Suggestions on Pathfinder Adventures or PFS scenarios that I could modify for playing out the establishment of a new Riddleport Gang?


Pathfinder First Edition General Discussion


Pathfinder Adventure Path Subscriber

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.

Dark Archive

The Cyphermage Dilemma would certainly fit well as a starting point. I haven't played it, but Rivalry's End is also set in Riddleport and may provide some levels of inspiration.


Pathfinder Adventure Path Subscriber

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.

Liberty's Edge

Not sure if this Encounter will help or not, but here is a low level Encounter I built for City encounters.

CR 1/2 Thief Encounter:

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

To lower the CR more, change them into an Expert with the same skills :3 will take them longer to break in though. They are built mostly to break in not target and kill so the Sneak Attack generally can only work once if they fight the PC's from a single Ambush, Although can make them a CR 2 Encounter with two of them and CR 3 with Three of them teaming up on the group of PC's. Which allows them sneak attack by attacking/ganging up on one PC at a time.

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