Souls of Old [Campaign / Writing Exercise]


Homebrew and House Rules

Sovereign Court

I like having many, many projects going on at the same time, be it Play-by-Post Campaigns, writing short adventures, playing Pathfinder with friends or actually having a job consisting of playing and teaching D&D to kids at summer camp.

As we enter summer, I feel that the best way to keep the old creativity flowing is to set goals for yourself.

I quickly learned that "Write a level 1-20 adventure this summer" is about as easy and reasonable as learning how to ride a flying hippopotamus while dancing the tango and making Eggo waffles. Trust me, it's not.

Therefore I've gone ahead, and much like I would for creative writing, decided to write 1 encounter a day. No, this isn't a complete, furbished encounter with all the glitter. It's one encounter, described and perhaps with the stat blocks for the NPCs if I have the time.

This exercise is simply meant to keep the creativity flowing and allow me to link together these encounters and perhaps turn that into an adventure in the end. The reason I'm putting this up is simply so that I have it both online and offline and for others to both read and perhaps also get inspired.

I'm not making any promises that I can keep this up perfectly day for day though. Life happens.

And so, without further ado, let us begin.

Sovereign Court

Adventure Part I: The Low Roads of Cavendel
Encounter 1/30; Combat (CR 1/2 x2); XP/player: 150/3000

Fiendfire Thief Ambush

Enemies
2x Fiendfire Thieves (CN male half-elf rogue (cutpurse) 1)
1x Fiendfire Pyromaniac (CE male half-elf sorcerer (elemental (fire) 1)

Neutral
1x Farmer (N male human expert 1)
1x Horse, Light

Description
The thieves ambush the party on both sides of the road (one of the thieves on the left and the pyromaniac on the right), while the other walks along the same road as the players and attempts to pickpocket one as they help the farmer fix his wagon wheel. When found out, he feigns ignorance but if the players persist he threatens them. If battle ensues, he and his allies draw weapons and attack the players.

Conclusion
The farmer is not only grateful for the help in fixing his wagon but also in taking care of the thieves. He grants them a ride on his wagon all the way to the town of Cavendel and thanks them by refering them to the Captain of the Guard.

Sovereign Court

Fiendfire Thief:

Fiendfire Thief (CR ½)
Male half-elf rogue (cutpurse) 1
N medium humanoid (half-elf)
Init +2; Senses low-light vision; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee +2 short sword (1d6; 19-20/x2)
Special Attacks sneak attack +1d6
STATISTICS
Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats (1) Weapon Finesse, Skill Focus (Sleight of Hand)
Skills (9) Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +6, Knowledge (local) +5, Perception +8, Sleight of Hand +9, Stealth +6
Languages Common, Elven, Ignan
SQ measure the mark
Gear studded leather armor, short sword, buckler

Measure the Mark (Ex)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

Sovereign Court

Will update Encounter #2 and #3 later on today after having got back from a long day with friends. Expect a large event and a smaller one.

Sovereign Court

After having worked the story a bit more I'll be making some modifications to both storyline and presentation methods

The Uncharted Edge
Encounter 2/30; Combat (CR 1/2 x4); XP/player: 200/3000

Flames on the Water

Enemies
4x Fiendfire Pyromaniac (CE male half-elf sorcerer (elemental (fire) 1)

Neutral
30x Colonials (N male and female commoner 1)
6x Sailors (N male human expert 1/warrior 1)
1x Leopold Welsky, Ferry Captain (NG male human expert 4/rogue (smuggler) 3)

Description
After the Cavendel Captain of the Guard thanks them for their aid upon the low road, he asks them if they would be willing to take a small job for him. He needs to have a shipment of last minute trade supplies delivered to Anchorfall Harbor in time for the SCS Seahawk's departure. The players take the Southsea Ferry there but during the ten hour journey are set upon by Fiendfire Pyromaniacs attempting to burn the ship to the ground. Though there are lots of them, the players only need to fight four of them.

Conclusion
The players receive the gratitude of the crew and passengers and the Captain offers them free passage whenever they need it aboard the Ferry. As well, he promises that he'll send a message to a friend of his in a few days to get about another reward for them.

Sovereign Court

After delivering the package to the Seahawk, the players are directed to Anchorfall Harbor's Barracks to receive their commission. From there, they are asked to help end the Fiendfire activity. Therefore, if they accept, they are given two leads. One leading to a small ruin close to Anchorfall Harbor and the other to a tanner's house where members of the group may have been spotted.

The Uncharted Edge
Encounter 3; Combat (CR 1 x2); XP/player: 200 (550/3000)

The Tanning House

Enemies
2x Small Fire Elementals

Neutral
None

Description
The Tanning House is in fact a lure to bait in the guards. Two fire elementals were placed here to burn anything that entered. They attempt to start as many fires as they can throughout the building.

Conclusion
While this lead may be a dead end, the players still have another lead to follow.

Sovereign Court

Fiendfire Pyromaniacs:

Fiendfire Pyromaniac (CR ½)
Male half-elf sorcerer 1
N medium humanoid (half-elf)
Init +2; Senses low-light vision; Perception +3
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee -1 dagger (1d4-1; 19-20/x2)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day -- Elemental Ray (1d6 fire)
Spells Known (CL 1st; concentration +4)
0 (at-will; DC 13)-- acid splash, daze, flare, light, ray of frost
1st (5/day; DC 14) -- burning hands, magic missile
Bloodline elemental (fire)
STATISTICS
Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats (1) Eschew Materials, Dodge, Skill Focus (Spellcraft)
Skills (3) Knowledge (arcana) +5, Spellcraft +8, Use Magic Device +7
Languages Common, Elven, Ignan
Gear dagger, potion of mage armor (included in stat block)

Corrections: The Fiendfire Thief should have +4 Perception

Lantern Lodge

Good work you!

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