Things you don't expect happening when designing a module...


Rise of the Runelords


Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Adventure modules are a great thing. Whether you use them entirely or simply pluck bits and pieces from their pages to enhance your own home brewed game. I myself like to run modules for a variety of reasons from simply not feeling I have the time to run my own adventures to the fact that Paizo has some pretty badass Adventure Paths and I can't help but want to run them all, but for all the good things about modules (Pathfinder AP's especially) there are just some things the designers can't quite cover when working on them, events when players go left instead of right or home rules that may make it easier or more difficult to bypass an obstacle in the game. These things are expected to come up and a bit of clever or quick GMing is all that's needed when handling them.

But then you get those Doozy's.

You know what I'm talking about. Something where the players deviate from that neatly laid railroad drastically or perhaps do something that doesn't damage the rails per-se but makes for one hell of a scene or an effect. So I'm starting this thread as a place to tell stories about players, or hell, even GM's who throw the module or adventure path through a loop and have a good time doing it. I'm going to focus this one on Rise of the Runelords, Paizo's initial foray into the realm of AP making outside of Dungeon magazine. So everyone, tell us your stories.


My players decided to play giantkin goblins for this path. Pretty much everything in the entire campaign has gone other than the way the AP describes. :)

Liberty's Edge

lol i know how this works
i take a read, use the maps and the spirits... but i already know things would not work like written

ok i haven't run Burnt Offering, just went as a player (twice) one with a group, and another alone...

Spoiler:
in the 2nd option my cleric found the goblins in the south so she alerted the guard and with a group of guards battled that group's wagon, leaving the sherrif and the rest of the guards to deal with the goblin attack in the north

my cleric mostly directed the guards with polearms to chargge the goblins while healing them in mass when they got hurt... so she didn't only helped stir the battle but became heroine, sending the sherrif distrust elsewhere

i remember when i DM "Sunless Citadel" my players always returned town after a hard battle, so i didn't clean the rooms of enemies... the goblins prepared for war, ambushed them, surprised them and died too... but from their ranks... a great goblin hero was born... he was called Bomb Goblin (we were playing with stratego pieces :P)

they hardly reached the low level... but they had lot of fun killing and almost being killed by goblins :P (one ambush almost gets the wizard, he was lucky the dwarven cleric initiative was 1)


Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ah, my post went up, it was hanging in limbo a while after I originally wrote it. We're running Fortress of the Stone Giants now and the PC's just got done fending off the raid on Sandpoint. After the lengthy battle the cleric of Desna got fed up with all the crap Sandpoint has been getting and basically started summoning some of the lowest ranking devas to help him with a project. Suffice to say by the end of it all of Sandpoint (and much of the surrounding area) will have been Hallowed and all those who had died in the battle with the stone giants will have been raised. I'm still trying to work out the far reaching effects of this but the fact that he's able to do this and isn't even 10th level is amazing to me.

The entire town...

Anyway, that's my bit for now. Chances are they'll throw me through a loop and I'll have to see how things go with one of his greater goals: creating a nation for the halfling people. Though that he'd likely deal with after the AP is done.

Liberty's Edge

whoa
nice

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