My Crazy Town Adventure!

the Jester

Legend
For those of you who have read my story hour, this is all the prep I did for the Poppin adventures. No maps, nothing other than this! It will take several posts for all of it, however...

WHAT’S GOING ON IN DORLA

The pcs are heading into the town of Poppin, at the Poppin River. Long known as a haven of pirates and scoundrels, this place has suffered several attacks by good-aligned adventurers within the last year, culminating two weeks ago in the death of the last Governor, a human named Hatchet Donaldsson. Since then the place has been in a state of near-anarchy as the campaign to replace Hatchet has begun. The vote will be held in another 12 days.

Poppin (pop. 1,850)
Small Town
Demographics: Mixed (78% human, 9% half-elf, 8% half-orc, 4% halfling, 3% mixed other (elf, orc, goblin, hobgoblin, arf, gnome)
GP limit: 800 gp
Total value/ready cash: 74,000 gp
Power Center: Mayor (office currently vacant) elected democratically
Town Alignment: CN
Notables: Captain of the Guard Liozo Destrathi* (Peshan female war7); Mogul Aliator* (place A; human male, wiz5, from Strogass; operates the Bubbling Beaker, the local potion shop); Ormorican* (the town drunk, well known for his rages; half-orc barb5); Zenvo Dalais (a halfling rogue/bard 3/7, well-known as a gossip, poet and musician; he’s the highest-level bard in town and secretly works for the Magpie Gang); Athro Lovespear* (9th-level female half-elf rogue, head of the local thieves’ guild, the Magpie Gang); Blunder* (8th-level half-orc fighter, head of the Steel Coins, the local mercenaries guild); Tangus the Brilliant* (deacon of the local Galadorian churches, clr3) and his bodyguard Sir Zenzillian* (elf pal3); Detective Long Lookerman* (rngr5); Vastter Holmes (a local farmer whose high cha has led him to represent the farmers and lower classes on several occasions, com3); Ovus Cruster* (head of the local teamsters, com9); Grestle the Red-Toothed (rog2/fight1, goblin/hobgoblin cross; he represents the goblinoids at need); Nellie the Taker (a local barrister, exp2); Harbormistress Bentricle (human female com3, see area F below); Black Tactus (an orcish cleric of Bleak, brb1/clr3; an infamous local villain); Ooluts* (human male, very wealthy, arist6).
*Highest-level member of his/her class in town.

Getting In

Weird-looking or monstrous creatures (such as two-headed half-dragons) aren’t allowed in the city without special permission from the mayor. However, as the mayor has been “assassinated” (as Tangus’ campaign would have it), that’s currently impossible; such creatures are turned away at the gates. Anyone attempting to fly in to the city attracts the notice of lots of locals, who shriek and panic, fearing the worst. They will be asked firmly to leave, at least until after the election.

Of course, they can try to fight the guards and such; powerful pcs are likely to destroy the local watch, but this will certainly not get them anywhere with the locals. Eventually they’ll be forced to flee, and when that happens, a door in an alley will open and a figure will beckon them inside to a safe hiding space. See Wydlos below in the Events section for details.

If the characters don’t try to force their way inside they will be approached by a man who claims to be able to arrange for their entry. Again, see Wydlos below for details (in the Events section).

Characters sneaking or tricking their way in will not be approached by Wydlos until noted by Athro Lovespear.
`
The Election
The primary competitors for the office of Governor are as follows:

Tangus the Brilliant, whose campaign emphasizes the need to stop adventuring incursions that inevitably lead to assassinations of local citizens, thousands of gp in property damage, horrible monsters rampaging in the streets, etc.

Ooluts, who just thinks it would be a kick to be in charge for a while. He doesn’t really have a slogan or theme to his campaign, but pretty much hopes to win by buying the populace.

Zenvo Dalais, who is campaigning on his popularity and on mudslinging. One of the most popular attractions at the moment involves going to whichever tavern Zenvo is performing at and listening to the political satire. Indeed, Zenvo might win without ever talking about a plan. Zenvo is actually working for the Magpie Gang, which has fallen under the influence of a terrible illithid named Sthrass (see Sthrass below).

Vastter Holmes, who is trying to get some tax relief for the poor and shift some of the burden to the upper classes. This, of course, makes him very unpopular with the rich of Poppin, but they aren’t very popular with the poor anyway.
 
Last edited:

log in or register to remove this ad

PLACES IN TOWN

There are a few places to interest adventurers in Pippin, but not many. These include the Bubbling Beaker (a potion shop, area A), the local churches (three to Dexter, two to Prayzose and one each to Galador, Old Grandmother, and Empeth; collectively described under B below), shrines to Crithlec and the Sea Queen (area C), the mayor’s mansion (D), the House of the Steel Coins (mercenary’s guild; the “steel coins” are the blades of the mercenaries. This is area E), the harbor (area F), local inns and taverns (there are four inns in town- the Redwing, the Mulled Mead, the Feathered Rest and the Bluestone House- as well as three good-sized taverns, the Drinking Dwarves, the Singing Wench, and the Adventurer’s Tale; see area G) and possibly the local thieves’ guild (H). Also of potential interest is the Forinthian Swordsmith’s (area I). Beneath the town is a system of sewers that parallels the streets (area J). Out of town is a shrine (K). Also in town is a fishing shop called the Rod Choice, run by an older half-elf named Stor.

Other than as noted, there are no magic items for sale.

A. THE BUBBLING BEAKER

The Bubbling Beaker has a sign enchanted with a minor permanent illusion of… you guessed it… a bubbling beaker. Inside the small shop is Mogul Aliator, the proprietor and brewer of the majority of the potions here. Mogul is enormously fat, panting and puffing all the time and with a pinched face. He hails originally from Strogass and has dark, oily skin and a shaved head. He wears piercings in his nose, ears, and neck. Mogul is friendly and likes to make a living as a professional wizard, so he’s open to unique jobs (though not physical ones) or to selling (same cost as for a scroll) spell formulae. He might trade or buy as well, for a similar rate; however, he’s not too interested in spending a lot of money on spells that won’t help his business.

Mogul Aliator: CR5; human male wizard (transmuter); AL N; HD5d4+10; Init+1 dex, Spd30’; AC (+1 dex), Atk Melee +2 (mw quarterstaff 1d6-1), ranged +4 (mw dagger 1d4-1); SA Spells, SQ Toad familiar (Greenie); SV Fort +3; Ref +2; Will +5; Str9, Dex13, Con14, Int19, Wis12, Cha9;

Skills & Feats: Concentration +10, Knowledge (arcana, history) +12, Listen +5, Scry +12, Spellcraft +15, Spot +5; Brew Potion, Craft Wand, Dodge, Scribe Scroll, Skill Focus (Spellcraft); languages: Draconic, Dwarven, Forinthian, Strograssian,

Gear: Bracers of Armor +1, Ring of Protection +1, mw quarterstaff, mw daggers (2).

Spells Prepared (typically; save DC14+spell level): 5 5 4 3 (opposition school: conjuration): 0 level: Copy, Daze, Detect Magic, Mage Hand (x2), Resistance; 1st level: Burning Hands, Cause Fear, Reduce, Shield, Sleep; 2nd level: Alter Self, Detect Thoughts, Invisibility, Locate Object; 3rd level: Fly, Haste, Shrink Item.

Other Spells in Book: All 0-level in PH; 1st level: Animate Rope, Change Self, Color Spray, Enlarge, Identify, Jump, Magic Weapon, Message, Protection from Evil; 2nd level: Arcane Lock, Knock, Obscure Object, Shark-Sword; 3rd level: Dispel Magic, Fireball, Hold Person.

Merchandise: Mogul will make any item he can to order for a 20% markup above standard prices unless it’s something he typically keeps on hand. Anything made to order requires a down payment of half the final price. Typically he has the following items on hand, though if he’s recently been bought out he may not have a full supply:

Potions:
Jump (1 on hand; standard; 50 gp)
Detect Magic (3 on hand, all caster level 5; cost 125 gp)
Reduce (1 on hand, caster level 5; 250 gp)
Change Self (2 on hand, caster level 5; 250 gp)
Enlarge (1 on hand, caster level 5; 250 gp)
Blur (1 on hand, standard; 300 gp)-
Detect Thoughts (2 on hand, standard; 300 gp)
Invisibility (4 on hand, standard; 300 gp)
Tongues (1 on hand, 750 gp)
Fly (1 on hand, 750 gp)

Wands:
Detect Magic (2 on hand; 375 gp)
Magic Weapon (1 on hand; 750 gp)
Haste (1 on hand; 5th-level caster; 2000 gp; 4 charges)
Identify (1 on hand; asking price 7000 gp but will go down to 5800)

B. LOCAL CHURCHES

The pcs don’t have a lot to worry about as far as religious tolerance goes; though Tangus the Brilliant, the head local Galadorian, would prefer things were different, Dorla is very liberal with its attitude on religion. Thus there are several non-Galadorian churches around. None has a cleric above 1st level at present, but anyone investigating the church of Old Grandmother may meet Toufe, a Peshan boy of 15 who asks for their help as Mistress Jahn has gone missing. The last Toufe knew, she was going to check on the alleged curse on the harbor and had gone looking for some answers.

Basic (1st-level) services are available at all the other temples; at Tangus’ church of Galador, if he’s around, pcs could receive up to 3rd-level clerical services, and since he’s campaigning he’ll provide them for half-normal price assuming pcs pass a detect evil spell.

None of the churches have potions for sale, but the temple of Empeth, run by a 1st-level female Peshan human cleric named Harn Loimens, does stock a few divine scrolls; typically they have:

Cure Light Wounds (six on hand; 25 gp each, 20 gp to anyone who is a follower of Crithlec; Harn’s sense motive is +4 (2 ranks, wisdom 16).
Detect Evil (one on hand; 30 gp)
Magic Weapon (two on hand; 25 gp)
Invisibility to Undead (two on hand; 25 gp)
Bless (one on hand; 25 gp)
Burial Blessing (DotF, two on hand; 200 gp)
Harn is all business, shrewd and selfish. She’ll cast spells for cash but always saves one cure light wounds for herself just in case, displaying the sort of caution that’s kept her alive through more than one attack by adventurers.

C. LOCAL SHRINES

The local shrines are pretty much untended but often visited. Small offerings are sometime left. All three shrines are at the edge of town but still within Poppin’s walls.

D. THE MAYOR’S MANSION

The mayor’s mansion is a magnificent building near the center of town. Though technically vacant it’s actually staffed by many servants (madly speculating about the forthcoming election) and guards. Typically, six 1st-level warriors are on duty at any given time along with a sergeant (2nd-level fighter, either Pandos, Lemm, or Stronigard). Naturally, whoever wins the election gets to move in. The mansion comes with furnishings, naturally, but is currently under repair (since the adventurers attack).

E. HOUSE OF THE STEEL COINS

With a sing of a steel coin stamped with a sword out front, this long low building is the site of the mercenaries’ guild. Blunder lives here and runs the place; he’s an 8th-level half-orc fighter who was abandoned as a very young child by his human mother and thus learned very early to fight for survival. He now hates just about everyone and likes to kill. He used to be close to Ormorican, which is one reason the town tolerates him; without Blunder and the Steel Coins, the frequent adventurer and humanoid raids would be far worse than they are at present.

Characters can hire mercenaries here. There are 10 1st-level warriors for hire (1 gp/day), three veterans (2nd-level warriors; 3 gp/day), and one grizzled old campaigner dwarf named Groan (2nd-level fighter; 10 gp/day). Blunder himself is for hire only if someone is willing to pay his high fee of 150 gp/day.

Blunder, male half-orc F8; CR8, HD8d10+32, hp74, Init+0 dex, Spd 20’, AC(+9 armor), Atk Greatsword +15/10 (2d6+10), mw mighty (+4) composite longbow +9/4 (1d8+4 mighty); SA Improved Sunder, SQ Darkvision; SV Fort +10, Ref +2, Will +3; Str20, Dex10, Con18, Int9, Wis8, Cha13;

Skills & Feats: Wilderness Lore +4-1/2; Cleave, Improved Sunder, Iron Will, Power Attack, Quickdraw, Sunder, Weapon Focus (greatsword), Weapon Specialization.

Gear: Full Plate +1, Greatsword +1, mw mighty (+4) composite longbow, 30 mw arrows, potions of haste, cure serious wounds (3), and bull’s strength, gold ring worth 100 gp with a lion’s head upon it, purse with 40 gp.

F. THE HARBOR (& THE SEWERS: OVERVIEW)

Apparently the harbor is currently under some sort of curse. Strange grey and yellow fungi-like growth is choking the water and it looks like it has grown over most of the ships too. A number of sailors are clustering around idly, spitting and talking about the fungus curse. Inquiries will be directed to Harbormistress Bentricle. Bentricle is a tough human female who is saltier in her language than most sailors. She cusses up a storm while discussing the “curse” on the harbor. If anyone can get to the bottom of it, she’ll reward them with 300 gp (total) and a magic item the Harbor Authority has for emergencies (a helm of underwater action). Bentricle knows that Mistress Jahn disappeared after thinking she’d found a clue or something in the sewers beneath the city.

Until the fungus infestation is dealt with no ships will leave (or enter) the harbor. Ordinary means, such as burning it, trying to sweep it clean, etc, will fail; the fungus grows swiftly and even if it is somehow all eliminated, will return quickly.

The fungal infestation is the end result of Poppin’s sewage policy. A long time ago, when Poppin was much smaller, a group of adventurers discovered a large underground lake beneath it (as well as a number of connecting caverns). Discovering that it had a natural outflow, the adventurers realized it would be a great way to be rid of waste. Ever since, as Poppin has grown, the amount of sewage, trash and debris that has flowed downward has increased. The sewers are mostly a system of underground canals leading eventually to a 30’ drop into a now heavily-polluted lake.

This lake was the home of a small tribe of bugbears. They were happy with the sewage at first, as it seemed to increase the amount of fish and other organisms in the lake; but as time went on the pollution started killing the fish and causing weird fungus to grow on the water. The bugbears sent a party upward but it encountered foreign adventurers and was slain. With no reply to their attempted embassy, the bugbears grew ever more worried. They debated leaving the area (and a few did just that), but in the end a few stayed to try to exact a horrible revenge. Led by Chagsuuth, a bugbear druid, they are attempting to destroy the harbor that gives Poppin life as Poppin destroyed the lake that gave their village life.

See area I for more details.

G. INNS AND TAVERNS

The inns and taverns are referenced here for quality, price of a meal, a room, a cup of ale, the name of the proprietor or main staff, and special notes.

Inn/Tavern Meal Room Ale Wine
Redwing (inn)** 2 sp 2 sp 2 cp 3cp Blythe (m h exp2) Cheap and Worth It
Mulled Mead (inn)*** 3 sp 5 sp 3 cp 5 cp Zolia (f 1/2e com1) Zolia is the help (not the owner)
Feathered Rest (inn)**** 1 gp 2 gp 1 sp 3 sp Athielion (m e brd1) Plays up the fancy stuff
Bluestone House (inn)**** 2 gp 10 gp 1 sp 5 sp Nedloth (m h exp3) Made of blue stone; said to be magical
Drinking Dwarves (bar) 5 sp NA 6 cp 1 sp Longburns (m d exp1) Strong drinks
Singing Wench (tavern) 1 gp 25 gp NA 3 sp Madame Boria (f h exp2) Also a brothel
Adventurer’s Tale 2 gp NA 5 sp 1 gp Tontwick (m ½ exp1/ill1) Expensive (theme bar)

There is a very good chance that pcs will run into Zenvo Dalais at the Drinking Dwarves, performing political satire pieces about his opponents. The locals love him and encourage his antics. He’ll take note of strangers and try to engage them in gossip, and then tell Athro Lovespear; if possible, she’ll try to trick the adventurers into helping Zenvo in the election.

Zenvo Dalais: AL N; Male halfling bard 7/rogue 3; CR10; HD10d6+10; hp48; AC14; Atk+9/4 melee (Wyvernclaw 1d4+1), +10/5 ranged (dagger 1d4); SA Spells, bardic music, sneak attack +2d6; SQ Uncanny dodge (dex bonus to AC), evasion; SV Fort +5, Ref +10, Will +7; Str11, Dex13, Con13, Int16, Wis11, Cha21;

Skills & Feats: Bluff +14, Climb +3, Diplomacy +11, Escape Artist +7, Hide +11, Jump +5, Listen +6, Move Silently +6, Perform +18 (bottles of liquids, caricature, dancing, drums, flute, ghost stories, juggling, poetry, political jokes, satire, shadow puppets, spoons, tall tales) Pick Pockets +7, Search +7, Spot +6, Tumble +13; Hidden Threat, Improved Initiative, Quickdraw, Virtuoso (satire)

Spells Known (15% chance of spell failure): 6442 (per day: 3 5 3 1) 0 level: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1st level: Cure Light Wounds, Hypnotism, Message, Ventriloquism; 2nd level: Enthrall, Hold Person.

Gear: Cloak of Charisma +2, a Dagger +1, Backstabber named Wyvernsclaw (has a wyvern’s tooth set in the pommel; adds +2d6 sneak attack damage), potions of eagle’s splendor, invisibility, cure moderate wounds, an amulet of natural armor +1, mw studded leather armor, 4 daggers, mw flute, mw drums; purse of 38 gp, bottle of fine brandy (10 gpv); Magpie tattoo on penis; stashed away at home (a house in town) are four gold trade bars valued at 100 gp each.
W

Under no circumstances will Zenvo get involved in an
adventure; he’s campaigning after all! He’ll be happy to talk to adventurers, though, and will try to direct anyone interested in their services to them. He’ll try hard to avoid letting them know they’re working for him, using his bluff and diplomacy skills liberally.

H. THE MAGPIE HOUSE

The Magpie House is beneath a bakery that sells fabulous, piping-hot pies of many sorts. Baker, the owner, is a halfling rogue 2 with a remarkably cheerful disposition and a tendency to whistle a lot. Anyone seeking entry to the Magpie House must be known to Baker by sight; visitors must be escorted and leave their weapons behind. Old men don’t get to carry their walking sticks, either, but are provided with one from the closet (the Magpies had a bad encounter with a wizard and his staff about two years ago). At any given time there are 1d6+2 1st-level rogues present, playing dice, sleeping, etc. There is also a 50% chance that a rogue of level 1d4+1 is present and a 35% chance that Athro Lovespear herself is present, along with her bodyguards (two 2nd level fighters); she plans on running the town through Zenvo Dalais. Under no circumstances will she reveal her true plan to strangers; even most of her gang isn’t aware of them. However, once she gets wind of the adventurers in town she plans on trying to use them to discredit Tangus by framing him for a monstrous incursion. (See Event 3 below.)

Athro Lovespear: 9th level half-elf rogue female; CR9; HD9d6; hp 29; Init +5, Spd 30’, AC14, Atk +6/1 melee (1d6/18-20 rapier +1); or +7/2 ranged (1d4/19-20 dagger); SA Sneak attack +5d6; SQ Uncanny dodge, evasion, immune to sleep, +2 on saves vs. enchantments; SV Fort +3, Ref +7, Will +4; Str8, Dex12, Con10, Int14, Wis13, Cha14;

Skills & Feats: Bluff +14, Diplomacy +18, Gather Information +14, Intimidate +16, Jump +7, Listen +10, Search +7, Sense Motive +9, Spot +14, Tumble +15, Use Magic Device +14; Expertise, Improved Disarm, Improved Initiative, Improved Trip;

Gear: Cleanly Leather Armor +1, Rapier +1, Cloak of Charisma +2, potions of Cure Serious Wounds, Neutralize Poison, 5 daggers, Magpie tattoo on left breast.

I. THE FORINTHIAN SWORDSMITH’S

This place is a smithy that specializes in weapons. Most of Dorla’s metal is a soft type of iron that is virtually impossible to properly purify, so the local swordsmith, a dwarf named Coalbeard (exp 4) advertises based on his ability to get Forinthian steel (renowned as the best). He has normal versions of all weapons and armor in the PH on hand for a 10% markup; he also has the following masterwork items at a 25% markup:

One chain shirt, one suit of full plate, one breastplate, one large shield, two greatswords, one bastard sword, one heavy crossbow, three longspears, one heavy mace, one morningstar, seven daggers, 50 arrows, 50 bolts, one urgrosh, two dwarven waraxes, one battle axe, two great axes, one heavy pick, one war hammer, and one quarterstaff (both heads are mw).

Coalbeard will knock his price down to regular list price for another dwarf or if anyone can make a successful diplomacy check (DC25). He works here with two dirty human apprentice boys, Will and Tom. Coalbeard has a total Craft (weaponsmithing) of +11 (+2 racial, +2 int, 7 ranks) if it comes up for custom equipment and the like. He also knows of a cleric who’ll forge magic weapons “for those she deems worthy” and will happily pass on this information if anyone makes a diplomacy check, DC15; the cleric lives where the Poppin River splits off from the Vedran River. Her name is Amiah, should pcs choose to follow up. (See area K below.)
 
Last edited:

J. THE SEWERS

The sewers beneath Poppin roughly parallel the streets. It isn’t a huge town so there aren’t exactly miles of tunnels or anything.

All the tunnels have two tiers of walkways carved into them, one 5’ from the floor level and the other 10’; when they were originally built, the possibility that the waste might flood fairly high was considered. The roof is a full 16’ high but any given canal will be full to some extent or another, as noted hereafter. Tunnels are from 10’-15’ wide depending on the quantity of effluvia expected along that street when it was built.

Following the tunnels can lead to a few interesting encounters; roll on the following table for wandering monsters once per hour, 1 in 6 chance of encounter:

01-30 1d4 Otyughs (CR4)
31-45 1d4 Ochre Jellies (CR5)
46-55 Flock of 3d4 Stirges (CR1/2)
56-60 Huge spider with web across tunnel (CR4)
61-65 Mimic (in the shape of a ladder and trap door assembly) (CR4)
66-75 Ghaunadan (MoF) (CR5)
76-85 Fungus Hulk (CR6)
86-00 1d4+2 Meazles (CR4)

The tunnels have an overall downward slant to a spot just east of town. As the pcs go the level of the sewage gradually rises due to this slant; in the western parts of town have one or two feet of effluvia flowing sluggishly through them, beneath the central parts of town it’s about 3’-5’, and beneath the western section of town it’s about 6’-11’ deep, necessitating that the pcs walk on (or fly above) the higher walkway.

Planned Sewer Encounters:

Juiblexian Shrine: If characters check out the southern section of the sewers they have a 50% chance per hour to find a strange shrine. It is set up in the center of the flowing sewage but thrusts 10’ high (the lower 4’ under the effluvia) with strange growths, slimes and fungus all over it. It radiates evil but not magic.

If pcs disturb it they’ll find themselves under sudden and vicious assault by a group of Juiblexians. This will consist of two grey oozes, an ochre jelly, and a ghaunadan cleric of Juiblex named Bleth (3rd level; as ghaunadan except CR8; add 3d8+3 HD; hp45; add +2 to attacks; skills- add Concentration +7; feats- add expertise; domains: Destruction and Evil; spells (442): 0 level: Detect Magic, Guidance (x2), Resistance; 1st level: Cure Light Wounds, Doom, Protection from Good, Shield of Faith; 2nd level: Bull’s Strength, Shatter.)

Underneath the altar, in the sewage, chained by a short length of chain to the bottom, is a locked iron box (Search DC23 to locate). The padlock holding it to the bottom is DC20, but the lock sealing it shut is DC24. Within the box is the Juiblexians’ treasure: 1000 gp, eight gems (four moss agates worth 10 gp each and four greenish-brown garnets worth 100 gp each), a wand of regenerate light wounds with the words “Grass Grows Green” scribed on it in elven (17 charges), a potion of analyze portal, and an arcane (Azarian) scroll of Magic Weapon and Protection from Elements (Sonic). Since both of these spells are standard wizard/sorcerer spells as well its origin simply makes it a curiosity and increases its value to a collector.

Meazles’ Lair: A group of eight meazles is always in this place, though many other members of the tribe wander the sewers. They live in a larger cave that has formed due to some adventurer activity. The lair is a bowl-shaped depression about 30’ across, formed by a Rock to Mud spell. There are numerous bits of rubble all around in it, making footing treacherous; six little piles extend above the level of the surrounding sewage. This place is pretty much under the center of town, from which the meazles hunt. One of the meazles is their fat and grubby little queen, Stolfa. She has two levels of rogue; her stats are as per a normal meazle, except as follows: CR6, add +2d6 HD, hp29, AC +2 deflection, add +1 to attacks; SA add +1d6 to sneak attack (total of +4d6); Skills add Tumble +8. She has a potion of ghoul touch that she’ll drink as soon as she takes 10 or more hp of damage.

A Search check (DC25) turns up the hidden treasures of the meazles: a rotting sack holding 1600 gp, a piece of carved amber (resembles a bear; 130 gp) and two rhodochrosites (5 gp each).

The Drain: This is where the sewage drops into the underground lake; it’s largely clogged, but a trickle still runs downward into a heavily-polluted lake 30’ below. Characters attempting to get through are attacked by two large ooze paraelementals (CR5; hp59, 76). Getting down requires clearing the hole (a lot of work; this will take at least sixty strength-hours; two creatures can work at once, so if they both have str15 the job can be done in two hours), forcing one’s way down by sheer strength (Swim check, DC20), or magical means. Adventurers traveling down the drain find themselves at the lake and should immediately be allowed Spot checks opposed by the bugbear spy’s Hide check (+20 as he’s holding perfectly still). The spy is one of the bugbear rogues noted below. As soon as pcs are out of immediate siting distance he’ll blow his whistle to alert the village.

The Lake: This is a large underground lake heavily polluted with sewage. Very little still lives here. On one shore is a half-deserted bugbear village; twenty bugbears remain, plus their leader, Chagsuuth. It is he that has caused the fungus infestation by spreading the strange growths to the harbor. They did this by digging a tunnel to the surface that overlooks the harbor and lining it with tubing made from the dead fungus. Then they bought a simple pump from some passing kuo-toa engineers and voila! Instant waste channeling system.

Stopping them can be done by slaying them all (possibly difficult) or through negotiation. If anyone tries to parlay with them, Chagsuuth will be happy to talk. If Event 3 has already happened, then Chagsuuth will tell the pcs that “shiny cleric of big light above” asked them to cause the harbor blight to help his campaign; in this case Athro Lovespear has pretty much already bought them off. He’ll still demand money from the town to quit doing it (per Athro’s instructions). He’s willing to stop pumping effluvia fungus up into the harbor if the town will either stop their sewage dumping into the lake, or else buy out the bugbear village (they’ll take no less than 2000 gp, a large sum for such a small town as Poppin, or 500 gp if he’s already been bought by Athro).

Bugbears: 12 are standard (treasure: 1d10 gp each); four are 1st-level fighters: CR3, add +1d10+1 HD, hp26, AC19 (replace leather with chain shirt), Atk add +2 with morningstar, +1 with all other; SV Add +2 Fort; Skills: add +4 Swim; Feats: add Weapon Focus (morningstar); they have purses of 3d4 gp and 3d6 sp.

Three more bugbears are 2nd-level rogues: CR4, add +2d6+2 HD, hp29, AC19 (+2 for improved dex), Atk add +1, SA Sneak Attack +1d6, SQ Evasion, SV Add +5 Ref; change Dex to 16, Wis to 8, Cha to 7; Skills: Add +2 to all existing skills except Listen and Spot get only +1; add Tumble +10. These function as spies and one of their number is always watching the drain. They have whistles so that they can alert the village at need; the piercing whistle can be heard up to 300’ away, as well as purses holding 3d10 gp, 3d6 sp and 1d4-1 pp.

Chagsuuth: Bugbear Druid 5; CR7; HD8d8+8; hp38; Init+5; Spd30’; AC17; Atk Melee +8/3 base+2 str (scimitar 1d6+2/18-20) or melee + (longspear 1d8+3); or ranged + (shortspear 1d6+2); SA Spells, wildshape 1/day; SQ Darkvision 60’, Trackless Step, Woodland Stride, Resist Nature’s Lure; SV Fort +6, Ref +5, Will+7; Str14, Dex12, Con12, Int10, Wis14, Cha7;

Skills & Feats: Climb +2, Hide +3, Listen +5, Move Silently +6, Spellcraft +8, Spot +5, Swim +8, Wilderness Lore +8; Alertness, Improved Initiative, Natural Wild Shape;

Spells: (5431)0th level: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare; 1st level: Entangle, Faerie Fire, Goodberry (x2); 2nd level: Barkskin, Flaming Sphere, Heat Metal; 3rd level: Water Breathing;

Gear: Longspear +1, scroll of Control Plants, Green Blockade, Forestfold, potions of Cure Light Wounds, Remove Disease, purse of 2d6 pp, 4d8 gp.



EVENTS

A number of preplanned events may occur while the pcs are in and around Poppin, beginning if they have trouble getting in to town.

Event 1: Wydlos

If the pcs are refused admittance into town for one reason or another, they’ll be approached by a man named Wydlos who offers to get them into town in exchange for a “small favor, nothing really”... specifically, he wants the pcs to help discredit Tangus the Brilliant, and claims to be working for “a very wealthy rival candidate” (he hopes to throw suspicion on Ooluts. He can smuggle the pcs in through the use of a smuggling tunnel that runs from a spot up the Poppin River about four miles into a cellar in town (under a Magpie Gang safe house).

Wydlos: Male human rogue 3; CR3; HD3d6; hp10, Init +2 (dex), Spd 30’, AC15 (+2 dex, +3 mw studded); Atk +2 melee (mw rapier 1d6/18-20) or +4 ranged (mw dagger) or +3 ranged (shortbow 1d6); SA Sneak Attack +2d6, SQ Evasion, Uncanny Dodge; SV Fort +1, Ref +5, Will +1; Str10, Dex15, Con11, Int13, Wis11, Cha15;

Skills & Feats: Bluff +8, Diplomacy +13, Gather Information +10, Hide +8, Innuendo +8, Intimidate +8, Move Silently +8, Sense Motive +6, Spot +6, Tumble +8; Combat Reflexes, Skill Focus (Bluff), Trustworthy;

Gear: Masterwork studded leather, mw rapier, mw dagger, shortbow, 12 arrows, 50’ silk rope, Magpie tattoo on shoulder.

Event 2: Fungus Incursion (one day after arrival)

Three fungus hulks ascend from the sewers, accompanied by a small ooze paraelemental summoned by Chagsuuth. They run amok for 1d4 hours or until destroyed. The locals don’t have the resources to deal with them efficiently, though once word reaches Blunder he might be persuaded to take a hand (he holds out for 500 gp). After an hour Tangus starts trying to round up the money for Blunder. Also after about one hour, Zenvo starts trying to take the occasional pot shot at them from a roof or whatnot so he can wave the bloody shirt in his campaign.

Event 3: Offstage Visit from a Birdie to a Bugbear (three days after arrival)

Athro Lovespear sends Wydlos to talk to the bugbears, having figured out what’s up. He pays them off as noted above in the discussion of the lake, and then departs. If characters approach the lake on day 3, they may encounter him- in which case he’ll try to find out what they’re doing there, and then claim that he’s trying to fix the fungus infestation himself and saw a bunch of bugbears, so he was leaving to report back. In no case will he go with the pcs towards the bugbears.



Well, that's it! I hope this helps people who have trouble designing town and city adventures a little- I know it can be tough, they're prolly my weakest point as a dm. But really, a rough outline, a few hooks, a few fleshed out npcs and you've got all you need...

Feel free to swipe any or all of this, too!
 
Last edited:

Remove ads

Top