Halloween Pathfinder Game - Suggestions Needed
Oct 10, 2017 13:47:50 GMT -6
Post by Sir Solitaire on Oct 10, 2017 13:47:50 GMT -6
So I have a Pathfinder Halloween episode coming up and I wanted to discuss with you guys some ideas I have had and get some feedback on my current ideas to help make my game a little less predictable and more exciting for my players (Burgs you are banned from this conversation).
The generic plot goes as such:
The party gather at a Stage Coach house outside of the city of Varrin. This particular coach house runs the only coach that takes the fastest route from Varrin to Alfheim: The Old Forest Road. With the creation of the Imperial Highway that goes around the Black Forest almost no one risks the highwayman riddled Old Forest Road, despite the much shorter distance. On top of the highwaymen, there are rumors of far older and fouler beasts that lurk within the forest, though most put that off as Old Wives' Tales.
The objective of this Pathfinder Game is to create not only a spooky atmosphere as the characters different personal quests drive them to take this carriage but to also create an atmosphere of distrust.
Example, if someone picks a Rogue the rogue has an objective to assassinate another player (a support class, Bard or Cleric). This is because of the wrong they have done in either Varrin or somewhere else and are escaping from justice. The Bard/Cleric are paranoid and have hired a bodyguard (Fighter/Barbarian).
So hidden agendas of each class:
• Bard: Survive to Alfheim
• Fighter: Protect Bard
• Rogue: Kill Bard
• Barbarian: Kill something
• Druid: Met along the road, guiding the party
• Ranger: Met along the road, guiding the party
• Sorcerer: Acquire the elixir before Wizard
• Wizard: Acquire the elixir before the Sorcerer
• Monk: Attending a tournament in Alfheim
• Paladin: Guard the cleric
• Cleric: Protect the elixir
Currently the players will get to pick a race and a class about 2 weeks before the game and I'll pregen the stats and such and make them level 3 or 4 because there are some new players to Pathfinder but I know are pretty good at role-paying. Maybe even level 5 so I can throw nasty shit at them. Note that not all classes will be filled as I only expect 5-7 players that night so I'll probably have to change the hidden agendas depending on what classes are picked and I get the final roster.
What I am looking for are suggestions on if the hidden agendas is worth doing or if I should work new ones or just skip that and focus on the story itself. If people want I can post a better outline of how the campaign should flow and get some feedback on that.
The generic plot goes as such:
The party gather at a Stage Coach house outside of the city of Varrin. This particular coach house runs the only coach that takes the fastest route from Varrin to Alfheim: The Old Forest Road. With the creation of the Imperial Highway that goes around the Black Forest almost no one risks the highwayman riddled Old Forest Road, despite the much shorter distance. On top of the highwaymen, there are rumors of far older and fouler beasts that lurk within the forest, though most put that off as Old Wives' Tales.
The objective of this Pathfinder Game is to create not only a spooky atmosphere as the characters different personal quests drive them to take this carriage but to also create an atmosphere of distrust.
Example, if someone picks a Rogue the rogue has an objective to assassinate another player (a support class, Bard or Cleric). This is because of the wrong they have done in either Varrin or somewhere else and are escaping from justice. The Bard/Cleric are paranoid and have hired a bodyguard (Fighter/Barbarian).
So hidden agendas of each class:
• Bard: Survive to Alfheim
• Fighter: Protect Bard
• Rogue: Kill Bard
• Barbarian: Kill something
• Druid: Met along the road, guiding the party
• Ranger: Met along the road, guiding the party
• Sorcerer: Acquire the elixir before Wizard
• Wizard: Acquire the elixir before the Sorcerer
• Monk: Attending a tournament in Alfheim
• Paladin: Guard the cleric
• Cleric: Protect the elixir
Currently the players will get to pick a race and a class about 2 weeks before the game and I'll pregen the stats and such and make them level 3 or 4 because there are some new players to Pathfinder but I know are pretty good at role-paying. Maybe even level 5 so I can throw nasty shit at them. Note that not all classes will be filled as I only expect 5-7 players that night so I'll probably have to change the hidden agendas depending on what classes are picked and I get the final roster.
What I am looking for are suggestions on if the hidden agendas is worth doing or if I should work new ones or just skip that and focus on the story itself. If people want I can post a better outline of how the campaign should flow and get some feedback on that.