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| #1ReasonForTreasonNov 30, 2009 16:40:23 | Hey everyone,
I'd like to run a D&D / Shadowrun mix for my players as a one-shot, as part of our larger, over-arcing Flashback Campaign. Their short adventure is set to happen before the Last War, high up in the Mror Holds. The players have created a group of Phiarlan spys and picklocks, about to arrive in Korunda's Gate. Think of "le cercle rouge", "James Bond", and "Oceans Eleven" :-)
The task is simple - recover "Item 21" from a smaller Kundarak Vault without leaving any traces... The item was left in the care of House Kundarak a long, long time ago, and was seemingly forgotten, or just never retrieved from it's deposit box up to this point. I'd sure like to tell you what the item is, but since there is a possibility that my group will uncover this thread, I won't :-) Let's just say, that it is an important, magical artifact.
And since I've learnd to appreciate the feedback, this great community can provide, I'd like you to help me build this Kundarak enclave for my players!
As a guideline, I've chosen the Kundarak Vault cross section from "Dragonmarked", who looks like this:

Of course, I'd like to stock the whole complex with traps, guards and guardians (alive and mechanical), maybe even some combination puzzle of some kind; nothing is set in stone just yet(pun intended). I also thought about adding "office levels" because these seem to lack in the picture, but most definatly would be required, unless it's all in the magic :-)
The Phiarlan party will consist of 3 (or maybe 4) Level 10 elven characters:
- Thainn d'Thuranni, Rogue, Garote specialist, and lockpick extraodinaire. - Zariel d'Thuranni, Assassin, master of longsword, death and shadow. - Talash d'Thuranni, utility Bard, and "Face" of the party.
I'd be happy to read your ideas and suggestions; feel free to post your traps or skill challenges! I guess, it might be interesting to a lot of eberron game masters out there, too :-) |
| #2amulanDec 01, 2009 13:07:59 | Well, I’m not sure what you mean by “Flashback Campaign,” but for the explanation below I’ll assume that means you can flash backwards or forwards in time between encounters filling-in with narrative. With that said, here’s my adventure layout for what you describe:
Encounter 1 (tactical encounter - te): Jump right into the action with a combat encounter in the middle of one of the vault rooms (preferably a room prior to the one in which item 21 is stored). The combatants should be obvious guards and possible terrain-type traps, so the players don’t need to know much about the developing story and the objective is obvious – kill the guards and don't get killed by the traps.
Encounter 2 (skill challenge – sc): Flash backward in time to give some context to why the PC’s where in the vault. This skill challenge should be a negotiation/information gathering session with an NPC who knows of a way to access item 21. The PC’s should be given some information to “hold over him,” so they’re not concerned about him turning them in. Success: he turns-over floorplans and reveals a special dragonshard item that will help them access the final vault room for a sizeable sum of money. Failure: He turns over the plans, but not the dragonshard item, but still demands the same sizeable sum. The plan is to enter a low security level of the facility and hide, so they can access lower levels “after hours”. The final vault should only be accessible when the facility first opens to the public in the morning (some type of power surge makes the fault more vulnerable at that time).
Encounter 3 (te): Flash further backward in time to a combat encounter where the PC’s save the life of one or two innocent NPC’s, preferably a woman and child. As it turns out, the woman is the wife of a very grateful vault officer that later returns the favor to the PC’s by having some documents signed for access to an upper level (lower security) of the vaults and a key to an empty deposit box on that level (this would be their official excuse to enter the facility with the signed papers). The Officer could figure, it can’t hurt anyone since the vault security is good enough to stop the PC’s from getting any further (little does he know). During Encounter 2, you can make the PC’s aware that they have these signed documents, but just don’t give the full background as to how they obtained them. This encounter can take place long before Encounter 1, so you don’t have to worry about daily’s and magic item usage.
Encounter 4 (sc): Flashforward to the point when the PC’s first approach the complex and present the official signed documents to gain access to the upper level minimum security vault. The skill challenge involves how long they get the security guard to leave them alone in the room and how quickly they get into the secret passage revealed to them by the plans from Encounter 2. Success: by the time the guard returns he assumes the PCs were escorted out by someone else. Failure: the guard will start to investigate their disappearance. Although he dismisses their disappearance on the first day because of all the activity in the common areas, he follows-up the next day, eventually summoning additional guards the PC’s must combat in Encounter 9.
Encounter 5 (te): Continue chronologically after 4 into an encounter with a purely magical/mechanical trap designed to foil intruders.
Encounter 6 (te): Continue chronologically after 5 into an encounter with guardians.
Encounter 7 (te): Continue chronologically after 6 into a complex terrain-based encounter involving more traps and/or guardians. After overcoming this encounter, the PC’s should have a place to take an Extended Rest while they wait for the pre-dawn hours when they need to make their attempt on the final vault.
Encounter 8 (sc): Flashforward to just after Encounter 1 battle is finished, which started shortly after the extended rest from 7 - Gain Access to the final vault where item 21 is stored (made easier if special dragonshard item was obtained in Encounter 2).
Encounter 9 (te/sc): Final vault battle with combined skill challenge.
Encounter 10 (sc): Escape from the complex. |
| #3GiloDec 01, 2009 14:38:26 | You can react to failure in the early planning/reconnaissance skill challenge: the PCs realize that the only way in is through a thin section of the floor below the main elevator shaft. Unfortunately, to gain access to this floor they will need to drive a Tumbler (Magic of Eberron) below the vault and through subterranean Khyber cavern (full of daelkyr minions).
Another approach is for two members of the party to travel to the Metrol (The Mournland) and go inside abandoned safe-deposit in the ruined Kundarak banking center. while the third party member bluff his way into the VIP private vault retrial room and request access to his old safe-deposit account (from Metrol). The two PCs then get teleported and reunite with third PC along with all the necessary thievery equipment and weaponry needed to break to the other safes. |
| #4RedRiderDec 02, 2009 7:59:07 | I'm not sure if it'll have much of what you're looking for, but in the 3.5 days of Dungeon there was an adventure about breaking into a Kundrak vault which you could crib from. (If you've got time.)
I think it was called "The Aundarian Job". |
| #5ReasonForTreasonDec 02, 2009 15:46:24 | Thanks for all your input so far! And sorry for not replying earlier; I'm pretty busy with Xmas-preparations.
In regards to the Flashback-Campaign: I should have been a bit clearer on that subject, I guess. The Kundarak Episode is actually meant to be one of several intermissions (four altogether) from our usual campaign (that was featured elsewhere in this forum). This intermission is planned to play out in one single session of about 8 hours, the characters have been created within givin limits (Elf, Sneaky, Phiarlan/Thuranni Member) and are meant to be played just once (maybe twice, depending on the outcome of the Flashbacks).
The episodes are some sort of a dream; at least to the characters - actually they are experiencing memories of former Heroes of the Prophecy, connected to the larger plot. The "Run" or break-in is set shortly after the beginning of the Last War; before the split of the Houses and the creation of the mournland.
I'm aiming for a Mini-Sandbox scenario: The Vault will be a fixed location and it's up to them to figure out a way to get in. In a way, it'll be a typical dungeon crawl, just with far fewer enemies, but a number of other encounters :-)
Thanks to your ideas, these are possible ways to enter the Vault, up till now:
1. They could stick to the "official channels": Hire a deposit box to gain entrance to the Vault, but have their faces be known to all the Guards and clerks present.
2. Extort Keys (in the form of dragonshards, in my mind) from persons of influence of the enclave and dispose them.
3. Organize a Tumbler (my favorite ) to breach into the complex from underground - Turtles/Shredder-Style!
4. Break in the old-fashioned way, and gain access to the lower levels of the Vault.
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| #6amulanDec 02, 2009 15:53:58 | ...these are possible ways to enter the Vault, up till now...
How do your players know those "possible ways to enter the vault"? I assumed only one or two long game sessions, but you don't want to gobble-up a bunch of time with the players brainstorming how to approach this thing. Trying to get it done all in one game session, I would figure you'd have to rail-road them a bit.
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| #7ReasonForTreasonDec 02, 2009 16:38:27 | Here is what I've sketched together over the week:
The Base Level of the Enclave serves as a lobby, four massive Ironwood desks dominate the room, dimly lit by dragonshard lamps. Imagine am old, english banking lobby of the late 18th century. Heavy carpets, impressive tapestries and the smell of a lot of money and wood-ploish. During service hours (6am-7pm), each desk is staffed with one Kundarak banker, ready to help with money deposits/withdrawals, and small loans. Larger loans, deposit storage and stock market (the Eberron) equivalent, is handeled downstairs.
Generally, I'd like to have House Kundarak operate pretty old-fashioned and not really cost efficient. They have footboys doing in-house deliveries, employ a large number of secretaries and office workers and generally be rather slow, but steady in their ways. If you know about Franz Kafka's daily work at the insurance company - just like that!
Behind the desk, on a small stair top, rests the Hovering Disc that serves as the only access to the Vault. The disc doesn't seal the floor seamlessly. A small slit remains between the edge of the platform and the disc, just enough to fit a Clockwork Bomb in. The disc's controll panel is activated by a Kundarak Signet Ring, allowing easy access to the lower levels. Damaging the powering crystal below, sends the disc tumbling... but allows access to the shaft. This would alert each and every guard in the complex, of course.
During service hours there are two dragonmarked guards stationed at the door and one on the disc, serving as lift operator. The lobby can be sealed shut by the officer on staff, locking everyone inside, until the hit team arrives. The guard room on sublevel 1 has eight guardsmen, equipped and ready to react to any alarm within seconds; furthermore, every major office and chamber is staffed with another guard. At night time, the enclave is staffed with 10 guards altogether. Two Elites, and 8 minions.
To access the Deposit Chamber, the characters will need 3 Keys to open the doors without traces. The Director and Head of Staff holds one, to open every non secured door. The Guard Officer has a copy of Key 1 in his personal possession, the second key is locked up in the guard room, and is required to evade active security measures (Golems, minor constructs...). The third key is required to open the Deposit Chamber itself, and is kept in the locked desk of the Deposit Supervisor.
The lower levels feature the following rooms:
- A number of offices, dealing with banking stuff in general. (Key 3)
- The impressive office of the director. (Key 1)
- Break rooms, with toilets and kitchen.
- The Guard-Room. (Key 2)
- The Cash Money Vault - all important currencies, of course.
- The Gold and Gem Reserves (I simply need those ).
- The Archives. (Some long forgotten info about Item 21)
- The Deposit Chamber, sectioned into recent, and old boxes.
This is the general idea of the enclave as of now. All I need now, are some interesting security measures, skill-challenges, and encounters, to fill the Vault with glee and exitement 
I'm working on that, but keep 'em coming! I'm happy for each and every entry!
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| #8ReasonForTreasonDec 02, 2009 16:51:45 | ...these are possible ways to enter the Vault, up till now...
How do your players know those "possible ways to enter the vault"? I assumed only one or two long game sessions, but you don't want to gobble-up a bunch of time with the players brainstorming how to approach this thing. Trying to get it done all in one game session, I would figure you'd have to rail-road them a bit.
Thanks for the advice!
Here's my idea: I want to give them a contact in Korunda's Gate, able to provide them with a general idea of the Vault. But in general, they are required to do some "legwork" and spend some time on a plan. D&D - Shadowrun And knowing one of the players for a number of years; he's most likely to suggest an all-out attack on the Vault^^.
My idea is, that House Kundarak relies on ancient contracts to build their Vaults, and these masons use - karma punishes the wealthy - the cheapest laborers available: Convicted criminals. Usually they tend to die in the tunnels and chambers under the mountains, but sometimes, one escapes.
This ancient dwarf, blind, nearly deaf and a loyal Karrn, supplied Phiarlan's contractor with the information about the vault and Item 21. Sadly, he's not likely to survive the encounter with the Players. Phiarlan runs a strict no traces policy...
The Tumbler will be presented in a Korranberg Article or something, mentioning it's testing in the Mror Mountains. I can't remember if it's a Cannith invention, though.
And for the railroading; I guess they are fine with that - It's supposed to be an adventure where they discover some details about the plot, while bypassing the time, until two of our players are ready to game again. They are busy with work and have asked to have December off :-)
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| #9amulanDec 02, 2009 16:59:57 | And for the railroading; I guess they are fine with that - It's supposed to be an adventure where they discover some details about the plot, while bypassing the time, until two of our players are ready to game again. They are busy with work and have asked to have December off :-)
That sounds like a great way to fill-in the break.
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| #10connortheconman93Feb 27, 2010 17:07:34 | This is the map I made based on your description ReasonForTreason. Hope the campaign went
well.
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