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RndmNumGen
2011-11-15, 12:53 AM
I'm going to be starting a new campaign with some friends to run over Winter Break. I'm thinking I will have them start in Isarn, the capitol of Galt(for those unfamiliar with Golarion, think Revolutionary France. Only set in the middle ages, making it bloodier and with more paranoia.) They will have recently been declared wanted by the Revolutionary Council, and need to flee the city or else face the guillotine.

Now, I have a couple ideas for allies that could help them escape the city, but I'm uncertain on how to play out the events. Mobs of angry citizens and hostile guards will be the most common adversaries. I also need ideas for other obstacles they would face. I'm thinking about halfway through they may need to enter the sewers and escape that way, unless they come up with a plausible alternative.

Then, of course, lies the problem of getting there. They need some time from being declared wanted to having the mobs set on them of course, and them they will have to race through the streets for a while before reaching safety. I've never ran city-based combat before though, so I'm not sure how it would go; I expect most of it will be fighting to escape rather than fighting to win, though I'm not really sure. I also want there to be some challenge in actually contacting the people who can help them escape...

In short, I have an idea for what I want thematically, but I'm struggling with executing it mechanically. Most games I've run before have been standard dungeon crawls/wilderness adventures, so this is foreign territory to me. Any advice is welcome.

W3bDragon
2011-11-15, 05:47 AM
See my next post for an updated version

Scene 1: Who said life is fair?

* The PCs start at their local haunt when a friend shows up telling them the guards are on his heels and they're after the PCs. He suggests a hideout for them just before the guards arrive.

* If the PCs fight the guards (cr+1), they'll have 3 minutes before more guards showing up (cr+4). So, win or lose, they'll have to retreat.

* If the PCs escape right away from the front entrance, they'll get spotted unless they're careful and a chase will ensue.

* If the PCs escape using the kitchen entrance, they'll lose the guards, but the guards will apprehend the friend who warned them.


Scene 2: This used to be my playground.

* The PCs will now see the city in a new light. Instead of a home, its a place fraught with danger. They need to find a place to hide. Any reasonable attempt will succeed for the time being. If they hide at the hideout suggested by the friend, and the friend was captured, a large force (cr+3) will show up at a random time of the night to apprehend them.

* If the PCs carefully gather information, they'll find out about what charges are against them. On a good check, they'll also find out that their friend was captured (if he was). Any check that fails the set DC could put them at risk of being ratted out. Failing by 5 or more could put them at risk of a mob of angry citizens taking matters into their own hands.

Scene 3: Where there's a will...

* The PCs realize that its pretty futile trying to refute the charges. If the PCs come up with a very good plan to do so however, give them the option to "run the idea by" a friendly guy with a high enough rank to be able to advise them, but not high enough to make the charges go away. Unless the PCs are exceptionally persuasive, the guy will advise that they flee the city.

* The PCs can escape on their own, or by calling on old favors (if any) or they could use the criminal underground (as much of it as currently exists) to make their escape.


Scene 4: There's a way.

* If they get help from regular citizens, they'll very likely fail to leave the city, unless their helpers suggest the sewers (50% chance of that happening). If the PCs bring up the sewers on their own, any citizen friend will support the idea.

* The sewers will have other people also hiding from the law, but are far too paranoid to trust the PCs without exceptional diplomacy. Intimidate will also cow them temporarily. If not, this'll break into a fight. Among the opponents will be a couple of leveled adventurers that will pose a strong challenge to the PCs. (cr+3)

* If they get help from someone with influence, or if they get help from criminals, they'll be smuggled out in crates of contraband on a ship or caravan. This ship or caravan will have guards that'll apprehend them if found. Fighting the guards once away from the city is possible, but difficult. (cr+1, and PCs begin in crates with equipment in a separate crate).


Optional: To the rescue!

* If the PCs try to rescue their friend, they need to gather information on what's happening to him. Risks of failure similar to above.

* The friend will be roughed up for information on where the PCs are, which he'll readily give up to the best of his knowledge. He will then be released in a few days. If they try to break him out, they'd cause him more harm than good and probably be captured in the process. Consulting with the ranked officer friend or the criminals will reveal this.


You should be able to pick something up from that. Good luck!

RndmNumGen
2011-11-15, 11:48 AM
I'll probably twist some of those to suit my purpose, but they give me a good starting point. Thanks!

JoeYounger
2011-11-15, 11:56 AM
Stuff

You sir, are a baller. I think I may run this tomorrow.

W3bDragon
2011-11-17, 01:43 PM
I had some free time, so I fleshed out the module a bit. I'm posting it here so anyone that's interested can run it. This is still a work in progress. Whenever I have some spare time, I'll add more to it. Suggestions are welcome of course.


Backdrop:
The city the PCs are in is in a state of turmoil. Cleansing of enemies of the state has caused paranoia in everyone. Being accused of such a crime is usually a death sentence, whether you're guilty or not. There are so many enemies of the state, and not enough time, resoruces, or interest, in investigating each case. So its safer to just guillotine anyone accused and be done with it. Rank, influence, and nobility are no defense.

Some people with means are using the opportunity to get rid of their enemies. Whether this be rival nobles or competing merchants. Some of the city guard are benefitting by accepting bribes to facilitate the accusations against specific targets. Lt Tary Malec is one such person. He's used to working outside the confines of the city guard, hiring people as needed to accomplish certain tasks. This is where he knows the PCs from. They once accepted a job from him to protect a merchant's warehouse against an expected raid. The guards were short handed and couldn't afford the place personnel there, so as a "favor" to the merchant Galeb, he scoured the streets for able bodied men to help him, and found the PCs. The PCs believe that Tary is a good guy who's trying to do his job as best as he can, even going above the call of duty to find the PCs to help Galeb.

In truth, Tary has been disillusioned by his job for some time and has been doing his best to make a bit of additional coin off it. Recently, Galeb came up with a plan to kill off his competitors by staging attacks on all of them, including himself. He "luckily" survived and didn't lose much merchandise (because the PCs were guarding his place), while his opponents were either killed or economically devastated. Galeb contacted the Spider, a known criminal, to arrange this, and they struck a deal with Tary to arrange for the guards to be out of the way when the hits went down. The attacks succeeded, but caused an uproar among the other merchants. They demanded that the people responsible are found and executed. Tary came under investigation, so he improvised a plan to have the PCs to take the fall for it. He arranged for some bonafide witnesses that saw the PCs at Galeb's warehouse, as well as other guards "on the take" to witness some of the PCs leaving the scene of the crime just as the guards showed up, conveniently omitting that he had hired the PCs to be there in the first place. Tary feels bad about having the PCs take the blame, but he doesn't see any other option.




Scene 1: Who said life is fair?

* The PCs start at their local haunt when a friend shows up telling them the guards are on his heels and they're after the PCs. He suggests a hideout for them just before the guards arrive.

* If the PCs fight the guards (2 Guards), they'll have 3 minutes before more guards showing up (5 Guards). So, win or lose, they'll have to retreat. After two rounds of combat, if any of the PCs don't seem to be doing well, patrons of the place start helping the guards. The patrons (1d3 brawlers) will use the the aid another action as best as they can. If the PCs are doing well, the patrons will stay out of their way.

* If the PCs escape right away from the front entrance, they'll get spotted unless they're careful and a chase will ensue. The guards are all wearing medium armor, so it'll be easy to outrun them. If the PCs don't look physically impressive (up to the dm to interpret), some passerbys will try to help the guards with trip attacks. Note that running characters cannot take attacks of opportunity. (1d3-1 attacks on each PC). Also, if they don't look impressive, the guards will seperate to chase the PCs if they split up. There's a 50% chance that one the guards remains behind to apprehend the friend who warned them.

* If the PCs escape using the kitchen entrance, they'll lose the guards, but the guards will apprehend the friend who warned them.


Scene 2: This used to be my playground.

* The PCs will now see the city in a new light. Instead of a home, its a place fraught with danger. unless they use stealth, disguise, or other methods to remain anonymous, there is a 30% chance per hour of moving about the city that the guards find them (2d3 guards). They need to find a place to hide. Any reasonable attempt will succeed for the time being. If they hide at the hideout suggested by the friend, and the friend was captured, a large force (1 Sargent and 6 Guards) will show up at a random time of the night to apprehend them.

* If the PCs carefully gather information, they'll find out about what charges are against them. On a good check, they'll also find out that their friend was captured (if he was). Any check that fails the set DC could put them at risk of being ratted out (30% chance of guards showing up in 10 minutes). Failing by 5 or more could put them at risk of a mob of angry citizens taking matters into their own hands. (5 Brawlers, and guards (3 Guards) will show up in 3 minutes)

Scene 3: Where there's a will...

* The PCs realize that its pretty futile trying to refute the charges. If the PCs come up with a very good plan to do so however, give them the option to "run the idea by" Lt Tary Malec. Tary will start the conversation saying he's heard of the charges and isn't interested in helping the PCs because it'll cause him trouble. Any decent attempt to defend their case (DC 10 diplomacy or bluff) will win him over, but in either case, he'll advise that they flee the city. On a DC 24 diplomacy check, Tary will agree to help them flee the city. He'll arrange for one of Galeb's caravans to escort them out in crates.

* The PCs can escape on their own, or by calling on old favors (if any) or they could use the criminal underground (as much of it as currently exists) to make their escape.

* If the PCs try to contact someone in the criminal underground, an Information Gathering or Knowledge: Local check will give them some information:

DC 15: There is only one criminal network with any kind of organization still thriving, the rest having decided to go to ground with the new spree of executions. The organization is run by a person known as "the Spider."

DC 20: The Spider's Net's (as the organization is called) main activities include racketeering, black market trade, and hiring out hitmen to rough up, and on rare occasion, murder targets. A member of that crew can usually be found at an illegal gambling den in one of the poor neighborhoods of the city.

DC 25: Officially, the Spider claims to be a bounty hunter and has been a rather successful one. This profession has garnered him many favors with several high ranking members of the nobility and the guards, giving him plenty of protection. In exchange, he keeps his criminal work mostly limited to two adjacent poor neighborhoods. From time to time, he steps out of his comfort zone, operating some jobs outside his usual area and burning favors to stay out of jail, but only if the money is right.





Scene 4: There's a way.

* If they get help from regular citizens, they'll very likely fail to leave the city. If the PCs bring up the idea of escaping through the sewers, any citizen friend will support the idea.

* The sewers will have other people also hiding from the law, but are far too paranoid to trust the PCs without exceptional diplomacy. Intimidate will also cow some of them temporarily. If not, this'll break into a fight. Among the opponents will be a couple of leveled adventurers that will pose a strong challenge to the PCs. (5 Brawlers and Marci and Jin)

* If they convince Tary to help them, they'll be smuggled out in crates of contraband on a caravan owned by Galeb the merchant. This caravan will have guards that'll apprehend them if found. Fighting the guards once away from the city is possible, but difficult. (1 Sargent and 4 Guards, and PCs begin in crates with equipment in a separate crate).

* If they approach the Spider looking for help to leave the city, and its been at least a day since the guards tried to arrest them, the Spider, being a bounty hunter, will recognize them rather quickly if they didn't disguise themselves.

Even if they are disguised, the Spider has studied the sketches of all currently wanted criminals and gets a +4 on his spot check to see through disguises against any wanted criminal (like the PCs.) His normal method of meeting people is to have them come to his private gambling room where he and his associates often congregate. That puts most people at a significant disadvantage, as the building has only two entrances that are heavily guarded and he has plenty of thugs around to assist him if trouble breaks out.

The Spider will inform the PCs that there is a bounty on their heads placed by the merchants of 100 gold per head if they're alive, 50 gold per head if they're dead. If they do him a favor, he might be inclined to forget the whole thing and let them go.

Even if he doesn't recognize them, the nature of their request suggests that their might be a bounty on their heads. Though he won't know how much it is, he will still proceed with the intent of having them solve a problem for him so he would let them go.

The problem he currently has is that there is a woman by the name of Marci whom he's been trying to capture. She's currently hiding out in the sewers. He's sent two of his men to get her back, and they haven't yet returned. He assumes that Marci killed them somehow, and he'd rather not risk any more men. If the PCs can go into the sewers, find Marci, and bring her back alive, he'll not only forget about turning them in for a bounty, he'll also help them flee the city. Part of the price paid by Galeb to the Spider to arrange the hits was helping him smuggle out some stolen art objects so the Spider could sell them outside the city. He'll arrange for the PCs to be in the those crates if they succeed on their task.




Optional: To the rescue!

* If the PCs try to rescue their friend, they need to gather information on what's happening to him. Risks of failure similar to above.

* The friend will be roughed up for information on where the PCs are, which he'll readily give up to the best of his knowledge. He will then be released in a few days. If they try to break him out, they'd cause him more harm than good and probably be captured in the process. Consulting with the ranked officer friend or the criminals will reveal this.


Optional 2: Not guilty your honor.

* If the PCs take the lawful approach with Tary and are adamant about facing the charges, he'll tell them to turn themselves in without involving him, and in turn he'll do his best to help them. This will be a very bad thing for the PCs to do. A DC 20 sense motive, rolled in secret, will reveal that Tary is not completely on the level about helping them, but that can be interpretted as fear of the reprecussions of associating with them rather than guilt of any kind.


NPCs:

Tary Malec
TN Human Fighter 2/Rogue 2
Init +2; Senses: Listen+0, Spot+3
AC: 15, touch 11, flat-footed 14
hp 31(4HD)
Fort+5, Ref+5, Will+0
Speed 30 ft
Melee +1 Rapier +5 (1d6)or(1d6+1d6 sneak atk)
Base atk: +3; Grp +2
Atk Options: Imp Disarm +9, Imp Feint (move action bluff +10), +1d6 sneak atk
Special defenses: Evasion
Abilities: Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 15
Feats: Combat expertise, Imp Disarm, Weapon Finesse, Improved Feint, Run
Skills: Intimidate 10, Escape Artist 8(7 with armor), Sense Motive 2, Bluff 10, Tumble 8(7 with armor), Spot 3
Possessions: Rapier +1, Mwk Chainshirt, Potion of cure light wounds x2.

Tactics: Tary usually relies on his guards to surround opponents so he can move in and flank for his sneak attack. In single combat, he'll attempt to disarm the opponent first and take their weapon, then feint and sneak attack. If he's outnumbered, he'll usually try to tumble away and use his strong sprinting legs to make a run for the closest patrol of guards. If captured and bound, his escape artist skill will come into play.


Guards
LN Human Fighter 1
Init +1; Senses: Listen+3, Spot+3
AC: 16, touch 10, flat-footed 16
hp 14(1HD)
Fort+3, Ref+1, Will+1
Speed 20 ft
Melee: Heavy Mace +2 (1d6+1) or Sap +2 (1d6+1 non-lethal)
Base atk: +1; Grp +2
Atk Options: +4 when flanking
Abilities: Str 13, Dex 12, Con 12, Int 10, Wis 11, Cha 9
Feats: Toughness, Combat reflexes, Vexing Flanker
Skills: Listen 3, Spot 3, Sense Motive 2
Possessions: Heavy Mace, Light Steel Shield, Sap, Manacles.
Tactics: The guards will use their Saps if the target is not wielding a lethal weapon, otherwise, they'll use their maces. They surround the target to benefit from their flanking bonus.



Guard Sargent
LN Human Fighter 2
Init +1; Senses: Listen+3, Spot+3
AC: 16, touch 10, flat-footed 16
hp 21(2HD)
Fort+4, Ref+1, Will+1
Speed 20 ft
Melee: mwk Heavy Mace +4 (1d6+1)
Base atk: +2; Grp +3
Atk Options: +4 when flanking; Successful AoE grants allies +2 atk/dmg for 1 round on target.
Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 11, Cha 9
Feats: Toughness, Combat reflexes, Vexing Flanker, Expert Tactician
Skills: Listen 3, Spot 3, Sense Motive 2
Possessions: mwk Heavy Mace, Light Steel Shield, Sap, Manacles, Potion of cure moderate wounds.
Tactics: The Sargent usually delays in the first round and combat to place himself optimally later on. He'll then block any obvious paths of escape, hoping to benefit from his Expert Tactician feat.

Brawler Commoners
LN Human Commoner 1
Init: +0; Senses: Listen+0, Spot+0
AC: 10, touch 10, flat-footed 10
hp 7(1HD)
Fort +0, Ref +0, Will +0
Speed 30 ft
Melee: Unarmed Strike +1 (1d3+1)
Base atk: +0; Grp +1
Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 9
Feats: Toughness, Unarmed Strike
Skills: Climb 5, Jump 5, Swim 5
Possessions: None
Tactics: Brawlers will surround the target and use Aid Another to help one of them grapple the target. If target is pinned for 3 consective rounds, someone will show up with some rope to bind the target. Any brawler that takes damage must make a will save DC = 10+dmg dealt or withdraw from the fight and escape.

The Spider
LE Human Urban Ranger 5
Init +7; Senses: Listen+10 (+4 vs human), Spot+10 (+4 vs human)
AC: 18, touch 13, flat-footed 15
hp 31(5d8+5)
Fort+5, Ref+7, Will+3
Speed 30 ft
Melee +1 Merciful Shortsword +8/+8 (2d6+1 non lethal, 2d6+5 vs human)
Base atk: +5; Grp +5
Special Qualities: Favored Enemy (Human) +4, Favored Enemy (Construct) +2, Wild Empathy +2
Abilities: Str 10, Dex 16, Con 8 (12), Int 13, Wis 14, Cha 12
Feats: Urban Tracking, Two Weapon Fighting, Endurance, Weapon Finesse, Weapon Focus (Shortsword), Improved Initiative.
Skills: Gather Information 9, Knowledge: Local 9, Sense Motive 10 (+4 vs human), Hide 11 (-1 in armor), Listen 10 (+4 vs human), Move Silently 11 (-1 in armor), Spot 10 (+4 vs human), Intimidate 5.
Possessions: Amulet of Health +4, +1 Merciful Shortsword x 2, +1 Chainshirt, Potion of invisibility, Potion of Cure Moderate Wounds x 2.
Tactics: The Spider usually lets his men take care of any trouble when they're around, otherwise he attacks the most dangerous targets first, preferring spellcasters over others. If he feels he's in trouble, he uses his potion of invisibility to escape.


Jin
CN Human Barbarian 2
Init: +1; Senses: Listen+6, Spot+1
AC: 14(12), touch 11(9), flat-footed 13(11)
hp 23(27 in rage)(2HD)
Fort +5, Ref +1, Will +1(+3)
Speed: 40 ft
Melee: +5 (1d6+3) or in rage +7 (1d6+6)
Special Attacks: Rage 1/day (+4 str/con, +2 will, -2 AC)
Special Defenses: Uncanny Dodge, Diehard
Base atk: +2; Grp +2
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8
Feats: Endurance, Diehard
skills: Climb 7(9), Intimidate 4, Jump 7(9), Listen 6, Survival 6
Possessions: mwk Quarterstaff, Studded leather +1, Potion of cure light wounds.
Tactics: Rage, charge, kill, or die.


Marci
NE Human Scorcerer 2
Init: +5
AC: 13, touch 11, flatfooted 12
hp 11
Fort +2, Ref +1, Will +4
Speed: 30 ft
Melee: Dagger +0 (1d4-1)
Special Attacks: Spells, Ranged touch +2
Special Defenses: Cast defensively +11
Base atk: +1; Grp +1
Abilities: Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 15
Feats: Combat Casting, Improved Initiative
Skills: Concentration 7, Spellcraft 5, Sense Motive 3
Sorcerer Spells Known (6/5; base DC = 12 + spell level): 0 -- daze, open/close, prestidigitation, ray of frost, read magic; 1st -- Ice Dagger(SpC), Benign Transposition(SpC).
Note: If you don't have access to the Spells Compendium, replace Ice Dagger with Magic Missiles and replace Benign Transposition with Expeditious Retreat.
Posessions: Bracers of armor +2, Potion of Invisibility, Scroll of Shield(2).
Tactics: Marci is very paranoid and will use her Scroll of Shield at the first sound of people approaching. She's the one the PCs will have to convince to stop a possible fight. If a fight breaks out, she'll keep as many people between her and the PCs as possible and focus on targets that are far away with Ice Dagger. If a PC gets close to her, she'll switch with Jin or one of the brawlers using Benign Transposition to put herself in a safe spot.


Level Range and Experience Distribution:
This module is for 3 to 5 1st level characters. The most dangerous encounter is the one in the sewers, so its important to make sure the PCs make a level before they enter the sewers. They should be able to make 3rd level by the time they're done with the module. Alternatively, you can run a short prologue with the PCs getting the first job from Tary and guarding Galeb's warehouse. The attack will come late at night. Once the PCs make any headway in the fight, the attackers will flee, since they're only attacking so that Galeb's warehouse doesn't seem singled out amongst the rest. The whole prologue should make them about 250 xp.


To Do List:
-Develop Galeb the Merchant
-Develop the criminal underground Done
-Develop the sewers
-Add a scene for finding an entrance to the sewers
-Add a scene for meeting with the criminals Done
-Add a scene for getting smuggled onto the caravan