Aberrant Menace in Sharn (Inactive)

Game Master aeryk

The world of Eberron. Sharn: City of Towers. Gritty pulp-noir and magictech. Ever wanted to explore the City of Towers? Become one of it's residents? A master inquisitive hot on the trail of mystery. A hired sword for the Blademarks of House Deneith. An exotic whirling elven dervish and assassin by night of House Phiarlan.

This campaign will explore the dark underbelly of Sharn's criminal world and other forces hidden in the shadows of the tall towers.


Sharn Inquisitive wrote:


SHARN INQUISITIVE - Rhaan 8, 998 YK

ESCAPE FROM THE CITADEL PRISON
Mysterious flaming figure disappeared into the mists of Khyber’s Gate

A daring escape earlier this morning from Sharn’s Citadel prison lit the city with fear and speculation. Witnesses claim the figure dove purposely from the airship just as the airship elemental escaped from its binding. In the chaos he plummeted down the length of the Citadel tower and disappeared into the mists of the Cogs below. Our sources tell us he was scheduled to be shipped to Karnnath’s Dreadhold prison.

His escape is further obscured by the crashing ship and crew that followed him soon after, splintering on the cliffs of Myshan Gardens below. Authorities are not commenting, though a substantial reward is being offered for his capture. So take note all you amatuer inquisitives, you could be on your way to becoming a star if you can catch the immolated madman.

- as always, Ravan Telo

Overview of Sharn

Contacts:

Everyone starts with one contact (bonus contacts for those with high Charisma scores). This is basically a person who is always considered friendly toward you (within reason) and can help you with favors within their ability. Of course they may ask for help in return and the bigger the favor the more dangerous the return favors may be.
If you're new to the city, you could still have a contact in town. Someone you came here to get in touch with. Maybe they invited you to stay with them until you could get on your feet. Or if you're a foreigner, you could have a contact in the embassy. Or maybe someone moved here with you, etc.

This is something you can detail as much as you want or leave vague and I can fill in the details. It's mostly for role-play and a way to get your character tied into the city. And in case you're wondering there will be plenty of action, too!

Magic Items

Quote:

Inquisitive's goggles:

100gp
  • detect magic
  • half range (30ft)
  • 2 minutes/day total use time: 20 uses of 1 round (6 seconds) quick check, 4 rounds (24 seconds) to totally identify one spell (5 uses at this length)
  • half duration of detecting lingering aura
  • Shopkeeper's Glasses:

    50gp (45gp with command word)
  • detect magic
  • range: touch, 1 minute/day total
  • Alchemist's Friend:

    180gp with command word
  • drench for fires
  • Upgrade: breeze for poisonous gas (+135gp = 315gp total)
  • range: touch version, 2 uses/day for each
  • range: 25ft version, 1 use/day each
  • Fire Hydrant:

    (provided by city)
  • drench magic trap
  • 25ft range in poor sections
  • up to 60ft range in upscale areas
  • Lyran's Gift:

    50gp
  • jolt: 1d3
  • range: touch
  • 1/day
  • Cheaper model (25gp): 1 point of damage
  • Upgrade: charged version or more times/day
  • Taster Salts:

    25gp (maybe cheaper)
  • detect poison
  • single use: dissolves in liquid, or sprinkled on food, changes color (purple?) if poison is present
  • Privacy Candles:

    Still working out the pricing on this, but basically this could let you have a private conversation with the range of the burning candle. There would be different colored candles for different levels of privacy. Black being the most secure.

    silence 2nd-level (but inverse, keeps sound in)
    illusion of calm 1st-level (to mask lip-reading)
    ghost sound 0-level (Will save to hear through illusion)