Need an RP heavy side trek... any suggestions


Rise of the Runelords

RPG Superstar 2008 Top 16

Hey all, I am looking to add some side trek adentures to round out my RotRL game. I am looking for some suggestions on adventures that are heavy on the roleplay and less on the hack and slash and would fit well into the AP. We are about to finish Burnt Offerings so I am looking for some things (cheep or free) to put between chpaters or that I can run simultaniously while in the towns/citys of the AP. Thanks for any ideas you can come up with.

Dark Archive

War of the Wielded (level 5) from Dungeon Magazine #149 works wonders for an adventure set in Magnimar.

Another good and fast side trek could be The Automatic Hound (level 4) from Dungeon Magazine #148, which could be set almost anywhere in a village of the Lost Coast (or even Sandpoint, with a modicum of custom work).

Other good adventures that are a bit more on classical "adventuring" (as in monster bashing) but that fit well with the RotRL AP are:

If you don't mind a larger scope side-trek, The Forsaken Arch (level 7) from Dungeon Magazine #120 ties nicely to the Pazuzu references set in Burnt Offerings (Chopper's Isle), and fits well after The Skinsaw Murders as a mission on behalf of Magnimar's mayor.

A small but quick adventure that could go well with the goblin tribes troubling the Lost Coast is Unfamiliar Ground (level 3) from Dungeon Magazine #119.

Liberty's Edge

I've always felt the best RP-heavy adventures are the player driven ones. Find some hooks in your PC's backgrounds and reel them in.


MythrilDragon wrote:
Hey all, I am looking to add some side trek adentures to round out my RotRL game. I am looking for some suggestions on adventures that are heavy on the roleplay and less on the hack and slash and would fit well into the AP. We are about to finish Burnt Offerings so I am looking for some things (cheep or free) to put between chpaters or that I can run simultaniously while in the towns/citys of the AP. Thanks for any ideas you can come up with.

There are some nice adventure hooks involving the area around sandpoint in Classic Horrors Revisited. One involves the goings on in Wolf's Ear and the other involves one of the denizens of the local swamp. Both look fun... (I'm using one of them in my campaign this week)

RPG Superstar 2008 Top 16

Thanks for the suggestions.

Silver Crusade

How about Wedding Bells from Dungeon #89?


RP heavy side trek.

Mistake identity is one of my favorites...

And adds that WTF factor.

PC mistaken for a band of outlaws or for reinforcements promised to arrive soon....

Or for the new peacekeeper...


Highly recommend "Salvage Operation" from Dungeon # 123, written by a youngish Mike Mearls (apparently a big deal nowadays...). For 2nd Level.

My apolgies if this has already been recommended.

PCs have to explore a ship that floats back into port 4 years after it dissappeared...You could have the ship float into Sandpoint...

A good adventure, and a very "insertable" adventure....

Cheers


I had a group of Ranger/Paladin elves stop the law breaking party and demand a fine for not being lawful good.

I was expecting a tense standoff and some good negotiations.

The witch PC made a fantastic knowledge check, and identified the elves as good guys. The party all paid their fine with surprisingly little resistance, and continued on their way.

Anyway, the idea is that lawful good can be just as much trouble to neutral or chaotic characters as evil. Often an over zealous paladin or cleric can be a good antagonist to keep the party on their toes.

I must admit I was a little disappointed I didn't get to smite them...


Fergie wrote:

I had a group of Ranger/Paladin elves stop the law breaking party and demand a fine for not being lawful good.

I was expecting a tense standoff and some good negotiations.

The witch PC made a fantastic knowledge check, and identified the elves as good guys. The party all paid their fine with surprisingly little resistance, and continued on their way.

Anyway, the idea is that lawful good can be just as much trouble to neutral or chaotic characters as evil. Often an over zealous paladin or cleric can be a good antagonist to keep the party on their toes.

I must admit I was a little disappointed I didn't get to smite them...

Read the Order of the Stick: No Cure for the Paladin Blues for a great example of how annoying Lawful Good can be...

Sovereign Court

I have used "the eldest son" module from Reaper, and the short side trek from someone (sorry ..) on these boards about chopper.

I am now starting to include elements from the "En Route" supplements from Atlas games, all the while waiting for my group to be ready for their remake of ...

Spoiler:
The Hangover


Fergie wrote:

I had a group of Ranger/Paladin elves stop the law breaking party and demand a fine for not being lawful good.

I was expecting a tense standoff and some good negotiations.

The witch PC made a fantastic knowledge check, and identified the elves as good guys. The party all paid their fine with surprisingly little resistance, and continued on their way.

Anyway, the idea is that lawful good can be just as much trouble to neutral or chaotic characters as evil. Often an over zealous paladin or cleric can be a good antagonist to keep the party on their toes.

I must admit I was a little disappointed I didn't get to smite them...

Hey! I'm not evil... NG over here...

(I would have been one of the smite-ees)


Cant recall which dungeon magazine it is from but I used Mellorn Hospitality -changing the elves to gnomes, in the gnome inhabited forest near turtleback ferry


Can't seem to find the thread but someone suggested using Annalea's baby from heroes of horror between skinsaw and Hook mountain, on the way towards turtleback there is a small village they can stop at. I plan on increasing the Scion and making the town it's thrall effectively making the ghost a "good guy" and using the whole plot into a version of the Wicker Man (the original) with the pcs as the intended victims. Of course they will do what they do best and violence will occur. But overall it should be worth some decent xp with all the traps and investigation and encounters with crazed townfolks and demons and whatnot I'ma throw in...

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