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<blockquote data-quote="Xastalask" data-source="post: 34985" data-attributes="member: 1933"><p>I am going to DM and being the crazy sort that I am I am writing a small mod to use as filler between other mods I am running.</p><p></p><p>***If you are one of the guys in my group stop reading please***</p><p></p><p>Basically doing filler till the Mega Mod for FR comes out later in the year.</p><p></p><p>Wondering if you could take a look at this and let me know whatcha think! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First it is set in FRCS</p><p></p><p>Basically the group (3rd level) is called to run an errand for the local merchant. The merchant is one of two major merchant lords of the area, a small town in Tethyr most likely. He meets with them secretly and offers them a job to retrieve a new spice from his man in Chult. The spice is new and the Lord wants it to get a jump on Shand. Something he needs to look at and see how best to market it to the lords.</p><p></p><p>Why is he asking the party to do this? Well he heard about their prior activities, through his connections, and thought they would be perfect for the job. He wants them as they are otusiders and does not want one of the other merchant lord's (Shand) people finding out. He promises to pay them alot of gold to do this and quickly.</p><p></p><p>They go to a boat that the merchant arranged and go to Chult to meet his man. On the Boat the captain doesn't like elves and is somewhat distrustful of people he doesn't know. He lets them know even though they are passengers that if pirates attack they better fight or they will be swimming.</p><p></p><p>So they get to Chult and meet his man. Get a black iron bound box. He tells them the spice needs to stay dry in order for the best potency. He then suggests they stay on board and leave in the morning rather visit the pubs.</p><p></p><p>If they go to the pubs there will be a random encounter rolled to see if they get in a bar fight or not.</p><p></p><p>The next morning they go back on board and are attacked by pirates, It is more a show than anything else, a half hearted attack. The captain states it might be shand since he has been known to use Pirates in the past.</p><p></p><p>When they get back to shore they are met by a messenger who directs them to a local dockside tavern where the Merchant lord waits for them. He gives them alot of coin (amount to be determined ) and thanks them.</p><p></p><p>Now the rest depends on what the players do. They could go and spend the money or horde it for later use. Most likely spend it. Within a day or two they will hear rumors of Shand being found dead. The cause?? most likely poison. More rumors come across of a group coming from Chult on a ship, Chult being known for some more exotic poisons.</p><p></p><p>If the group goes and confronts the merchant lord he denies knowledge of them and calls the watch. The watch comes and arrests them.</p><p></p><p>If the group goes to the watch and tells the captain their story he and a few watchmen accompany them to the Merchant Lord's manor and confront him.</p><p></p><p>If the group tries to run the watch finds them before they leave and attempts to arrest them.</p><p></p><p> If they get to the jail the captain listens to their story. Depending if they resisted arrest or not will change the Dc on their diplomacy check with the Captain as to if he will believe them. </p><p></p><p>If they fail they sit in jail until they find out they do not have enough evidence to keep them. If they are in jail because they went to the Merchant first they pay a fine for harrassing the merchant.</p><p></p><p>If the Captain goes to the Merchant's Manor with the group there are two things that can happen.</p><p></p><p>If they already went once they find the manor empty. If they went straight to the captain they find the Merchant at the manor.</p><p></p><p>In the one case the Merchant denies everything but the captain still looks around. </p><p></p><p>A secret door can be found on either case and if the merchant is there a small altar is found with symbols of the Cult of Dragon on it. if he is not there a small symbol is found with the Symbol and some papers to a leader stating how he is progressing in attaining more wealth for the Cult.</p><p></p><p>It turns out in the end that the Merchant was trying to get rid of any major competition so he could control the trade in the town so he can send the profits to the Cult.</p><p></p><p>Still trying to figure out if I should have the Merchant lord have some undead hidden there to attack when the altar is found the merchant would attempt to run while the undead attacked.</p><p></p><p></p><p>There is alot of spit and polish on this and I did not post all the details as the post is long enough as it is. </p><p></p><p>Well...critique away <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Thanks in advance!</p><p></p><p>Xastalask</p></blockquote><p></p>
[QUOTE="Xastalask, post: 34985, member: 1933"] I am going to DM and being the crazy sort that I am I am writing a small mod to use as filler between other mods I am running. ***If you are one of the guys in my group stop reading please*** Basically doing filler till the Mega Mod for FR comes out later in the year. Wondering if you could take a look at this and let me know whatcha think! :) First it is set in FRCS Basically the group (3rd level) is called to run an errand for the local merchant. The merchant is one of two major merchant lords of the area, a small town in Tethyr most likely. He meets with them secretly and offers them a job to retrieve a new spice from his man in Chult. The spice is new and the Lord wants it to get a jump on Shand. Something he needs to look at and see how best to market it to the lords. Why is he asking the party to do this? Well he heard about their prior activities, through his connections, and thought they would be perfect for the job. He wants them as they are otusiders and does not want one of the other merchant lord's (Shand) people finding out. He promises to pay them alot of gold to do this and quickly. They go to a boat that the merchant arranged and go to Chult to meet his man. On the Boat the captain doesn't like elves and is somewhat distrustful of people he doesn't know. He lets them know even though they are passengers that if pirates attack they better fight or they will be swimming. So they get to Chult and meet his man. Get a black iron bound box. He tells them the spice needs to stay dry in order for the best potency. He then suggests they stay on board and leave in the morning rather visit the pubs. If they go to the pubs there will be a random encounter rolled to see if they get in a bar fight or not. The next morning they go back on board and are attacked by pirates, It is more a show than anything else, a half hearted attack. The captain states it might be shand since he has been known to use Pirates in the past. When they get back to shore they are met by a messenger who directs them to a local dockside tavern where the Merchant lord waits for them. He gives them alot of coin (amount to be determined ) and thanks them. Now the rest depends on what the players do. They could go and spend the money or horde it for later use. Most likely spend it. Within a day or two they will hear rumors of Shand being found dead. The cause?? most likely poison. More rumors come across of a group coming from Chult on a ship, Chult being known for some more exotic poisons. If the group goes and confronts the merchant lord he denies knowledge of them and calls the watch. The watch comes and arrests them. If the group goes to the watch and tells the captain their story he and a few watchmen accompany them to the Merchant Lord's manor and confront him. If the group tries to run the watch finds them before they leave and attempts to arrest them. If they get to the jail the captain listens to their story. Depending if they resisted arrest or not will change the Dc on their diplomacy check with the Captain as to if he will believe them. If they fail they sit in jail until they find out they do not have enough evidence to keep them. If they are in jail because they went to the Merchant first they pay a fine for harrassing the merchant. If the Captain goes to the Merchant's Manor with the group there are two things that can happen. If they already went once they find the manor empty. If they went straight to the captain they find the Merchant at the manor. In the one case the Merchant denies everything but the captain still looks around. A secret door can be found on either case and if the merchant is there a small altar is found with symbols of the Cult of Dragon on it. if he is not there a small symbol is found with the Symbol and some papers to a leader stating how he is progressing in attaining more wealth for the Cult. It turns out in the end that the Merchant was trying to get rid of any major competition so he could control the trade in the town so he can send the profits to the Cult. Still trying to figure out if I should have the Merchant lord have some undead hidden there to attack when the altar is found the merchant would attempt to run while the undead attacked. There is alot of spit and polish on this and I did not post all the details as the post is long enough as it is. Well...critique away :) Thanks in advance! Xastalask [/QUOTE]
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