Joe Homes Editor |
I just finished "Fires of Creation" with my group, and they're champing at the bit to get to the next adventure.
However, Scrapwall features prominently in that adventure, and while the book contains great descriptions of the various factions and hideouts in the settlement, there isn't much information on what kinds of merchants and other services are available.
Basically, I'm worried that the place will feel like one big open-air dungeon rather than a settlement where real people make their homes. How do I balance the ever-present danger and inter-gang tension in the streets with the feeling that this is still a town, such as it is?
Thanks in advance for your thoughts!
Joe Homes Editor |
There are no merchants or anything like that at Scrapwall, and it isn't a home to anyone, it's the lair of bandits and criminals.
And yes it is pretty much an open air dungeon.
Sure, it's the "hive of scum and villainy" thing, and there's the constant power struggle between the rival gangs. But the gang members DO live there, and they still need to eat, dress, buy weapons, etc. There aren't any major settlements for miles and miles (which is part of the point, I guess, of hiding out here)... That means there has to be some sort of self-sufficient economy. Raids on travelers on the nearby Sellen river and other roads doubtlessly provides some income and rare items to squabble over, but food and other goods need to be manufactured to make the lairs sustainable.
Further, there are at least a few residents of Scrapwall who aren't members of any gang at all, and they need to do their grocery shopping somewhere.
What I'm getting at is that the PCs will spend almost the entire adventure within Scrapwall, and while I don't want to lose the dangerous flavor of the hideout, I think treating the place as a single megadungeon where you have to walk everywhere with your sword out is going to start feeling same-y after a while. Gang members probably don't just sit around being evil at each other... when the Smilers are in their own territory, what do they do? What makes that territory worth holding on to? And are there any "neutral zones" where gang members DON'T just attack each other on sight?
Ayanzo |
It's kind of a raider encampment where they trade scrap for goods that raiders would have. Spell casting services are more or less non-existent, and there's no real established shops. It's kinda...
"Hey bob might have some of that stuff"
So it's a very barter oriented economy accented with plunder from ill gotten raids in the surrounding area as well as even other raiders.
There's the clockwork chapel and Redtooth's Wardern which provide some safe haven if the players seek out allies, but it's pretty much every-man-for-themselves. Very wild west.. but with high technology!
Codanous |
Yeah, I told my players that once they entered Scrapwall they will have little oportunity to leave and resupply or buy or sell items. Pretty much making it clear it is a super dungeon.
You are right though, Joe, its confusing about why certain territory is favorable. I imagine the Smiler territory is desirable to them because its an old-ish medical facility and since they are all about mutiliation and their leader is a necromancer its fitting in that manner. Additionally, the Smilers are known as cannibals so there food source is relatively available in Scrapwall, they simply eat those who aren't in a gang! Otherwise, the Steel hawks territory is desirable to them because its the entrance to Scrapwall so they reasonably get first pickings when newcomers come wondering in.
The Lords of Rust defend their territory because Hellion wants the excavator.
I imagine that travelling merchants have to come through, and I bet they come with a few strong-men for protection but like you said, with no merchants to speak of in town, I bet the leaders of the gangs are usually willing to work with a travelling merchant rather than rob and kill them. They need them to come back with more wares.
My players were well stocked up on Goo Tubes and I imagine that its because of this Second Book taking place with no reasonable sources of food but they still stocked up on some additional provisions. I think the Cleric, Dinvya could reasonable prepare Create food and Water for herself and any petitioners as needed.
Joe Homes Editor |
These are all great thoughts! Thanks!
I really like the idea that scrap worth makes it easier to get your hands on something, as well as making you less likely to be jumped in an alley.
@Codanous That all makes a lot of sense, and gives a good idea of each gang's priorities. Makes it sound like the Steel Hawks are the most likely to have the choice gear, since as you say they get first pick of the stock from any traveling merchant.
And there's always the option of taking a hike if the PCs can't get their hands on what they need.
Thanks for the advice!
leo1925 |
Chesed, the largest city in Numeria (a Metropolis no less!) is only three days walk (@30ft move speed) from Scrapwall. Theres nothing saying your players can't leave for a week (3 days out, 1 day at the city, 3 days back) and return, as far as I can tell - at least prior to Scrapworth 8.
Maybe it's 4 days by foot (hills and probably no roads) but i get your point. While the Sellen Hills territory is only the second most dangerous territory in Numeria, it's random encounters can be a little dangerous.
leo1925 |
True, 4 days probably would make more sense. And yes.. I didn't say it was safe did I? Hue hue hue.
But being able to shop at the only Metropolis in Numeria (Starfall not included, though I don't know if its even a metropolis) is probably worth the risk.
Don't forget the 50% markup of Chessed.
BriceTheRhedd |
2 people marked this as a favorite. |
This is how I precieved and then projected Scrapwall to my players:
You have the Steel Hawks or as I saw them the "Stehl Hawks". There is a massive metal company near where I live.. Ignore this suggestion as you see fit. Anyways, they were of significant power prior to Hellion coming and him creating the Lord's of Rust. Roleplay their leadership and gang as a fallen superpower. The only thing they want is to regain control and thus respect (scrapworth). They will assist, pay, or trick anyone bawlsy enough to deal with Birdfood. Now I didn't make Birdfood's real name, well Birdfood, I made that a Steel Hawk curse or way to make fun of the ex-Smiler and henchman of Hellion. I'd suggest having the Steel Hawk's be willing to be the groups first allies. Though let the Steel Hawk's be upfront that they won't defend the Players if they get Hellion's attention. This is where you drop story plot, flush in some history on Scrapwall, and whatever information your Player's might need to get stuff moving.
Next up, you have the Smilers. Cannibal and otherwise the worst imaginable killers you will find at Scrapwall. Worse even than Hellion. When Hellion wants you dead he does it well and with a bit of flair. Smilers just want it bloody and fun (the bad kind of fun, think The Hills Have Eyes). Make the territory filled with corpses, skeletons on display, and constant foul activities that make your stomach turn. Basically, give the overwhelming perception that these are not the people the group wants to ally with at any point.
The Redtooth Raiders were the past "law" in Scrapwall before Hellion came around. That being said they obviously are a good option for the better aligned party members to be interested in. However, that doesn't mean they are carebears or that they aren't willing to kill people if they see fit. I beefed up their HQ to have several levels and a in depth, yet confusing, maze of tunnels (possibly running into all the other territories, they have trained rust monsters after all). Take Warhammer Fantasy Skaven and make them not so crazy and murderious, instead more human from Warhammer... Now that I think of it. I made Redtooth possessed with a demon that was cursed onto her by a Harpy Druid that's animal companion was Greenfang. Cleric of the group removed it after several tries. But unknowningly moved it into him rather than banishing it. Long story but it made a lot of sense, I promise.
Lastly, Hellion and the Rust Lords, or as I called them the Lord's of Rust because I like it my way better (a reference to Lord of War... I like Cage, sue me!). By the time the group finally arrives at the arena to fight Hellion's chariot troll they should know Hellion is a 'boss'. They should have heard several different points of view of who he really is, and if your group is arguing over which one is right... your doing your job correct. I embedded scarabs laced with explosives to force the players to come to the arena and not come when they D@#& well please. Basically troll chariot rolls up, releases scroll case, swarm of scarabs attack, some crawl under the skin, group kills some, she explains they will kill them if they dont show up, rolls off. This scene really made the next scene where they have to fight her much better, my group was extremely worried.
I would strongly suggest not making Scrapwall a super-dungeon. The first adventure path has enough dungeon in it. Scrapwall should more stress survival and social skills rather than combat.
As for an economy, everything is based off Scrap Worth. If you don't have any no one cares assist you or even really talk to you. No one wishes to barter with you or trade. Etc etc. Once the Players earn some RESPECT they can try to get normal goods, food/water/somewhere to sleep, relatively easily. Though again don't allow any gold transfers. Forcing the players to barter with what they have or can find is much better. 'Oh we have these broken pistols from the Smilers we killed in the Fort... Lets trade with these." Trust me its rough at first but once the players get the system they really feel part of the community and not so alien, even if they felt alien at first.
I don't want to make this post too long, or at least longer than I have made it. If you have more specific questions maybe I can answer them. If I missed something or was vague somewhere I apologize just mention what your interested in and I'll try to get back to you.
Ayanzo |
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As for an economy, everything is based off Scrap Worth. If you don't have any no one cares assist you or even really talk to you. No one wishes to barter with you or trade. Etc etc. Once the Players earn some RESPECT they can try to get normal goods, food/water/somewhere to sleep, relatively easily. Though again don't allow any gold transfers. Forcing the players to barter with what they have or can find is much better. 'Oh we have these broken pistols from the Smilers we killed in the Fort... Lets trade with these." Trust me its rough at first but once the players get the system they really feel part of the community and not so alien, even if they felt alien at first.
Once they found Dinvaya, food,water,shelter become trivial, but she's still bartering for scrap. Robot parts, items, whatever fits her fancy at the moment. Each trader I had a 'values' metric for scrap, weapons, tech, pharmaceuticals, armor; as each person values things differently. For instance, Dinvaya doesn't value weapons as valuable compared to a disabled robot.
Joe Homes Editor |
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Just thought I'd leave an update on how the economy is working after a few Scrapwall sessions. Essentially, I ended up going with prison economy logic: cash is no good—people trade with things they can use.
I incorporated the suggestion to trade using equipment; in fact, gold is nearly worthless in my Scrapwall (1/10 its usual value). Conversely, most equipment is traded at full value, not sold for half. There's a limit on this—one guy is only going to want to trade for so many studded leather armors—but it's really driven my players to get down and scavenge! Consumables hold their value better, and those that don't expire are most valuable of all. Thus, bullets are the most stable currency for trading.
Finding the goods they want to buy is a challenge for the PCs as well, and has been getting easier as scrapworth improves (base values go up, DCs for checks to find expensive items go down). It always takes at least a day after talking to/bribing the right people to get the items they need, and sometimes the item just won't be available.
The Steel Hawks have been the main fence for my party, as that gang controls the front gate and gets first pick of any goods coming in. There's a significant markup on most things as the Hawks gouge the prices, but the fact that the PCs can trade equipment for full value typically balances things out.
Joe Homes Editor |
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For those who are interested, here is my stat block and verbatim homebrew rules for the settlement.
SCRAPWALL
CN Small Town
Qualities: Notorious, Anarchic
Crime +6; Lore +1; Law –7; Corruption +4; Economy –4; Society –4
Danger +30
Purchase Limit = 7,500*(Scrapworth/10)
Base Price = 1,300*(Scrapworth/10)
•The base price can be exceeded (up to 2,000) by succeeding at a Diplomacy check (DC = 10 + (10 – Scrapworth) + (1 per 500gp by which your current limit is exceeded).
•This check is modified by Scrapwall’s Society stat (–4), unless you’re asking someone who is already friendly or helpful to get the item for you. Offering a bribe of at least 1/10 the requested item’s value instead modifies this check by Scrapwall’s Corruption stat (+4).
•It takes 1d2 days to procure the item, and there is a 30% chance that someone tries to rob the guy getting it for you, taking either the money or the item. The mugging doesn’t auto-succeed, but you might have to go get your property back.
• Exceeding the base price for your Scrapworth means flashing around more tech/cash than you have a reputation for being able to defend, so there is a cumulative +10% chance of random encounters for the next 24 hours for each transaction that exceeds your base price.
• Gold is valued at 1/10 its usual value. Silverdisks are valued at half their value (5 effective gp). Gear is traded at full value (not half, as usual), though there is a limit to how many daggers and studded leather armors one guy will buy; there is no such limit on useful consumables. Thus, bullets are the most stable coin of the realm.
Espagnoll |
Keep in mind there are many unaligned with a faction individuals living in Scrapwall.
Those can be source of commerce by bartering skills, and considering the talents of adventurers, sure once they pass the three points in their Scrapworth more than a single individual will ask for an exchange.
This should resolve trough a profession or Knowledge skill roll or by performing a spell that benefits the other part while the subject performs a service of interest to the adventurer.
For example, a druid is approached by a group of orphan mutant kids asking her for fresh water and food as they had been sustaining themselves with poorly preserved goo tubes and contaminated water. The kids promise to guard the party while they rest, warning them from any approaching threat and protecting they gear from possible thieves.
As Scrapwall haves ears and eyes everywhere if the kids doesn't provide what they promise for the druid's service, they will be toss into the arena for fight against that person they wronged (the druid), and in case said individual doesn't want to fight or doesn't have fighting skills, a monster would do it for her.
These should be the services and spells of most interest for the Scrapwall scum:
-Remove disease (mostly for deal with tetanus).
-Purify food and drink.
-Create food and water.
-Tattooing.
-Engineering (If the PC haves Technologist Feat and can provide information on tech items).
-Architecture (The scoundrels of Scrapwall value shelters capable of provided good cover against acid rain).
-Blacksmith.
-Performance (Oratory is valued if the performer can tell good dirty jokes and stories).
Joe Homes Editor |
Keep in mind there are many unaligned with a faction individuals living in Scrapwall.
Those can be source of commerce by bartering skills, and considering the talents of adventurers, sure once they pass the three points in their Scrapworth more than a single individual will ask for an exchange.
Wow, that's a great idea! I'll definitely incorporate this.
...a druid is approached by a group of orphan mutant kids...
...they will be tossed into the arena for fight against [her]...
I'm not sure how interested my party's druid would be in fighting a group of mutant orphans, but I gotta respect your style.
Espagnoll |
Espagnoll wrote:Keep in mind there are many unaligned with a faction individuals living in Scrapwall.
Those can be source of commerce by bartering skills, and considering the talents of adventurers, sure once they pass the three points in their Scrapworth more than a single individual will ask for an exchange.
Wow, that's a great idea! I'll definitely incorporate this.
Espagnoll wrote:I'm not sure how interested my party's druid would be in fighting a group of mutant orphans, but I gotta respect your style....a druid is approached by a group of orphan mutant kids...
...they will be tossed into the arena for fight against [her]...
This "law" can be changed once the party help less evil inclined gangs, as the Redtooth's Raiders and the Steel Hawks, to regain influence and power in Scrapwall. Mainly gives the party members a hint that not every gang in that hive of scum and villainy must be put to the sword (some NPC should drop a comment about how this "Grudge Combats" weren't a thing before this new gang came to power)as well as accentuate the evil of Hellion's minions.
Klokk |
[IMG]http://i1263.photobucket.com/albums/ii634/Ansoul/Scrapwall_zpsf016dd70.jpg
My players went in with no maps, none of the residents they talked to for a long while were that good with geography, the one winged party member couldnt roll above a 8 on his perception and geography.
So as they explored it started out looking a bit different.
Once they rescued whiskerfoot, this is the version of the map of scrapwall that they were given as part of their reward. This version ive color coded based on this explorations, and what parts of the town are friendly towards them. The huge orange section to the east/north outside of the normal map. Ive increased the scale of things.. its full of all sorts of rusted and broken things. just hull remaining.. and just a big ol junkyard of mostly unalligned folks. think of it like a few hundred Dump's or Pits full of refuse.
(in my camp were running a kingdom, they are intending to make scrapwall city two in their kingdom. and already have a small force of friendly paladins and crusaders across the water at the Grave, but choose to come in as a party not commanders)
The Steel Hawks and Red Tooth's Raiders are sorta working like a militia force taking out the remaining Smilers and Rust Lords minions.
Party is all set to go to the Arena next session, they will be arriving at nightfall and have accepted the challenge.
______
It worked in a somewhat linear fashion.
Steel hawks gave birdfood quest.
Sent her on to Dineva(sp). she asked them to help reclaim her medlab that the smilers took over. along the way they rescue 'Umm" a random NPC that was going to be eaten by some smilers, he spreads words of their courage.
They found whiskerfoot (who they had met and saved previously back under torch and let free) who led them to red tooth.
Redtooth sorta says theres some explosive in the valley, but you gotta get past a basalisk and some ghosts. they do.
Have the option to blow up the dish or the "scrappeak" for 1 use of explosive, they found three packs, and the arena for 2 of packs.
They choose to go to the dish and disable it, reprogram it and password protect it. Funny enough the engineer get himself scanned and copy sent off to the void. the rest of the party slay it and they managed to stabalize their engineer. But I have a copy of him now!
party has chosen to battle in the arena, not to just blow it up. Though the rogue is thinking bout giving redtooth's raiders the explosives to set all three charges and blow it to kingdom come while the rest of the party sleeps in the afternoon..
Joe Homes Editor |
So, last session my PCs had the final encounter in Scrapwall, but we ended right after that fight. Now I'm worried that I have a bit of a dud session coming up... so I'm thinking of trying to chase them out of town, maybe with a Technic League group/small army that caught wind of the discovery of a near-virgin wreck in the Haunted Valley.
are there any resources/encounters you guys would recommend that I steal from to give the PCs the feeling of needing to escape an overwhelming battlefield (hopefully with Dinvaya in tow)?
Codanous |
So, last session my PCs had the final encounter in Scrapwall, but we ended right after that fight. Now I'm worried that I have a bit of a dud session coming up... so I'm thinking of trying to chase them out of town, maybe with a Technic League group/small army that caught wind of the discovery of a near-virgin wreck in the Haunted Valley.
are there any resources/encounters you guys would recommend that I steal from to give the PCs the feeling of needing to escape an overwhelming battlefield (hopefully with Dinvaya in tow)?
By final encounter I take it that means they defeated Hellion? I am just spit-balling here, my group decided to spend an entire session in Chesed which is just a couple miles north of Scrapwall. However if you'd like to have an overwhelming force shoo them out of Scrapwall you could have a Company(62-190 troops) of Cleric's/War Priests of Abadar come to eradicate Scrapwall. Maybe they had a contact tell their legion that Scrapwall is weak and divided and ripe for eradicating.
I am not sure if you players found the secret entrance for the Smiler's base but that could provide a great escape, they have to try to collect Dinvaya and sneak out through the Smiler fortress to avoid the Abadarans. I know Abadar isn't the most warring of Gods but he is strongly Lawful and I doubt they'd enjoy having to abide with a large bandit haven pratically on the Chesed's doorstep.
To add some mystery or intrigue you could have them run into a small band of Technic League agents posed as Abadarans in the Smiler fortress. Allude to the puppet government in Chesed being ruled by the Technic League and as a place to avoid messing with if possible.
Joe Homes Editor |
By final encounter I take it that means they defeated Hellion? I am just spit-balling here, my group decided to spend an entire session in Chesed which is just a couple miles north of Scrapwall. However if you'd like to have an overwhelming force shoo them out of Scrapwall you could have a Company (62-190 troops) of Cleric's/War Priests of Abadar come to eradicate Scrapwall...
These are great ideas, thanks! I'll use these to flavor the session. I do worry about my good-aligned PCs wanting to stay and fight alongside the abadarites rather than run.
I was also hoping to get my hands on some ready-made encounters, since I have virtually NO time to prep this one. I'm actually considering taking and advancing some of the encounters from PF #91: Battle of Bloodmarch Hill,
Any other ideas for good encounter resources?
Codanous |
These are great ideas, thanks! I'll use these to flavor the session. I do worry about my good-aligned PCs wanting to stay and fight alongside the abadarites rather than run.
I was also hoping to get my hands on some ready-made encounters, since I have virtually NO time to prep this one. I'm actually considering taking and advancing some of the encounters from PF #91: Battle of Bloodmarch Hill, ** spoiler omitted **
Any other ideas for good encounter resources?
You could also use
Unfortunately I don't known about too many Horde type encounter's in Paizo works, I'm also not an expert on the subject either, more of a dabbler.
Joe Homes Editor |
Preston Slaton |
I hit a sticking point on the issue of food and water. If the regions a blasted hell hole, where are they getting food? The nearest farms must be near other towns, and even then you can't survive a large population (over like 100) on raiding alone. So I decided to give Hellion a food machine, so he'should been rising quickly to power by offering food at a price like Immortal Joe from Mad Max, "know that it is by my Devine will that you are nurished! Spurn me and you and yours shall die as dust fills your mouths!"
I figure it also helps show why he already has priests, plus they can make food and water too can't they?