Seeking Advice on Campaign Ideas


Advice


In a few weeks I'll be running a Pathfinder game in my homebrew world, Everlyn, for the first time. I have 2 PCs (one is a Warmage from a conversion on these very boards and the other is pondering a Fighter/Rogue). I also know that they're going to be members of a military complete with their own little squad of level 1 grunts to command.

My problem is deciding what their main goal is because several options sound cool to me and I'm hoping I might get feedback as to what you folks, as players, would find cooler or help expand upon my ideas presented here.

My first option was to go all Hollow Earth/Savage Lands (with a touch of H.G. Wells "Time Machine") on them and have them on an expedition to another world below the surface complete with ancient cities populated by lost civilizations who are slaves to savage dinosaurmen overlords.

Option two is a jungle expedition complete with apemen, Mayan-like civilizations, ancient temples full of delicious loot. I'm really channeling Indiana Jones and the Temple of Doom for this idea.

Third is a setting specific deal: The PCs would be posted at Valorheart Keep at the opening to the Valley of the Damned; a depressing and lifeless little valley. It's magical barrier is the only thing that keeps the intelligent, demon-summoning undead hordes of the Scar from all out invasion. On the day of the first game, of course, that barrier has an unfortunate breach and from there they need to figure out how to close it or they may even get stuck behind it...


Considering you only have 2 PCs perhaps a squad medic (Bard, Cleric/Fighter, Adept) wouldn't go amiss.

1 and 2 have very similar composition and mainly differ in environment. Both make sense if the army they work for is currently a peace and/or belongs a powerful nation. These kind of exploration adventures also benefit from rival faction exploration, or a reason beyond simple curiosity. The Why? they are exploring is almost as important as the what.

Although neither of these play well to PCs, especially not the Warmage, BTW mind linking the conversion your using? You'll need some kind of NPC to fill the "millitary backed researcher" stereotype.

#3 doesn't play to your parties abilities either with a high undead focus. They dont have good ways to counter various status effect based undead. Although if you were to place their squad in a larger context of a minor war, where their squad is sent on missions of disruption, intelligence, or renforcement then it could work. This way you can slot in useful NPCs on a mission (adventure) by mission bases, a.k.a. mission specialists. (For more on this style see if you can get your hands on a copy of the old 3.5 Heroes of Battle)

My guess is the Warmage player is looking to make things explode, otherwise why play a Warmage? At least the fighter/rogue will actually have some skills to back actual exploration. #3 seems like it would be better, but again you need to include a heal bot NPC to help them.


That's some good food for thought. I was planning on giving them command over a few low level fighters and medic (cleric) so neither of them would feel like they HAD to be a cleric.

The Warmage conversion was the one from Silke here.

If I go with scenerio #3 then I also think giving them some kind of Disruption on their weapons may be appropriate.

Then again perhaps I need to think up another possible scenario to play up to the Warmage's blasty strengths as well.

Suggestions anyone?


Well I guess what would the motivation and skills each of the characters would bring. Good to review the changes made to the Warmage, I didnt realize it was fan revised to an INT caster, that will make that character more skilled then I assumed. With Arcane, History, and Engineering on the skill list that does could make him a bit more involved in an exploration mission with things to do besides blow stuff up.

They don't need disrupting (which is just extra damage), but when you have a game that has a single (or dual) creature type focus it can get difficult to keep it fresh as Players will develop expectations of enemy capabilities and weakness.

Just be aware unless you have many encounters in a day or disrupt nightly camping the Warmage will likely nova most combat encounters. After all Warmages are the walking artillery of a fantasy world.


Option two sounds interesting to me. Going to the ‘new world’ to seek riches and prestige! Doreje makes a good point that you need a compelling reason for the PC’s government to finance such an expedition. Maybe…
A) Trade and possible alliances with exotic lands.
B) Reconnaissance for invasion/colonization.
C) Conveniently get the PCs out of the way for some nefarious purpose.

If you go with an exploration theme, because you only have two PCs, I suggest giving the players Survival, Diplomacy, Linguistics and possibly UMD as free class skills. Also, spread the more useful craft skills amongst the grunts.


Well, my setting is not your traditional fantasy setting though it is fairly inspired by Mystara. It's very high-magic, has Victorian style/tech, has firearms (though only the military, police and ner-do-wells have easy access to them) and, most pertinent to this discussion, has it's technology powered by a material called Manarite.

So #3 would be happening because of the discovery of large Manarite deposits with the hopes of finding more in the depths of the steamy southern jungles. Currently the "New World" has already been discovered and has colonies established for ~75 years now.

The ocean is to the west, the east is closed due to the aforementioned undead and the Elves of the north are not happy with human encroachment (especially since they left the "Old World" thousands of years ago for the same reason) on their territory and a war seems inevitable.

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