gandalf_scion
*eyeroll*
Starting this thread to capture an adventure idea that erupted elsewhere. Feel free to chime in with comments/suggestions. Here's what we have so far.
Intro:
Another cohort of young people recently abandoned their apprenticeships to join that secretive cult at city center. Why does the Lord Mayor allow this? Why do none return? What’s going on beyond those cyclopean doors? Perhaps it’s time for an obscure group of “expendables” to infiltrate that fane.
Background:
The cult began several years ago with a single vagrant preaching rebirth and renewal to other street urchins. Just more quackery among the underclass, most thought. The organized Church pitied them, but otherwise paid no notice. Then a few years back, appeared a new leader, Ezhur the Velvet, and multiple recruiters, all of a better sort. They worked up the social ladder to the present situation in which skilled apprentices – tomorrow’s crafting class – are leaving for “rebirth and renewal,” never to be seen again. Yet, the Lord Mayor expresses no alarm saying, “It’s only a handful and surely most will return in a year or two.” Now the once homeless cult carries on in secret behind the closed doors of a renovated bath house.
The Lord Mayor tolerates the cult because its leader pays him hush money. Those funds in turn sustain the bribes that enable him to drive his tendrils into the city’s power centers and even the royal court. All necessary because the Lord Mayor squandered his inheritance on gambling and prostitution. Well aware of all this, Ezhur the Velvet could ruin the Lord Mayor at any time.
Cultists become minions in a vast bureaucracy headed by Ezhur the Velvet, a doppelganger. The best recruits rise through the ranks to become illusionists (perhaps up to 5th level) who leverage their spells to infiltrate and blackmail high society and then funnel the proceeds back to the cult. But most get trampled by the organization; some are consumed in magical experiments, others sold into slavery for profit.
Hooks:
An agent of the official Church approaches players in secret with an offer. If they will infiltrate the cult and report back on its structure and purpose the church will provide them with all manner healing (or level training) for the rest of their lives at no cost. But they must tell no one of this benefit or that the church retained them.
A Madame, angry over the loss of still more talent, offers a secret deal. If the players can recover her most precious dancer, Soira Sorcha, the Madame will reward them with connections in high places. But they must tell no one of this arrangement.
Possible PC Options:
Raid the cult compound "commando" style.
Pose as aspirants to infiltrate and spy on the cult.
Fall prey to their "hook" who is actually sending them into a trap to be captured by the cult.
Join!
Intro:
Another cohort of young people recently abandoned their apprenticeships to join that secretive cult at city center. Why does the Lord Mayor allow this? Why do none return? What’s going on beyond those cyclopean doors? Perhaps it’s time for an obscure group of “expendables” to infiltrate that fane.
Background:
The cult began several years ago with a single vagrant preaching rebirth and renewal to other street urchins. Just more quackery among the underclass, most thought. The organized Church pitied them, but otherwise paid no notice. Then a few years back, appeared a new leader, Ezhur the Velvet, and multiple recruiters, all of a better sort. They worked up the social ladder to the present situation in which skilled apprentices – tomorrow’s crafting class – are leaving for “rebirth and renewal,” never to be seen again. Yet, the Lord Mayor expresses no alarm saying, “It’s only a handful and surely most will return in a year or two.” Now the once homeless cult carries on in secret behind the closed doors of a renovated bath house.
The Lord Mayor tolerates the cult because its leader pays him hush money. Those funds in turn sustain the bribes that enable him to drive his tendrils into the city’s power centers and even the royal court. All necessary because the Lord Mayor squandered his inheritance on gambling and prostitution. Well aware of all this, Ezhur the Velvet could ruin the Lord Mayor at any time.
Cultists become minions in a vast bureaucracy headed by Ezhur the Velvet, a doppelganger. The best recruits rise through the ranks to become illusionists (perhaps up to 5th level) who leverage their spells to infiltrate and blackmail high society and then funnel the proceeds back to the cult. But most get trampled by the organization; some are consumed in magical experiments, others sold into slavery for profit.
Hooks:
An agent of the official Church approaches players in secret with an offer. If they will infiltrate the cult and report back on its structure and purpose the church will provide them with all manner healing (or level training) for the rest of their lives at no cost. But they must tell no one of this benefit or that the church retained them.
A Madame, angry over the loss of still more talent, offers a secret deal. If the players can recover her most precious dancer, Soira Sorcha, the Madame will reward them with connections in high places. But they must tell no one of this arrangement.
Possible PC Options:
Raid the cult compound "commando" style.
Pose as aspirants to infiltrate and spy on the cult.
Fall prey to their "hook" who is actually sending them into a trap to be captured by the cult.
Join!