in the Serpent's Skull AP?
I was thinking about only using a couple, because it seems like a lot of work to keep track of them. And I'm not good at running NPC's along with managing an adventure.
Or if they do appear later in the adventure path are they easily able to be taken out? Though I do like the diplomacy involved with them early on.
If I only run a couple of NPC's any suggestion of who? And then what about base camp, can 2 NPC's realistically defend it, or should I not worry about defense then?
Sorry for all the questions but this AP looks great and I really want to run it, but there is a lot of stuff involved.
Thanx

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It's too bad if you only run it with two, but if you know your players well enough to pick which faction they will likely ally with I'd make sure that guy is there. It's like this:
Pathfinder Society: Gelik
Aspis Consortium: Ishirou
Red Mantis Assassins: Sasha
Shackles Pirates: Aerys
Sargavan Govt: Jask
Personally I'm not that great at improving so many NPCs either so what I'm doing to try to compensate is to basically create a series of "camp scenes" ready to run on different nights when the PCs make it back to camp. Something to make sure they get an idea of who is who. There is a lot of day by day dice rolling during those initial days of the AP with so many NPCs. I'd recommend pre-rolling several days worth of disease exposure, morale, wandering monsters, etc for each session and preparing them in a handy chart. Something to reduce the on-the-fly book keeping.