Modifications to The Skinsaw Murders


Rise of the Runelords

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I'm DMing a Rise of the Runelords campaign for a group of 5, and the party just finished Burnt Offerings. They captured Nualia, and are bringing her back for trial. My plan is for Justice Ironbriar to be called to Sandpoint for the trial, and then have his cultists spring her out when she is convicted. However, I want the party to remember this guy. To that end, I plan to have Ameiko accused of working with Nualia and executed. The idea was that she went to Magnimar while the party was doing the murder tango with Nualia, and discovered clues leading towards the existence of the Skinsaw Cult. As such, Ironbriar needs her out of the picture. It'll be claimed that she was working as Nualia's informant by feeding information to Tsuto, and that his kidnapping attempt was in fact Ameiko attempting to leave town to join Nualia in person. I feel this will make Ironbriar a remembered and hated character, so that the eventual confrontation in the Sawmill is more dramatic. My only issue is that I've never really tried doing anything like this before, and I could use some help.


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Personally I would give the PCs the option to save her, either by trying to defend her in court, or by breaking her out, because unless the pcs hate her, or believe that she is a traitor, they will want to.


I'd not have her executed for one reason: if Nualia is found guilty, then it would be expected for her to hang with Ameiko. If Nualia was sprung, then it makes sense for them to have sprung their "ally" Ameiko.

Instead, have her sent to the Hells, the prison underneath Magnimar.

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Tangent101 wrote:

I'd not have her executed for one reason: if Nualia is found guilty, then it would be expected for her to hang with Ameiko. If Nualia was sprung, then it makes sense for them to have sprung their "ally" Ameiko.

Instead, have her sent to the Hells, the prison underneath Magnimar.

Good point, I'll try that instead. Forcing a friend of the party into a place like that for the rest of her life will certainly still raise their ire.

Sovereign Court

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Another reason to not have Ameiko executed would be the awkward start to Jade Regent if you eventually run that AP ...

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber
Nathan Monson wrote:
Personally I would give the PCs the option to save her, either by trying to defend her in court, or by breaking her out, because unless the pcs hate her, or believe that she is a traitor, they will want to.

Anyone else play the Phoenix Wright games? Best court battles ever. If I ever wanted to do a legal scene I'd try to write it like one of those cases.


A handful of concerns...

Most importantly, for my part I think it's bad GMing if something bad happens to someone pc's care about that they are powerless to stop - if it happens by GM fiat. I may be jumping to conclusions but I assume your pc's are on good relations with Ameiko so I would suggest you give them some recourse to save her.

Framing Ameiko seems a stretch. If she and Tsuto are in cohoots, why did he send her the letter? Why is she near death when the pc's find her - she's stabilized at negative hit points, implying she was dying before stablilizing on her own. Is her supposed allegiance to Tsuto reflected in his journal? The journal that explicitly implicates Nualia? And how exactly did Ameiko get to Magnimar, discover something about the skinsaw cult and get back in time? It's two days there and two days back. How long was the group at Thistletop? And how quickly was she ready to travel after being rescued?

There are some hidden dangers to the path your taking. You will leave your pc's with the decided impression that the government officials of Varisia are either incompetent or completely corrupt. Hemlock and Deverin come off pretty weak in the AP (at least as written) and they look even worse now, letting Nualia get hauled off despite all the harm she's done to Sandpoint as well as letting Ameiko get framed. And the first official from Magnimar they meet is hopeless;y corrupt. Don't be surprised if they have a heavy disdain for authorities going forward and run amok in Magnimar, regardless of legality, etc. Perhaps in Sandpoint, too.

If you sentence Ameiko to the Hells, be prepared to run a rescue attempt. And there's a chance your pc's ignore the start of Book 2 in lieu of trying to save their friend. Any sort of "it's impregnable, never been escaped from" narrative is likely to have an opposite affect. That's the kind of challenge players interpret as something the are supposed to do.

Oh, and if you didn't want them to take prisoners you could have just told them. After this, you should assume they'll never take another prisoner again. Because it will become very obvious that if they hadn't spared Nualia, none of the rest would have happened.

Dark Archive

Latrecis wrote:

A handful of concerns...

Most importantly, for my part I think it's bad GMing if something bad happens to someone pc's care about that they are powerless to stop - if it happens by GM fiat. I may be jumping to conclusions but I assume your pc's are on good relations with Ameiko so I would suggest you give them some recourse to save her.

Framing Ameiko seems a stretch. If she and Tsuto are in cohoots, why did he send her the letter? Why is she near death when the pc's find her - she's stabilized at negative hit points, implying she was dying before stablilizing on her own. Is her supposed allegiance to Tsuto reflected in his journal? The journal that explicitly implicates Nualia? And how exactly did Ameiko get to Magnimar, discover something about the skinsaw cult and get back in time? It's two days there and two days back. How long was the group at Thistletop? And how quickly was she ready to travel after being rescued?

There are some hidden dangers to the path your taking. You will leave your pc's with the decided impression that the government officials of Varisia are either incompetent or completely corrupt. Hemlock and Deverin come off pretty weak in the AP (at least as written) and they look even worse now, letting Nualia get hauled off despite all the harm she's done to Sandpoint as well as letting Ameiko get framed. And the first official from Magnimar they meet is hopeless;y corrupt. Don't be surprised if they have a heavy disdain for authorities going forward and run amok in Magnimar, regardless of legality, etc. Perhaps in Sandpoint, too.

If you sentence Ameiko to the Hells, be prepared to run a rescue attempt. And there's a chance your pc's ignore the start of Book 2 in lieu of trying to save their friend. Any sort of "it's impregnable, never been escaped from" narrative is likely to have an opposite affect. That's the kind of challenge players interpret as something the are supposed to do.

Oh, and if you didn't want them to take prisoners you could have just told them. After this, you should assume they'll never take another prisoner again. Because it will become very obvious that if they hadn't spared Nualia, none of the rest would have happened.

All good points. That being said, is there anywhere that talks about suggestions for modifying Skinsaw Murders? I just really don't like how Justice Ironbriar comes COMPLETELY out of left field.


Justice Ironbriar is a bit player in the grand scheme of things, a willing participant of Xanesha's machinations, nothing more, it's been my estimation that efforts to give him a bigger part inevitably derail the campaign from the real villain, Big K himself, it also takes the steam out of part 3 by distracting them from what's really important, and having them fixate on Magnimar.

Just my opinion, do with it what you want :-)


Your PCs deserve congratulations for successsfully bringing in an extremely dangerous and deranged opponent alive for trial. You and/or your players might also be interested in this thread.


I had Ironbriar show up in Sandpoint to collect Tsuto for transport back to Magnimar, before the party went to Thistletop. It was also when I had two players quit and two new ones show, so I built an encounter on the Lost Coast Road where the new PCs and the continuing PCs happened across a goblin ambush in progress: The goblins attacked Ironbriar's carriage, and the PCs rescue him.

I'm also planning on him letting Tsuto go to rejoin with Nualia.

I'm also considering rebuilding Ironbriar as a vigilante (zealot), who's a bit more "hands-on" with the Skinsaw Murders in Magnimar.

Sovereign Court

Ironbriar can act as a means to transition a captured Nualia into the ranks of the overarching machinations of big K's minions, showing up along side the BBEG at the end of Hook Mountain or during the assault on Sandpoint at the start of book 4. If she is slightly bumped up, or given some underlings, she will not prove a major hindrance or obstacle, but the surprise of the players when she shows up again instead of having been executed or imprisoned should be priceless if pulled off properly.


My concerns mirror Latrecis. Putting Nualia on public trial in a game in general is iffy from a gameplay perspective, but having Ironbriar physically evil it up and try and spring her would be so incredibly dangerous for his cover that it's never something he would do.

Scrap the whole "Ameiko on trial" thing. It's just generally not a good idea, and I can only see it playing as a head-scratcher where NPCs are intentionally stupid for the sake of the plot, and I doubt your players will see it differently. No one likes to play the part of having to point out obvious truths and story inconsistencies to NPCs who have to be played as dense morons just so the scene can happen.

But let's move on, I could pick this little bit of oddity apart all day, but I don't want to do that.

Quote:
That being said, is there anywhere that talks about suggestions for modifying Skinsaw Murders?

Why yes, yes there is!

http://paizo.com/threads/rzs2rzhy?Skinsaw-Murders-extra-content-and-campaig n

This is my thread (which has now sunk low in the forums), and I don't want to toot my own horn by claiming anything in there is perfect, but it's my attempt to re-mix The Skinsaw Murders to fit the taste of myself and my party. There's a lot of content in there, and we discuss and workshop a lot of ideas, all of which you can peruse and see which work for you, but I'll discuss my basic philosophy for TSSM and what I've learned running it:

1. Re-arranging Aldern Foxglove's story and the Misgivings Manor to the end of the book.

Spoiler:
I maintain foremost that The Skinsaw Murders is not a story about Ironbriar and the Skinsaw Cult. I mean, it is about them, but that's just the plot, it's not the "story". The real story of TSSM happens within the framework of the Skinsaw Cult's/Xanesha's activities, and it is the story of the fall of Aldern Foxglove. Your mileage may vary depending on how strongly your players connected to him, but if they cared about him even the slightest bit, the real bang of the book comes from his story. To model this idea, we simply re-arrange things so Aldern's story comes at the end of the book rather than being resolved in the middle, allowing it to wrap everything up with a bow and end on the most emotional note, which can be a great thing after a book filled with horror.

2. Overhaul Ironbriar's role in the plot to make him more present, and thus the player's eventual conflict with him make some sense.

Spoiler:
This one has some difference of opinion I've found, and I'm happy to concede that I'm not necessarily the absolute authority here. But obviously Ironbriar's character as-written comes out of nowhere, twirls his mustache, and then just kind of dies with no real chance to develop as a character. So to fix this, we need to introduce him early and keep him around. Remember that he's a prominent authority figure in Magnimar, a very smart man, and working for a woman who has far-reaching plans. He should be able to string the PCs along for a while, convincing them he's a good guy. I had him employ the PCs, using them to help him in subtle ways that to them just seemed like normal bounty hunting and stuff. Over time, they learned the truth, but all the while he was working in the background to make the plot move. When the players eventually fight him, I want him to feel like a real villain, one that they feel played them for fools, and so it gives the encounter real personal stakes. The best resource I found for transitioning into that is to run Dawn of the Scarlet Sun adventure in between Book 1 and Book 2. It has some great characters and flavor that makes it easy to have players come to Magnimar in Book 2 with connections already in place.

3. (Optional) Sell Xanesha as a real villain.

Spoiler:
I chose to make Xanesha react to the PCs in town with impetus to move forward with her plans. Being that I was melding bits of the Shattered Star AP into my game, having her seek out the Shard of Greed to help fuel Karzoug gave me a way to send the players on a long quest that pitted them against the Skinsaw Cult and eventually Xanesha herself in a place much more interesting than the Shadow Clock. This isn't mandatory, but I am a sucker for adding padding to my games to make them take longer to finish, so it worked for me.

My Runelords game is currently on hold, so I don't have much more to add beyond my writing up through the end of the book, but you can see how I chose to approach things. This way may not necessarily work for you, but I encourage you to spend some time thinking about what any NPC intends to accomplish by any action you make them take, and if that action is logical, both in line with their character and the general logic of the setting, or if it's just something their doing because they need to do something good/evil because they're a good/bad guy.


Askren wrote:

{. . .}

http://paizo.com/threads/rzs2rzhy?Skinsaw-Murders-extra-content-and-campaig n
{. . .}

^Linkified^

Dark Archive

Askren wrote:

My concerns mirror Latrecis. Putting Nualia on public trial in a game in general is iffy from a gameplay perspective, but having Ironbriar physically evil it up and try and spring her would be so incredibly dangerous for his cover that it's never something he would do.

Scrap the whole "Ameiko on trial" thing. It's just generally not a good idea, and I can only see it playing as a head-scratcher where NPCs are intentionally stupid for the sake of the plot, and I doubt your players will see it differently. No one likes to play the part of having to point out obvious truths and story inconsistencies to NPCs who have to be played as dense morons just so the scene can happen.

But let's move on, I could pick this little bit of oddity apart all day, but I don't want to do that.

Quote:
That being said, is there anywhere that talks about suggestions for modifying Skinsaw Murders?

Why yes, yes there is!

http://paizo.com/threads/rzs2rzhy?Skinsaw-Murders-extra-content-and-campaig n

This is my thread (which has now sunk low in the forums), and I don't want to toot my own horn by claiming anything in there is perfect, but it's my attempt to re-mix The Skinsaw Murders to fit the taste of myself and my party. There's a lot of content in there, and we discuss and workshop a lot of ideas, all of which you can peruse and see which work for you, but I'll discuss my basic philosophy for TSSM and what I've learned running it:

1. Re-arranging Aldern Foxglove's story and the Misgivings Manor to the end of the book.
** spoiler omitted **...

Thank you for the advice! This kind of stuff was EXACTLY what I was looking for. Actually, the stuff you're doing is what I was trying (and clearly failing :P) to do.


One thing I've been thinking about is giving Belor Hemlock PTSD and having him and the PCs arrive at the sawmill at the same time, so he can have a breakdown. This would make it clear that he needs the party's help and really can't handle another ritual serial killer in his town.

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