
SatiricalBard |
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In my humble opinion, Sky King’s Tomb is a nearly great story-focused AP. It also does a better job than most APs at connecting the 3 books together, especially at seeding key information and secrets early in book 1 that will pay off at the end of book 3.
But it still suffers somewhat from book 2 feeling very disconnected to books 1 & 3, and it misses opportunities to fully set up the 4 key story & adventure beats of the AP early on in the adventure, during book 1.
Below are some suggestions for things GMs can do fairly easily to tie together the 3 books more closely together, and seize those missed opportunities to set up the story beats right from the beginning.
Book 1
Book 2
Book 3
These are some of my thoughts, at any rate. I'd love to hear what others have done or planned for your own games to tie the books together more!

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So... I was reading Book 2's back half for the first time, and while I didn't go into detail, I saw that it just... ends?
And then Book 3 starts in a whole other place. There's no guidance for how to get out of the broader situation in the end of Book 2, ramifications, etc.
Any thoughts on how to get the PCs effectively from Book 2 to 3? Particularly on the extrication from the almost certainly LETHAL situation they'll find themselves in at the end of Book 2?

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Also... Jirelga and Krohan just... vanish? Like... where do they go? Would there be good places to bring them back into the AP? Jirelga just, like... jets before the Court, and Krohan kinda... evaporates?
I'm thinking that the PCs get

Lia Wynn |

Krohan is probably starting his Rivethun training, though I think he would check up on the party whenever they came back to Highhelm. I don't think he should play an adventuring part in Book 2 or 3.
If I were to run it again, I would make major changes to Book 1, Chapter 3's last segment (the Jirelga bit), and make her a more active part of the story until after the Court of Ether.
I would agree with the OP that there should be more encounter options, even if optional, in the Darklands, to give that danger feel. It's supposed to be dangerous there after all.

lemuelmassa |
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Currently running SKT weekly. We're in the transition now between chapter 2 and 3 of book 2. And yup, I've added a lot of extra content to make up for some of the shortcomings of the AP as-is.
1: Using the Highhelm book I added an extra "front" to the adventure... the Ashen Engineer who is striking at Highhelm as a proxy/setup for when Narseigus does eventually arrive. Right now we've faced down a couple of his lower level bosses, etc. but each time they come to Highhelm I use agents of the Ash Engineer to create a threat to Highhelm and with some pointers in the right direction from Lady Dux/Clan Tolorr so there's some meat for the transitions and more dwarfiness to the AP overall.
2: I developed a whole bunch of Darklands encounters that flesh out the quest for sky background... monuments, sites that were once great battles, wandering NPCs to tell more of the story (grabbing from the timeline in the start of the adventure) a few microdungeons along the way too. If this is the darklands AP we should experience darklands.
3: I'm still considering what needs to be done to make book three more connective... especially foreshadowing for the last chapter of book three.

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Currently running SKT weekly. We're in the transition now between chapter 2 and 3 of book 2. And yup, I've added a lot of extra content to make up for some of the shortcomings of the AP as-is.
1: Using the Highhelm book I added an extra "front" to the adventure... the Ashen Engineer who is striking at Highhelm as a proxy/setup for when Narseigus does eventually arrive. Right now we've faced down a couple of his lower level bosses, etc. but each time they come to Highhelm I use agents of the Ash Engineer to create a threat to Highhelm and with some pointers in the right direction from Lady Dux/Clan Tolorr so there's some meat for the transitions and more dwarfiness to the AP overall.
2: I developed a whole bunch of Darklands encounters that flesh out the quest for sky background... monuments, sites that were once great battles, wandering NPCs to tell more of the story (grabbing from the timeline in the start of the adventure) a few microdungeons along the way too. If this is the darklands AP we should experience darklands.
3: I'm still considering what needs to be done to make book three more connective... especially foreshadowing for the last chapter of book three.
Yeah, I'm doing some of all of that. N is going to be at the big party at the end of Book 1, and he'll show up in person in Book 2 as well.

SatiricalBard |
2: I developed a whole bunch of Darklands encounters that flesh out the quest for sky background... monuments, sites that were once great battles, wandering NPCs to tell more of the story (grabbing from the timeline in the start of the adventure) a few microdungeons along the way too. If this is the darklands AP we should experience darklands.
I’d love to see what you came up with, if you’re willing to share?

lemuelmassa |
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lemuelmassa wrote:2: I developed a whole bunch of Darklands encounters that flesh out the quest for sky background... monuments, sites that were once great battles, wandering NPCs to tell more of the story (grabbing from the timeline in the start of the adventure) a few microdungeons along the way too. If this is the darklands AP we should experience darklands.I’d love to see what you came up with, if you’re willing to share?
Yeah so, first of all there's my travel/camping rules...
TRAVEL: I describe some basic elements of the environment they are traveling through and a "mood" and then allow the players to give the LoTR travel scene directors cut description of the scene to earn a Hero Point.
CAMPING: Watches are done in pairs and two players at a time do some social bonding.
Okay... and then 10 days through the darklands:
Day 1:
a) TRAVEL SCENE (mood: excitement of exploring the unknown)... and then they encounter... An injured and starving draft lizard… the saddlebags bear markings of the pathfinder society and it is missing its teeth… it has a name written on a collar “Smaug”
b) TRAVEL SCENE (mood: exploring the unknown but tedious)...
c) CAMP SCENE ... (during one of the watches a wandering harrow deck reader passes the camp and does a reading for their upcoming journey)
Day 2:
a) TRAVEL SCENE (mood: exploring the unknown but maybe being followed?)... and then they encounter...
Orcish runes on the floor (requiring orc language): a riddle.
Through the darkness I always pierce,
A guiding force, both calm and fierce.
In every place, I end the fright,
What am I?
[The answer is light.] This phrase opens the door to a tomb to an orcish community that was killed by the dwarves during the quest for sky tended by an orcish cleric that tells them the story
b) CAMP SCENE
Day 3:
a) TRAVEL SCENE (mood: probably being followed) ... and then they encounter... a bone gnawed with many tiny bite marks
b) TRAVEL SCENE (mood: almost certainly being followed)... and then they encounter... a dead end... the intended road is blocked (search to discover dead toothfaries in the cave in), options: try to dig through, a path into what is obviously a predator hunting ground, or double-back to an earlier fork but possibly running into what is following them...
c) CAMP SCENE ... after both watches in the night, I describe a cut scene where we see a sorceror plotting with fish folk in sillouette, handing them an explosive device
Day 4:
a) TRAVEL SCENE (mood: wary) ... and then they encounter... a snake pit trap
b) TRAVEL SCENE (mood: wary) ... and then they encounter... dretches?
c) CAMP SCENE
Day 5:
a) TRAVEL SCENE (mood: the air seems a little fresher today) ... and then they encounter... the corpse of a dead pathfinder (smaug's owner)... and a toothfairy ambush ...
b) Chase scene after defeating the first wave as clouds more swarm the tunnels
b) CAMP SCENE
Day 6:
a) TRAVEL SCENE (mood: exhaustion) ... and then they encounter... a major crossroads with a giant statue depicting a dark elf... researching reveals that dark elves never dwelt in the darklands and were a simply rumor started by lizardfolk to scare away uplanders
b) TRAVEL SCENE (mood: feeling of progress... a cavern of something wonderous) ... and then they encounter... a talking spider who speaks in riddles and fills in any lore gaps they failed to get from day 1-5
c) CAMP SCENE
Day 7:
a) TRAVEL SCENE (mood: growing resolve) ... and then they encounter... a venedaemon lair with cacodaemon mooks ... discover a book in the collection about quest for sky from non-dwarf perspective
b) TRAVEL SCENE (mood: gradual increasing temperature) ...
c) CAMP SCENE
Day 8:
a) TRAVEL SCENE (mood: getting hot in here) ... and then they encounter... a magma tube with a flame drake lair ... elements of flame giant settlement now long past including traps made of brass that careful inspection shows have been reset (by the upcoming morlocks) ... flame drake loot pile is obvious but will the party try? ...
b) CAMP SCENE sometime later
Day 9:
a) TRAVEL SCENE (mood: getting hot in here) ... and then they encounter... the morlock chase scene given in the AP...
b) First view of the endless gulf
c) CAMP SCENE
Day 10: traveling around the edge of the gulf and encountering the redcaps as told in the AP