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Age of Worms Adventure Path


Ive created characters with my group and what a religious bunch they are
Human Paladin,
Human Cleric of St Cuthbert
Human Cleric of Wee Jas
Elan Psion
Half Orc Rogue

Going to be some interesting RP along the way I think but I'm having a little trouble working out who will be the instigator for the adventure in such a way that all these people would come together.

Any ideas would be appreciated.

Cheers
P

Liberty's Edge

One of the instigators when I started was that I had the quite mad head of the Church of St. Cuthburt have a vision that 2 of his followers (both PCs) must go to the Whispering Cairn where 3 other PCs where hiding out. I hope that helps


Maybe the churches are looking to gain a better reputation in Diamond Lake, or maybe they just wanna find some new divine goodies. They could send the PC's as relic hunters to bring more attention to their religion.

Especially if the PC's donate their treasure to their church, or it gets used to better the town somehow.

Dark Archive

If the rogue in the group is cut out of the traditional cloth, you might be able to recycle what I used. The character in our game was a petty thief who ran confidence games and other scams to support himself. One night, he crossed paths in one of Diamond Lake's watering holes with a drunken man bearing a package marked with the personal symbol of Balabar Smenk. Knowing of the mine manager's wealth and thinking he might find some workable blackmail materials, he snatched the package and fled the scene. Among the mostly-mundane contents: a map indicating the location of the mysteriously-named "Whispering Cairn."

Viola!

The back-story of all this, which they haven't discovered: the courier was an agent of Smenk's with ties to a corrupt member of the militia, who in turn stole documents from the surveyor's office, the aged document showing the Cairn among them. Smenk was interested in untapped resources in the area to help offset the growing cost of supplying the cultists who the PCs will encounter in the next adventure.

This set-up allows for some animosity to exist between Smenk and the heroes from the very start.

I've got a side trek ready if they decide to return the obviously stolen document, a little mystery of "who's the inside man?" among the militia. If they don't act quickly, Smenk's toadie will kill off his source (and behead the corpse, preventing use of 'speak with dead') before they can learn what's happened. So far, though, they've kept the map, and the loot to which it's lead them, heh.


My group was easy to manipulate, it was all about greed! The Freecity Three talked up teasure hunting too much and several characters being locals remembered the old haunted cairn and thought it was time for a spot of wealth gathering, to date they still don't know they're going to save the world, they just think they're completing quests to get loot (tomorrow they face Filge, they should get the idea somethings up when I present them with a green worm preserved in a jar I made a couple of months back...)

As to your guys, you could go with the St Cuthbert idea someone already posted, you could have the Wee Jas cleric get a missive about undead roaming the hills, the rogue could over hear Auric boasting about treasure hunting at the Emporium and have one of the locals (cue old codger with gout and arthritis wishing he were younger...) tell him conspiratorily they're talking about the wrong area and they need to go to the Whispering Cairn, the paladin could have had a foreshadowing that the Wind Dukes have information to aid in the dark times ahead and there's a tomb in this area...

It shouldn't take too much to get the players adventuring together, I mean that's why they're playing. If you give them enough incentive they'll find an excuse to get the party together and travel together.

Hope that helps

B


It depends somewhat on the personalities of these newly formed characters, but perhaps the Paladin and St. Cuthbert Cleric are tagging along on the adventure under false pretenses: they want to make sure that Amariss and her followers in the Cult of the Green Lady aren't planning on raising an army of undead, so they offer to "help out" in exploring this ancient tomb. Maybe the Wee Jas Cleric is already friends with the Rogue and Psion and recruited them to help in the delve. It could set up some good roleplaying, assuming that your characters are mature enough to not fall into serious inter-party combat.

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