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Good Crime Dungeon adventures?
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<blockquote data-quote="Trench" data-source="post: 3603539" data-attributes="member: 40464"><p>As I said, the first adventure I ran was "Mightier Than the Sword". Basically, a penmaker in the South Market was murdered, supposedly for his invention of a typewriter, and it's caused riots in the Guildsman Districts (The Ironworkers wanted rights to make it, The Masons wanted it not to happen because of their rivalry, Scribes uild protedting, Printers Guild protesting... Etc...). The Shuul, of course, were involved in their own investigation- and ran afoul of the City's own Investigators. The actual perpetrator was a distant relative former watchman who killed the penmaker so he could inherit the swanky South Market house and get out of his Warrens hovel. The typewriter was just a smokescreen.</p><p></p><p>I wrote up a primer on the City Watch Captains, that got posted on Delver's Square, and the PC's have already run afoul of some of the harrier ones.</p><p></p><p>Obviously, social skills like Gather Info and Diplomacy are a plus. Knowledge skills are helpful as well (as one of the Watch were able to identify some chalk marks at the crime scene)</p><p></p><p>One thing I noticed, is that treasure is perhaps a problem. Given the PC's are explicitly aligned with the Watch, they leave any treasure at the scene (with the exception of one shady PC with a good sleight of hand check). So they're fairly treasure light so far. I've tried to correct this by giving them access to the government stores and armory.</p><p></p><p>I'm still working out the kinks, but it's fun so far. Currently, they're playing politics by trying to get on the Guild's good side (after peeving them off last adventure) and solve some murders of Masons by unkown assailants and they just fought off a horde of ratmen who were squatting in an abandoned keep in Dalenguard.</p><p></p><p>The big crime families are lurking in the background... and haven't shown their heads yet. Right now the PC's are mostly stumbling upon fallout...</p></blockquote><p></p>
[QUOTE="Trench, post: 3603539, member: 40464"] As I said, the first adventure I ran was "Mightier Than the Sword". Basically, a penmaker in the South Market was murdered, supposedly for his invention of a typewriter, and it's caused riots in the Guildsman Districts (The Ironworkers wanted rights to make it, The Masons wanted it not to happen because of their rivalry, Scribes uild protedting, Printers Guild protesting... Etc...). The Shuul, of course, were involved in their own investigation- and ran afoul of the City's own Investigators. The actual perpetrator was a distant relative former watchman who killed the penmaker so he could inherit the swanky South Market house and get out of his Warrens hovel. The typewriter was just a smokescreen. I wrote up a primer on the City Watch Captains, that got posted on Delver's Square, and the PC's have already run afoul of some of the harrier ones. Obviously, social skills like Gather Info and Diplomacy are a plus. Knowledge skills are helpful as well (as one of the Watch were able to identify some chalk marks at the crime scene) One thing I noticed, is that treasure is perhaps a problem. Given the PC's are explicitly aligned with the Watch, they leave any treasure at the scene (with the exception of one shady PC with a good sleight of hand check). So they're fairly treasure light so far. I've tried to correct this by giving them access to the government stores and armory. I'm still working out the kinks, but it's fun so far. Currently, they're playing politics by trying to get on the Guild's good side (after peeving them off last adventure) and solve some murders of Masons by unkown assailants and they just fought off a horde of ratmen who were squatting in an abandoned keep in Dalenguard. The big crime families are lurking in the background... and haven't shown their heads yet. Right now the PC's are mostly stumbling upon fallout... [/QUOTE]
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