Douglas Muir 406 |
My players are just finishing up Souls for Smugglers Shiv, the "Lost" island adventure from 2011. They've enjoyed it, but I don't think they really want to proceed with the snake-god thread of the adventure path -- or at least, not right away. So I'm looking to change things up with a short adventure for a session or two. The adventure I'm looking for would be:
-- suitable for 5th-6th level PCs
-- in a subtropical or tropical setting
-- either urban or a mixed urban/dungeon crawl (since they've just spent a long time wandering around a jungle island far from civilization); ideally it would be in or near a port city, since the PCs will be departing the island by boat.
-- capable of being slotted into an ongoing campaign
-- The players are not noobs, so something with one or more interesting twists would be welcome.
I know there are a lot of interesting PFS adventures out there, and many of them would be just the right length.
Thoughts?
Doug M.
RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
"The Technic Siege" hits a lot of those notes.
It's a Tier 5-9 adventure (so there's a 5-6 subtier), and takes place in a city in the Mwangi Expanse (a bit inland, but on a major river). It involves trying to protect a book from the Technic League, and throw them off the trail, but doesn't otherwise involve technology. On the other hand, it might be hard to justify your characters getting involved without being part of the in-world Pathfinder Society, since the entire point is to cover up the fact that the Society acquired the book.
Douglas Muir 406 |
Broken chains is an urban dungeon in a desert setting. Maybe it's a fit for you.
That's the closest I've seen to anyone saying anything good about Broken Chains. (I admit I've been intrigued. The reviews were so bad, you just have to wonder if there's something interesting there.)
Doug M.
Douglas Muir 406 |
Carrion Hill can be moved out of Ustalav into a subtropical setting without much trouble. It's a city on an island in a river, which could really be anywhere. It's a great urban/dungeon game, with lots of creepy horror elements.
It's a fine module, but "I'm looking for a short adventure for a session or two". That's why I was thinking PFS rather than a full module -- those usually take 3 or 4 sessions to finish.
Doug M.
Carla the Profane |
I recommend the Plunder & Peril module. It starts in a friendly port town, but quickly escalates into one of the more epic storylines I've played, including a massive dungeon crawl. The cool thing is it's divided into three separately playable parts, so you can just pick the one you think fits your campaign best and do it in 1-3 sessions.
Douglas Muir 406 |
"The Technic Siege" hits a lot of those notes.
It's a Tier 5-9 adventure (so there's a 5-6 subtier), and takes place in a city in the Mwangi Expanse (a bit inland, but on a major river). It involves trying to protect a book from the Technic League, and throw them off the trail, but doesn't otherwise involve technology. On the other hand, it might be hard to justify your characters getting involved without being part of the in-world Pathfinder Society, since the entire point is to cover up the fact that the Society acquired the book.
Huh, that looks interesting. I'm not playing with the PFS in my campaign at present, but I can probably adapt. Will check it out.
Doug M.