Arrival!

Arrival Shortnotes

The party enter The New Foreigners’ Ghetto in Harkesh

PRE-ADVENTURE

Party have left Zobeck and travelled through Shadow Road with Sluagh “Knuckletooth”, defeating Shadow Demons and Darkstone Sculptor on a Moebious Strip; then by ship from Capleon, defeating a band of Sahuagin and a phase vampire stowed on board. Some friends were made on board, notably Bingo the Gnome, Eddie the Dwarf and Splinter the Kobold. The party have arrived in Harkesh and know that they must endure the New Foreigner’s Ghetto. Splinter passes through the system within a day to join the Mharoti Navy. (18 days since leaving Zobeck.)

See Stats for Mr Pooh and Big Winnie in New Foreigners Ghetto in MONSTER STATS
Remember to bring Eddie and his Boys into play. Could be useful allies.
Have stolen item planted on Edjet Karn Gudin, so she can be detained with other characters.
Bingo the Gnome to be brutalised by Guards to show what can happen. Wounds inflicted by brutalisation cannot be healed by CURE spells.

ALL DAMAGE IN THIS SECTION WILL BE NON LETHAL DAMAGE UNLESS ADMINISTERED BY GUARDS, WHICH CAN BE LETHAL. See notes on Unarmed Combat below
TEMP HOUSE RULE:
Any person unconscious through NON LETHAL dmg must roll d100 and die on 9% (01 – 10)
Also read ADVENTURE PLANNING NOTES


Polymath’s Torc for Saabu Theet – 3 entries in Wiki – see Adv Races Werelion p12


START OF ADVENTURE: GHETTO

Intro to New Foreigners’ Ghetto. See notes on Unarmed Combat at the end of this page.

THE AIM OF THIS SECTION IS TO INFURIATE AND HUMILIATE THE CHARACTERS AND TO TRY AND GET THEM TO COMMIT ACTS THAT WOULD SET THEM UP FOR TRIAL IN THE KANGAROO COURT.

PLAYER AIDLAW OF THE GHETTO

Stripped of all gear. SEVERE PENALTIES. Make SEARCH TABLE rolls for hidden items.
READ RULES. Describe Process. Assign numbers: Rosa Klebb whisper into ear of number assigner: Pushed to back of queue.
Outline poor conditions. Describe NPCs. Onzeen Orbeyes. Edjet Guards. Describe various factions. Outline procedure for DAY PASSES into the city. Lengthy queues. Result is always FAILURE for the PCs.

Onzeen Orbeyes takes a special disliking to Arcael. The Kobolds don’t seem to know about the “GOD SLAYER TATTOOS” but they make fun of them anyway.
Big Winnie intimidates Arcael. If the party rise to it, she challenges ONE ON ONE combat with any party member. Fight to knockout! Mr Pooh stays out of the fighting unless he is attacked.

KANGAROO COURT

Set the scene of the court. Read out the trumped up charges. Arrange for one of the PCs to build a case and speak for the party. Delilah Ali will listen and deliver judgement. Minimum THREE MONTHS back in the Ghetto. Be ready with guards and Prismatic Dragon for any attempt to escape!

BACK IN THE GHETTO

Two months go by. Everyone to roll d100 for disease. 01 to 09 is FAIL:
Get some BASIC DISEASE RULES ready.
Another BIG WINNIE challenge. Fighting results in Kangaroo Court.
Prepare for any encounters in Seggotan’s Rear Usually no money exchanges hands, but IOUs can be accepted – A day’s notice is required, so spies can check that the funds are available from confiscations.

KANGAROO COURT

Set the scene of the court. Read out the trumped up charges. Arrange for one of the PCs to build a case and speak for the party. Delilah Ali will listen and deliver judgement. Minimum THREE MONTHS back in the Ghetto. Be ready with guards and Prismatic Dragon for any attempt to escape!

BACK IN THE GHETTO

After one month, Karn Gudin is released. She can speak to Krispy Dacon to arrange help via THE COLD DIGGERS UNION. For an agreed price, the CDU can arrange swift release with TRADE PERMITS. (After second month, Party is released into the Triolan Quarter. CDU debt to be paid immediately. This can be done in The Cockle and Clam (Detail this bar to The Oooze)


FIRST PLOT: HOME SWEET HOME

Take note of GATE – Daytime will be Kobold Official and Edjet guards
Set up the home and meet up again with Truman Click.
Payment to CDU can be avoided by accepting quest – NEW TREASURE AT THE BLACK NURIAN.
Meet Neighbours – Rope Dealers to left, Papyrus and Scroll dealers to right.
Meet up in Cockle and Clam – CDU, tavern owners, etc.
QUEST INSTEAD OF PAYMENT?
Visit BLACK NURIAN.

ADD TRIOLAN ENCOUNTERS: EARTHQUAKE, CRIMSON WORM, ROGUES, One or Two Captains, Possibly Something More Dangerous.
GO WITH THE FLOW, AS PLAYERS DECIDE, BUT ADD A FEW CLUES TO KEEP THE SEARCH GOING ON!

Mustapha Ibrahim meets Kamal Assante – The Oooze may witness Kamal Assante pay Musthapha (Detail Kamal Assante)
Possible follow but will lose track if no special measures are taken. Kamal Assante is very good at losing his track and naturally eludes followers. May take 2 or 3 attempts to notice that Kamal seems to dive into crowd and come out other side as someone else. If he believes he is being followed, he may use RING OF RETREAT but usually only if he believes his life is in danger. Usually he will use + 26 STEALTH (camouflage) with situational Modifiers (e.g. +4 unruly crowd) to escape and remove his Kamal Assante disguise. He may also slug a potion of invisibility for good measure, if he feels he is being followed. (Mahershala Ali is his true form)

Kamal is storing the scroll in the protected basement of a small lodging house that he runs under the name of Mahershala Ali. He has his own quarters, a manservant called Mr Swing (Lev 10 Flame Oracle of Nakresh), and two guests staying – Mr Peter Popeye, a visiting sailor (and slave trader) from Reth Saal, and Miss Olive Oil, a visiting trader from Capleon, trading in olives and nuts. If the party are able to question them, they will both say they hear strange noises at night coming from somewhere down below. Mr Swing will pretend to be manservant only to Mahershala Ali. He knows nothing of any “Kamal Assante” or so he says. If party sneak into house at night, Mr Swing will be with Kamal Assante in the basement.
THE SCROLLS are being kept in a cellar accessed through a secret door and protected by TRAPS and undead guards.

Kamal Assante Affiliations: Pays Vladimir Potemkin to look the other way and does occasional spywork for Henry Bimla of the League of Lizards to leave him alone.
WHERE IS SCROLL? WHO IS GUARDING IT? WHAT SAFEGUARDS?
PLAYER AIDSCROLL
Possibly leak details of SCRIPTORIUMKamal Assante will still be in contact with them until SCROLL is removed from the city.
(Refer to notes in FIRST HARKESH PLOT AFTER FOREIGNERS’ GHETTO)
Meet up with some EDJET Guards.

LODGING HOUSE OF MAHERSHALA ALI:
Secret Door in Corridor Perception DC25 or spell. Open by panel (triggers silent alarm below)
Spiral Stone Staircase going down.
TRAP1: DC 30 perception. (Cannot be disarmed from above – pressure points on first five stairs – trigger under lip of 3rd stair can only be disarmed by special tool (with Kamal Assante) or by flicking from below – trap can be avoided by floating or flying over stairs (spider climb and dimension hop also possible).
MECHANIC: Stairs drop to form helter skelter. DC 28 Reflex to grab doorway to stop from falling.
Failure: Drop down stairs 30’ – opening to pit 20’ – roof closes: Poison Gas fills room in 5R (treat as SLAY LIVING) Need Neutralize Poison (There is a bottle on shelf 7’ up on one wall) 12d6 +12 Dmg unless Fort Sav DC 25 or 3d6. If stone hatch door is not opened, suffocation will begin in 30min. Need to reset trap to open door. TRAP AUTO SET after 1 min.

PASSAGE TO LOWER DUNGEON:
Six alcoves, each containing a darakhul ogre image (Project Image) of the six real ogres in Room1. DC24 Will *(on interaction) will dispel ogre, but this will trigger *Hostile Juxtaposition (Will DC 20 to avoid) or real ogre will appear, with PC being teleported into Room1. Perception DC 42 will detect true nature of this trap. Real ogre will fight at -4 due to constriction. (Greater reach allows attacks on adjacent squares but -4 penalty to any med size creatures who do not attack from straight ahead). Once one image is perceived, all other ogre images can be dispelled at DC 14 Will, but any TOUCH will invoke the Hostile Juxtaposition. Each image needs to be “disbelieved” on its own.

Ogres in Room1 will attack, kill and attempt to eat their victim. Room is dark. Strong Iron doors are locked. Hardness 10 HP 60. Break DC 28/26/24 (3 successes needed to open door) Lock = Disable Device 38.
Darkahul Ogres cannot burrow through the hard stone or metal. 3 attacks per round PLUS paralysis.
HP 22 AC 23 F5 R2 W5 Channel Resist + 4 DR5/magic and daylight Mv 30’ Daylight weakness
Bit + 10 (1d10+ 8) 2 x Claws + 10 (1d6 + 4)

Room2:
Secret Door can only be found if actively stated. DC 30 Perception. Iron Door in passage is open with a loud rusty noise. Kamal (or Mr Swing) will wait 1R after this before opening Secret door and firing Lightning Bolt Gun (10d6 to all in line – even round the corner – Metal Deflector 45 degrees) Reflex Sav for half for all in line of gun. Gun takes one hour to recharge. Kamal/Mr Swing will then retreat behind locked door of Room2 and prepare for assault.
Iron Door has amazing lock DC 48. Hardness 10 HP 60 Break DC 28/26/24 (3 attempts needed)

This large 20’ x 40’ room with 10’ ceiling is magically lit. On the north wall are a rows of shelves containing books and various scientific devices. There is a desk with two chairs near the south wall, scattered with many pages of writing, and two passages from the room leading south. At both south corners of the room are doors that appear to be cupboards.

If both Swing and Kamal are alive at this stage, Swing will be standing near the desk, while Assante is in Room 2A, activating the Vilewight (Book of Vile Darkness p183). If only Assante is alive, the room will appear empty but Assante is activating the vilewight. Assante’s studies on ancient lore have enabled him to find a way of controlling the Vilewight to fight for him. The Vilewight will try mainly to use its Dark Channel ability, but if drawn into melee, Kamal will use this for his flanking backstabs.

All three creatures will fight to the death. Once defeated, the party can investigate the rooms here.
2A: Tabletop for creature and undead experiments. Vilewight was being kept here.
2B: Alchemical experiments. 3 Vials of completed potions: Invisibility
Cupboard A: Records of experiments with lifeforms and undead. Value: 2000 GP
Cupboard B: Records of ancient lore. Value: 3000 GP
Desk: Financial records, details of prominent people in the Triolan Quarter: Value: 2500 GP

Secret Door to 2C: DC 25 to find. Perception DC 30 to find tiny opening device. No Trap. There is a large desk with several drawers. On top of the Desk is an elaborate scroll case of carved ivory and platinum worth 1500 GP. Inside this is the recovered Scroll of Ritual (1 of 150 known but lost ancient scrolls of the Emerald Order). Value: 10,000 GP (But Emerald Order may pay over the value)
Ritual of Travel Enhancement Scroll

Inside drawers are two 5000 GP diamonds, various trinkets worth 2500 GP, coin to the value of 4000 GP and several ledgers concerning studies on The Cold Diggers’ Union, Cousins and even some notes on the workings of the Lizard League. These are worth 5000 GP to the Cold Diggers Union. Any attempts to sell them to others may be dangerous. (Lizard League should NOT get hold of these).

Personal Treasure: Kamal Assante:
Ring of Counterspells – Dimensional Anchor
Ring of Retreat – Functions as “Word of Recall” (Destination: Room2)

Blade of Assante – Mithral Rapier + 3 Human Bane Dispellling
+ 18/+ 13 or 20/15 v Human (1d6+ 6 + 2d6 v Human) Free Dispel Roll d20 + 13 v Spell (Needs to be recharged as per Ring of Spell Storing)
Cloak of Resistance + 3
Torc of Protection + 3
Potions of Invis x5
Cure Crit Wounds x3
Specialist Telescopic Tool (specifically made to disarm staircase trap)
Keyring with Front Door Key, Key to Room1, Key to Room2, key to chest, Cupboard A, Cupbaord B, and several others.
500 GP

Personal Treasure: Mr Swing:
Elemental Metamagic Rod (Cold)
Scroll: Breath of Life
Scroll: Freedom of Movement
Scroll: Invisibility Purge
Wand: Cure Light Wounds (15 charges)
Wand: Scorching Ray CL7 (8 charges)
Wand: Mage Armor (14 charges)
Cloak of Resistance + 2
Ring of Protectin + 3
Headband of Alluring Charisma + 2
Scroll Case
500 GP


END OF ADVENTURE:

Party must get the scroll, and give it to CDU in lieu of payment. Otherwise, Saabu could also report to the Scriptorium and return it to them, thus gaining reward and good standing with the Scriptorium, OR he could arrange to get it to Saleem Chiktay himself, thus increasing his standing with the EMERALD ORDER. He could also keep it, but then people will be looking for it – CDU/Scriptorium/EMERALD ORDER/Lizard League – VERY DANGEROUS. Best would be for Saabu to make copy for himeslf and get rid of original to 1) CDU, 2) Scriptorium, 3) EMERALD ORDER.

It would be prudent to have a good standing with the CDU. It would not be wise to have made enemies of any of the Triolan captains. Friendship with both the Scriptorium and with Mustapha Ibrahim may be useful for further gaming. The killing of any city guards would be unwise. The party should spend some OOC time setting up their gemstone business, but at the same time, keeping a low profile.


UNARMED COMBAT:

Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe.

An unarmed character can’t take attacks of opportunity (but see “Armed” Unarmed Attacks, below).

“Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

Note that being armed counts for both offense and defense (the character can make attacks of opportunity).

Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of bludgeoning damage, while a Large character’s unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a –4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.


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Arrival!

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