The Old Light


Rise of the Runelords


Anyone had their group fixate on The Old Light and just make it their mission to go explore? What do you do?

Paizo Employee

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I'd reward them for getting involved, personally.

I'd probably make it lead into the catacombs. Either add an entrance to the catacombs from Old Light's basement or make it very clear that there was some sort of power source beneath Old Light at some point, but the tunnels have long since collapsed.

Maybe throw in some low level encounters with vermin, making it a bit of a mini-dungeon.

Whatever you do, though, make sure it isn't a dead end. Make them feel smart and draw them in.

Cheers!
Landon


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Check out Wayfinder issue 9. It has a mini dungeon underneath The Old Light. It's designed for 4 x 4th level

Spoiler:
There is a link to the Darklands so you can expand it into a larger campaign if you want. However, it can easily side-track the RoTRL campaign, so I ran it after the end of RoTRL and upgraded it for high-level characters. It gave the characters something to do after RoTRL, rather than just end it and start a new campaign and 1st level characters. Milk, anyone?


Thanks, grabbed the PDF and the advice:)


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barry lyndon wrote:
Anyone had their group fixate on The Old Light and just make it their mission to go explore? What do you do?

Sure did. My party totally fixated on it, and I ad-libbed about half a game session on exploring it-- and I had nothing prepared for it at all.

Here's the campaign journal for that session.

Note that I was running the original 3.5 version of Burnt Offerings at the time. The Anniversary Edition hadn't yet been released. I also hadn't yet fully realized how many resources were available on this board.

Hope that helps!


My take on The Old Light. This was totally on the fly as a first time GM, so still a bit rough, but the party liked it a lot.

During Local heroes, the party investigated The Old Light. They kept looking for clues about the purpose of the structure. I decided that the gnome Bard archaeologist spotted a lone crow flying halfway the stone wall rising from the coast and landing inside the structure.

The party figured that there might be a hidden spot along the wall. After scaling the wall using a rope, a small tunnel was found leading into the lighthouse. Inside they entered a large 40ft. circular chamber. The walls were decorated with strange symbols that distorted while looking at them. In the middle of the room stood a large throne decorated with golden ornaments.

Hovering in the air was a large screen depicting a lot of dots (think as a radar) and a vague shape of a large continent where nowadays the ocean would be.

Of course most information was deducted with knowledge history checks.

After the initial search for enemies the party tried to touch the large screen, but it distorts and dims notably. The party decides to inform the local sage about their discovery.

Finally the sage is now writing a book about the findings of the party and the heroes were proud to find something ancient, even if they don't understand the purpose fully.

They haven't returned ever since.

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