Sandpoint Scavenger Hunt for the Swallowtail Festival [no spoilers]


Advice


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As a fun way to introduce the players to Sandpoint, I've been trying to cook up a scavenger hunt using the chase mechanics for the Swallowtail Festival at the start of RotRL.

What I'm still looking for - I'm having trouble thinking of items/challenges for some of the prominent locations that Sandpoint would want to show off, such as: The Kaijitsu Glassworks, The Two Knights Brewery, the Scarnetti Mill, and the Grocer's Hall. Creative suggestions would be thoroughly appreciated!

Any other feedback would be appreciated as well. My general goal is to introduce Sandpoint and show its richness while also making a fun minigame for the players. Any suggestions that do either of those things are great!

Here's my list so far. This is obviously a work in progress, so please tell me which ones you don't like and which you do.

(1) The Way North: a scavenger hunt map

Bearing a sign that says “The Way North”, this cramped building is festooned with nautical charts and maps, and through the windows you can see much more of the same, with barrels of rolled up papers, maps on the walls, and shelves and shelves of books. The far side of the room is dominated by a large worktable with a half-completed map of the region.

An aged buy spry gnome with white hair and only a few teeth left is handing out maps as fast as he can, but he's mobbed by scavengers grabbing their maps. Make a DC13 Intimidate check to get the others to move aside, or a DC11 Sleight of Hand check to snatch a map out of his hand.

(2) Town Hall: a bank deposit slip

This two-story stone building is impressively large, although not even a quarter of the size of the new cathedral. Upon entering you find yourself in a large empty meeting hall, with the chairs currently stacked off to the sides. A sign instructs you to head downstairs to the bank for the scavenger hunt.

To find a bank deposit slip among the various paperwork in the town hall basement, make a DC10 Profession or Knowledge (local) check, or make a DC12 Linguistics check to rapidly scan the forms and find the right one.

(3) The Old Light: a piece of worked stone

Like a spike driven up into the sky, this ruin towers over the city, sitting atop the sea cliff that forms Sandpoint’s northern boundary. A cylindrical base of 40 foot diameter indicates this was once a towering structure, though time has taken its toll. The eastern side stands five stories in height, while the western edge has just 15 feet of height remaining. Archaic runes adorn parts of the existing facade and seem strangely well preserved, considering the extent of erosion on the rest of the structure. Large chunks of worked stone lie on the ground, but up on a low ledge you can see smaller pieces of rubble as well. Your nose fills with the smell of sea spray, and you feel a light mist on your skin, as the gulls circle and caw overhead. The bluff affords a stunning view of the Varisian Gulf, as the famous mists of the Lost Coast are just receding from the shore.

Make a DC7 Strength check to pry loose a large rock (this weighs 20 lbs, and if it encumbers you then you take a -2 to subsequent checks for the hunt.) Or, make a DC12 Climb check to scramble up and find a smaller stone.

(4) House of Blue Stones: a blue stone

Inside this stone building is a large open floor covered in polished round blue stones. The air is thick with the resinous tang of burning incense. Reed mats on the floor form winding walkways, and they rustle gently as you walk over them. Several round cushions are placed sporadically across the floor. Besides a spiral staircase leading down in the far corner, the only other feature is a reflecting pool in the center of the room. A dark-skinned woman watches observantly from near the door.

While the floor in this large hall is covered with smooth blue stones, the ones for the hunt are painted blue, not naturally blue like the rest. Make a DC14 Perception check to find a painted stone, or a DC10 Wisdom check to instinctively determine which stones are out of place and were recently placed here for the hunt.

(5) Sandpoint Theater: a playbill

This huge wooden building well outsizes the town hall, and once you enter you can see an auditorium that could sit 250 in its stuffed red folding seats. On the stage is a mustachioed man wearing a feather cap, and holding a stack of playbills for the upcoming show, The Harpy’s Curse.

Cyrdak Drokkus demands a performance before he gives you a playbill. Make a DC10 Perform check, or make a DC14 Knowledge (local or nobility) check to make a witty observation to make him smile.

(6) Carpenter’s Guild: a nail

It looks like every square foot of this large building is being well-used for all manner of construction projects, some of which have spilled outside. A red-bearded dwarf watches hawkishly but with a smile, seeming to enjoy the ruckus of the day.

Various odd bits of discarded lumber are strewn about, and while lots of nails are visible, all are embedded in various bits of wood. Make a DC9 Profession (carpenter) or Knowledge (engineering) check to locate one that looks loose, or make a DC12 Strength check to pry one free.

(7) Lumber Mill: a piece of driftwood

The wood of this long building seems old and weathered, in stark contrast to the freshly cut red-blonde surfaces of the lumber lying in huge piles all around. The scent of fresh pine mixes with the brackish odor of the river.

There are plenty of branches floating in the water, along with an abundance of larger logs. Make a DC10 Swim check to get in the water and grab a branch, or use a lasso to grab one by making a ranged attack against AC12.

(8) Harbor: a bit of rope

(description?)

Some of the bollards have knotted rope ends tied on, that seem to have been hacked off by hasty departing sailors. To untie a rope, make a DC13 CMB check, or a DC11 Escape Artist check.

(9) Goblin Squash Stables: a bit of hay

(description?)

The horses are getting antsy at having so many visitors. Make a DC12 Handle Animal check to calm them down so you can grab some hay, or else make a DC13 Stealth check to sneak through without them noticing.

(10) Valdemar Fishmarket: a cockle shell

(description?)

Under the boardwalk is all manner of discarded shells and fish skeletons, but the hunt is specifically calling for a cockle shell. Make a DC9 Knowledge (nature) or Profession (fisherman) check to pick out a cockle shell, or make a DC12 Diplomacy check to ask someone to help you identify one.

Special: Mayor Deverin is officiating, and as part of her goal of using the hunt to advertise Sandpoint to visitors, she gives all non-locals a 3-round head start. Whoever is in the lead must make a DC8 Survival or Knowledge (local) check any round after they move to find the next location. Failure means they take a -2 to their checks for one round as they struggle to orient themselves. Sandpoint locals get a +2 circumstance bonus to this check.

(Please keep any comments spoilers-free unless it's behind a spoiler tag. I posted in this forum because I believe several APs/modules use Sandpoint as a setting, but let me know if you think this belongs in the RotRL forum instead.)


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OK, here's the updated "final" version. Any improvements I could make before my game on Sunday?

Welcome to Sandpoint!

Travel through the town and pick up the bold items on the list.

Note, each time after moving the leader must make a DC8 Survival or Knowledge (local) check to avoid become disoriented. If they fail, they take a -2 penalty to all their checks for one round.

1) The Way North
Receive a scavenger hunt map
Bearing a sign that says “The Way North”, this cramped building is festooned with nautical charts and maps, and through the windows you can see much more of the same, with barrels of rolled up papers, maps on the walls, and shelves and shelves of books. The far side of the room is dominated by a large worktable with a half-completed map of the region.
An aged buy spry gnome with white hair and only a few teeth left is handing out maps as fast as he can, but he's mobbed by scavengers grabbing their maps. Make a DC13 Intimidate check to get the others to move aside, or a DC11 Sleight of Hand check to snatch a map out of his hand.

2) The Old Light
Get a worked stone
Like a spike driven up into the sky, this ruin towers over the city, sitting atop the sea cliff that forms Sandpoint’s northern boundary. A cylindrical base of 40 foot diameter indicates this was once a towering structure, though time has taken its toll. The eastern side stands five stories in height, while the western edge has just 15 feet of height remaining. Archaic runes adorn parts of the existing facade and seem strangely well preserved, considering the extent of erosion on the rest of the structure. Large chunks of worked stone lie on the ground, but up on a low ledge you can see smaller pieces of rubble as well. Your nose fills with the smell of sea spray, and you feel a light mist on your skin, as the gulls circle and caw overhead. The bluff affords a stunning view of the Varisian Gulf, as the famous mists of the Lost Coast are just receding from the shore.
Make a DC7 Strength check to pry loose a large rock (this weighs 20 lbs, and if it encumbers you then you take a -2 to subsequent checks for the hunt.) Or, make a DC12 Climb check to scramble up and find a smaller stone.

3) Town Hall
Pick up a bank deposit slip
This two-story stone building is impressively large, although not even a quarter of the size of the new cathedral. Upon entering you find yourself in a large empty meeting hall, with the chairs currently stacked off to the sides. A sign instructs you to head downstairs to the bank for the scavenger hunt.
To find a bank deposit slip among the various paperwork in the town hall basement, make a DC10 Profession or Knowledge (local) check, or make a DC12 Linguistics check to rapidly scan the forms and find the right one.

4) The House of Blue Stones
Find a painted blue stone
Inside this stone building is a large open floor covered in polished round blue stones. The air is thick with the resinous tang of burning incense. Reed mats on the floor form winding walkways, and they rustle gently as you walk over them. Several round cushions are placed sporadically across the floor. Besides a spiral staircase leading down in the far corner, the only other feature is a reflecting pool in the center of the room. A dark-skinned woman watches observantly from near the door.
While the floor in this large hall is covered with smooth blue stones, the ones for the hunt are painted blue, not naturally blue like the rest. Make a DC14 Perception check to find a painted stone, or a DC10 Wisdom check to instinctively determine which stones are out of place and were recently placed here for the hunt.

5) Kaijitsu Glassworks
Grab a pinch of soda ash
This large stone factory’s impressive facade is brightened by five colorful stained glass windows, each masterfully worked in the Eastern style. They depict scenes ranging from travelers on a snowy field, to a fiery portrayal of the process of glassblowing.
Out in the yard under an awning lie three large piles of white powder. To distinguish the soda ash from the limestone and the mature sand, make a DC9 Appraise check or a DC12 Knowledge (engineering) or (nature) check.

6) Turch’s Fishmarket
Find a cockle shell
As you rush along the boardwalk overlooking the harbor, the smell of fish is overwhelming. A large sign proclaims “Valdemar Fishmarket”. Under the roof are many stalls with fish, crabs, eels, mussels and other shellfish, and even a large octopus out on display. You can hear the waves gently lapping at the rocks
Under the boardwalk is all manner of discarded shells and fish skeletons, but the hunt is specifically calling for a cockle shell. Make a DC9 Knowledge (nature) or Profession (fisherman) check to pick out a cockle shell, or make a DC12 Diplomacy check to ask someone to help you identify one.

7) Meat Market
Get a chicken shinbone
The smell of blood and fresh meat is thick in the air, and the counter display shows cuts of pork, venison, beef, pheasant, chicken, mutton, and rabbit.
Outside the back of the market is the bone heap. To identify a chicken shinbone among the heap, make a DC10 Heal or Knowledge (nature) check, or a DC8 Profession (cook) check.

8) Goblin Squash Stables
Take a handful of hay
A painted sign over the door of these stables depicts a goblin being trampled underfoot by a horse. Enhancing the motif is a grisly display on the entrance to the barn, which bears three rafters covered with dozens of goblin ears that have been nailed on. Many of the ears have a name branded on, presumably that of the dead goblin itself. The scent of hay and dung fills the air.
The horses are getting antsy at having so many visitors, and the hay is behind them. Make a DC12 Handle Animal check to calm them down so you can grab some hay, or else make a DC13 Stealth check to sneak through without them noticing.

9) Valdemar Shipyard
Get a bit of rope
This long building has no wall along its southern facade, allowing easy movement between the workshop and the four large dry docks that lead out into the harbor. One dry dock holds an almost-completed galley bearing a dozen oars on each side, and another holds the skeleton of a larger carvel in the early stages of construction. There are enough tools lying around to support a small army of shipwrights. You can smell the sulphurous scent of the boggy water.
Some of the bollards on the docks have knotted rope ends tied on, that seem to have been hacked off by hasty departing sailors. To untie a rope, make a DC13 CMB check, or a DC11 Escape Artist check.

10) Two Knights Brewery
Find some bitter hops
This stone building greets you with a life-size painted wooden cutout of two knights in full armor, toasting each other with brimming-over mugs and holding swords in their off hands. At the feet of one of the cutouts is a fresh wreath of flowers. The strong scent of beer wafts from the building.
The storehouse is open, and several barrels hold different brewing ingredients. To distinguish the bitter hops from the other ingredients, make a DC9 Profession (brewer), Knowledge (nature), or Craft (alchemy) check, or a DC13 Perception check to find the bitter hops by its odor.

11) Scarnetti Mill
Grab a pinch of grains
You see a large water wheel turning behind this old wooden building, and you can hear the low scraping sound of the grindstone before you even enter into the building. The interior bears the subtle aroma of fresh flour.
The gristmill is running. To grab the grains, make a DC13 Climb check to get up to the hopper, or, to safely grab grains from the mill, first shut the sluice by making a DC10 Disable Device or Knowledge (engineering) check.

12) Sandpoint Lumber Mill
Get a piece of driftwood
The wood of this long building seems old and weathered, in stark contrast to the freshly cut red-blonde surfaces of the lumber lying in huge piles all around. The scent of fresh pine mixes with the brackish odor of the river.
There are plenty of branches floating in the water, along with an abundance of larger logs. Make a DC10 Swim check to get in the water and grab a branch, or use a lasso to grab one by making a ranged attack against AC12.

13) Carpenter’s Guild
Pick up a nail
It looks like every square foot of this large building is being well-used for all manner of construction projects, some of which have spilled outside. A red-bearded dwarf watches hawkishly but with a smile, seeming to enjoy the ruckus of the day.
Various odd bits of discarded lumber are strewn about, and while lots of nails are visible, all are embedded in various bits of wood. Make a DC9 Profession (carpenter) or Knowledge (engineering) check to locate one that looks loose, or make a DC12 Strength check to pry one free.

14) Sandpoint Theater
Receive a playbill
This huge wooden building well outsizes the town hall, and once you enter you can see an auditorium that could sit 250 in its stuffed red folding seats. On the stage is a mustachioed man wearing a feather cap, and holding a stack of playbills for the upcoming show, The Harpy’s Curse.
Cyrdak Drokkus demands a performance before he gives you a playbill. Make a DC10 Perform check, or make a DC14 Knowledge (local or nobility) check to make a witty observation to make him smile.

15) Sandpoint Cathedral
Rush back to the new cathedral with all the listed items!


Starfinder Charter Superscriber

Looks like a fun idea!

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