outshyn |
I have some players who are joining the campaign but they played the module years ago. I'm OK with that but I want to keep them guessing. What changes can I make to Scarwall that are absolutely fun & surprising?
I'd be open to simple things like, "Change that troll so it needs sonic damage to turn off its regeneration." But I'm also open to complicated things like revising the story behind the monsters or even revising encounters entirely. What have you all done? What do you suggest? Any ideas appreciated.
Jhaeman |
Maybe make it a real race against time vs the Brotherhood of Bones to find Serithtial before they do?
And/or have the chained spirit take a *very* active control of the undead forces, so it's more like fighting a war between the undead and the PCs with both sides maneuvering for advantage, trying to outflank one another, set up defensive positions, etc.?
AwesomenessDog |
Honestly, given how much of the AP is random encounters, you can probably mix it up by just suggesting they try a different mode of entry than last time. Instead of going over the drawbridge, fly in and start from the towers down. Or start in the ball room by swimming (lol) or water walking to the secret entrance.
outshyn |
Thank you both! I'm very interested in making it a race, as running the Brotherhood NPCs as allies is a lackluster proposition. And I might use the chained spirit for one thing in particular -- the PCs have a SOP that is super effective at rendering enemies useless. However, if I have the chained spirit take a more active role, it may be able to see their plan play out and then counter it in later battles, or at least alert other NPCs before the PCs arrive and do their usual plan.
Much appreciated.