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General Tabletop Discussion
*Pathfinder & Starfinder
Scepter Tower of Spellguard, anyone?
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<blockquote data-quote="kouk" data-source="post: 4587525" data-attributes="member: 55992"><p>I would suggest throwing in more reasons for fights as the simplest way to adjust an adventure like that (don't own it and haven't read it however).</p><p></p><p>If the PCs are sent in there for reason X, maybe add more reasons, perhaps tangential. If there are people looking for artifacts, have some be interested in more peculiar aspects of things. Maybe one likes art objects from a certain time and place, one is interested in the relationships between the past tower occupants and a tribe of barbarians 100 years ago, one is looking for clues as to why/how something happened.</p><p></p><p>Along the way as they fight through the monstrous inhabitants, they can discover some aspects of what the NPCs want, or just flavor about the backstory of the tower. </p><p></p><p>Art is easy enough, though the players may need to find secret rooms to locate good material. Perhaps a library has info about the barbarians or event X, and the musings of the original inhabitant(s) of the tower. </p><p></p><p>You can make that sort of thing into hooks for subsequent adventures, which makes it seem like the tower had more point to it (by leading to other adventures and a bit more of a storyline impact). The NPC learns something important from a journal and figures the location to something else for instance.</p><p></p><p>I imagine there's a writeup for the DM about how the tower got to be what it is; so let there be some clues to the players to know that information. Even if there are already some in there, make more and more obvious ones if they are liable to miss what's already placed. Maybe ghouls are dressed in tattered finery from the original inhabitants, showing their station in life or just the styles of the time. Maybe a monster used to be a tiny pet that was left behind, and they find a cage built for it with a name placard. </p><p></p><p>Adding things is easy, just make sure you can keep track of it; perhaps with post-it notes in the adventure's pages.</p></blockquote><p></p>
[QUOTE="kouk, post: 4587525, member: 55992"] I would suggest throwing in more reasons for fights as the simplest way to adjust an adventure like that (don't own it and haven't read it however). If the PCs are sent in there for reason X, maybe add more reasons, perhaps tangential. If there are people looking for artifacts, have some be interested in more peculiar aspects of things. Maybe one likes art objects from a certain time and place, one is interested in the relationships between the past tower occupants and a tribe of barbarians 100 years ago, one is looking for clues as to why/how something happened. Along the way as they fight through the monstrous inhabitants, they can discover some aspects of what the NPCs want, or just flavor about the backstory of the tower. Art is easy enough, though the players may need to find secret rooms to locate good material. Perhaps a library has info about the barbarians or event X, and the musings of the original inhabitant(s) of the tower. You can make that sort of thing into hooks for subsequent adventures, which makes it seem like the tower had more point to it (by leading to other adventures and a bit more of a storyline impact). The NPC learns something important from a journal and figures the location to something else for instance. I imagine there's a writeup for the DM about how the tower got to be what it is; so let there be some clues to the players to know that information. Even if there are already some in there, make more and more obvious ones if they are liable to miss what's already placed. Maybe ghouls are dressed in tattered finery from the original inhabitants, showing their station in life or just the styles of the time. Maybe a monster used to be a tiny pet that was left behind, and they find a cage built for it with a name placard. Adding things is easy, just make sure you can keep track of it; perhaps with post-it notes in the adventure's pages. [/QUOTE]
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Scepter Tower of Spellguard, anyone?
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