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PnP RP: Valuable targets in a cityFollow

#1 Oct 15 2012 at 12:55 AM Rating: Excellent
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I'm setting up an adventure for my players that will require them to hunt down small explosives(delayed blast fireball gems or some such) spread throughout their city. The villain will tell them how many there are and give them clues(which they will decipher via skill checks, though if they actually figure it out, I'll allow that too) on how to find them. But the explosives are magically attuned such that only the PCs can disarm them(they take the blast as direct damage by crushing the gem). They'll explode if anyone else handles them. He tells them because he needs them distracted while he deals with his real goal.

Yes, it's basically Die Hard: With a Vengeance: Fantasy Edition.

What I'm looking for are suggestions as to places where these things could be set up. I already have a few ideas(a couple temples, a busy market square, outside the palace), but I need ideally 12-16 total locations. So anyone have any ideas on where these could go in a fantasy counterpart of a semi-modern metropolis? Before anyone mentions it, the academy is off limits, as that's where the villain's goal lies.
#2 Oct 15 2012 at 4:12 AM Rating: Excellent
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So you just want a list of locations where bombs would be threatening?

Markets
Guild halls
Power Plant
Ship Dock
Police Headquarters
Hospital
Prison
Theater
Sporting arena
Major bridge
Major Inn/hotel
Casino
Iconic Structure (Large statue or perhaps a symbolic building)
An explosives factory
#3 Oct 15 2012 at 4:15 AM Rating: Excellent
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Allegory wrote:
So you just want a list of locations where bombs would be threatening?
More or less. I can work out what fits the city or not after some ideas are thrown out there.
#4 Oct 15 2012 at 7:05 AM Rating: Excellent
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Allegory wrote:
So you just want a list of locations where bombs would be threatening?

Smiley: lol

Anywhere there's large groups of people or where you can cause serious trouble for the city via structural damage(assuming you're treating these as explosives rather than straight fire damage).

So...at least one in their favorite tavern, and one near a water supply. You could also set some up to blow holes in the city walls, which you could either amplify the importance of with an impending invasion, or since repairing huge fortified walls takes time, you could use it to set up more interesting dilemmas centered around that in the future.

You could also opt to have the explosives be a bit more diverse and have one placed at the highest point in the city, set to rain down a bunch of fireballs on people in the streets below.
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#5 Oct 15 2012 at 8:15 AM Rating: Excellent
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I'm doubling down on an explosive set at the explosives factory.

Imagine how thematically appropriate and obvious it is. Imagine how convoluted you can make that particular clue. Now imagine the look on your players faces when they realize they've missed that bomb.

And perhaps in addition to or instead of that consider mixing in a small number of significantly more powerful bombs into your set of 12-16, perhaps three. I think it adds a little extra element of intrigue and excitement to keep the players hoping they've found "the one" as they solve each of your clues. And again, should they fail to solve it it'll create a feeling of "if only I figured out that one clue," or create opportunities to taunt the character should the party pass through the city again. "There's the crater from when Steve failed to defuse that one bomb, who knew orphans were so flammable."
#6 Oct 15 2012 at 1:22 PM Rating: Excellent
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cidbahamut wrote:
You could also opt to have the explosives be a bit more diverse and have one placed at the highest point in the city, set to rain down a bunch of fireballs on people in the streets below.
I like it. It's exactly the sort of thing this villain would do.

As for an explosives factory, I don't know that there really is one. A major alchemy workshop might fill in for that role, though. Go all chemical warfare and such.
#7 Oct 16 2012 at 7:24 AM Rating: Excellent
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You should plant one in the distillery. Hopefully you have a stereotypical drunken dwarf who would be really angry if all the booze were blown up.
#8 Oct 16 2012 at 8:35 AM Rating: Excellent
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Nope, no boozers in this group. I could have a pancake shop blown up for a similar effect, though.
#9 Oct 17 2012 at 12:22 AM Rating: Excellent
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So, having learned my lesson from the last time I gave them a skills based challenge, I sat down today to figure out what their bonuses were. It pains me to say that the outlook is not good for me to give them DCs commensurate with their current levels. Here are a few things that shocked me.

-Their highest Knowledge: Local score is lower than 5.
-The highest Spellcraft score any of them has is a 12. I don't mean ranks, I mean ranks + Int bonus + Class Skill. This score is held by the Alchemist. The sorcerer has NO ranks in Spellcraft.
-Knowledge: History is similarly abysmal. I told them at the beginning of the campaign that the battle in the city's history would play a major role in this campaign.

I think I'm going to give them an inherent bonus to their int scores in the next adventure and if they don't take advantage of the bonus skills it'll offer them to shore up their weaknesses, then it'll be their faults when some people who didn't have to die during the adventure I'm planning here.
#10 Oct 17 2012 at 1:02 AM Rating: Excellent
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On the other hand, those low Spellcraft scores means that if I hit the alchemist with some kind of diabolical mind affecting spell(dominate person, perhaps), the other players will have almost no chance of determining that she's under the enemy's control.
#11 Oct 17 2012 at 10:10 AM Rating: Excellent
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The One and Only Poldaran wrote:
Nope, no boozers in this group. I could have a pancake shop blown up for a similar effect, though.
Oh, man... that would be awesome. Pancake batter everywhere.
#12 Oct 17 2012 at 10:15 AM Rating: Excellent
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Better still, make there be a Great Pancake Festival or something that only happens once every 50 years or some ****, and force them to decide between saving the pancakes and saving someone else.
#13 Oct 17 2012 at 1:49 PM Rating: Excellent
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Spoonless wrote:
force them to decide between saving the pancakes and saving someone else.

I really can't. Not so soon.

The adventure for this weekend is going to force them to choose: Stop the bad guy(who the paladin has sworn a revenge oath on after the death of a village of 300+ people) from escaping, save a small town of over 1000 people, or save a fellow paladin and companion from being dragged off by a dimensional shambler and god knows what happening to her**.




**She's gonna escape only to become possessed by Hastur, which they won't find out until the end of the third campaign. I mean, she'll come back and they'll realize she's a bit off during this one, but they won't know the exact details until probably a year or more from now IRL.
#14 Oct 17 2012 at 3:01 PM Rating: Excellent
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Well a pancakes vs. person they despise but who is vital to the campaign decision is certainly warranted at some point.
#15 Oct 18 2012 at 5:08 PM Rating: Excellent
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Put one in the Maple Syrup Reserve.
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#16 Oct 21 2012 at 2:24 AM Rating: Excellent
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Okay, here's where I'm at so far:

Roof of apartment type building near the temple district.(Plot point area)
Temple of Iomedae(Plot point area)
Small alchemy shop in the middle of a populated area.(Plot point area)
Golden Lion Inn and Tavern(they've been there before)
A Hospital
The open air market
Silver Legion Barracks
Statue in the plaza in front of the Silver Palace.
Grain warehouse
Goblin caves(they arrive as the inquisitive goblins find the bomb and accidentally set it off, fairly low number of casualties)
City Watch headquarters
A tavern in the dwarven district, near the house where Gribbletoo lives.
Above the western gate, the most traveled gate in the city.
The fountain in the plaza of Four Elements in the Planetouched district.
#17 Oct 22 2012 at 2:08 AM Rating: Excellent
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I've made progress. Here's a list of all the locations I've decided to use, as well as the silly clues the party will be given. They'll have to make appropriate skill checks or reason out what the answers might be themselves.

Quote:
Card 1: Golden Lion Inn and Tavern
Clue – Quench your thirst and rest your head, but remove the thorn and wind up dead.
A reference to Androcle's Lion. Not sure what knowledge check to give them to catch the reference, but a knowledge: local will allow them to recall seeing the thorn in the paw of the statue outside.

Card 2: The open air market(Mushroom vendor)
Clue – Among the fruits of the forests, in dampness they abide. A little hat holds a secret, though seek it not inside.
A dual check one. Knowledge: Nature to determine that mushrooms are being discussed. Knowledge: Local to realize that there is only one mushroom vendor that operates outdoors. No skill checks to find the fire gem when they arrive.

Card 3: Temple of Iomedae
Clue – First a beast was slain, then witches fell. A gargoyle’s wings were hewn, and the lines were held. A mohrg was chased away, then a sword reforged. Undenying Light shone bright, then a prince redeemed. Nine drops of blood paid a ransom’s price, then a city ruled. A cloak was cast before, to pave the way beyond knighthood.
This is a reference to the 11 acts of Iomedae. The K: Religion will be set to a point where the paladin can't even fail if he rolls a 1. Will involve an RP event where they find out that Archimedes is the one who brought Obrek into the temple.

Card 4: Hospital
Clue – Magic can’t mend everything, so there often lies a need. Among those most afflicted, you’ll find fire’s seed.
Heal or profession(doctor) to realize they mean an Intensive Care type ward. That it's a hospital is a gimme.

Card 5: Grain Warehouse
Clue – Separated from the chaff, stored, people to feed. Many will go hungry, once it is consumed by fire’s deed.
Knowledge: Local to realize this is a reference to the grain warehouses where food is stored for the winter. Knowledge: Nature to determine that it's the wheat warehouse specifically.

Card 6: Roof of building overlooking temple district
Clue – The seat of rule behind, those worshiped lay before. You’ll stand under open sky, above those around you.
Criminally low Knowledge: Local check to determine that it's likely the only tall building(3-4 stories) between the Silver Palace and Temple District.

Card 7: Goblin caves
Clue – Where once lay silence and comfort, now you’ll find noise and song. But when you forge ahead, bring not writing along.
K: Dungeoneering to know that goblins generally hate writing.

Card 8: Western Gate
Clue – Though guards may sleep away their day, this port they still protect. Still many goods are smuggled in through here, by the watch’s neglect.
K: Local to know that this is the gate where the unreliable guardsmen Biggs and Wedge are usually stationed.

Card 9: Small Alchemy shop in residential area near temple district
Clue – West of the gods, east of a gate, surrounded by people lies one whose auric quest helps others seek the same.
Profession: Alchemist/Craft: Alchemy to know that it's a reference to an Alchemist's shop. K: Local(fairly low) to know that there's only one alchemy shop in a populated area between the west gate and the temple district.

Card 10: Statue of Rilien Argentus and Apotheosis in front of the Silver Palace
Clue – A savior holds a fiery secret, though cold is his domain. His partner will watch in horror, as innocents are slain.
Fairly low K: History or Local to determine that it's going to be near the silver palace. K: Arcana to recall that silver dragons are beings of cold.

Card 11: Silver Legion Barracks
Clue - Justice is swift, and so are they. Strong as steel, but by half it weighs. But righteousness will not save them in their sleep, should fire come their way.
Profession: Blacksmith or K: Dungeoneering to determine that Mithril is being referenced.

Card 12: Fountain in the Plaza of the Four Elements in the Planetouched district
Clue – Where the sun rises, we breathe. Where it sets, we rest. We seek refreshment to the south, and comfort lies north. In the center springs life, and that is also where you’ll find that which could end it.
K: Nature to determine that it's a reference to the four elements. Low K: Local to determine where.

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