
Dirtfox |

Longtime Adventure Path DM here and... infrequent user of anything else.
My group is playing some of Second Darkness: Shadow in the Sky, which infamously goes off in another direction after helping the Gold Goblin casino in the first book.
Well. My party liked the competition with other gangs. The politicking. The outmaneuvering. The straight-up assaults on each other's holdings. They want to keep establishing a new faction in Riddleport. They also are very fond of allies they've made in the city who need someone to turn to besides gang bosses. The party doesn't like leaving Riddleport as-is, though they've properly taken the bait for the metaplot otherwise.
Anyone have any PFS scenarios, adventures, or other pre-written segments that can give me some more mileage on the establishment of a faction or gang warfare? This is not my wheelhouse for homebrewing it.
I think if I can get a little more going for them to be involved in, we can all set up some NPCs to take the lead there and let the PC party handle the big world-ending threats.

Dirtfox |

Thanks for the two Riddleport-centric PFS scenarios! When I don't need to buy a whole season it's pretty cheap to pick these up so I love mining them for content. I'll be using some material from each (though FYI for anyone looking at this or searching later, Rivalry's End is set up by a lot of previous scenarios so it's harder to use than I expected). All of Cyphermage dilemma is usable, and then I'm thinking of grabbing the cheating swindlers from Rivalry's End. Might also be fun to take the guidelines for the PCs in the PFS scenario sneaking into a gambling tournament and flip it so my PCs have some uninvited guests sneaking into the Gold Goblin.
Totally forgot the 'establishment of a faction' is covered in Ultimate Campaign. I'm going to hit up that book too.

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Not sure if this Encounter will help or not, but here is a low level Encounter I built for City encounters.
City Thief CR 1/2
Human, NE, Rogue 2
Initiative: +2 , Senses: Perception +4
AC: 14 Touch: 12 Flat-Footed: 12 (+2 Armor, +2 Dex)
HP: 11 (HD 2d8+2)
Fortitude +1 Reflex +5 Will -1
SD: Evasion
Melee: Cold-Iron Dagger +1 (1d4/19-20 P)
Ranged: Darts +3 (1d4/x2 20ft Range p)
SA: Sneak Attack +1d6
Str 10 Dex 15 Con 12 Int 10 Wis 9 Cha 8
BA: +1 CMB: +1 CMD: 13
Feats
Deft Hands, Skill Focus [Disable Device]
Skills
Appraise +5, Climb +5, Craft- Trapmaking+5, Craft- Alchemy +5,
Disable Device +12 (+13 Versus Traps), Escape Artist +7,
Intimidate +4, KS- Local +5, Perception +4 (+5 Versus Traps),
Sleight of Hand +9, Stealth +7
SQ- Trapfinding, Rogue Talent (Quick Disable)
Gear
Cold-Iron Dagger, 8 Darts, Leather Armor, Rogue kit, Potion of Cure Moderate Wounds
2PP, 1 GP, 9 SP, 10 CP