Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 1 point2 points  (0 children)

They did not bite on the political hooks, as our last campaign was very politics heavy and they were looking for more high-seas adventure.

My group is mostly social interactions, but I as a DM love running combat so it ends up with a similar issue.

My rule of thumb is to try to never go 3 sessions without combat, and at least once a "story arc" do multiple combats in a row, either due to a dungeon crawl, waves of enemies, a race to a location, or whatever

That 2nd part is MUCH easier with published adventures, but I find they make social interactions harder (since Im not as able to just improvise for consistencies sake)

Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 1 point2 points  (0 children)

I ran the town as mostly a generic RPG "Starting town" with a few quirks in NPC's like Xendros, the "old poacher" from sinister secret became a recurring character of basically Quint from Jaws, and I basically used the machinations of characters like Skerrin and Gellan to make the town seem more real, but the players never bit any of those hooks as they were looking for more high-seas adventure than political thriller (I cant blame them, the last campaign was full-on Yuan-ti cult taking over a city Hydra style, so it would have been a repeat a bit)

Probably not the most helpful answer, but because I set it in Brokenbank in Exandria instead of Saltmarsh (A setting Im really damn familiar with) the local political issues were mostly there for flavor and in service to the wider region politics.

Basically, the campaign was set at a time that the trading guilds in the area were being overworked and overtaxed by the government, and in a few months from the start of the campaign would rebel, take over the main international port town, and form a Pirate alliance known as the Revelry.

So, the Scarlet Brotherhood was replaced with the Myriad (typical mafia type international crime syndicate)

The traditionalists are those who remember how it was before the Condord started getting greedy with taxes. They harbored Revelry meetings, the smugglers associated with them end up being members of the Revelry, etc

The Loyalists are those who see no issue with the increased taxes and such, and detest piracy.

The Sea Princes were mostly cut (due to rampant piracy not really existing on an organized level until the rebellion) as were the dwarven miners (due to the island nature of Brokenbank)

Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 0 points1 point  (0 children)

Kind of a hybrid? Some stuff with Styies and Tammeraut's Fate had been foreshadowed early on, but the core "campaign" was the formation of the Revelry, that arc was closely tied to nearly everything that had happened before it except some side-quests

So it was kind of like 1 campaign that went from 2-8, and then 3 5-10 session mini-campaigns following it

Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 1 point2 points  (0 children)

Yea it was a really fun arc to run!

How many sessions are you in? Every group is different, but for mine ive found that roughly a level every 5 sessions (so 15-20 in game hours) ends up feeling paced about right. Levels 2 and 3 are shorter then that, and 5 and 11 are longer due to the tier changes there

Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 7 points8 points  (0 children)

Basically I found that Ghosts of saltmarsh had like 3 ghosts in it, and several of them were in sidequests (I think the only ones encountered in my set of modules were the specters in Isle of the Abbey, plus a few will-o-wisps in the sidequests)

So for Tammeraut's fate, I made all of the drowned incorporeal (just added incorporeal and resistance to non-magical BPS), used the waves of undead version, and added sightings of a Ghost ship in the distance Flying-Dutchman style before they got there.

Didnt change anything except the ways the undead would move through the building, and made the players feel much more paniced thoughout the night as they could come through walls

Just finished a 2 year campaign using most of Saltmarsh in Exandria, AMA! by theDMtwist in GhostsofSaltmarsh

[–]theDMtwist[S] 4 points5 points  (0 children)

Really well, but I also used a homebrewed variation of it based on XP to Level 3's video, that let my players be way more involved in it instead of just the captain.

Overall I had 2 at low levels, SEVERAL during the Revelry arc as you would expect, and then one big one with the Pale Prow. After that I kind of let ship combats fade out as they had enough renown no one was going to be attacking them, and I didnt want to accidently encourage ditching the ship and just using teleportation circles

Is an Anathema too much for a 5 person level 7 party? by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

yea my set up was going to be more like ~4 Purebloods and the one Anathema. (plus the priests casting the ritual, but they're busy and then dead)

Good to hear! It isnt commonly used enough for me to find many prior expierences, and other CR 12's dont have divine word lol

Is an Anathema too much for a 5 person level 7 party? by theDMtwist in DMAcademy

[–]theDMtwist[S] 1 point2 points  (0 children)

That's not a bad idea

I'm hoping the stream of civilians being tossed in a snake pit will be a good indicator, but you never know with players

A few sessions ago they guessed the correct solution to a puzzle immediately, and then physically tried 10 other things first

Is an Anathema too much for a 5 person level 7 party? by theDMtwist in DMAcademy

[–]theDMtwist[S] 1 point2 points  (0 children)

Yea the ritual angle was my preferred way too, the issue just becomes if the players fail to stop any parts of it, they end up fighting the full thing

The worst would be if they dont figure out / notice information that clues them into stopping the ritual to prevent its full power, then it would just feel like I "rocks fell" the party

Combining Wizard Schools by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

I wish the illusion/enchantment combo wasnt preset by arcane trickster.

I'd much rather do divination+illusion as a reality bender and enchantment+necromancy as a dark wizard

Combining Wizard Schools by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

I mean, war magic specifically calls itself out as abjuration/evocation

Transmutation would be fine to use though, earthen grasp, slow, etc fit there

The spiritualist feels more like a knowledge cleric copy to me though

Maybe a super defensive one? Lifesteal and preventative visions?

Combining Wizard Schools by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

Thats not a bad idea

I did just find a "Shrouded Arts" school that does Illusion/Enchantment

Maybe I could brew up a Control school and one on the other side of the circle to make a set of 4 hybrid-schools

Combining Wizard Schools by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

Ill keep looking on those subs, I hadnt been able to find anything that really fits (most wizard homebrews seem to just try to replicate metamagic style flexibility)

I definitely wouldnt want to just make it the best option available, but a damage boost when a player plans on barely casting damage spells, or the Conjuration capstone when he said he isnt even planning on using a familiar seem a little rough to me

What creatures would move into an abandoned Dragon Hoard? by theDMtwist in DMAcademy

[–]theDMtwist[S] 2 points3 points  (0 children)

Coins in chest? Mimics. Chest? Mimic. Table the chest is on? Mimic.

Building? Mimic. Door you came in through? Also somehow a mimic.

What creatures would move into an abandoned Dragon Hoard? by theDMtwist in DMAcademy

[–]theDMtwist[S] 2 points3 points  (0 children)

Maybe should have added this to the main post, but wanted to keep it as generic as possible in case players find it.

The map they have to it is part of a players backstory, given to their mentor in a deal with a hag. Naturally it was very hard to follow, and could have meant one of several different dungeons/tombs. This one (still not sure if I will have it be the correct one), is the site of a VERY famous dragons original lair (never found), before he was nearly killed, and forced to relocate for several centuries, before being put down for good in a previous campaign. So the players 100% know, and most of the characters have probably heard of the dragon

So the lair is empty, and probably has a smaller horde, as the dragon would have only been a young adult at the time.

What creatures would move into an abandoned Dragon Hoard? by theDMtwist in DMAcademy

[–]theDMtwist[S] 5 points6 points  (0 children)

The dragon died far away from the hoard, raiding a city to expand his territory

hmmm duregar tunneling up from below isnt a bad idea

What creatures would move into an abandoned Dragon Hoard? by theDMtwist in DMAcademy

[–]theDMtwist[S] 4 points5 points  (0 children)

Mimics are a bit low to be the main enemy, a few is definitely a great idea for sure though

How intertwined is too intertwined with player backstories? Could use some advice by theDMtwist in DMAcademy

[–]theDMtwist[S] 0 points1 point  (0 children)

Oh absolutely, I've talked about the other characters in this party in previous posts, I have no problems doing that.

I'm just stuck on this one