new eberron adventure... [Archive] - Wizards Community

Post/Author/DateTimePost
Azual

06-23-04, 08:41 PM
this is my first (laaaaaa) all time adventure so o hope i did a good job... :angel:
This adventure is an addition to the adventure supplied in the Eberron Campaign Setting. It uses the Old Map found in the foundry as the location of a secret hangar where it was said that a legendary hero hid his Airship armada and his fabled Warbird.

Follow up to the Forgotten Forge
As the adventurers leave Sharn, they are confronted with a gang of heavy thugs, each is a painfully large man and each wield a wicked looking cudgel in one hand.
The largest of the group says “’ey, you better be ‘andin over yo vittles roight now or we’ll ‘ave to play Archers wit yo teeth.”
Thugs (4):use thugs in the DND minis
Leader: use the level two fighter NPC’s of the DMG
Ftr 2: HP 19: AC 15: m +5 (1d6 +3 club) f:+5 R: +1 w: +1 Studded leather, hvy steel shield, 500 GP
If the PC’s fight, the adventurers will be confronted by the thugs (five of them plus the leader) who try to intimidate the adventurers into submission. Then a fight ensues where the thugs attempt to crowd the strongest of the group, attempting to pummel the victim to submission. They all run if the leader dies or if they are reduced to below 5 HP. Yelling curses and threats over their shoulders.

Shortly after the fight, the city watch arrives. They question the bodies and if any of the thugs are dead, the adventurers are detained for questioning. The watch is able to identify the thugs as the Blackjack Gang, a group of lowly thugs who is led by a ogre named Gore. The next morning, the adventurers are released and told not to mess with “vigilante justice” though there is a 2000 Gold reward for Gore alive and in jail, half if he’s dead. If the adventurers decide to not mess with the gang, proceed to chapter one, if they decide to continue investigating this murder, a simple gather information check (DC 14) tells them that the Blackjack Gang is found in none other than Dorasharn Tower. As the adventurers continue to the area known as Rat’s Market, they hear the familiar sound of Skakan yelling about his wares. If the PC’s managed to kill the goblin, its okay, if they befriended him, all the better.
If they killed him or made an enemy of him, three more thugs similar to the five earlier in the adventure are there and attack the PC’s on sight. When two of the three are dead, the third runs into a corridor. If the adventurers follow the thug, it leads them to the portcullis in the E-213 Valve Cluster. Once at the portcullis, a DC 20 search check finds
If Skakan is alive, and a friend, he offers membership to the gang and leads them to the entrance of the gang’s headquarters.

At the head quarters, the PC’s are recognized as the killers of a few members of the gang and are forced to fight their way to membership. They must fight three thugs (equivalent of the four thugs in the first encounter) in the first round. Three leaders (equivalent of the leader in the first encounter) in the second round. And Gore himself, an Ogre similar to the one listed on page 199 of the Monster Manuel. If they manage to kill Gore, it awakens the wrath of the other thugs and the adventurers must fight around 25 of the same thugs at once. Note that it is much smarter to fight for membership first, and then fight the rest of the gang. Either way, if you can take proof of your kill, you get the reward.
If Gore survives, he initiates the group into the gang, and they can choose to kill him of maybe take the more subtle route...
Either way, they get A reward and can continue on to their journey.