Extra encounters in Edge of Anarchy...


Curse of the Crimson Throne


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Hi folks,

Just wondering what kind (if any) of extra encounters have you inserted in Edge of Anarchy... Besides the ones already stated at the begining (The Otyugh, The angry mob, the encounter with Grau, etc...).

You have any idea for extra quick side-encounters I could just quickly pop in there in between the regular missions?

Ultradan


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Spoilers ahead!!

Here are some ideas I'm going to use in my campaign. Some of them serve to foreshadow some of the places or NPCs from the AP.

Eodred's death will be postponed a bit, because I wasn't too happy with the idea of the city sinking into chaos in just the time it takes the PCs to clear the old fishery.

I've added an NPC to the gathering at Zellara's, who accompanies the PCs to the old fishery. His name is Lucian Lycan, although the PCs knew him as Lick, one of their fellow lambs from the old days. Lucian is a mildly insane bard with a short attention span. He suffers from the same kind of mad inspiration as Salvator Scream. He's a playwright and works for Pilts Swastel at Exemplary Execrables. After defeating Lamm he meets up with the PCs in Eel's End and invites them to the premier of his latest play: Hell's Mother. He gets sick

at a specific time:
when Ileosa discovers the fangs and Kazavon ends his influence over the city's artists
and dies after taking an overdose. His burial takes place in the cathedral of Pharasma, and there are rumors of other artists dying.

The PCs also take care of some of the Lambs they freed. One of them is a Shoanti boy, Lerrim, who doesn't speak. The PCs want to help him by looking for fellow Shoanti, who are rumored to live in Thief Camp and Path's End. With Path's End being the less dangerous of the two, the PCs travel there, but they only find an honorless, drunk Shoanti before being set upon by Sczarni thugs. Luckily two men come to their aid: Grau Soldado and his brother Bayan. Grau informs the PCs that there is a delegation of Shoanti in the Gray District, led by an old shaman Thousand Bones. The PCs meet with them and the Shoanti agree to take in Lerrim.

The headmistress of the orphanage that took in most of the freed Lambs asks the PCs to guide two halfling orphans back to a small halfling community up the Jeggare River, where their grandmother still lives. In this village I have placed a small adventure based on 'Swamp Stomp' (Dungeon magazine # 93).

When the PCs get back to Korvosa, a couple of days later, the city is in turmoil because the king has died. This is the perfect moment to insert some small encounters (apart from the ones in EoA):

- a protest threatens to get out of hand unless the PCs calm down the mob;
- the PCs have to stop the Hellknight from slaughtering protesters;
- the PCs have to face down plunderers who want to rob a baker;
- the PCs have to intervene when some renegade guards make trouble in an inn;
- the PCs help out when a rat swarm invades a grain warehouse;
- the PCs witness a friendly duel (during weapon practice) between a cocky Korvosan guard and a female guard, she beats him and turns out to be an old fellow lamb from the PCs' days in Lambs service;
- Baris Trenchlow, the master smith from the Ironworks wants to take advantage of the chaos to go against city policy and form a guild of ironworkers, Cressida Kroft asks the PCs to convince the smith to abandon his plans;
- the PCs try to track down who is stirring up all the chaos in the city

in my campaign:
in my campaign the Arkona's are sending out agents to incite rebellion
and find out that a bard named Feldon is rabble-rousing the dockworkers, his trail (falsely) leads to the Chelish ambassador Amprei;
- I will also have the PCs be present when Queen Ileosa confronts ambassador Amprei with the letters the PCs recovered from Eel's End, and sends him back to Cheliax, she makes him sign over his villa in South Shore to the PCs.

Then there will be a council at the Castle with all the nobles and powerful figures from Korvosa to which the PCs will be invited since they have managed to stop the worst of the turmoil. The goal of this meeting is to further reduce chaos and to increase the popularity of Queen Ileosa and the monarchy of Korvosa. One of the ideas from this council is to organize an opera about Saint Alika, in which the PCs, as the city's heroes, have to participate. Another is to organize an official crowning ceremony for the queen.

Zenobia Zenderholm enlists the PCs' aid when she is drawn into an old murder trial, an adaptation of the magnificent Pathfinder module U2 'Hangman's Noose'.

Next the PCs spend a couple of days training for the opera about Saint Alika in the Marble Dome. They interact with the actors and are invited to a party at the Jeggare museum with the high society of the city. During this time the PCs also use their influence with the Korvosan guard to free the son of a fellow actress, who was arrested during the riots. They also help with the promotional campaign for the opera and witness the cruel murder of the Shoanti youth Gaekhen in the streets.
When the opera is in full swing, Keppira d'Bear of Pharasma approaches the PCs with some terrible news: a young girl from Sirathu, who possesses the same prophetic powers as Saint Alika, has predicted that the leading lady of the opera will be murdered on stage in the final act. The PCs have to stop the killer without the audience noticing it. The opera plays an important role in the queen's promotional campaign and cannot be stopped: the show must go on!

At the coronation ceremony, Sabina Merrin reveals the new, expanded Gray Maidens (who already existed since Ileosa married Eodred, but were never more than a personal bodyguard). Now there are about 200 of them.
I'll also change the Trina Sabor sequence: the PCs have to track her down to the apartment of one of her friends (through information gathering) before the chase starts.

Trinia Sabor will also be made to confess publicly

although:
although the PCs might notice she is not acting out of free will
.

These are the things I'm going to add to this already excellent adventure. I hope you can use some of these ideas. Cheers.


GREAT stuff there! Wow.

Ultradan


In this thread there is a great encounter, but it is not quick. You can make it short, as I have done for my campaign.


Thanks angelroble!! Very cool encounter!

Ultradan


angelroble wrote:
In this thread there is a great encounter, but it is not quick. You can make it short, as I have done for my campaign.

Thanks!

Grand Lodge

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One thing I added was having the PCs help a Varisian traveling menagerie whose creatures had been loosed by rioting. I like the idea of getting some non-urban creatures into the city. I also got some help in the GM section on this and got suggestions to include a cinder wolf and shocker lizards. Running the fight tonight.

One other element that I used with this was that the owner of the menagerie came to Zellara's house looking for help. The PCs had gathered there post-Lamm. They were a bit freaked when there was a loud knock at the door and someone calling for help. Then they had to explain what 5 dudes were doing in Zellara's house and where she was. This part could be used for any extra encounter. It was a fun RP moment.


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One thing my PCs were expecting that wasn't in the module was a Coronation Ceremony (and the corresponding riots). I added that to meet their grim expectation in another excuse to have riots in the streets.

I also had one of the dock families throw a festival in honor of the Queen, in a thinly veiled attempt to gain favor toward that particular family's agenda. It allowed for some carnival-like games using ability checks for the PCs to try out, and ended with the dock-side druids causing a bit of trouble in a "petting zoo".

During one of the riots, the PCs holed up at the Sanctuary of Shelyn, along with a number of innocents whom didn't want to be swept up by the mob. Inside, the PCs were challenged in trying to calm/entertain a bunch of (as the dice had it) very critical children, as well as barricading the entrance and trying to organize the persons inside. All while the few caretakers of the Sanctuary were doing their best to keep the place clean and beautiful.

The non-combat encounters are particularly valuable in this first act, as they help the PCs connect with and care about the city and its citizens. I found that aspect extremely helpful later on in the game.

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