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Help! - Campaign reboot without actual reboot
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<blockquote data-quote="BiggusGeekus" data-source="post: 3624423" data-attributes="member: 1014"><p>If you are really and truly not going to use the Savage Tides Adventure Path, that whole thing is ripe for plunder matey, arr! You can use encounters and locations and switch out the monsters. There's a sea voyage in there, for example, and you can use elements of that if the PCs go sailing.</p><p></p><p></p><p></p><p></p><p></p><p>A mind flayer is CR 8. Give him two levels of swashbuckler and that puts him technically at CR 10, though arguably CR 9 because they're non-associative levels. The bonus to BaB will help with touch attacks. Nice! Or you could make him a psi warrior and simply have him use a cutlass for flair. That works too.</p><p></p><p></p><p></p><p></p><p>He knows about Pure Hope, but can't really make use of it or he's simply not powerful enough to guard it. That was why he never made a try for the stuff when he was the "god" of the troglodytes. It'd be like a pick pocket going after the Mona Lisa, even if he could pull it off, there's no way he'd be able to hold on to it.</p><p></p><p>But after he was cast out, he found an exit that was sub-aquatic. He swum up and managed to make it to a small island where a pirate crew were berthed. He was captured and taunted for sport, until he reached out with his tentacles and slew the pirate captain. The pirates of the ship (known as the <em>Dread Typhoon</em>) knew they could take him down ... but not without losses and no one wants to be the first to die, eh?</p><p></p><p>At first he ruled by fear, then he manipulated with psi, now he commands with gold. The pirates of the <em>Dread Typhoon</em> are bound to no law, below the ground or above the waves. The know where to get the mystical Pure Hope. They know the Kua Toa want it. And nothing will stop them from plunder! </p><p></p><p>Their first move will be to get other pirate ships under their command. Nobody has noticed so far because the fighting has meant fewer pirate attacks on merchant ships. Who would complain about that? But now the mind flayer commands five ships and he's still expanding his army. While the other four ships conquer, he and the crew of the <em>Dread Typhoon</em> are on their own quest to secure a minor item of power for a group of aboleths who are willing to join in with their cause if given sufficient payment. (maybe something that will let them "swim" on land, so the aboleths can expand their realm above ground?) </p><p></p><p>The PCs first encounter the pirates when they attack. They then need to beat the <em>Dread Typhoon</em> to the relic OR decide if they want to take down the other three ships (maybe more by now). If they attack the <em>Dread Typhoon</em> first, they'll see that the mind flayer has had someone ... or some THING! .... construct a permanent one-way psionic teleport circle as an escape route, so you can keep using him as a bad guy.</p><p></p><p></p><p>So, they'll have to beat up pirates, then go underwater and beat up aboleths, and then beat up some more pirates. The pirates on the ships they encounter later on should be more exotic. The mind flayer isn't bound by human morals and has drawn quite the eclectic bunch to his crew.</p><p></p><p>How's that work for you?</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 3624423, member: 1014"] If you are really and truly not going to use the Savage Tides Adventure Path, that whole thing is ripe for plunder matey, arr! You can use encounters and locations and switch out the monsters. There's a sea voyage in there, for example, and you can use elements of that if the PCs go sailing. A mind flayer is CR 8. Give him two levels of swashbuckler and that puts him technically at CR 10, though arguably CR 9 because they're non-associative levels. The bonus to BaB will help with touch attacks. Nice! Or you could make him a psi warrior and simply have him use a cutlass for flair. That works too. He knows about Pure Hope, but can't really make use of it or he's simply not powerful enough to guard it. That was why he never made a try for the stuff when he was the "god" of the troglodytes. It'd be like a pick pocket going after the Mona Lisa, even if he could pull it off, there's no way he'd be able to hold on to it. But after he was cast out, he found an exit that was sub-aquatic. He swum up and managed to make it to a small island where a pirate crew were berthed. He was captured and taunted for sport, until he reached out with his tentacles and slew the pirate captain. The pirates of the ship (known as the [i]Dread Typhoon[/i]) knew they could take him down ... but not without losses and no one wants to be the first to die, eh? At first he ruled by fear, then he manipulated with psi, now he commands with gold. The pirates of the [I]Dread Typhoon[/I] are bound to no law, below the ground or above the waves. The know where to get the mystical Pure Hope. They know the Kua Toa want it. And nothing will stop them from plunder! Their first move will be to get other pirate ships under their command. Nobody has noticed so far because the fighting has meant fewer pirate attacks on merchant ships. Who would complain about that? But now the mind flayer commands five ships and he's still expanding his army. While the other four ships conquer, he and the crew of the [I]Dread Typhoon[/I] are on their own quest to secure a minor item of power for a group of aboleths who are willing to join in with their cause if given sufficient payment. (maybe something that will let them "swim" on land, so the aboleths can expand their realm above ground?) The PCs first encounter the pirates when they attack. They then need to beat the [I]Dread Typhoon[/I] to the relic OR decide if they want to take down the other three ships (maybe more by now). If they attack the [I]Dread Typhoon[/I] first, they'll see that the mind flayer has had someone ... or some THING! .... construct a permanent one-way psionic teleport circle as an escape route, so you can keep using him as a bad guy. So, they'll have to beat up pirates, then go underwater and beat up aboleths, and then beat up some more pirates. The pirates on the ships they encounter later on should be more exotic. The mind flayer isn't bound by human morals and has drawn quite the eclectic bunch to his crew. How's that work for you? [/QUOTE]
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