PF 2E - Agents of Edgewatch AP - Part 3 of 6 - All or Nothing [PZO90159].pdf

(14030 KB) Pobierz
Second Edition
All or
Nothing
By Jason Keeley
AZLANTI KEEP
WISE QUARTER
IVY
DISTRICT
ASCENDANT COURT
PETAL DISTRICT
WESTGATE
FOREIGN
QUARTER
THE COINS
EASTGATE
THE DOCKS
THE PUDDLES
PRECIPICE QUARTER
FORT TEMPEST
ABSALOM
1 MILE
STARWATCH KEEP
AUTHOR
Jason Keeley
ADDITIONAL WRITING
Alexander Augunas, Jessica Catalan,
Stephen Glicker, Mike Kimmel, Alex Riggs,
and Mike Welham
DEVELOPERS
Ron Lundeen and Patrick Renie
DESIGN LEAD
Logan Bonner
EDITING LEADS
Avi Kool and Lu Pellazar
EDITORS
Judy Bauer, Leo Glass, Avi Kool,
Ianara Natividad, and Kieran Newton
COVER ARTIST
Setiawan Lee
INTERIOR ARTISTS
Olivier Bernard, Rael Dionisio,
Vlada Hladkova, Robert Lazzaretti,
Artur Nakhodkin, Richard Pace, Ian Perks,
Sandra Posada, and Ernanda Souza
ART DIRECTION
Sonja Morris and Sarah E. Robinson
CREATIVE DIRECTOR
James Jacobs
PUBLISHER
Erik Mona
ADVENTURE PATH 3 OF 6
ALL OR NOTHING
by Jason Keeley
ALL OR NOTHING
2
4
22
44
Chapter 1: Street Justice
Chapter 2: The House Always Wins
Chapter 3: Deadly Games
GAMES OF THE IRORIUM
by Mike Kimmel
60
68
74
75
76
78
79
80
81
82
83
84
85
86
88
90
GANGS OF ABSALOM
by Alexander Augunas
ADVENTURE TOOLBOX
by Jessica Catalan, Stephen Glicker, Jason Keeley, Alex Riggs, and Mike Welham
Player Rules
Gang Feats
Casino Games
Vile Gear
Provocator Archetype
Creatures
Avarek
Bregdi
Eberark
Ghoul, Barnacle
Ravenile
Svartalfar
NPCs
Franca Laurentz
Gage Carlyle
Maurrisa Jonne
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
CONTENT WARNING
paizo.com
While
All or Nothing
contains typical Pathfinder action and adventure, it also presents scenarios that some players might
find uncomfortable. These scenarios include depictions of gang violence, gambling, and bioterrorism (including suicide
bombing). Before you begin, understand that consent from everyone at the table, including the players and the Game
Master, is vital to a safe and fun play experience. You should talk with your players before beginning the adventure and
modify descriptions or scenarios as appropriate.
2
ALL OR NOTHING
CHAPTER 1: STREET JUSTICE .................................................... 4
After being promoted to the prestigious guard unit known as the Starwatch,
the Edgewatch agents go to the Docks district to investigate a gang called
the Washboard Dogs. Members of the Dogs have supposedly helped
launder money for the Skinner and other members of the Twilight Four.
To gain the trust of the gang’s leader, the agents must embroil themselves
in a bloody turf war and tip the scales in one gang’s favor in order to get
the info they need.
ALL OR
NOTHING
Chapter 1:
Street Justice
Chapter 2:
The House
Always Wins
Chapter 3:
Deadly Games
SETTING THE STAGE
FOR THE TWILIGHT FOUR
Until now, the agents have been
dealing with a largely unknown
force. After the emergence of
two high-profile Norgorber
worshippers—Hendrid Pratchett and
Wrent “the Skinner” Dicaspiron—the
agents might suspect that a more
insidious plot lurks behind the
scenes. But only after arresting the
Skinner and gleaning details from
her subsequent interrogation can
the agents finally identify their
nemeses: the Twilight Four.
This is the first adventure in the
campaign in which the Edgewatch
agents pursue their investigation with
a grasp (albeit a hazy one) on the
situation and the stakes. Although the
Skinner’s confessions take place “off
camera,” the players should learn in
the course of setting the stage for this
adventure that Dicaspiron was only
one quarter of a much larger threat: a
cabal of Norgorber cultists who seek
to undermine Absalom’s authorities
and, ultimately, seize power from the
city’s uppermost ranks.
During this adventure, the agents
follow up on the lead they gathered
from Dicaspiron, starting with an
interview with the Washboard Dogs,
a gang of money launderers in the
Docks district. From there, they’ll
learn that the Twilight Four has
obtained a dangerous device that
the agents will need to secure in
order to protect Absalom’s citizens
and learn the identity of one
more scheming Norgorberite.
Games of the
Irorium
Gangs of
Absalom
Adventure
Toolbox
CHAPTER 2: THE HOUSE ALWAYS WINS ....................................22
The agents learn that the Twilight Four’s deadly device is hidden in the
vault of a casino called the Lucky Nimbus. Unfortunately, the casino’s
owner doesn’t cooperate openly with law enforcement, so the Edgewatch
agents will have to go undercover to perform an ingenious heist. They’ll
have to dupe the casino’s shrewd owner, Gage Carlyle, and sneak, fight, or
beguile their way past a cast of interfering characters to reach the vault and
open the lockbox—only to discover that they’ve been out-heisted!
CHAPTER 3: DEADLY GAMES ................................................... 44
The heroes track down the thief who broke into the vault and stole the
device ahead of them. Their search takes them to the Irorium, where a
bomb-smuggling provocateur named Franca Laurentz plans to unleash
the device on the massive crowd attending the Blood City Games. To save
the lives of thousands—and finally learn the identity of Franca’s dastardly
patron, the Twilight Four member known as the Infector—the agents must
infiltrate the gladiatorial event and stop the bomber!
“All or Nothing” is designed for four characters. Characters should level
up between each chapter.
Advancement Track
9
10
11
12
The agents begin this adventure at 9th level.
The agents should be 10th level before they begin planning the heist
of the Lucky Nimbus Casino.
The agents should be 11th level before they join the Blood City Games.
The agents should be 12th level by the time they complete the adventure.
3
Zgłoś jeśli naruszono regulamin