Dilemma on Smuggler's Shiv


Serpent's Skull


My group is about to wrap up this first volume, or so I thought, when they ran out of the Tidestone dungeon after their first encounter with a trap door. Something inside told them they needed to advance another level before finishing this dungeon off.

So, they went out, did more island exploration and earned a little XP. They're 3rd level now and these wandering monsters aren't a challenge to them; they're actually pretty tedious to run. Plus, when you factor in that we only play 1/week for a few hours, and I'm tempted to speed things along a bit ...

Here's an idea I had: go ahead and bump them up to 4th level and reveal a good bit of what's left of the island, with the hopes they finish off the tide stone map. Either they do, or a ship arrives to get them off the island.

I don't normally like forcing things along like this, but it feels like it's past time to get things moving again. What do you think?


ziltmilt wrote:

My group is about to wrap up this first volume, or so I thought, when they ran out of the Tidestone dungeon after their first encounter with a trap door. Something inside told them they needed to advance another level before finishing this dungeon off.

So, they went out, did more island exploration and earned a little XP. They're 3rd level now and these wandering monsters aren't a challenge to them; they're actually pretty tedious to run. Plus, when you factor in that we only play 1/week for a few hours, and I'm tempted to speed things along a bit ...

Here's an idea I had: go ahead and bump them up to 4th level and reveal a good bit of what's left of the island, with the hopes they finish off the tide stone map. Either they do, or a ship arrives to get them off the island.

I don't normally like forcing things along like this, but it feels like it's past time to get things moving again. What do you think?

I'd think the players will determine when they are bored rolling over stuff and go back to the dungeon at that point. Unless you're under a time constraint to finish the module, I'd let them set the pace. It can be fun to kick ass and take names for awhile. :)


It's pretty important that they get the maps from the end of the dungeon, so "ship away" is a bad scenario (plus, the dungeon is a good piece of foreshadowing). Anyway, I don't see the problem with just telling them point-blank "This dungeon is designed for 3rd lvl dudes. You are 3rd lvl. Get in that dungeon!". They should END the adventure as 4th lvl, becoming 4th during play unbalances it.

A bit off topic: Due to some bad experiences with Kingmaker, we just lvl when the adventure says we should. This removes any problems with "grinding monsters", some bookkeeping and makes sure that most lvls come hand in hand with "great success" (we always level after some cool battle, not just Bill the Random Jungle Goat). It also removes the possibility of the "we have to kill this dude, because we want xp"-mentality. I recommend this approach if you have little play time.


Levelling up should feel like an achievement so I'd advise against free level up, but if it fits/works for your group then go for it.

Instead, I'd recommend going off script a bit and creating your own random encounters that are more interesting. I found the generic shipwrecks boring with just zombies and skeletons and did that. Started a thread "Changing up the shipwrecks" and got a bunch of good ideas. The island has a supernatural and mystical element to it so you could do a number of things. Just a few ideas off the top of my head:

* animated trees or coral (using animated object)
* wererats (I think they have an idea for this in the book)
* sea creature capable of coming up on land (eg: Sahuaghin)
* strange storm sends water and air elementals into PCs camp
* Diplomacy challenge for potential peaceful trading (eg: Locathah - bestiary 2. Tubers (potatoes) are a delicacy for them.)


Did they finish all the NPC's personal quests? If the NPCs died so they didn't do them, you can still do them. Have the NPCs' ghosts appear and haunt them, they need to do the quests so their souls can escape the isle (given the nature of the isle they're on, it makes sense) - but then have it not work until the deal with the temple (the altar being what it is...)

The adventure also gives ideas for bonus adventures. If your group does all that, they should be able to hit 4th without having to grind random encoutners.

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