So I wanted to elaborate on the taking down of Gaedren Lamm in my rebooted CotCT campaign. This is an incomplete collection of my half-baked ideas and schemes for running the intro to this marvelous AP in a bigger way. I think this deserves its own thread.
This is pasted from my phone so. I apologize for the formatting.
The flow of this adventure will proceed roughly as follows:
1.) Zellara’s
2.) Shakedown of one of his dealers
3.) Rob Gaedren’s Stash in the Old Fishery
4.) Take down a dream spider shipment
5.) Fight Gaedren in his warehouse
Additionally here are some other non-linear events/things to splice into this adventure about the city.
a.) The Loss of the Muses ( See Adventure Background of CotCT AP-3)
b.) Opening of Mad Gods Key (Dungeon Magazine – 114) (Irontusk selling the key to a sick gang in old korvosa who sold the key to a disguised Lady Andaisin.)
c.) More beggares/folks looking for work
d.) For Whom the Bell Tolls (See my post here)
e.) Zenobia Zenderholm volunteering at an orphanage your players might be dropping off former Lambs to.
f.) Foundation Day Festival – The annual king’s announcement has been cancelled for his illness but the festivities, food, and drink still go on!
g.) Trips to Eels End – Drinking, Gambling, and more! Perhaps they run into a drugged out Salvatore Scream?
h.) Long lines at food banks
i.) Talk of the dwarves of the Ironworks wanting to Unionize
At War
Consider having The King of Spiders in Eel’s End and Lamm be in a drug war/rivals. With Devargo’s work in Old Korvosa with Lamm growing his business out on the mainland.
Mounting Tensions
The tensions of the city are tied to the health of their king. Talk amongst the townfolk whisper that of rebellion should the king’s health go south. “She’s not OUR queen, you know” is commonly muttered. Having small things like this around while the PCs are hunting down Lamb’s gang should be enough of a blinder to the point when the King dies.
Bringing in the Law
If your players tip law enforcement regarding any particularly structure, there’s a good chance that the players will meet the same bureaucratic slowness everyone else has. It’s up to you about how the Guard feels about vigilante justice too.
But consider having their efforts be partially rewarded. Consider having them approached by Grau Soldado and his friend Neffi who are two Watch Seargeants who cut through the crap and express concern with how slow the guard is on such matters. They arrange a meeting with their lieutenant Cressida Kroft who, like them, is a doer. She assures she’ll follow up on this.
What’s that Smell?
Consider giving Shiver a smell of something. For me and my game? I like the idea that Shiver has this dreamy quality. Like incense or potent vanilla. I’m considering having some burning when we play this game for that immersion.
The Story
The game begins as normal. The players all have a reason to hate Gaedren and got their notes to meet at 3 Lancet Street at sunset.
1.) Zellara’s Home (Curse of the Crimson Throne AP – 1)
Zellara wants the players to do the leg work.
“….Eran tracked them down and in return for this Gaedren murdered him. My only son. In cold blood. He has torn down my life and now I will stop at nothing to tear down his.
He has robbed me of my only child and now I will rob him of his one true love: himself. I cannot go to the Guard. They move so slow and this man has evaded the law for decades! What guarantee would I have that he would be duly punished?
I sought my harrow deck for advice and was rewarded. But the cards work in mysterious ways. They can’t always tell you what you wish to know, only what you need to know. It told me to find you and how to begin this man’s permanent unraveling.
The cards have blessed me with our first target in Ridgefield. But Gaedren is a weed and it is unclear to where his roots truly lie. His gang’s has sprouted from some old poor house called St. Casperian’s Salvation. I doubt Gaedren is there personally, but his henchmen must be. Find this place and uncover our next clue. Should things become unclear, bring me a focus of one of his henchmen and I may be able to divine our next target. “
2.) St. Casperian’s Salvation (From the end of Second Darkness AP – 1)
Run pretty much run as written. The only modification involves making this place a shiver den. Perhaps describe this place with a bit more broken needles and stuff. (see my advice about giving shiver a smell.)
Optionally, add a few of Gaedren’s Little Lambs as lookouts. (Think about the kids and what they do in HBOs the Wire.)
Really though, nothing really changes here except in the treasure, I’d include some doses of shiver, a few fishballs, and perhaps a note about fishery location in Westpier 17 for a reup.”
What the Splithog Pauper knows:
-Gaedren moves around a lot
-splithog reups in the Midland docks on the Westpier.
-Splithog gets his drugs from an alchemist named Yargin.
3.) The Old Fishery (Curse of the Crimson Throne AP – 1)
So this place will have the most changes to it. (Even then—not a lot.) The old fishery’s current purpose is the stash. This is where Yargin hides the Shiver and could be well guarded if the PCs weren’t careful. Thanks to the acrid smell of fish slurry, it masks the otherwise pungent odor of the Shiver.
I’d put more guards/thugs/whatever on duty here. As appropriate as you think. More so if the PCs weren’t careful if they know something is up. Lamm’s crew thinks the party is a drug robber (Think Omar from HBO’s The Wire), a new gang moving in on their turf, or sent by the King of Spiders (See “At War”)
Lastly, remove all instances of Gaedren himself and his room from this encounter. Instead have Yargin as the big cheese here and his room is now Gaedren’s old room. Also, Zellara’s head and harrow deck shall remain in a box with a note to Rolth that this might be useful for one his “experiments”
The treasure here should still be the same with one extra addition: A golden key and a piece of paper. On the paper is a name “Vancaskerkin” and the passage,
“Chimera looks to sunrise,
Cyclops looks to Sunset,
Medusa look to sunrise,
Umber Hulk looks to sunset,
Basilisk looks to Sunrise”
This is a key to a safety deposit box in the Bank of Abadar. Verik Vancaskerkin is a fellow sergeant on the Korvosan Guard. He watches the harbor. His interactions with his Vuldran lover have had him look the other way regarding a few inbound shipments before.
The Bank
The players will be granted access by providing identification and their key that they are of the Vancaskerkin. Run the portion of the Vanderboren Vaults in “There is No Honor” adventure of Dungeon Magazine-139. Inside the Vancaskerkin vault, though, is no gold or riches. There’s a single, sealed envelope sealed with Vuldran Wax. Inside the envelope is a message written to a lover about a “dreamy” shipment from Vuldra to arrive in a week on “The Blue Nixie.” The message is unsigned, but clearly written with a certain female elegance.
(What’s going on here is that Vimanda secured for Gaedren a bunch of Dream Spiders and they’re en route to Korvosa! Using Verik as a pawn, she’s using his family’s vault as a secure drop point. This sultry note is for Verik to know to let the Blue Nixie go unmolested. I leave the connection between Vimanda and Gaedren’s drug ring open to you guys to think of a why. It comes into play in part 5 though)
Time at the University Library
If your PCs ever need to research anything, at one point go ahead and drop this:
Two guards are stationed outside Jeggare Library. There was a robbery earlier this morning. Someone ran off with a magical book. The book was rumored to be magically shut and no one alive knew how to open it. This is a follow-up to the Mad Gods Key adventure. Add-in if you wanted.
These guards could be the Watch Seargeants described in Bringing in the Law.
4.) The Blue Nixie (“There is No Honor” Savage Tide Adventure Path – 1 part 2 – Dungeon Magazine – 139?)
Modifying this part, have Gaedren’s thugs in the process of collecting their dream spiders off the Blue Nixie when the PCs show up. Use the Rhagodessa stats, but describe as a dream spider queen. The fire below deck not only panics the dream spiders into attacking, but any sort of webbing it may have had that catches fire may cause sailors, thugs, guards, or PCs into a crazy, hallucinatory fight! I leave this to your discretion what happens. Soller Vark has the name of a warehouse written on a slip of paper on his person. This is the destination he’s to bring this dream spider queen.
5.) The Final Showdown – Gaedren’s Warehouse
Technically owned by House Arkona. This is the warehouse that will become the Hospice of Seven Days to the Grave! (The one that had to be sold by House Arkona.) So use those maps! Just modify them to fit the theme of a drug manufacturing plant.
There’s boxes and boxes of spices and various plants, textiles, furniture, and other miscellaneous foreign bric-a-bracs. F3 for example Stays the same. All the work is done in the basement. F7. And F8. Are official offices and meeting areas and everything looks like a regular office. Paperwork regarding shipments between Korvosa and Vuldra are shown.
Feel free to have spaces here full of dream spiders, tubes, webbings, run by zombies/skeletons animated by Rolth which go in there and extract the venom. Rolth, of course, has better things to do, like cause a pandemic.
Additionally, the secret basement of House Arkona is currently a Shiver manufacturing plant. The blood vats are full of various stages of shiver. (G13/Temple Center is not yet constructed at this time!) This is where I’ll have my party fight Gaedren.
In conclusion, Arkona denies knowing this foul man has taken over his warehouse and denies ownership. In fact, he issues a statement in the Korvosan Herald (whatever paper circulates in your game) about applauding the PCs for their efforts to rid this crime. He donates the Warehouse to the city so it can become an public space for like a soup kitchen, poor house, etc.