Freeport - Which adventure to use next?

Which adventure(s) should I run?


Olaf the Stout said:
Ari, I was hoping that you might pop in and share some details about Gangs. Can you give me a bit more of a detailed run-down of the adventure please? Compared to the trilogy is it more or less combat-heavy? Does it have much investigation? Traps. puzzles? Would it be easy to scale the adventure up for higher level PC's?

Don't mind at all. :)

I'd say it's roughly as combat-heavy as the first adventure of the trilogy, but I can't swear to that, as it's been a while since I've read that adventure. There is a substantial amount of investigation and putting together clues, especially since the villains deliberately try to make it seem like someone else is behind their activities. Scaling isn't too difficult--in most cases, it's just an issue of toughening up the opposition--but certain divination spells of 4th-level or higher can really shortcut some of the investigation, so I'm not sure I'd advise scaling upwards too much. (It's intended for a group of 6th-level characters. Shouldn't be too much of a challenge for a 5th-level party if they're a bit bigger than average.)

As far as an overview, what say I just copy-paste the module's sections on "Adventure Background" and "Adventure Synopsis" for ya? Be warned, if you're likely to ever be a player in Gangs, you don't want to read this. Spoilers ahoy.

[sblock]
Adventure Background

They had been the best years of his life, full of wealth and power and, above all, respect. And then the Freeport Captains’ Council had stripped it all away from him, and given his office, his position, his life to a man who deserved not a whit of it.

For years after his dismissal from office and unofficial banishment from Freeport, “Boss” Dutch Tillinghast, former commissioner of the Sea Lord’s Guard, seethed with anger and resentment. Who were they?! Who were they to take from him what the great Lord Milton Drac had granted? Every last one of those ambitious bastards used his or her position to advance a personal agenda, but let Dutch do the same—let him skim just a few pieces worth of gold from the Guard’s funds, let him take a few tiny gifts from powerful friends, let him use the Guard to handle just a few personal grievances—and they were up in arms. It was a horrific injustice, that’s what it was.

He made every effort to regain some of the riches and prestige that had been stolen from him. For years, he scoured the mainland, moving from city to city in an attempt to obtain an office not unlike the one he once held in Freeport. In every one, he failed. Few cities were corrupt enough to let a man like Dutch Tillinghast anywhere near political office, and those that were provided insufficient rewards for his efforts. With every failed gambit, his resentment grew, and he became convinced that the Captains’ Council, and his replacement, Commissioner Xander Williams, were pulling political strings to keep him down, no matter where he went.

Tillinghast made few advances, but he did make contacts and connections across the scummy underside of mainland society. And finally, Tillinghast came to a decision, the only he could: Freeport was where he belonged, where the true opportunities were. He simply had to find a way to seize them once more. If he could not thrive on one side of the law, he would dominate the other. The former Guard commissioner returned to the city that had turned its back on him. He came on a rundown, broken ship, one rag-clad passenger among many. He returned without fanfare, without welcome. But he did not return alone. He brought with him a small force of mercenaries hired on the mainland, soldiers who would protect him and serve as his muscle during the early stages of his scheme. He brought with him, as well, a shriveled creature called Mentirre Aboir, and several of Aboir’s apprentices. A native of a small isle many miles south of the mainland, the gnome was a spellcaster of the foulest sort, a manipulator of minds and tormentor of souls. Aboir and his apprentices were the key to Tillnghast’s plans, and the gnome was thrilled to participate for little more than the promise of many minds to command. Finally, Tillinghast had allies waiting for him in the Fortress of Justice, guardsmen who had avoided the new commissioner’s purge of the corrupt, but had never forgotten the man who helped line their pockets.

With the insight they offered, the mercenaries as his enforcers, and the wizards as his hidden ace, Tillinghast insinuated himself into Freeport’s illegal narcotics trade. It was simplicity itself to supplant other, established suppliers, because Tillinghast was willing to work at a loss in order to undercut his competitors; profit was not, at this stage, his goal.

Working through a local arranger named Geoff “Sky-High” Paulow, Tillinghast introduced a new narcotic to the market: white smoke. (See Appendix B: White Smoke for more details of the drug, the alchemical and arcane procedures required to create it, and its mechanical effects.) White smoke’s hallucinogenic properties, combined with its deadening effect on the will, made it the perfect tool to enhance Aboir’s own mind-controlling magics.

They began with the Buccaneers, the gang which controls the Docks themselves. Many gangmembers were all too eager to sample this new narcotic delight, while those who proved more reticent were forced to comply, compelled through magics, or simply “disappeared” by Tillinghast’s mercenaries. They worked their way up the ranks, using the white smoke to pave the way for more arcane methods of persuasion, until every one of the gang’s leaders, including Patch Carty himself, was under their command. And then they spread further still. Utilizing the same proven techniques, they moved their influence into other districts of Freeport, other gangs. Some of the smarter criminals grew suspicious, certainly, but it has been a simple matter to eliminate them and move on. By the present time, Tillinghast and Aboir control the Buccaneers, Finn’s Syndicate, and most of the smaller gangs. They have recently set their eyes on the final great prize, Bloody Jack’s Cutthroats, and are slowly working through the ranks. Tillinghast is on the verge of accomplishing what no one has managed since the days of Marquetta: the creation of a true, unified Freeport underworld.

The nascent organization has prospered greatly in recent months, and not merely because the gangs are now cooperating, rather than battling one another. Tillinghast still has allies in the Sea Lord’s Guard, and even higher political circles—possibly even as high as the Captains’ Council. Select guardsmen, once again in his pocket, provide him schedules and patrol routes, ensuring that the gangs always strike where the Guard has little if any presence.

Ever paranoid of betrayal, determined never again to lose his power, Tillinghast has deceived even the gang leaders themselves, in case they should ever escape Aboir’s domination. He always sends the wizard, or one of the gnome’s apprentices, to communicate directly with the criminals, rather than doing so himself. These spellcasters routinely disguise themselves through spells such as alter self, transforming into the semblance of the region’s serpent people. Thus, even should an investigation reveal a power behind the newly allied gangs, it should appear to be just another scheme of the serpent people yet loyal to the Brotherhood of the Yellow Sign. So far as he is concerned, Tillinghast is untouchable, his plan unstoppable.

It is up to the PCs to prove him wrong.

Adventure Synopsis

Gangs of Freeport sets the player characters square in the middle of the rising crime wave. What seems initially to be a simple opportunity for profit swiftly transforms into a struggle to save Freeport from the consequences of Tillinghast’s efforts. Should the PCs fail, the city of adventure may well descend into a sewer of rampant crime the likes of which it has never before seen.

As the adventure begins, the PCs have been recruited for a simple task: escort a shipment of foreign silks and textiles from the docs to a merchant’s warehouse, clear across the Warehouse District. On the way, they come under a surprisingly well organized and orchestrated assault by gangmembers intent on stealing the shipment. Although the opponents are not impossibly tough, their tactics make them a threat to be reckoned with.

Having witnessed the battle, a criminal by the name of Cristophe Cirgall, one of Bloody Jack’s lieutenants, approaches the party. He explains to the PCs that he has discovered outside influence in the gang, and was nearly murdered for failing to partake of the new narcotic. Obviously, he cannot go to the Guard, so he offers to compensate the characters if they will assist. During their investigations, the PCs likely visit a Cutthroat hideout, the Broken Mug tavern, and a capsized ship currently serving a sinister purpose. By combining the clues they should obtain in those locations (assuming they survive the threats that wait them there), the PCs can begin pointing fingers, and evidence, at those responsible.

Of course, they’re not through there.

Commissioner Williams still cannot trust his own Guard, so it remains to the PCs to follow through. Only once they have confronted the so-called “serpent priests” in the Eastern Quarter, and captured Tillinghast himself before he escapes his hidden camp, will they truly have broken the back of the nascent guild, just as Marquetta did a century gone by. [/sblock]
 

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Mouseferatu said:
Don't mind at all. :)

I'd say it's roughly as combat-heavy as the first adventure of the trilogy, but I can't swear to that, as it's been a while since I've read that adventure. There is a substantial amount of investigation and putting together clues, especially since the villains deliberately try to make it seem like someone else is behind their activities. Scaling isn't too difficult--in most cases, it's just an issue of toughening up the opposition--but certain divination spells of 4th-level or higher can really shortcut some of the investigation, so I'm not sure I'd advise scaling upwards too much. (It's intended for a group of 6th-level characters. Shouldn't be too much of a challenge for a 5th-level party if they're a bit bigger than average.)

As far as an overview, what say I just copy-paste the module's sections on "Adventure Background" and "Adventure Synopsis" for ya? Be warned, if you're likely to ever be a player in Gangs, you don't want to read this. Spoilers ahoy.

(snipped spoiler)

Thanks for that Ari. It sounds interesting to me. At the moment I am thinking that I would run this adventure later rather than sooner. You mentioned that the divination spells would short-cut a lot of the investigation. Does this "ruin" the adventure in some ways. And if you look at it from a character perspective, why wouldn't the villain know about the various divinations and try to protect himself from them in the first place?

Olaf the Stout
 

Olaf the Stout said:
You mentioned that the divination spells would short-cut a lot of the investigation. Does this "ruin" the adventure in some ways.

Well, since a large portion of the adventure has to do with figuring out what's going on and tracking down the folks behind it, I'd say it can ruin parts of the module, yeah.

And if you look at it from a character perspective, why wouldn't the villain know about the various divinations and try to protect himself from them in the first place?

He very well might, and it probably won't be too hard to adjust accordingly. It just means there's that much more work that goes into scaling, so I thought it best to add the warning. :)
 

Mouseferatu said:
Well, since a large portion of the adventure has to do with figuring out what's going on and tracking down the folks behind it, I'd say it can ruin parts of the module, yeah.



He very well might, and it probably won't be too hard to adjust accordingly. It just means there's that much more work that goes into scaling, so I thought it best to add the warning. :)

If I was to run this for a group that would very likely be higher level and would have access to the 4th level and above divination spells would I be better off scaling it then and giving the villain plausible defences or would it just make it look like the group was being railroaded?

Olaf the Stout
 

Olaf the Stout said:
If I was to run this for a group that would very likely be higher level and would have access to the 4th level and above divination spells would I be better off scaling it then and giving the villain plausible defences or would it just make it look like the group was being railroaded?

Olaf the Stout

Given who the villain is, his prior experience with (potential spoiler)
law-enforcement
, and the fact that he's got spellcasting allies, I don't think it would look too railroady to give him the proper protections, no. Go for it. :)
 

Mouseferatu said:
Given who the villain is, his prior experience with (potential spoiler)
law-enforcement
, and the fact that he's got spellcasting allies, I don't think it would look too railroady to give him the proper protections, no. Go for it. :)

Do you think it is possible to scale this adventure up and above 10th level? I understand if it may be a lot of work but is it possible. I have found that some adventures just aren't able to be run, period, beyond a certain level.

Olaf the Stout
 

Olaf the Stout said:
Do you think it is possible to scale this adventure up and above 10th level? I understand if it may be a lot of work but is it possible. I have found that some adventures just aren't able to be run, period, beyond a certain level.

Above 10th? Wow. Hmm...

Honestly, I'm not sure. By that point, you're dealing with a whole array of magics that the module was simply not written for--not just on the part of the PCs, but the NPCs and villains as well.

I think it would be possible to take the story and villainous schemes presented in the module, and to write a new adventure around them, for 10th level and above. But I think that might be the best you can do with levels that high above what it was written for.

But hey, I could be wrong.
 

Mouseferatu said:
Above 10th? Wow. Hmm...

Honestly, I'm not sure. By that point, you're dealing with a whole array of magics that the module was simply not written for--not just on the part of the PCs, but the NPCs and villains as well.

I think it would be possible to take the story and villainous schemes presented in the module, and to write a new adventure around them, for 10th level and above. But I think that might be the best you can do with levels that high above what it was written for.

But hey, I could be wrong.

Well I figure that since Vengeance has a timeline that means it is designed to be run almost straight after Madness it would make for the most logical of adventure to run next. The PC's have just made 5th level and are nearly finsihed Terror. Madness should take them to 6th level, if not further.

I suppose I could run Gangs straight after Vengeance. Roughly how far in levels does Gangs take PC's? Does anyone know how far in levels Vengeance takes PC's?

Olaf the Stout
 

Olaf the Stout said:
Well I figure that since Vengeance has a timeline that means it is designed to be run almost straight after Madness it would make for the most logical of adventure to run next. The PC's have just made 5th level and are nearly finsihed Terror. Madness should take them to 6th level, if not further.

I suppose I could run Gangs straight after Vengeance. Roughly how far in levels does Gangs take PC's? Does anyone know how far in levels Vengeance takes PC's?

Olaf the Stout

IIRC, I designed Gangs to take PCs roughly to 7th level, assuming a starting level of 5th (larger party) or 6th.
 

Olaf the Stout said:
I suppose I could run Gangs straight after Vengeance. Roughly how far in levels does Gangs take PC's? Does anyone know how far in levels Vengeance takes PC's?

Vengeance is for levels 7 to 9 and should bump up PCs at least one level by the end (my best guess without going back and configuring). Given that Gangs takes place years after the trilogy (if I read the spoiler correctly), you'll need to tweak that adventure's timeline if you decide to run it first. If you do, and the PCs are not 7th level by the time you run Vengeance, I did include notes on scaling it.
 

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