
Setup: A party willing to do some dungeon exploring. Mix of characters is always good.
Showcase: dungeon exploration, cultist, Antinomy? Golems?
One of the party member’s relatives went to an old church, known for its relics and spirituality, but disappeared for over a week. The temple is just outside of town and easy to reach.
When going to investigate, the church seems rather empty and abandoned. No one can be seen properly in the surroundings and inside the church. When the party is at the middle on the building, a huge congregation rushes, grabs them and throws them into tunnel, sliding to a dungeon, under the church.
The tunnel is covered with moss and it is too slippery to climb up. Exploring the dungeon they find out the priest responsible for the congregation, hurt badly from injuries from the cult members and a creature(s) that dwells in the dungeon.
The party will find lots of traps and creatures to kill, with treasure to loot (GM, make a nice dungeon and make it fun, with rewards after each hazard, it always works IMHO).
In the deep dungeon, they find the altar and the main cultist group. A section is filled with prisoners stuck on cages along the wall. The main leader calls and chants for the greater glory of Seepi’uu. Behind a massive steel wall there can be seen a stair that leads to the surface.
But what is that humming that comes from the walls after the cultist leaders presses the button? Why lights flashes and golems come out of the wall and attack the party? Where are the people being lead to that cave with a green pulsating light, with a yellow sign with a circle and three triangles?
Setup: The party needs at least one guild member or someone with the knowledge of the agora. Reeve or noble with diplomacy skills are a good call.
Showcase: Framing plot, judicial and market issues
On a not so busy part of the Agora, the party roams searching stores for a commodity not easily found. They notice a man, a local tax collector talking to a man near a vendor. As the party approaches, they can hear the collector arguing about a number of problems, including the latest tax payments. The vendor will become aggressive and pushes the collector away from his store.
The tax collector leaves, mumbling, while the salesman fixes his shop entrance and welcomes the party. Inside they find a variety of items not easily found on that planet. Close analysis will show that many of the items are fake or cheaply made.
Returning to the inn (or house) they are staying, the party discovers a body on the floor with a dagger by its side. It is the tax collector! Soon after, guards storm up the stairs and into the room. Being framed, the party must find a way to prove its innocence (or not). They may run, defend themselves on court and/or investigate.
Checking the dagger, players will remember seeing one at the store, the one that the tax collector argued with the shop keeper. Returning to the store, it is burned to the ground with the owner nowhere to be found.
Why are the Scravers so interested in the outcome of the trial? And why are there several fires on shops around the agora? Does the local Inquisition have something to do with it?