Ralof's page

Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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I guess I could make like 3 modules for them and have them in a criss crossing railroad but I'm REALLy new to pathfinder. Most of my experience is with gurps and I focus a lot on the roleplaying side of the game rather than the strict rules. I think of the pcs and as playing out a story rather than hackin through a dungeon.


It's definitely a dick move as a dm, but it adds a little depth to the go kill X kobolds at Y location and the gold is moot because i plan on making them lose it all in the end as a plot twists. The military will provide them with basics for next adventure.

I guess I can possible have the daughter fail. Maybe the guard will get them for the murder of the rogues when the governor goes to confirm the extermination and collapse the dungeon.


1 Arrive a Lights Hope(main city)
2 Sailor Pawns son off as a guide to Hero's Hall(tavern)
3 Meet the Bartender(Bron Betler) Browbeater gives the party some stuff
4 Read the board and find all the jobs taken
5 Browbeat tells them to go talk to the governer for a mission about some farmer needing help
6 Get stopped by a farmer complaining about something eating his cattle
7 Farmer takes you to his farm and shows you the cattle remains evidence of kobolds and goblins in the area(Farmer says you must kill all of the kobolds i'll see the viscount gives you nothing.)
8 Find some wild dogs with saddles roaming around, one flees to the kobold hideout
9a Enter the kobold hideout and find dead kobolds, living kobolds, riding dogs
9b Find kobold children and unarmed women. (killing loses favor with gods/ not killing loses reward from govoner)
10 Find dead adventurer at bottom of pit died bleeding with note to daughter to return sword
11 find Group of rogues have killed the kobold chief and are going to claim the reward for themselves (Bribe intimidate bluff or diplomacy)(get gold or glory)(kill them and get both)(CR3 battle)
12 Return to town turn in things to govenor
13 find the adventurer's daughter and get reward.
14 Daughter sleight of hands the note and calls the guards
15 The note now reads Return sword to adventure party for 10000gp
16 The party is forced into military service because they can't pay
17 so begins the 2nd module.


I'd say that wizards can cast one more time and classes with knowledge of the special spell (sorcerer bard) can cast it a 3rd time due to due to the fact that it doesn't fade from memory. House rule though.