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Torchlight 2 dread pirate build
Torchlight 2 dread pirate build







torchlight 2 dread pirate build torchlight 2 dread pirate build

My players are tired from starting at first level and love to have a challenge from the beginning using spellcast and melee combat ressources from lvl. The story is well settled and adaptable to the ghosts of saltmarsh adventure hook. This adventure is a great opportunity to entertain your players and give them an evening of horrors as they investigate the lamenting lighthouse. This gives the party a better chance to get information out of her, and still affords to ability for a fight to break out. So I would instead have her respond with frightened surprise or an attempt to hide rather than open hostility. Players are generally not prone to deescalation, even when presented with the opportunity. The biggest change I would suggest to anyone running it regardless of level is to rework Sandy's initial response to the party. This was great for the tension, but relying solely on the APL guidelines would have led to drastically different session results. Even with the changes and the dice on their side, the party ended up within a round of wiping.

torchlight 2 dread pirate build

I also removed the eels and made the hag friendly by default. Both bosses I adjusted down to CR 9, including reducing the health more than suggested, and lowering the damage output for the wight significantly. Having found that the total XP of the encounters well exceeded their daily threshhold, however, I made a number of changes. I ran this for my party of five level five PC's, who are generally tougher than average.

torchlight 2 dread pirate build

I would only caution DMs to be extra wary with lower level parties. The scenario is full of intrigue and was easy to adapt to a homebrew setting. This was an excellent module to run, overall.

  • The clues sprinkled through exploration, the players really seemed to enjoy the flavour text they provided.īoth sessions ran the essential parts of the adventure, taking about 5 hours 30 minutes each, both skipping over an optional part of the adventure.
  • The timeline leading up to the adventure and the background outlined - this gives me (as a DM) good knowledge to fall back on when players ask questions about what they see can infer.
  • There are often multiple solutions present with DC checks to solve problems.
  • The adventure effortlessly works as a miniature sandbox contained within the confines of the islands - I don't feel that the adventure railroads the party as much as one might expect for a one-shot.
  • I've now run this adventure for two separate groups, and both seemed to go down well.









    Torchlight 2 dread pirate build