Lizardfolk

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Organized Play Member. 154 posts. No reviews. No lists. 1 wishlist. 4 Organized Play characters. 1 alias.



Lantern Lodge

Hello Pathfinders,

I'm looking for a pathfinder scenario which takes place in an urban environment and deals with a thieves guild. I'm short on prep-time this week, and essentially I'm looking for an adventure I can adapt to my pathfinder home game to fill one 4-5 hour session. The Players are all set up to investigate/infiltrate/invade a guild, and I figured I may be able to save myself some design work if I could find a pathfinder society adventure that I can tweak to fit my campaign.

Any suggestions?

Lantern Lodge

-Edit-
I guess this became a bit more long winded than intended. We'll if anyone has a dungeon to suggest, or plot points they care to pitch, I'm all ears.

Hello Everyone,

I'm looking to adapt a good dungeon crawl for my current home campaign. Basically I'm looking for a "decent into the darklands" type adventure that pushes the party deep underground, and would run in three to four 4-hour sessions. A man-made structure on the upper levels is a plus, with the deeper chambers and passageways more natural in origin. Don't worry too much about the overarching adventure plot, as I'll probably re-work it, and toss in an appropriate Maguffin to fit my group. The target level is in the 8 to 10 range, but I can adapt/adjust a lower or higher adventure accordingly to bring it into that range.

So if you have any suggestions for Published adventures, 3rd party adventures, older 3rd edition materials, Dungeon magazines, Pathfinder society scenarios or anything else for that matter, please feel free to chime in.

Oh and if you're curious about the specific flavors of the campaign, and what i'll probably base the dungeon on, see below.
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So far this is the progression of adventures I've stitched together for my party. The Campaign takes place in Varisia, and the players have played through Runelords and Crimson Throne, so they get a kick out of tie-ins and references to those past events. The current set of adventures takes place 12 years after Runelords, 10 years after Crimson Throne.

The party consists of 2 men and 2 women [Characters: Elf witch of the Great Old ones, Elf Wizard (conjuration), Kitsune Inquisitor, Aasamir Ranger]

Adventure Progression
Homebrew 1 Magmidaar Intrigue /Pathfinder society induction(lvl 1-2) - Completed
Feast of Ravensmoor (levels 2-3) - Completed
Homebrew 2 Lissala Shrine/Wilderness exploration(lvl 3-4)- Completed
Carnival of Tears Levels (4-5)- Completed
Homebrew 3 Windsong Abbey/Seafaring (lvl 5-6) -Current Adventure
From Shore to Sea (level 6) -Upcomming
Carrion Hill (upgraded Levels 7-8)-Upcomming
Homebrew 4 Dungeoncrawl (somewhere in the level 8 to 10 range)

Dungeon Tie-in:

So here's what i'm currently mulling around. During the second homebrew session, the party located an ancient Thassilonian shrine to Lisalla. I'll spare you the back story, but to make a long story short: a group of stone giants 12 years ago entered the shrine, carved some new chambers, and interred the remains of the deceased stone giant wizard, Mokmurian. My party explored the shrine, solved all the riddles, bypassed the traps, dealt with the tombs denizens, and reached the burial chamber. There they were suddenly plagued with a rare bout of common sense, and decided to leave well enough alone. Worried about possibly unleashing some undead horror upon the unsuspecting world, they re-sealed the burial chamber, reset the traps and left, with the intention on returning someday, better prepared to face whatever's inside.

What I'd like to do, is have the dungeon crawl be their return visit. I'm thinking that something burrowed/tunneled up from below, possibly to get at Mokmurians remains, possibly to get at some magical "Macguffin" entombed with him. I'm leaning toward Seguthai/Neothelid involvement as it would really appeal to the party's tastes and allow for some really creepy underground encounters, with lots of weird and strange minions.

The caverns under the shrine could be natural in configuration, or possibly the remains of the shrine itself, perhaps some hidden lower levels that the party failed to find on their first visit. As all of this is located below a Shrine to Lisalla, a villian (or group of villians) linked to the goddess down below would be fun. Perhaps Seguthai (minions) are trying to awaken a Neothelid that's been asleep since the fall of Thassilion? I do have the Gargantuan "Mashaaf, Great Old One" miniature from the Reaper Bones 2 Kick-stater i've been dying to use....

Lantern Lodge

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So over the last few years I've had the pleasure of running Rise of the Runelords and Curse of the Crimson Throne for my weekly group: a motley assembly of men and women who enjoy complex tales with adult themes. My groups newest foray involves the stitching together of various published modules. Recently the bruised and haggard party arrived back in Sandpoint after finishing The Feast of Ravensmoor, where they decided to visit their favorite NPC's, enjoy some downtime, and stick around for a carnival that they noticed setting up outside of town....

That is where we discovered the pure joy that is Carnival of Tears. My players were so entranced, so creeped out, and so thoroughly drawn into the tale I had to actually physically close the book and push them out the door after our standard 4 hour session turned into an 8 hour extravaganza. And for a bunch of professionals with full time jobs and kids, an adventure with that much draw is really something special.

So after they left i looked a the cover. "Hmm.. Tim Hitchcock & Nicholas Logue" I thought to myself, I've seen Logue's name before. Flipping back through Runelords and Crimson Throne, I find that he wrote one of our all time favorite adventure, Hook Mountain Massacre, AND Edge of Anarchy, the gritty anarchic tale that got my party hooked on the Crimson Throne AP.

So Mr. Logue, I tip my hat to you sir. May your strange and twisted mind continue to spin all manner of sordid tales of horror and woe, for as long as you choose to continue to wield the pen. My friends and I will continue to explore your other offerings, and look forward to your future endeavors.

Sincerely
Duane Choquette

P.S: A quick perusal of these forums for other fan favorite works by Logue brings up a project referred to as "Ebon Shroud", apparently a joint venture between Mr Logue, and Richard Pett (who's works I also heartily enjoy). It seems to have been released about 5 years ago, but I cannot find a PDF for sale on this site. Does anyone here know what Ebon Shroud is, and if its still available? My group would love to see what these two authors could do when combined.

Then again I guess it could be so horrific, so mind-bending twisted that even the merest glimpse of those ink stained pages results in an insanity so complete that all copies have been burned for humanities sake? :)

Lantern Lodge

So now we have Skalds, Fighter (vikings), barbarians, bloodragers, warpriests, druids, rangers, shaman, and witches as playable classes. So at paizocon this year were there any rumors of a Pathfinder module set in the Land of the Linnorm Kings appearing in the near future? A dedicated AP would be best, but I'll settle for one of the quarterly modules. The campaign guide was good, but I'm itching to see what the Paizo staff comes up with for that region in terms of an adventure.

Lantern Lodge

I was going to post this as a reply in another thread, but as I got into it, I decided it would be better utilized as its own topic. A nod to Pendagast for getting me thinking about the subject. Also with Ultimate Campaign on the horizon, this type of play style may get a bit more common. Does anyone else run adventures this way?

Pendagast wrote:


So like I was saying, long wilderness campaign? Deep dungeon delving? Why not bring some peons? Establish said base camp, adventure, pull back to camp, move the camp up to the next 'strong hold' and venture forward again. In cases where the mission relied on stealth, perhaps the base camp would need to be set up farther away. No reason it can't be on level 1 while the PCs are exploring level 2.

I usually see this type of thing coming in around 8th level, where PC's start to consider taking leadership. Its not unusual in my play group for the PC's to attract a large following of camp hirelings (everyone wants their own "castle", right?). Its actually a great way to adventure, and I support it as a GM. It gives the players a mobile base camp, allows for NPC's hirelings to craft items for PC use, removes the need to go back to town regularly, and gives Cohorts something to do. Also it allows the PC's time to use those Item Creation feats if they want, and the player can still participate through the use of one of the second stringers.

My players voluntarily try to keep the PC party at or around 6 PC's, we find that more than that and the game really slows down for us (action economy and DM overload). Cohorts fill the gaps when real world people cannot make it, or for really epic battles where extra muscle is needed.

Also, having a base camp nearby means that when a PC dies (my players rarely raise dead, as we think character creation is one of the best parts of pathfinder :) ) , we can easily introduce a new character into the mix. One of the Cohorts becomes a new PC, or perhaps one of the "Hirelings" steps up to the plate.

This worked amazingly for us in the Jade Regent Adventure Path. Gave us an entire pool of characters to work with, and we often switched out our "A-team" PC's for the "B-team" NPC's and Cohorts, to tailor the party for specific missions. Going to explore a cemetery? Leave the charm specialist sorcerer behind and bring the Paladin cohort instead, etc. It was an interesting approach, kind of like having a character pool, and picking which characters to play from week to week. Added a bit of variety to the game. We kept the Pc's/NPC's at camp 1 level behind the average party level (advancing them as necessary) and rationalized it by saying that "while the party was away, the caravan/base camp was attacked by X, fended off Y, and while foraging encountered Z".

It turned out to be one of the more interesting campaigns I had the pleasure to play in, and we all got to test out new character ideas from time to time. Solved the old dilemma of "Ohh this awesome book just came out, I wish I could find the time to play X". Now If I wanted to try out for instance a Magus, well John Q Magus could make an appearance for a few sessions, then go join the character pool at base camp. Or if I really liked him, possibly replace my normal PC.

Lots of fun, try it sometime.

Lantern Lodge

So I haven't seen these miniatures yet previewed on Paizo's site (unless I missed a weekly update), but I thought the community here would be interested in seeing them. Over on www.icv2.com there are pictures of 5 Shattered Star miniatures posted:

New Mini spoiler:
The 5 miniatures are Koriah (PSS043), Lem (PSS039), Runelord Sorshen (PSS047), Troll Champion (PSS055) and Xin (PSS058)

I'm terrible at linkifying things, hope these work.
Shattered Star Mini PSS043
Shattered Star Mini PSS039
Shattered Star Mini PSS047
Shattered Star Mini PSS055
Shattered Star Mini PSS058

Lantern Lodge

So I apologize if this has already been brought up, but my Search-fu isn't the best. Anyhow I was reading through the Carrion Crown Player's guide and I noticed the following passage under the Magus recommendations "Magi of the Bladebound, Hexcrafter, Spellblade, and Staff Magus archetypes will all have equal opportunity to shine."

So it looks like we'll have at least 4 archetypes for the Magus in Ultimate Magic. I'm very curious to see the staff magus archetype.