New to d20 Shadow chasers setting

Post/Author/DateTimePost
#1

flamepheonix182

Dec 14, 2008 20:02:21
I'm a long time Dnd player, but recently I started reading up on modern and our group decided to give it a try. we decided on the shadow chasers setting. I just have a few questions about gming in this setting.

1) We were thinking of using an actual city, I was just wondering what the consensus is on this. I was just thinking a real city is much more complicated and larger than any dnd city.

2) In the shadow chasers is mentioned that the monster from the dnd monster manuals can be used but there may be an increase in cr because the PC's dont have much magic access. I was wondering if there are some rules for how much the cr should increase or if it needs to be done on a case by case basis.

also any general tips about a modern setting would be appreciated.
#2

trappedslider

Dec 14, 2008 23:41:32
I'm a long time Dnd player, but recently I started reading up on modern and our group decided to give it a try. we decided on the shadow chasers setting. I just have a few questions about gming in this setting.

1) We were thinking of using an actual city, I was just wondering what the consensus is on this. I was just thinking a real city is much more complicated and larger than any dnd city.

also any general tips about a modern setting would be appreciated.

almost 99% of the game that modern is run with,use real cities as the setting and in fact you can even pick up your local paper and give it a magical twist for plot hooks,,,
#3

flamepheonix182

Dec 14, 2008 23:53:37
Wow thats a really good idea ( the paper) I didnt even think about that. thanks!
#4

trappedslider

Dec 14, 2008 23:54:56
Wow thats a really good idea ( the paper) I didnt even think about that. thanks!

theres a link under the RSS link that will help you with what i'm talking about
#5

new_fashion_guy

Dec 15, 2008 10:09:28
I've never run Shadow Chasers per se, but I've run plenty of modern settings, and always used real cities. It's really nice to be able to buy a city map, or look stuff up on google, rather than having to try and figure out where stuff might be. Read up on the history of whatever city you're using, and learn a little about as many aspects of the city as you can.

Think about things like crime level, street gangs, etc. How would these be effected by the presence of supernatural? What about law enforcement? What about religion? Many mythologies relating to undead, etc, are related to religion in some way. Tying these things in to real-life locations in your city make them seem more real.

As far as the CR conversion, I think in most cases you could leave the CR as is. In those rare cases where it does need to be adjusted (i.e. high DR overcome only by magic), a point or two should do it. After all, even a creature with DR 10 is pretty easily damaged by a firearm that can do 24 points of damage in the hands of a skilled user.

Of course, in Shadow Chaser, one or more of your characters could well be in possession of a mystical weapon of some sort, which would balance out the CR adjustment.
#6

ranger_reg

Dec 15, 2008 23:35:04
I'm a long time Dnd player, but recently I started reading up on modern and our group decided to give it a try. we decided on the shadow chasers setting. I just have a few questions about gming in this setting.

1) We were thinking of using an actual city, I was just wondering what the consensus is on this. I was just thinking a real city is much more complicated and larger than any dnd city.

Not if you're already familiar with the city. Sometimes I take a walk into areas I have never been before and be inspired to make something up for that place.
#7

j0lt

Dec 16, 2008 9:18:54
Go to the video store and rent the Supernatural TV series DVDs. There's your Shadow Chasers right there!
#8

eldermount

Dec 16, 2008 9:28:21
As to your question about the CR's, it's pretty much case by case. If you're porting over a creature that has a high damage reduction that is only bypassed by magic, and the characters don't have magic weapons, that creature is considerably more powerful than it would be in D&D. In such cases, you might want to lower the damage reduction, or change what it is vulnerable to. Even then, it will probably end up being a bit higher CR.
#9

flamepheonix182

Dec 16, 2008 14:29:48
Go to the video store and rent the Supernatural TV series DVDs. There's your Shadow Chasers right there!

That's actually why we decided to do shadowchasers, because my whole group are big supernatural fans, this presents a problem, though as I dont want to steal too much from the show.

As for the monsters, I think I'll take eldermounts advice and change most "magic" DR to something else.
#10

j0lt

Dec 16, 2008 19:19:25
That's actually why we decided to do shadowchasers, because my whole group are big supernatural fans, this presents a problem, though as I dont want to steal too much from the show.

As for the monsters, I think I'll take eldermounts advice and change most "magic" DR to something else.

I've been working on a series of adventures based very closely on the show's particular brand of lore, while also trying to fit within the d20 framework. Not sure how well it'll work, but we'll see when it (eventually) gets done. :p
#11

flamepheonix182

Dec 17, 2008 1:19:22
Well if you finish them I wouldn't mind taking a look at them!
#12

j0lt

Dec 17, 2008 6:06:23
Here's a quick breakdown of how I'm building the adventures (based on the 5 Room Dungeon format from roleplayingtips.com):
Scene 1: Hook & Background Info
Scene 2: RP challenge/Investigation
Scene 3: Opposition/Obstruction
Scene 4: Red Herring/Optional Puzzle
Scene 5: Final Confrontation

Available Advanced Classes
- Field Scientist
- Gunslinger
- Infiltrator
- Investigator
- Soldier
- Occultist
- Shadow Hunter (Urban Arcana p.42)
- Shadow Slayer (maybe)

I've added an element inspired by WotC's short-lived Grim Frequencies adventure path in the form of a radio in the PCs' vehicle. This radio will pick up a song that is somehow related to the upcoming adventure. Each adventure will start with the song as a bit of foreshadowing for the PCs.

Example Adventure
Burn (song: Burn by Deep Purple)
Menace: Charred One (CR 3)

Background Info (to be written as a webnews article dated Friday, September 18th, 2009)
- A series of unexplained fires happened in Salem, Massachusetts on June 10th, July 19th, and August 19th
- The first fire was at “The Witch House”, once owned by a judge of the Witch Trials
- Salem was the site of the Witch Trials in 1692
- Renovation on St. Peter's church began in the second week of June

Timed Events
- September 22nd, a fire will start in St. Peter's church sanctuary.

Locations
The Witch House
The house once owned by Judge Jonathan Corwin was badly damaged by the recent fire.
Police and Firefighters are describing the fire as “suspicious”
If PCs ask around at the fire hall, a Bluff, Diplomacy, or Gather Information check of DC 15 will get the PCs the initial reports. A check of DC 20 or higher will grant them a guided tour by one of the firefighters.
If PCs visit the house, they will find charred footprints on the carpets and floors, as if someone were using heated metal shoes.

St. Peter’s Church
- Mary Clarence (the Charred One) is buried in an unmarked grave beneath the church.
- This may be the site of the final confrontation with Mary Clarence.

Essex Institute
The Essex Institute contains all the original documents about the Witch Trials. Research Checks into the history of the Witch Trials may be done in 1d4 minutes instead of the usual 1d4 hours.
- DC 5: In 1692, 20 people were executed during the trials: Bridget Bishop, George Burroughs, Martha Carrier, Giles Corey, Martha Corey, Mary Eastey, Sarah Good, Elizabeth Howe, George Jacobs, Sr., Susannah Martin, Rebecca Nurse, Alice Parker, Mary Parker, John Proctor, Ann Pudeator, Wilmot Redd, Margaret Scott, Samuel Wardwell, Sr., Sarah Wildes, and John Willard.
- DC 10: Executions took place on June 10th, July 19th, August 19th, and September 22nd.
- DC 15: Of the 21 people executed, 20 were eventually pardoned and given proper burials.
- DC 20: In addition to the 20 people executed, one was burned at the stake: Mary Clarence.
- DC 25: Mary Clarence was buried in an unmarked grave beneath St. Peter’s Church.

GM Characters
- Rachel Corwin (descendent of Judge Jonathan Corwin)
- Bill Stoughton (descendant of Judge William Stoughton)*
- Jason Hawthorne (descendant of Judge John Hathorne)*
- Rev. Michael Quinn (minister of St. Peter’s church)
#13

flamepheonix182

Dec 17, 2008 15:29:29
That sounds like a pretty cool adventure. Thanks for posting it. The skeleton of this adventure will help me quite a bit.
#14

j0lt

Dec 17, 2008 21:08:59
That's pretty much all I've got for that one adventure, I did a bunch of research to link all my ideas together, but have yet to frame them into any sort of playable format. Since I wanted to keep my campaign flavour as close to Supernatural as possible, I didn't want straight up combat to be an effective primary option (most of the time), but rather as a way of keeping the menace at bay while you figure out what to do to get rid of it. I'm sure d20 isn't the most optimal system for that, but it's all I really know.

I basically pick a suitable menace from either the core book or Menace Manual, figure out an appropriate setting, or better yet, link it to existing urban legends and folklore. From there, build the hook: how do the PCs find out about the menace, what has it been doing, why, and most importantly what does it want? Then I do some research into the real-world location to add some elements of local flavour (especially important if any of the PCs has actually been to that place). From there, I'm not so strong on the actual adventure building part...
#15

powercat

Dec 18, 2008 8:17:14
On the topic of which city to use, other posters have alluded to this, but you probably should use the city you are most familiar with (within certain parameters: a town of 1,000 people doesn't present the same adventuring options as a city of 250,000).
#16

j0lt

Dec 18, 2008 9:45:53
I prefer to spread it out. Starting in the group's hometown works pretty well, but it feels more interesting to travel around, etc...
The example I posted really only works when put into Salem, Massachussetts. Anywhere else, and it wouldn't have quite the same pseudo-historical impact.
#17

flamepheonix182

Dec 18, 2008 19:20:31
Thanks for the adventuring format, I like the idea of combat just holding off the menace, that way my PC's wont just barge in and shoot everything on sight.


As for the City, we aren't using my home town (Edmonton, Alberta) we decided to go to Vancouver B.C, as the ocean access should increase our options
#18

powercat

Dec 18, 2008 19:30:49
Vancouver seems like a nice choice. I've never been, but I had a lab partner in biology at college from Vancouver. She seemed to really like Vancouver. I still don't know how an attractive young Canadian woman ended up on the rowing team at Kansas State.
#19

j0lt

Dec 18, 2008 19:38:28
Hey, Vancouver's my hometown! :D
I've run a few adventures that were set there. Some good spooky building ideas can be found at www.wraiths.ca (an urban exploration group I used to be in).
katkam.ca provides a nearly real-time webcam shot from the south end of downtown. (at the moment, it's dusk, and there's a lot of snow)
#20

flamepheonix182

Dec 18, 2008 20:04:12
Well isn't that a coincidence. Thanks for the links. I'm a little vague on my Vancouver knowledge, I've passed through several times on my way to Victoria but thats about it. I was googling stuff about it and I found a group in vancouver for people who think they are "otherkin" (IE Vampires, Werewolf etc..) So I was thinking the first adventure would have a string of murders and the PC's would have to sort out who in this group is a real ( I was leaning toward werewolf) and who is just faking it
#21

j0lt

Dec 18, 2008 20:47:10
Nice idea! I've been thinking on how to pull off the werewolf angle. One thing that would be fun would be if one of your PCs is bitten during the fight, don't tell them they've been infected, but have a follow-up adventure where they begin finding evidence of another werewolf (which is actually the PC, going out at night). That adds the whole moral dilemma to the campaign. Do we kill our friend, or find a way for him to control the transformation? If the group goes with the second option, I wouldn't give the PC the ability to control himself in werewolf form, that'd be way too powerful. I'd probably go with some sort of magical medicine that prevents transformation. (could lead to other plot hooks)
#22

flamepheonix182

Dec 18, 2008 22:16:39
Ya maybe take a new angle on the belladonna, thing. Like if its administered after the allotted time it only suppresses the transformation.

I was also thinking of having the first were wolf they are tracking just be an afflicted one, then make that lead into the next adventure where they need to track down the natural werewolf before he starts turning more people
#23

j0lt

Dec 19, 2008 1:08:25
I like the belladonna idea. Kinda gives a Jekyll&Hyde feel to it. Turning would be something the PC would want to avoid at all costs.

Another aspect I wanted to introduce was a noticeable police presence. The PCs can't just run around armed to the teeth and expect to be able to get away with it. If they're shooting in a public place, the police should be involved, whether a direct intervention, or the slow gathering of clues against the PCs. Of course, should the PCs get caught, that'd make a good side quest (break out/help partner escape) during a regular adventure.
#24

flamepheonix182

Dec 19, 2008 2:00:49
I was toying with the idea of a police presence but I don't think a realistic police presence would work (at least with my players). They would all be in Jail within the first session.

I was thinking more of a night/day police force, during the day where everything is easy to spot, I would make the police respond quickly, but at night when the pcs will most likely be doing most of their action, I probably would make the police slow to respond to things like gun shots and shouting.
#25

j0lt

Dec 19, 2008 4:26:41
Yeah, you don't want to completely shut them down like that. More like a temporary punishment if they get too sloppy or trigger-happy. Of course, if they decide to shoot at the police, by all means, call in the SWAT team on 'em so they know it's that serious!

Better yet, have the regular police forces remain completely oblivious, and instead have some FBI agent trying to track them down because he believes that the PCs are criminally insane serial killers or something to that effect. :p
#26

ranger_reg

Dec 19, 2008 4:32:16
Go to the video store and rent the Supernatural TV series DVDs. There's your Shadow Chasers right there!

That or Special Unit 2 or Buffy/Angel (with their respective "Scooby Gangs").
#27

j0lt

Dec 19, 2008 5:40:16
That or Special Unit 2 or Buffy/Angel (with their respective "Scooby Gangs").

I have yet to see Special Unit 2, but I never really liked Buffy. The movie was great, but the series is too 90210, and the monster makeup is just silly.
#28

Keryth

Dec 19, 2008 14:07:05
Go to the video store and rent the Supernatural TV series DVDs. There's your Shadow Chasers right there!

Or Buffy the Vampire Slayer. or The Dresden Files (though the Books are far better)
#29

flamepheonix182

Dec 19, 2008 16:15:19
Yeah, you don't want to completely shut them down like that. More like a temporary punishment if they get too sloppy or trigger-happy. Of course, if they decide to shoot at the police, by all means, call in the SWAT team on 'em so they know it's that serious!

Better yet, have the regular police forces remain completely oblivious, and instead have some FBI agent trying to track them down because he believes that the PCs are criminally insane serial killers or something to that effect. :p

Ya I guess I could do the whole Agent Hendrickson thing, but I think I need to wait to my first couple sessions play out so I can see how they are going to handle things.
#30

j0lt

Dec 19, 2008 18:13:37
Absolutely. No sense in boxing them in right off the bat. So what other menace ideas are you going with?
#31

trappedslider

Dec 19, 2008 18:15:18
I once had an idea that was gonna use ALL of the Menace Manuel based off on half life..it owuld give the prefect reason why a bug bear or anything else was there...those down scientist messing with Xen and all that...
#32

flamepheonix182

Dec 19, 2008 18:25:45
Well a the beginning I was going to cycle through all the classic monster. so i was thinking of doing a ghost next, however I haven't done much research into it yet. I want to find a spirit/ghost that actually has some lore behind it.

After that I was thinking of going with a zombie, but change it up so its more like the supernatural zombie instead of the traditional ones. Make it be someone who died recently and still retains mental function. Then I was thinking about the PC's needing to track down an altar that was used to raise the zombie.

I also decided that traditional dnd magic will be pretty much nonexistent and magic will be accomplished through lengthy rituals and such...

Unless one of my PC's decides to go occultist then I will drop in scrolls every now and then
#33

j0lt

Dec 20, 2008 1:30:24
Well a the beginning I was going to cycle through all the classic monster. so i was thinking of doing a ghost next, however I haven't done much research into it yet. I want to find a spirit/ghost that actually has some lore behind it.

Urban Arcana has the spirits in there, just do a little research on ghost-based urban legends, match up the appropriate spirit, and write the adventure up!
I also decided that traditional dnd magic will be pretty much nonexistent and magic will be accomplished through lengthy rituals and such...

Also in Urban Arcana, if you have it, the section on Incantations is perfect for this (and was the main reason I bought the book)!
Unless one of my PC's decides to go occultist then I will drop in scrolls every now and then

Good way to go. This setting should be grittier, and when the characters are throwing fireballs around without much effort, that takes away from the grittiness.
When I run my Shadow Chasers game, I'll be running an Occultist as GMPC who eventually will become a villain (the whole corrupted by power angle).
#34

flamepheonix182

Dec 20, 2008 3:11:02
Ya that would be really cool, having a villain occultist. An occultist would be a cool reoccurring villain, who could stir up spirits/ raise undead and cause all manner of mischief.

I'll have to check out that stuff in urban arcana, i haven't looked through it too much yet.

I'll probably write the first adventure within a couple days now that I have some sort of idea about my PC's (two of them are going the whole Mulder and Scully angles where they are both ex cops but one believes in all the supernatural stuff and the other thinks he is crazy)

I'll post the adventure when I finish it
#35

j0lt

Dec 20, 2008 6:25:42
Sounds great! If you need ideas or anything, lemme know!
#36

ranger_reg

Dec 21, 2008 16:03:09
I have yet to see Special Unit 2, but I never really liked Buffy. The movie was great, but the series is too 90210, and the monster makeup is just silly.

I dunno. I felt the series got the gist of the movie version. That and it's more than just about the cheerleader turned vampire slayer. You got a witch and a werewolf. You got a geek going out with a homecoming queen.
#37

flamepheonix182

Dec 22, 2008 20:01:38
Well here it is, suggestions are welcome, I haven't thought up NPC's names or proofread it yet.


D20 modern adventure 1:
Menace: Werewolf (CR7)

Scene 1, Hook and Background info
Background:
There was a series of strange death's from April 2nd to April 5th 2007.
Four people were killed, they all had their throats torn out and bite marks all over their body.
The police dismissed the deaths, as animal attacks and handed jurisdiction over to Animal controls services.


Timed events:
April 15th the PC's will see a news report revealing the details of the case (background info)
May 2nd The werewolf will change again.



Scene 2: RP challenge/Investigation.

If the PC's ask around the police station or Animal controls services a
Diplomacy, Gather check:
DC 15, Will tell the PC's that the bite marks were canine and unusually large.
DC 20 or higher, The PC's will learn that the saliva on the victims, had some abnormalities.

Bluff check:
DC 15 or higher can be used to gain access to the bodies and the autopsy report, alternatively the PC's can break in and steal the reports.


Autopsy Report: Will repeat all the previous information, as well as mentioning that the saliva contained strange bacteria that could not be identified. The report will also mention that the saliva recovered seems to contain human dna, though this was rejected as the other cases all showed canine DNA.

Research:
DC 5: Will tell the PC's that the attacks occurred in sync with the last full moon cycle.
DC 10: The PC's (in conjunction with the investigation) will discover that there is a meeting of people called the Other kin who think that they are were-animals and that they meet every Wednesday at 6:30 PM, at seasons restaurant near Queen Elizabeth park.
DC 15: The PC's will learn that lycanthropes are weak against silver but only a special alloy of silver and steel ( can be crafted with a craft (mechanical check).
DC 20: The PC will learn that lychanthrope is a disease, that can only be spread by natural lychanthropes, and afflicted lychanthrope reattain little memory of when they change.
DC 25 or higher: Will tell the PC's that belladonna will suppresses the transformation, along with willpower
The last two may also be discovered while questioning people at the other kin meeting.





Scene 3 Opposition/Obstruction:

Other Kin meeting:

Bluff check DC 15: Will convince the other kin that they are here for the meeting, otherwise their attitude is unfriendly and they will not share any information.

Information: The other kin will reveal that they have been meeting around this area because they have heard that a werewolf's was spotted in the park last lunar cycle. They will mention that two of their members went missing when searching for the werewolf last lunar cycle. (One of these will be the afflicted werewolf/the other is one of the victims which the PC's will be able to cross reference if they have the autopsy/police report). The Other kin will give the PC's the address of the missing members.

If the PC's fail the Bluff check and continue to press the issue members will strongly suggest they leave and attempt to force them to leave,

Encounter: Mid level Thug (CR 5), Mid Level Mechanics (CR5) Mid level Police officer (CR5) Mid level Gang Leader ( CR5)

The Other kin, will only use improvised weapons and fists, should the PC's knock out 2 of them at the same time they will surrender and yield the information or reduce 2 of them to ¼ hp. If the PC's use firearms they will attempt to run. ( I haven't decided what happens yet if the PC's end up killing one of them).



Scene 4: Red Herring/Optional Puzzle

At this point the PC's can wait till the next full moon and go to the park which will go straight to scene 5. Otherwise they can go to the missing man's house.

The Missing man's wife will be there,

Bluff, Gather, Diplomacy DC 20, the wife will reveal that on April 2 during daytime hours her husband came down with a fever and was having intense fever dreams, she will also note that he had strange bite marks on his leg that he couldn't where they came from. She will ask them to bring him back safely and give the pc's a photo of the man ( Wedding photo), She will mention that this photo seemed to calm him down.


Scene 5: Final Confrontation

The PC's will find the werewolf in the park, If the PC's went to the widows house and received the photo. They may use it to calm the werewolf ( only if he is below 1/4hp) and he will allow them to administer belladonna, which will suppresses the change, otherwise they will have to kill him.
#38

j0lt

Dec 22, 2008 20:54:39
Dude, that's really well done! I like all the potential info the PCs can gather. Now you just gotta flesh out the NPCs and it looks more or less ready to go!
#39

flamepheonix182

Dec 22, 2008 20:59:28
Thanks, I will hopefully finish the NPC's tomorrow some time.
#40

j0lt

Dec 22, 2008 23:46:03
One thing you could add is having the werewolf claim another victim if the PCs take too long/miss too many clues. It adds a sense of urgency to things.
#41

flamepheonix182

Dec 23, 2008 1:59:01
Well I was thinking that if they missed the full moon deadline the were wolf would kill someone every day for the 3 day cycle. Maybe I should give them less time to investigate? they have about 2 1/2 weeks in the current set up
#42

j0lt

Dec 23, 2008 4:11:10
I think they probably don't need that much time. Is the city the PCs hometown, or are they gonna travel there?
#43

flamepheonix182

Dec 23, 2008 5:26:38
Umm the back stories vary but they have all have settled in Vancouver. I want to keep it in time with the lunar cycle's though. Maybe I'll make it so the people were declared missing during the last full moon but the bodies didn't turn up till much later and that is why the news report didn't air right after the murders.

Then I could make them only have 2 or 3 days till the next full moon + the 3 day lunar cycle ( though people would get murdered every night during the full moon, if they don't find the werewolf)