Showing posts with label haighwall. Show all posts
Showing posts with label haighwall. Show all posts

Tuesday, February 14, 2012

Zoom In Further: The Rat-Thing Tunnels


Building a world doesn't have to be hard, because players don't see everything all at once, they only see the parts that they interact with. Adventures are the interactibles of any campaign world. You can build your world a piece at a time.

So focusing on the campaign region we started last week we'll build a quick low-level adventure to get the characters introduced to each other and at least two of the conflicts in the setting.

Synopsis

The PCs are given the deed to a building in Middle Ground to do with as they please. During their first inspection they discover that the building they have been given is currently a front for the Docksmen's trap setters and saboteurs, a tribe of ratfolk, led by a Ratling leader. Within PCs will discover terrible traps, learn more about the Docksmen and find a map.

Part A: New Digs

This building has seen better days, the windows are boarded up and the front door hangs crooked on the hinge. As you walk through the door a little chime from a small bell breaks the oppressive silence within.
This part is unmapped (finding a building map should be easy enough). Allow the players to explore the building, describe the dustiness and general disarray. As they explore the PCs encounter a number of hazards which at first glance might appear to be the effects of dilapidation are actually the results of the Ratfolk trying to discourage explorers.

Possible Traps include:


Falling Chandelier CR 1
XP 300

Type Mechanical; Perception DC 20; Disable Device DC 15.
______________________________________________________
Effects
_______________________________________________________
Trigger Location; Reset Manual

Effect PC beneath the Chandelier must make a DC 11 Reflex Save or take 1d6 damage and be subjected to a grapple (the Chandelier has a +10 bonus on its CMB check).

As the PCs explore allow them to make Perception checks. As a Ratfolk stationed in the house shadows the PCs, (it takes a 10 on its stealth checks for a total of 16 or 18 with cover). When any PC makes the check the Ratfolk named Persnikt flees to the basement. The PCs should easily be able to follow. (Feel free to throw in a chase if you have Chase Cards or access to the GMG).

At this point we get to the mapped section of the adventure.

Room 1 - The Basement (CR Varies)

The room at the bottom of this ladder is only about 7 feet high, stacks of wooden crates filled with empty glass bottles. With the crates taking up most of the floor space at the edges of the room you feel distinctly claustrophobic.

Depending on how far behind the Persnikt the PCs are the crate covering the entrance to the undertown may already be moved. Otherwise it's a DC 15 Perception check to find. If the PCs don't find it don't panic: Send a group of 3 Ratfolk up into the house to attack the PCs and attempt to drive them away, they leave the way open behind them.

If Persnikt has had time to close the crates behind him then the trap is active.

Glass Bottle Spring Trap (CR 1)

Falling Chandelier CR 1
XP 300

Type Mechanical; Perception DC 20; Disable Device DC 15.
______________________________________________________
Effects
_______________________________________________________
Trigger Touch; Reset Manual

Effect When a PC tries to move the crate the spring behind it triggers causing the bottles to fling out and smash in a 10 ft. area dealing 1d4 bludgeoning and 1d4 slashing damage Reflex DC 11 halves the damage.

Room 2: Entrance to the Under Town (CR 1)

This room is damp, and smells vaguely of the sewer. A large open manhole sits in the center with the top of a ladder sticking out.
This was once the access to sewers in the ancient city that Haighwall was built over. The manhole cover is long gone melted down for parts in Ratfolk traps.

Monsters: A trio of Ratfolk are positioned here hiding in the shadows. If the PCs fail to notice them they wait until the PCs are in the room to Bullrush them into the open manhole (using their Swarming ability and Aid Another to do the job against foes Medium size or Larger). If a Ratfolk is alone it attempts to flee down the ladder deeper into the dungeon.

Room 3: The Nexus (CR 0 or CR 3)

This room has a high arch, four sturdy ancient pillars hold up the ceiling. In each corner dirty brackish water pools in depressions all are still except for the South Western pool which churns. There is a ladder leading back to the surface to the north, exits to the East and West, and a heavy stone door to the South.

This room was once a nexus in the sewerage treatment plant leading to the various areas of the plant. Signs on the Pillars in Dwarven tell the PCs that the door to the East leads to the "Otyugh Pens", the door to the West leads to the "Gardens and Worm Farms".

Development:
If no alarm has been raised this room is empty. The door to the South is locked and can only be opened with the key found on Dieskak (see Area 5), or by activating the machinery in room 7. PCs can also swim between room 3 and 5 via the only functional pipeline (any PC who does so is subjected to Filth Fever).

If an alarm has been raised Ratfolk from either Room 4 or Room 7 hide among the pillars while Dieskak uses his scrolls to attack the PCs from cover, retreating into room 5 through the water pipe.

Room 4: The Bunks (CR 1 monsters) and (CR 2 traps)

This circular room is covered in hay and old rags. It smells like rats and rust.

The Ratfolk use this room as a bedroom and occasionally as a workshop.

Monsters: If no alarm has been raised then there is a 50% chance that the ratfolk in here are sleeping. Otherwise they are working on putting together some awful spring loaded arrow trap.

Traps: At the edges of the room are 9 chests. 3 of the 9 chests are trapped with Poison Dart Traps.

Treasure: (Generated using THIS)
  • 1) Longbow 75 gp [112%, High Quality] : 84gp
  • 2) Noble's outfit 75 gp [82.67%, Cheap Quality] : 62gp
  • 3) Mirror, small steel 10 gp [90%, Low Quality] : 9gp
  • 4) Mace, light 5 gp [180%, Exceptional Quality] : 9gp
  • 5) Lantern, hooded 7 gp [142.86%, Very Fine Quality] : 10gp
  • 6) Sickle 6 gp [150%, Very Fine Quality] : 9gp
  • 7) Bolts, crossbow (10) 1 gp [Standard Quality] : 1gp
  • 8) Potion of Magic fang {1st/1st} : 50gp

  • Gems and Jewels Breakdown
    Agate 4gp, Blue quartz 4gp

  • Coins
    gp: 4
    sp: 80
    cp: 600



More to come Thursday...

Thursday, February 9, 2012

Zooming In

Yesterday I created a small adventuring region, during my lunch break. Starting off mid-macro size (starting at regional level) now I'm going to expand the region by zooming in a little further.

The trick to quickly generating content is to ask yourself 2 questions:

1) Where's the conflict?

2) Why do my players care?

So I started with a quick map of Haighwall. I knew I wanted high walls (ha geddit?), a tall cliff and a dock. These details would provide the unique fluff. I then roughly divided the city into 4 sections. Now to create details by asking questions:

1. The Temple Quarter

Starting simple is a good way to generate ideas, you can always revise later. Remember there's nothing wrong with a little cliche when writing for a home game. In fact cliche acts as great short hand for the players to recognize what's important.

Where's the conflict?

The Temple Quarter's main conflict is between the Cults of the (CN) Sea God and Church of the (LN) Dwarf God. Each religion seeks to be the official religion of the city of Haighwall, but with no Duke to make such a decision the two churches competitively proselytize in the street. There are other religions with a presence in the temple quarter, but are relegated to small shrines.

Why should the players care?

A player who worships either of the main gods instantly has a hook in the conflict and may be asked by their church to sabotage the other religion. Even if players aren't members of either religion then as they travel through the streets they may find themselves caught in the middle of a brewing brawl between the worshippers of the Dwarf god and worshipers of the Sea God. This might become a serious issue if the PCs need high level healing and a cleric asks them to help end or increase the conflict.

2. The Tower District

The Tower district is named for the single huge spire, rumored to be the 5th Lighthouse, it is currently home to the city's mage guild. Magi are expected to operate independently and take on apprentices once every ten years, presenting a new set of research once every twenty. The current leader of the Mage's guild is Fierro Kieolo, (N Male, Elf Abjurer 8), Fierro is one of the three claimants for Duke of the Light House Coast. The second claimant to the title of Duke is actually seeking the title of Duchess, Alina Andrago (NE Female, Rogue 6/Assassin 3) a 23 year old heir to one of the city's oldest noble titles and graduate from a prestigious assassin's academy.

Where's the Conflict?

Fierro is the father of a number of illegitimate half-elves in Haighwall and its surrounds and will go to great lengths to keep this a secret from the more conservative members of Haighwall's nobility. Alina is a power seeker willing to use her contacts in the Assassin's guild to get her way. The independent wizards of the mage's guild often start dangerous experiments around the city.

Why do the PCs care?

Spellcasting PCs might be approached by a member of the mage's guild about joining, especially if they hope to learn new spells or buy scrolls. From there it's a simple matter to introduce Fierro as he attempts to increase his influence in the city perhaps he might ask the PCs to aid him, drawing them into the direct line of fire of Alina.

3. Middle Ground

Built on the plateau half way down the Haighwall cliffs. Middle Ground is a series of houses and warrens tunneled into the cliff wall. Many merchants do business and make their homes in Middleground.

Where's the conflict?

The third claimant for the title of Duke of Haighwall resides in Middle Ground; Xamwell Zapftig (N Gnome Expert 8), the richest merchant in Haighwall seeks to turn Haighwall into a trading hub of the Eversea, the merchants are behind the effort and Xamwell has been receiving unwanted unseen help from the Docksmen (Haighwall's thieve's guild).

Why should the PCs care?

Xamwell has an investment in many of Haighwall's magic item shops, and could approach the PCs with a unique problem. None of his stores have been the victims of crime, while his competing shops have. Xamwell wants to know why, this could bring the PCs in direct conflict with the thieve's guild.

4. Shadow Docks (The Shadocks)

The sun only hits Haighwall's docks late in the day, with the city's anarchic state and an absence of a city guard pirate ships have taken to berthing in the Shadocks to lay low from the Free Duchy Navies.

Where's the conflict?

Pirates squatting in the city! In addition the entrances to the city's complex sewer systems and undercity are located here, the abberant things that live beneath the earth could spill into the city preying on those poor people that live in Shadock.

Why should the PCs care?

Any number of patrons could ask the PCs to clear out a warehouse of piratical squatters, and perhaps find something far more sinister, such as a tentacled monstrosity controlling a crew of pirates from the hold of its ship.