Pathfinder 1E To all GM's for some help. City of Golden Death

kpazzh0ly

First Post
Just wanted to ask for some help. Not sure how to create a spolier tab...

My group just got to the city of Xin Grafar, and they have found out what is in store if they are to proceed. So they decided to wait it out and create a trap for the razmiran cultist. I was taken back by this, and no where in the module does it say why the characters should go into the city. Therefore I am very happy and proud that they are doing something tactical. How do I allow this final fight to happen?

They will earn all the XP that was involved in the city as they did succeed? Any ideas would help?

I think I will have them find the Main guardian and the razmiri cultists.
 

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I like the idea. I'd be tempted to do one of two things. This first is have the cultists be hugely successful in the city. I would level the minions and even the named NPCs to show that they gained XP by completing the module. I would ad on some magical items from the module for them. Then if the PCs can defeat them I'd give them the XP for defeating the new more powerful versions that escaped the city.

Or I'd have the PCs wait and wait and wait. It's a dangerous city and it is one huge trap so it is possible that the cultists go in but never come out.
 

I like the idea. I'd be tempted to do one of two things. This first is have the cultists be hugely successful in the city. I would level the minions and even the named NPCs to show that they gained XP by completing the module. I would ad on some magical items from the module for them. Then if the PCs can defeat them I'd give them the XP for defeating the new more powerful versions that escaped the city.

Or I'd have the PCs wait and wait and wait. It's a dangerous city and it is one huge trap so it is possible that the cultists go in but never come out.


Well unfortunately I can't have them wait, because they know that the NPC's have to come out. I do agree with you with making the npc's that much harder. I think with having 2 CR 7 creatures to fight at the same time will be quite difficult.

I just don't want them to say, you made that fight harder because we didn't go in! Which that is obvious. I want it to still be tied in with the story. The island itself is terrible and awfully dangerous.
 

Seriously, they'd miss out a lot by not going in, the module is really fun. I'd talk to the players about this, really.

In game I'd have them encounter several dangers and probbably have the beasts trigger any traps they set.
 

Grrrr. That adventure did not sit at all well with me. It was an immunity-monster hell for my fire wizard. Even when I bit the bullet and learned lightning bolt, the very next monster was hasted by it. The rogues didn't have it much better, either.
 

SPOILERS BELOW!!!

I really enjoy the threat factor of this module and the fact that the island is so damn deadly. I was really looking forward for them to enter the city, but their idea to lay a trap is much more intelligent and makes sense. My only thought process is this:
A) The cultist obviously don't know that their is a trap. I can have them die in the city and the doors lock for 10 years... This would disappoint the Reginar who sent them on the quest in the first place... Using this would be a very disappointing way to end the module.

B) Iramine and 7 cultists escape (the 7 that were part of the trap right before, the guardian and Iramine). This will be all that is left even with the PC's traps they have set. I think I would also like to have the guardian to break through the earth and attack all but Iramine as she has the amulet. I believe this would at least give them a good final deadly battle. I may also a young green dragon as it is the 4th day and that was the random encounter they are to encounter. I really wanted a chase seen....so I'm a bit disappointed.

C) I can use the above challenge but have Iramine and a couple cultist run away (enter chase scene). I wouldn't mind keeping Iramine around. The group doesn't always have to slay the bad guy.
 

Iramine escaping is not a bad thing indeed.

Alternatively, you can adapt the "locks for 10 years" story and give them an incentive to get into the city once the cultists are dealt with.
 

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