Looking for a stronghold based adventure


Pathfinder First Edition General Discussion


My players would like to take over and run a castle with a samll town. I am looking for any products for encounters or adventure hooks and such.

thanks


Pathfinder Adventure Path, Rulebook Subscriber

I don't know if you are looking for a one shot game, or a campaign. If an adventure path is acceptable, then the Kingmaker adventure path involves the players setting up an entire kingdom over the course of it.

Scarab Sages

Pathfinder Rulebook Subscriber

There is an old Dungeon adventure about taking over an old castle from a tribe of hobgoblins. I believe its called "The Inheritance". There is also one about a town, called "The Siege of Kratys Freehold" about defending a walled village against a large force of orcs trying to invade. Not sure if that is exactly what you had in mind or not. I will try to add Dungeon issue #s when I have a chance to look them up, unless someone on the boards knows the link to the Dungeon indexes.

They are both 2nd ed DnD, so you would have to convert, but they were both excellent adventures, that had great maps, timetables of the siege (for the 2nd one), etc.


Pathfinder Adventure Path, Rulebook Subscriber

One that I did in 2E that we took over a keep in was Night Below, but that was by no means the focus of the game at all. It was lots of fun at the time to do it though!


Keasar wrote:
take over and run a castle with a samll town

Some older stuff that will work with little or modest conversion:

Dragon Magazine Adventure:

Issue # - Title - Advised Party Total Levels - Description

078 - Citadel by the Sea - Investigate an ancient citadel recently re-inhabited by orcs.

Dungeon Magazine Adventures:

Issue # - Title - Advised Party Total Levels - Description

033 - Seige of Kratys Freehold, The – 12 - When militia patrols are recalled to aid the city after a disastrous fire, outlying communities are left to fend for themselves. One bastion the orc hordes desire to see fall is the freehold of Terran Kratys, and it will take a healthy blend of inspired creativity and raw courage to withstand their siege.

049 - Castle of the Blind Sun – 56 - Horses and cattle near your castle are being slaughtered, a neighboring bog has turned into a sylvan forest, a charlatan posing as a healing priestess is on the loose, and as a solar eclipse approaches a mystical castle appears in the mountains.

053 - Elexa's Endeavor – 30 - Brigands have invaded the castle of a templar’s aged uncle while she was away on a crusade. Help her locate a mage acquaintance who can help overcome the castle’s magical protections, then overtake the bandits and reclaim the castle before the brigands harm her uncle.

079 - Keep for Sale – 10 - A dwarf is selling the deed to a castle for a very low price. Want to see it first ... he’s also selling maps to the location. Clear the ruins and decide if it is worth restoring ... that is, if you can find the dwarf afterwards and get him to honor the deal.

082 - Dark Times in Sherwood – 12 - Outlaws and renegade Normans are causing havoc in Sherwood, and Prince John may soon remove the Sheriff. Find out who is behind the troubles, and put an end to the evil plans of the necromancer Baron Isambart de Belame to discredit the Sheriff and take over his post as ruler of the Shire.

087 - Raiders of Galath’s Roost, The – 06 - Peaceful Mistledale is recently plagued by a rash of Drow raids. Not everyone is convinced dark elves are to blame and many attacks are uncharacteristic of drow. Pursue a band of raiders and free their captives to discover who is causing Mistledale’s troubles.

Modules:

Issue # - Title - Advised Party Total Levels - Description

T-1 - Village of Hommlet, The - Hommlet is a small village not far from the old, destroyed Temple of Elemental Evil. But what new dark forces (bandits, cultists, etc.) have recently arisen to plague Hommlet and the surrounding area.

T1 – 4 - Temple of Elemental Evil, The - Compilation of modules T1 - T4. Enter the village of Hommlet and free it from the influence of an evil cult. Pursue the clues and track the cultists to the ruins of an ancient temple which is about to rise again.

HTH,

Rez


great stuff

thanks


rotrl spoilers:

Rise of the Runelords has the option to take over a remote keep halfway through it, around level 7-8 for the players. You could easily change up the adventure so the fort is next to sandpoint (the main city in tthe adventure path) and change a lot of the plot hooks from both before and after owning the fort to include the fort. Siege the fort instead, etc. And make it more central to the plot.


Try "The Gauntlet" and the Sentinel", a 2E 2 part adventure. There in no castle, but there is a seaside villa they can take and turn into a town. We did.


Just went and checked my "Gauntlet" and "Sentinel", and in The Gauntlet, there is a keep the PCs can obtain for themselves. Both adventures will need to be converted, pretty much just replace any monster, trap, and the BEEG with ones appropriate for your PC's levels from the Pathfinder Bestiary. You will probably want to update the magic items too (both the Gauntlet and the Sentinel have special powers, and will require some revamping. The story line can be followed as is. You may want to tweak some things though. You can find them at the site below.

Website:
Go to 4shared.com, and do a search for The Gauntlet, and The Sentinel. Then download them.

The Exchange

redcelt32 wrote:

There is an old Dungeon adventure about taking over an old castle from a tribe of hobgoblins. I believe its called "The Inheritance". There is also one about a town, called "The Siege of Kratys Freehold" about defending a walled village against a large force of orcs trying to invade. Not sure if that is exactly what you had in mind or not. I will try to add Dungeon issue #s when I have a chance to look them up, unless someone on the boards knows the link to the Dungeon indexes.

They are both 2nd ed DnD, so you would have to convert, but they were both excellent adventures, that had great maps, timetables of the siege (for the 2nd one), etc.

The Siege of Krayts Freehold is not about a village. It is about a large farm on a hill. Resources available to the PCs are a lot lower than you can imagine.


yellowdingo wrote:
The Siege of Krayts Freehold is not about a village. It is about a large farm on a hill. Resources available to the PCs are a lot lower than you can imagine.

True, but no reason it couldn't be the fortified trading post at the center of a village. Or it could be the "in-progress" fortress being built within, at the edge of or just beyond the village.

Nothing prevents an imaginative DM from making it work.

R.

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