Good Side Modules to Litter Among RotRL?


Rise of the Runelords


Hey all

I'm planning to run Runelords in a few weeks and will be using the recommended "Level by Story Beat" listed at the beginning of each chapter to save myself some hassle as it's my first time GMing.

I'm looking to flesh out the campaign with some side adventures from other modules though, so I'm wondering if anyone could recommend some good adventure modules that takes place in the areas covered in Runelords and where in the main story would be a good place to introduce those hooks?

I've downloaded Dawn of the Scarlet Sun and Chopper's Isle, and I have a rough idea as to when they will crop up.

Thanks


I just finished running Feast of Ravenmoor and it was awesome.
I ran it right after Burnt Offerings. The party had captured Tsuto and Lyrie and took them down to Magnimar for trial. That's when they got the job. They just finished FoR. It was really fun and fit well into the campaign as a whole.


I just played in Godsmouth Heresy last night and it would fit in perfectly for an extra dungeon-crawl. It's 1-2, but could be bumped up a couple levels easily.


First, there's a list somewhere out here of just such a thing I just don't have link...

Second, why do you want to add side adventures? For a first time GM, I'd advise some caution, there are some risks - though if you have the ambition and creative impulses go for it!

Spoiler:

One of your possibles - Chopper's Isle - is directly tied to Sandpoint and it's history and is a great and even natural addition since some pc groups might be drawn to it while investigating "in the AP" material.

Your other choice though - Dawn of the Scarlet Sun - while a good module, can be dangerous. It's a common theme on these boards - Magnimar definitely gets short shrift in the AP - the portions of the AP that take place there do little to bring the city alive or engage the pc's in the city's happenings. But that's not neglect or laziness on the part of the author - that's on purpose. The theme of the AP is the Heroes of Sandpoint, not the Heroes of Magnimar. When Book 2 is over, the pc's leave Magnimar and never have to return, whereas they return to Sandpoint in Book 4 and Book 5 (and arguably in Book 6.) It's important they are connected to Sandpoint and want to return there. Repeatedly. But your players don't know that - to them they start in the small town in Book 1 and as they advance in power they move to the Big City - they might look at that as intentional - Magnimar is the place you ought to be. (Showing my age - The Ballad of Jed Clampett is playing in my head.) They might be resistant or uninterested in returning to Sandpoint. Now there are all kinds of ways to solve that but my point is its something you have to be careful of.


Agreed with Latrecis. Tread cautiously, and don't get over-ambitious. If you must run side-quests, keep them in and around Sandpoint.

My biggest mistake when I ran RotRL the first time was that I didn't endear Sandpoint enough to the PCs. Don't over-emphasize Magnimar, or else most players will want to go there ASAP. Indeed, make Magnimar seem like an inhospitable place for the PCs-- a place where they aren't particularly wanted, even after they reveal Ironbroar's treachery and save the Lord-Mayor. Have the officials there take offense at the PCs for showing them up. Make it clear that they're being sent to Turtleback Ferry to get them out of the mayor's hair.

And be sure to make a solid effort to make Sandpoint seem like the PCs' home.

My party couldn't wait to get out of Sandpoint, and when I returned them there after an extended side-quest, I knew I'd failed when I got a collective reaction of, "Wait, why are we back in this stupid podunk town again?" That's when I pulled the plug on the campaign.


Haladir wrote:

Agreed with Latrecis. Tread cautiously, and don't get over-ambitious. If you must run side-quests, keep them in and around Sandpoint.

My biggest mistake when I ran RotRL the first time was that I didn't endear Sandpoint enough to the PCs. Don't over-emphasize Magnimar, or else most players will want to go there ASAP. Indeed, make Magnimar seem like an inhospitable place for the PCs-- a place where they aren't particularly wanted, even after they reveal Ironbroar's treachery and save the Lord-Mayor. Have the officials there take offense at the PCs for showing them up. Make it clear that they're being sent to Turtleback Ferry to get them out of the mayor's hair.

And be sure to make a solid effort to make Sandpoint seem like the PCs' home.

My party couldn't wait to get out of Sandpoint, and when I returned them there after an extended side-quest, I knew I'd failed when I got a collective reaction of, "Wait, why are we back in this stupid podunk town again?" That's when I pulled the plug on the campaign.

Yeah, I'm thinking of drawing Burnt Offerings out a bit. Fitting a few minor quests as part of their being deputized by the Sherriff. The Free Beginners Demo adventures are set around Sandpoint, so I'm thinking of using the quests in that to do that. I'm borrowing The Hag and the Seeker from Wayfinder 7 too as I feel Melissa the "Tickwood Hag" could endear them to the area alittle.. Outside of these few freebies are there any other things that fit into Burnt Offerings around the Sandpoint area?


There are short encounters set in the Sandpoint Hinterlands printed in the back of each issue of the Pathfinder comic. I believe that they're also included in the compilations.


Definitely heed Haladir and Latrecis's advice; you do not want to overemphasize Magnimar, cool as the place may be. And while we're at it, be doubly careful with Dawn of the Scarlet Sun. I considered using it for my own RotR game, but decided against it as the plot of the module is too similar to events already taking place with the Skinsaw cult in the city. Perhaps consider melding the two somehow?

As for a module recommendation I'll throw in The Harrowing. It's a really fun, very colorful and uniquely Varisian adventure. I personally used it to spice up one of the long treks across the country the party inevitably have to make. It's excellent stuff. Do note, however, that the module almost requires one to own a physical harrow deck, but boy did my players enjoy having some tangible prop to play around with.


By the end of module 5 some of my PCs were discussing burning down Sandpoint.

Spoiler:

The party's bard failed his save vs the trap that made him think the others were against him. He fled into town and convince the sheriff that the others had turned evil. So when the others came out of the hole they tried to capture them, which rather soured relations.

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