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Playing the Game
Story Hour
Skull & Shackles (2E Conversion), solo campaign
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<blockquote data-quote="Owlbrarian" data-source="post: 8011262" data-attributes="member: 7024999"><p>Well the events of the Bilge assassination attempt are a little bit different than in the module though not too different. The module wants Harrigan to sort of stay away from the events of the players at first which makes sense honestly. Don't want the players to piss off a level 15 captain when they are still level 1.</p><p></p><p>I cheated a little to let the intimidate work since PF2 is pretty strict with what you can do with Diplomacy/Intimidate within combat though it was such a fun moment I let it stand. </p><p></p><p>It was a slog to get through the 20 days at least I felt as much by the end. I ended up having Scourge be sort of the driving force behind Mr. Pluggs hatred of the party. I had him something of a "tragic" villain by the end. Someone who pushed to far to end up in a position he couldn't manage and took his anger out on the party with Scourge fanning the flames.</p><p></p><p>Crys quite enjoyed Pluggs outburst toward Scourge after Harrigan got involved. That was a pretty good session all things considered.</p><p></p><p>Regrets I have are not coming up with a better way to handle the Rum Rations because it left such a bad taste in Crys. Honestly they way PF1 and PF2 handle drugs is pretty silly. Rum Rations as they are written in PF1 would have pretty much killed the entire Shackles by week two or three of their adoption.</p><p></p><p>I later found that the rules from the Arms and Equipment Guide from 3.0 were pretty serviceable. I used this much latter in the third adventure with the gambling section. Translating the ability score damage into the Drained and Clumsy conditions.</p></blockquote><p></p>
[QUOTE="Owlbrarian, post: 8011262, member: 7024999"] Well the events of the Bilge assassination attempt are a little bit different than in the module though not too different. The module wants Harrigan to sort of stay away from the events of the players at first which makes sense honestly. Don't want the players to piss off a level 15 captain when they are still level 1. I cheated a little to let the intimidate work since PF2 is pretty strict with what you can do with Diplomacy/Intimidate within combat though it was such a fun moment I let it stand. It was a slog to get through the 20 days at least I felt as much by the end. I ended up having Scourge be sort of the driving force behind Mr. Pluggs hatred of the party. I had him something of a "tragic" villain by the end. Someone who pushed to far to end up in a position he couldn't manage and took his anger out on the party with Scourge fanning the flames. Crys quite enjoyed Pluggs outburst toward Scourge after Harrigan got involved. That was a pretty good session all things considered. Regrets I have are not coming up with a better way to handle the Rum Rations because it left such a bad taste in Crys. Honestly they way PF1 and PF2 handle drugs is pretty silly. Rum Rations as they are written in PF1 would have pretty much killed the entire Shackles by week two or three of their adoption. I later found that the rules from the Arms and Equipment Guide from 3.0 were pretty serviceable. I used this much latter in the third adventure with the gambling section. Translating the ability score damage into the Drained and Clumsy conditions. [/QUOTE]
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Skull & Shackles (2E Conversion), solo campaign
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