My 1st Campaign lvl 1 start


Advice


1 Arrive a Lights Hope(main city)
2 Sailor Pawns son off as a guide to Hero's Hall(tavern)
3 Meet the Bartender(Bron Betler) Browbeater gives the party some stuff
4 Read the board and find all the jobs taken
5 Browbeat tells them to go talk to the governer for a mission about some farmer needing help
6 Get stopped by a farmer complaining about something eating his cattle
7 Farmer takes you to his farm and shows you the cattle remains evidence of kobolds and goblins in the area(Farmer says you must kill all of the kobolds i'll see the viscount gives you nothing.)
8 Find some wild dogs with saddles roaming around, one flees to the kobold hideout
9a Enter the kobold hideout and find dead kobolds, living kobolds, riding dogs
9b Find kobold children and unarmed women. (killing loses favor with gods/ not killing loses reward from govoner)
10 Find dead adventurer at bottom of pit died bleeding with note to daughter to return sword
11 find Group of rogues have killed the kobold chief and are going to claim the reward for themselves (Bribe intimidate bluff or diplomacy)(get gold or glory)(kill them and get both)(CR3 battle)
12 Return to town turn in things to govenor
13 find the adventurer's daughter and get reward.
14 Daughter sleight of hands the note and calls the guards
15 The note now reads Return sword to adventure party for 10000gp
16 The party is forced into military service because they can't pay
17 so begins the 2nd module.


so I'm assuming this thread is posted in advice because you're looking for some. Since its completely nonspecific, I'll just point out the few things that irk me.

Quote:
Find kobold children and unarmed women. (killing loses favor with gods/ not killing loses reward from govoner)

Don't put your players in lose/lose situations. This is a dick move as a DM.

Quote:
Daughter sleight of hands the note and calls the guards

What are you going to do if she fails her sleight of hand vs their perception. You're basically trying to railroad the characters at this point, which is somewhat annoying.

Really, such a rigid structure is likely to collapse at any point in your timeline if the characters don't do exactly what you want (and they won't). I'd try to be much more flexible, while also not screwing them over no matter what they do.


It's definitely a dick move as a dm, but it adds a little depth to the go kill X kobolds at Y location and the gold is moot because i plan on making them lose it all in the end as a plot twists. The military will provide them with basics for next adventure.

I guess I can possible have the daughter fail. Maybe the guard will get them for the murder of the rogues when the governor goes to confirm the extermination and collapse the dungeon.


I agree with Weables. Especially at lvl 1 its gonna be hard to assume what the characters are going to do. It's best to give them a task or main objective and however they get it it is up to them (even if they don't choose to).

I know it can be hard to try and do exciting things at such a low level, but its all about building the characters and seeing how they develop along with questing (personalities, fighting styles, mores and values, and ultimately what drives them as a person).

You have a good idea of where you want the characters to go, but remember the characters may not do what you expect them to do. You cant exactly say that a character can't do something because that's what they're not supposed to do.

Don't fret though, as a DM I've been in plenty of predicaments where the players did things that were WAY off par with what I had in mind. Then again, that's the fun in it.

Just remember: Improve and Improvise.


I guess I could make like 3 modules for them and have them in a criss crossing railroad but I'm REALLy new to pathfinder. Most of my experience is with gurps and I focus a lot on the roleplaying side of the game rather than the strict rules. I think of the pcs and as playing out a story rather than hackin through a dungeon.


It's tough because some players like the fights and some like the talks, but that's all part of making it enjoyable for everybody. It can be tough starting out, but once you get the hang of it it can go pretty smooth.

Best thing to do is not to assume the characters will do something, cause if they don't then you won't be caught with your pants down.

message me if you have any specific questions. Glad to help.


Raylof wrote:
I guess I can possible have the daughter fail. Maybe the guard will get them for the murder of the rogues when the governor goes to confirm the extermination and collapse the dungeon.

It's important to remember, it's really not up to you, whether she fails or not. It's up to the dice. The sleight of hand check could be an opposed check, so the players need their chance to roll the dice.

Some gods approve of slaying kobolds. >;)

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