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<blockquote data-quote="RichGreen" data-source="post: 4181220" data-attributes="member: 2039"><p><strong>First adventure outline</strong></p><p></p><p>Hi,</p><p></p><p>Haven't posted for quite a while as I've been busy with other things but I have worked out an outline and some detail for the first adventure. Here's the adventure background & synopsis:</p><p></p><p><strong>Adventure Background </strong></p><p></p><p>Night, 3 Maius: Ashna, a nine-year old girl in the Water Boys, has a row with Girish and can’t sleep. She creeps out of bed, rows to the pier, and ends up witnessing something she shouldn’t while wandering around the docks late that night: the arrival of a pirate ship, The Howling Raider, at the Old Docks and the unloading of several human-sized sacks, one of which is wriggling.</p><p></p><p>The sacks are loaded into a cart by members of the Dockside Crew (a gang linked to the Golden Scimitars) and taken to a nearby safehouse as the ship sails away. Ashna, curious, follows the cart, and watches the men go into a building distinguished by a pelican painted over the doorway. She is spotted but she runs away and manages to escape the chasing rogues.</p><p></p><p>What Ashna witnesses is part of a larger plot: Captain Gnash of The Howling Raider is bringing in captives taken at sea and selling them to the Dockside Crew who are acting as intermediaries between the pirates and Orloch Scragmane, a gnoll gangster based in the Dock Ward’s slums. Orloch is obtaining slaves for kuo-toa based beneath the Old Quarter. Orloch Scragmane’s gnolls are also kidnapping drunk dock workers and selling them to the fishmen.</p><p></p><p>4 Maius: </p><p>Orloch Scragmane's gnolls enter the safehouse via a tunnel from the Hidden Quarter and take the slaves back to their tenement building. The Dockside Crew return to their base, the Old Fishery.</p><p>Elias Wang, leader of the Dockside Crew decides they need to get rid of Ashna or their slaving will be exposed, putting their other activities (protection rackets & debt collecting) at risk and bringing trouble down from their superiors in the Golden Scimitars. Elias sends Jagadish, a thuggee killer-for-hire after her. </p><p>Jagadish disguises himself as a dockworker and starts asking around about Ashna in Flotsam and the dockside taverns.</p><p></p><p>Night, 5 Maius: Jagadish tracks down Ashna, follows her and kills her with his strangle-cord. He throws her body in the river which turns up in a fisherman’s net the next day (6 Maius). </p><p></p><p></p><p><strong>Adventure Synopsis</strong></p><p></p><p>The PCs drive off a debt collector and his enforcers while hanging out on the deck of the Fat Grouper (first 4e fight encounter to get everyone going). Afterwards, they witness Ashna’s body being pulled out of the water by a fisherman and taken to the Water Boys houseboat. They are approached by Girish and hired to investigate what happened to her.</p><p></p><p>Various clues (nothing too tricky) lead them to Tew Pennyfeather (a friend of Ashna's), the “pelican safehouse”, Hidden Quarter tunnels beneath the city, the HQ of the Dockside Crew gang in the Old Fishery and Orloch Scragmane’s tenement building in the slums. During their investigation they are spied on by Jagadish and later attacked by him and a gang of thuggees including a warlock.</p><p></p><p>The PCs will have one or two encounters in the tunnels plus the Old Fishery (probably using the map in Pathfinder #7) and the slum tenement are full of gang members - Dockside Crew in the Old Fishery and gnolls in the tenement. There will be slaves to rescue in the tenement.</p><p></p><p>They can solve the murder and break up the slave ring but also find evidence connecting Orloch Scragmane to the water-logged caverns of the kuo-toa and their sinister underground temple to Blibdoolpoop.</p><p></p><p>Any suggestions on cool stuff to add in to the adventure, encounters, descriptions of gang members, what the slum tenement is like etc greatly appreciated!</p><p></p><p></p><p>Then, there will be an opportunity to explore the kuo-toa caverns (probably using the temple map in the Shackled City AP) and put a stop to whatever they're doing with the captives (sacrifice? slave labour on some nefarious project?)</p><p></p><p>This adventure is to kick off the campaign, but in future adventures I'd like to tie in with some of the locations and other stuff we've talked about in this thread: the hippodrome, the theatre, the brothels, temples etc. I'm not sure whether to treat the campaign as a sandbox setting or not - the players I'm running for probably need quite a bit of prompting. </p><p></p><p>Again, it would be great to hear some suggestions from anyone reading this thread about what could come next, or any other ideas for locations , NPCs, plots etc.</p><p></p><p></p><p>Cheers</p><p></p><p></p><p>Richard</p></blockquote><p></p>
[QUOTE="RichGreen, post: 4181220, member: 2039"] [b]First adventure outline[/b] Hi, Haven't posted for quite a while as I've been busy with other things but I have worked out an outline and some detail for the first adventure. Here's the adventure background & synopsis: [B]Adventure Background [/B] Night, 3 Maius: Ashna, a nine-year old girl in the Water Boys, has a row with Girish and can’t sleep. She creeps out of bed, rows to the pier, and ends up witnessing something she shouldn’t while wandering around the docks late that night: the arrival of a pirate ship, The Howling Raider, at the Old Docks and the unloading of several human-sized sacks, one of which is wriggling. The sacks are loaded into a cart by members of the Dockside Crew (a gang linked to the Golden Scimitars) and taken to a nearby safehouse as the ship sails away. Ashna, curious, follows the cart, and watches the men go into a building distinguished by a pelican painted over the doorway. She is spotted but she runs away and manages to escape the chasing rogues. What Ashna witnesses is part of a larger plot: Captain Gnash of The Howling Raider is bringing in captives taken at sea and selling them to the Dockside Crew who are acting as intermediaries between the pirates and Orloch Scragmane, a gnoll gangster based in the Dock Ward’s slums. Orloch is obtaining slaves for kuo-toa based beneath the Old Quarter. Orloch Scragmane’s gnolls are also kidnapping drunk dock workers and selling them to the fishmen. 4 Maius: Orloch Scragmane's gnolls enter the safehouse via a tunnel from the Hidden Quarter and take the slaves back to their tenement building. The Dockside Crew return to their base, the Old Fishery. Elias Wang, leader of the Dockside Crew decides they need to get rid of Ashna or their slaving will be exposed, putting their other activities (protection rackets & debt collecting) at risk and bringing trouble down from their superiors in the Golden Scimitars. Elias sends Jagadish, a thuggee killer-for-hire after her. Jagadish disguises himself as a dockworker and starts asking around about Ashna in Flotsam and the dockside taverns. Night, 5 Maius: Jagadish tracks down Ashna, follows her and kills her with his strangle-cord. He throws her body in the river which turns up in a fisherman’s net the next day (6 Maius). [B]Adventure Synopsis[/B] The PCs drive off a debt collector and his enforcers while hanging out on the deck of the Fat Grouper (first 4e fight encounter to get everyone going). Afterwards, they witness Ashna’s body being pulled out of the water by a fisherman and taken to the Water Boys houseboat. They are approached by Girish and hired to investigate what happened to her. Various clues (nothing too tricky) lead them to Tew Pennyfeather (a friend of Ashna's), the “pelican safehouse”, Hidden Quarter tunnels beneath the city, the HQ of the Dockside Crew gang in the Old Fishery and Orloch Scragmane’s tenement building in the slums. During their investigation they are spied on by Jagadish and later attacked by him and a gang of thuggees including a warlock. The PCs will have one or two encounters in the tunnels plus the Old Fishery (probably using the map in Pathfinder #7) and the slum tenement are full of gang members - Dockside Crew in the Old Fishery and gnolls in the tenement. There will be slaves to rescue in the tenement. They can solve the murder and break up the slave ring but also find evidence connecting Orloch Scragmane to the water-logged caverns of the kuo-toa and their sinister underground temple to Blibdoolpoop. Any suggestions on cool stuff to add in to the adventure, encounters, descriptions of gang members, what the slum tenement is like etc greatly appreciated! Then, there will be an opportunity to explore the kuo-toa caverns (probably using the temple map in the Shackled City AP) and put a stop to whatever they're doing with the captives (sacrifice? slave labour on some nefarious project?) This adventure is to kick off the campaign, but in future adventures I'd like to tie in with some of the locations and other stuff we've talked about in this thread: the hippodrome, the theatre, the brothels, temples etc. I'm not sure whether to treat the campaign as a sandbox setting or not - the players I'm running for probably need quite a bit of prompting. Again, it would be great to hear some suggestions from anyone reading this thread about what could come next, or any other ideas for locations , NPCs, plots etc. Cheers Richard [/QUOTE]
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