Looking for some campaign ideas


Homebrew and House Rules


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Ive decided that I am going to run a game starting at low levels that takes place in Sarkoris Either operating out of Gundrun or the capitol of Mendev. The main focus will be the area in and around gundrun and Storasta.

The plan is to use the adventure hook presented in Lost cities where the Green hag agent of the corrupted ent Carrok. The Initial bit is going to be fairly strait forward, Sending the players to look at druitic sites or for druidic artifacts.

I found three PFS modules so far that are useful for my over all plan.

Tide of Twilight, and for Pallid Plague i'll have Gundrun stand in for Falcons hollow. Finally The sarkorian prophecy when they are older.

So anyhow does anyone have any other suggestions for modules or such that fit this plant/fey theme?

Anyhow the final bit i need to figure out is this. Id like them to either figure out about the green hag and Side with or against her by lvl 8 or so and i came up with an idea. They are going to be wadiing hip deep in the effects of Carrocks how for about 8 lvls and collecting all these druidic artifacts. (one of the ones in the modules turns you into beasts)

any i wanted the idea that they might get turned to chaos from the effects of spending too much time around this stuff. But im not sure how to present it. I know i could intoduce magic items as part of the collection process but that seems a little too obvious to the players.

Anyhow thoughts?


Forced alignment shifts are touchy because you're taking away a player's control from a character they built themselves. If I were doing it I suppose I would do the old bad dreams and rude awakenings path. The characters who choose to USE the items instead of trying to stuff them in lead-lined chests and such start waking up in odd places, having to make will saves against suggestions, and otherwise receiving hints that they are being influenced. If they choose to keep rolling and keep failing saves eventually the shift happens, and if they can roll with it fine, otherwise the character has to go NPC.

That last step is probably the diciest

Moving on, without checkign I seem to recall green hags are the swamp-witch who is geared for melee but packs some magic.

We Be Goblins seems to be a nice and swampy level 1, but also comedic and ridiculous.

Feast of Ravenmoor is level 3 and on the banks of a river out in the boonies with the woods and the water all around.

I'm afraid I don't actually know much about official modules, so I'm just grasping here.

If you are making your own, a quest involving dealing with a Tendriculous that was transplanted from its native biome can lead to interesting challenges. Say a wizard did it, specifically a wizard who tried to tame/study the beast and met a predictable end.

The witch will probably have a coven, but she could also have spawned other covens which she visits now and then.

Fairies are always a weird combination of stagnant aristocracy and chaotic sociopathy, so there is plenty of room for politics, insanity, and the PCs talking their way through a situation or putting their foot in a deep cesspool of blood-feuding.

When the woods are involved, there are *so* many ways to steal a baby.


The standing stones is a nice little thing that, I don't want to give you spoilers.
I recommend the rod of wonders, but make your own table.
The fist of Mirikal was a hand out you might have trouble getting a hold of.
Really funny would be having someone's off hand turn into a gun. I personally would take at least 1 level of gunfighter.

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