To take down Kell, the Flint Police will be going on numerous missions over the next few days. {Brief overview of their missions.} You're coordinating them, though, so together the team needs to accomplish the following five tasks. For any of these tasks, you can just make a skill check to represent general planning time, or we can roleplay a bit if you want to do something hands-on, or if you have a clever idea you want to pitch. You might call a favor in instead and have someone else make the check on your behalf.
You can split the tasks up however you like, but it takes 4 hours for a PC to make each of these skill checks, so you probably want to divide them among the party. The more tasks you succeed at, the better the task force is at taking down Kell's crime syndicate. The DCs are secret. Whenever you fail a check, you need to make a follow-up check (the details of which I'm keeping secret for now) to avoid something going terribly wrong. The tasks are:
- Case Targets. This requires a Diplomacy or Knowledge (local) check. Success gives guidance for where the task force should use its officers. DC 17. (Failure requires Bluff DC 13 to avoid an officer who was badly trained being captured, butchered, and delivered to the RHC piecemeal.)
- Scout Before a Raid. Perception check. Success teaches the officers how to case a joint to minimize risk. DC 20. (Failure requires Stealth DC 15 to avoid the PC getting ambushed.)
- Lead a Raid. Intimidate check. Success sets a model for other raids on different criminal lairs and illicit dealings. DC 20. (Failure requires Diplomacy DC 15 to get bystanders out of harm's way, which on a failure means the police have 10 guys incapacitated due to distraction.)
- Capture a Stronghold - Three Times. Each of these requires a different (secret) check to get in and strike effectively. A PC can spend 4 hours to Scout the area (Perception DC 20), which reveals what sort of check is needed to get in. Failing the scouting is the same as the Scout option above (Stealth to avoid an ambush).
Grand Suites calls for a Knowledge (engineering) or (local) (DC 17) to locate the sewer tunnels.
Casa de Kell requires Disable Device (DC 17) to thwart traps.
Machete Hill requires Acrobatics or Climb (DC 17) to approach by a route that avoids the compound's cannon fusillade.
Failure on the main check of any of the three strongholds requires Intimidate DC 22 to cow the defenders, otherwise a bloody fight incapacitates 15 officers. If multiple PCs come along on the raid, each extra PC grants +5 to the Intimidate check.
- Siege the Theater of Scoundrels. This automatically happens if the party has succeeded at least four of the six other checks. Otherwise Intimidate DC 25 to force a surrender. Each extra PC present grants +5 to the Intimidate check. Failure leads to a protracted battle that incapacitates 20 officers. If the party doesn't have that many officers, the mission fails.
- Bonus Secret Task - Find the Moles. A PC who wants to make sure the task force can be trusted can spend 4 hours and make a Sense Motive check (DC 20) to identify the moles. Failure has no consequence. Success gives the party +5 to all further checks for the main missions (but not to avoid mishaps).
A PC can choose to take 10 damage himself in order to spare an officer.