Help with Volioker / Sczarni side trek


Rise of the Runelords


I just started the RotRL Adventure Path (yay!), and one of the hooks to get my PCs to Sandpoint was that Volioker's nephew (a dwarf PC from Magnimar) heard about the Sczarni bullying his locksmith uncle, and traveled to Sandpoint to lend his help/earth breaker in the matter.

Now I'm in need of a good little side trek adventure involving the Sczarni, and I'm not sure where to turn! I'm fully prepared to make changes to an adventure to get it to fit; I just don't want to start from scratch.

So, any suggestions? Thanks!


How about the arson sub-plot? There are some details in Fortress of the Stone Giants as to who is behind it and all that, but in the meantime there are people out of work or in need of milling or what-have-you.

The Exchange

Maybe the Sczarni (how is that even pronounced by the way?) have been attempting to get hold of a master key he has for all the locks in town, he did intall most of them after all. So they started with trying to recruit him but that failed. Next they moved on to sabotaging his works when possible, slowly trying to ruin his rep hoping to force him out of bussiness so he'll have no choice but give in to his demands.


Moorluck wrote:
Maybe the Sczarni (how is that even pronounced by the way?) have been attempting to get hold of a master key he has for all the locks in town, he did intall most of them after all. So they started with trying to recruit him but that failed. Next they moved on to sabotaging his works when possible, slowly trying to ruin his rep hoping to force him out of bussiness so he'll have no choice but give in to his demands.

Yes, that's pretty much exactly what's going on. However, I don't want it to be as simple as: "So-and-so is the bad guy. You find him. Okay, you totally kill him. Your work here is done!"

I'm hoping for something a little more involved, and I'm wondering if there are any existing adventures you know of that might fit the bill. Maybe something in an old Dungeon magazine or what-have-you.


Have you checked out Mad God's Key from Dungeon #114 (IIRC)? Should be eminently lootable for your needs, especially the early parts.

Spoiler:
The dockside chase should play out nicely in Sandpoint, possibly demanding some map modifications. I'm of two minds on introducing an unrelated evil cult and blood-fountain dungeons so close to where all the AP action will be. Such a cult could be a really cool red herring in the Skinsaw Murders case.. but red herrings like that can be unnecessarily confusing depending on what your group is like.

Good luck!


Bloodsbane wrote:

Have you checked out Mad God's Key from Dungeon #114 (IIRC)? Should be eminently lootable for your needs, especially the early parts.

** spoiler omitted **

Good luck!

I'll check it out, thanks!

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