Adventure set in Magnimar?


Rise of the Runelords


I am currently DMing RotR and my group has just killed Aldern - next stop Magnimar.

Unfortunately the group is only level 4-5 and will not hit level 6 before Xanesha (which will be very hard even for a level 6 group).

Additionally I think Magnimar is a great location and "The Skinsaw Murders" does only very little with that. So my question: is there an published adventure set in Magnimar, ideally for level 4-6 characters? I could use that for getting the group to level 6 and also getting to know the city a little more in depth.


make it up. take what the books have and roll with it.

heck, pulling an idea from baldurs gate, have the sewers be overrun with vermin of random types. send them down there with the idea of reward, and use the random encounter table to generate creatures. be a little specific though, have it be that the group finds out that a tribe of kobolds or goblins have taken camp in the sewers by way of an ancient service tunnel that opened up about a mile outside the town limits. they could trce the tunnel back, discover a small encampent set up and be all "anakin vs the sand people" and wipe it out. give some gobbos some levels in rogue or whatnot and itll get them some easy exp.

just a random idea i came up with within the space of me typing this....so 5 minutes...

Scarab Sages

I had the remnants of the skinsaw cult band together and start capturing nobles in an effort to force the Council of Ushers to release Ironbriar. The PCs must track down the cult's new hideout (beneath the Shadow Clock Tower) and rescue the nobles (now brainwashed cultists).


Then there is the 3 Thieves Guilds, and Drunken Sailors, Pirates that could try and Shanghi them, or "Shackle" them, and the fact that the Local Hogwarts specializes in Stone Golems - "Ahhh ones got loose" and use a dummied down one because its a practice one... Perhaps goblins climbed out of the sewers... or Merder Crows came to town because Norgorber dosnt like what your doing with his people. He is the God of secrets and Murder and so the Cultists are probably making knowledge dissopear... aka Pathfinder wanted knowledge... in wich Case the Pathfinder Venture-Captains in Magnimar will want to know about it...


Or you could go a step further and add to the existing plot line, something along the lines that Skinsaw cult wants to blow up part of the ancient bridge, that way killing many - few of whom are without sins.


Zoddy wrote:
Or you could go a step further and add to the existing plot line, something along the lines that Skinsaw cult wants to blow up part of the ancient bridge, that way killing many - few of whom are without sins.

It'd be neat to do adventuring inside the Irespan. The given description of its denizens just beneath the surface is pretty creepy.

Dark Archive

I'm planning to run "War of the Wielded" (from Dungeon Magazine issue #149, written by well-known author Michael Kortes) very soon, as my rather large group of players - 8 of them! - is almost finished with the Misgivings.

Sovereign Court

A lot of the Pathfinder Society scenarios are set in big cities and could easily be transferred to Magnimar. They are quite short you could use them to take your players up by one level, rather than two or three with a lot of published adventures.

Sovereign Court

I am currently running 0One Games' A Pound of Flesh set in Magnimar. You can get the pdf from Paizo.

I previously ran Mad God's Key and I am connecting the pages torn from the book recovered in MGK to the pages with the bad ritual found in APoF.


If Tsuto kaijutsu survived he could have escaped to Magnimar and took some more training with a Lawful Neutral or Lawful Evil Monk and one of the Thieves Guilds and then came after the Party with minions :) he is a Lawful Evil Monk/Rogue that is heading towards Assassin if he is not careful... ;)

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