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(Eberron) Running a Prison Break encounter
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<blockquote data-quote="Wik" data-source="post: 3848739" data-attributes="member: 40177"><p>Alright. So, we kicked off our first Eberron adventure in the new campaign tonight, and things went more or less as planned. Basically, here's our group (and how they tie to the main NPC, a Master Inquisitive named Cicera):</p><p></p><p>1) Shield 906, Female Warforged Fighter (4): Was in Cyre during the recent unpleasantness, along with some other 'forged. She's currently searching for Shield 214, a friend of hers who has gone missing in Karlakton. Cicera told her he could help find Shield 214, if 906 helped Cicera (what for hasn't been named yet).</p><p>2) Kel, Elven Ninja (4): An assassin that has the mark of Shadow. He's hiding out after a bad encounter with Aundair's Arcane Congress. Thuranni has told Kel to help out Cicera in Karlakton, and lay low for a while.</p><p>3) Dezmond, Changeling Beguiler (4): A war-profiteer who knows Cicera loosely, and came to Karlakton in the hopes of making money.</p><p>4) Sique, Changeling Rogue (4): a journalist for the Korranberg chronicle (he works for them a lot - in three different forms!) who wishes to discover what "actually" happened in the Mournland, and was contacted by Cicera in the hopes that the two would unearth a conspiracy Cicera is neck-deep in.</p><p>5) Jai, Shifter Spirit Shaman (4): A shifter who fought in the Eldeen Reaches, and hates abberations (he's a gatekeeper) and undead. He despises the mournland, and wants to keep it under a close eye. He's built around a huge spot check modifier, and can see the invisible. He's the only one who doesn't have a contact to Cicera.</p><p></p><p>Anyways, in the 1st session, the PCs got to Karlakton (see below) and were soon attacked by a group of revolutionaries who hope to overthrow the city and expel the undead and form a "pure" nation. The revolutionaries were actually assaulting a necromancer working for the Blood of Vol who the PCs decided to defend (since, while Evil, he was really doing nothing wrong when he was attacked). </p><p></p><p>Then some house Orien guards got zealous, Cicera was konked on the head, and Denieth has a contract to hold on to him. So, the PCs have to break Cicera out of "The Iron Maw", a Denith holding facility. They have four days before a Karnnathi interrogater arrives and "asks" Cicera some important questions. With hot pokers.</p><p></p><p>So, I'm trying to make a "Prison Break" adventure, and I want the Iron Maw to be a good prison. Here's what I was thinking would defend it:</p><p></p><p>1) The place has huge walls. BEhind the walls is a magical mist that blocks vision beyond five feet, making shooting inside the building impossible (shooting out is fine, though, since the mist is pretty much one-way only). </p><p>2) Place is patrolled by invisible construct gargoyles or something similar. </p><p>3) There is a trap that consists of a room with two doors; if both doors are ever open at the same time, the room locks itself, and fills with a sleeping gas. </p><p>4) The guards are kept in a seperate Deneith compound, and have little contact with the city. They rotate out of the city every four months.</p><p></p><p>So, what features would also make this adventure cool? I want to throw in some stuff that challenges each PC, as well as allow them to use their strengths. So, I have invisible creatures that the Spirit Shaman can see, and I want to use mooks that deal out low amounts of damage so the Warforged can use her DR. And there will be plenty of opportunities for the rogues...</p></blockquote><p></p>
[QUOTE="Wik, post: 3848739, member: 40177"] Alright. So, we kicked off our first Eberron adventure in the new campaign tonight, and things went more or less as planned. Basically, here's our group (and how they tie to the main NPC, a Master Inquisitive named Cicera): 1) Shield 906, Female Warforged Fighter (4): Was in Cyre during the recent unpleasantness, along with some other 'forged. She's currently searching for Shield 214, a friend of hers who has gone missing in Karlakton. Cicera told her he could help find Shield 214, if 906 helped Cicera (what for hasn't been named yet). 2) Kel, Elven Ninja (4): An assassin that has the mark of Shadow. He's hiding out after a bad encounter with Aundair's Arcane Congress. Thuranni has told Kel to help out Cicera in Karlakton, and lay low for a while. 3) Dezmond, Changeling Beguiler (4): A war-profiteer who knows Cicera loosely, and came to Karlakton in the hopes of making money. 4) Sique, Changeling Rogue (4): a journalist for the Korranberg chronicle (he works for them a lot - in three different forms!) who wishes to discover what "actually" happened in the Mournland, and was contacted by Cicera in the hopes that the two would unearth a conspiracy Cicera is neck-deep in. 5) Jai, Shifter Spirit Shaman (4): A shifter who fought in the Eldeen Reaches, and hates abberations (he's a gatekeeper) and undead. He despises the mournland, and wants to keep it under a close eye. He's built around a huge spot check modifier, and can see the invisible. He's the only one who doesn't have a contact to Cicera. Anyways, in the 1st session, the PCs got to Karlakton (see below) and were soon attacked by a group of revolutionaries who hope to overthrow the city and expel the undead and form a "pure" nation. The revolutionaries were actually assaulting a necromancer working for the Blood of Vol who the PCs decided to defend (since, while Evil, he was really doing nothing wrong when he was attacked). Then some house Orien guards got zealous, Cicera was konked on the head, and Denieth has a contract to hold on to him. So, the PCs have to break Cicera out of "The Iron Maw", a Denith holding facility. They have four days before a Karnnathi interrogater arrives and "asks" Cicera some important questions. With hot pokers. So, I'm trying to make a "Prison Break" adventure, and I want the Iron Maw to be a good prison. Here's what I was thinking would defend it: 1) The place has huge walls. BEhind the walls is a magical mist that blocks vision beyond five feet, making shooting inside the building impossible (shooting out is fine, though, since the mist is pretty much one-way only). 2) Place is patrolled by invisible construct gargoyles or something similar. 3) There is a trap that consists of a room with two doors; if both doors are ever open at the same time, the room locks itself, and fills with a sleeping gas. 4) The guards are kept in a seperate Deneith compound, and have little contact with the city. They rotate out of the city every four months. So, what features would also make this adventure cool? I want to throw in some stuff that challenges each PC, as well as allow them to use their strengths. So, I have invisible creatures that the Spirit Shaman can see, and I want to use mooks that deal out low amounts of damage so the Warforged can use her DR. And there will be plenty of opportunities for the rogues... [/QUOTE]
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