All halfling adventure


Advice


So I'm running a game for some friends not very familiar with Pathfinder and they are really interested in playing an all handling party (although there's one guy who wants to play a gnome). Slavery is out of question as I think it might be a little to heavy for this group. Any ideas?

Silver Crusade RPG Superstar 2014 Top 16

Pick an AP and run it.

Ours is an all halfling party playing Rise of the Runelords.


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Halflings are one of the only core races without towns or nations of their own in the Inner Sea. What about Kingmaker, carving out a halfling homeland in the River Kingdoms?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

+1 to Joana's idea, that'd be huge. Considering that slavery is illegal all over the River Kingdoms they could be a safe-haven for escapees from Chelish slavery.


I would do that if I wasn't already running Kingmaker.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

In which case I'd recommend Rise of the Runelords, one of the themes of that AP is monster scaling (1st adventure is small goblins, 2nd is medium ghouls, 3rd is large ogres, 4th is huge giants).

That way your little guys will be completely badass as they take on creatures way huger than they are (and make use of some great giant slaying feats).

Sczarni

One of the main reasons halflings are taken as slaves is because they make good crew on a ship-- they take up less of the cabins. You said no slavery, but there's still a connection to sailing, so why not Skull and Shackles?


Silent Saturn wrote:
One of the main reasons halflings are taken as slaves is because they make good crew on a ship-- they take up less of the cabins. You said no slavery, but there's still a connection to sailing, so why not Skull and Shackles?

+1. They can raid slavers and recruit crewmembers from Chelish warships and set up a halfling settlement on a tropical island where they have their HQ. :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The Great Escape.

This was an all halfling AP I brainstormed. The idea is that they should escape slavery by the end of Act I.


Oh! I am so jealous! I wish my players would play halflings...

Silver Crusade RPG Superstar 2014 Top 16

Joana wrote:
Silent Saturn wrote:
One of the main reasons halflings are taken as slaves is because they make good crew on a ship-- they take up less of the cabins. You said no slavery, but there's still a connection to sailing, so why not Skull and Shackles?
+1. They can raid slavers and recruit crewmembers from Chelish warships and set up a halfling settlement on a tropical island where they have their HQ. :)

Andoran pirates are canon! I had considered giving S&S a read myself and trying to mod it for Andoran freedom fighter pirates, but I never got around to it.


You could have 3 aristocrats and an expert go out to deliver a magic trinket to some elves.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cap. Darling wrote:
You could have 3 aristocrats and an expert go out to deliver a magic trinket to some elves.

I see what you did there...


1) Halflings have no homeland of their own in Golarion.

2) Halflings are often servants of other races.

3) Halflings are well spread out.

How about something like RotRL or Wrath of the Righteous, but with a twist, provided your players want to do it?

For the first module, use slightly tweaked rules for "young characters." That is, your players go into the module not as the heroes themselves, but as squires, servants, and pages to the heroes. Your players would be limited to the aristocrat, adept, commoner, warrior, and expert classes. They serve as spear carriers until midway through the first module, when (by GM fiat) the bad guys completely overwhelm the "heroes." At this point, it's up to the halflings to step up and save the day. At the end of the first module in the AP, they could trade in their warrior/adept/expart/commoner/aristocrat levels for levels in a PC class on a 1:1 basis.


Why pick an AP at all? Make up an adventure or 2. Heck, make up a whole campaign. Your players all have definite ideas of what kind of characters they want to play; why not ask them what kind of game they want.

Adventure 1 - The PCs meet as strangers when monsters attack the town square. The PCs are free to investigate said monsters but in the wake of the attack they also meet several NPCs in the town square that have quests.
Adventure 2 & 3 - the party is contacted by the NPCs they met in town to help out with some other side quests. These might include hunting up lost treasure in an abandoned ruin beneath the town, fetching a rare herb from the nearby wilds, hunting game with an NPC and joining the search for brigands in the area.

Adventure 4 - at this point the PCs have probably got several plot hooks at varying states of completion. Pick one that's either inactive or not quite finished and logically advance it. For example if they didn't help get the treasure under the town then the NPC went on their own and one of the items the NPC found was cursed. Now their acquaintence has been transformed into a talking goat and needs the party's help.

Silver Crusade RPG Superstar 2014 Top 16

Mark Hoover wrote:

Why pick an AP at all? Make up an adventure or 2. Heck, make up a whole campaign. Your players all have definite ideas of what kind of characters they want to play; why not ask them what kind of game they want.

Adventure 1 - The PCs meet as strangers when monsters attack the town square. The PCs are free to investigate said monsters but in the wake of the attack they also meet several NPCs in the town square that have quests.
Adventure 2 & 3 - the party is contacted by the NPCs they met in town to help out with some other side quests. These might include hunting up lost treasure in an abandoned ruin beneath the town, fetching a rare herb from the nearby wilds, hunting game with an NPC and joining the search for brigands in the area.

Adventure 4 - at this point the PCs have probably got several plot hooks at varying states of completion. Pick one that's either inactive or not quite finished and logically advance it. For example if they didn't help get the treasure under the town then the NPC went on their own and one of the items the NPC found was cursed. Now their acquaintence has been transformed into a talking goat and needs the party's help.

Sounds like you just suggested Rise of the Runelords to me.


Mark Hoover wrote:
Why pick an AP at all? Make up an adventure or 2. Heck, make up a whole campaign. Your players all have definite ideas of what kind of characters they want to play; why not ask them what kind of game they want.

I second this suggestion.

Adventure 5) The party comes into possession of a magical map. The BBEG wants it, the original owner wants it back.

Grand Lodge

Skull and Shackles just sounds incredibly fun for this.

Liberty's Edge

I keep wanting an eagle knight related adventure and never have been able to. Skull and shackles as andoran privateers would be awesome.


aboniks wrote:
Mark Hoover wrote:
Why pick an AP at all? Make up an adventure or 2. Heck, make up a whole campaign. Your players all have definite ideas of what kind of characters they want to play; why not ask them what kind of game they want.

I second this suggestion.

Adventure 5) The party comes into possession of a magical map. The BBEG wants it, the original owner wants it back.

Wow, really A-bomb? Why not have them also quest to help dwarves rid a hall of a dragon or destroy an artifact ring in a volcano? Some other ideas along the same lines: prevent an evil prophecy by delivering the baby princess to the human lands while learning to be great heroes/warriors/magicians; help an alchemist confectioner create scrumdilliumptious chocolate while keeping the recipes secret from Slugworth; get Dorothy back to Kansas (it's the name of her star).

@ OP: if you're going to use Golarion and the players are into that setting, try to use Halfling-themed adventures. A quest to free oppressed kin; perhaps an adventure to spring and clear the name of an NPC framed because of race; possibly at higher level tackling some ogre or giant bullies who demand "protection" money from a town.

If you're dead-set on an AP I think just about any would do.

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