Into the Haunted Forest - Party kept the artefacts, what now?


Adventures

Scarab Sages

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Pathfinder Adventure Path Subscriber

Just run my players through Into the Haunted Forest and the party have decided to keep the very artefacts they were sent to retrieve!
So has anyone else experienced this when they ran this adventure? If so what happened next?
Thanks in advance
Reebo

Frog God Games

They're not super powerful, so I'd say let them keep them. But someone is going to notice eventually and then they'll start having posses and such on their trail to retrieve them, so things could get interesting.

Sczarni

Reebo Kesh wrote:

Just run my players through Into the Haunted Forest and the party have decided to keep the very artefacts they were sent to retrieve!

So has anyone else experienced this when they ran this adventure? If so what happened next?
Thanks in advance
Reebo

Hopefully they weren't a super-lawful party breaking a verbal contract like that and causing the law to hunt them..


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In the game I'm running, the heroes kept the artifacts. (As they were tricked into getting them in the first place, they didn't feel obligated to give them up.)

Actually, as Cachee gave them the Vial of Pure Water in trade, it belongs to them. And the fact that the heroes were the ones to give the druid his final rest made them feel like they'd earned them.

And the Sheriff was not too keen on taking on the party once they returned with the artifacts in tow. Though they did let the sage examine them for a few days.

With 6 initial characters, I made Brightflame into part of the Panapoly as well, along with the melee weapon the final opponent uses.

I made them leveling artifacts, with minor abilities that gradually increased once the heroes possessing them acquired enough magical karma (leveled up). They increase at every 4 levels (4,8,12,16).

Initially: (Level 1)

Brightflame: +1 Dagger. Grants DR: Fire 5

Vial of Pure Water: Once per day, user can fill it with ANY liquid. It will turn the liquid to Pure Water (great way to get rid of Unholy Water and Poisons)

Spirit Staff of Narwen: +1 Staff. +2 Damage vs Undead. Non-coporeal Undead are treated as if they were coporeal.

Wand of Earth's Ire: Burning Hands at wielder's level (up to 5d4). 50 Charges. May be recharged as a staff.

Breastplate of Sacred Fire: +1 Breastplate with Continual Flame (can be tunred off). Reduces Armor Check Penalty by -1 and increases MAx DEX by +1.

Codex of the Firmament: Holds 6 levels of Divine Spells (like a Scroll). Initially came with 3 spells (1 lvl 1, 1 lvl 2 and 1 level 3). Once the spells are cast, the caster can "refill" the empty spell levels by Using Scribe Scroll to store the spell. This uses up the caster's spell slot for the day, but costs no GP.

Staff Spear of the Protector: +1 Staff. User can change it at will to a +1 Spear.

At level 4,

Brightflame gained +1d4 fire damage,

The Vial can be used 1/ day to store a level 1 potion (Caster makes a spelcraft vs 15, though this does not use up the spell slot)

The Breastplate gained an additional +1 to all of the modifiers

Etc.

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