Adventure Level 1 - The Era of Heroes
**Encounter 1: The First Fight**
*Location: City Streets*
The heroes meet for the first time during an incident. This could be a bank robbery, an alien invasion, a bar fight, or any other situation the Dungeon Master deems appropriate. The important thing is that they come together to face a common threat. The Scout (a superhero that brings a crossbow to a fight against guns) appears unexpectedly to help, but his approach may be ambiguous, leaving the heroes unsure of his intentions.
*Enemies: 4 thugs (or "praybas")*
The thugs are common criminals involved in some illegal activity. They may be equipped with firearms, knives, or blunt objects. The Scout, even if initially aligning with the heroes, may test their combat skills to assess their potential.
**Encounter 2: Invitation to the League**
*Location: Scout's Garage/Workshop*
After the first fight, the Scout invites the heroes to his garage/workshop, which serves as his hideout. There, he reveals his intentions to form a team of superheroes to face growing threats in the city. He shares information about the surge of superpowers and the presence of villains.
The Scout is enthusiastic and wants to form a "League of Heroes" or a "Vengeful Squadron." He asks the heroes for help in finding a suitable name for the team.
*Development: The Scout provides information about the increasing criminal activity in the city and asks the heroes to investigate a new drug cartel.*
**Encounter 3: Tracking the Traffickers**
*Location: City Streets*
The heroes begin the investigation of the new drug cartel. They can use their contacts, interrogate thugs, or perform survival tests to track the location of the traffickers. The Scout can offer help by indicating a hacker or providing information about useful contacts.
The Dungeon Master can use the heroes' connections or any other means to find the traffickers' hideout. If they trust the Scout, they can make an advantage test to track the location (Survival difficulty 14). Thugs on the streets may also provide information (with persuasion or intimidation difficulty 16 - they are more afraid of the traffickers than of costumed crazies) or the Dungeon Master can demand both.
After some time, the heroes find the den of the traffickers in a poorer area of the city.
*Tip: Use Google Maps and real maps to use in your campaign. Combats in the streets of São Paulo or another place they like or know will excite the players.*
*The Dungeon Master can draw an old warehouse or an older house to represent the drug trade location, using it as a mini-dungeon. The drug trade location can also be drawn in a warehouse or abandoned furniture or upholstery factory.*
What the players don't know is that the local drug lord is also a Super! He uses his powers for evil and illicit enrichment. Here the Dungeon Master can also create a super-villain that they believe will give the players some trouble. Psychics, for example. Also, include several thugs with him to make things difficult.
**Evil Characters:** If you are running a campaign with villains, keep in mind that your players may end up eliminating the local drug lord (who doesn't like partnerships or competition) to take over the drug trade. Then they will have a source of income and a hideout to start their life of crime. However, the Scout is a local hero and won't let it go lightly; he will try to form a league to thwart the evil plans of the players, and the local police, who had a deal with the old drug lord, may complicate the lives of the current villains.
... To be continued ...
**Plot - Next Adventure - The Shameless Politician!** Among the belongings of the initial villain of the campaign, the group finds a cell phone (some character with hacking abilities - Engineering Computer Skill Test - Difficulty: 15), discovers that the true financier behind all this is a famous politician, and he hires supers to do his dirty work! If there is no one with hacking abilities in the group, the Scout can recommend a good hacker (for a price), or the players themselves can search the streets for one.
**Death in the Adventure:** Unless the characters are villains (and even some villains have a code of conduct in this regard), killing people left and right is not a very interesting thing to do. Keep this in mind. A death in a world similar to the real one has much more impact than in a fantasy world. Maybe it's interesting to give non-lethal damage and just "knock out" the enemies, leaving the police or some other agency to handle the bureaucracies. After all, the players don't know yet that the local police are corrupt, and there's always a good cop wanting to do the right thing. Also, remember that the players can also die, and depending on what happens, this can be a plot for a future adventure (here anything is possible, even a pact to come back from death or the use of technology to revive a friend).
**Interesting Locations in the Poor Neighborhood:**
1. **Bridge to the Park:** Some people walking. Nothing more interesting here.
2. **Park:** Some skaters there (6 to 8 "Praibas" - Playboys). If forced to speak, they will say that there is a drug dealer in the city, but they get the drugs with "little planes" on the streets.
3. **Abandoned Warehouse or Furniture/Upholstery Factory:**
4. **Stores:**
5. **Nightclub Exit:** Where the heroes may have their first encounter with a nightclub fight or something like that.
6. ** Scout's Garage/Workshop;**
7. **Abandoned Warehouse or Furniture/Upholstery Factory:** (the final encounter of the adventure can be here or in item 3 - Captain's Lair, the local drug lord and villain of this first adventure);
8. **ZENAI Technical School:** A night course student heard that the local drug dealer's name is Captain;
9. **ZESI HighSchool:** A daytime course student knows "Little plane" (a child that helps the drug dealers);
10. **Slums Part I (Hill):** Contrary to what many think, the slum here is "good." The heroes won't find anything here;
11. **Slums Part II:** If the heroes insist, some people will join to "lynch" them (about 10 commoners);
12. **Slums Part III:** Thugs and policemen may arrive afterward, and then "things get crazy."