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| treehouse91605-26-05, 04:24 PM | Alright, we are closing in on a break from my current homebrew, which means I will be introducing my players to Eberron in a just a few sessions. I have been working on the first adventure, which will start in Wroat, and make its way to Sharn. We are using the gestalt system for all characters that have levels in PC classes. Party Members Morgan Ironwright - Human artificer/wizard 1 (Unnamed, for now we will call him 'the elan') - Elan psion (egoist)/monk 1 (Unnamed, for now we will call him 'the inquisitor') - Human fighter/cleric of the Silver Flame 1 Prologue - Murder aboard the Orien Express This cinematic scene will be centered around three bodyguards (my players will each receive on of these bodyguards to roleplay) assigned to an old priest of the Silver Flame named Garvin. Garvin was part of the clergy in Sharn, but he has recently become paranoid that someone is out to kill him. So he left Sharn to return to Thrane with four bodyguards: the three that my players will control, and a warforged veteran who goes by 'Cog', a rather common name for warforged. Garvin is an advocate of warforged rights, so he figures Cog will be a good bodyguard. The scene opens up with the three other bodyguards standing outside Garvin's compartment when they hear a commotion. A moment later, Cog will come out with his sword bloodstained, and the slumped form of Garvin will be seen behind him. What I hope will happen: Cog will kill one or two of the remaining bodyguards and make a daring escape from the lightning rail. Chapter 1: The Investigators In this section, I will introduce all of the PCs together in what I hope is a non-cliche manner and then set them on their path. 1) Morgan is a close friend of the bartender of the Green Golem Tavern in the Cogs, a warforged named Fixer. Fixer was the one who recommended Cog to Garvin for protection. When Fixer finds out what Cog has done to Garvin, he will be most distraught, and he will ask Morgan to investigate. 2) The elan is in Sharn looking for a kalashtar contact. In future sessions, he will be waging war against the Dreaming Dark. I have not yet figured out why he would be involved in this murder investigation. 3) The inquisitor had been sent to Sharn to interview Garvin by the Council of Cardinals in Flamekeep. When he arrives in Sharn, Archeirophant Ythana Morr (the head of Silver Flame affairs in Breland) commands him to investigate the murder of Garvin. The idea is that all three of the PCs will meet while investigating this murder, and they will realize that it is best to work together. Anyway, the lightning rail where Garvin was murdered has been docked at the Orien station in Wroat. They will have a chance to interview several witnesses who will confirm that the warforged named Cog at the very least killed however many of the bodyguards perished in the prologue. If any of the bodyguards are still alive, they will agree to testify in court if Cog is apprehended. The actual crime scene will seem simple at first. Garvin suffered several long slashing wounds from a sword. There are three clues in the compartment, however: Clue #1: Garvin's personal journals are conspicuously absent from his luggage, which appears to have been rummaged through carefully. (Search DC 15) Clue #2: The first blow Garvin suffered was not from Cog's sword at all. The flametouched holy symbol he wore around his neck has been bent inward by a very sharp object, though whatever hit it did not penetrate. (Search DC 13) Clue #3: A dagger has been discarded on the floor near Garvin. Its point is bent, as if it was struck against a hard object. The blade is engraved with the initials 'W.A.', and it appears to be coated with some sort of poison. (Search DC 10) If one of the surviving bodyguards is interviewed after the crime scene search, it may be revealed (Intelligence check DC 12) that there was no time for Cog to rummage through Garvin's things in the time between when the commotion was first heard and when Cog exited the compartment. Nothing else will yield itself in this portion of the investigation. I believe that the PCs will probably take this information back to Sharn to conduct further inquiries. Chapter 2: Many Questions In this section, the PCs will have a few leads to follow: Lead #1: A Knowledge (local) or Gather Information check (DCs 11 and 13, respectively) will track down the dagger's maker, a weaponsmith in Lower Dura named Wilton Allister (NE human expert 2). Wilton will insist that he makes too many daggers to trace that particular one to anyone. If he is successfully intimidated, charmed, or otherwise coerced into revealing more, he will admit that he sells weapons (and most likely that dagger) to House Tarkanan. Lead #2: Interviewing the clergy at the Silver Flame cathedral will reveal little, except that Garvin was not well liked by most of them. He was considered something of a maverick, especially when it came to the warforged. A few of the clergymen are almost giddy with the irony of Garvin's murder. Garvin's office, which supposedly hasn't been touched since he left for Wroat, has been thoroughly ransacked. A quick search (DC 14) will connect this scene to the murder scene in one logical sense - there are no journals, notes, letters, memoirs, or anything else Garvin might have written in this office. The members of the clergy honestly do not know how this happened. Lead #3: If Fixer is interviewed, he will be happy to tell everything he knows, which is unfortunately not much. Cog arrived in the Green Golem Tavern one day after a warforged rights rally organized by Garvin in Upper Menthis. He loudly declared that 'there is no creature of flesh in Sharn as worthy of honor as Garvin the priest'. Fixer, who knew that Garvin had been feeling paranoid (Garvin frequently visited the tavern and spoke with Fixer, but not about church business) recommended Cog for a bodyguard. Chapter 3: Anyone Seen a Killing Machine? This chapter will deal with the search for Cog. He is being hidden by House Tarkanan until the investigation cools off. They do not normally babysit, but the sum offered by Cog's benefactor (unknown to anyone, the Lord of Blades) was enough for them to make an exception. Tarkanan currently has Cog kept away at Cliffside, in the Grayflood district. If members of Tarkanan are peacefully contacted, all of this will be much easier on the PCs. House Tarkanan does not know that Cog left a dagger at the murder scene that could be connected to them. If this is brought to light, they will be outraged that Cog tried to implicate them (for they claim, truthfully, that they had nothing to do with the murder), and they will give the PCs his location. If the PCs try to make open war with House Tarkanan, they probably won't last a week. The only other way they can safely find Cog without making peaceful contact with House Tarkanan would be to make a Gather Information check (DC 25) every day to see if anyone has sighted him. After two weeks of inactivity by the PCs, Cog will leave Sharn by ferry. Chapter 4: On The Dagger River The safehouse Cog is staying at is an abandoned warehouse dug into Cliffside, around the halfway point between the top of the cliff and the river. It can be reached only by an open lift that runs between this warehouse, several others, and the docks below. And that's as far as I've gotten. There are a few holes and kinks in the adventure that need to be worked out, and I hoped I might find some help here. I need to figure out a good reason for the elan to be involved. Perhaps his overseer wants to make sure that the Inspired do not take notice of his presence, so he is ordered to start a 'cover job' as an investigator. Any other ideas? I would like to have at least one action sequence before the showdown with Cog in Chapter 4. I am not sure what would be good, here. Maybe the Lord of Blades sends someone to take out the investigation team before they find Cog? Chapters 3 and 4 are not fleshed out very well, yet. I need to come up with some interesting NPCs for House Tarkanan, as well as a somewhat intuitive way for the PCs to encounter them. Chapter 4, I hope, will be a chase scene on the Dagger River. There is a pair of magically propelled ferry boats owned by House Tarkanan in a hidden cove connected to the Dagger River. The cove can be reached from a secret passage in the safehouse where Cog is hiding out. By the way, LoB wanted Garvin dead because of some advice he received recently on gaining new recruits for his fledgling civilization in the Mournland - if all of the fleshlings who champion the warforged cause are killed by warforged, then all of the warforged will eventually be driven out of the cities, and they will come to him for protection. LoB, however, is being manipulated by a malevolent force he is not even aware of, and Garvin's murder was planned long before Cog was sent to Sharn. The matter of who ransacked Garvin's office (and stole his jourals before he left for Wroat) will be left for another adventure. It involves the Archeirophant Ythana Morr and a certain organization of demons bent on the destruction of Khorvaire. |
| chimpman05-26-05, 11:08 PM | Well, first off, let me say thank you for sharing this with us. I always love seeing new campaign ideas posted on these boards. Anyway, here are some ideas: I would like to have at least one action sequence before the showdown with Cog in Chapter 4. I am not sure what would be good, here. Maybe the Lord of Blades sends someone to take out the investigation team before they find Cog? 1) As you mentioned the LoB could send more players out to stop the investigation, but I think that this would be detrimental to his overall plans. It's much more likely that if the PCs get close to the truth, the LoB would have Cog "put down" and cut his losses. He doesn't want anything getting back to him. 2) When the PCs start getting close to house Tarkanan, throw a little Daask their way. Tarkanan is using the monstrous gang to throw the PCs off their trail. This gives you a nice knock down fight without the need to directly involve the assassins and their guild. 3) A demon of possession might be able to inhabit just about anyone in order to attack the PCs. For an interesting twist, perhaps the demon actually possessed Cog right before the murder. When the PCs catch up to him, the would-be assassin can truthfully claim that it wasn't him who killed Garvin. Perhaps the PCs can run into other demonic minions as well. 4) A rich merchant of Sharn (and member of the Aurum) also had plans in the works to kill Garvin off. It seems that the priest was "liberating" many of the warforged that the merchant had working for him as virtual slaves. He wanted to shut the priest up before he lost all of his cheap labor. When the priest actually turns up dead the merchant gets nervous while trying to cover his tracks. |
| Setherial05-27-05, 03:18 AM | Nice adventure, thanks for sharing ! I very much like how this adventure starts and how the party ends up working towards the same goal. I also very much like your NPC's, I might end up using them myself :) Clue #2: The first blow Garvin suffered was not from Cog's sword at all. The flametouched holy symbol he wore around his neck has been bent inward by a very sharp object, though whatever hit it did not penetrate. (Search DC 13) This is the first thing that really peaked my attention, it indicates that there is more behind this than a simple murder by a warforged assassin. At this point I thought some kind of etherial being (sort of wraight) tried to attack Garvin but bounced of on his holy symbol preventing possession. When it failed it's attack and Garvin screamed out in terror the being instead turned on Cog and possessed him. Slaying Garvin and escaping the train. This does not mean Cog can't be an agent for the LoB out to spy and eventually kill Garvin, the wraight just beat him to it and made a mess of things for Cog and the LoB exposing them. Doing this will thinken the plot and hint to there being more at stake then meets the eye. In your version I suspect the party will have a pretty straightforward adventure to the point where they kill Cog and then a new adventure picks up where they find out about the Archeirophant Ythana Morr and his evil dealings. My suggested appoach will hint immediatly from the start that the party should look deeper for there is more going on. They should suspect Cog from having an accomplice. 4) A rich merchant of Sharn (and member of the Aurum) also had plans in the works to kill Garvin off. It seems that the priest was "liberating" many of the warforged that the merchant had working for him as virtual slaves. He wanted to shut the priest up before he lost all of his cheap labor. When the priest actually turns up dead the merchant gets nervous while trying to cover his tracks. I like this and would toss it in as a side track. Anyway, great adventure, keep us posted !! |
| treehouse91605-28-05, 12:47 PM | Thanks for the responses :) chimpman said 1) As you mentioned the LoB could send more players out to stop the investigation, but I think that this would be detrimental to his overall plans. It's much more likely that if the PCs get close to the truth, the LoB would have Cog "put down" and cut his losses. He doesn't want anything getting back to him. This is a fairly logical assumption, considering how LoB operates. Hmmm, perhaps the final battle isn't with Cog, but with a pair of warforged assassins who just killed him? 2) When the PCs start getting close to house Tarkanan, throw a little Daask their way. Tarkanan is using the monstrous gang to throw the PCs off their trail. This gives you a nice knock down fight without the need to directly involve the assassins and their guild. 4) A rich merchant of Sharn (and member of the Aurum) also had plans in the works to kill Garvin off. It seems that the priest was "liberating" many of the warforged that the merchant had working for him as virtual slaves. He wanted to shut the priest up before he lost all of his cheap labor. When the priest actually turns up dead the merchant gets nervous while trying to cover his tracks. I could potentially use both of these. Using #4, I could have the PCs following a false trail for a session or two. Imagine their surprise when they've hacked through the merchant's hired thugs, and he tells them at swordpoint that he wasn't even involved. And when they finally do get on the trail of House Tarkanan, they find themselves dealing with persistent Droamite mercenaries....I like it. Setherial said This is the first thing that really peaked my attention, it indicates that there is more behind this than a simple murder by a warforged assassin. At this point I thought some kind of etherial being (sort of wraight) tried to attack Garvin but bounced of on his holy symbol preventing possession. When it failed it's attack and Garvin screamed out in terror the being instead turned on Cog and possessed him. Slaying Garvin and escaping the train. The original idea was that Cog was ordered to use that particular dagger because it would lead any investigation to House Tarkanan if pursued, but that doesn't really make a lot of sense now that I've phrased it differently and thought about it. Why would Cog (or his master) want to plant evidence that leads back to House Tarkanan, since they are the ones who are hiding Cog? That is one huge logic hole. Perhaps the dagger actually leads to the Boromars, who are just as interested as the PCs in who would plant a false lead to them. They should suspect Cog from having an accomplice. I agree completely. That's the loose end, though. The unsolved matter of the accomplice will be a great hook for the next adventure, especially since finding/killing Cog answers none of the questions the inquisitor will have. So, here is an updated adventure path (additions/changes are bolded): Prologue - Murder aboard the Orien Express This cinematic scene will be centered around three bodyguards (my players will each receive on of these bodyguards to roleplay) assigned to an old priest of the Silver Flame named Garvin. Garvin was part of the clergy in Sharn, but he has recently become paranoid that someone is out to kill him. So he left Sharn to return to Thrane with four bodyguards: the three that my players will control, and a warforged veteran who goes by 'Cog', a rather common name for warforged. Garvin is an advocate of warforged rights, so he figures Cog will be a good bodyguard. The scene opens up with the three other bodyguards standing outside Garvin's compartment when they hear a commotion. A moment later, Cog will come out with his sword bloodstained, and the slumped form of Garvin will be seen behind him. What I hope will happen: Cog will kill one or two of the remaining bodyguards and make a daring escape from the lightning rail. Chapter 1: The Investigators In this section, I will introduce all of the PCs together in what I hope is a non-cliche manner and then set them on their path. 1) Morgan is a close friend of the bartender of the Green Golem Tavern in the Cogs, a warforged named Fixer. Fixer was the one who recommended Cog to Garvin for protection. When Fixer finds out what Cog has done to Garvin, he will be most distraught, and he will ask Morgan to investigate. 2) The elan is in Sharn looking for a kalashtar contact. In future sessions, he will be waging war against the Dreaming Dark. I have not yet figured out why he would be involved in this murder investigation. 3) The inquisitor had been sent to Sharn to interview Garvin by the Council of Cardinals in Flamekeep. When he arrives in Sharn, Archeirophant Ythana Morr (the head of Silver Flame affairs in Breland) commands him to investigate the murder of Garvin. The idea is that all three of the PCs will meet while investigating this murder, and they will realize that it is best to work together. Anyway, the lightning rail where Garvin was murdered has been docked at the Orien station in Wroat. They will have a chance to interview several witnesses who will confirm that the warforged named Cog at the very least killed however many of the bodyguards perished in the prologue. If any of the bodyguards are still alive, they will agree to testify in court if Cog is apprehended. The actual crime scene will seem simple at first. Garvin suffered several long slashing wounds from a sword. There are three clues in the compartment, however: Clue #1: Garvin's personal journals are conspicuously absent from his luggage, which appears to have been rummaged through carefully. (Search DC 15) Clue #2: The first blow Garvin suffered was not from Cog's sword at all. The flametouched holy symbol he wore around his neck has been bent inward by a very sharp object, though whatever hit it did not penetrate. (Search DC 13) Clue #3: A dagger has been discarded on the floor near Garvin. Its point is bent, as if it was struck against a hard object. The blade is engraved with the initials 'W.A.', and it appears to be coated with some sort of poison. (Search DC 10) If one of the surviving bodyguards is interviewed after the crime scene search, it may be revealed (Intelligence check DC 12) that there was no time for Cog to rummage through Garvin's things in the time between when the commotion was first heard and when Cog exited the compartment. Nothing else will yield itself in this portion of the investigation. I believe that the PCs will probably take this information back to Sharn to conduct further inquiries. Chapter 2: Many Questions In this section, the PCs will have a few leads to follow: Lead #1: A Knowledge (local) or Gather Information check (DCs 11 and 13, respectively) will track down the dagger's maker, a weaponsmith in Lower Dura named Wilton Allister (NE human expert 2). Wilton will insist that he makes too many daggers to trace that particular one to anyone. If he is successfully intimidated, charmed, or otherwise coerced into revealing more, he will admit that he sells weapons (and most likely that dagger) to the Boromar clan. Lead #2: Interviewing the clergy at the Silver Flame cathedral will reveal little, except that Garvin was not well liked by most of them. He was considered something of a maverick, especially when it came to the warforged. A few of the clergymen are almost giddy with the irony of Garvin's murder. Garvin's office, which supposedly hasn't been touched since he left for Wroat, has been thoroughly ransacked. A quick search (DC 14) will connect this scene to the murder scene in one logical sense - there are no journals, notes, letters, memoirs, or anything else Garvin might have written in this office. The members of the clergy honestly do not know how this happened. Lead #3: If Fixer is interviewed, he will be happy to tell everything he knows. Cog arrived in the Green Golem Tavern one day after a warforged rights rally organized by Garvin in Upper Central Plateau. He loudly declared that 'there is no creature of flesh in Sharn as worthy of honor as Garvin the priest'. Fixer, who knew that Garvin had been feeling paranoid (Garvin frequently visited the tavern and spoke with Fixer, but not about church business) recommended Cog for a bodyguard. Fixer now fears that Cog was working for Tenghis Freest (LE male dwarf expert 5), a merchant who was often the chief target of Garvin's rallies and protests. Tenghis is known for tricking warforged into signing up for what basically amounts to indentured servitude, and then sending them off to excavate in the dangerous reaches of Xen'drik. Of course, it is all legal, and the authorities don't care much anyway. Fixer's theory is that Cog was tricked into this sort of thing by Tenghis, and then offered a short but bloody alternative to digging in cyclopean ruins for the next fifteen years. This is all speculation, and Fixer urges the PCs to do a thorough investigation first. He also warns them that Tenghis has some powerful friends. Chapter 3: Anyone Seen a Killing Machine? This chapter will deal with the search for Cog. He is being hidden by House Tarkanan until the investigation cools off. They do not normally babysit, but the sum offered by Cog's benefactor (unknown to anyone, the Lord of Blades) was enough for them to make an exception. Tarkanan currently has Cog kept away at Cliffside, in the Grayflood district. However, nothing the PCs have really leads directly to Tarkanan. The two leads the PCs logically have to follow are: 1) A Gather Information check (DC 14) regarding Tenghis Freest will point the PCs to his office in Upper Central Plateau (Platinum Heights District). If he is approached, he will deny any involvement in Garvin's death. A Spot check (DC 13) will let one of the PCs notice that Tenghis wears eight copper rings, though they will probably not understand the significance of it. Once they leave his office, he will send some goons to stop the investigation. Creatures: Thug (NE human warrior 2) (4) - these street toughs do most of Tenghis' dirty work for him. They are unscrupulous and merciless, but when cornered they are also cowards. Any one of these thugs, when he feels the fight is lost, will immediately surrender and tell his captors anything they want to know, including the name of his employer. Once the party has dealt with Tenghis' goons, they will probably have some more questions for him. He will once again deny that he actually carried out an attack against Garvin. Successful intimidation or other forms of persuasion will convince him to admit that he did indeed have plans to eventually kill Garvin, but he never got a chance, because Cog did it first. The party can decide what to do with Tenghis, but if they let him live, he will eventually become a more powerful member of the Aurum, and he will seek revenge against the PCs for what he deems to be insufferable meddling. Possible future plot hook: what exactly was Tenghis digging for in Xen'drik, anyway? What if he finds it and gives it to the Aurum? 2) The Boromars are not happy when confronted with Cog's dagger. They will truthfully deny involvement in Garvin's murder. They do not like being framed for the activities of other criminals, and will offer (if asked nicely) to help the PCs find out who is hiding Cog. The PCs can make a Gather Information check (DC 24) to discover the whereabouts of Cog. If the Boromars assist the PCs, they get a +10 to that particular Gather Information check, which they can make once per week. The result of the Gather Information check leads to the House Tarkanan safehouse in Cliffside. The Boromars (if they are involved) have an unspoken truce with Tarkanan, and they are unlikely to reopen hostilities over this matter. The PCs have two primary options: 1) Find members of House Tarkanan and convince them to hand over Cog. This is a difficult venture for two reasons - members of House Tarkanan are hard to find, and they are unlikely to go back on a deal they have made. 2) Raid the Tarkanan safehouse immediately. This is the path they will most likely pursue, despite possible repercussions. A third option, which is unlikely but possible, would be for the PCs to wait until Cog leaves the safehouse (and maybe even Sharn altogether), and then ambush him during his trip back to the Mournland. Chapter 4: On The Dagger River The safehouse Cog (LE warforged rogue/fighter 2) is staying at is an abandoned warehouse dug into Cliffside, around the halfway point between the top of the cliff and the river. It can be reached only by an open lift that runs between this warehouse, several others, and the docks below. The safehouse is guarded by Droamite mercenaries on leave from Daask. Their involvement here is the tip of the iceberg in some Sharn street politics to be detailed in a future session, involving a dangerous alliance between Daask and Tarkanan (hint: the Boromars are screwed). Creatures: Gnolls (2), Tragaa'das (NE male gnoll [flind]) - The Droamites are much more eager to die in bloody combat than Tenghis' thugs, and they are by far the more dangerous combatants. Still, the PCs should succeed, but not in time to stop Cog from making a last second escape down the secret tunnel to the Tarkanan boats. Depending on how quickly the PCs deal with the gnolls, Cog may attempt to sabotage the second boat. But if they are right on his heels, he will have no choice but to leave the second boat be. So, now I have a few new tasks. 1) Detail NPCs for Boromar and Tarkanan 2) Figure out what an elemental ferry boat's statistics are 3) Decide exactly what the final scene will entail (as I said before, hopefully a boat chase, followed by a short but violent confrontation with Cog, who will reveal nothing about who he serves and why he killed Garvin). 4) Add fluff, stir well. Soon after the murder takes place, an article in the local paper (Sharn Inquisitive?) will detail the events of Garvin's death. The general population's view towards warforged will decrease after this, which is what the Lord of Blades wants. |
| chimpman05-29-05, 02:54 AM | Hey, I like those ideas. I think your campaign ideas are coming along nicely. One red flag jumped out at me though. I think that once the Boromars see Tarkanan working with Daask, they are going to flip out. If the PCs can tie the two together for the Boromars they might gain some very powerful allies. Also I was thinking more about your merchant. If you want to add a little fluff, and perhaps some side adventures, check out this thread: The Gala of Thomas Tinslewick (http://boards1.wizards.com/showthread.php?t=425563) It's got some great ideas for encounters that might happen at a social party. That just seems like a great way for your PCs to track down Freest. They have to crash a party (possibly deal with his thugs), navigate their way through the other guests, and finally confront the evil merchant. It should also make it harder for them to kill the merchant outright. Too many witnesses. As a bonus there is also an encounter with some punk Boromar wannabes that you might be able to tie into your plot as well. Check it out and see if you can use anything. |
| treehouse91606-07-05, 12:48 AM | I really like the Gala you linked, chimpman (and props to Kinger for taking the time to detail it in the first place). I took some time to read over it, and I think maybe I will give the PCs an opportunity to track down Tenghis Freest at this event (if they wish). It would also be a good point of social connection for the Boromars, House Tarkanan, and a few other notables that might come into play in future adventures. I had a few new ideas to incorporate into this adventure: 1) To further insinuate the guilt of Tenghis, one of his lackeys will be on the train when Garvin is killed. This lackey won't be involved in the murder, but he will deliver a threatening note to one of Garvin's bodyguards to be relayed to Garvin, right around the time that Cog walks out of the compartment, his sword stained with the old priest's blood. The note will say something along the lines of "Leaving Sharn won't save you, old man." Which would have been true; Tenghis had planned to have Garvin assassinated at some point, unless the priest left Breland altogether. 2) I want to detail a private investigator who can help the PCs track down Cog if they look for outside help. This investigator might also owe the Boromars a rather large monetary debt. In future adventures, this investigator will probably betray the PCs at some crucial moment, because he is really a thrall of one of the Inspired lords. 3) Instead of having the Tarkanan safehouse in Cliffside, I thought it might be more interesting to have it be somewhere in the Upper Ward. And instead of a boat chase for the final scene, Cog will try to escape on a malfunctioning soarsled, and the PCs will have to commandeer a passing skycoach to catch him. I think this could be much more exciting than the boat chase scene; the inspiration for this came from a post on a different thread that detailed a skycoach chase during a parade - can't remember who or when, but thanks for putting the idea in my head :). What do you think? Also, because I have a habit of cross-referencing related posts, here (http://boards1.wizards.com/showthread.php?t=440241) is a link to a thread I've started in 'People and Places' that further details something touched on in this thread - the budding alliance between House Tarkanan and Daask, and its ramifications. |
| Rechan06-07-05, 01:32 AM | Just an idle thought: You might give Cog more HP, have the PCs wiggle him down, and say, drop something ontop of him or otherwise maneuver him into a position where he's near death and they can start interrogating him. He might even surrender. If in such a situation and he starts to give them any details, pull an old cliche and have some WF assassins put two arrows in him from a higher platform, only to disappear into obscurity. |