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Starting Serpent's Skull AP -- Any advice?
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<blockquote data-quote="CleverNickName" data-source="post: 6522820" data-attributes="member: 50987"><p>Thank you for the input, [MENTION=232]Crothian[/MENTION]. It's nice to have another DM's input on the AP and how it played. I like the idea of emphasizing the survival aspects of the first adventure, instead of just handwaving it as a minor inconvenience. There is more to surviving a shipwreck than just finding a way home, in my opinion.</p><p></p><p> [MENTION=17308]Stereofm[/MENTION], what about the end of Book Three did you have the biggest problem with? Any advice on how to avoid pitfalls and boredom?</p><p></p><p>We rolled up some characters last night; it looks like the party is going to consist of:</p><p></p><p>- a dwarf cleric</p><p>- a half-elf barbarian (plans to multiclass with druid)</p><p>- a half-elf rouge (plans to multiclass with ranger)</p><p>- a human alchemist</p><p>- an elf magus</p><p></p><p>The barbarian/druid would like to focus on the wild shape ability, augmenting it with rage abilities. The rogue/ranger would like to be more of an outdoorsy, tracker-scout type character instead of the typical urban cutpurse. The cleric is going to be a kind of battlefield medic who uses Dodge, Mobility, <em>sanctuary</em>, etc. to move through melee to heal his allies. The magus was the logical choice for the player who wanted a fighter/wizard but didn't want to multiclass. And the alchemist is your garden-variety mad scientist, very intelligent and very chaotic, who just wants to mix things up. *rimshot*</p><p></p><p>I think the overall feel of the group is more steampunk than high fantasy...if their custom minis at HeroForge are any indication. (They all have corsets and top hats and goggles and stuff, and the alchemist looks like Dr. Jekyll. It wasn't what I was expecting, but I have no problem with it.) So now I'm looking for ways to add a little bit of steampunk flavor to the game...just cosmetics, nothing game-changing. I think I will make the <em>Jenivere</em> a tramp steamer or a zeppelin, for example.</p><p></p><p>We kick it off in 4 weeks (spring break), so I have plenty of time to tweak things a bit.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 6522820, member: 50987"] Thank you for the input, [MENTION=232]Crothian[/MENTION]. It's nice to have another DM's input on the AP and how it played. I like the idea of emphasizing the survival aspects of the first adventure, instead of just handwaving it as a minor inconvenience. There is more to surviving a shipwreck than just finding a way home, in my opinion. [MENTION=17308]Stereofm[/MENTION], what about the end of Book Three did you have the biggest problem with? Any advice on how to avoid pitfalls and boredom? We rolled up some characters last night; it looks like the party is going to consist of: - a dwarf cleric - a half-elf barbarian (plans to multiclass with druid) - a half-elf rouge (plans to multiclass with ranger) - a human alchemist - an elf magus The barbarian/druid would like to focus on the wild shape ability, augmenting it with rage abilities. The rogue/ranger would like to be more of an outdoorsy, tracker-scout type character instead of the typical urban cutpurse. The cleric is going to be a kind of battlefield medic who uses Dodge, Mobility, [I]sanctuary[/I], etc. to move through melee to heal his allies. The magus was the logical choice for the player who wanted a fighter/wizard but didn't want to multiclass. And the alchemist is your garden-variety mad scientist, very intelligent and very chaotic, who just wants to mix things up. *rimshot* I think the overall feel of the group is more steampunk than high fantasy...if their custom minis at HeroForge are any indication. (They all have corsets and top hats and goggles and stuff, and the alchemist looks like Dr. Jekyll. It wasn't what I was expecting, but I have no problem with it.) So now I'm looking for ways to add a little bit of steampunk flavor to the game...just cosmetics, nothing game-changing. I think I will make the [I]Jenivere[/I] a tramp steamer or a zeppelin, for example. We kick it off in 4 weeks (spring break), so I have plenty of time to tweak things a bit. [/QUOTE]
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Starting Serpent's Skull AP -- Any advice?
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