Vigilante oriented modules


Advice


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

I am seeking input and guidance pointing me in a certain direction. I am looking for modules or an AP that would be suitable for 1 or 2 vigilante class PCs.
It's a small group, not the normal 4, as most APs and modules are designed around but I figured there'd be something out there that would work well. I am part of a group of 3 that play regularly and we were looking for something outside the normal.
And direction is appreciated.


You will have more trouble accommodating the fact that there are only two party members, than you will have trouble that those party members are vigilantes.

With archetypes vigilante has access to a wide array of powers.

I recommend you have a Zealot vigilante, which is basically an Inquisitor in disguise, and either a Cabalist or Warlock. This gives you the vigilante stuff, but also gives divine and arcane magic which are usually required for a party's success.

As for an AP...nothing comes to mind for suitable for 2 person party.

Sovereign Court

I don't think there's any adventures designed for that small a group. The building assumption is really a 4 or 6 player group.

That said, I think the following would be interesting for vigilantes:

- Masks of the Living God (followup to Crypt of the Everflame) is about infiltration.
- Hell's Rebels AP is a sort of La Resistance story.
- Iron Gods AP could be run more vigilante-ish if you increase the role of the Technic League to the point where the PCs need to do their heroics in secret because the government is basically evil and out to snuff out any competition.


Some of the smaller modules may be doable. Flight of the Red Raven, for instance, is about a vigilante. It isn't any more suited to vigilante PCs than anything else I suppose, but it may provoke your interest in homebrewing it up for your PCs. Perhaps your group of two could be playing it from the point of view of the Red Raven within the module.


You might do better still with a short series of PFS scenarios: find a batch set in cities (cram them into the same one, if needed) and have the GM gently elude the stories together. For some of the city scenarios, other than a fight or two, many can be overcome with 'soft' power and face skills.

EDIT: Dragon's Demand could work if your GM is willing to put in extra effort to include additional allies throughout the module.


If you tone it down some Hell's Reels is perfect for the vigilante (I'm playing one in it right now), but yeah the two person party is likely a bigger problem.


The Council of Thieves AP is built around an adventure encompassed in a single city and is similar to Hell's Rebels in that it would be thematically appropriate to have Vigilantes running around. However, I would recommend adjusting the difficulty as it was not written with a 2-player group in mind.

Have you considered allowing the players to run 2 characters each so you can have a party of 4? Or you could have each vigilante have a sidekick that you run as sort of helper NPC's. If you try to run a module or AP with 2 players I think you'll find them to be too great a challenge, especially at level 1 before the extra treasure and experience catches up with them.


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Yes, I thought about having them run two PCs each. But, I was looking more for the 2 PC party theme as they could focus more on the individual PC.
I do like the idea of a sidekick or intermittent NPCs jumping in to help out. That's a way to to go.
I have Hell's Rebels and most of Council of Thieves. I'll break them out and see how much modification I would need to do to see if it's workable.
Sounds like the combat is where the toning down would need to be. Instead of four orcs, it's only two, etc.

And as it was addressed by an earlier post, archetype choices would be vital since the two PCs would need to encompass the standard four 'types': melee, skills, divine and arcane.


Also, while not fulfilling the action economy of 4 players, allowing them to gestalt might put them on the order of 3-4 in utility and probably 3 in overall power. A somewhat higher point buy and an increase in wealth by level would probably put the party closer to 4.


Give them each the leadership feat for free, ignoring the level prerequisite. That way they get the help they need, and you still maintain some control over the group.

Also, checkout dnd.chromesphere.com for single player adventures that can easily be expanded for 2 players.


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber
Fig wrote:
Also, while not fulfilling the action economy of 4 players, allowing them to gestalt might put them on the order of 3-4 in utility and probably 3 in overall power. A somewhat higher point buy and an increase in wealth by level would probably put the party closer to 4.

Excellent idea, thank you.


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber
james knowles wrote:

Give them each the leadership feat for free, ignoring the level prerequisite. That way they get the help they need, and you still maintain some control over the group.

Also, checkout dnd.chromesphere.com for single player adventures that can easily be expanded for 2 players.

Leadership as a free feat..yes, yes, I like that. Excellent idea!

I'll look into that website shortly!


Really, just let each player run 2 characters. Should be fine a long as they're down for that.

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