Premade Adventure Paths / Modules suitable for evil gits...


Advice


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Wondering if any of the Pre-made adventure paths/modules are good for a party of evil goblins. I'm going to go through the We be goblins 1-4 series, by which time they should be about level 5, and then i'm looking at another module to pick up. Most of them, as I understand, are more "on rails" and about heroes doing hero stuff.

I'd love for these evil gits to save the world, inadvertently, by getting dragged into big bad things and prevailing, thus saving everyone.

Any suggestions?


The only adventure path fully intended to be evil was Hell's Vengeance, which with a party of evil goblins would be... interesting? I don't think it would work, with the whole Cheliax thing. Of course, if you want to be ridiculous with it, then yes, a group of LE goblins intent on helping House Thrune would be awesome.

Module-wise, I can't think of anything. A more greed-based dungeon crawl could work.


Thornkeep and Emerald Spire are 2 very large modules that are primarily greed-motivated dungeon-dives that are located right next to eachother, have intertwined stories/characters, are very sandboxy, and would work perfectly fine with evil characters.
Thornkeep takes place in its namesake town, which is like a forested Mos Eisley.
Emerald Spire's out-of-dungeon interactions are centered on Fort Inevitable, a city run by Hellknights.
If the characters are going to be level 5, you'll probabaly want to beef up a lot of the early floors of both dungeons.


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Serpents Skull I feel might work -- if you play up the race for loot/treasure. Skull & Shackles also has some potential. I heard of some rather interesting evil Kingmakers too.

Dark Archive

A group of goblins attempting to revive the goblin 'Kingdom of Zog' in the Stolen Lands could use much of Kingmaker right out of the box, with the first exception that the Swordlords of Restov probably wouldn't be funding your initial expedition. :)

(House Surtova, on the other hand, might be willing to covertly back the initial attempt, if only to create a minor but splashy foreign threat on their southern border, and draw attention away from divisive internal Brevic politics between the south and north.)

Iron Gods could be another offbeat choice.


Looked up Thornkeep and the spire, i like both. thanks. I'll look up the rest but as of now im thinking i move them to the top layer of the spire once they hit the end of the goblin missions (bored, look for new adventure, kick these goblins out of their home) and then have them start clearing spire levels as they want.


Way of the Wicked is still out there, even if Fire Mountain Games no longer exists. I'm obviously biased -- I was one of the editors -- but I think it's still the best Evil Campaign for PFRPG.

I think you can still pick up the free Preview of the first module, "Knot of Thorns", on the Paizo website. If not, KoT itself is available, and it's not very expensive, and it's still widely beloved and regularly played.

Doug M.


Douglas Muir 406 wrote:

Way of the Wicked is still out there, even if Fire Mountain Games no longer exists. I'm obviously biased -- I was one of the editors -- but I think it's still the best Evil Campaign for PFRPG.

I think you can still pick up the free Preview of the first module, "Knot of Thorns", on the Paizo website. If not, KoT itself is available, and it's not very expensive, and it's still widely beloved and regularly played.
Doug M.

In that case i thank you very much for your work.

I am currently running Way of the Wicked as a DM and we just finished the first book. I got all 7 of 6 books ;) and one of my players took the role of our favorite horned ogre Grumblejack.
Loads of fun.
I agree this is brilliantly planned and written for evil characters and really directs their evilness in a productive direction instead of being... well murderhobos.


True! They're actually LESS murderhobos then in many typical campaigns. I think books 3-6 aren't quite as brilliant as books 1 and 2. but they're still very good, and the mini-adventures in book 7 can be ridiculously funny.

Protip for running Book Two:
Get them out of the town quickly and into the dungeon. Once they take over, emphasize that many monsters won't / refuse to move around, and that many others can't be kept near particular other monsters. Otherwise you end up with clever PCs blocking all entrances but one and then hitting every invader with a massive dogpile of all the monsters. You need to get a little creative. The book helps by adding some attacks from within, but you still want to find ways to keep things spread out.

cheers,

Doug M.

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