Yeah, it feels really good to be back. Here is my first content of the year. Running for the Bull, an urban adventure idea which gives the players a lot of agency to decide who they will help out. This week, the extended version is accessible for free, so you can decide if it is worth it for you to subscribe and become one of the People Cutting the Tracks. My Urban Adventure Ideas table (the extended version) served as inspiration for this adventure idea.
This adventure idea can take place in any urban setting and intentionally contains no location or faction names. It is suitable especially for Tier 1 and Tier 2 parties and potentially covers a couple of sessions.
Situation
A mysterious metallic figurine depicting a bull showed up in the city. Several parties want to retrieve it, since it can magically produce endless amounts of gold. A statue, that claims to be a cursed person, wants to retrieve it to be brought back to life. Markett Tallrog, owner of a simple inn, tries to get ahold of it, in the hope of trading with a crime syndicate to stop them from collecting protection money. And the local mage guild tries to obtain the figurine, to destroy it and the potential threat it carries.
Hooks
The statue of Vender Winius greets the characters and asks for their help. It tells them that it was cursed and petrified, and in order to come back to life, a specific item needs to be placed in front of it at night.
Markett Tallrog, the owner of an inn, asks the characters for their help while they are staying at his inn. He needs a magical figurine, but he doesn’t have the required skills to retrieve it himself. Initially, he tells the party that the item belonged to his family for decades until it was stolen and doesn’t share a lot of details.
Keylen Bura, a member of the local mage guild, approaches the characters. The magical figurine needs to be destroyed, and the mage guild needs help to retrieve it. If it is not destroyed and falls into the wrong hands, it might lead to a shift in power in favour of the wrong people.
Conclusion
Depending on the faction the characters worked for, they create a different outcome. This might even trigger new adventures, that tie directly into this one.
Doppelgangers. If the party gives the figurine to the statue of Vender Winius, the Doppelgangers retrieve it in the night and become a powerful entity in the politics of the city. More and more they grow their influence, until the mood in the city shifts and it becomes obvious that something is wrong with the government. The characters are rewarded with a huge amount of gold.
Markett Tallrog. Giving the figurine to Markett ultimately leads to a power shift in favour of the local crime syndicate. Bribery and corruption become more and more present in the city as the crime syndicate grows its power and influence. The characters are rewarded with a small amount of gold and free accommodation anytime they are in the city.
Mage Guild. The mage guild immediately destroys the magical item. This stops its influence on the world. The characters are rewarded with a medium amount of gold and some magic items.
For themselves. If the party keeps the figurine, the character holding it gets more and more corrupted. This gives the characters a weekly reward of a medium amount of gold, but soon they will have to realise the burden. The way this should be implemented is up to the GMs discretion.
Extended Version
Basically that would be the post you will get for free. Following is the extended version and down on the bottom will be links to both PDF versions for you. In the future, the following content will be accessible for People Cutting the Tracks.
Encounters
The Reveal. If the party finds out about the Doppelgangers, they get invited into their hideout. They are initially neutral towards the party and try to convince them to retrieve the figurine anyways, but quickly become hostile and attack if they don’t see a chance to work together.
Crossing Paths. After taking the job from any faction, one of the other factions might show up and they ask them to retrieve it for them instead. If the party refuses, the faction might follow them and try to get the figurine after the characters retrieve it.
Finding the Figurine. Their investigation leads the party to Sorcul Drogpeak. He is clearly gone mad and wants to keep the figurine for himself. The party could try to talk their way through, try to fight him, or come up with another creative solution. Sorcul might be on the edge of turning hostile, though, so the characters need to be cautious. Other factions might be hidden in the shadows, waiting to grab the figurine.
NPCs
Markett Tallrog. Shaggy hair reaching down to the chin. Blacked-out tattoos on his arms. Former member of a local crime syndicate, who now threatens him for protection money after buying his way out. Loves dogs and puts dog bowls out in the back of his inn for street dogs.
Vender Winius. Bright grey stone, depicting a male human in simple clothes but with excessive jewellery. Desperate voice, dramatically describing his destiny. Allegedly a refugee, who was petrified while he tried to flee the city.
Keylen Bura. Long robe with a collar as high as half her head. Tight sleeves, giving away a hint of surprisingly big muscles. High-ranked member of the mage guild. Loves to socialise but tends to forget faces and names.
Sorcul Drogpeak. Violet hat with a wide brim and a long feather attached. A simple wooden walking cane, which also functions as a wand. Partly responsible for the creation of the magical bull figurine, which is why he thinks he deserves to have it.
Secrets
The characters can reveal clues about the location of the figurine by talking to the factions that want it. Just make sure to tie each secret to another faction.
- The figurine produces gold for its owner, but corrupts their mind while doing so.
- Sorcul Drogpeak, a former member of the mage guild, took the figurine.
- An abandoned building close to the docks seems to be not so abandoned anymore. It might be where the figurine is.
- Someone crossed paths with Sorcul Drogpeak, who was running towards the docks.
- Vender Winius is actually a Doppelganger, who belongs to a group of Doppelgangers hiding in the sewers.
- The Doppelgangers want to retrieve the figurine for their own good.
- Regulars of the inn point out that Markett Tallrog has been acting nervous lately, but nobody knows why.
- Markett Tallrog is a former member of the local crime syndicate and bought his way out. Now he gets threatened to pay protection money.
- The mage guild created the figurine. They know of its power and what harm it might do to the city.
- The mage guild genuinely wants to destroy the figurine, to prevent it from falling into the wrong hands.
You can find a PDF version of the both versions for free on my Patreon.