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DragonkingUs20
2014-06-12, 03:06 PM
This is my first post here and I hope it's okay that it's so long.. I have fleshed out what seems the bulk of an urban campaign under Pathfinder rules. I have SO much material and have never done a full fledged campaign before. I have some soft hooks to keep the characters individually invested in traveling and staying in the island city I have built.. I just feel overly anxious and would like any advice! My concern at the moment is that there's not enough hack and slash (not per usual with my pathfinder/D&D experience).

http://i.imgur.com/nwUKwVh.jpg


The Isle of Zarat
Intro: The end of the world is nigh. For the past 100 years, the world has seen the Sun slowly fade from its former radiant hue to its current dull simmering amber. The Sun is burning out and with its last breath the world’s soul itself seems to be flickering out of life and the magical fabric of the world is unraveling. When wizards and other manipulators of magic reach into the void in search of substance for their incantations, they often times come up empty handed.
Cities crumble into the sea and entire civilizations bury themselves into religious tomes. Clinging to their innate stubbornness, human civilizations still grasp for hope and many of their cities and towns litter the countryside. As Elves drive deep within the hearts of thief forests, dwarves bury themselves into mountain faces, and orcs bury their axes into the skulls of whomever they come across. In this regard, it seems as though some things have never changed at all.
The magical beasts of the world have grown increasingly scarce. Dragons, for instance, have not been sighted for nearly a century, when the Black Dragon Abraxas was slain. Many believe that the few remaining dragons fled the earth upon realizing the world’s inevitable demise. Others believe that dragons are as much a part of the fabric of the world as time and magic itself. And as the world flickers out of existence, so to do the dragons that roamed it.
World Mechanics: The reality of the world is that Dragons are directly linked to the world. If the dragons all die, so does the world. If the world dies, so do all of the dragons. Throughout the years, dragons have been mostly killed off by adventurers and champions. As the dragons died off, the world is dying with it. The last living dragon lies under the city of Zarat. Due to the last dragon dying and the world dying with it, the magic in the world is flickering out as well. Because of this, the only beings still able to manipulate magic are divine casters and those with Dragon heritage (which will be all of the PCs..). Dying of old age, the dragon Zarat is the last hope for the world’s continued existence. If the dragon dies, the world will plummet into darkness and forever be lost. If the Dragon’s life is extended, the world and the magical fabric of the world will remain intact. If the Dragon dies but its soul is somehow preserved (through the absorption of it into a different vessel), then the world will remain intact but magic will no longer exist in the world.
Because magic has been illusive to casters for some time now, there has been a recent push to increase technology to fill the void. Steam power and hydraulic power are beginning to develop in the absence of magic
City History: The Isle of Zarat is one of the oldest cities in the realm. Unknown to the city’s inhabitants, the city itself is built upon a dormant bronze dragon, which has the ability to breathe underwater. Through many years of slumber, soil accumulated on the water-protruding back of the dragon, causing the appearance of an island. After many years of soil accumulation, followed by plant colonization, the island was discovered and utilized as a trade city and named The Isle of Zarat. During building construction, if the workers were unfortunately enough to dig deep enough to reach the dragon itself, the bronze dragon’s large scales were dismissed as bedrock. The water nearest to the island is always slightly warmer than the surrounding ocean, being slightly heated by the body heat of the slumbering dragon.
Win Condition: An ancient spell exists, long forgotten by the world, which grants the target(s) of the spell extended life. In this recital of ancient chants, by a procession of casters, this blood magic calls fort the life energy from the surrounding life forms, as well as the casters themselves, and is siphoned into the recipients pool of life. The target of this spells receives increased vitality and longevity of life, with no change to their physical body. Nearly immediate old age, followed by death befalling the surrounding life forms before finally siphoning from the casters themselves. The casters may choose to target themselves for this incantation, which would not change their physical health, yet increase their lifespan.
This may be found out through a tome/scroll that was encased within the statue of Liliana within a church. The existence of this scroll may be discovered through old books in the scrivener’s guild
To destroy the dragon under the city of Zarat, this ancient blood spell must be used. They can opt to siphon the lives from the city inhabitants and their own to prevent the dragon’s death and ultimately save the world from dying and keep magic in existence OR they could siphon the dragon’s soul into their own which will strip the magic from the world but keep the world alive, killing the dragon and making themselves into practically demi-gods.
This stuff is going to be either discovered in old text in the scrivener’s guild or by the scrivener’s guildmage himself.
City Government: Governed through an autocracy/secret syndicate. Lord Mayor Hawthorne rules the city, being elected to office through vote manipulation by the Free Enterprisers gang, acting as the gang’s puppet and scapegoat.

Notable PCs
The Wizard Izzet
Appearance: Eclectic old man with high shrill voice and thin eyeglasses perched at the tip of his nose. He walks with a cane, which upon further inspection is the top half of a wizard’s staff.
Demeanor: Izzet has a surprisingly short attention span for a wizard. He seems quite fond of the PCs upon their discovery and looks forward to their future endeavors.
Location: Multi-story observatory nestled at the northern tip of the island. Building appears to be ages old: far older than any building in the city. What once was a large telescope protruding from atop the observatory is now half collapsed down the middle of the building. Vines grow wildly over the majority of the building. Air inside is thick and heavy, the large hole in the roof from the telescope’s collapse brings natural light into the building. The walls inside are littered with apparent ancient relics and priceless treasures. Only those willed/invited by Izzet are permitted entry via a magical ward. This protective force field around Izzet’s home for some reason has a greenhouse like effect: trapping in moisture and heat, which is the apparent reason for the drastic difference in temperature and humidity. When it rains, the water beads off the force field and keeps the inside of the home dry.
Hook: Izzet sends PCs on a quest to find relics: possibly through scavenging through sunken ships. The reason Izzet would have the PCs do this isn’t necessarily for the treasure, but to watch their adventure play out on his TransVisceral (TV) mirror box, which is a box like scrying device he uses for entertainment. Within the box is a small, chained-up, imp which magically powers the scrying screen.
End Game Hook: Izzet, in his campaign to quench his ever growing thirst for entertainment, had summoned forth ancestral spirits to glimpse into the future. In doing so, he has glimpsed the future of the world and its major players, the PCs. Izzet summons for the PCs to meet at his house. After arriving, he begins to explain what he did and why. Still standing in the middle of his summoning circle, he becomes momentarily possessed and the PCs are informed directly from an ancestral spirit of their purpose.
End Game Hook 2: Izzet may quest the PCs to find the location of an ancient tome depicting a blood magic ritual. He may suggest asking some of the scriveners, who will in turn suggest that they rifle through old texts themselves. After a long search through text, the PCs may find lore regarding the use of bloodmagic by Liliana Vess or even a blueprint of the Temple of Vess with the statue’s location torn out of the illustration. This would serve to push the PCs in discovering the tome within the statue and probably killing Lilian Vess.

Sebastian of House Atreus
Appearance: With a long dark ponytail and well-groomed Vandyke, Sebastian is usually dressed in a long red tunic with gold trim and matching slippers or high brown boots.
Demeanor: Smug and self-centered, Sebastian Atreus views everyone else as a means to better his status. Friends and foes are only for the moment: whomever he can profit from the most is his ally and whomever he needs to step on along the way happens to be his foe.
Location: Sebastian seldom leaves the abodes of his brothel. Hiring smugglers to import mélange, the drug is used to feed his harlots’ induced addictions. Sebastian’s women have scarves around their mouths to cover growths and discoloration caused by mélange use.
Hook: The PCs could attempt to thwart the smuggling, or try to get in on the business as dock hands or smugglers.

Thomas the pickpocket
Appearance: A malnourished 12 year old, with a battered bowler hat and suspenders. His valuables are stowed in a hidden compartment in the hat. He usually sleeps on floors of homes in the slums district. He is favored with the Bedlam Brothers.
Demeanor: A confident young man, Thomas knows what he wants and can usually find a way to get it. He is very direct and to the point, leading his acquaintances to falsely believe he is ‘honest’.
Location: Commonly found making rounds in the three points, Thomas can also be found picking up scraps of homes previously raided by the bedlam brothers by breaking and entering.
Hook: Thomas steals from one of the PCs and is chased through the city and along rooftops. After finding refuge in the Bedlam Brothers territory, the slums district, the PCs are encountered with a scuffle with some gang members. If Thomas is caught instead, the gang members pay the PCs a visit if Thomas was roughed up.

Liliana Vess
Appearance: Decrepit woman with grotesquely long fingernails and matted hair and a screeching and shrill voice.
Demeanor: Liliana is very quick to fight. Having had her Temple of Vess in place for so long, she is fatally reluctant to be “discovered.”
Location: Sits in the absolute center of the city. The large white marble cathedral is littered with decorative steeples leading to the tallest, center most steeple. Inside, large marble pillars rise to the ceiling 60ft high and are accompanied by a dozen chandeliers hanging from the ceiling. Behind the altar and pulpit rests a large fountain, it’s center piece being a 20ft tall marble statue of a young woman dressed in a bustier and a long skirt (Liliana). The statue is in a leaning forward position and out of the statue’s eyes pours a murky water which pools within the base of the fountain. The monks, dressed in all grey robes, stay busy praying with citizens and use the murky water to bless people. All of the monks are in old age with pale wrinkled skin and their eyes glazed over white and blind. To be healed, the injured/sick person must join the Temple of Vess. Upon joining, Liliana performs the blood magic ritual which increases her long life, causing a rapid increase in age of the recipient and causes them blindness due to old age. The monks of the temple wear light grey robes, all with blind, milky white eyes.
Hook: The PCs may be curious as to why all of the monks are blind. The monks simply reply “Our fates are inevitable. As disciples of Vess, our foreseen fates may never be unseen. For that, we are forevermore blind to the present.” Through a hidden door, the PCs may grant access to the temple crypt, where they encounter Liliana Vess.
End Game Hook: Liliana’s statue encases an ancient tome involving blood magic. This is hinted at within the Scrivener’s Guildhall.

Oramus the Boxing Club Owner/Dock Master
Appearance: Brawny man, shaven bald with a large red beard.
Demeanor: Cocky and determined to win, Oramus is an intimidating negotiator both on and off the docks. Carried through life by sheer force, he does not take to losing easily and is determined to win in business, fist fighting, and gambling.
Location: Oramus hosts weekly boxing nights at the dock warehouse. The center of the dock warehouse is cleared of crates, where gamblers and participants form a ring of men for the contestants to fight in.
Hook: The PCs may partake in the gambling or fighting at the Boxing Club. Under the floorboards is Oramus’ secret weapon. If he feels cheated in a bout, he forces the suspected “cheater” to fight an orc who is chained in the cellar. These bouts of “revenge” have limited access, and are fought to the death. The orc has never lost.

Jarred the Town Crier
Appearance: Tall lengthy man with a top hat and grey pea coat: scrolls and papers stuffed in every pocket.
Demeanor: Jarred is as unbiased as the newspapers supposedly are. Jarred is very matter of fact and finds his job very fulfilling, to bring the happenings of Zarat to the people.
Location: Jarred is almost always found in the three points providing information to citizens and travelers.
Hook: If the PCs get stuck or seem to miss available hooks, Jarred is an easy in for a mini-adventure or can at least push the PCs into the right direction.

Rufus: The swindling apothecary
Appearance: Tall man with a pocket watch chain dangling from his bright purple vest and a matching purple feather sticking from his top hat.
Demeanor: Being very flamboyant, everything Rufus does is exaggerated, even to the point that his lips move more than necessary when speaking. Rufus hates confrontation, and will try to talk his way out of anything.
Location: Commonly found swindling his concoctions, Rufus is often found at the three points. Only a hand full of his remedies actually do something, while the majority of which have no effect or even worse.
Hook 1: Rufus may contract the PCs to acquire exotic herbs and substances for his concoctions.
Hook 2: The PCs may discover his falsehood and want to turn him into the authorities or publicly denounce him. Rufus has likely bribed the local guardsmen. A public denouncement may be the only way for him to receive “justice.” (Bluff checks)

Gerry & Jerry : The Bedlam Brothers
Appearance: The two are identical, with broad noses and their blonde hair spiked up high with beeswax.
Demeanor: Gerry & Jerry treat their business much like a group of friends they occasionally have to keep in line. They are both quite friendly for being gang leaders, often providing refuge for impoverished citizens and refugees.
Location: Their gang house is located in the heart of the Slums District. Although they occupy the smallest and least profitable district of Zarat, they have loyal members and the majority of the citizens respect more so than the mayor.
Hook: Being quite hospitable to newcomers, Gerry & Jerry are likely to accept the PCs and give them work opportunities or leads within the city. The bedlam brothers know of any and all breaking & entering jobs going on within the city, so any stepping on the bedlam brothers’ toes will likely be discovered and reprimanded or “taxed.”

Willem of the Free Enterprisers
Appearance: Greasy bang length hair and a curled mustache. He often wears a brown jacket and a cane sword.
Demeanor: Being the leader of the Free Enterprisers, Willem has a sly tongue and has the swagger of a man of stature. Willem attempts to carry himself as a gentlemen, albeit a little rough around the edges, and with no time for pedalling citizens and refugees. If severely offended, Willem will challenge is offenders with a duel (pistol or sword).
Location: Willem resides in the Free Enterprisers’ gang house in the Services District. The Free Enterprisers’ racket is politics. This is the group responsible for the swaying of public opinion through newspapers and voting crooked politicians into office. Willem feeds bribed and biased information to the newspapers, swaying public opinion in his favor. This favor is often targeted towards Mayor Hawthorne, to keep him in office and get re-elected. In turn, Mayor Hawthorne is loyal to Willem and his demands including: supplying the newspapers with tax benefits (more bribes) to continue their business as is. In this way, Willem has created a self sustaining rink of power and money.
Hook: Their “investments” with the newspapers and politics may be discovered by the PCs and investigated, possibly leading to a duel of honor or flat out gang war over control of the city government.

Todd the Junior Scrivener
Appearance: Scrawny bowl-cutted young man, who is far too excited for his current occupation.
Demeanor:
Location: Scriveners’ Guildhall: This tall and slender building reaches 4-stories high consisting of deteriorating brick and old vines. The windows are blocked by bookshelves from the inside, the interior being a mazelike warren of bookshelves and small desks where ever space is available. Members live in tight bunked courters in the basement. Elderly retired wizards, bards, and young failed apprentices work here as scribes, preserving books and proof reading and correcting newspapers the night before printing.
Hook: Tood took a job to copy a noblemen’s favorite book of poems, the work commissioned by the nobleman’s wife as a present. The junior scrivener discovered a small hidden parchment behind the loose flyleaf. While showing around the PCs, trying to entice them with the “thrilling” life of a scribe, he reveals the parchment to the adventurers, still unable to decipher it. It’s a cryptic message written in a strange language. It appears to be a numbered list of some sort, with the first three entries crossed out. Perhaps an attempt to undermine the Free Enterprisers’ grasp on the city or a list of potential “marks” for assassination.

Abel Larthe, the Scrivener Guildmaster
Appearance: Hunched over man, with gray hair draped around his otherwise bald head.
Demeanor: Dressed in commoner’s clothing, Guildmaster Abel Larthe is a stooped old man with failing eye sight. He spends most of his time staring out of the 4th story window in his favorite chair, out of the only window not blocked by a bookshelf.
Location: Scrivener’s Guildhall

Alysse, the Changeling
Appearance: Shoulder length curly brown hair, with wild eyebrows and blue eyes with splotches of brown, as if a painter flung brown paint onto a magnificently painted blue sky. Her left ear has been severed, apparently quite violently by the scars and torn flesh where her ear once was.
Demeanor: Very reclusive, Alysse rarely speaks, and on the occasion that she does she is likely screaming in anger or casting an incantation.
Location: Having been on the same passage to the city as the PCs, once coming to the city she hasn’t again been spotted. Taking on the forms of the previously dead, the
Hook: Alysse has been wandering the city, taking on the appearance of previously dead persons, and has begun a serial-killing rampage on women of the night and mutilating their bodies by ripping off their left ear. The bodies are left in the alleys of the Bedlam District. Once the killings begin, rumors will spread about the ripper and wanted posters will begin to litter the streets. The killings began around the time the PCs came into town, causing the local guard to believe the PCs may be at fault and may be ruled out by the detective of the guard, who commissions them for help.
Taking on the form of the previously dead, by her hands or not, the PCs may be able to identify her on the street by recognizing the faces of one of her victims.

Mayor Jon Hawthorne
Appearance: Fat redheaded man with a goatee and receding hairline, often adorning a top hat and always with a cigar dangling from his fat lips.
Demeanor: Always blubbering and fast talking, Mayor Hawthorne is a true politician: always manipulating those around him to gain footing. Usually coming off as rude, with a large crooked smile due to his cigar, it’s hard to believe anything from his lips.
Location: Mayor Hawthorne is often found in the town hall or the Mayoral Estate. He can sometimes be found making rounds in the lower reaches of the city trying to increase public opinion, visiting with the Free Enterprisers, or in the Brothel which he frequents.

Yora
2014-06-12, 03:52 PM
What do you want to know?

DragonkingUs20
2014-06-12, 04:15 PM
I've never done an urban campaign before.. So should I be worried about not having enough hack and slash? If so, any suggestions?

draken50
2014-06-12, 04:51 PM
My best advice is to stay aware of your players level of engagment in the game. Often if things are dragging and the game could use a bit of an adrenaline shot in the arm, then you can toss a more heartbeating random encounter at them.

I will confess, I didn't read the entirety of your post due to being at work.

I tend to run city games as intrigue based with a lot of different factions the party ends up allying with or becoming enemies of or both.

In tune with that I try to pre-develop a number of encounters that can be dropped into the story. Not all make sense at all times, but I'll try to write down that kind of thing.

Super obvious is a fight with muggers/theives. You can also use escaped zoo/carnival animals or criminals. Additionally you can have the players stumble across an altercation between NPCS. If there's a shadow war of some kind going on a group can attack them believing them associated with another group. These all have the possibility of fights.

As you are in a city and will be for sometime, the players should have to at times make the tough decision between leathal and non-lethal force.

Pick pockets or npcs not aligned with the party can end up trying to make speedy getaways, prompting a race across the city.

Sewers are a grate (get it) way to have fights with creatures like slimes, carrion crawlers, giant rats, ect.

Other adventures and mercs can also provide conflict for the party.

My preference tends to involve the party having to work with some dirty groups to further their aims. Having a group supporting an order of paladins in the city working with red wizards and shadow thieves, to try to get info and allies to help fight followers of Cyric and Bane meant rival thieves guild ambushes and the like made sense in context without the players "joining" the groups themselves.

The city environment provides a good variety of encounters, from shipboard battles (docks), sneaking and spying, to parkour riddled chases through streets. Even if a foot chase is played out adding in things like carts and carriages and animals will liven up play.

DragonkingUs20
2014-06-12, 05:48 PM
Awesome! That was a great help! I had a few of those ideas in the back of my mind, and a lot of those suggestions are very doable! Thanks!

ddude987
2014-06-13, 11:45 AM
You need a nature-bro named Garruk that helps the PCs until Liliana corrupts him. Other than that, this sounds pretty sweet.

DragonkingUs20
2014-06-13, 12:01 PM
Hah! Thank you so much for catching that! My inspiration obviously comes from many places haha