Laughingmanlol
2013-09-13, 01:11 PM
In a few weeks, me and some friends are planning to meet up and play Pathfinder. No-one has that much experience of the system, but they all seem pretty keen, and I've volunteered to DM. What advice do you have, in terms of plot, combat, houserules, or other general tips, to make it a good session?
Plot:
Your group has been commissioned by an anonymous client, apparently an elderly and wealthy mage, to retrieve an object of great sentimental value to them and deliver it to a location of their choosing. They are offering payment of 200gp per person required to retrieve it, and have already provided 50gp for expenses, in addition to a compass enchanted to point towards the object, which is the staff the wizard owned in their youth and seeks to reclaim. The catch is, the staff seems to be located in the Blightwoods, a seemingly-supernatural region infamous for the twisted creatures that sometimes emerge from there, centred on the ruins of an old tower that once belonged to a wizards' circle, and to find it you'll have to deal with the creatures and phenomenon there to get to it.
Characters:
Elf Ranger - planning on becoming an arcane archer
Elemental bloodline sorcerer - wants to be blasty
Dwarf fighter - built with a tanking role in mind
The other few say they'll make characters on the day.
What I plan on including:
A social challenge or two - something to show them it's not all murderhoboing, such as negotiating with a patrol to let them enter the forest
An open-ended problem - I'm thinking a river crossing would encourage them to be creative and use their characters' strengths
Introductory combat - starting with undead for the basics, then goblins so they have to adapt to enemies with tactics and traps, then magically-enlarged and enhanced vermin like giant spiders and rats to show magical effects and poison
Introductory dungeon-crawling - in the cellar of the collapsed tower, looting the winecellar and the storeroom while searching for the staff and dealing with the aforementioned vermin
A boss battle - some suitable large monster plus minions to harass them
Potential for continuity - I'm thinking the staff the mage wants is a prototype scaled-up eternal wand that works for anyone, regardless of magical ability. When the mages realised that their creation could democratise magic, they staged a magical disaster to destroy their research, which the players can find fragments of, but now the contracter's peers have all died, she wants to reclaim it for her own purposes
My main questions are, what would make a good boss fight, what could the wizard's purposes be, and is there anything more I should add?
Plot:
Your group has been commissioned by an anonymous client, apparently an elderly and wealthy mage, to retrieve an object of great sentimental value to them and deliver it to a location of their choosing. They are offering payment of 200gp per person required to retrieve it, and have already provided 50gp for expenses, in addition to a compass enchanted to point towards the object, which is the staff the wizard owned in their youth and seeks to reclaim. The catch is, the staff seems to be located in the Blightwoods, a seemingly-supernatural region infamous for the twisted creatures that sometimes emerge from there, centred on the ruins of an old tower that once belonged to a wizards' circle, and to find it you'll have to deal with the creatures and phenomenon there to get to it.
Characters:
Elf Ranger - planning on becoming an arcane archer
Elemental bloodline sorcerer - wants to be blasty
Dwarf fighter - built with a tanking role in mind
The other few say they'll make characters on the day.
What I plan on including:
A social challenge or two - something to show them it's not all murderhoboing, such as negotiating with a patrol to let them enter the forest
An open-ended problem - I'm thinking a river crossing would encourage them to be creative and use their characters' strengths
Introductory combat - starting with undead for the basics, then goblins so they have to adapt to enemies with tactics and traps, then magically-enlarged and enhanced vermin like giant spiders and rats to show magical effects and poison
Introductory dungeon-crawling - in the cellar of the collapsed tower, looting the winecellar and the storeroom while searching for the staff and dealing with the aforementioned vermin
A boss battle - some suitable large monster plus minions to harass them
Potential for continuity - I'm thinking the staff the mage wants is a prototype scaled-up eternal wand that works for anyone, regardless of magical ability. When the mages realised that their creation could democratise magic, they staged a magical disaster to destroy their research, which the players can find fragments of, but now the contracter's peers have all died, she wants to reclaim it for her own purposes
My main questions are, what would make a good boss fight, what could the wizard's purposes be, and is there anything more I should add?