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General Tabletop Discussion
*Pathfinder & Starfinder
Scepter Tower of Spellguard, anyone?
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<blockquote data-quote="RodneyThompson" data-source="post: 4588660" data-attributes="member: 3594"><p><strong>Spoilers for Spellgard, ahoy!</strong></p><p></p><p>I decided to run <em>Spellgard</em> as a part of my ongoing Forgotten Realms campaign, but I too heavily modified it to fit my needs. I didn't want a super-long dungeon crawl, so I have actually tossed out a bunch of the module. Instead, I focused on the rival-camps setup from the early part of the module, and have taken to making the adventure into a sort of intrigue-based faction war. The major players, thus far, have been the people who hold the Scepter Tower, the Dragonborn camp (with their leader Vannak), the wererats, and then the heroes. </p><p></p><p>I've played the Dragonborn up as blustering, vicious brutes led by a typically-arrogant leader, and set up the rescue of the woman they captured as the heroes' first introduction to the camp. I have also been using the alabaster columns as the McGuffin for the adventure, and had the heroes "liberate" a column from kobolds as they tried to drag it back to the tower. In turn, the wererats broke into the Monastery and in turn stole the column from the wererats. There's been this three-way tension between the factions, which has now culminated in the heroes sowing discord among the dragonborn, causing most of the camp to desert their leader after his repeated failures.</p><p></p><p>I think the initial setup of Spellgard, with the different factions and the interesting NPCs in the Monastery, can be a great focus for an intrigue-based adventure. When that winds down (and heck, I'd consider just letting the intrigue evolve naturally), you have everything you need to let the heroes enter the tower.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 4588660, member: 3594"] [b]Spoilers for Spellgard, ahoy![/b] I decided to run [i]Spellgard[/i] as a part of my ongoing Forgotten Realms campaign, but I too heavily modified it to fit my needs. I didn't want a super-long dungeon crawl, so I have actually tossed out a bunch of the module. Instead, I focused on the rival-camps setup from the early part of the module, and have taken to making the adventure into a sort of intrigue-based faction war. The major players, thus far, have been the people who hold the Scepter Tower, the Dragonborn camp (with their leader Vannak), the wererats, and then the heroes. I've played the Dragonborn up as blustering, vicious brutes led by a typically-arrogant leader, and set up the rescue of the woman they captured as the heroes' first introduction to the camp. I have also been using the alabaster columns as the McGuffin for the adventure, and had the heroes "liberate" a column from kobolds as they tried to drag it back to the tower. In turn, the wererats broke into the Monastery and in turn stole the column from the wererats. There's been this three-way tension between the factions, which has now culminated in the heroes sowing discord among the dragonborn, causing most of the camp to desert their leader after his repeated failures. I think the initial setup of Spellgard, with the different factions and the interesting NPCs in the Monastery, can be a great focus for an intrigue-based adventure. When that winds down (and heck, I'd consider just letting the intrigue evolve naturally), you have everything you need to let the heroes enter the tower. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Scepter Tower of Spellguard, anyone?
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