ZEITGEIST Starting Adventure 5.

ediz

Explorer
Hi.

I do not see any information about what level the B team should be. I was thinking either level 1 or 2, or should it be higher?

Thanks!
 

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ediz

Explorer
Not yet. They should be rolling the characters but I wanted to know which level they should be. It does not say in the module.
 

What version of the adventure are you working from? The stats should be in Appendix B in the back of the standalone adventure, or in Appendix J of the compilation.

In PF they were level 4. In 4e they were level 7.
 

ediz

Explorer
It seems my players do not want to play a B team. Is there a way I can incorporate the B team stuff into the primary game?
 

Sure. It was really just a way to show that the RHC had a lot of stuff going on at once, and to let you show 'on screen' Lorcan Kell being a vicious murderer. Also, the PCs have a lot they're trying to accomplish, so I'd worry about them balking about being a babysitter.

Instead, play up how important it is to protect Brakken from assassins. Have the PCs meet with Brakken and take him to the consulate, and then witness the rail attack. They probably don't need to go out to the Cloudwood with Brakken to witness the violence there; they might just see it due to working with Arabey. The nightclub scene you might just have one PC escort him as he goes to meet with some VIP. You could cut out all the fights here.
 



ediz

Explorer
Thanks Ranger,

Since I am running the game as a play by post, is there a simpler version of the mini game I can play with my players?
 

Erg. I haven't read the details of that for years. Hm.

PbPs take forever usually. So I'd either just lay it out as a background thing, or make it ultra simplified. [MENTION=1]Morrus[/MENTION], I don't recall James's screen name to ping him, but maybe he could use this as a baseline for converting this scene in the 5e version, which should probably be more rules-lite.

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.

This is really fast and rough. I'd clear it up a bit before showing it, but I think it'd get the point across.
 

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