Rerunning Burnt Offerings - Spoilers-


Rise of the Runelords


So, I'm thinking of rerunning the adventure path. The last group that I started got into Hook Mountain Massacre before dissolving. From what the players said though, I'd like to adjust BO a little before trying it again.
One major complaint that I heard was "You are told you are heroes, but nobody cares about the goblins." I've played BO once and ran it twice, and I feel like every time there has been a similar complaint. Following the initial attack on the festival, players are always ready and raring to go in hunting down goblins. But the adventure kind of just ..pauses..
As a player, they know something more must be going on, but the characters are told to just chill. It has made Part II drag every time.
The other effect is that it seems to make Ameiko, Sheriff Hemlock, Shalelu, etc seem pretty useless since they keep going to the party for help.
My thought is that I will play up that the PCs are "heroes" to some of the citizens that were at the festival, including Aldern. I'll have the PCs save a few of the tents at the festival, etc. The design of the festival doesn't really seem like it could support all 1,000+ people within eye-shot of the PCS, so I will focus more on a couple dozen people who specifically witness and are saved by them.
This will then allow the Sheriff and Mayor to "thank" the PCs, but when they push to investigate any sort of plot, they are laughed off. The PCs are still heroes to some, but the powers that be assume there is no larger plot to worry about. By the time the Characters have enough information to convince the problem will be out of hand and need to be dealt with.
I will need to slightly adjust the first meeting with Shalelu. I don't really feel like the Sheriff would depend on a bunch of random adventurers, especially when he has corporals referenced later in the Path. I wonder if maybe Shalelu will use the opportunity to stress that the PCs are outmatched and need to stay in Sandpoint where its safe? While hemlock goes to Magnimar.

I'm kind of just brainstorming this as I go. I need to reread the adventure and really get it down pat, but I'm wondering what y'all think. Or how have you been able to control the pacing in an enjoyable manner?


I ran a funnel adventure recently as a one-off, and it really helped my players understand the threat goblins pose to Sandpoint.

Each player had four 0-level commoners from Sandpoint that they ran the night The Chopper met the former sheriff. They decided to check out Junk Beach, where this mob of 20 ran in to a whopping 4 goblins.

The goblins killed 2 and had 6 unconscious before the mob finished them off.

I see that you know that the sheriff asks them to stay put while he goes to Magnimar, but you also refer to them as random adventurers. If they weren't considered heroes, he wouldn't ask. If the goblins weren't a credible threat, he wouldn't ask. It sounds like the key is to play up the real danger the goblins are:

1. Do the PCs get enough of a taste of the destruction to realize that if they themselves weren't there, then the raid would have killed many more townsfolk? They should feel like leaving exposes the town.
2. Do the PCs know there are multiple tribes in the area and all were there for the raid? So leaving town to hunt goblins, assuming they go after one tribe means Sandpoint is open to all the other tribes coming back while the sheriff is gone.

That's my take.


Hmmm. That's not the impression I got reading the adventure and so not really the impression the players got.

1. Everything I have read, including, I think, a quote by James Jacobs, states that the first encounter is supposed to be pretty easy with little risk.
2. The initial encounter with goblins shows them more comedic and not really very dangerous.
3. The opening blurb for part 2 emphasizes how everybody is laughing about the "silly goblin attack."
4. Part 2 is supposed to take place over several days, until a really high GMPC ranger randomly shows up and states that goblins are becoming more organized. The PCs are then placed in charge of the town, while Shalelu goes to investigate, and Hemlock goes to
Magnimar.
I got the impression that the initial raid is just 2 or 3 tribes, while the actual planned assault will be all of the tribes.

These series of events, really confused my players. They start the adventure, the first session is some fun games and festival interrupted by a goblin attack. Then they are told, "good jobs, thanks for being heroes. No more adventure here." And told to just chill in Sandpoint for days. Every time I've played/ran it, the Players want to be running off looking for clues immediately, especially after the tomb is opened. I remember when I played, it was extremely frustrating because, as a player, you are ready to start the adventure, and there is just kind of a lull. As a gm, both times the players really did not want to stay in Sandpoint for the days until Shalelu showed up, they wanted to go do something.

So my thoughts are

Spoiler:
So, part one I will mostly leave as is. I'all indicate some specific NPCs to spread around, some stalls, etc.
Part 2 will have the NPCs from part one lauding the PCs as heroes. If they wish to immediately go search out goblins, I will let them. They can make some knowledge/survival checks and point to different parts of the map. I have some mini-adventures from the comics, community created resources, and Wayfinder that can help flesh out the region. They may run into Thistletop early, or they may encounter other goblins, or they may encounter nothing.
Aldern will still invite them on a hunt. At times when the PCs are present in Sandpoint, I will run the encounter with Ameiko's father. The encounter with the skeletons in the tomb will be a little more happenstance, either the PCs overhear the gravedigger talking to the sheriff, or he comes straight to them.
At this point, of the PCs press Sheriff Hemlock or the Mayor, things will be downplayed. When Shalelu shows up, she will state that she tried to make it back before the festival, but got delayed. She will hear of the raid and assume that was the assault she had heard hints of. At this point, the sheriff will have pressing business in Magnimar and mentions that he will also ask for some more assistance. Shalelu says she will make sure nothing else is going on. Everything is still thought to be fine and the players are left cooling their heels.
Part 3 triggers. The players "discover" Bethana worried over the note, but she doesn't know what to do while the sheriff is gone. The PCs volunteer to help. After going through the glassworks..
The sheriff is still gone and now the corporal is over his head. He "lets" the PCs deal with it because he has no better idea. He would rather wait for the sheriff or Shalelu, but the PCs obviously won't let him.

This might help the players stay invested and make relationships with a few townsfolk.


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When I ran it, my players were all-fired up to try to hunt down the goblins immediately after the raid. I had Hemlock suggest they wait until daylight, as going after a horde of creatures who can see in the dark when you can't (only two of the 6 PCs had darkvision) is likely suicide.

I then had Hemlock approached by the gravedigger (while the PCs were still present) with the news about Father Tobin's tomb. They asked to accompany him to investigate and he agreed.

After the tomb was dealt with, the PCs retired for the night. It conveniently (for me, not so much for them) rained over night, obscuring the goblin tracks. The PCs made a best-effort attempt to follow the tracks and encountered a pack of goblins who had attacked a merchant cart. While they were fighting the goblins, they get ambushed by Bruthazmus. During the course of the fight, Shalelu arrives and drives Bruthazmus off. She suggests the (now heavily wounded) PCs return with her to Sandpoint, as she has news for the town leaders and things are more dangerous than usual in the wilds right now. She then does her exposition dump about the various tribes on the walk back to Sandpoint. (I got the idea for this encounter from someone else on this board.)

Once back in Sandpoint, the module then continues as normal, with Hemlock asking the PCs to keep an eye on things while he goes to Magnimar for assistance and Shalelu goes back out into the field for more information.

Worked out pretty well, overall, for my group.

Dark Archive

Pathfinder Adventure Path Subscriber

I think the other thing to do is to have Belor confide in the party about the goblins. The town guard were able to repulse the goblins, but they took some casualties. He's worried that if more goblins come back, then they could get overrun. I would have him head to Magnimar basically immediately to put the new heroes in charge. He'll ask them to remain in town and remain visible, so the townsfolk don't worry that they're unprotected while he's away.


I insisted all the PC's were from Sandpoint, or the immediate environs. (I also had a sort of milita service that everyone in town has to go through when they're in their late teens, and the PC's did that as a group and got to know each other. I had the Runewell wake up during that time and the PC's help with the chaos that ensued). If you have players that promptly have to play PCs that are foxmen from Golarion-China and such, you'll have to tell them that no; being from Sanpoint is the buy-in of the campaign, basta. Most people should accept that. And now, since the PCs are from the village, that means Hemlock is familiar with them and they are not some random weird (dangerous?) vagabonds. Also it ensures they will have family/friendship-bonds to the village, which will be critical later.

It also solves the problem with Hemlock or Mayor Deverin having to run to the PC's all the time. Just make the people disovering stuff bump into the PCs instead. E.g. I had the gravedigger who finds the disturbance in the crypts go the party cleric directly, since they know each other.

Having the PCs be some Clint Eastwood-like 'Men With No Name' just riding through just doesn't work well with this AP, in my experience. Insist that the PCs are born and bred in Sandpoint and many of the APs early problems with get solved by themselves.


LankyOgre wrote:

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All good points. Supported by Aldern taking them on the boar hunt

Quote:
I got the impression that the initial raid is just 2 or 3 tribes, while the actual planned assault will be all of the tribes.

It's very possible I'm thinking of some later evidence that shows all tribes are involved in the upcoming attack and getting confused.

Does Hemlock go to Magnimar only because of the raid or because of the evidence in the tomb? It seems odd that it would both be a laughable attack and enough of a threat for him to go for reinforcements from Magnimar. When I ran it, they searched the tomb right after the fight, but couldn't make anything of it so they rested. The next morning I hit them with evidence of their new fame, like a lock of hair for the ranger. But, at the same time, they learned of the goblin in the closet, so there were immediate things to clean up. And I kept doing that. Enough about my game, though.

Quote:
"good jobs, thanks for being heroes. No more adventure here." And told to just chill in Sandpoint for days. Every time I've played/ran it, the Players want to be running off looking for clues immediately, especially after the tomb is opened.

I guess what I'm saying is don't tell them "No more adventure here." Do the opposite: let them know that the adventure is in the town. There's stuff to clean up, people that want to see them, and goblin in the closet. And maybe don't give them the tomb straight away.

What happens if the gravedigger doesn't discover the tomb until 2pm and spends the rest of the day tracking down the sheriff and the sheriff tracking down the party so they don't learn of it until later in the evening. In the meantime, the party has agreed to go on a boar hunt, one of the party has a date, and they're planning on staking out some kids closet because there might be some ghost in it. Now they've got a bunch of things they're attending to because they don't have any leads on tracking goblins when the real lead comes to them. And when the sheriff asks them to stay in town, investigating the tomb becomes a way he appeases them, rather than him relying on them to do everything.


LankyOgre wrote:

Hmmm. That's not the impression I got reading the adventure and so not really the impression the players got.

1. Everything I have read, including, I think, a quote by James Jacobs, states that the first encounter is supposed to be pretty easy with little risk.
2. The initial encounter with goblins shows them more comedic and not really very dangerous.
3. The opening blurb for part 2 emphasizes how everybody is laughing about the "silly goblin attack."
4. Part 2 is supposed to take place over several days, until a really high GMPC ranger randomly shows up and states that goblins are becoming more organized. The PCs are then placed in charge of the town, while Shalelu goes to investigate, and Hemlock goes to
Magnimar.
I got the impression that the initial raid is just 2 or 3 tribes, while the actual planned assault will be all of the tribes.

These series of events, really confused my players. They start the adventure, the first session is some fun games and festival interrupted by a goblin attack. Then they are told, "good jobs, thanks for being heroes. No more adventure here." And told to just chill in Sandpoint for days. Every time I've played/ran it, the Players want to be running off looking for clues immediately, especially after the tomb is opened. I remember when I played, it was extremely frustrating because, as a player, you are ready to start the adventure, and there is just kind of a lull. As a gm, both times the players really did not want to stay in Sandpoint for the days until Shalelu showed up, they wanted to go do something.

So my thoughts are
** spoiler omitted **...

Yes, the lead-in to Part 2 references comedic characteristics of the goblin attack but it starts with a reference to dead citizens. So the goblins are more like Joker funny than like Scooby Doo funny. Meaning not really all that funny - everyone's laughing to avoid crying or screaming.

The key here is atmosphere. Five years ago the town went through some real unpleasantness and now during a festival to celebrate rebuilding, a large group of goblins attacks, killing people and trying to burn the new temple. In a world filled with magic, ritual and gods, no one is going to assume that is a coincidence. Something BAD is happening and since they don't know what it is, their imaginations make the unknown even more awful than reality.

The AP is a little short on details but I would suggest making clear two or three dozen goblins from different tribes attacked the northern wall of the town and Hemlock and his men barely held them off - taking casualties. And if the pc's hadn't been there, a lot more citizens would have died. The attack on the wall was clearly a distraction for the attack on the festival. Goblins attacking the town is unheard of; goblins rampaging through the center of town is unimaginable. And most of the town is scared crapless as a result. That's why the pc's are heroes.

It's been a while since I read BO, but I don't think there should be days of delay between events. There can be if your players have found something else to interest them, but otherwise the events in Part 2 should come bam-bam-bam. Get seduced by the shopkeeper's daughter, skeletons in the crypt, goblins in the closet, the boar hunt, argument in the tavern. The goblin in the closet should put the town into near hysteria and when Shalelu shows up that triggers the desperation of sending Hemlock to Magnimar. Like Razcar, the pc cleric in my group was from the area and Naffer approached him instead of Hemlock to explore the crypt. Naffer explained to the pc's that the town was on edge and he didn't want anyone getting anymore agitated if the disturbance at Tobyn's crypt turned out to be nothing. Which of course it isn't - UNDEAD in Father Tobyn's Crypt! Holy Crap, Batman! Flee! Flee for your lives! Okay, that's a bit over the top but when Hemlock and the Mayor prevail upon the pc's to stick around and stay visible, it should be clear the town needs whatever morale boost they can get.


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Thanks for all of the replies.
I looked over the beginning again, and it does reference all 5 tribes participating in the raid. I will emphasize that when I describe the goblin corpses after the festival raid is over. I think I'm going to take a cue from another poster and seed the townsquare with non-combatatnts. I have a bunch of paper minis and pawns of townsfolk, so I can make the opening scene a little more chaotic. I'm going to have the PCs be from Sandpoint, so I can use those connections as well to ramp up the atmosphere. I'm going to have a dozen or so die, mostly guards, and I'll give them names. I don't really want any of the named NPCs from the gazetteer to be killed so quickly, but I also don't want it to be just ignored.

Day 1
Swallowtail Festival Raid
Day 2
Tobyn's Crypt
Day 3
Boar Hunt
Goblin in the closet (mentions that the boy has had more than one sleepless night and the goblin is going mad with hunger.)

The shopkeeper's daughter, etc can be sprinkled in whenever. There will also be various burial ceremonies, prepping for the burial is what leads Naffer to discovering that the crypt is open.
If the PCs want to search for goblins during day 2 or 3, I won't discourage it. Searching around the Nettlewood will lead to an ambush by Burthazmus and rescued by Shalelu. Shalelu will then give them some of the info dump on the way back to town. Shalelu had heard rumors of the raid and was trying to get back to Sandpoint, but was delayed. Investigating other areas can lead to different goblin encounters. I have 4 goblin camp adventures, including Toadstool Goblins from here on the forums, Bloodfang goblins from Pathfinder Comic #5, and possibly even the Blackfang's Dungeon encounter.
Day 3 or 4 will see the Sheriff leave and the corporal from book 4? put in charge. Then morning 4 or 5 will

Scarab Sages

Putting a lot of townsfolk on the map with the first attack helped a lot. I also had a couple more goblins on the map, there were there to chase the townsfolk. It really upped the urgency for the players. They really felt they had to do something, and fast, or it would be a massacre.


So what I've done the few times I've run it is use Ameiko's influence to sway the townsfolk who gather in the cathedral. Between her influence over people and the fact they get free room and board also helps keep them in town long enough to do some of the smaller things that can last a week before going to the glassworks. Plus, if you let your group get to know Ameiko more than just she's the inn owner, then the glassworks becomes more than just a 'save the princess' deal, but more of a "She could be in trouble, let's check it out and see if she's okay" type of feel. That's seemed to work for me.


I actually had several town guard die during the attack. I explained when the players expressed surprise that the goblins that died so easily were such a threat that the guard were not wearing armor or with weapons outside of daggers or makeshift clubs because they were not on duty, but still tried to save peoples' lives.

There may also have been a hint dropped that town guard were specifically targeted by the goblins.

As a result, the guard is short several people. This is going to be part of the reason the group is asked to remain in Sandpoint when I get to that point of the game. That said, I've also expanded the game - right now they're finishing off "Master of the Broken Tower" (a level 1 module that I reskinned to be at Wisher's Well), and the players will be going through the first third of the first Jade Regent book to go after some of the goblins (and get bounty money).

One other thing I did was map out a timeline of when certain encounters happen (both those in Burnt Offerings and those I'm importing from elsewhere). If the players actually paid attention to some of the rumors, they might even be able to prevent one of the events (involving goblins and nightmares) from happening.

By the way: the party ARE heroes. The initial assault involved around 30 goblins, of which six remained with Tsuto and were never seen. 11 goblins and a goblin dog killed by the PCs, which means the PCs likely account for nearly half of the goblins that died. Other goblins fled, and some even jumped off the cliff, which suggests when the PCs wiped out half of their forces, word spread and the remaining goblins lost their resolve.


Tangent101 wrote:


By the way: the party ARE heroes. The initial assault involved around 30 goblins, of which six remained with Tsuto and were never seen. 11 goblins and a goblin dog killed by the PCs, which means the PCs likely account for nearly half of the goblins that died. Other goblins fled, and some even jumped off the cliff, which suggests when the PCs wiped out half of their forces, word spread and the remaining goblins lost their resolve.

When you put it that way, it is a little more obvious how important the PCs were. It also highlights the need to pause before upping the number of goblins in any one encounter.

I might just have to pick up the first book of Jade Reagent. I've been adding a few side quests, but that could help.


Hey Tangent, would you mind putting up a copy of that timeline? I think that would actually be something pretty useful to have.


KyleS wrote:
Hey Tangent, would you mind putting up a copy of that timeline? I think that would actually be something pretty useful to have.

I'll hide it behind spoiler tags just in case.

There are a couple things I'm doing differently, btw. First, as I mentioned above I'm running them through Master of the Fallen Fortress. Also, seeing I've a 12-year-old in the group and the other two players are married in real-life, I've changed the encounter with Shayliss:

Spoiler:
Lyrie will head into Sandpoint to find out what happened (goblins being unreliable witnesses). She is going to cast Suggestion on Shayliss to get her to believe Alyssa stole something from the store and she will sic her Dad and a guard on the bard. Meanwhile, the Sczarni will try to subvert the Varisian rogue by claiming the Guard are going after Alyssa because of her Varisian heritage.

I will also be putting the group through the short adventure on Chopper's Isle that is in an old Wayfinder magazine, and will also send them to Ravenmoor before continuing to the G_________, and the C_______ following that.

The enemies in the above will be leveled up to compensate for the party's higher level.

As for the timeline:

Spoiler:

Day 1 (done)
Goblin attack Sandpoint
Monster in the Closet: First "nightmare"

Day 2 (current)
Initial reactions day after the attack (done)
Players finish off the Broken Tower
Ameiko's encounter with her father in the Rusty Dragon
Monster in the Closet: Second "nightmare"

Group is at level 2

Day 3
Alyssa's run-in with the shop owner
Rumors from Jade Regent (plot hooks?)
Let players hear about the nightmares for Monster in the Closet.
Caravan shows up near the end of the day having encountered goblins

Day 4
Jade Regent Swamp (the swamp may take several forays and days of adventuring).
Monster in the Closet at night when they're in town (assuming they don't investigate earlier)

Group is at level 3

Day 5?
Chopper's Island
Approached to go to Ravenmoor

Two days after hired to go to Ravenmoor (which will be relocated to the river and the large swamps along the south of Sandpoint/Magnmar), the party reaches it (module).

On the way home from Ravenmoor, the party is ambushed by Bruthazmus and a bunch of goblins, and Shalelu helps them fight them off.

After the group is back from Ravenmoor, have Sheriff Hemlock and Shalelu talk with the group about what is stirring up the goblins and Hemlock's plans to recruit some soldiers from Magnimar to help bolster defenses.

Start the Glassworks.
Group is at level 4 after defeating Tsuto.


A few bonus encounters during the festival (our group had an enchantment-focused Sorcerer with Sleep, so it required a bit more challenge to stay interesting and to seem a legitimate threat).

I added a pair of goblins on a rooftop with shortbows (partial cover, but they had lit the building on fire so after 1d4+1 rounds the ceiling collapsed, and they along with it).

Two groups of four goblins each - one with a Warchanter - trying to burn down the Goblinsquash stables. Hosk is there trying to get the horses out but is menaced by one group while the others fan the flames.

A pair of goblins menacing Shayliss in an alleyway while the PC's are on their way to the north gate. This allows her to be rescued and develop her bit of hero worship naturally, but then I had a much bigger subplot with Aldern and Shayliss so thrusting them together at the time was expedient.

I've made some extensive changes to the first two chapters of RotRL. One of the more minor ones was that the Sheriff wanted everyone to stay in town (including visitors from the festival) until they could make sure the area was clear of goblin marauders... bought a couple of extra days for the 'slow down' and gave the PC's a reason to stay in town (if needed, the Sheriff could ask them to stay as a reassuring presence to the townsfolk while his men checked out the surrounding region).


I like those changes Tangent, gives me some ideas. The time line is nice though. I'm curious as to how the nightmares occur involving the players if you do involve them.


The players are unlikely to become involved before Day 3. That's when they'll overhear one bit of dialogue about the dad being tired because he got woken up a couple times because his damn kid keeps having nightmares because of the goblin attack.

They'll also be hearing several other rumors that I'm lifting out of the back of the first Jade Regent book. Nor am I the first who chose to use it - it was recommended to me from someone else on the forums when I started plotting out changes to my own RotRL tabletop game.

BTW, one thing to consider is that Jade Regent includes an early exposure to

Spoiler:
both one Sinspawn from the Catacombs of Wrath, and a Faceless Stalker (well, a dwarfed one) so that might lessen the surprise. Likewise, Ravemoor has a Faceless Stalker as well, so no doubt by the time my tabletop group reaches Magnimar and chasing the Skinsaw Cult they'll consider them old hat
, so depending on if you want those to remain surprises when first encountered or not, you might want to excise them from the Jade Regent part of the adventure.

-------

LankyOgre, I originally was of the same mindset as you. I didn't see how the PCs could be considered heroes. And then I started looking at the encounter. I counted the number of goblins fought by the PCs... and the number of goblins visible in the fight. And that's when I realized over half of the goblins that the town knew of was wiped out by the PCs.

BTW, I'm also going to include adventures from Pathfinder Comics #1-6. I actually ordered the comics (except #3 which is out of print for the non-fancy versions) so I could use the pull-out maps. This includes a level 1 encounter against three goblins and a goblin dog on Junker Beach. All six adventures are included in the bound compilation, but it lacks the pull-out maps.


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An interesting thought on "Monster in the Closet": Maybe at some point while the PCs are walking the street, the little boy runs up to them and asks the heroes to slay the monster in his closet only to be quickly shooshed by his mother, who apologizes to the heroes for her son bothering them and explaining that the goblin attack gave him nightmares.

The PCs could then decide to "humor" the kid (and possibly the discover his monster is all too real), or accept his mother's explanations and go on with their day (only to find out the awful truth later when she comes to them for help.)


I've thought about providing some additional encounter opportunities around Sandpoint. I'm also going to be using the medium advancement track, so I need to pad out the XP a little. I also want to provide opportunities for the PCs to wander around. Many of the encounters are in case the players get antsy, especially during some of the breaks between events.

Most of the locations are going to be prepared encounters. For example, things like a group of 7 stirges on the Ashen Rise or a pair of harpies when approaching the Three Cormorants. These will take the place of "random encounters" just by virtue of being pre-chosen and I will have the stats ready. I also will be decreasing the time from per day, to a few hours per encounter chance. I figure that many of the locations and environments described are small enough, that the residents will seek out the PCs quickly enough. About half of the areas will have a little more fleshed out encounters. I've pulled from the beginner box stuff that technically cites Sandpoint as their starting point, the comics, and the We Be Goblins series. Many of the encounters will not be based around the specific PC levels and will hopefully just represent what really is there.

Much of what follows are spoilers to various adventures and resources.

Spoiler:

Entering the Brinestump Marsh, I will use much of the first third of the Brinewall Legacy. I will also use the Vorka encounter from We Be Goblins 1. The Licktoad goblins haven't yet discovered the fireworks or activated the skeletons, and Scribbleface hasn't even been exiled yet. The low goblin population can be explained by the recent attack on Sandpoint. Many of the other encounters are fine as-is. The note to the Ameiko's father won't exist.
Egan's Wood will use the Spider Stone encounter from Comic #4.
Bleaklow Moor will use the Into The Dark encounter from Wayfinder. #9.
Mosswood will use the Bloodfang "adventure" from Comic #5.
Pauper's Grave will use the Pauper's Grave encounter location from Comic #3.
Shank's Wood will use the Shank's Shack location from Comic #2.
The Tors will use Blackfang's Dungeon from the beginner box.
The Whisperwood will use the Fallen Fortress adventure.
The Old Light will use the Gateway to Nar Voth adventure from Wayfinder #9.
Chopper's Isle will use the adventure from Wayfinder #7.

On day two, the party can hang out in Sandpoint or go exploring. First thing in the morning, Vosk hunts down one of the PCs and tells them that he was preparing the graveyard for new burials and noticed that the tomb of Tobyn was open. The PCs can investigate.
Between the night right after the raid and the graveyard, the PCs can look around for clues. They may find sign of the ladder, the abandoned wagon from the Glassworks, or even that nobody was assigned to the gate. If the PCs try to push the investigation of Lonjinku with the sheriff, they are going after a noble and prominent citizen. Just from a practical standpoint, they will mostly be spinning their wheels.

If they continue hanging out in Sandpoint,

Spoiler:
they will run in to a number of citizens. The players will also have opportunities to help clean up. Father Zantus and Hannah will use their spell slots to cast Gentle Repose on most of the citizens that were killed, so the city doesn't need to rush to bury them all the first day.
Right after the raid, the sheriff has Gorvi and his boys drag the goblins to Junker's Beach for burning. The fire will be lit early on day two, after the skeletons in the tomb. Later in the afternoon, kids will dare each other to go look at the goblins. Their investigation will coincide with a few goblins slinking back to the beach to grab some stuff off the dead goblin bodies. Hopefully the PCs will be around to stop any tragedies.
Father Zantus then finishes the consecration in the evening.

If the PCs choose to go investigating,
Spoiler:
then I will show them a map of the Hinterlands.
This is where all of the encounters come in to play. If they go near the Nettlewood, Bruthazmus has been seething that Tsuto gets to have so much "fun. After the raid, he managed to cajole a handful of goblins into an ambush on the Lost Coast Road. will ambush them. Shalelu will show up after a few rounds, scare off Bruthazmus, and then walk back to Sandpoint with the party. She will give the party all of her information at this point. If the party doesn't go near the Nettlewood, then Bruthazmus still ambushes Shalelu and she runs off wounded. After a day or two, somebody mentions they would have expected Shalelu to put in an appearance. They don't know if her absence is reassuring or worrying. On the one hand, if the raid was a one-off, then she won't have any reason to come back. But something as major as the raid, they think Shalelu would have heard of and warned the town. The PCs may then find signs of the ambush or her flight and find her holed up and wounded.

I think I can also use the Paddlefoot farm as characters in Sandpoint as well as Madam Mvashti's family from the Brinewall legacy. The Bestest Truffle Field and Pa Munchmeat's farm can be near the west side of Devils Platter. I can also throw in a couple of the characters from the Beginner Box bash stuff, including the captain.

There's a couple of thoughts I have for the Hinterlands and the days leading all the way up to the Skinsaw Murders.


LankyOgre wrote:

...

Much of what follows are spoilers to various adventures and resources.
** spoiler omitted **...

I actually included Brinestump Marsh and Vorka's ship in my last couple sessions, it's interesting you bring it up. It bugged me that there was this runewell that helped make Nualia into a wrathful monster, but it's not referenced as having an effect on anyone else (no one the players see anyway.)

My party met Hosk, the owner of the Goblin Squash Stables, who previously had eradicated a goblin tribe on his own (in the Appendices). Runewell flares back up after the raid, Hosk sees the blood and damage they caused (used Monster in the Closet to add to this,) and sets himself to (foolishly) "finishing the job," by running out to Brinestump for some goblin murder. Finds Vorka's ship after trapping some goblins, uses the fireworks to set the village on fire, and goes after the survivors.

My group followed him out, tracked him down, and participated in the attack, until they saw his level of violence. They found a way to keep Hosk from murdering a repentant (though still guilty) Gutwad, who was coerced into participating in the raid, and saved a few Licktoad goblins. Used their info to better infiltrate Thistletop.

Created a fun moral divide over whether goblins deserve to be considered as intelligent beings, or if they're just monsters to kill for XP.


Put townsfolk on the map with the PCs. Have a some additional goblins attack townsfolk, where the PCs can see them.

Play up the insanity of the goblins: Maybe a couple of goblins jump onto a food vendor's truck and fight the PCs with a skewer of roasting meat (for fire damage), while taking bites of the meat in-between attacks.

Have the PCs witness a group of six goblins surround, grapple, and drag down a town guard.

During the festival (before the goblin attack), the PCs encounter a little girl looking for her lost tabby cat. The PCs can then help reuinte the two. During the raid, the PCs encounter a goblin holding the girl and another holding her cat. One pours lamp oil on the cat and sets it on fire, letting the burning cat run away, all in front of the horrified girl. Laughing, the goblins then start pouring oil over the girl...

Three goblins attack an old man on crutches, pulling his crutches away (causing him to fall over), and then beating him with his own crutches.

Several goblins deliberately set buildings on fire, and the PCs have to help put out the fire. Bonus if they're torn between fire-fighting and helping goblins threatening other townsfolk.

Basically, make the raid as confusing and chaotic as possible. Each individual fight should be relatively easy for the PCs, but make the stakes seem really high.

Bottom line: Give the PCs a chance to really prove their heroism to the town. It is extremely important for the players to feel like heroes and for the players to get attached to the town.


Interestingly enough, one of my group attacked background goblins who were there for flavor. A goblin was chasing after a mother, and the Wizard sent his weapon into it (Hand of the Apprentice). While he only got it to 0 hit points, I decided to have the goblin be taken out since it was a fairly heroic gesture. :)

A bad die-roll also prevented the Bard from wiping out the first group of goblins. She was close enough to cast Chord of Shards, close with them, and then only roll 3 hit points damage. If she'd done average damage, those three goblins would have been wiped out easily. (They still weren't that big a threat.)

The crowning moment of awesomely amusing was as a result of a joke. Back when Sheriff Hemlock was talking about the bonfire and a moment of silence for those who died in the fires that destroyed the old church, the wizard's player said "I hide the bag of marshmallows I'm holding behind my back." When he encountered the next group of goblins (with the goblin bard) he said on his initiative "I take that bag of marshmallows and throw it at the goblins' feet."

It helps that right when the goblins attacked, I did a "brief commercial pause" and read the Things to Know About Goblins found at the front of the RotRL AE. Thus he was aware of the hunger. And the fear of horses, as he the next round used Ventriloquism to mimic an angry horse behind them. At least one Goblin failed its save and was cowering as a result.

--------

That said, you might do well to read that information for the players. The goblins are not a serious threat. They're meant to be a fun initial encounter. So knowing about their being hungry and hating dogs and fearing horses... well, you may very well see your own players do some interesting and innovative tactics in fighting the geebahs. :)


I have a ton of pawns and figures for the various townsfolk, so I do plan on having Sandpoint residents on the map during the initial raid. I want to be cautious about adding too many goblins, even if they are supposed to highlight the goblin insanities. I can see one or two of my players running off after goblins and spreading out the party a bunch. I don't want the encounter to turn in to 5 different encounters all across Sandpoint. Any goblin antics will be things that are quickly resolved. I like the idea of goblin archers in a burning structure, goblins taking time to eat, goblins chasing a cat, etc. Knowing my group, they aren't going to enjoy it if it turns too dark though.
Going along with the pawns, I am going to have my players use the pile of pawns to help create their characters, so there is a good chance that a PC will know somebody in the town square being menaced by goblins. Hopefully that will also drive up the urgency.


Haladir wrote:

Put townsfolk on the map with the PCs. Have a some additional goblins attack townsfolk, where the PCs can see them.

(more stuff)

All great stuff.


For my game I'm adding the chopper's isle encounter from Wayfinder 7 and because all of my party members are straight females with lovers, I'm dropping shayliss and adding the junk beach encounter. I plan on stealing many of the comic encounters if the pcs explore the region but instead of exp, if they start earning too much I plan on converting the exp into downtime capital. The end goal being that the mayor and sheriff grant chopper's isle to the party as a gift (after all, they saved the town many times and have proven themselves). After the start playing with their new land and just before book 2 they will receive a concerned letter from the mother (monster in the closet) that is fearful and intelligible. She can't find her son but she can hear him.... an encounter with an attic whisperer in magnimar will follow and bridge into the horror of book 2. They will hear of the murders in book 2 after coming home.

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