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Allustan

Gericko's page

Pathfinder Roleplaying Game, Modules Subscriber. 59 posts. No reviews. No lists. No wishlists.


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(Pathfinder Roleplaying Game, Modules Subscriber)

Thanks for the good discussion here friends. My group should hit "The Way" tonight for the first time. Some good contingency ideas.

The graffiti has proven to be very good as a hook. I have two prison guards (real life), a teacher, and an ex-marine in my group. Their characters love the "frontier-town" atmosphere of Cauldron and I've built that up somewhat above what's presented in the module.

Their real life persons, however, just can't resist the need to clean it up and make it a proper law and order town. Which is very funny to me since that is pretty much impossible with all the evil plans that are being directed at this location.

An example....they got out of the slaver's meeting without fighting, even though they were itching to do exactly that. This left the result that they rescued the children, but didn't stop the slaving ring.

So they will reappear at some point again since people are still being kidnapped. The Kidnappers have simply decided not to kidnap children again...not because of the party, but because of Orbius. ;) This gives me a future side adventure when I need one.

(Pathfinder Roleplaying Game, Modules Subscriber)

If I have to insert any new characters into the campaign after the start, I'll use DMG p.135 to set the max starting money for the needed level. Then I figure the min starting money for that level by setting it at 60% of the max.

Then just like for level 1, they roll for their starting money. I also make it more difficult for them to find a good deal or a rare item at the start, because they have not had the chance to become a repeating customer with any of the local shopkeepers.

If I'm setting a percent for a requested item to be available somewhere in the city, I lower it by 10% for new characters until their reputation begins to grow by completing a chapter of the campaign.

I too, in the past, have had the problem of character death turning into a windfall profit for the group. So I do as the wise poster before me suggested and let them keep relevant and necessary items, obviously needed for the storyline of the party to go on. All other items are sent at the expense of the party to the "absent family" or occasionally their "church." Such chosen items will be declared "party items" when obtained. If they are not declared as "party items," they cannot be salvaged from their dead companion.

I limit this by making the party justify to me why it should be a "party item" due to it's ongoing "story" value. At one time, when I have a more immature group, I had to limit them to 3 declared "party items." Luckily I have a more mature group now and they tend to be rougher on themselves than I would be towards them in this regard.

(Pathfinder Roleplaying Game, Modules Subscriber)

Thanks Jeffrey for the compliments.

I agree that there are NPCs included in the campaign that can offer advice. Use them!

However, note that the first obvious "good NPCs" they run across is a religious follower of low level who needs saving and a temporary head priest who is trying to find her own way.

Therefore, I plan on adding an NPC that will appear somewhat aloof who will begin gradually and without making it too obvious to advise the party. Perhaps even just a contact for the thief in the group.

I may make the NPC a retired rogue who has turned from his dark ways and therefore leads a lonely life with one eye over his shoulder for those who would cause him harm. He has lots of real life experience and can help them in a subtle way while they are of low levels. Then as the party advances, I can slowly reverse the role. He's aging, sick and needs their help in some way? I'm not sure I want to make him a former member of the Ebon Fold or something like that yet. I'm still pondering what I want his past to be.

(Pathfinder Roleplaying Game, Modules Subscriber)

Interesting situation. Seems like the campaign is set up chock full of NPCs you shouldn't ally with. Very few that you should ally with. So I'm not surprised that they make some unfortunate decisions regarding who to try and ally with.

It seems to me that the group may be calling out for help in the campaign. I'd tend to add a few "grey" characters, one or two of which might turn out to be "grey-good" like Aragorn in LOTR. Someone battle and life-hardened, yet can't let this young group fall for lack of direction.

Now this doesn't mean I'd spoonfeed all the information that they need. And I wouldn't make this NPC available all the time. The previous poster that said they need to learn to solve their own problems was right. But they may actually need to be taught how to do this in your campaign.

Or it could simply be that a few more hints dropped to set them on the right course may make the campaign more fun for them.

It also seems that they may be thinking of Cauldren as a place to visit instead of home. As time goes by, they need to grow to love the place so that they will want to save it. So if all their experiences are negative, this will not happen.

The campaign says that their reputation grows and they become more and more popular. Play this out in specific as you advance from scene to scene.

--NPC warns them of this or that with regard to the Last Laugh
--NPC offers them discount
--round of drinks bought for helping the orphanage
--wise old mage pats the young mage on the back and whispers "well done son."

Don't throw too much of this at them...all things must remain in balance. Just don't neglect this side of their growth in Cauldron.

(Pathfinder Roleplaying Game, Modules Subscriber)

The idea of a thief starting a security business is a great one. I may hint at this with the rogue in my party. We're starting Shackled this weekend. My thinking is that the more and sooner they become invested in the city, the more the plot lines and hooks will work to create great storylines.

I also like the idea of having a party member or two try to infiltrate the Last Laugh. This sets up the possibility of the party spying on the LL while the LL spies upon the party. Add to that the subterfuge by the High Mayor that mostly begins in Chap 4 and the party should be at least partially driving the action by that time.

I'm also working on some side scenes for whichever inn they decide to stay in (or apartment, etc.). This will become home for them and the NPCs that frequent this location or also stay there, etc. should become the inner circle of their contacts, friends, and people that they care about. Add to that their contacts at the various temples and we have a good start making the city a "home."

Has anyone invented some interesting NPCs for any of the taverns? More NPCs for the churches?

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