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| polt12-11-04, 03:51 PM | So, i just got my hands on the Sharn: City of Towers book, and i really want to try and make a good urban adventure in the City of Knives. But im all out of ideas? I really need some help on this one, and not just "What about two dragonmarked houses, sabotaging eachother" :) I need some details. Any of you guys ever tried running one of these kind of adventures? Gotta have some intrigue, but also some combat, investigation. And of course, use some of the stuff from the book. So help me, and all the other DMs out there wanting to make a good Sharn adventure. |
| peterson12-12-04, 01:21 AM | Not sure if this is what you mean, but here's some I've got sitting on my hard drive. Pilfering Patience – The PCs have all been gathered by a mysterious benefactor known only as Candor, who has requested that they help stop a growing evil – what that evil is, Candor doesn’t say in the letter. The letter does state however that any that take upon themselves the mantle of hero will be well rewarded. Do the PCs dare trust this mysterious Candor? Angels’ Fury – The PCs have been summoned by a mysterious benefactor named Gregory ir’Tam to start up an Investigative Agency, based in the City of Towers; Sharn. He has given them a small office, a modest spending budget, a contact in the City Watch, and their first job – where they stumble upon some dire plans. Big Trouble in Little Plains – So, you think you’re a tough guy? Think you can rile up relations between two of the biggest crime organizations in Sharn? Good, we need you to start a war between the Boromar Clan and the Dassk – no questions asked, and no ties back to us. Storm of Tranquility – The Last War has been over for two years now, though the air is still tense with unresolved violence. You captain an older model airship, one of the first created during the Last War. Lucky for you, with the advancements made during the latter years of the Last Year, not to mention afterwards, you are able to crew your ship, the Tranquility, with only a group of seven others. Now, you sail the sky, delivering cargo and passengers, sometimes engaging in less-than-legal activities, never quite making it rich, but always making enough to keep on flying. You have a home on the Tranquility, a family in the crew, and adventure in the skies. It’s not much, but its something, and that is better than nothing. Slaves to the Blade – Captured near the last days of the Last War, the PCs have been sold into slavery instead of being released. However, their masters enjoyed blood sports, often “renting” out the former soldiers to various Fight Managers, and having them engage in illegal fights – sometimes to the death. One Fight Manager – a Hobgoblin named Klus’hak – has taken an interest in them, and recently purchased the PCs from their masters. Now, they are in a leaking ship, headed to the dark depths of Sharn, where they will fight for their life – and possibly their freedom. Dark Waters – Danoir d’Tauk, an agent for the King’s Citadel, has recruited the PCs for an important mission – infiltrate the Claws of the Deep pirate band and discover the true power behind this band of cut throats and bandits. The PCs are allowed to keep any booty they are delegated – so long as it isn’t property of the Brelish Crown or its allies – and are promised commissions in the Citadel once they succeed. Mind Games – A member of the City Watch has hired the PCs to investigate a series of murders, where the heads of the victims have all been removed – gone without a trace. The odd thing about these murders is that every victim is the same race – illithid. Despite the fact that Mind-flayers are normally not well-received in most societies, they are still protected under Sharn’s Laws, and thus the stranger murderer must be stopped. |
| stembolt12-12-04, 03:07 AM | Mind Games – A member of the City Watch has hired the PCs to investigate a series of murders, where the heads of the victims have all been removed – gone without a trace. The odd thing about these murders is that every victim is the same race – illithid. Despite the fact that Mind-flayers are normally not well-received in most societies, they are still protected under Sharn’s Laws, and thus the stranger murderer must be stopped. Slight nitpick mindflayers are not typically protected by the laws of Galfar. Also since they must themselves violate the law to live it is even more likely they would not be citizens. Great job on the ideas though. Even that one. If it was a medusa (or some other critter) under the employ of a DM house it would have rights. |
| polt12-12-04, 05:25 AM | Like the idea, but i really need more than just hooks. |
| peterson12-12-04, 08:43 AM | Slight nitpick mindflayers are not typically protected by the laws of Galfar. Also since they must themselves violate the law to live it is even more likely they would not be citizens. Yeah, I know. I have a houserule that goes basically like this: If the creature can be considered self-aware (i.e. Int 4+), then they can not be simply killed (it would be consider murder). That would be the "rights" I was addressing. Still, thanks for the thoughts and kind words. Polt - perhaps if I showed you my DM Notes? Now, these are basically expanded hooks, but they give you a better idea on what's going on behind the scenes. Feel free to contact with via PM or email (email in sig) if you want the DM Notes. Thanks, Peterson |
| polt12-12-04, 09:13 AM | I've send you a PM |
| peterson12-12-04, 10:36 AM | I've send you a PM Got it and email sent. Thanks for the interest. Peterson |