Background:

I’m running the Pathfinder 2e Abomination Vaults adventure for a group of 5 players, though I’ve set it in my own homebrew setting and have not shied away from deviating from the published adventure. I’ll try not to, but I may let slip some minor AV spoilers

The players have just reached the end of book 1, and are about to go into book 2. At this point, about a month of in-game time has passed since the adventure began, and one week into the adventure there was a big supernatural event which made big news around the town that the adventure is set in. I like to play up the verisimilitude of the setting by having NPCs and the world react to the things that happen, as well as to the passage of time.

One thing I’ve come up with which I’m excited to see play out is that enough time has passed that word has spread around the local area about this megadungeon that has been discovered near the town. The players have been telling everyone who will listen about this heretofore undiscovered complex. In my mind, this would mean that other parties of adventurers would come to the town with the intent of doing the same thing the players are doing: looting dungeon, killing baddies, leveling up, getting rich and famous.

I’ve created a rival party of five adventurers of the same level as the players. This rival party is called “The Vanguard Edge” (or simply “The Edge”). I’ve spent a chunk of the last few days making notes on how to RP and employ The Edge. Here’s what I’ve got so far:

The party is likely to try to join forces with The Vanguard Edge. This should never be possible.

The Edge don’t follow the same rules as other NPCs. Think of them as a group of DM-controlled player characters. They know the rules of adventuring and they think like players.

The Edge are not villains. They are fundamentally “good guys”, but their goal is to eat the party’s lunch. They want to go into the Abomination Vaults and find all the cool loot first

In general, the Edge fulfill the negative stereotypes that most people have of adventurers. They are demanding, dismissive, and arrogant. They flaunt their wealth and brag about their exploits, they get bored when they go too long without fighting something. They sometimes speak in slightly more metagame terms, such as talking about their hopes to “level up” and “gain experience”.

If the party ever shares useful information with The Edge, they will look at it with some skepticism. The members of the Edge would never dream of sharing Intel with other adventurers.

The Edge will occasionally have reached certain places first. This should be used sparingly, and only when it is a real gut punch for the party. It should be easy to tell where they have been, because they are completely unsubtle in their approach to adventuring.

Sometimes the implication of treasure can be added to the adventure, but with the added implication that the Edge got to it first. Maybe Abomination Vaults doesn’t explicitly mention treasure in some room, but there was some in there, and the Edge already took it.

If an encounter is about to turn into a TPK, the Edge can show up to save the PCs. But they will never let them live it down.


Those are the notes I’ve made so far on how to use this new element of my campaign. I’m curious if anyone out there has any thoughts, either in things I’ve noted or things I’ve missed. I’d love folks to give their feedback

Thanks in advance!

  • Shyfer@ttrpg.network
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    4 months ago

    I think MCDM had cool ideas about this in one of their books, including some sample ready made parties. Of course you’d have to convert them from 5e to PF2, but still it might not be a bad source of inspiration. It must have been either Flee, Mortals or Where Evil Lives.

    • bionicjoey@lemmy.caOP
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      4 months ago

      I actually have Flee, Mortals! and just checked it. I don’t think it has anything like that. It has rules for minions and retainers. It must be the other book you’re thinking of.