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Osirion (Pathfinder Adventure Path Subscriber)

Hey guys,
I have to find or create an adventure for party of 2nd level characters consisting of a Barbarian/Rogue, a Summoner and an Alchemist.
Currently they're in a major city on the edge of a desert and I need an adventure that I can run for a single session.
Honestly I'm drawing a blank on what to do and was hoping that you guys might have an idea or adventure that would be suitable for this type of group.
Thanks in advance
Reebo


Well, what are their characters like, and their motivations? Are you looking for general adventure ideas or something to pull the group together? Are they just meeting each other for the first time, or have they worked together before?


Well, Legends and Lairs has the excellent Instant Adventure series. Each one is an entire adventure in what amounts to 7 pages. (It's actually 14 pages, but each one is half an A4.)
linky
Thieves Gold is awesome.
The reason these adventures are great is because it's so easy to add plot hooks, and change things. They can easily be placed in any setting.

Osirion (Pathfinder Adventure Path Subscriber)

Stormchaser wrote:
Well, what are their characters like, and their motivations? Are you looking for general adventure ideas or something to pull the group together? Are they just meeting each other for the first time, or have they worked together before?

Yeah they're one half of a group of six. Due to the players having problems catching up for regular games the party is currently split up. Coincidently this side of the party is the more mercenary side while the others are more heroic. Funny how the universe works sometimes.;-)

Guess I'm looking for a city based adventure, I don't want them to leave the city because they need to meet up with the others. Incidently the other three played the adventure Shut-In from Dungeon 138 and their characters are currently several days in the future compared to this group.
Reebo


Well I don't know about a prewritten adventure, but maybe they get wind of some funky rare alchemical ingredient that you can only really get around this desert, and it's been found/recovered/created by the local alchemist's guild. That would probably grab your alchemist, and give the barbrogue some opportunities to put his stealing/fighting skills to good use. The alchemist could probably convince the barbrogue there was good money in it, that's two third of the party interested. With or without the summoner necessarily having an additional motivation you have the bare bones of a plot there. Throw in the big bad alchemist who wants to use this to his own ends, and has lackies all about the city to add an intrigue element associated with finding the guy and what he's actually plotting. Maybe he's kidnapped some virtuous young girl for use in his grand experiment whose wealthy family the heroes can assist/extort. That kind of thing.


Another scenario:

Because they're so mercenary, don't give them a reason to be heroes. Hunt them down and make them run for their lives. You could have them go to a town where there is a gang leader known as "The Alchemist." Maybe HE needs an ingredient from THEM, or a piece of information. When they're minding their own business in the bar or asleep in an inn, they're ambushed by a few rogues who are too powerful for them, and have to escape. One of their magic items is stolen, and they have to get it back from "The Alchemist's" headquarters.

If you want to ham up the pursuit, have them affected by minor curses or negative spells that could wear them down as they're walking through the market. These spells are coming from one of "The Alchemist's" agents, a sorcerer who acts as a magical sniper for the gang. Thus, the gang prepares to ambush them by wearing them down all day.

Just think how fun headquarters would be: Alchemically-augmented monsters and guildsmen chasing them through an underground vault full of clockworks and half-finished potions. Stick potions on shelves along the walls that can provide either buffs or negative effects, but they're not labeled. The group sounds like it might be a bit chaotic, so your PCs might end up morphing themselves in several ways before they find a potion they like.

Key to a crawl like this would be a lot of slow, low-level monsters and fast, low-level NPCs.

Wow. Now that I thought of this, I want to DM it.

Osirion (Pathfinder Adventure Path Subscriber)

Hey Stormchaser and Malebranche,you've given me some good ideas there.
It just happens that the PC Alchemist has stolen an item from his former master and is on the run. Might be time for old enemies to catch up...
Thanks guys
Reebo


Yeah, I actually prefer Malebranche's idea, that sounds totally awesome. I might use that myself as well, I have a relatively mercenary 2nd level party of three at the moment too, and I could run that plot off of the sorceror of the trio...


something like malebranche sounds great.

But depending on the group, the rogues e.g. shouldn't be powerful enough so they have to flee.

Rather the other way round, the rogues flee with the item and possibly one or two have been killed, giving the chars a lead.

Always consider the player view: If there is powerful guys coming to MY place and force me to flee, there's also powerful guys at THEIR place, plus their leader and probably other goons.

Ok, i lost that item but i don't want to risk my life. I'll get my revenge sometime(in 2 or 3 levels time).

Basically, make sure they understand that they have a chance, right now. Making them feel TOO underpowered/cursed/outgunned may make them decide to wait for the rest of the group and take revenge later...which is not what you want.


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