Module 5 Initiative (Part I of "Meet the New Boss")

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Archived by Jerry on 7/04/13.


Module approved by Jerry on 3/21/2013.


Reviewed by Jerry on 3/21/2013. My comments are in red. Correct the things in the list below and I will approve the module.  :)


List of Corrections:


none. BTW, Kathy, you are the first ever to NOT have any corrections to make. Congrats!...for whatever that is worth.  :)



Title of Module: Initiative (Part 1 of “Meet the New Boss”)

Game: Cthonia

Projected Dates: 4/1/2013 through 6/15/2013


[List projected dates that module is to start and end. Remember to list those dates on the Woldian Module Calendar. If you realize that you’re moving fast or slow, please adjust the dates on the calendar and email Jerry.]


Author(s): Kathy Ice

Starting Party Level: 4


Summary of Module: This module is intended to be the first of a three-module series called “Meet the New Boss.” It chronicles the rise of a new crime boss in Town named Boss Wathe.


In this module, the PCs finish their survey of the waystations. In their travels, they meet some merchants who tell them that there are rumors that the Trading Post is not a good place to try to trade or do business. The merchants are all headed to Town instead. When the PCs arrive in the Floating City, someone tries to recruit them to leave the Trading Post and provide security for Town instead. When the PCs refuse, thugs are sent to scare them off and/or eliminate them.


Jerry: Interesting. BTW, I haven’t used “town” in the local campaign. But I like the idea!


The PCs should end the module with the impression that somebody wants Town to succeed, and is taking very aggressive measures to make it happen.


This ends the summary of the current module. Here is what I have planned for the rest of the series:


In the second module, the PCs hurry back to the Trading Post to defend it against Boss Wathe’s attacks.


In the final module, the PCs travel to Town (now renamed Wathe’s Freehold) to confront Boss Wathe head-on.


Changes to module when played: 1 paragraph (to be done when the module concludes)


Most of this module wasn’t run at all. During the first scene, the PCs encountered a group of merchants coming upriver (as planned). They asked the merchants about their journey. The merchants said they hadn’t stopped at every waystation, but the ones they stopped at had been fine.


So, the PCs decided they didn’t need to keep checking the waystations, and turned and headed back to the Trading Post. Scenes 2 through 5 were not run at all.


==

Scene 1: Waystations (3 weeks)


The group has already been sent on a mission to check on the well-being of the waystations between the Trading Post and Floating City. In the last module, they checked the first three stations. In this scene, they check a few more.


A complete description of the waystations has been started at https://docs.google.com/document/d/1O7ctvvgfnCZvvqfvD9X6w_qsdulGRvOMfkjTqmIAN1k/edit.


Jerry: Checked out the doc and made a few comments on that.


The group checks Station #7 without incident. At Station #6, they encounter a group of travelers from Floating City. They are merchants, looking to establish a trade route. They are led by a half-elf man named Kelan Howre. The merchants are friendly, and willing to share the campsite with the PCs. If the PCs spend any time talking with Howre, they learn that the merchants are headed specifically to Town, and intend to bypass the Trading Post. They have heard that there are all kinds of problems with the Trading Post, and that it is better to try to establish trade with Town. None of the merchants can say for sure where they heard the rumor; but they agree that “everybody” is saying so.


Stations #5 and #4 are also checked without incident.


At Station #3, the PCs encounter the Fass family. They are a hardworking clan who have basically moved into the station and started making improvements. They have built a house for themselves, a pen for animals, and a platform tent for camping. They have improved the dock, and begun work on a palisade to protect the place. They charge 5 copper per group to camp at the waystation, and also offer home-cooked meals for a copper each.


Jerry question: What do they do when dinosaurs and other beasties come sniffing around? It doesn’t have to be in the module, but the more major waystations need protection. This is dino central and they will smell habitations and the carnivores will visit them regularly looking for food, etc. Something to think about.


The idea here is to present the PCs with a minor problem. The Fasses don’t have anybody’s permission to live here, or make improvements, or charge people to camp. On the other hand, their improvements have made the camp better, and they aren’t charging very much. On the other other hand, letting people just claim waystations and charge for them could set a bad precedent.


I’m not after a specific solution to this; the PCs can do whatever they want. Obviously, the Fasses don’t want to leave, but if the PCs insist, they will. If the PCs say the Fasses need to get permission, the Fasses point out that they don’t know who to ask.


If asked, the Fasses have also heard the rumors that the Trading Post has problems and is not a good place to trade.


Jerry: Nice situation!


[Treasure: None.]


[XP: 600]


Scene 2: Native Flora and Fauna (2 weeks)


At the next waystation (Station #2), the PCs see firsthand why the stations need to be better fortified and protected. An assassin vine has taken up residence near the camp’s perimeter, and a constrictor snake lurks in nearby branches, ready to drop on the unwary. I’m hoping the PCs notice one, but not both, of these threats, because it’s always nice to surprise people. :)


The assassin vine statistics are at http://paizo.com/pathfinderRPG/prd/monsters/assassinVine.html#_assassin-vine. They are copied below:


ASSASSIN VINE CR 3

XP 800

N Large plant

Init +0; Senses blindsight 30 ft., low-light vision; Perception +1

DEFENSE

AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)

hp 30 (4d8+12)

Fort +7, Ref +1, Will +2

Immune electricity, plant traits; Resist cold 10 and fire 10

OFFENSE

Speed 5 ft.

Melee slam +7 (1d8+7 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d8+7), entangle

STATISTICS

Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9

Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can't be tripped)

SQ camouflage

ECOLOGY

Environment temperate forests

Organization solitary, pair, or patch (3–6)

Treasure incidental

SPECIAL ABILITIES

Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.

Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.

The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.


An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.


The constrictor snake statistics are at http://paizo.com/pathfinderRPG/prd/monsters/snake.html#_snake-constrictor. They are copied below:


CONSTRICTOR SNAKE CR 2

XP 600

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)

hp 19 (3d8+6)

Fort +4, Ref +6, Will +2

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2

Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

ECOLOGY

Environment warm forests, swamps, and fresh water

Organization solitary or nest (2–6)

Treasure none

Be they jungle-dwelling pythons or swamp-dwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them.


Yes, this is a random encounter. Sue me. :) Most of the things I want to accomplish in this module are non-combat.


Jerry comment: I understand. Though it would be nice to have a dino battle at some point.  :)


If the PCs check around the assassin vine, they find a little bit of treasure/


Station #1 is checked without incident.


At this point, the PCs are a day’s travel from Floating City. They have many reasons they may want to visit the Float: they probably have business in the Catacombs; they probably want to speak with Mr. Randolph about the Fass family; they may try to find out more about D.A.R.E.; they may want to follow up on the rumors. If it doesn’t occur to them, I will nudge them in that direction. [Note: D.A.R.E. is listed on the Cthonia DM page; the PCs’ involvement with them is a holdover from the previous module.]


Jerry: Remember that at some point we’re leaving Cthonia and entering the Crying Woods.


[Treasure: Elixir of Swimming, Oil of Bless Weapon, and 500 gp.]


[XP: 1500]


Scene 3: Return to the Float (2 weeks)


The PCs navigate to Floating City. They can tie their boat up to one of the many docks while they conduct their business here.


Jerry: Due to all the monsters in the area and the fact that this is a primitive trading route just beginning, I’ve been using barges not boats. Those with skill can repair and make new ones in a day or so, etc. Just what I’ve been doing. Later it might be cool to have turtle driven barges like on the lake around the Floating City.


The Catacombs trip, of course, will be handled elsewhere.


Mr. Randolph is in town, and is available to see them. In fact, if they don’t go to see him, he sends them a note. He wants to talk with them about the rumors, which he has heard also. He has been paying more attention to who is saying these things, and he believes that the rumors began a few weeks ago, and were spread by people who were being paid to do so. He doesn’t know who has been paying them or why. He tells the PCs to be on alert.


Regarding the Fass family and the waystation, Mr. Randolph endorses whatever course of action the PCs took. He is also interested in whatever ideas the PCs may have about improving the waystations and making them safer places to camp.


Mr. Randolph asks the PCs about what they have been doing for the Trading Post. Upon hearing their story, he says he believes they have earned a bonus, and asks them to come back in a few days.


The PCs can find no sign of any group calling itself D.A.R.E. If they are persistent, they can find a few people who have heard of a group of druids called S.A.P.E.R., but it is unclear whether they are the same group. The PCs are unable to contact anyone from S.A.P.E.R. [Both D.A.R.E. and S.A.P.E.R. are listed on the Cthonia DM page.]


[Treasure: none]


[XP: 400]


Scene 4: Poachers (1 week)


An enterprising criminal named Orris Wathe (“Boss Wathe”) has heard of the PCs, and their arrival in Floating City. He sends an underling to try to recruit them.


Taria Quellem contacts the PCs and asks for a meeting. She is a middle-aged human woman, shrewd and sharp-eyed, and claims to be a merchant. She tells the PCs she represents “certain mercantile interests in Town,” who have heard of the PCs and their service to the Trading Post. She offers the PCs a contract to leave the Trading Post and work for Town instead. She does not mention Wathe by name, but hints that the “mercantile interest” is very powerful, and getting more so. When the PCs (presumably) turn down her offer, she warns them that they have made a mistake.


[Treasure: none]


[XP: 200]


Scene 5: The Hard Sell (2 weeks)


Having failed to lure the PCs to Boss Wathe’s side, Taria Quellem sends a group of thugs to kill the PCs or run them off (she doesn’t care which). The PCs are ambushed on their way back to Mr. Randolph’s office. One of the thugs says something to the effect of “You should have taken Mistress Quellem’s offer.”


The attackers are 4 thugs, modified from the “street thug” NPC in the Game Mastery Guide.


STREET THUG CR 2

Human fighter 2/rogue 1

N Medium humanoid

Init +2; Senses Perception +5

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 armor, +1 enhancement, +1 Dodge, +2 Dex)

hp 22 (3 HD; 2d10+1d8+6)

Fort +3, Ref +4, Will +0

OFFENSE

Speed 30 ft.

Melee masterwork dagger +6 (1d4+3/19–20) or sap +5 (1d6+3 nonlethal) or two-weapon +4/+4

Ranged dagger +4 (1d4+3/19–20)

Special Attacks sneak attack +1d6

STATISTICS

Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12

Base Atk +2; CMB +5; CMD 17

Feats: Dodge, Toughness, Two-Weapon Fighting

Skills Climb +9, Intimidate +6, Knowledge (local) +4, Perception +5 (+6 to find traps), Stealth +6

Languages Common

SQ trapfinding +1

Gear: +1 studded leather, 2 masterwork daggers, 6 mundane daggers, sap, 100 gp


The thugs are hirelings. They pride themselves on their work, but they’re not prepared to get ridiculous about it. The will surrender or flee if things start going badly.


When the PCs return to Mr. Randolph, as requested, he presents them with a Folding Boat. He expresses concern about the “mercantile interests” in Town, and suggests that the PCs find a wizard who can teleport them back to the Trading Post. Thanks to their new Folding Boat, this is now a practical option.


[Treasure: Folding Boat, 4 +1 studded leather armors, 8 masterwork daggers, 24 mundane daggers, 4 saps, 400 gp.]


[XP: 2000]


==

End matter:


A: NPCs [List all NPCs used in the module. Some like to link the first mention of each NPC in the module down to this location, but that is optional. Even if it is NOT the first time for that NPC to be used in the campaign, write a few words describing the NPC. If there are changes to the NPC in this module, note the changes. An alternative to this is to have an NPC page on Woldipedia and link to that page.]


Kelan Howre (New NPC): Kelan has a good reputation among the merchants of Floating City as an honest businessman. He is also rather cautious, which makes it somewhat surprising that he is undertaking this new trade route. However, he intends to go about it in a very cautious, methodical way, looking for long-term stability rather than short-term profit.


The Fass Family: A poor but hard-working family that has settled at one of the waystations. They intend to make an honest living there, but will leave if pressed to do so. The members are:

Hammet Fass (about 40 years old)

Letha Fass, Hammet’s wife (about 35)

Linnie Fass, Letha and Hammet’s daughter (11)

Zoren Fass, Letha and Hammet’s son (8)

Fred Thoriss, Letha’s brother-in-law (about 30)

Calane Thoriss, Letha’s sister (about 30 and pregnant)


Orris Wathe (“Boss Wathe”) (New NPC): A clever criminal who grew up in the rough-and-tumble Trash Level of Floating city, Boss Wathe is ambitious enough to want his own criminal enterprise, and smart enough to realize that it will be difficult to achieve in the Float. So he has set his sights on the lands beyond. Specifically, he wants to be Boss of the new town that is being established. He means to control the trade in Town, both legal and otherwise. He sees the Trading Post as competition, so he found a way to destroy the Gate that connected the Trading Post with Floating City. He is now spreading rumors among the merchants of Floating City that the Trading Post has been plagued with problems, and that better trade can be had with Town. (Boss Wathe is a long-term villain. He is entirely behind the scenes in this module; his name might not even come up. But I want to get a good idea of who he is and what he wants.)


Taria Quellem (New NPC): A shrewd, hard-headed businesswoman, who has traded on both sides of the law. She is actually a go-between for several powerful interests; Boss Wathe is only one of her clients.


Mr. Randolph (Existing NPC): Representative of the mysterious organization or person who built the Trading Post and the waystations, and hired the PCs.


B: Locations: [List all locations used in the module. Briefly, describe the location. We’re talking places like inns, shops, temples, etc. Note any changes just as with the NPCs above.]


C: Treasure: Two things go here.


Magic Items List: [Elixir of Swimming, Oil of Bless Weapon, 4 +1 studded leather armors, Folding Boat.]


Total Treasure Value: [12,700 gp, or about 2500 per PC (assuming 5 PCs).]


D: Total experience: [4700.] PCs will be 5th level at the end of the module.


Final notes:


1) Give me the level of detail necessary to for a sub, not familiar with the game or campaign, to run the module. Anything beyond that is up to you. Look at your module as you fill in the template with that "focus" in mind. Can my Asst. DM or a sub DM run this module with this amount of information?


2) When the module is on a googledoc, please do not "hang out" and watch on a googledoc while I am reviewing a module. In relation to that, do not begin corrections while I am still working on the review.


3) Please do not remove any of the corrections from the document until the module is approved. I need to see them there when I do the final approval so I can easily see what has been changed and what my corrections were.


[last updated 2013JAN05]