DM - Second Darkness Timeline


Second Darkness


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I started a Timeline for Second Darkness while reading through the adventure before deciding to run Rise of the Runelords instead!

However it may be of some use [or not!]

SPOILER WARNING - NOT FOR PLAYER'S

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Thats NOT for player's

Spoiler:

Second Darkness TIMELINE

Part One: Cheat the Devil, Take His Gold

Cheat the Devil and take his Gold

The Gold Goblin Job [EL5]

An Offer you can’t refuse –Employment at 10gp/week

Part Two: On the Job

On the Job at the Gold Goblin –repairs take place [ via money lent from Lymas Smeed. PC find out about the loan in A Missing Employee below]
· Turning a Profit [Skill uses in helping the profits each week]

Event:
• Small metal items (including weapons and armor) become slightly magnetized. This imposes a –1 penalty on attack rolls with metal weapons and a –1 penalty to AC to those wearing metal armor. The strange magnetism lasts for 2d6 minutes.

The First Night [EL 2]

Event
• All spells cast during a 79-minute period manifest a strange purple mist that incorporates into the magic of the spell—existing spell effects are not affected. The slight mist remains for 1d6 rounds before rising into the air and evaporating. A DC 20 Spot check is enough to note after several occurrences that the mist rises toward the Blot.

After 4 days…

A Unfriendly Warning [EL 1]

After 3 days PAYDAY…

A New Friend:
Samaritha Beldusk joins the team for 2 weeks before moving to the Cyphermages

After 3 days…
PC’s asked to pick up a some Beer from the docks..

Event
• A sudden tidal surge hits Riddleport’s harbor. The uncharacteristically large wave causes minor damage as ships are pushed against the piers and boardwalks strain under the sudden pressure. Water from the wave reaches Wharf Street, and several stevedores and beachcombers are washed out to sea and lost. If the PCs are near the wharves at this time, allow them to use appropriate skills to avoid the danger themselves and assist others by making DC 15 skill checks (Climb to avoid the swell, Balance to maintain footing in the undertow, Swim if swept into the harbor, Use Rope to throw lines to floundering dockworkers, and so on). Failure indicates, at worst, 1d6 points of damage. If the PCs seem to be itching for a fight, feel free to have a reefclaw or swamp barracuda wash up in the tidal surge nearby.

Swamp Barracuda [EL 2]

After 4 days PAYDAY…

A Missing Employee…and

A Flat on Rat Street [EL 3]

After a week PAYDAY…

Attack on the Foamrunner [EL 4], and then…

Event
• Flocks of sea gulls suddenly take to the air and begin flying in a growing cacophonous spiral. This continues for several minutes as large flocks wheel above the city in ever-gathering numbers. Eventually their erratic flight brings them into proximity to the Cyphergate, where they crash into it violently by the hundreds before the few survivors continue their ragged flight out to sea. For the next 2 days, crushed and broken bird carcasses wash up on the beaches around Riddleport and cluster as flotsam beneath the wharves creating a horrible stench over the south portions of the city.

Samaritha Beldusk leaves for the Cyphermages

After 4 days

Event- Hubbub in streets…
• Every weather vane in Riddleport suddenly turns with a screeching of metal heard all across the port to point directly towards the Blot, even resisting the actual currents of the wind. After 10 minutes or so (during which several weather vanes are snapped off by cross winds to tumble to the street below), they are suddenly released from whatever holds them and return to normal.

After 3 days PAYDAY… just after closing…

The Raid [EL variable]
• Group 1 (EL 3)
• Group 2 (EL 4):
• Group 3 (EL 3)
• Group 4 (EL 2)

After a week PAYDAY…

Part Three: Hidden Enemies and Unexpected Allies

Event
• A loud rattling and clatter is heard that proves to be tiny falling objects clattering on the roofs and streets of the city from a clear sky. At first assumed to be hail, examination reveals it to be tiny pieces of porous black rock— looking almost volcanic in nature but defying all identification. This initial storm does no noticeable damage, but after 2 minutes, the rocks increase in size and begin cracking shingles, ripping awnings, and pelting anyone who remains outside. The bronze dome of the Gold Goblin rings like a bell during the onslaught. This larger hail of stones lasts for only 1d10 rounds, and anyone remaining outside must make a DC 10 Reflex save each round to avoid taking 1 point of damage. When all is said and done, there are several
dozen casualties and hundreds of gold pieces of damage to property and ships. Saul suffers a –2 penalty on his weekly Profession check to increase the Gold Goblin’s profits this week (see the Turning a Profit section).
The stones themselves remain for a few more minutes, covering the ground before they suddenly evaporate into nothingness. Attempts to classify the material before it fades meet with failure—the stones feel like granite, but float in water and are strangely cold to the touch.

Bone yard Ambush [EL 7]
· Meet Kwava

Event

• A minor temblor strikes the city, causing only a little damage but shaking everything pretty well for a few seconds.

Back to the Gold Goblin

• Group 1 (EL 5):
• Group 2 (EL 4):
• Group 3 (EL 3):
• Group 4 (EL 4):
• Group 5 (EL 2):


Hey, I thought I replied to this. I guess not. Thanks, great timeline!!

Scarab Sages

Adventure Path Charter Subscriber

Nice. Thanks for giving us an idea of how to incorporate the events.


You're welcome. It's only the start and fairly rough.


*bump*


This is great I was planning on making one of these I guess I will steal and add to it

Where would you guys put in the side trek

I was thinking of changing it till after the employee dies and Saul sends them because the guy steals chips but in reality Saul hired these guys to kill the employee and they are wanting more money so he sends his hit squad to kill the Pauper and his men (he gave them some chips to use at the Goblin but was setting them up)


Good thread. I felt the adventure had three threads running through it and I wanted to figure out what happens each week for those threads (the week numbers not really being important. Getting a feel for each of the threads being more my reason.)

Spoiler:

Angering the Bosses
Saul manages to anger the other crime bosses. PCs come to the crime bosses attention as well.

1: Drunken brawl – Not really connected in the adventure as written, I’m making these be Boss Croat’s men. Not here on official Croat business, but how they’re dealt with may matter.

2: Clegg Zincher, snake – maybe snake endangers Lily.

3: Attack on the Foamrunner – stealing the ale, Zincher.

4: Lymas Smeed issue probably angers Boss Croat. (Adventure says he’s Zincher’s man, but I’ll make it Croat. We now have both men angry.)

5a: Raid on The Gold Goblin

The Blot
The Blot causes problems around town. I want this to build in intensity hopefully signifying the coming big event. Most of the events seemed too passive to me. I made some changes so that the players have something to do rather than simply being told.

1: Weather vanes point to the Blot. This hopefully establishes the ‘weird things are related to the Blot’ thinking in the players’ minds.

2: Spells manifest a strange purple mist. Shape of the mist matches the blot and the direction if dissolves matches the blot.

3: Metal Weapons become magnetized – This happening during a battle is too coincidental for me. Instead, The Blot begins affecting the Ghoulette wheel at The Gold Goblin. Every time it’s spun, it lands on the 0 square of the wheel (0, as in the shape of the Blot). This happens a few times before people start catching on and then everybody begins to bet on 0. Cheers start going up from the crowd and it will be up to the PCs to decide what to do about it. Maybe a Perception check first to notice the crowd. For every spin they let it go on, the Profession check for the Goblin is –1 that week due to the money lost.

4: Flock of sea gulls, meant to be a bit ominous

5: Sudden tidal surge in the harbor. Players have chance to rescue people or other heroics.

The Volcanic rock hail and small earthquake events I’ll skip.

Saul’s Money Issues
Saul has money issues, from his ability to purchase The Gold Goblin to begin with to money being siphoned off for Depora.

0: Where did Saul get the money to purchase The Gold Goblin? Checking around town reveals he did not take out a loan.

1: Arranging to have the prize stolen at Cheat The Devil

2: Repairs begin at The Gold Goblin due to loan taken from Lymas Smeed

3: Larur isn’t able to pay the PCs. His records show he should have the money but it’s gone. The problem is fixed when he speaks with Saul. Just a mix-up in the vault Saul claims.

4: Larur goes missing. Lymas Smeed dealt with.

5b: Swamp ambush

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