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View Full Version : Gangs, Glitterspice & Hostages!


Joseph Rossow
05-02-2007, 08:45 PM
Hello forums!

I've just finished a bran-new adventure! Thirteen full pages about traveling to the big city, going down the wrong alley and coming face to face with a street gang. With one of their comerades held hostage, it's up to the adventurers to bow to the whims of the gang and ultimately save their friend!

http://www.gungircomics.com/wp-content/uploads/2007/05/gghpreview.jpg

So, being that I just finished it, I could really use some feed-back. Looking back over it I think I may have left out key details that I had so heavily internalized that I didn't write them in the module, so it'd really help to get a second opinion.

This (http://www.gungircomics.com/index.php/2007/05/02/gangs-glitterspice-kidnappings/) is the website for the adventure, and this (http://www.gungircomics.com/wp-content/uploads/2007/05/gangs-glitterspice-and-hostages.pdf) is the actual file.

There's all new artwork and diagrams included within.

I've also put a few updates on my website that I could also do with some feedback on. I'm still trying to get the layout looking a bit more... "fantastic".

There's this (http://www.gungircomics.com/index.php/2007/04/25/the-church-of-healing/) page about the Church of Healing (see image below).

http://www.gungircomics.com/wp-content/uploads/2007/04/churchofhealing.jpg

And there's this (http://www.gungircomics.com/index.php/2007/04/28/more-of-fiddeus-crackpots-fabulous-wares/) page, containing more wares from the Magical Shop of Fiddeus Crackpot.

http://www.gungircomics.com/wp-content/uploads/2007/04/crakpotswares02a.jpg

Enjoy, and I can't wait to hear what everyone has to say.

Oh, and this is only the second thread I've posted here. I think I'm putting this up in the right place, but if there's another part of the forums that this would be more appropriate, please let me know.

JohnBiles
05-03-2007, 09:03 AM
Some comments:

Overall, nice simple self-contained adventure. Good use of art, and addresses some of the kinds of issues likely to come up since PCs rarely follow the script, so to speak.

Given there's no space to sit down and heal yourself, though, I'm thinking some parties may find themselves too shot to pieces to rescue the hostage in the end, if they stumble into the various monsters in the sewers.

My big question: Given that no one is actively trying to stop the transfer of the stuff, why exactly does the gang bother dragging the adventurers into this when they could just go pick the stuff up themselves? There's no clear motive as to why they bother using the PCs as proxies when it only sets them up to have reason to want to wipe the gang out later.

Joseph Rossow
05-03-2007, 01:39 PM
Wow, you're totally right about your "Big Question," JohnBiles. The reason this gang is using the adventurers as proxies is, and I'll be adding this to the module later today, this is a "street gang" and as such there are *certain* streets upon which its members are not very welcome. Were a gang-member and his buddies be found carting around a mysterious package, away from their home turf, they'd be attacked on the spot. In fact, the Daggerskull Pirates, who are mentioned in the adventure as a night-time encounter, are sworn enemies of this particular street gang (which I guess will need a proper name now).

Your second point, about there not being a point to stop and rest is also something I should've pointed out. There is, intentionally, no place to stop and rest. This all happens in one shot. The adventurers have, basically, until dawn to sort this thing out or the hostage dies, which doesn't leave a lot of room if you're going to stop, rest and regain spells. I tried to make the encounters fairly toned down for this reason. In the sewers, for example, there's really no good reason to fight anything down there. I just wanted to throw in some things to flesh out the region.

Wow, those were some good points. Thanks for taking a look at the adventure!