I have ideas for three different, but possibly intertwining plotlines.
Idea 1) (this replaces the idea of using House Abbanar as the lost heirs of Palastan) - When King Rhissathion died, his only child (a boy) was smuggled out of the capitol city and hidden away from Ghul's minions by polymorphing the boy into a lion-man cub.
This child was raised and lived out his life as a lion-man, and his descendants are still litorians today. However, they also retain a strain of human blood, and are the rightful heirs to the throne of Palastan. (Note that I'm ignoring the other claimants of the throne, right now). The current "heir" is a young woman lioness in her late teens, named Meerah. Her mother died just recently, although she has two younger siblings, who are "just cubs". Her father is still alive, and is not related to any of the PC lion-men. He lives out on the plains, and is a famous hunter, but according to Meerah's mother's wishes, is having his cubs raised "in the city of men".
Meerah has inherited a token from her mother, a bracelet, which has a charm on it that bears the ancient symbol of the Palastanian kings (a stylized phoenix). Meerah does NOT know what her family history is, but she knows they were once "rulers" of "a different people". Of course, it has been a thousand years since the admixture of human blood, so it has worn very thin, by now. Would she even be able to take a human form? Would she want to? Is she fit to be a ruler? And would the people of Ptolus or of Palastan WANT her to be their queen?
Meerah and her best friend (Granthar's younger sister) will take to watching him fight in the arena, and following him around and otherwise idolizing him (and Rastor, to a lesser degree). The problem is that they will get caught up in idea 2, when the thugs start pestering the PCs to work for Devargo on the docks.
Needed for this plot: Meerah and Sorret's personality (full stats?). Scholar who can recognize the bracelet token.
Idea 2) Rastor meets and befriends a fellow arena fighter named Garth. He's represented by another trainer, a slightly older fellow named Jabber. Jabber was a well-known fighter in his day, but is now a bit of an alcoholic, and doesn't do very well by Garth; Garth is in debt to a couple of different gambling halls. Rastor is represented by Vic Hestrom, a sleazy but fairly professional trainer who expects him to fight fair, stay out of debt, and train every day he's not off adventuring. Vic and Jabber don't get along, and Vic warns Rastor to stay away from Garth. "He's bad news". But Garth is one of the few fighters who accepts the Litorian easily (even if he does ask for a loan now and then).
Unfortunately, Garth is in debt to a very bad bunch of people. This comes to light when Garth and Rastor are staged against each other in the arena. Garth is a more experienced fighter, with a showier style and much more skill than Rastor (L7 ftr). He should be able to win easily. But instead, despite some early flashy swordplay and wounds, at the end, Garth subtly throws the fight. He loses to Rastor.
He will absolutely refuse to talk about what he did, simply telling Rastor "it's none of your business! Take your fame and like it!". Asking around reveals Garth's debtor status, which is much worse than Rastor knew. Garth owes his landlord 3 months back rent, has borrowed funds from Jabber on advance winnings (which he's not getting when he throws fights!), and owes at least three different gambling halls as much as 100 gp each. In all, the obvious, known debt is nearly 500 gp.
The truth is that Garth owes another 500 gp or more to Devargo of Eel's End. He's being forced to throw fights so Devargo can win big on the betting. This is the only obvious connection between the two; finding out who Garth owes money to won't be easy (but Rastor has a tie to one of the crooked bookies and may be able to get info that way, and Marco may also be able to get some inside info; his uncle knows the criminal elements on the docks quite well).
However there is another way the PCs may get clues to who Garth owes; ever since Enzo has ceased writing about the Blackwater Slayers, the group has fallen on hard times. Recently, they've gone to work for Devargo (or at least Huugor and Brog have). These two hulking idiots will meet up with Garth at least once and beat him up for failing to be "spectacular" enough at throwing one of his fights. Rastor should have a chance to spot them and remember who they are, though he won't know who they work for.
People at the Arena:
George Hammerfist - the weaponsmith who maintains and repairs all the weapons used in the arena. No one is allowed to use a weapon of his or her own, brought in from outside. However, George is quite happy (for a small fee) to allow gladiators to have a favorite weapon held for them, marked and stored in a special locker. George knows Garth is a gambler and has nothing good to say about him. He doesn't know who he owes money to.
Rip Vandash - this small man is a net and trident fighter, nimble and quick. He's volatile, easily angered and excitable, but sometimes gets very depressed as well. He's friendly to most everyone at first, but may take a strong dislike if rubbed the wrong way. He loves to eat. Rip and Garth are sometimes friends, and Rip knows that Garth occasionally makes excursions to the Docks as part of his gambling, but doesn't know where he goes.
Nearby locales: The tavern called "Mallan's Victory" is just across Four Fountain Street from the Arena. This large, 2-story building is a bustling tavern very popular with both the more famous gladiators and their fans. The owner, Mallan, is a retired gladiator himself. Many of his customers serve the Arena trade in one way or another. His tavern girls are almost all "in keeping" to one Gladiator or another. There are always bookies on the floor, willing to take a bet on just about any fight at good odds (for them!). The building is clean and well-maintained, and the food is excellent. The wine is also good, though not superb. However, except when the Arena is actually in session, it
Needed for this plot: 5-6 people for Rastor to interact with around the Arena (2-3 more fighters, an animal trainer, at least one trainer unrelated to Jabber or Vic, and maybe the weapon/armorsmith). An arena map (check Dungeon?). A tavern near the arena, with a tavernkeeper and a bookie. Level up the Slayers.
Once the PCs realize the Slayers are involved, they may be able to leverage info out of them. Or perhaps bully Enzo to get it for them! This should lead them to Devargo. However, unless they're very careful, it may also lead Devargo to decide Garth is a weak spot in his plans and should be gotten rid of.
When Devargo meets the PCs (Eel's End), he may do one of several things; try to hire them for a job, threaten them into leaving him and his plots alone, or actually just wipe them out. Note: Royel Leveret, the kid who is the nephew of Adamai the pawnshop owner - is now working for Devargo as a message runner. He has a girlfriend named Mae.
Idea 3) Bruin wants to finish building his projector, and knows that the gnomes of the Clockwork Academy once knew how to make and use them. He's got a lens, but he needs more pieces and instruction on how to assemble them. He's looking for a gnome scholar who might either have such info, or could guide him to another "department" of the academy. His contact at the restaurant tells him that there is such a scholar, but the gnome won't be easy to talk to. Two years ago, he was arrested for murdering his wife, convicted of the crime, and thrown into prison. It is rumored that he's insane. His name is Jasparite Evergold. Seeking permission to visit him won't be easy, and will require the PCs to either bribe someone, or convince that person it is worth their while to let the PCs see Jasparite.
Needed for this idea; Jasparite's personality (full stats?), prison officials, prison map (see big book), routine of getting into the prison. Other prisoners (5-6?).
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