River Into Darkness
Adventure: "W2 - River Into Darkness" by Greg A. Vaughan
Type: Wilderness/Tropical
Run by: Laurent
Frequency: One-off (a couple of sessions) / THIS ADVENTURE HAS BEEN PLAYED
Location: Vague Connections, Nottingham
System: D&D/Pathfinder
Books: Pathfinder RPG Advanced Player's Guide
Players: up to 4 players
Characters must be of one of the new classes.
Party level: LV6
Adventure background:
The back-cover states:
''A vast merchant consortium has a simple job for
you—one that pays extremely well. All it asks is that
you stand guard over one of its outposts for a few
weeks until reinforcements arrive. The problem, of
course, is that the outpost is in the middle of a vast and
dangerous jungle and the natives seem intent upon
putting an arrow in you at every turn. If the journey
there doesn’t kill you, though, you might just learn
what is worth risking your lives over.''
Motivation:
This adventure is designed to discover and test the new classes from the Pathfinder Adavanced Player's Guide.
Get yours at "Vague Connections" and play "River Into Darkness".
Setting:
The world of Golarion ("Pathfinder Chronicles") from Paizo publishing.
The story so far:
Our three heroes, one Summoner, one Inquisitor and an Alchemist are now working for the Aspis Consortium and are heading upriver to save Nightfall Station from a siege situation from a local savage Elven tribe.
Before doing so, they first must go upriver. They are on a boat called the River Queen slowly chugging against the current using a novel magical engine. The climate is hot and sickly, but the party seems amazingly prepared for that. The river denizens, such as a couple of aquatic Gargoyles and other mosquito swarms have attempted but failed to hinder the party's progress. A tough fight against strange Pygmies falling off the jungle canopy and onto the River Queen saw the party emerge victorious. The boat has reached Whitebridge Station, which was a killing field. The Rangers for the Ekujae and their Girallon are now all dead. Because the magical engine of the River Queen needed a new archophage, and obvioulsy none was to be found at the way station, the boat went to the nearby swamp in search of a known Shambling Mound rumoured to be sick with archophage growth. The monster has been found and harvested. The following night the first-mate showed up infested by another plant form and attempted to kill the whole crew. After putting Faruk to reat, the party is now closing on Nightfall Station. Nightfall station was a den of villainy, still a very luvrative one. The party found out about the hidden gold mine, the Wild Elves used as slaves, and if that was not enough a plot by a turncoat to take over the station for a rival company. The PCs decided to not follow the indicated adventure developments (or "rails") and sided with the Wild Elves. Nightfall station is no more.
Because this adventure was a one off, Bill, Elias and Molotov will not have to fight the assassins sent by the Aspis Consortium.
Additional info:
Look at the game thread on the forum boards:
Pathfinder Adventures
Contributors to this page: Laurent
.
Page last modified on Monday 08 of November, 2010 10:31:54 GMT by Laurent.