Grig Hunter


Kingmaker


So in the campaign I am GMing, my PCs are quite friendly with the local grigs. In the last session, the grigs told the PCs that there was someone going around trying to capture a grig and that they were afraid to go out of their homes.

My initial thought with this was to play with the grigs a bit more. The grig hunter could set up traps like a bottle of wine next to sugary treats on the ground with a box over it and a stick holding it up. (The grigs in my game aren't very bright...) He could be this stereotypical geeky bug collector wanting to add a live grig to his bug collection (since they are, like...half bug..people..things..)

I want to make it a story/quest like mission. But I would like some ideas of where to go with this and give it more flavor. Any help would be appreciated.

Writing this out, I am noticing the idea is kind of lame, but could prove hilarious results.

Thanks!

Silver Crusade Contributor

Could you be more specific about what sort of advice you're looking for, please?

-The collector?
-The location?
-The traps?
-Any/all of these?


All of the above. I am mostly looking for other's ideas and input on how to make it interesting and an actual encounter in which to be able to give experience for. I feel I am okay at getting the start of an idea, but I usually don't know how to carry through.

Silver Crusade Contributor

Hmm...

The Collector

First, do you want the collector to be malevolent, or misguided?

In the former case, he could simply want a little insect-girl for a collection - aware of her sentient status, but uncaring. Or perhaps he wants a grig for some malign purpose... a sacrifice to the Green Mother, or to Zon-Kuthon. Perhaps he's a gnomish bard, and wants to pull off her legs to make a little fey fiddle.

In the latter, perhaps he can be shown the error of his ways. I imagine a more bumbling or comic role here - although still competent enough to be a danger to the fey folk, and possibly the PCs. A twist here - he's not competent enough to be a danger to seasoned adventurers, but the traps around his home are.

You should also consider whether you want him to be (another) link to Nyrissa.

The Location

This is somewhat dependent on part 1 and his role.

Do you want them to have to find his home, or will they meet him out-and-about? Will it be a simple camp, a nice cottage, or a dank lair?

You should definitely have them encounter the grig snares first, although they shouldn't be too far from his home. Maybe a hex or two over.

Let me know what your thoughts are on these ideas.

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