CSI: Sharn (PEACH)

Post/Author/DateTimePost
#1

kitrack

Sep 23, 2008 8:51:51
Emerald Eagles, please leave now!

I'm starting a new campaign, which will be my first in 4th Edition. As the title indicates, it's a city-based, investigative campaign, set in the Eberron city Sharn. I thought I'd ask for some feedback, and writing seems to help me get my thoughts in order.

Campaign Premise:
The PCs have been assigned to the Blackened Book, an elite city watch force. Their job will be to investigate serious crimes, particularly those involving magic; handle the more difficult monsters; and other incidences that extend beyond a particular tower or ward's jurisdiction.

Campaign Style:
I would like to present the campaign adventures as episodes (1 or 2 sessions), within a season (8+ episodes). Much like a serialized television show, I would like to have particular story arcs run through the season.

Backgrounds:
Each background provides a basis for how your character joined the Blackened Book, as well as some side benefit. All backgrounds include contacts within their sphere. The benefits have not been quantified; I'll have to see how they work out.
Child of Privilege
You grew up in a wealthy family. You puzzled your relatives when you decided on a life of public service rather than the traditional family business.
Benefits
You have contacts and acquaintances in high society. There is a chance that you know an aristocratic NPC, either directly or through friends and family.
#2

kitrack

Sep 23, 2008 9:23:55
I'd like to discuss several episode ideas in this post. The ideas are rough drafts and could definitely be improved.
Robbery of House Kundarak bank

  • Investigation Skill Challenge:
    • Diplomacy/Intimidate/Insight - interrogating the witnesses
    • Perception - evidence left behind, look-out points, following tracks
    • Streetwise - putting the Perception evidence into context

  • Stopping a heist in progress

#3

kitrack

Sep 23, 2008 9:38:18
I have several ideas that I would like to make into multiple episode arcs. These include:
  • The Swords of Liberty - an ongoing investigation into several related terrorist activities.
  • The Boromar Clan - a season long investigation that rolls up a significant portion of the Clan
  • House Tarkanan - a season long investigation that rolls up a significant portion of the House
  • The Tyrants - a season long investigation that rolls up a significant portion of the Tyrants
  • Daask - a season long investigation that rolls up a significant portion of Daask.
  • Aurum - every so often, a case involving a member of the Aurum. Enough to know that there is an organization behind the member, but not more than that for a while. The hints of the organization should come in terms of unusually light sentences or an inexplicable failure to convict.
  • House Medani - a rivalry with the free lance investigators of House Medani. Perhaps to include the Victor Saint DeMaine character from issues 133, 151, and 152 of Dungeon.
  • Inspired - Connected to Dream Lilly. Perhaps related to the Kalashter community
  • Cult of the Dragon Below - multiple episodes to wrap up a cell
  • Lords of Dust - more complicated plots, similar to the Aurum perhaps.
  • Official corruption - the PCs will probably want to investigate corruption after losing several bad guys to their connections.
  • Dragonmarked Houses - See House Medani above, but also their near sovereignty in their enclaves.
  • Churches - involve the Silver Flame and Sovereign Host churches in some plots.
#4

kitrack

Sep 27, 2008 17:30:18
In progress...
In which the PCs are introduced to the world of CSI: Sharn by investigating and stopping a bank robbery.
Scene 1: Robbery in progress...
The PCs arrive at a House Kundarak bank in Sharn. The temple to wealth is surrounded on all sides by members of the watch, crouching behind upturned wagons and other obstacles. Crossbow bolts dot the undersides of overturned wagons. Through the windows in the building, there are nearly a dozen armed and masked figures watching over terrified civilians.
The PCs, since they are the elite Blackened Book, are asked to resolve the situation. The hostage takers have issued radical and completely unreasonable demands, on the threat to kill hostages.
Breaching the Bank: 50 XP each

You believe you might be able to breach the door before the villains can react. Alternatively, if you could surprise them, they wouldn't be able to kill any hostages.
Assault: 6 successes before 3 failures
  • Athletics DC 10: The party scrambles over the improvised baracade and runs towards the building. Everyone makes a check. If all but one make the check, its a success, two or more fail is a failure. Mandatory
  • Endurance DC 10: The party surges forward, putting all their energy into covering the ground as fast as possible. Everyone makes a check. If all but one make the check, its a success, two or more fail is a failure. Mandatory
  • Athletics DC 15: The party member sprints all out, covering the distance in impressive time.
  • Acrobatics DC 15: The party member vaults a fountain or crumpled body.
  • Final check: Breaching the door. Must be in the flavor of these:
    • Thievery DC 20: The door's lock gives under your skilled manipulation.
    • Athletics DC 20: You shatter the door with a well-timed kick.
    • Arcana DC 20: The door is no match for your powerful magical assault.


Infiltration: 8 successes before 4 failures
  • Stealth DC 15: You find a shadowed approach to the building.
  • Athletics DC 15: You lead the group up the building, heading for a possible entrance.
  • Thievery DC 15: You quietly pop the lock on the entrance.
  • Athletics DC 10: At the end of each round, the PCs each have to make an Athletics check. If 3 or more make it, this is a success.


Success on this challenge means XP, but also that no hostages are killed pre-fight.