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I need an idea for a short adventure for my PCs....


Off-Topic Discussions

Qadira

They are doing ROTRLs and are just past saving Turtleback ferry. I am giving them a few weeks to a month or so before running 'A desperate plea' and I suspect they would like to hit Sandpoint again. They own and operate a brewery there that is starting to become slightly popular as the group's popularity and position in Sandpoint and Magnimar grow.
I would like to run something related to the business to draw that into the storyline a bit but I am not sure how to. I also would like to include something that uses a draconic influence in it as I have been screwing with them with a yellow dragon cult.
Any ideas?

Cheliax Bella Sara Charter Superscriber

It's been a long time since I've read RotRL, but wasn't there an unlikeable mayor/noble family in it? Did your party off him? If not, maybe he could become interested in the business and start employing his underhanded tactics to pressure the PCs into selling it to him. Or, try and rouse public opinion against them by starting rumors that they were part of a conspiracy relating to the first part of that AP. He can't fight them directly, so instead he tries mounting a campaign of lies and deception to turn public opinion against them. This would be focused on the brewery, so he might spread rumors that it's a front for another operation (e.g., the yellow dragon cult).

This attracts the attention of the real dragon cult. Turns out that even a broken clock is right twice a day, and the brewery is built near a sealed off chamber that houses an artifact/spell that the yellow dragon cult wants to get at. When the mayor starts spreading rumors, they include a germ of truth about that artifact/spell. So, in addition to fighting a PR war, the PCs must also ferret out the cultists in town (who have been inactive, but do exist), stop the cultists from achieving their goals and keep the mayor from mounting a campaign to tie the PCs to the cultists. If they've got a friendly NPC from Sandpoint, you could give that NPC a relative who is a cultist. The mayor might arrest the NPC and try to get a false confession to use against the PCs. The PCs need to prove that their friend is innocent on top of everything else.

Spoiler:

Just read Stephen King's Under the Dome, so the above is largely inspired by that novel.

Qadira

Aldern Foxglove! The minor noble! Brilliant, I altered the storyline to make him a captive of the ghouls who used his visage to cause all the mayham attributed to him in the story. He is a good guy in my game so I can have him meet up with the party in Magnimar to tell them about a group that kicked out the workers in the brewery and took over the place, with Orik Vandercasken (who decided to change his evil ways and got hired on as a guard/porter for the brewery) being the only one to escape and going to Foxglove for help....
The yellow dragon cult is digging below the brewery when the party arrives to free their workers and reclaim the business.....
Friggin' brilliant!
Thanks Bro! I'm off to stat out a cultist strike force and something particularly evil to throw at the party.

Qadira

There are Vandercasken ties in several spots in Crimson Throne that may also give you further Ideas.

Qadira

Crimson Jester wrote:
There are Vandercasken ties in several spots in Crimson Throne that may also give you further Ideas.

I haven't gone over the Crimson Throne stuff, can you give me an idea of where abouts?

Qadira

I think in the very first book Edge of Anarchy.Edit: Page 27

"Vancaskerkin is in his early 20s, a man who escaped early from the streets of Riddleport to seek his fortune elsewhere. He left behind several brothers, but the only one who he misses is older Orik, a strong role model in Verik’s younger years. Last Verik heard, Orik had been forced to flee Riddleport as well, after some scandal involving a tiefling prostitute and an alchemist. Verik hopes some day to take the time to return to Riddleport and track down his brother, but for now, his secret duties to exotic Vimanda increasingly keep his attention."

Qadira

Also the Guide to Korvosa has info about Foxglove manor and the family that inherits it after foxgloves death.

Qadira

as well as Second Darkness

Life continues on the streets of Riddleport, and at a local game tournament held at the Gold Goblin Gambling Hall, the PCs find themselves thwarting an attempted heist, after which they are offered employment by its owner, Saul Vancaskerkin. Working for their new boss in exchange for an ownership interest in the game hall, the PCs find themselves striving to quash attempts to undermine the Gold Goblin as well as protect its interests as they seek to turn around the struggling establishment financially.

Qadira

Guide to korvosa:

Green Market: This small, fully enclosed market specializes in food, clothing, and commodities the residents of the city need to survive, but it also provides jewelry and other luxuries for the nobles of the city. Merchants here are expressly forbidden from selling weapons, armor, or magic.
The Green Market closed its doors nearly a decade ago when the previous owner died unexpectedly at a relatively young age. Four years ago, a young woman named Zeeva Foxglove bought and refurbished the building, reopening the market three years ago to thunderous applause. Since its reopening, Green Market has proven profitable and popular beyond many observers’ expectations (including, rumor holds, Zeeva’s).

Qadira

Hope this helps.

Qadira

Awesome. Thanks CJ!

Cheliax Bella Sara Charter Superscriber

Fake Healer wrote:

Aldern Foxglove! The minor noble! Brilliant, I altered the storyline to make him a captive of the ghouls who used his visage to cause all the mayham attributed to him in the story. He is a good guy in my game so I can have him meet up with the party in Magnimar to tell them about a group that kicked out the workers in the brewery and took over the place, with Orik Vandercasken (who decided to change his evil ways and got hired on as a guard/porter for the brewery) being the only one to escape and going to Foxglove for help....

The yellow dragon cult is digging below the brewery when the party arrives to free their workers and reclaim the business.....
Friggin' brilliant!
Thanks Bro! I'm off to stat out a cultist strike force and something particularly evil to throw at the party.

Glad to provide inspiration. I'm curious - why'd you decide to make Foxglove a good guy? That's an interesting twist. And the party befriended Orik? My group didn't kill him, but they also decided they didn't like him. I think they took all his equipment and sent them off.

What's the prior history of the brewery? You might also add more backstory - maybe the cult operated out of the brewery or a building next to it and left/were driven out for some reason (maybe on a quest to find a Runelord item or spell to help them complete their search. They come back to town, only to learn that the PCs are operating out of their brewery. They might start out by simply showing up and starting a bar brawl, testing the PCs metal. For whatever reason, the PCs must leave the bar temporarily (perhaps to drive off a monster near the edge of town). The cultists seize the bar, as quietly and quickly as possible while the PCs are gone, locking them out. Orik escapes and gives inside information. The cult has had time to entrench ahd the PCs must figure out how to get in the brewery, playing cat and mouse with the cultists and rescuing hostages.

Whatever the cult is planning will only take a few hours to complete. Once completed, they flee the area, possibly setting the brewery on fire to distract pursuers.

If they escape, the cultists somehow find their way into the giant encampment and into the basement bellow, seeking a particular book. The cultists aren't aligned with the giants, but they aren't powerful enough to really challenge the PCs. Instead, they lure the PCs into giant lairs, expose their lair, and generally make their life rough. Their goal is to keep the PCs preoccupied (or kill them) so the cultists won't be distrubed while searching the library. It will take the cult 1d4+2 days to find the book, but during sometime on the third day, they are attacked by giants. If the PCs are into redemption of villians, they might find that one of the cultists isn't a very willing recruit and if the PCs interevene when the cultists are being attacked by giants, that cultist takes a liking towards the PCs. He won't fight his brothers on the PCs side, but he indicates that the cult will leave the party along if the party leaves the cult alone. If the party's honor this agreement, the cult may even provide healing for them (but at a price).


When PCs have businesses, I always like to include a little visit from the local "Benevolent Protection Fund" goons.

"Youse wanna pay us to watch dis place for ya? It'd be a shame if suppin' happened to it, see?"

I forget the name of the group that would be responsible for this, but I know Sandpoint has them.

Or, a new group could be trying to muscle in on their turf. This new group has the backing of a certain cult.

Remember, it's not personal. It's just business. Good luck.

Andoran

What if someone placed a curse on the beer? Not necessarily a deadly one, but something that causes problems in terms of societal disruptiveness.

At first, the characters are visited by the authorities and accused of poisoning/spiking the brew. When an official with speel-ability identifies the problem as a curse, the characters are charged with the responsibility of tracking down the culprit and bringing him/her/it to justice.

In the meantime, their brewery is closed until they can prove the product is safe for consumption. NO REVENUE.

Qadira

Sebastian wrote:
Glad to provide inspiration. I'm curious - why'd you decide to make Foxglove a good guy? That's an interesting twist. And the party befriended Orik? My group didn't kill him, but they also decided they didn't like him. I think they took all his equipment and sent them off.

My players always are hating on any NPC noble because the cliche is that they are either going to kill the party somehow or lead them by the nose from one adventure to the next. I wanted to toss in a twist and give them a friend from one.

With Orik the party was whooping on him good and he surrendered, not really into losing his life for goblins, and through our RPing the surrender he was lamenting his past and how far down it led him. The Paladin in the group decided to offer up a job at the brewery to give him a chance to 'restart' his life on a goodly path. I RPed that he accepted and has become their best and most trusted employee out of his sense of gratitude and not being judged harshly on his prior actions. I figured him to be an honorable guy who fell on hard times and lost his honor. Now it is coming back and he is repaying for his misdeeds in an honorable manner.
Sebastian wrote:


What's the prior history of the brewery? ...... They might start out by simply showing up and starting a bar brawl, testing the PCs metal. For whatever reason, the PCs must leave the bar temporarily (perhaps to drive off a monster near the edge of town). The cultists seize the bar, as quietly and quickly as possible while the PCs are gone, locking them out. Orik escapes and gives inside information. The cult has had time to entrench ahd the PCs must figure out how to get in the brewery, playing cat and mouse with the cultists and rescuing hostages.
Whatever the cult is planning will only take a few hours...

The players decided to actually coordinate backstories this time and all were either dwarves or gnomes, mostly related, who moved into the mostly human town of Sandpoint....I added the idea that they inherited a business from an estranged uncle (one of my players actually homebrews a good variety of beer and I immediately thought Brewery! He makes beer to bring to sessions that has names like Kobold Ale and Hobgoblin Hell to simulate what types of beer the brewery produces, if it's good it sells in-game well and becomes a popular brand). They use brew potion to make beers of healing and bulls strength and stuff, it's pretty cool. Anyway, I made the business a break-even business for the most part and I am having it gain more popularity and business as the players gain prestige and network with more important people.

I like the bar-room brawl thing, maybe I can incorporate that also....

Qadira

Cuchulainn wrote:

What if someone placed a curse on the beer? Not necessarily a deadly one, but something that causes problems in terms of societal disruptiveness.

At first, the characters are visited by the authorities and accused of poisoning/spiking the brew. When an official with speel-ability identifies the problem as a curse, the characters are charged with the responsibility of tracking down the culprit and bringing him/her/it to justice.

In the meantime, their brewery is closed until they can prove the product is safe for consumption. NO REVENUE.

Hmmmm...I like that. Good way to nerf the Brewery's growth also.... Thanks!

Andoran

Fake Healer wrote:
Cuchulainn wrote:

What if someone placed a curse on the beer? Not necessarily a deadly one, but something that causes problems in terms of societal disruptiveness.

At first, the characters are visited by the authorities and accused of poisoning/spiking the brew. When an official with speel-ability identifies the problem as a curse, the characters are charged with the responsibility of tracking down the culprit and bringing him/her/it to justice.

In the meantime, their brewery is closed until they can prove the product is safe for consumption. NO REVENUE.

Hmmmm...I like that. Good way to nerf the Brewery's growth also.... Thanks!

If you use this, please, please, please, let me know how it turns out. I'd love to hear about it!

Paizo Employee Developer

Crimson Jester wrote:
Also the Guide to Korvosa has info about Foxglove manor and the family that inherits it after foxgloves death.

It does? Did I miss that part? I know that there's info on his sister there, but nothing on the manor, as it's on the other side of Varisia.


How about something related to the dwarven miners in part 6?
Perhaps the dwarves are family, or business partners?
Throw in some things that get the parties greed flowing. Gold mines, trade goods, business deals, and all maner of sinful enterprises.

PS That whole homebrew/brewery thing is amazing! Best players ever! And I love the idea of downing a few cure-light-wounds beers, and being drunk after the fight!

Qadira

yoda8myhead wrote:
Crimson Jester wrote:
Also the Guide to Korvosa has info about Foxglove manor and the family that inherits it after foxgloves death.
It does? Did I miss that part? I know that there's info on his sister there, but nothing on the manor, as it's on the other side of Varisia.

I will look again when I get off work. I may have miss read soemthing but I was sure that it was there.

Qadira

Yep your right Yoda, I found what I was thinking of in a side bar in Seven days to the Grave

"Created by plague shaping priests of Urgathoa and funded by the Red Mantis, blood veil is a refined form of Vorel’s phage, an unnatural disease that first came into being deep under Foxglove Manor, on Varisia’s coast (see Pathfinder #2)."

Combine that with the little on his sister and the two melded in my head.

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