Help Build an Adventure: The Slave Catcher's Swords


3.5/d20/OGL

The Exchange

Any Thoughts?

Dark Archive

Based just off of the words 'The Slave Catcher's Swords?'

1) The Slave Catcher has a pair of swords that are said to be magical, and the source of his uncanny skill at his trade, allowing him to track down and incapacitate fleeing slaves. It's all hype. He's just a really good tracker (ranger, favored enemy - slaves?) and has learned to strike for nonlethal damage with his blade, and / or coats them (and his arrows?) with a relatively weak (and therefore cheap) numbing toxin that does minor Dex damage and, most importantly, reduces movement rate, so that slaves attempting to flee him begin stumbling slower, and become easier for him to catch (all slasher movie like, with him advancing slowly but steadily, while they feel the strength going out of their legs and feel like they are running in slow motion, until the inevitable stumble and fall...). He's spread the rumor that his 'power' is all in the swords he carries, so that foes underestimate his own considerable skill, and has given a deadly surprise to those who attempted to jump him after stealing his 'special swords' or who make efforts to sunder or disarm them, as he carries back up weaponry, and is just as deadly with daggers, a bow, some random other sword, etc.

The PCs are beseeched (besought? besooken? whuteva) by villagers in the local area to help them find their missing relatives, who they believe were taken by the legendary Slave Catcher. Only he can tell where their loved ones have been sold off, and the party will find him unwilling to divulge his client list, and forced to fight him. Even after extracting the information, they then have to travel to wherever these villagers have been taken, or find a way to liberate them from either a camp, prior to being sold, or the homes / mines / etc. of their new owners, who will not be wildly enthusiastic about this novel new 'catch and release' concept the PCs are proposing.

2) The Slave Catcher has a pair of magical blades that require him to capture others and sell them into slavery. Perhaps they are intelligent, perhaps he gains some benefit from those he has scarred with the blades, so long as they remain alive, and the scar is not removed (and so he 'brands' the slaves he brings to market, burning them with the hilt of one of the blades (heated over a torch), in some relatively discrete place, and as long as they remain branded, they are down one hit point, and he has one temporary hit point). He's had a successful career, and thirty slaves currently live, bearing his brand, giving him thirty temporary hit points that restore at the beginning of each day. If he kills someone, he gets no such benefit, as the swords encourage (and reward) cruelty and prolonged suffering. If the person is allowed to go free, they may get the sort of healing treatment that will cause the scar to fade, and so, he benefits most reliably from selling them into slavery. He's not the first 'Slave Catcher,' although that fact is unknown to most, and he in fact was once a Paladin, who slew the first Slave Catcher, but fell under the influence of the swords, falling and eventually 're-training' as a Fighter or Ranger / Blackguard. Adjust the number of slaves currently alive and bearing his mark as desired. Perhaps he's got so many marked slaves currently linked to his blades that he is effectively unbeatable, requiring the PCs to infiltrate various slave markets, households, mines, etc. and get rid of brands to weaken him first (either by killing the marked slaves, or giving them 1 hit point of magical healing, to remove the scar). Perhaps one of the PCs has a clue to this weakness, in having been a marked slave in the past (or even starting the game with a mark, and permanantly down one hit point, only to have the brand fade away when he receives his first point of magical healing), and has spent months feeling occasional twinges of phantom pain as the Slave Catcher is struck by a weapon or spell, and the damage comes off of the hit points stolen from others (as the temporary hit point he has lost to the Slave Catcher is expended, he feels a faint ghostly echo of the pain the Slave Catcher has been spared). Perhaps 'random' magical healing won't suffice, and the healer has to be aware of and specifically touch the burn-mark while casting a cure spell of any level (which will heal damage normally, in addition to purging the scar), while a 'general' cure spell applied to somewhere else on the body, or an area effect channel energy, won't suffice to break the link or erase the scar.

Potential for infiltration of noble households, to sneak curing to marked slaves, gathering information from slave traders to find out where the slaves sold to him by the Slave Catcher were re-sold to in the first place, sneaking into work camps (mines, logging camps, building construction, city renovation teams, brothels, ships crews) of slaves to 'unmark' slaves, in preparation for fighting the 'unbeatable' Slave Catcher, who is hot on their tail, and has hired some mercenaries to harry them, as he has felt his 'invincibility' waning as they unmark slaves, and recognizes that they *must be stopped!* before they undo all of his hard work.

Dark Archive

3) New Exotic weapon (unrelated to the above two thoughts);
Slave Catcher's Sword - Light Melee Weapon, 5 gp, Dmg (S) 1d4, Dmg (M) 1d6, Critical x2, Range -, Weight 2 lbs, Type S, Special disarm, trip

A slave catcher's sword is about the size of a short sword, but in single edged and ends with an inward facing curve, similar to that of a sickle. On the dull side, a smaller curved hook also bends back in the direction of the holder. Because of these two curved points, the slave catcher's sword is excellent at snagging limbs, weapons or clothing, and the user receives a +2 bonus to disarm or trip attempts, and can drop the blade as a free action to avoid being tripped in return upon a failed trip attempt. The curves make the weapon useless as a piercing weapon, and it lacks the penetrating efficiency of a short sword (represented by it not having an improved critical threat range).

Because of it's relatively simple use, to hack, in melee combat, a non-proficient user who is proficient with all Martial Weapons only has a -2 penalty to use the weapon for basic melee attacks, although he suffers the full -4 non-proficiency penalty if he attempts to use it to disarm or trip a foe.

Local slave catchers have taken to carrying these blades, with the most skillful of them wielding them in pairs, knocking weapons from hands and dragging their intended captives to the ground, where they can be subdued and shipped off to market.

[Granted, a new Exotic Weapon isn't really useful for an adventure seed, more a random thought...]

4) The Swords of the Slave Catcher are a band of hoodlums called 'the Swords' who serve a fat slave-merchant known only as 'the Slave Catcher.' The Swords are former merchant-marines, who've been drubbed from their former posts for various improprieties, and worked as an impromptu press gang, before landing this more lucrative gig. The Slave Catcher is an enormous dark-skinned Garundi, whom most mistake for a pampered pushover, not noticing his callouses and scars, from a harsh life as a slave-gladiator who won his freedom after strangling a lion to death for the amusement of the crowd. He doesn't get his hands dirty as much these days, but is still a force to be reckoned with, and his 'Swords' help him round up new slave gladiators for his own personal underground fighting-ring. The PCs may end up on the wrong end of the 'Swords' and find themselves in the underground fighting ring, forced to organize a gladiatorial rebellion if they want any chance of getting out of the Slave Catcher's clutches.

Liberty's Edge

Weird, I thought I posted this last night ... OK, let's try it again. This is an idea I had for a hook encounter. Feel free to use it, or not.

A Chance Meeting in the Marketplace (EL 2)

While passing through a marketplace, one of the PCs is nearly bowled over by Henna, a panicked woman dressed in torn, dirty clothes. She clutches a bundle to her chest. The PCs may attempt to stop her with a grapple combat maneuver (her CMB is a paltry +1); otherwise, she darts into the crowd.

Whether or not the PCs stop Henna, they may immediately make a Perception check (DC 13) to hear shouts of "Stop! Thief!" above the din of the crowd. Two taskmasters - described below - are pushing their way through the crowd in search of Henna.

If Henna was stopped and the shouts are heard, she will immediately implore the PCs to help her. "They are slave catchers! Please, hide me!" If the PCs make a Sense Motive check (DC 15), they will find her plea to be sincere.

If Henna was not stopped, or the shouts are not heard, the burly men plow straight into the PCs, demanding to know where Henna went. "You there! Where did that little dirt-bag go?" If the PCs make a Sense Motive check (DC 15), they will feel that something is off about these two: they're definitely too rough-looking to be merchants, and they aren't wearing the livery of the city guard. A Perception check (DC 13) will reveal that one of them is carrying a coiled whip at his side.

If the PCs do not hide Henna quickly, the taskmasters will seize her and clamp manacles on her wrists, causing her to drop the bundle she carried as she is dragged away. If they hide her or refuse to divulge her whereabouts, the taskmasters attack them with shouts of, "You will not obstruct justice!" In this case, Henna cowers in a safe place, only revealing the contents of her bundle later.

In either case, the PCs should have very little time between their run-in with Henna and their run-in with the taskmasters. The taskmasters are impatient men and will not wait long for the PCs to answer them, so the party must make their decisions quickly.

Background: Henna is a slave who has escaped from the taskmasters' lord, and their mission is to bring her back. They do not know about Henna's bundle, which contains the newborn son of another slave in their master's possession. Henna stole the child in order to save it from a life of slavery, and hopes to turn him over to a monastery for safe-keeping.

Taskmasters: The taskmasters are burly men, dressed in heavy red and black leather kilts with double bandoliers across their chests. They have long hair and beards, braided with red twine and links of chain. One carries a net and short sword, while the other carries only a short sword, with a coiled whip at his side.

Glotch:
Ftr 1
Str 14 Dex 14 Con 12 Int 8 Wis 10 Cha 13
AC: 13 HP: 11
Saves: Fort +3 Refl +2 Will +0
Skills: Handle Animal +5, Intimidate +5
Feats: Exotic Weapon Proficiency (Net), Point Blank Shot, Precise Shot
Weapons: Short sword (Atk +3), Net (Atk +3, +4 within 30 ft.)
Armor: Leather (+1 AC)

Glotch is the less intelligent of the pair, but has a greater presence. He tries to Intimidate the PCs during negotiations by growling and swearing at them. His battle tactics consist of throwing his net at the most nimble-looking opponent, then stabbing that opponent with his sword until it stops moving. Glotch will fight to the death; he relishes battle.

Pohl:
Ftr 1
Str 14 Dex 14 Con 12 Int 13 Wis 10 Cha 8
AC: 13 HP: 11
Saves: Fort +3 Refl +2 Will +0
Skills: Knowledge (dungeoneering) +5, Knowledge (engineering) +5
Feats: Exotic Weapon Proficiency (Whip), Combat Expertise, Improved Disarm
Weapons: Short sword (Atk +3), Whip (Atk +3)
Armor: Leather (+1 AC)

Pohl is more likely to try to negotiate with the PCs for information about Henna's whereabouts. If Glotch fails to intimidate them, however, he will not hesitate to disarm the best-armed opponent and attack them with his sword. If Glotch falls first in battle, Pohl will attempt to flee. A successful Knowledge (dungeoneering) check (DC 15) will locate an entrance to the sewers into which he can flee.

Dark Archive

Ooh, very cool, MolotovH!

Liberty's Edge

Thanks. I just really liked the idea of sticking the PCs with an infant and seeing where it goes from there. :-)

Dark Archive

MolotovH wrote:
Thanks. I just really liked the idea of sticking the PCs with an infant and seeing where it goes from there. :-)

Five violent adventurers and a baby? Sounds like a hit movie!


The two slave catchers are very well written. Seeing a coiled whip is a little bit less than I would require a DC for (isn't it a little like "use eyes" check). So where to from there? How about if all that is easy but at the monastery the Polymorph fades and now a nasty monster is loose, like a giant snake depending on if you allow Size L to Size T polymorph.

The Exchange

This should give you an Encounter Area to work with. Part of a Larger Town in which the Adventure Encounter can Take Place. Now it just needs to be mapped by someone with an idea on Sewers, and Streets.

Encounter Map

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Building....Location.......Type

Community Layout

20x30.......2P/4Q..........R
20x20.......3U/4V..........R
20x20.......4K/5L..........R
20x20.......7B/8C..........I
20x20.......9R/10S.........I
20x20.......9C/10D.........R
20x30.......11M/13N........C
20x20.......11U/12V........C
20x20.......12H/13I........I
20x20.......14I/15J........R
20x20.......14P/15Q........I
20x30.......16W/16X........I
20x20.......17Y/18Z........R
20x20.......25H/26I........C
20x40.......26J/24K........R (Exotic Shape: left "L")
20x20.......20K/21L........R


Sewers always have a grade downward to a gate or a pit, trenches get deepest near their end and are always deeper near tall buildings.
Sometimes there are shanty towns below and often there are useful rooms that are simply locked.
In general, whenever mapping, life revolves around kitchens and larders.

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