The Children of Westcrown as a source of Adventure; Post your ideas!


Council of Thieves

Shadow Lodge

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I'm working on a list of short adventure ideas for a number of reasons. I wanted to find a way to get my PCs more involved with the other Children of Westcrown (Loyalists of the Throne in my game), and provide a measure of character and ambition to the other NPCs who have been taking on background roles. It helps to create the sense of a network of compatriots doing what they can within the scope of their abilities, passions and interests. The other 'Children' are members of the community, and they certainly have their ears to the ground while the PCs are questing under it. Additionally, my game has 8 regular players, and the adventure-as-written spreads XP around a little thinly; these adventures help me boost their levels a little in a matter more interesting than sending swarms of Shadows at them every night. I'm interested in what ideas you guys might have in this regard.

These adventures should all further the cause of the Children of Westcrown in some manner; the overall impact of them should be simultaneously minor (so as not to overshadow the efforts of the PCs) and tangible in the community (so as to make them worthwhile to accomplish).

The structure of these adventures suggests that there is a particular NPC 'child' that is the catalyst for the adventure, with a number of others on board for the mission should the PCs look for additional help. Additionally, they should be pretty open in terms of what level the PCs take on the task (with options for scaling to higher levels).
Let's see some of your ideas! Follow the structure or create your own and let's see what we get.

**Additional ideas: These adventures can have some far-reaching implications for the fame and reputation of the Children of Westcrown; consider offerring a Fame Point for the completion of one (or two for easier missions). For a change of pace, or if the PCs decide they are too busy to help with such tasks, if any of these NPCs have gained class levels from experience or mentorship (as suggested in Pathfinder #25) consider distributing their character sheets to your players for a night or part of your game session, and have them take up the roles to run these missions, using the suggested NPCs. My players often complained about 'how useless' these NPCs were; putting my players in their shoes helped gather a little more respect for them, and it meant that the PCs did not have to take time off from their own adventures to help with such minor concerns.

Adventure:
Participating NPCs:
Summary:
Scaling:

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Shadow Lodge

I'll go first:

Adventure: The Purloined Press

Participating NPCs: Sclavo (Primary), Amaya, Ermolos, Tarvi (Secondary)

Summary: Sclavo draws the PC's attention to a warehouse in Rego Scripa, not far from Taranik House, that contains a number of abandoned printing presses. They are completely functional, but have been forgotten as a result of governmental beaurocratic shuffling. Additionally, they bear a functional seal of Aroden's Eye, able to mark any printed products as 'official and government sanctioned'. If one of these presses could be secured for the use of the Children of Westcrown, they would be able to distribute tales of good deeds and inspiring words to the masses, powerful writings in these troubled times. Through Sclavo's connections, all necessary supplies for such printings will be taken care of. He's even managed to secure a scroll of Shrink Item to assist in the recovery of the machine; unfortunately, he does not possess the skill necessary to activate it. The warehouse should be mundanely locked and guarded by regular dottari during the day, with a skeleton crew of dottari and some guard dogs in the evening.

Scaling: The warehouse is controlled by Order of the Rack Hellknights rather than the Dottari. They seized the presses from a number of publishing houses thought to be spreading revolutionary propaganda. Those organizations have been disbanded, and as such there are no 'rightful' owners to claim the languishing machines. Guards should be replaced with Hellknights of an appropriate level; Magical locks and wards should be used to increase the difficulty of the encounter as well.

Shadow Lodge

Adventure: Sowing their Seeds

Participating NPCs: Vitti (Primary), Fiosa, Gorvio, Rizzardo (Secondary)

Summary: Vitti has been working on cultivating a garden outside the Shrine of Aroden, and in some unclaimed or abandoned plots in the neighbourhood. He produces enough to feed most of the rebels, and donates what he can to the local poor and needy, offering training to those who wish it in tending their own plots. The more viable gardens sustain themselves allowing otherwise unemployed vagrants the ability to eat and carve out a wage for themselves from the cracked earth. Vitti also has access to a a few rare plants that, when properly cultivated, are worth quite a bit on the open market. That money he uses to expand the gardens and fund some of the other activities undertaken by the group. A good deal of it helps support Arael in his potion-crafting. He's been growing what he can based on his limited resources, but his current crops will fetch a meagre amount compared to what he would make if he had access to rarer and more sensitive specimens. He knows where such plants can be found; all manner of forgotten, hybridized, and just plain dangerous plant species can be found in The Ramble Gardens. He tasks the PCs with collecting the seeds, fruits, and cuttings from a list of plants located in that section of Rego Cader. Appropriate Knowledge and Perception checks should help the PCs identify the plants Vitti is seeking. However, an Assassin Vine stands between the PCs and some of their gatherings; the overgrown ruined courtyard of an abandoned vira is the home for an indentured gargoyle, dutifully upholding his end of a magical contract forgotten for centuries.

Scaling: A Shambling Mound scours the overgrown area, hunting for flesh to sate it's alien hunger. Rumours of Giant Flytraps lying in wait for would-be scavengers are becoming more common as well.

Scarab Sages

This is awesome, and could go well with the "Children of Westcrown" PDF I'm making up. It's almost done, just waiting on Hugo's (Solis) art for each NPC.

Scarab Sages

Karui Kage wrote:
This is awesome, and could go well with the "Children of Westcrown" PDF I'm making up. It's almost done, just waiting on Hugo's (Solis) art for each NPC.

Must...Have...Soon...!!!!


I'll take a shot at this as I'd love to see it continue...

Adventure: Friends In Need

Participating NPCs: Fiosa (Primary), Yakopulio, Larko, Mathalen (Secondary)

Summary: Several of the halfing slaves that Fiosa knows have been hearing rumors, like many others, that there is some sort of resistance group. Many of them are sympathetic and may even be willing to help the cause directly if given the chance. Arael and Jeniven once helped the halfling rescue her kin and now Fiosa wants to stage a repeat performance, unable to stand seeing them suffer any longer. The slaves' current master is a particularly cruel and miserly one, very much interested in keeping his assests secure. The PCs will have to sneak or fight their way past several house guards and attack their dogs, find the slaves, free them of their bonds, and work out the logistics of transporting the newly liberated halflings to safety.

Scaling: Fiosa has gravely underestimated the wealth and resources of the slaves' master. The cruel noble has gone through great lengths to provide extra security to his grounds. Several instances of Arcane Lock, Glyph of Warding, Fire Trap and Alarm should be present to foil the PCs attempts. Also consider adding an appropriate number of Imps which have been bound to protect the household.

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Adventure: Ill Gotten Gains

Participating NPCs: Yakopulio (Primary), Rizzardo, Ermolos, Sclavo (Secondary)

Summary: Someone in the Bruised Eel had one too many drinks last night and let slip some information about a delivery of weapons, poisons, equipment, and other useful stolen things. The bandits that did the stealing plan to make a dead-drop of the supplies on one of the less traveled streets to distribute them to the rest of their thuggish allies. Yakopulio insists that intercepting this cache will not only put the supplies to better use by arming the resistence but deny the bandits their prize, discouraging them. She knows that the cache will be picked up about an hour after being dropped, giving the PCs plenty of time to get there, grab up the stuff, and get out. However, the drop happens deep within unlit territory at midnight, and a pair of hungry Shadowgarms will have put the PCs on the menu by the time they arrive.

Scaling: Increase the number of Shadowgarms. A swarming tactic could be effective here as they focus use of their shadow slime ability to cripple PCs one at a time. Alternatively, replacing the Shadowgarms with Shadows and/or having the bandits arrive early to collect the cache could create an interesting three-way battle.

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