Fang & The Black Fog
As a city full of strange and foreign things, hardly anything can be considered new or unique among the denizens of Freeport. Yet, from time to time, a few beings from some strange far off land land at the docks that mystify the residents with strange manners, bizarre powers, and alien discipline. Most of these are benign strains of humans, but occassionally, something more otherworldly – and deadly – finds a new home in the shadowed labyrinthe of Freeport’s tangled streets.
Fang and his retinue are among the latter type of foreigners. No one knows exactly where Fang himself came from – the shipyard’s logs record no such man having arrived by sea-going vessel, and no one else is aware of Fang’s more aquatic abilities – but few who were present can forget when his small army of foot soldiers and wizened craftsmen, lead by the gigantic crag-faced ogre Twice-Smashed, arrived in a uniquely constructed and massively proportioned ship. Their impromptu parade straight into the heart of Scurvytown sent up cries of alarm all over the city, but before anyone appropriate could respond – or figure out exactly what was going on, for that matter – the entire mass of them disappeared into the murky quarter.
Now so entrenched, members of the Black Fog gang are hardly seen during the daylight hours, and, thanks to their namesake habit of appearing out of a cloud of mist and smoke, are barely seen during the night, either, when the black-robed grunts make their rounds of Scurvytown and the Warehouse District, running unknown errands for Fang. Most people would rather not see Twice-Smashed at all; the massive ogre, strangely disciplined in action though slow in thought, only appears when a deadly vengeance is to be handed out to those who get too curious about Black Fog’s operations.
Though the Black Fog appears to be concerned mainly with the production of magic items and powerful narcotics, rumors of dark ritual and psychic enslavement are growing more and more prolific as time drags on.
Adventure Hooks:
- Fang and his team of alchemists have devised a metamagic drug that grants wizards and sorcerers intense power for modifying their spells, but the equally intense addiction that results leaves some of the city’s most powerful mages servants to their Black Fog pushers. The Sea Lord’s Guard is being pressured by the Freeport Institute and the Wizard’s Guild to do something about it, but seems unwilling to expend its own forces in persuing the Black Fog. Finn’s Syndicate is equally interested in the matter – they’d do anything to get their hands on a formula for making the drug. Worse yet, impoverished mages are resorting to desperate measures to get their hit – either by way of robbery or submitting their talents and their will to Black Fog handlers.
- Violence is escalating between Black Fog soldiers and Syndicate enforcers over turf and rights to black market property. To make matters worse, Twice-Smashed is starting to make regular visits to the Pit for recruitment purposes, and quite a few orcs and ogres are learning to accept happy servitude at the end of his gnarled, thundering club. The Sea Lord’s Guard are practically locking themselves away inside their precinct houses, and the unfettered gang warfare is threatening the burn the city to the ground.
Fang – male sea spirit-folk, 10 lvl wu jen - CR 10; medium-sized humanoid (spirit); hp 30; Init +1 (Dex); Spd 30 ft., swim 30 ft.; AC 14 (+1 Dex, +2 ring of protection); Atk +6 melee masterwork dagger (1d4; 19-20/x2) or +7 masterwork light crossbow (1d8; 19-20/x2); SA Sudden action, spell secrets; SQ Sea spirit-folk traits, elemental mastery (water); AL NE; SV Fort +3, Ref +4, Will +8; Str 10, Dex 12, Con 11, Int 17, Wis 13 , Cha 15.
Skills and Feats: Alchemy +16, Hide +7, Listen +9, Move Silently +3, Scry +14, Search +3, Spellcraft +3, Spot +3; Alertness, Brew Potion, Craft Magic Arms and Armor, Quicken Spell, Scribe Scroll.
Possessions: Fang’s revealing mirror (acts as a crystal ball), +2 ring of protection.
Spells Prepared (4/5/5/4/3/2): 0 (DC 13) – detect magic, light, ray of frost*, read magic; 1st (DC 14) – cobra’s breath*, obscuring mist*, change self, detect good, hypnotism; 2nd (DC 15) – animate water*, fog cloud*, ice blast* (enlarged)~, ice knife*, swim*; 3rd (DC 16) – gaseous form* (extended)~, steam breath*, stinking cloud*, water breathing*; 4th (DC 17) – ice storm*, wall of ice*, water to poison*; 5th (DC 18) – cone of cold*, dominate person (silent)~.
* Elemental (Water) spells.
~Spell Secrets: Must fill his spell slots with as many water element spells available at that level as possible before preparing any other spells, must return to the sea once a day, must only eat that which comes from the sea, must never cut his hair.
Twice-Smashed – male ogre, 10th lvl sohei – CR 12; large giant; hp 124; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+1 Dex, +5 natural, +7 +2 lamellar); Atk +22/+17/+12 melee +1 thundering greatclub (1d10+9, 19-20/x2); SA Ki frenzy 3/day, strength of mind, mettle; SQ Darkvision 60 ft.; AL LE; SV Fort +15, Ref +7, Will +6; Str 26, Dex 12, Con 18, Int 5, Wis 15, Cha 13.
Skills and Feats: Listen +4, Spot +8; Defensive Strike, Deflect Arrows, Improved Critical (greatclub), Improved Initiative, Lightning Reflexes, Power Attack, Remain Conscious, Weapon Focus (greatclub).
Spells Prepared (2/2) – 1st (DC 13) – divine favor, weapon bless; 2nd (DC 14) – lesser restoration, warning.
Average Black Fog Soldier – male or female human, 1st lvl rogue – CR 1; medium-sized human, hp 6; Init +2 (Dex); Spd 30 ft.; AC 12 (Dex); Atk +1 melee quarterstaff (1d6+1, x2) or +2 ranged hand crossbow (1d4 19-20/x2); SA Sneak attack +1d6; Fort +0, Ref +4, Will +0; Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 9.
Skills and Feats: Hide +6, Intimidate +3, Jump +5, Listen +4, Move Silently +8, Open Lock +6, Search +5, Spot +4, Tumble +6, Use Rope +6; Dodge, Skill Focus (Move Silently).