Need help with developing this story.


General Discussion


So I've been doing some semi-homebrew sessions for the PF2 Playtest with another group, and with what I've done so far, they've enjoyed it quite a bit (though they are mostly amateurs at tabletop RPGs).

The group kind of "rotates" between who is and isn't available, but the optimal party is of 5, a Half-Elf Imperial Sorcerer, a Dwarf Barbarian, a Half-Elf Ranger (with a Panda Bear Animal Companion), a Halfling Rogue, and a Druid (I forget which race, but I think it's Human or something). They started out at 1st level obviously, but are now 3rd level, and approaching 4th level after this next "chapter."

Backstory:
The story is in Golarion, but more specifically in Iobaria. The PCs are members of a tribe that exists in the Norinor Forest, and on one of their hunting trips, are assaulted by Kobolds on their return home. One of the kobolds had a battlemap for plans invading their tribe, involving not only Kobolds, but Orcs and Gnolls as well. The PCs miraculously fend them off without suffering casualties, and learn that these tribes were coerced by, what they said were, "Big Monsters with One Eye," AKA Cyclopes, and that they were planning to return back from the mountains to reclaim their rightful ownership, which the PCs later learn was called the Age of Legend. The Gnoll Leader was slain for his lack of cooperation, the Orc Leader wished vengeance and was recruited (temporarily of course), and the Kobold Leader, to everyone's surprise, managed to escape after being captured by utilizing his Illusory Retreat ability.

The PCs were then sent across the river (through a ferrying service) to the neighboring town of Volod to gain supplies and acquire a special incense for their leader to divine which course of action they wish to take, which the wiki called it a smaller lumberjack village. There, they come across a Half-Orc Fighter NPC they "recruit" to fight against the Cyclopes horde (though the PCs haven't actually encountered Cyclopes at this time). They also partake in several "mini quests," which gave them some unique and cool stuff, such as a Twinbow Recurve from the Church of Erastil, an Expert Agile projectile weapon that allows the user to switch between bowstrings (AKA from Shortbow to Longbow) as an action, and a Lightning Rod from the Church of Gozreh, granting a +1 Bonus to damage and Save DCs of spells with the Electricity descriptor (plus fulfilling Somatic components as normal for a wand), which can be used as a club for 1D6 damage plus 1 Electricity damage. They also acquire a Potency Rune for Armor and their Armor all got transformed into Expert quality.

On the return home, they were assaulted mid-ship by TroglodytesXulgaths commanded by the Kobold leader that escaped. They were defeated by the PCs and the accompaniment of the ferriers (whom were somewhat combat trained, as this isn't the first time ferrying ships were attacked by "pirates"), and the Kobold Leader was killed (but yes, he will return, as some minor "Kobold Lich," just to terrorize my players)! One of the PCs acquired the Lesser Blue Dragon's Head Staff he possessed, which is of Uncommon quality, and lets them animate the Dragon Head (via Resonance) to have it spew a line of lightning, doing 2D6+Charisma modifier in damage to all enemies in a 30 ft. line (DC 18 Reflex Save). (Yes, this is a custom item, you won't find it in the Playtest Book.)

As they return home, the Orc Leader they recruited wanted their help to rescue his own tribesmen. At this point, the PCs learn of Ogres also being recruited by the Cyclopes, and is actually their first interaction with them. Even with the NPCs they brought along, the players handled them a lot better than I expected, and the enemies were challenging enough to keep them engaged. Reuniting the Orc Leader with his enslaved tribe rewards the PCs with a Weapon Potency rune.

Heading back, they face off against a unique Cyclops Alchemist (whom was actually quite underwhelming, even by amplifying his Future Sight ability to work every round) with a pack of gnolls under his control. It was at this time, the Half Orc Fighter they came across earlier entered in and evened the odds for the PCs to succeed (though it wasn't really necessary for the NPC to come in and save the day). The Tribe Leader was freed during this battle, and proceeded to fry the Alchemist that tortured her, but the Cyclops threw a strange alchemical that caused the leader to become "possessed" by a Shadow Demon and made her unconscious without apparent cause.

Defeating the Cyclops Alchemist and interrogating him, they learn of a way to suss this demon out, and undergo a miniature ritual to enter the mind of the Tribal Leader and cleanse this shadowy creature. From here, it's clearly established that the PC's current base of operations is compromised (they thought they were fine after fending off the orcs and stuff, but the surprise attack from the Cyclops and Gnolls without the PCs, called the "Fated Ones" from the Cyclops NPC, resulted in a major breach of defense which led to lost lives), and so they plan to move southward, investigate the remnants of the Gnoll Camp, and acquire more supplies in the merchant town of Kridorthrost by crossing the bridge down that way.

The problem I have is how can I progress the story from here? I want to do different stuff to change things up for the players, but I still want the Cyclopes to be the main bad guys, and I do plan to have the Kobold come back as some mini-lich of sorts for one final brawl (even if for fun), but I really have no clue what I can do as an interim between this main story and what they can most likely come across. I also need some help with developing sidequests, as well as other potential allies the PCs can come across with fighting the bad guys. Pour in some suggestions, I honestly don't care how crazy they might be as long as they sound fun or interesting to throw in the story!

**EDIT** Cut down on wall-of-text syndrome via bandaids. Also forgot to add in party composition and levels. Whoops...


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Hmm, while I'm not to familiar with the setting {though it has been an interesting read} I'll give it a shot.

As the plan is for them acquire more supplies in the merchant town of Kridorthrost, you can plan Urban adventures within it. {acting as a diplomate between two merchant businesses, 'borrowing' supplies from one merchant to give to another, acting a guards to broker deals, or supply transport, tempting them with means of escape by abandoning the tribe, ect ). With this they may also be able, not just to gain money, but allies and an ear for the up coming Cyclops invasion {especially if the party can convince people in powerful places that the Cyclops are also a threat to them. You can make them a looming threat as the party hears more rumors of 'large men' off in the distance being spotted by traveling merchants, and increased Gnoll activities on the road as time goes on.) Plus, they may also find opportunity to act as diplomates for the tribe with the town {and given there actions, make them allies or enemies.)

Plus, even though the Cyclops Alchemist is dead, it doesn't mean he still can't impact the story. It creating some sort of alchemical process that allowed it to make other possessed by a Shadow Demon is cool, but how did he do it? Maybe when they look into the Gnoll Camp, they find where this Cyclops was experimenting, his notes and such {perhaps his experimenting lead him to find a other worldly benefactor which taught him how to do it, that the PC can find, and either fight, or make there own deals with it, ect} Or, they encounter a failed experiment of the shadow possession in the lab {hostile, but still with some humanity, and perhaps with that ritual some hope for peace) and upon searching the lab notes, find there are others like this in other labs. Perhaps he even perfected it enough that people don't even notice they are possessed until the demon is 'activated', and so there can be both people in the town and in the tribe acting a sleeper agents. {with perhaps there shadows being a little off being the only tell.)

Anyways, while this may not have been helpful, hopefully it can spark an idea for you.


Thanks for the reply, though I'm not looking forward to all of the potential work I'll have to do for it.

Having merchants care about the invasion (after all, it will impact business if it turns out Cyclopes take over the region) can help, but PCs will need to convince them. (Shouldn't be difficult if they know how, since they do have a Cyclops eye they plan to make into an item.) I'll just need to make up a couple NPCs that care about it and have the players do some work for themselves as an added bonus.

It is interesting you bring up "abandon the tribe," because I might either have the Tribal Leader sacrifice themselves to defeat the Cyclopes, or even maybe trick the PCs into committing "mutiny." I'll definitely need to explore this avenue, since this is something that the PCs have considered.

I might even do a whole "rivaling companies" thing, where the PCs need to decide which company they want to support, which each providing their own benefits that can impact the story in different ways, but that might be too much work for what will ultimately be the PCs winning largely unscathed and returning to either here or the port city of Vladmirr (since the adventure will only go until 6th level, where one of the players will take over for GM and I'll take over their PC).

Genius idea with the gnoll camp, having some clues as to how the Shadow Demon got thrown into the bottle is pretty cool and can serve as some foreshadowing as to how (and why) the Cyclopes chose this time to rise back up and reclaim their lands. Maybe the Cyclopes leader saw a vision to make a deal with Demons to regain their land, and in exchange the Demons would reap the souls of those the Cyclopes slay. The Cyclopes thought of an even better idea; why not have the rabble go against each other (through coercion) and cut down on potential Cyclops lives? Targeting key factions, taking them over, and using them against their own kind would make for optimal battle tactics, slaying those that resist, and commandeering those who remain.


Yeah, that's always the way it seems to go for GM's. Even the most simplest of stories can spiral into a complex epic if played long enough, along with all the work that comes with it. {and you started with both a very interesting story and set up, along with a good deal of complexity in it.).

Cool concept with the Tribal Leader sacrifice herself to defeat the Cyclopes, especially because it can lead to further story lines with the tribe afterwards. {Will a PC take the leader mantel? Without a leader, how will the tribe function? Will there be in-fighting on who should be leader, and will this in-fighting split the tribe into separate groups? ect)

Also, forgot about Cyclopes had some ability to see into the future. {guess its a fair trade for one eye and the problems with depth perception it causes :p ), and its a cool concept the leader is using this ability foresee deals with demons {and perhaps using it using it in there dealings with other factions, to foresee which ones are most advantageous, and to stop any rebellion before it even happens, ect)

Anyways, its a awesome story you and your players have come up with, and I'm glad I got to take a peek at it.

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