“The threats to our city and our world are as insidious as they are diverse. Pirates, terrorists, monsters, fiends, anarchists and zealots are only of the dangers that Sharn must contend with in the wake of the Last War. Crime is on the rise, and more and more, the everyday watchman cannot contend with it, nor can we ask The King’s Citadel for any more aid than they already give. For this reason, a new, elite division of the Watch has been formed. You are part of that elite group.”
“Welcome to the Green Tower.”
“We have begun with three small cells in this division. You will report to your handler, Gerald ir’Tosk, at 2000 hours outside Morgrave Univeristy to attend a lecture on the city’s history. This will give you the time to get acquainted with your teammates before being given your first assignments. Gerald will have the details when you are ready. We turn now to you to crack our toughest cases.”
“I commend you. Good luck.“
- Lord Commander Iyan ir’TalanSetting
: Eberron. Sharn is the centrepiece of this adventure, but will also feature the Greater Breland area and possibly other nations. Edition
: PathfinderStarting Leve
l: 2nd level (Fast EXP track)Books
: Pathfinder’s Core, WotC’s Eberron books, Dreamscarred Press’s Psioncs Unleashed & Path of War, and Abandoned Art’s Amazing Races & Class Acts. Blogs
: While its just starting off, anything that I post in my Eberron Blog
is fair game. Races
: Human, Elf, Dwarf, Halfling, Half-Orc, Half-Elf and Gnome (no subraces)
: Shifter, Changeling, Kalashtar, Warforged and Daelkyr Half-Blood
: Goblin, Hobgoblin, Hagborn (Paizo's Changeling), Merfolk, Orc. Classes
: Any from the approved sources. Note that some of them (like the gunslingers and psionics) will require some discussion to find a way for them to fit in properly. Please note that while I allow gunslingers in Eberron, they are extremely rare, not at all organized and thought to be slightly crazy since magic is far more reliable than gunpowder from the average person’s POV.
Hit Points: Full at first level. Half or roll, which ever is better after that.Alignment
: While the Watch is looking to uphold the law, they don’t mind having members who break the mold. The Watch may be corrupt, but most people genuinely get into the business to help people. Ultimately, this is a heroic campaign, so PCs must be non-evil and may be lawful, neutral or chaotic. Background
*In order to apply to any section of the Watch, Green Tower included, an applicant’s primary residence must have been Sharn for at least the last twelve months. For that period, their record must be clear of major fines, and there must be no record of major arson or major theft in the last five years.
* All applicants must be of at least 23 years of age, or the equivalent for non-human races.
*Members of the Dragonmarked Houses are welcome to join, and the Watch pays a retainer fee directly to the House for the privilege of their service, although they cannot be placed in positions of power due to the Korth Edicts.
*The vast majority of applicants were obviously Brelanders, but citizens of other nations were allowed to apply, assuming they met all of the other requirements and could satisfy the Watch that they had Sharn’s best interest at heart. Cyrians, Karrns, Redrians and Zil were preferred, but all were allowed to apply. It’s an open secret that the Lord Mayor did not approve of allowing other nationalities to join the Watch, but the Lord Commander’s multicultural initiative won out due to King Boranel’s support.
* Consider how the Last War has impacted you. The post-war/cold war setting of Eberron will be a major theme in this game. Traits
: You must select two traits. One of these may be any published trait that reflects you background. The other must be selected from the campaign traits below to reflect the primary role your character will play on the team. Wealth
: 1000 galifers (gp).Slots
: I will pick four characters when this timer in about two weeks time. I have a count down until that time expires here: http://www.timeanddate.com/countdown/generic?iso=20140222T12&p0=2Campaign Traits and Character Roles
Appraiser: A forensic expert who specializes in studying objects and detecting fraud.
Benefits: You earn a +1 trait bonus on Appraise checks, as Linguistics checks and Perception checks to detect forgeries. Choose one as these as a class skill.
Beat Cop: Rugged and off the streets, these are the Watchmen who rose up through the ranks and are a cut above the rest.
Benefits: Choose two of the followings skills: Intimidate, Knowledge (Local), Perception or Sense Motive. You gain +1 on both of these skills and one of them becomes a class skill.
Coroner: Bone, organs and other organic evidence is their currency, be it living, dead or undead.
Benefit: You gain +1 to Heal and Knowledge (nature). Choose one of these as a class skill.
Counterspell: Arcane or Divine, magic can be devastating to crime scenes - until the specialists arrive.
Benefits: You gain a +2 trait bonus to attacks of opportunity against targets casting spells and to Spellcraft checks to counter spell. Choose Knowledge (Arcane), Knowledge (Divine) or Knowledge (Psionics) as a class skill.
Detective: The street canvassers who track down the evidence.
Benefits: You gain a +1 trait bonus on Diplomacy when used to gather information, Knowledge (local), and Sense Motive. Choose one as these as a class skill. Criminals have a +1 bonus on any roll to learn about you, as your work precedes you.
Infiltrator: Busts up the criminal circuit by getting right into the middle of it.
Benefits: You gain a +2 trait bonus on Bluff and Disguise against members of the criminal underworld and choose one of these as a class skill.
Lawyer: Those who know how to use evidence and the law to keep criminals off the streets.
Benefits: You gain +2 to all Diplomacy, Knowledge (local), Knowledge (nobility) and Sense Motive while researching for or during a trial.
Public Relations: The face of the team, who hands out official statements and information.
Benefits: You gain +3 to all Bluff, Diplomacy or Knowledge (local) when speaking to someone who is not part of a law enforcement agency and has not committed a crime.
Researcher: The master of the esoteric and uncommon.
Benefits: Choose one Knowledge skill. That skill and Linguistics become class skills.
Sniper: Diffuses situations by taking out hostiles at range from the towers.
Benefits: Choose two of the following: Climb, Stealth or Perception. Both of those skills are class skills.
Special Unit: The cavalry, both the highly skilled and the large & in charge, making dangerous situations safer for their teammates.
Benefits: You gain +1 to Acrobatics and Use Magic Device. Choose one of these as a class skill.
Spy: Lives off of three things - shadows, thievery and paranoia fuel.
Benefits: You gain +1 to Stealth and Slight of Hand. Choose one of these as a class skill.
Tariff Officer: Money is the game that these guys play, mostly working in and around the docks.
Benefits: Choose Appraise, Knowledge (geography), or Swim as a class skill. You also learn to speak and read one additional language from your list of racial languages.
Tracker: You can run, but you can’t hide from him and his tracking squad of men and beasts.
Benefits: You gain a +1 trait bonus to Diplomacy check to gather information, Handle Animal and Survival checks to track an individual. Choose on of these skills as a class skill.
Goblins and Hobgoblins: While the Dhakaani have not ruled for millennia, their martial culture has left an indelible imprint upon all goblinoids of Khorvaire. These races treat regular and heavy flails a simple weapons. Goblins change their racial modifiers to -2 Str, +4 Dex.
Kobolds: Change racial adjustments to -2 Str, +2 Dex, +2 Int
Changelings and Kalashtar: These races gain +2 to one ability score of the player's choice at character creation.
Daelkyr Half-Blood: Can be used unchanged without the level adjustment.
Shifters: See my blog. Long story short, use the skinchanger from Blood of the Moon.
Warforged: Ability modifiers become +2 Con, +2 Int, -2 Wis. Warforged are tough and swift learners, but their quick maturation often means they lack common sense.
I use a version of initiative where everyone roles Init, but then the first person to post each round acts at the highest Init rolled, the second at the next highest and so on. I find this speeds up combat considerably.
I use a skill challenge system created by Mystic Theurge Publications. As opposed to most tests a single roll of the dice, I'd like to try portraying most of them as skill challenges. The idea is to try and create some role playing opportunities while not locking anyone out of a particular scene because they don't have a certain skill advance.
Each challenge will have degrees of success and failure. You may not succeed at everything completely, but you should be able to to succeed enough to keep things moving. Additionally, you'll get opportunities to improve your success. I call these complication tasks.If the Traveller screws with your dice so that a roll does not go your way, I'll give the opportunity to make another roll, although that opportunity would come at some sort of a cost that could complicate things down the road and the number of retries you get will be limited. Costs could include damage, loss of wealth, extra enemies, penalties to other checks or whatever else I can think up of that would make your life harder.
I’ll give you a variety of actions that you can pick from, although you are always free to make up your own action or decide you’ve done well enough. Each time you make another roll, you gain a cumulative +2 bonus to the check, both for the current roll and the previous result. While I know that may seem a bit counterintuitive, it is predicated on the assumptions that previous actions have a positive impact on the situation, so things are becoming easier.
When determining how successful the check is, I will first see if it is better than a previous check. If it is, that becomes our new result. If not, I add +2 to the current highest check. I then compare the result to the DC
I've used this in a couple of PbP games so far, including one here, and the response has been positive. I want to try and create as many RP opportunities as possible, both in and out of combat, as well as encourage and reward creativity.
I’ve had this campaign planned out for a long time. It will begin with the Forgotten Forge, then will be a mixture of original plots and published adventures. Part of my stated goal is to feature every power group from the original Campaign Setting, so feel free to go nut with your backgrounds, because in the City of Towers, anything can happen and I want to keep you guessing.