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PF - CoT - Session One

Page history last edited by Jon Goranson 10 years, 4 months ago

Key to Adventure

 

December 5, 2013

 

There was some character generation and background and we still need to do a bit more of that.  But they got most of the mechanics of their characters done and had enough of an idea about their characters that we jumped into some role playing.  

 

I introduced the characters to Arael, a half elf cleric of Iomedae, through the Inqiusitor.  Arael is wanting things to change in Westcrown but within the laws.  To that end, he is talking to people and trying to get them to set up neighborhood watches.  There are still gangs of bandits, especially in the Dospera.  Arael wants people to help themselves if the city won't do it but again within the law.  One of the people that he has attracted to his cause is Janiven.  Janiven agrees that things need to change but wants to do it themselves, whether or not its within the law.  

 

The party of three, two of them don't want to work outside the law to make changes but they agree that changes must happen.  The third is open to other ideas about how to do it but is fine with sticking within the law at the moment.  As they finish listening to a speech by Arael near the docks, they go to a tavern to have a drink.  As they are headed home, they see some bandits breaking into a shop in daylight!  They step up and deal with the criminals.  As they are finishing, the owner of the shop returns and says that a special key that was an heirloom is missing and he wants it found.  However, one of the characters is insightful and realizes that the key is magical and gets from the owner that it can open any lock.  His business has been doing well because of it, obviously!  He wants it back.  

 

To that end, the group goes looking for the thieves.  After using some magic to track them down, they find that a group of demon worshipers had the key.  They used the key to open their book of rituals and were performing a ritual to bring forth a demon.  No one Westcrown would want that, so they attacked the cultists, who fought to the death.  They recovered the key but it was now late and they couldn't bring it back.  Verus wanted to keep the key but the other two wouldn't let him.  Verus then asked if they had to take the key back right away.  Pritarius said yes and took the key with him to go back to the island.  He had to hurry to get there.  Varus and Galen then started back as well.  

 

GM Notes

  • In prepping for this adventure, I had a lot to read,.  Not only the modules themselves but all of the discussion about them.  One of the things I had was two lawful characters and a bad guy that wouldn't fit as well with those characters.  So part of the fun for me has been converting and changing the module to fit the group.  To that end, I ran a different opening module to start it.  I think it worked well and am looking forward to more sessions!
  • Getting back to a weekly DND/PF game is weird and exciting!  I didn't realized until just before this session, since it has been two years of other games, that more than half of my gaming stuff is for PF/DND/fantasy type games!  So now it's a matter of seeing what I can use and how to incorporate it without detracting from the adventure!  I have a lot of ideas but now have to see if I can work them into it.   

 

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