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<blockquote data-quote="Set" data-source="post: 5001291" data-attributes="member: 41584"><p>I had the party meet the press gang on the docks (turned into Experts 1 / Fighters 1, to make them a bit more of a challenge) and, mistaking Egil watching them from the distance for the mastermind of the thugs, they nearly murdered him before he could explain himself.</p><p> </p><p>He offered them money, which was all the incentive they needed, as well as 'temple services' (from himself only, limited healing, item identification, etc.) to go find Lucius. They did so, and ended up doing more stuff for the 'Church of the Gods of Knowledge' (which, being set in Greyhawk, were Boccob, Lydia, Rao and Lirr, all working together out of a single temple), using the church as a 'patron' of sorts, providing them with access to item brokerage, identification, etc.</p><p> </p><p>I modified every encounter (and added a few more), as my three players were experienced and more than capable of schooling the prefabricated ones. The only encounter from the adventure that I would consider a 'party killer' is a trap, which you'll recognize as a party killer when you see it.</p><p> </p><p>I connected each PC to one of the local NPCs for training purposes, with the Transmuter apprenticing to Delinda, the 'dotty old (and surprisingly MILFy) alchemist,' the Fighter apprenticing to Bill Sangalapulatele, a local Monk/Fighter businessman who runs a bodyguard service, capitalizing on his filed teeth from his cannibal past to intimidate people, and the Druid starting his apprenticeship with the Blooms, and quickly determining that they were bad business and moving on to apprenticing with a local Dwarven Herbalist (who I'd already re-written as a Druid anyway and whose name I've forgotten).</p><p> </p><p>Each of the contact points was used for class training, and a source of adventure hooks, with the dwarf first leading them into a short adventure to rescue a kidnapped dwarven dignitary (The Rescue of Prince Thorgrimm) who was being held by a corrupt guard captain, and Bill being next in line, as members of his former cannibal islanders being found to be involved in a child slavery ring. (The alchemist would have her own plotline, but we never got to it.)</p><p> </p><p>I avoided stuff I considered goofy. There were merfolk traders at the docks, there was a goblin wizard who provided fire-fighting services with his rare water-themed spells (stolen from the Advanced Players Guide, Precipitation and Water Jet), etc. but the whackier aspects (such as the fire-fighting wagon with the bound water elemental) I skipped.</p><p> </p><p>I found some of the thread over on the Green Ronin forums, and you can find a few other GMs experiences there as well</p><p><a href="http://www.greenronin.com/phpBB2/viewtopic.php?t=7168" target="_blank">http://www.greenronin.com/phpBB2/viewtopic.php?t=7168</a></p></blockquote><p></p>
[QUOTE="Set, post: 5001291, member: 41584"] I had the party meet the press gang on the docks (turned into Experts 1 / Fighters 1, to make them a bit more of a challenge) and, mistaking Egil watching them from the distance for the mastermind of the thugs, they nearly murdered him before he could explain himself. He offered them money, which was all the incentive they needed, as well as 'temple services' (from himself only, limited healing, item identification, etc.) to go find Lucius. They did so, and ended up doing more stuff for the 'Church of the Gods of Knowledge' (which, being set in Greyhawk, were Boccob, Lydia, Rao and Lirr, all working together out of a single temple), using the church as a 'patron' of sorts, providing them with access to item brokerage, identification, etc. I modified every encounter (and added a few more), as my three players were experienced and more than capable of schooling the prefabricated ones. The only encounter from the adventure that I would consider a 'party killer' is a trap, which you'll recognize as a party killer when you see it. I connected each PC to one of the local NPCs for training purposes, with the Transmuter apprenticing to Delinda, the 'dotty old (and surprisingly MILFy) alchemist,' the Fighter apprenticing to Bill Sangalapulatele, a local Monk/Fighter businessman who runs a bodyguard service, capitalizing on his filed teeth from his cannibal past to intimidate people, and the Druid starting his apprenticeship with the Blooms, and quickly determining that they were bad business and moving on to apprenticing with a local Dwarven Herbalist (who I'd already re-written as a Druid anyway and whose name I've forgotten). Each of the contact points was used for class training, and a source of adventure hooks, with the dwarf first leading them into a short adventure to rescue a kidnapped dwarven dignitary (The Rescue of Prince Thorgrimm) who was being held by a corrupt guard captain, and Bill being next in line, as members of his former cannibal islanders being found to be involved in a child slavery ring. (The alchemist would have her own plotline, but we never got to it.) I avoided stuff I considered goofy. There were merfolk traders at the docks, there was a goblin wizard who provided fire-fighting services with his rare water-themed spells (stolen from the Advanced Players Guide, Precipitation and Water Jet), etc. but the whackier aspects (such as the fire-fighting wagon with the bound water elemental) I skipped. I found some of the thread over on the Green Ronin forums, and you can find a few other GMs experiences there as well [URL]http://www.greenronin.com/phpBB2/viewtopic.php?t=7168[/URL] [/QUOTE]
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