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  1. - Top - End - #1
    Troll in the Playground
     
    HalflingPirate

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    Nov 2011

    Default Low Combat Adventure: Bazaar Murders

    The guards stood around the corpse with expressions of shock mingled with fear on their faces. The desiccated corpse reached up toward them, its hands clawed as if struggling, even in death, with an invisible attacker. Although it had the appearance of having been buried in the desert for untold years, it was wearing neat, modern clothes in the local fashion. But its face was contorted as if in a scream, terror frozen in its leathery skin.

    The Sergeant of the patrol draped his cloak over the corpse, then looked up at the faces of the guards and the civilians staring down into the narrow alley.

    “Show’s over, folks!” he shouted in his parade ground voice. “Shut those windows.”

    ***

    Three strange deaths discovered in the marketplace in a single week have created an atmosphere of fear. Rumors fly of evil wizards, demons, and even more exotic causes of the gruesome deaths, but it is apparent that if anyone knows the cause of the deaths they aren’t speaking. A young lieutenant of the Market Patrol suggests hiring adventurers who are more familiar with magic, and in a moment of desperation the guard captain agrees.

    The NPCs
    The Captain – a 50 year old career law enforcement officer with ten years in the Market Patrol as its commander, The Captain is known as a hard-nosed officer with a pragmatic approach to law enforcement. She trusts no one, and trusts magic even less. She is known only as The Captain among the Market Patrol. Her hair is iron grey contrasting with her dark brown eyes. Her appearance is plain, but her body retains the impressive physicality of a lifetime as a law enforcer. While in the office her uniform is a suit of leather enspelled to protect against piercing attacks. In the field she favors chainmail and a tower shield. Her weapon of choice is a spear with which she is proficient using reversed as a subdual weapon.

    1st Lieutenant Hearn – in his mid thirties, he is a stickler for protocol, and is known for his zeal in enforcing the law. As the adjutant commander of the Market Patrol he insists that his officers spend many hours doing paperwork of dubious value. He is a somewhat chubby man who appears lazy, but he is meticulous and efficient in the performance of his duties. His uniform is a suit of banded mail and his weapon of choice is a halberd.

    2nd Lieutenant Bracer – not quite thirty, with a military background she was hired to train the guards in close quarters combat. Her expertise in small unit tactics and combat training is tempered by her inexperience in law enforcement. She favors a large shield as both offense and defense, along with a studded leather uniform. Her gladius, (shortsword,) is rumored to be magic, but she has never yet drawn it on duty, even in training. After an early encounter with some thugs who thought to intimidate her, (which she used as a demonstration of her skill in unarmed combat,) she has the respect of the local rogues who wish to avoid a similar humiliation.

    Sergeant Plaan – a grizzled veteran nearing retirement age, he is gruff and confrontational. He is called Sarge by his troops, and he has opinions he doesn’t mind sharing about the new generation. He is a fountain of (usually conflicting) advice; for example, he has been heard to say, “Never trust anyone except the people you can trust.” He wears leather and carries a tower shield, and he is an expert at dealing subdual damage with his nightstick, (club.)

    Corporal Alvonze – a newly appointed guard with political connections, the corporal is an ambitious commoner with her eyes on an officer’s position. She is somewhat dull-witted, but not incompetent, and she favors chainmail and a longsword with which she appears to be unskilled. She tends to sarcasm and belittles inferiors gratuitously. She is a niece of Alderman Alvonse, and it is an open secret that anything she learns goes straight to her family patriarch.

    Pretty Boy – also known as Guardsman Troy, Pretty Boy has a reputation for charming confessions out of suspects. He has also been known to become romantically involved on the job, which Sarge has tried to curb, but Pretty Boy is sharp and seldom misses details that others overlook.

    Alderman Alvonze – alderman for the last ten years, he is a smiling, friendly city elder. His reputation is spotless, and he is best known for his institution of work houses for the elderly, lame, and orphans, which is credited with ending the city’s problems with beggars. His once auburn hair has gone white at the temples, and he shaves his beard.

    ***

    The 3rd Lieutenant of the Market Patrol is one of the PCs. She is tasked with assembling the adventurers and organizing the investigation.

    What we know:

    In the last eight days three bodies have been discovered in the Market, among the permanent structures surrounding the open bazaar.

    Each of the bodies was drained of all fluids and very dry, as if left in a desert for months, but they were found without any sign of other harm, their clothing undisturbed, and in one case with money in his pocket.

    Each was found in relatively untraveled locations on the perimeter of the market among the warehouses which usually have slum-style housing over them.

    No one heard or saw either the murders or the body dumps.

    DM info:

    When drawing maps or writing descriptions of the scenes, a minor detail must be added: each body was found near a sewer or storm drain.

    Each of the victims was a member of the city bureaucracy. Further investigation will uncover the fact that each was under consideration for a higher office.

    The local priests have attempted Speak With Dead on the corpses, but they could not identify an attacker other than as a tall shrouded figure holding red death in his hand.

    The political pressure on The Captain will intensify as the adventure progresses, and she responds with frustration, often directed at the PCs.

    The PCs are offered 5gp per day each to conduct the investigation, which is about three times the monthly salary of typical city dweller. They are allowed to collect bounties which at the present time are up to 500gp per victim for the capture of the killers, but proof of guilt is required. This bounty is offered by the Merchant’s guild.

    Act 1: Initial Investigation
    Each crime scene can be investigated for clues. The PCs may do things not covered in this write up, so be prepared to improvise by being familiar with the adventure. Each crime scene has access to the sewer, and each victim was a member of the bureaucracy, which leads to two obvious avenues of exploration.

    Act 1a: The Sewers

    Entering the sewers will reveal recent activity at each site. A concerted investigation of each reveals trails from the dump site to the tunnels beneath City Hall. The trails end at a door locked from the other side, presumably accessing the City Hall compound.

    Although there are rats, bugs, and slugs in the sewer, there are no roaming monsters. Each hour of searching introduces a cumulative 5% chance that another corpse will be found, obviously slain in a similar manner to the others, but these are dressed in rags and partially rehydrated by the sewer filth. Even in this condition the bodies are intact, only marginally damaged by vermin. A ranger can determine that they have not been there long, a week or two at the longest. Speak With Dead spells reveal they were killed by a shrouded figure holding glowing red death in his hand.

    Act 1b: City Hall

    If the PCs inquire into the background of the victims they will learn they are members of the city bureaucracy. The three have some things in common, including that they were well regarded by their co-workers and administrators, they were under consideration for promotion, and none of them were residents of the Marketplace.

    Each subject questioned is eager to help the investigators, and some will offer theories ranging from plausible to impossible, but these theories are simply retold rumors without foundation in evidence. Some, such as the one involving an undead spirit that comes out at night, are taken seriously by the tale teller, while other more outlandish stories such as the one claiming involvement by a summoned demon, are offered by more skeptical subjects.

    Act 2: Annoyed Alderman

    Inquiries at the City Hall attract the attention of Alderman Alvonze, who arrives to investigate the investigators. He takes the PCs into his office and discusses the case with them, asking detailed questions about what they have found. He then mentions the poor of the city who live in violation of the city’s vagrancy laws by hiding in the sewers, expressing remorse that so many fall through the cracks. He insists the killer centers his activity on the Market, and suggests the investigators should focus on that area to find the killer.

    Not long after he dismisses them The Captain calls them in and directs the PCs not to bother City Hall in their inquiries, obviously under pressure from higher up her chain of command. She insists that they follow the clues they have by seeking witnesses who know something about the newly discovered corpses in the sewers.

    Act 2a: Sewer Dwellers

    Searching the sewers further eventually reveals a hidden chamber. Its entrance is concealed with debris common in the sewer. Its occupant is initially terrified, screaming at the PCs that he doesn’t want to go back. Eventually, if the PCs promise to not send him back, he tells of a workhouse of horrors, in which people are starved and beaten if they don’t satisfy the supervisor. He tells of others like him who escaped and were dragged back to be punished. He is certain that if he is brought back the man with the red stone will punish him. He can’t ID the man because he wears a gauze robe with a hood. But he claims the man uses a stone to punish runaways.

    Act 2b: Market Dwellers

    Investigating the market, the PCs will eventually find that witnesses claim the only people active on the nights the bodies were dumped were the patrols. Comparing times it becomes obvious someone is lying because the patrols appear to have been in two places at once, and Market Patrols at night always stay together, as Sarge will remind everyone.

    Act 3: Red Herrings

    Not long after this three bodies are discovered in one morning by various other guard patrols, a cobbler in the Labor Quarter, a prostitute in the Noble Quarter, and a minor priest near the Temple. Investigations of these crimes results in new information.

    The bodies appear to have been slain by the same means as the first three victims.

    These bodies show signs of brutality, with bruises, bumps on the head, and marks from restraints on the wrists and ankles. (None of the other corpses showed such signs.)

    The bodies were discovered on regular patrol paths with only token attempts made to conceal the bodies.

    Speak With Dead reveals they were attacked and rendered unconscious by uniformed Town Guardsmen, and when they woke they were unable to see due to a bag on their heads. The bag was removed and the man in a shroud holding Red Death in his hand is described before pain and death overcame them.

    Act 3a: Set Up

    Just as the PCs complete the investigation of the three corpses, a fourth is discovered, stuck in the toilet shaft of The Captain’s house. The officers on the scene describe the corpse, through Speak With Dead cast by the local priest, as having identified its killer as The Captain. They claim it had items from her office in its possession when they found it. The Captain has been arrested, and the 1st Lieutenant has been appointed temporary Captain of the Market Patrol. The temporary Captain dismisses the adventurers without pay claiming they are under suspicion and when The Captain confesses, all who were conspirators with her will be likewise arrested, insinuating he suspects them.

    Act 4: The Truth

    As the PCs decide what to do next, Pretty Boy drops in to socialize with his new friends, buying a round for them if there is any service. When he is certain no one can hear him he begins to list the things that don’t add up. This is a chance for the DM to drop clues the PCs missed. By the end of the discussion Pretty Boy sums up the situation by suggesting they have two choices, either to investigate The Captain’s toilet or to try to get paid.

    Act 4a: Toilet Troubles

    Entering the sewer under The Captain’s house, the PCs discover a trail which leads back to the City Hall, but this time they discover a half-dozen new corpses slain by a very large slashing weapon.

    These corpses are wearing the uniform of the city’s patrolmen. If a member of the Watch is present he can identify at least one as a local thug who has had some trouble with law enforcers.

    Speak With Dead reveals they were killed by “The Boss,” who betrayed them.
    One of the corpses has six Trade Bars in a pouch strapped to his thigh: gold ingots which by weight are equal to sixteen gold coins. Trade bars are not currency, but are used by the very wealthy as security on financial transactions. These ingots are stamped with the city seal, and could only have come from the city treasury which is located in the Armory, a fortified building near the City Hall.

    A blood trail from the murder site leads back to a secret entrance into the Market Patrol Barracks. It is located in the Officer’s Bath, to which only the four officers have access. One is the PC and The Captain is in jail awaiting trial, leaving the two lieutenants and a custodian, an elderly woman, as potential suspects.

    Act 4b: Where’s My Money?

    Going back to the City Hall to demand payment for the investigators will result in obvious dismissal by the clerks, who pass them to other offices several times before Alderman Alvonze arrives. After informing them that they are not entitled to pay he informs them that they are under investigation as accomplices to The Captain for the many murders, “Depending on her confession.”

    If they have shown the Trade Bars to anyone in City Hall The Alderman will offer to pay them out of his personal funds if they come to his mansion, “To be fair,” as he claims. He has to finish what he’s doing, but can meet them in an hour. He will not directly mention the Trade Bars in their conversation.

    Act 4c: Workhouse Woes

    If anyone wishes to investigate the workhouse they will find a thin veneer of propriety, but the elderly and orphans engaged in nit-picking, clothing repair, and other low wage, low skill tasks are too obviously happy. Their smiles do not reach their eyes, and there is no chatter among them. The observant will note that many cringe from the Supervisor, apparently involuntarily.

    While nothing can be confirmed, each person asked says, “I am very happy here.” They all say the same thing, exactly the same way, and none of them will volunteer other answers. Some will glance quickly at the Supervisor if asked other questions.

    The Supervisor explains that insanity and senility are problems in the workhouse population, and that many of their tenants are delusional, seeing things that aren’t there. Any reports by runaways should be dismissed on that basis because they are the hallucinations of madmen.

    Act 5: Confrontations

    With the various clues known to the PCs they should have some ideas of who is behind the crimes, if not why. These confrontations may come out of the order given here, and some segments of the adventure may be bypassed because of this. The DM must be prepared to shift back and forth. For example, if the PCs go directly from 4a to 5a, the clues and information in 4b which leads to 5b could be discovered in the form of potential blackmail files, leading to 5b. It will require flexibility and a solid understanding of the situation on the DM’s part to insure the players have the clues they need to complete the adventure.

    Act 5a: A Crooked Cop

    Investigating the blood trail from the sewers to the barracks leaves two potential candidates for the murderer of the thugs in guard uniforms.

    The 2nd Lieutenant has no recent wounds, bleeding or otherwise. Additionally, her weapon of choice is not likely to produce the wounds seen on the victims, but as she will point out if asked, she is proficient with many weapons, particularly axes, which would. So, while she cannot be ruled out, she is not the obvious suspect for the murders of the uniformed thugs.

    If informed of the murders and the evidence prior to confronting the 1st Lieutenant, she will join the PCs in their confrontation with the 1st Lieutenant.

    The 1st Lieutenant will be angry that he is being questioned, threatening to arrest the PCs who are no longer authorized to interfere in an official matter. He will not answer any questions, and in a very short time will call the desk sergeant to arrest the PCs.

    The PCs can comply and leave, they can continue to ask questions and be arrested, or they can fight. If they leave, within an hour a team of thugs will attack them with intent to kill. If they comply with arrest, within an hour the jailors will let in the same thugs who will attempt to murder them. If they fight, the 1st Lieutenant will call for every guard in the barracks, ordering them to kill the PCs. In the last case the 1st Lieutenant will arm himself with his halberd and attack.

    If the 2nd Lieutenant has not been previously confronted, the DM must decide if she enters the fight on behalf of the 1st Lieutenant or if she is absent, based on the capabilities of the PCs. Without information, she will support her chain of command.

    Act 5b: A Crooked Councilman

    If the party follows the invitation from 4b, they confront Alderman Alvonze at his mansion. If they attempt to confront him elsewhere they will be informed that he often works from his home. Either way the party ends up at the mansion.

    So long as the alderman thinks he can deflect the PCs he will be amiable and appear helpful, but if he is aware of the Trade Bars, or if Corporal Alvonze is aware of the investigation and has the opportunity to inform him, his mansion will be a trap, with thugs dressed in house livery ready to attack upon their entry to his study. At this time he will wield the Bloodstone in support of the thugs. (The Bloodstone is described below.)

    If the PCs are low level, the 2nd Lieutenant and her patrol may be waiting just out of sight outside to intervene in case of trouble, using the sounds of fighting as a pretext to enter without invitation. Otherwise, the challenge of the final encounter should be scaled to the ability of the PCs.

    Act 6: The Whole Truth

    Defeating the Alderman in his study leaves the party in possession of blackmail records going back at least twenty years. The Alderman has dirt on almost every political figure in the town, and the question of releasing it wholesale must come up, along with the impact such revelations might make on the governance of the city, must be asked.

    Two files stand out from the rest. One is the file of the Lord Mayor, and the other is that of The Captain, both of which consist of a name and a blank sheet of paper. The Lord Mayor’s file includes records of failed attempts to compromise him which incriminate the persons blackmailed into the attempt, but not the Lord Mayor. The other is the file of The Captain who is currently in jail, presumably being coerced into confessing to crimes she didn’t commit.

    The extensive files record the activities of The Alderman since his early career as a confidence man and enforcer for the local thieves’ guild. He systematically collected blackmail on everyone he could, then used that power to coerce his victims into compromising others.

    About twelve years ago he began using his political connections to eliminate his guild rivals, and once he was firmly in control of the guild, (through proxies,) he set his sights on a political career. By offering information on crooked politicians and bureaucrats he was able to eliminate rivals to offices for which he had suitable candidates. The resulting anti-corruption campaign imposed by the Lord Mayor opened the opportunity for Alvonze to rise to Alderman, with the support of many bureaucrats and politicians.

    One of his first appointments was a guardsman who was assigned to the Market Patrol as a corporal, eventually working up to 1st Lieutenant. Lt Hearn was a guild enforcer whose activities prior to his appointment to the guard, included intimidation and murder, as recorded in the documents. As a guild member he recruited a Shadow Patrol to enable him to appear to be conducting official Patrol business while engaged in guild activities.

    Since his appointment Hearn has been a loyal servant to Alvonze, whether through opportunism, fear of exposure, or actual personal loyalty, and Alvonze has rewarded him with steady promotions and benefits.

    An early innovation by Alvonze was the institution of the Workhouse For The Poor. The idea was to take the beggars off the streets by giving them a home and useful work. Its actual purpose was to break the power of a guild rival who used the beggars as his private army. The Workhouse placed the beggars under the control of Alvonze, his rival fled when he realized there was a target on his back, and the good citizens if the town cheered Alvonze’s humanitarianism and concern for the poor.

    The Workhouse has become a terror camp. The orphans who are supposedly apprenticed to trades are instead sold into slavery unless they are useful to the guild or apprenticed in the city so they can be seen as success stories by the local population. The elderly are worked hard and fed little, and when they are no longer productive they are killed. The Superintendent is under Alvonze’s control, but he is sadistic as are the guild members who keep the poor from running away.

    About three weeks ago Alvonze arranged for the transfer, off the books, of a very large sum from the city treasury, under the cover of an audit. Unknown to him, one of the thieves in guard uniform took a few trade bars for his personal use. He used this money to purchase a relic of a god of necromancy: The Bloodstone. He intended to use the stone to create an unsolvable series of murders in the Market District, which he could use as an excuse to remove The Captain and replace her with Lieutenant Hearn, who would then solve the crime by killing a foreign merchant and blaming him for black magic. Meanwhile, the victims were selected because of their connections to political rivals. By eliminating them he opened the way for his candidates to receive the promotions instead.

    To cover his part in the murders he coerced the priest of the temple to lie about what the dead revealed under posthumous interrogation. A junior cleric was not happy to discover the deception, but was intimidated into silence, then locked away when he stood up to his superior.

    When the adventurers began to achieve a measure of success in their investigation, the Alderman had the Lieutenant kidnap three people who were potential trouble: a cobbler whose shop was used as a safe-house for criminals, a prostitute who was used to generate blackmail, and the junior priest. The bodies were dumped in locations certain to be discovered by the patrols responsible for those districts.

    Unsatisfied with the situation, which was leading away from the removal of The Captain and replacing her with the 1st Lieutenant, they concocted a scheme to directly implicate The Captain by planting the corpse of a merchant who refused to pay the protection money the 1st Lieutenant demanded from merchants lacking political connections. With The Captain out of the way, it was easy to dismiss the 3rd Lieutenant’s scheme to investigate the crimes, and a matter of time and torture before The Captain named the Lord Mayor as her co-conspirator.

    Everyone was counting on the adventurers just going away when they were dismissed without pay.

    Corporal Alvonze knows her uncle is involved in unsavory work, but believes he is motivated to clean up the city. She will initially side with him in every way, until she becomes aware that he is the one who killed the bureaucrats, the sewer dwellers, and the distractions. She will not actively fight him, but no matter the outcome of the adventure she will leave the city in shame.

    ***

    The Bloodstone

    This item is an irregular dodecahedron of red hematite about the size and general shape of a goose egg. It was not intended as a weapon, or even for use on a living body; it was instead created as a tool to preserve corpses for a culture which mummified its dead. Victims of this device do not automatically rise as undead, but bodies prepared using it can be animated as mummies with the appropriate rituals and spells.

    It functions by drawing every last dram of moisture from a corpse, (or living body,) in an excruciatingly painful way for living beings. Each round of activation removes 1HP of blood from the victim, who is allowed a Fortitude Save to endure the pain of the process. This save should allow a level 10 fighter a 50% chance to avoid the paralyzing effect of the stone. If the save fails the victim must fall to the ground and writhe in pain. The victim is treated as Flat Footed, but not Helpless. (Coup de grace is not allowed.) The wielder of the stone must be within 10 feet and make a Ranged Touch Attack if unable to physically touch the victim. Touching the victim allows the attack to succeed without an attack roll. Once the attack succeeds the attacker does not require additional attack rolls, but the victim is allowed a save for each round to endure the pain and gain an action. Moving out of the 10 foot range breaks the attack, and the stone wielder must attack again to resume inflicting damage. The wielder may choose to discontinue the attack at any time.

    The Bloodstone may be used to drain a cumulative 555 HP of bodily fluids per day from any number of victims, at a rate of 1 HP per combat round, (6 HP per minute or 360 HP per hour.)

  2. - Top - End - #2
    Troll in the Playground
     
    HalflingPirate

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    Default Re: Low Combat Adventure: Bazaar Murders

    Is anyone interested in more adventures like this?

  3. - Top - End - #3
    Barbarian in the Playground
     
    Mendicant's Avatar

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    Default Re: Low Combat Adventure: Bazaar Murders

    This is great. I've been wanting to run a "CSI: D&D" campaign for awhile. (TV forensics is basically magic anyway.) I've got the city written, but I can always use more murder plots.

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    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Low Combat Adventure: Bazaar Murders

    Cool concept, haven't read oi all yet. Why is in World Building rather than Homebrew Design, or somewhere else?

    In any case...
    Quote Originally Posted by brian 333 View Post
    The Captain – a 50 year old career law enforcement officer with ten years in the Market Patrol as its commander, The Captain is known as a hard-nosed officer with a pragmatic approach to law enforcement. She trusts no one, and trusts magic even less. She is known only as The Captain among the Market Patrol. Her hair is iron grey contrasting with her dark brown eyes. Her appearance is plain, but her body retains the impressive physicality of a lifetime as a law enforcer. While in the office her uniform is a suit of leather enspelled to protect against piercing attacks. In the field she favors chainmail and a tower shield. Her weapon of choice is a spear with which she is proficient using reversed as a subdual weapon.
    Sounds like Samantha Vimes.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  5. - Top - End - #5
    Troll in the Playground
     
    HalflingPirate

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    Default Re: Low Combat Adventure: Bazaar Murders

    Quote Originally Posted by jqavins View Post
    Cool concept, haven't read oi all yet. Why is in World Building rather than Homebrew Design, or somewhere else?

    In any case...Sounds like Samantha Vimes.
    I was thinking that Homebrew was for items and rules-related topics such as classes and races, while dungeons and adventures were for fleshing out campaigns. My logic may be flawed, but in any case, there is no thread for Dungeons And Adventures. If you have better suggestions for where to post such ideas, I'm open to suggestion.

    I am currently involved in writing Heir Apparent(ly), the second Low Combat Adventure, and it should be ready for posting soon. I accidentally deleted it twice now, once through accidentally pasting my clipboard's last copied item in its place and once by accidentally having my thumb on the screen when I hit backspace, or at least I think that's what I did. Word sucks, but this pad doesn't have Notebook

    In any case... who the hell is Samantha Vimes? She sounds like my kind of girl.

  6. - Top - End - #6
    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Low Combat Adventure: Bazaar Murders

    She's the hypothetical female version of Samuel Vimes, commander of the Ankh-Morpork city watch, whom I named just for this occasion. Your captain isn't just like him, but there are some marked similarities.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  7. - Top - End - #7
    Troll in the Playground
     
    HalflingPirate

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    Default Re: Low Combat Adventure: Bazaar Murders

    Ah, okay.

    I know it's blasphemy, but I'm not a Pratchet fan. Wikipedia says some stuff about this Vimes guy that don't really to my imagining of The Captain. For example, I imagined her appearance to resemble Grace Jones more than Clint Eastwood. But I intentionally left the characters vague enough that each DM can characterize them as they like.

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    Default Re: Low Combat Adventure: Bazaar Murders

    Quote Originally Posted by brian 333 View Post
    I know it's blasphemy, but I'm not a Pratchet fan.
    To each his own. (Never mind my sig.)
    Wikipedia says some stuff about this Vimes guy that don't really to my imagining of The Captain.
    Certainly there are ample differences, not least that I would never have imagined The Captain looking like Eastwood. <shudder>. Similarities are spoilered below, if you care.
    Spoiler: The Captain and Samuel Vimes
    Show
    Quote Originally Posted by brian 333 View Post
    The Captain – a 50 year old
    Vimes is also 50ish.
    career law enforcement officer
    Same
    with ten years in the Market Patrol as its commander
    Probably more like 15 in Vimes's case.
    The Captain is known as a hard-nosed officer with a pragmatic approach to law enforcement.
    Yep, Vimes all over. He's well known as tough but fair.
    She trusts no one, and trusts magic even less.
    Vimes trusts few, and magic evel less. But then, in Ankh-Morpork only a fool trusts magic.
    She is known only as The Captain among the Market Patrol.
    No, not this. Not exactly. But Vimes is addressed as Commander by most in the watch, as Mr. Vimes by his friends, and by various nicknames elsewhere.
    Her hair is iron grey contrasting with her dark brown eyes.
    I've always imagined grey hair, but I don't know about his eyes.
    Her appearance is plain, but her body retains the impressive physicality of a lifetime as a law enforcer.
    Well, what constitute a plane face and a body showing etc. differ widely between a 50 year old woman and a 50is year old man, but otherwise that sentence suite Vimes to a tee.
    While in the office her uniform is a suit of leather enspelled to protect against piercing attacks. In the field she favors chainmail and a tower shield. Her weapon of choice is a spear with which she is proficient using reversed as a subdual weapon.
    Not this. Vimes is a breastplate, helmet, and sword man.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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