My home made adventure path for review


Lost Omens Campaign Setting General Discussion


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Alright...I finally managed to reunite a fragment of my old college group and I plan on launching my own campaign set in Golarion. If you will indulge me I'd like to post my campaign premise here for review to get some feedback and some ideas on where to take the story arc. First let me preface this with some of the fundamentals of our play style. My players lean toward a magic light world and care little for game canon. No arguments over the direction that the River Sphinx in Osirion flows and what not here. We are not overly concerned with violating fluff as we are more concerned with creating our own story.

The main thread of the campaign involves the players, Sargavian nationalists, attempting to shore their nation against it's external enemies and return the former colony to some semblance of prosperity and peace. The story begins with the player characters returning home after a five year stint as political hostages in the Shackles. The party's fighter is the first son of what was once the preeminent trading family in Sargava. The rogue is the daughter of one of the major nobles who has a massive estate on the fringe of the colony. The wizard is the second son of another mercantile family and the last party member is a dwarven cleric who has served as the steward for the fighter's family. The first adventure will open with the player's sailing home, becoming ship wrecked, and will follow with me running my own bastardized version of River of Darkness. From there I will move into the key elements of the campaign.

Spoiler:
First, someone in Cheliax, haven't decided who, has learned that Aroden's body....or perhaps pieces of his body....were secreted by paladins of his faith to Sargava. Second, by harnessing the latent energy in this relic, a certain amount of divinity can be achieved. Third, a focal point is needed to store the energy. This focal point is another relic (haven't quite decided what) that was parted out among the various Cheliaxian subject states as gifts of birthright. Cheliax will attempt to gather these relics through subterfuge, violence, and by spreading a blight on the crops over the nations of Andoran and Galt and then dangling the cure in front of them as negotiation leverage. Because Cheliax cannot strike at Sargava, the Cheliaxians have sent agents to inflame the Mwangi tribesman into acts of open war with the hope of pushing Sargava to the brink. One of the major houses of Sargava has fallen under Asmodeus' sway and will be agitating toward turning Sargava over to Cheliaxian regents to stem the erosion of civil authority.

The players will need to help turn the Mwangi invasion, counter the pro-cheliaxian agents within their country's government, and either stop the crop blight in the north, or use their families trading connections to supply Sargavan foodstuffs to their allies until the cause of the blight can be determined and countered. Later they will need to discover the location of Aroden's supposed corpse and eliminate a party sent by Cheliax to retrieve the item.

Another of the theme's I wanted to explore is a little more complex.

Spoiler:
Early on I wanted the party's cleric to discover a shrine to some long lost god who takes favor on the party. This unwanted patron will provide boons and attempt to aid the party, however, I will slowly reveal that this god was an evil power in Golarion's past who's followers murdered each other into extinction. Years of being bereft of faithful has left the god time to ponder his ways and his reflections have changed him for the good. The god believes that by sponsoring the good aligned player characters he may be able to introduce himself as the new patron deity of Sargava. Unknown to the players, the awakening of this god will trigger a cult of secret paladins who were charged with halting the return of this once evil god's faith. The player characters will have to decipher why paladin's are condemning them as evil doers and harrowing their efforts.

And one last theme.... gunpowder....

Spoiler:
The party's dwarven mentor hails from Dogun Hold in Alkenstar. In the River of Darkness adventure the players will stumble upon the ravaged remnants of a field expedition sent by Alkenstar to obtain a rare ingredient that effects the potency of gunpowder. In exchange for rescuing the captured alchemists from tribesmen bent on cannibalism, sacrifice, slavery....some heinous act.... the party leader wounded and dying imparts the secrets of this strain of gunpowder to the player characters. I haven't quite decided how yet..... but this form of gunpowder will have an incredible psychological effect on the Mwangi tribesmen and these tribesmen will believe that if they die by gunshots their souls will not pass onto whatever happy afterlife the Mwangi embrace. My players love owning their own businesses and I was going to use this an opportunity for the player characters to attempt to create enough gunpowder to help turn the Mwangi.....I'm going to reduce the damage it causes so it doesn't spread to the rest of the campaign. It's fluff value is what makes it so strong. Later in the campaign I was going to introduce a Mwangi witch doctor who convinces his warriors that they are untouchable....

so thats my basic long winded premise..... any ideas? I'm not sure on the mechanics of how to introduce a fledgling god attempting to wash away his evil past. I know my Aroden's corpse idea is a little far fetched. If anyone has a better catalyst I'm all ears. Any feedback and criticisms will be greatly appreciated....


Some ideas about spoiler 2, put under a spoiler button, just in case:

Spoiler:
I have used a similar idea once, but with different alignments. The ancient god was locked up by an old foe, also an ancient god, and had been in a trance/asleep and was now slowly awakening because of certain events. The god was locked up in a magical prison under a city, and began to exert an influence on the city. The campaign ended with the players and some NPC's performing a large ritual to free the god, because otherwise the city would be destroyed. Of course the opponent sent his minions to subvert the ritual. Even if the ritual succeeded the city would not come out unscathed, so they evacuated the city, and there was a lot of material destruction. I also let the PC's decide the ultimate alignment of the god by adding moral dillemma's to the ritual, tailored to the individual characters. The morally better their choice, the better the alignment of their god. It was a great campaign and the players enjoyed it very much. So I hope you can use these ideas.

A second spoiler, since it is about a published adventure path.

Spoiler:
The Chelaxians spreading disease sounds like COTCT. Use pathfinder 8 if you have not played this campaign yet. It is a great disease adventure and has a lot of extra information on epidemics and diseases.
For extra river adventures you could check out Sinister Adventures, especially "Still waters"

Good luck with your campaign! It sounds like you already have a lot of ideas.

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