Monday, January 14, 2008

an adventure begins

Once a jewel in Ahlissa's crown, Prymp was fashionable for its 'Isle of Delights', a man-made city structure, held above the ocean by sturdy wooden timbers. The Isle was home to exotic courtesans, lavishly bedecked merchants, and thinly disguised nobility. The city was a hotspot for the rich and licentous of the Flanaess.

But the violence and poverty of the Greyhawk Wars wrecked much of the former Great Kingdom, Ahlissa and Prymp included. What now remains is a rotten husk of the debaucherous, indolent city. Prymp's outlandish income stream is all but dried up. The rich stopped coming. A new population found a home in the city's four districts. Refugees, poor and desperate. And another group, alchemists. Free from restrictions on their experimentation, alchemists set up shop in Prymp and proceeded to pollute the air and water with their craft. Toxic clouds and sludge poured from their factories. Tanners and butchers practice their trades without conscience, dumping their byproducts into the water outside their workplaces.

The port, a natural shelter from the rough weather of Relmor Bay, is now perpetually shrouded with a dirty miasma of smoke and vapor. The walls and roofs of buildings are covered with a greasy film, and the waters under the Isle are now befouled with sludge and sewage. In the eastern part of the city, the sludge has become so thick that the water doesn't flow, leaving that quarter's buildings hovering over rancid mud.


A band of adventurers has gathered at the Seven Knaves Tavern, a dank, mildew-laden alehouse in the High Quarter. The tavern is located in the once-prosperous seaside city of Prymp, in the Kingdom of Ahlissa.

The only thing tying the adventurers together is an urgent summons, delivered individually, only days ago. The summons author sits among the group. He is a swarthy, well groomed man, dressed in black and red leather armor. Except for the armor and his accent, the man looks singularly out of place in this now-squalid city.


Note. Please post something about your characters as soon as you can. (either in the comments, or as a new post). I want to know what you guys are planning!



Portions of this adventure are modified from Dungeon #121. I have modified these a bit, and I express no ownership over these materials.

7 comments:

Aerin said...

This actually works pretty damned well for me man. The character I decided on making is an urban-designed ranger who was a bounty hunter in the city. Not the totally grim and jerkassish type if I can manage it, but perhaps a sort of a Deckard-ish Bladerunner type or something...haven't decided yet. Either way I'm thinking either human or elf, with a dog for my animal companion.

Aerin said...

Oh, by the way, if you can't make it and Scott doesn't know yet, please do so quickly because if we're short on people I might see what the boy is doing this weekend as he's itching to play again too but I don't want to create a horde :P

David Crowe said...

So, what level are we starting at? In case we need to create a new character and stuff? :D

scott said...

Oh, level 8, please.

asdfasdfadfasd said...

Enjoy the game! It is your responsibility to make sure that Kilminsk is there in spirit!

Tiger said...

Question. Is the entire adventure to take place in town, or will the party be leaving directly?

scott said...

Answer. The adventure is partly urban.