Here is the order I came up with, that I believe I will run these in, based on the levels and content.
Season I
1) Epicenter Rising (1st Lvl)
Over the centuries Azindralea, The Great City, has witnessed and bore numerous changes that come with the passage of time. It has survived miracles and devastation, revolution, and even the threat of apocalypse.
Though still struggling to recover from recent uprisings that tore apart the throne, the City has fallen into a quiet peace. Yet there are several who eerily proclaim this peace shall be short lived.
Among them stand faceless prophets who wander the streets hidden beneath shadowed cowls and whose dark whispers insinuate the genesis of a new era soon to befall the City. Dubbed fear-mongers, the Kortezian
guard has posted warrants for those who falsely spread terror and incite the public. They arrested a handful of these so-called prophets, only to identify them as the bourgeoisie’s idle youth in the midst of performing
an elaborate prank. Yet many believe that behind every seemingly innocuous hoax, lies deep-rooted conspiracy.
2) Infestation (1st Lvl)
In the days following the wake of the Great City's recent devastating events, Father Malkmus sent his congregants to take temporary shelter in the rarely used Temple of Harvest. Upon their arrival, they found the temple newly inhabited by a displaced gang of vile, parasitic humans known as roachkin. Father Malkmus calls upon the PCs to investigate the temple, seek out survivors, and drive the roachkin out. Unfortunately, the task proves more difficult when PCs uncover the horrific and terrible unholy raising of the gang's former
leader by one of his depraved and devoted followers. Can PCs save the Temple and defeat this creatures before he attempts to spread his ghastly infestation through the Temple Ward.
3) Tunnels of Dispair (1st Lvl)
Freed by powerful tremors which cracked the slave-pens of their nefarious captors, a group of refugees fled into the sewers beneath Pounder Festhall seeking the aid of an elusive slave-helper who protects and shelters outcasts in a secret, subterranean shantytown “utopia”. Attempting to pilfer some food from in the drinking hall basement, they accidentally startle a barmaid and are forced to hostage her for safe passage. Sent to rescue the barmaid, the PCs soon find things more complicated when they cross paths with the slavers seeking to recapture the refugees. PCs must choose sides, but find themselves embroiled in a conflict that takes place aboard one of the slave-rings harbored vessels
4) Ascension of the Prophet (2nd Lvl)
In the wake of the catastrophic sinking, seers and prophets have swarmed the city’s streets like eager autumn moths crowd a flickering candle. Standing out among the wild-eyed doomsayers walks Lazarus. Different from the others, he claims to have entered the Sinkhole and returned from the experience altered. Now someone wants to kill Lazarus. The mysterious prophet’s right arm, a man called “The Mouth”, desperately needs adventurers to perform a dangerous mission. Should the mission fail, it might well cost the newly risen prophet his life.
5) Animation (3rd Lvl)
Set to rid the Merchant's Haven Inn of a gremlin infestation, the PCs find themselves thrust into a whirlwind of chaos when strange vaporous wisps race through the streets of the Trades Ward, animating dozens objects which erupt on unsuspecting citizens with violent fury.
6) Bear Hunting (3rd Lvl)
When a Bloodfang mercenary murders his captain and goes A.W.O.L., the Kharel seeks the aid of outsiders to track him down before he flees the city. However, once they capture the killer, a second question awaits, and the heroes must decide whether to surrender him to the justice of the military or the murdered captain’s vengeful widow.
7) The Plumb Line (3rd Lvl)
The PCs undertake a wild search for a missing architect, real-estate entrepreneur, and arcane scholar of the Great City’s ancient secrets. Struggling against their quarry’s persecutors, they learn the architect secretly uncovered one of Azindralea’s legendary treasures—a revelation that soon leads them into an epic and dangerous exploration at the edge of the sinkhole.
8) The Devil Smuggler (4th Lvl)
In desperate times, the scum rises to the surface where everyone can see it. Street crime has reached an all time high, wallowing amidst a sea of homeless and indigent beggars. Yet beneath the surface, there lurk darker things. Spurred to action by a rash of abductions, the adventurers run afoul of one of the Great City's long standing crime families. But like everyone else, the Sinking has dealt them a fateful hand.
With Orim Menach,the patron of their organization missing, the Menach boys have slipped into the trap of an even greater threat, one the adventurers must uncover for themselves.
9) Tatterdemalion (4th Lvl)
Since the event known as The Sinking, a general uneasiness descended upon the Great City, but that's no reason not to party! The PCs attend a covert masquerade thrown by a troupe of thrill seeking young nobles.
Matsoni Gimbros, the clique's ringleader, declares the party's theme to be The Sinking. To complement his theme, Matsoni chose the perfect venue: an abandoned bathhouse on the edge of the sinkhole.
Rumors that a ghost haunts the bathhouse only add to its allure. Privileged, promiscuous young people in a haunted condemned building: what could possibly go wrong?
10) Politics Unusual (4th Lvl)
When a headstrong Azindralean politician seeks to launch a campaign to seize control of his district, his chief security officer hires the PCs to ensure his enemies cannot transform his opening speech into a riot. Emphasizing wit and subtlety; they must siphon through the crowd of followers and disperse potential troublemakers as peacefully as possible. Under no circumstances should they besmirch the campaign of hope with bloodshed. Yet even if they succeed, a final enemy plots their demise. He only waits for their victory to trick them into lowering their guards.
11) The Malchort Cabal (4th Lvl)
After the PCs new patron mysteriously disappears, the PCs are drawn into the dark dealings of powerful cabal of nobles whose secret interests in the Sink they would kill to protect. Yet even within their
inner circle, cabal members keep secrets from each other, forcing the PCs to scramble for answers to stop an unknown madman from stirring whatever horrors he believes lie within the lightless depths of the massive sinkhole.
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I will probably throw some other adventures in here between seasons, depending on what my players attitudes are at this point. It will probably be outside of the city to give them a break and a few more xp.
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Season II
1) The Tribunal Edicts (5th Lvl)
Following the trial of the Malchort Cabal and the revelation that something of great danger lurks within the Sinkhole, the Kortezian Government ordered an immediate evacuation of the Sinkhole area. In addition to the possibility of outside threat, the strong anti-Azindralean sentiment of various Cabal members struck a raw nerve with the native Azindraleans, forcing the ruling class to act preemptively in order to avoid civil uprising. Almost two hundred soldiers deployed to the Sink site and, overnight, they barricaded the area from the rest of the city.
The Tribunal Edicts is the introductory adventure for Season II of the Great City: The Sinking adventure serial.
2) The Mole (6th Lvl)
The earthquake that caused the Sinking and the aftershocks that followed have opened up numerous cracks in the Great City’s foundations. Recently, several vagrants disappeared in the warehouse district known as the Shacks. When a stevedore disappeared, the Shacks militia traced the disappearances to a vacant warehouse.
3) The Skullfire Inquisition (7th Lvl)
At the investigations of the Trypus Academy, the Lazarites initiate a brutal inquisition of various churches in their search for mysterious items secreted away by an aged priest of the god of mysteries. In order to aid their newest ally, Blood Senator Vulgrax, the PCs must infiltrate the inquisition, find the priest, retrieve his mysteries, and if possible save the man's life.
4) Widow's Walk (8th Lvl)
After long several years of disappearance at sea, Captain Hasserbruk has returned home. Yet, the captain’s formerly widowed wife fears something about her beloved husband is not quite right. Fearing an impostor, the PCs are called in to investigate the truth.
~Nitehood