Besides Haladir's excellent transition point between books 1 and 2, you have a variety of options. For one example, there could be a rivalry between Vhiski and Jargie Quinn of The Hagfish. Quinn is trying to honestly build up his business, especially the gambling side - as that is proving so lucrative - but Vhiski is fed-up and wants to stop losing gambling customers at the Fatman's Feedbag. Someone intercepts a written agreement for payment from Vhiski to Titus Scarnetti for 'services rendered' (when, really, it's just Vhiski paying Scarnetti for permission to make the hit) regarding 'J.Q.' The agreement shows a date for tomorrow in the wee hours of the morning after closing time. The note could be in Thieves' Cant (Google it if you don't know what that is; or you could get a copy of the Second Darkness Player's Guide and/or SD Book 1 for a little info), so the courier (and his boss) thought it obscure enough to carry around in the daytime. Somehow, the courier loses the note - perhaps by mouthing off to the PCs and getting into a little fistfight, where it falls out of his pocket or notebook - and the PCs can investigate. Maybe they figure it out and lay an ambush (FYI, a Comprehend Languages spell should clear it right up). Maybe they're not sure what it means, but they tail Vhiski to wherever he's going (good luck to them doing that; if you don't rebuild him, he's a 7th level rogue) and get the drop on him when he starts breaking into The Hagfish (or Quinn's nearby home). I disagree about your assessment regarding his alignment. His NE alignment doesn't necessarily mean he has to fight to the death. NE is actually a lot about self-preservation and self-promotion. If he's doing poorly in the fight, he would be more likely to flee.
Alkenstar all the way. I know it might be tough to work out a story that wouldn't bind all the PCs to playing Gunslingers, and to allow time adventuring outside of Alkenstar to get any magic-users to be able to...you know...use magic...but it could be a lot of fun. It could be about an arms race kind of thing. Sure, guns are rare, but whoever controls the guns can take them and an army somewhere else and almost immediately rule the roost. The PCs, agents of the Alkenstar government, have to retrieve the caravan of weaponry from the villains and return it to Alkenstar. Maybe book 5 or 6 has a "Battle of Five Armies" vibe when multiple armies lay siege to Alkenstar, so there are multiple fronts the government now has to protect/fight over to keep their guns. Book 6 allows for two major plot paths: Alkenstar is saved by successful diplomacy and fighting, led by the PCs, so that more conflict in Alkenstar is the main point of book 6, or Alkenstar is lost and the conquering faction is now steamrolling more countries. Only an intrepid, last-ditch infiltration and assassination effort by the PCs can remove the twisted leadership, allowing for the younger officer NPC to take over and return the guns to Alkenstar.
master arminas wrote:
It's settled. The ultimate authority, Starship Troopers, has been appealed to and quoted.
Hello all. I'm trying to work out an Alchemist archetype that works in a grittier, more realistic (i.e., more like Low Magic) setting. Primarily, the idea was to switch out Mutagens for class features from the Gunslinger. Any time and feedback you offer would be appreciated. Here's the current concept: Black Powder Alchemist Class Skills: replace Heal with Knowledge (Dungeoneering) Weapon Proficiency: All firearms The Black Powder Alchemist gains access to Grit and Deeds, but using his Intelligence modifier in place of Wisdom. This replaces Mutagen. The B.P. Alchemist gains Gunsmith (as per the Gunslinger class feature). This replaces Persistent Mutagen and Swift Poisoning. |