Akaruzug

PKelly 388's page

Goblin Squad Member. Organized Play Member. 11 posts. No reviews. No lists. 2 wishlists. 2 Organized Play characters.


RSS

Goblin Squad Member

Just throwing some ideas out there:

spearhead

Shepherd


Good luck everybody


Thank you for the insight. I think you uncovered many little mistakes that I made.


Thank you very much for the advice. I think are right on many of the points.


We only make our formatting sheets available to contracted authors since they contain NDA-worthy material. Follow the formats established in our published works, particularly our works published after July of this year, and you'll probably be okay.

When writing a full adventure, do stat blocks count as part of the 12,000 word count?

Thanks


This is one of the those "ahhhh" moments when everything comes together to make sense. The way I was approaching my design was to try and incorporate as much of the canon as possible.

Thank you for this bit of wisdom


Joshua J. Frost wrote:


solid choices that fit inside the framework of the feel that we're shooting for both for Absalom and for the minotaur prince.

What was the feel that you were looking for for this adventure?


Hello Everybody,

This is my submission that was rejected. I would appreciate any critique or advise anybody has for me.

Thanks for the help.

The Weaver of Lies

The Minotaur Prince of Absalom came into possession of the Rod of Endless Night, an artifact from Qadira. The prince is trying to gather favor with the Pathfinder Society; the prince offers the Pathfinder Society first bid on the item. PCs have been tasked to meet with the prince to inspect the artifact.

John Undertow, an underling of Grandmaster Torch initiates a rumor; the prince has come into possession of a Cheliax artifact with the power to summon a lesser demon. Knowing full well, the Cheliax backed Bloody Barbers would want a Cheliax artifact. The rumor is sure to entice the Bloody Barbers to steal the artifact for their Cheliax backers. John thinks he can swindle the artifact from the Bloody Barbers once they realize it is not a Cheliax artifact. The black market always has a patron willing to pay large sums of money for such Treasures. Selling the artifact without Grandmaster Torch finding out is John’s prime concern.

A band of Bloody Barbers breaks into the prince’s house looking for the artifact. When they can’t find it, the bandits try to force the information from the prince, but the prince says nothing. The bandits cause such a ruckus, the neighbors are roused and constables are summoned to the house. The bandits know they can’t return without the artifact, but time is running out. They extract the prince and move to their safe house to make the prince divulge the location of the artifact. After hours of torture, the prince tells the bandits were he hid the artifact. The bandits sneak back into the house the next day and retrieve the artifact. Upon returning, the bandits realize the artifact is not of Chelish design. The Bloody Barbers no longer want the artifact. The bandits contact Grandmaster Torch organization; John arrives to buy the artifact in the name of Grandmaster Torch. Grandmaster Torch never learns anything about this exchange.

1. PCs arrive to meet the prince but find his home torn apart and he is nowhere to be found. The PCs search the house for clues. During the search a neighbor walks into the house and offers to tell the PCs all that she saw and heard last night. The PCs find a broken barber knife with the name of a local barber and gain information from the neighbor.

2. PCs travel to the local barbershop. The barber explains to the PCs he has no idea what they are talking about. The PCs can tell he is not telling the truth, he is overly nervous during the conversation. He keeps looking to the door at the back of the shop.

3. A group of Bloody Bandits rush out from the back door and attack the PCs. (optional)

4. PCs travel to the back room. They find bandits and the prince tied to a chair. After defeating the bandits, PCs learn from the prince that the artifact was given to a man named John that works for Grandmaster Torch. The prince tells the PCs where to find Grandmaster torch.

5. PCs meet with Grandmaster Torch. Grandmaster Torch has no idea what the PCs are talking about. PCs learn that John is a hired hand and left for the docks to meet up with a friend from Qadira a few hours earlier. Grandmaster Torch is furious to learn that John was working behind his back.

6. PCs travel to the docks and search for a ship from Qadira. AL-Bashir’s Blessing is docked close to the entrance of the docks. PCs find a way to board the ship; on the top deck a crew of mercenaries plays cards. Fight breaks out with the PCs and Mercenaries.

7. PCs travel to the second level of the ship. A Qadiran assassin waits below with John and more mercenaries. The Qadiran assassin does not want to fight the PCs. He wants to return the artifact to Qadira. He tries to bribe the PCs with money to let him go, but if PCs declined he will fight.

Though the PCs had a simple mission to retrieve an artifact, the situation quickly spiraled out of control. If the PCs were able to rescue the prince, they have gained a merchant ally. If the PCs retrieve the artifact, the prince offers it as a token of friendship to the Pathfinder Society. Depending on how the PCs dealt with John, they might be able to rely on Grandmaster Torch as an ally in the future.


Congratulations!!!!!


Thank you for taking the time to read my scenario. you guys made some great points and suggestions. I think my next submission will be that much better because of your advise.

thanks


Hello everybody,
This is my first attempt at writing an adventure. Please let me know what you think.

Bedlam in the Backwoods
Venture-Captain Colson Maldris sends the PCs to the downtrodden village of Falcon's Hollow. There they meet up with the Pathfinder Jared Millis during the early winter season. Jared has a lead on a dwarven artifact in the possession of the Lumber Consortium at their lumber camp on the River Foam. The Society fears that if the Lumber Consortium sells the artifact, the consortium will gain more power in the region with the money that was gained. The Pathfinders cannot allow the artifact to be sold.

The PCs meet up with Jared at his campsite behind the burnt remains of Elara’s halfway house. Jared explains that they are after a dwarven artifact. Jared informs the PCs that they need to investigate the lumber camp on River Foam and he will search the other lumber camp. Jared will meet back with them at dusk.

When the PCs arrive at the lumber camp they are dragged into the midst of a battle between fey and werewolves. To make it out alive, the PCs must choose a side. The lumber yard has deadly machines that could harm the players if not careful around them. After the attack, the PCs cannot find the artifact in the camp. Clues lead the PCs back to Falcon's Hollow and to Thaldrin Kreed's house.

PCs wait for Jared at the camp but he never returns. The PCs walk into town to find Kreed’s house. Here the PCs encounter Thaldrin Kreed; the man who owns Falcon's Hollow and rules it with an iron fist. Kreed meets the PCs somewhere in town. He taunts the PCs knowing that they are here to steal his artifact, but does not let on to that fact. If the PCs were to attack, they would be slaughtered by his thugs.

Later that night, before the PCs make it to Kreed’s house a group of werewolves or fey attack the PCs because of the PCs involvement during the battle at the lumber camp the day before.

After the fight the PCs break into Kreed’s house through the cellar entrance. Thugs guard the back of the house. The PCs can sneak or kill the thugs to get to the door. In the basement the PCs find Jared tied up and beaten. Before the PCs can untie Jared, A group of thugs runs into the room to fight the PCs. PCs search the basement, but find no trace of the artifact. They drag Jared along with them. He can barely walk.

PCs walk up to the first floor. They can search around the first floor. Groups of thugs come out of one of the doors and attack the PCs. After the battle the PCs have only one door they can enter. This door leads to Kreed’s office.

Kreed sits at his desk clapping his hands, mocking the PCs at how moronic they are to think he did not know why they were in town. The PCs could try and talk their way out of this by bluffing or by joining him. Kreed always needs more spies. The PCs could try and fight their way out. The room is filled with thugs. If the PCs defeat the thugs, Kreed escapes when the odds turn against him. PCs search the room and find the artifact. PCs can try and open the trap door that Kreed fled through, but it will not open.

1. Battle between fey and werewolves, PCs choose a side to fight for. Lumberjack machines could kill PCs also if not careful
2. PCs are taunted by Kreed in front of all the towns people
3. Optional : Group of Werewolves or fey attack the PCs while the PCs are getting ready to enter Kreed’s house
4. PCs subdue the thugs at the cellar entrance
5. Thugs run into the room that holds the PCs and Jared
6. Thugs rush out from their rooms to attack PCs on the first floor
7. Meeting with Kreed and battle against his thugs in office

The PCs learn from Kreed that the artifact was fey origin not dwarven. The fey attacks earlier on the camp were caused by the theft of the artifacts from the Darkmoon woods. The werewolves were lumberjacks in disguise that the fey attacked looking for the artifact. The PCs could have joined the ranks of Kreed’s thugs or retrieved the artifact from him. Once the PCs have the artifact, they could keep it, sell it or give it back to the fey