CrackedOzy |
I'm working my players through the Price of Immortality series, they just finished the Crypt of the Everflame and we're starting Masks of the Living God today. The party is also only 3 members, a half-elf Hospitaler Paladin, a human Trapsmith Rogue and a half-elf Hexcrafter Magus. Also since the party is only 3 members, I started them at 2nd level and they are entering MotLG at 4th level, so I expect them to finish CoGD at about 8th level.
But where should I go next? Does anyone have any good suggestions of an adventure series to follow up PoI? Right now I'm considering the Echoes of the Everwar series from PFS, but that doesn't seem like it will last very long.
Are there any of the Adventure Paths that could easily be jumped into halfway through?
chavamana |
Oddly enough, I'm in the same place as you.
If you want easy, "Hungry are the Dead" is just about the right level for the characters after they finish "City of Golden Death". And since they will most likely end up in Kassen at the end, you just have to translate Falcon Hollow into Kassen.
Or you can have a fun old time and do what I'm doing, which is run the Falcon Hallow trilogy (Crown of the Kobold King, Revenge of the King, Hungry are the Dead) bumped up to be level appropriate.
CrackedOzy |
Oddly enough, I'm in the same place as you.
If you want easy, "Hungry are the Dead" is just about the right level for the characters after they finish "City of Golden Death". And since they will most likely end up in Kassen at the end, you just have to translate Falcon Hollow into Kassen.
Or you can have a fun old time and do what I'm doing, which is run the Falcon Hallow trilogy (Crown of the Kobold King, Revenge of the King, Hungry are the Dead) bumped up to be level appropriate.
I think it'd be a little odd facing kobolds at like 8th level.
chavamana |
Heresy :)
Players should always fear kobolds... and goblins.
Really. Besides, since they the characters haven't come across kobolds in the adventure thus far, just don't call them kobolds if you have an issue with higher level characters battling kobold, call them a degenerate race of dragon spawn. Add some class levels, up the lethality of traps ~
Or, "Hungry are the Dead" is level appropriate, and work as a solo set out of Kassen.
However, I'd like to point out that kobolds can be scary at higher levels. One of my groups favorite NPCs of all times is Enga, the Ratcatcher from RotR: Fortress of the Stone Giants. They pay her tribute in gold and platinum. Because they feared facing her in combat. (Actually because the LG monk didn't think she was 'that' evil and negotiating was easier, but that is one happy little red kobold.)
Edit: I also have an odd group, giving that the dwarven paladin of Torag fell head over heels in love with Puglas Tamall's 16-yr-old daughter and wants to marry her... without having spoken more than 15 words to the girl.
Venomblade |
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I will be finishing CoGD next week with my players and I am going to run them through Beyond the Vault of souls
It is for level 9 characters, but I don't think it will be that much of a problem for me to adjust things. They will be near level 8 at the end of CoGD anyways.
This module looks like a complete blast and is going to scare the crap out of my players!
Kriss Lambert |
I might run my players through From Shore to Sea which is for 6th level, so it should fit in nicely after CoGD.
Although this depends on wether or not they wanna stick with their characters for a little while longer, or create new ones to possibly run an AP.
CrackedOzy |
So I'm necro-ing my own thread because a year and a half later I'm looking to actually do something with these PCs again and wanted to see if anyone had any new ideas to suggest.
Here's the party
- male human trapsmith rogue 8
- female half-elf hospitaler paladin 8
- male half-elf hexcrafter magus 8
On a more personal note, the half-elves are siblings and the paladin & rogue are dating. Also, it had been determined that the half-elves had been raised by their human father, so when the BBEG of CoGD turned out to be a female elf, I gleefully threw her in as their long lost mother. Made for a interesting climatic fight. (Though I FUBAR'd it because I let the magus's Sleep hex work on her, DOH!)
I noticed that the Carrion Crown AP concerns Tar-Baphon, so I was considering using that, but I'm not sure how to go from the end of the PoI to halfway thru CC.
The Diplomat |
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My party is nearly finished with Masks of the Living God, and I've been having the same thoughts. I've been thinking of creating my own follow-up adventures in which the players follow their Pathfinder Society contacts to Absalom and maybe even join the Society themselves. The Society could send them back to the Lake Encarthan region to investigate moves by the Church of Razmir to infiltrate other nations of the Lake Encarthan / River Kingdoms region. Perhaps they've already got the Molthune government firmly in their pocket. In any case, it surely has to end with a big showdown in Thronestep with the Living God himself!
Personally, I'm hoping that with the new 64-page module format that someone will design a module that can lead to such a showdown.
The Diplomat |
I was wondering about that. WT only has a tangental reference in the third module. The bulk is about the Rasmirites - tomb raiders in CotEF, infiltrating the temple in MotLG, chasing down the Mask of the Twelfth Step in CoGD. And two of the three end bosses are cultists. It's the obvious unifying theme of the series. Most of my background research has involved understanding the cult better so I can get into the heads of the villians.
BTW, I've heard that there is a stat block for Razmir somewhere. Anyone have an idea where I might find that?
The Diplomat |
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City of Golden Death concluded with
Picking up from that ending, if I were writing the sequel here's what I might do:
- Perhaps a year as passed since the events of CoGD
- Cygar Anravis expresses how he is impressed with the heroes' achievements and recommends them to join the Pathfinder Society. He buys them passage to Absalom.
- The route that barge captain Walren is taking is to skirt the southern shore of Lake Encarthan, stopping at Tamran, Detmer, Kerse, and Greengold for supplies and trading, then barging it down the Glass, West Sellen and Sellen Rivers.
- Lake Encarthan has been unusually calm as a result of the events of the last module, and they are able to sail accross the lake uneventfully, although encounters can be added as necessary. Add events at the various stop-overs as required.
- The barge is stopped at Xer where Evlar Thilisson (from MotLG) is now stationed as a Priest of the Third Step (if he is still alive). The barge is stopped and questioned by the Razmirites. If Evlar was on good terms with the heroes he doesn't raise an alarm, otherwise they either need to bluff or fight their way past. Either way, there is some general nastiness that the heroes have to face, such as enormous customs duties or confiscation of some of the cargo.
- The barge continues down the river. Maybe they face river pirates as they pass the River Kingdoms, and have to deal with territorial elves as the pass Kyonin. There might be an incident with revolutionaries as they pass by Galt. They could be questioned by Andoran boarder-guards as they stop in Bellis, and they finally make port in Cassomir, where Walren fares them well.
- Final showdown is with a group of cultists lead by a Mask of the Twelfth Step that has been shadowing them since Xer.
- The heroes to board ship for Absalom, where they are finally inducted into the Pathfinder Society. Thus ends the first part.
Second story is a diplomatic/counterespionage mission:
- One of the Venture-Captains recognises the heroes' experience dealing with the Church of Razmir. He informs them that his sources indicate that the Razmirites are going to make a move to acquire a live specimen of the sun orchid. He dispatches them to Merab with an order to thwart the cultists without creating an international incident. He inserts them into the diplomatic party that will be accompanying Absalom's ambassador.
- The heroes arrive in Merab, which is hosting the auction for the sun orchid elixir this year.
- They have to figure out that one of the other diplomatic parties (i.e. not the official Razmiran party) has been infiltrated by Razmirites.
- The mission might take them into the interior of Thuvia, where they have to face of bandits and elementals while on their quest.
- The heroes then have to stop the Razmirites and return to Absalom in one piece without being noticed.
- Final showdown is with a Vision of the Fifteenth Step, who is the senior ambassador leading Razmiran's official mission.
Third story is an infiltration/assasination mission:
- After analysing the documents the heroes recovered in the last mission the Decemvirate discover that Razmir is, in fact, a fraud. They decide that his presence in the Inner Sea Region doesn't coincide with the goals of the Society and order him to be removed. Due to their experience the heroes are chosen to disguise themselves as pilgrims of the Living God's faithful and see it done.
- If they were on good terms with Evlar they are ordered to reestablish contact with him and have him escort them along the pilgrimage route; if not they ought to disguise themselves as a priest with a group of acolytes and attempt it themselves.
- The begin their "pilgrimage" at Xer and travel up the coast to Pilgrimage and on to Thronestep, with various encounters on the way.
- Upon arrival at Thronestep they are shocked by wealth disparity between the Steps and the Stones.
- Somehow or another they need to get an audience with the Living God (details to be worked out).
- Final showdown of the series is on the 31 Steps of the Throne of the Living God with the false god himself.
Interested in thoughts, critiques, etc.
CrackedOzy |
I was wondering about that. WT only has a tangental reference in the third module.
It's been a while since I ran this, so my memory was hazy.
BTW, I've heard that there is a stat block for Razmir somewhere. Anyone have an idea where I might find that?
Not sure, the only info on Razmir I can seem to find is in this adventure series, the Inner Sea Campaign guide and supposedly the Faction Guide, which I don't have.