Adventure Sketch: Lord of the Rapids (for Pathfinder)
Adventure Sketches are just the most basic set up, plot, twist, and development for as many or as few sessions as a GM wants to turn them into. They’re enough guidance to make plotting out a game easy, but not so much it’s hard to fit into any existing campaign.
Intended for Pathfinder, this adventure sketch can be modified to work with nearly any RPG with lawless lands, frontier zones, and numerous races.
The rapids are the most dangerous part of the great river, but are also on a branch of the river easily bypassed by those wishing to use it for travel. The land around the rapids is rockier and heavily overgrown, bad for farming and hard to travel through. It was considered to be most concerning as a potential place for bandit hideouts, but no such group was ever known to use it. As recently as a generation ago the rapids were considered too far from anything of value for any thinking group to bother with them.
But in recent years, numerous aquatic animals and magical beasts have attacked all up and down the rest of the great river, and most ponds and lakes near it. At first such attacks were only on isolated groups, mostly itinerant traders, and local settlements ignored it. But in recent months the attacks have been bolder. Major trade shipments have been attacked, and a few small thorps have been abandoned, with signs of attacks in the disused buildings.
Major merchant princes in faraway lands wish the disruptions of trade to end, and assume some brigand ranger or petty druid is finally using the lands of the rapids to set up an outlaw camp. The merchant princes wish to end the problem quickly and cheaply, and thus have placed a bounty on the leader of these presumed “rapids rogues.” The PCs are drawn into this situation, perhaps to pay off a debt, perhaps as guards for a river trader and his shipment, perhaps as a favor for a struggling vendor, or perhaps just for the bounty.
But in truth, it’s a brine dragon (a juvenile brine dragon perhaps, CR 8, and a good capstone fight for 5th or 6th level PCs) and its lizardmen conscripts that have been causing problems. The brine dragon, Breakwave, has also conquered the local nixie clan who once lived in idyllic peace in the rapids and surrounding lands. Breakwave wishes to build an empire, and forces the nixies to use their talents to train and command aquatic threats (giant caimans, anacondas, arapaima, monstrous electric eels, and dire river otters), and uses threats and bribes to turn any other nearby creatures into soldiers.
The PCs must fight their way through the rapids, learn the true nature of the threat, rescue citizens of the abandoned settlements (many of whom have been pressed into service by Breakwave), bypass monstrous and aquatic guards, and finally defeat Breakwave himself.
And then the real adventure begins.
Breakwave has angered numerous other nearby threats–attacking some, extorting others–and his death causes those threats to rush into the lands around the rapids to claim his presumed hoard. Further, without his *undesired) patronage, and with the rapids now seen as a crucial tactical location, the nixies and their care for that section of the great river are doomed–unless they can convince the PCs to protect them (perhaps in return for the nixies’ loyalty).
And the merchant princes suddenly think the PCs may be making too great a profit. And the lizardmen came from a not-too-distant tribe, who expected regular payments in return for the lizardman mercenary service, and will demand recompense for the loss of the income Breakwater provided.
The PCs can flee the situation, or try to use diplomacy to re-establish equilibrium, or claim the area as their own base of operation, of even pick up where Breakwave left off…
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