Hook, Line & Sinker!
A good adventure always begins with good hooks. Here's a whole bunch that is sure to motivate the players into getting themselves into this adventure!
Saul has been investigating the cult activities in the City of Danger for some time and strongly suspects that they are planning to do something truly terrible to it. Hearing about the Black Cross' previous exploits and how they've managed to drive the Black Spider away from the small town of Phandlain, Saul deliberately went through all of the trouble to hire them.
If what Saul suspects is true and these cults truly are planning to unleash unspeakable evils to his city, the halfling would be more than happy to pratice his bragging rights and say that he brought the Black Cross where they needed to be.
Freightfoot took it upon himself to send a few courier's over the region of Vercos to ask for their aid.
Off the Record...Certain members of the group may have sensed a disturbance in the balance of the elemental nature of this realm. Something significant and sinister is trying to mess with the balance of it all and clues seem to lead to the region of the Moonsea. A seed has been planted over there and it plans to fester and spread throughout the entire world.
Fateful Meeting...
The main goal of this meeting is to ignite the characters' interests and convince them to travel to Mulmaster, the City of Danger. The following contains what the courier will say when they meet:
1) The festivital is held for important people of the Moonsea region. It will be held for 10 days at the Saj estate which will begin a few days after the party arrives at Mulmaster.
2) Saul has made a study throughout the continent and is happy to report that the Black Cross' actions had initiated a time of relative peace for the region of Vercos. Days upon days of downtime await characters who choose to stay... for whatever reason.
3) Of course, Saul did not send his best couriers over to Vercos just to hire some bodyguards. Cult activities are on a rise in the City and almost everyone has a connection to them. Whenever something bad is about to happen, Saul's right knee starts to ache. And his right knee is aching really badly at the moment.
4) There are reports of imp-like demons scurrying around the city. Worse still, the City Watch recently discovered materials and equipment specialising in opening bridges between this world and the demonic realm.
5) The activities of fanatic cults in the Moonsea prove more worrisome than demons running around the city. There are reports of kidnappings for sacrificial purposes as well as several characters spouting verses of their deities, or more specifically, their Princes of Elemental Evils. Other reports have also cited dispute and violent engagements between religious sects and these up and coming cults.
6) The authorities of the City have their hands full with all sorts of problems, from petty crimes to threats of war. Saul thinks that the Black Cross might the heroes the city needs right about now.
7) Working for the festival may not guarantee that you'll earn the favour of important people of the realm but if you play your cards right... you just might find yourself an opportunity.
8) Lastly. you're heading towards to City of Danger! Wherever Danger resides there sure will be an opportunity nearby for something great.
9) Saul already arranged a ship to collect some Vercos-exclusive goods to bring back home. This same vehicle can be used to ferry the party towards Mulmaster if they choose to proceed. Food and lodging provided.
META rewards for partaking the adventure in the City of Danger!
Upon accepting this quest, each member receives 1 Hero Point.
META Disclaimers. The following adventures include homebrew monsters. I've worked meticulously hard to balance these monsters as much as I can to the DMG but just in case, I have provided META rewards to mitigate any issues I might have overlooked.When your character falls unconscious, you can expend a Hero Point to gain the effect of rolling a natural 20 on a death save. You can also spend a Hero Point to add a 1d6 to any ability check, saving throw or attack roll.
Hero Points can be earned upon reaching certain milestones in the adventure but there is a catch. Your character loses a Hero Point if he/she commits an act that the GM deems evil. Acts that could result in losing Hero Points include, but not limited to, kidnappings, murder, tortures, intentionally causing pain or harm to another for malicious intent or disobeying your character's code of honour. Removal of Hero Points is completely up to the GM's discretion.
While designing this adventure I tried to balance the monsters that the party is meant to face to every official source I can get my hands on however I have also placed monsters and creatures of varying challenge ratings in certain locations. I will try my best to lead the adventure the way it is meant to be played but do be forwarned that if you choose to take the unbeaten path, you might experience some unexpected results. DMing can be quite an arduous task so I seek your understanding. There is only so much I can do and you can't expect me to balance everything. I cannot ensure your character's safety in this adventure and I'll play my monsters the way they are designed.
Without further ado, let us proceed to the City of Danger!