Hitting the Road - Off to Brinewall (Potential Spoilers)


Jade Regent


After several sessions in Sandpoint and the Brinestump Marsh my PCs are heading to Brinewall with a caravan, Ameiko, and several NPCs.

I'm curious with regards to any mini-adventures you introduced as part of the journey to Brinewall?

Thank you!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Check out the one from TheFireballedMage in this thread. There should be something for you in there. :)


magnuskn wrote:
Check out the one from TheFireballedMage in this thread. There should be something for you in there. :)

Perfect! Thanks!


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

You may also want to check out Feast of Ravenmoor module.

Ravenmoor is on the way to Brinewall.

Liberty's Edge

I used The Ravenmoor Module. I prepped the following material for my game. Event 2 refers to a mob which chased the players out of Sandpoint, because in my JR, the PC's saved the Licktoads.

The Journey (Pre-Ravenmoor)

Event 1: The Toll Road through the Churlwood. 500 XP/pc
-3 Wererat Bandits
-Swarms of rats at their command (3/day) (stats as a Dire Rat)
Meet Lute Haggersly (Merchant heading towards Riddleport) haggling over the price. One of the Wererats transforms and summons up a swarm of rats to intimidate him Lute into paying the ‘toll’. (Enter PC’s)

Once the PC’s save Lute, have him ask to accompany them. He offers to pay for their protection.

Event 2: The Vengeful Smithy
-Dissatisfied with the outcome of the attempted mob justice back in Sandpoint, Davrien Hosk has tracked down the party along with Captain Johnson to attempt to kill off the Licktoad tribe. They attack when the party’s off-guard, and attempt to set fire to the Goblin wagon. If discovered, they flee, regroup and strike again 1d6 days later. They will pursue the party until confronted and defeated (or some how persuaded to join).

Event 3: Splitting Up
-As the PC’s approach Ravenmoor on the map. they discover that the road which was charted by a Magnimarian scribe some 50 years ago has sunken into an impassible swamp. Sandru offers to take the majority of the Caravan ahead on the main road, while the PC’s take the overgrown swamp road to Ravenmoor.
Lute volunteers to come along with the PC’s because he wants to set up a trading route to Ravenmoor.

Event 4: Camping on the Road to Ravenmoor
-On the first night that the PC’s camp on the road to Ravenmoor, they are attacked by 2 Stirges.

-Feast of Ravenmoor (see module).

Wrapping up the feast of Ravenmoor.
-Rejoining the Caravan.

-Sandru wants to avoid Riddleport. Last time he was there he lost most of his hired muscle. According to him it’s a scummy villanous port, run by a bunch of criminal gangs (including his relatives in the Szcarni, who he doesn't want to see.) Sense motive 17 to figure out that he's not telling the whole truth, Dip 24 to get him to unclam.

-Lute Haggersly volunteers to take word to Riddleport, and obtain the PC’s reward. By now, he’s learned of their intent to head north to Brinewall, and he is planning to head North to Kalsgard. He promises to leave the gold with their caravan as he passes it while they follow their fools’ errands in ‘the old ghost town.’

The Journey (Post-Ravenmoor)
Event 1: Varisian Caravan (Feast)
Event 2: Thassilonian Ruin
Event 3: Ameiko’s coma

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