I made an undercity pointcrawl based on an adventure hook from the toolbox in book 1. It is meant to replace or complement parts of book 1 and book 2. Enjoy.
The foul stench of Snowdew Pond
The truth is Snowdew Pond was built over a haunted sank school, which explains the ghostly sightings but not the smell. The smell is due to an ofalth that was attracted to the location because of all the bodies that were dug up and rubish that was produced when the remains of the school were sealed up during the preparations for the Radiant Festival. The ofalth unsucessfully chased some otyughs and then set sight on an even better meal: the constant barrage of body parts produced by the Skinner. Which means the smell at the pond will go away on its own but the danger it represents will still be lurking under the city and eventually reach the Catacombs under the Ascendent Court (where the PCs will eventually find it if they don't intervene in the meantime). To represent this, assume the ofalth's initial location when the festival starts is area 2. Precipice necropolis. It will move through the shortest possible path towards the final area 12. Arodenite catacombs at a pace of 1 area every 3-4 days, so it will reach the destination in a little over a month. The DC to Track the smell, discerning if an exit from an area leads closer to the ofalth, is 5 times the number of areas between the ofalth and the party. So it's DC 5 if it's an adjacent area, DC 10 if two areas over, DC 15 if it's three areas over and so on. The first hurdle is tracking the smell to the precise location of a tightly screwed storm drain on the northern side of the pond. It takes a DC 25 to Force Open or more likely waiting a week of bureaucracy to get a crew to open it if they ask Edgewatch for official permission to investigate. If the PCs reach the ofalth before they are at a level they stand a chance, make sure to telegraph its power, perhaps by letting them witness the strength of its Stench Aura ability or stealing a glance of its disgusting form from a safe distance. The ofalth will ignore the PCs thinking they are small fry until they get extremely close or attack. Here is the map showing the pointcrawl areas. ██████████████████████████████████████████████████ 1. Drownyard (Level 1-2)
Cavernous space with derelict ruined buildings that once comprised the school. No light except for the ghostly presences. PCs who go back to investigate what this school is about might find their way to Lady Dacilane who tells them the story of her daughter who was at the school, went missing and presumed dead but was eventually found and returned unharmed by the Pathfinders. Check old PFS scenario Black Waters for more info and inspiration. Exits:
Encounters:
██████████████████████████████████████████████████ 2. Precipice necropolis (Level 2-3)
Check old PFS scenario Black Waters for more info and inspiration. Exits:
Encounters:
██████████████████████████████████████████████████ 3. Winding tunnels (Level 2-3)
Exits:
Encounters:
██████████████████████████████████████████████████ 4. Docks sewer (Level 3-4)
Exits:
Encounters:
██████████████████████████████████████████████████ 5. Coins sewer (Level 4-5)
Exits:
Encounters:
██████████████████████████████████████████████████ 6. Docks drainage (Level 3-4)
Exits:
Encounters:
██████████████████████████████████████████████████ 7. Buried city ruins (Level 4-5)
Exits:
Encounters:
██████████████████████████████████████████████████ 8. Gilltown
For more info, check out the Absalom book, page 141. ██████████████████████████████████████████████████ 9. Mother Venom lair (Level 10-15)
For more info, see book 5. ██████████████████████████████████████████████████ 10. Cursed slave holds (Level 5-6)
Exits:
Encounters:
██████████████████████████████████████████████████ 11. Ascended Court ancient sewer mainline (Level 6-7)
Exits:
Encounters:
██████████████████████████████████████████████████ 12. Arodenite catacombs (Level 8-9)
For more details see book 2, page 30.
You could give a hint to players to have some sort of plan prepared if things go south. The cleric in my group cast status on the bait PC so they would know if he was in trouble and rush in to his rescue. Or you could send him through a less immediately lethal trapped room. Not all trap rooms kill you in 1-2 rounds. Keeping him alive for dissection, torture or some other nefarious purpose like Kemeneles is also an option.
Did anyone else make special arrangements to make resurrection easier for their group? Here's what I did: We had an unfortunate death in book 4 (the ankou shadow doubles body-blocked the ranger) and the player seemed inconsolable and really wanted the character back. The convenient thing was that the player also wouldn't be able to attend sessions for a while so we organised a few mini sessions for the rest of the players. The basic structure we used was the Research Subsystem. The way it works is there are various places of knowledge (called "libraries" in the subsystem) and interacting with them (usually requires a skill check) gives you points. The more points you collect, the easier it gets. Each place of knowledge might have its own quirks and restrictions. When you achieve certain point thresholds you get a benefit, like a sudden realisation about what to do or even some unexpected extra. For Absalom I chose the following "libraries":
Each place grants a maximum of 3 points. Each attempt takes at least 4 hours (half a day). The default DC was 30. The thresholds I used were roughly as follows:
So what happened after that they arranged a speech from all the important people from his background, including the guy who set him free , the people who helped to his feet when he was poor, the colleague he had a fling with. They bought spices imported from the Mwangi Expanse where he came from and so on. We also role-played him being a ghost for a bit, he encountered a lesser death (the same one the Twilight Four had called to deal with the Infector) who tried to send him to the Boneyard but he resisted. During the culmination of the ritual (which was a critical success) he briefly met Desna. All in all it was worthwhile and I don't think it trivialised the impact of character death. They later re-used the same tricks to resurrect Harlo Doleen (which I initially thought would completely derail the plot but actually wasn't too difficult to deal with).
I did a write-up on how to run the Pratchett/Ralso trial. It should probably be run at some point during book 2 or in-between books but since it acts as a sort of epilogue event for this book I'm linking it here.
Before the trial:
One of the people who are visiting him frequently is Mrs. Honeywall who fanatically believes in his innocence. Pratchett is slowly radicalising her and will eventually ask her to burn down the hotel (ostensibly as an act of defiance) to destroy any evidence the PCs haven't gotten around to gathering. If she succeeds and the PCs investigate the ruins, they might find and recognise her glasses (Perception DC 25). If she is arrested she will stand trial with the rest. He is also very quickly writing his memoirs to "tell his side of the story", of course they will be full of lies to turn the public to his side. He asks Vancaskerkin to publish them but Vancaskerkin, recognising an opportunity, informs the PCs (he's eager to win their trust, hopes they will return the favour later or even prove useful pawns). If the PCs show no interest in stopping this, he goes ahead and does it but if they ask him not to he will respect the PCs' wishes. Pratchett doesn't want a lawyer, he will represent himself. Ralso might also be on trial as Pratchett's accomplish. Before the trial she might have cooperated with the PCs and Edgewatch, some of the PCs might have pitied her and want to help her. She makes no preparations on her own, so she won't even have a lawyer unless the PCs take an active interest in helping her and she will only remind them of the lawyer situation the day before the trial. If the PCs try to help her, she will play along with anything they suggest, including an Atone ritual. Nobbindale (the redcap) might also have been arrested. In that case he will stand trial with the rest. He is completely unhinged and will refuse any cooperation. The public prosecutor, Zendo Loreya, an old man with a white short well kept beard, comes by at Edgewatch HQ to get the list of all the evidence and all other info on the case the PCs might offer him. The courthouse:
Lady Seichya of House Tevineg (high warden of the Brine prison, trademaster of the Salt Cartel) is the presiding judge. She has a conflict of interest of course, since her control of the private prison means she'd rather see defendants convincted than go free. Outside the courthouse, the PCs might encounter Eunice (if they have saved both him and Kemeneles). He is standing next to the door with his arms crossed, clearly annoyed. He is watching a bunch of urchins around his age whose circumstances couldn't be more different than his own: they are selling newspapers and trinkets, shining shoes and possibly even picking pockets. Kemeneles forbid him to go inside on account of the gruesome descriptions that will no doubt be relayed during the trial. He feels this is unfair. Still, seeing the PCs might lift his mood if they were nice to him in the past. The process:
If things are not going favourably for Pratchett, he gets vindictive and tries to take down Ralso with him. In that case, consider adding the following episodes:
If Ralso is cornered after Pratchett turns on her, she considers changing her plea to guilty, confessing her crimes. If there is a PC she trusts, she looks at them expectantly hoping for a sign in the form of a nod or other body language. She will follow their advice. Make sure to modify or skip episodes based on what has transpired in your game (e.g. if a witness was not rescued they can't testify, if a piece of evidence was not recovered it cannot be presented and so on). The verdict: Each episode contributes 1 conviction point to all relevant defendants by default. But if some deposition or piece of evidence is doubted or objected to, then the point might be nullified. Pratchett will never miss an opportunity to do this. If no PC is involved, the GM decides if the point is nullified or not. If a PC is involved in an episode, they roll a relevant skill check (mostly Diplomacy) with DC 20. If the involvement was against a defendent then:
If the involvement was to object or cast doubt to a witness or piece of evidence then:
Example objections that Pratchett might use:
Finally subtrack 1 conviction point for each extenuating circumstance, for instance:
Depending on conviction points, the verdict is:
I made a homebrew sidequest addon. It uses information mostly from book 4 but level-wise and story-wise it fits betters somewhere during book 3. The sidequest involves uncovering a circle of norgorberite assassins in the Ivy district that might have some tangentially useful information for the Twilight Four. It can be used to replace parts of book 3 or add to it.
Shreeve:
Shreeve is intimately acquainted with the Blackfinger temple yet she has not been granted access to the inner sanctum under the temple proper. Nevertheless she knows a lot of secrets of the cult. Even though she is not directly involved with the twilight four, she knows a few things about the blackfingers. She has been trying to gain access to the blackfingers lower temple unsuccessfully for a while now. Jonis has word from Norgorber himself that she's not to be trusted. She has heard that Jonis the head priest of the Blackfingers temple is part of the twilight four, a conspiracy of high-level norgorberites. She does not know what the conspiracy involves exactly but she knows it's important. This information was fed to her by Vancaskerkin's agents, hoping it would lead investigators off his trail and destroy Jonis at the same time. Shreeve was recently hired by Bloody Berleth to kill Maurissa Jonne but he had second thoughts, did not make the payment so the assassination never went through. Possible hooks to start mini-adventure:
Potion shop:
Her shop seems like a normal potion shop, with a focus on alchemical consumables. False bottoms/backs in the cabinets she stores her usual wares conceal potent divine poisons (pretty much everything from the adventure toolbox of book 4 is available), those are for special clients or for her own use. In her private chambers on the 2nd floor connected to the shop via a staircase, on her desk, one can find her formula book, where she keeps all her recipes: focus cathartic, vermin repellent agent, vexing vapor, skeptic's elixir, silvertongue mutagen, quicksilver mutagen, juggernaut mutagen, energy mutagen, dread ampoule, cognitive mutagen, drakeheart mutagen, tanglefoot bag, alchemist's fire, acid flask, snake oil, antidote, bravo's brew, elixir of life, wyvern poison (last one is encrypted, DC 30). The same notebook also contains a list of her clientèle each associated with a 4-digit code. If studied, Perception or similar DC20 to notice some clients have no associated orders at all. Perception or similar DC25 to notice she has nowhere near 9999 clients so there's no sense in using 4-digit codes. These deductions will come into play later. The altar:
The actual solution is to sing a skiprope rhyme called "No-No Norgorber" while pouring the right sort of liquid at certain times, as noted below. The players could figure this out on their own if they are familiar with the rhyme (try to foreshadow it), or they could remember it with an appropriate check (DC20 if they realise it's something like a song or poem or hymn, DC30 if they have no idea what they're supposed to be looking for). The timings and liquid requirements can also be figured out with appropriate Identify Magic or similar checks. The device hums and glows more and more with each correct new liquid poured but if you pour something wrongly then the humming and glowing ends abruptly. This together with knowledge of Norgorber lore (as a lore-skill or just paying attention) will help the PCs figure it out. Someone who is a Master in Thievery can Disable Device DC30 to completely bypass it. Other similar brute-force solutions should be around DC35. Here is the rhyme and liquids: Reaper?
What lies beneath the altar:
Assassination log:
Once the PCs solve this they get a clear picture of all the assassinations Norgorber's Knot has conducted. There is only one entry that is related to the main case though: The last row is an assassination ordered by Bloody Berleth to get Maurissa Jonne killed. The bounty was set to 1800 gold but was never paid (as indicated by the fact that the last two dates are not filled in). Bloody Berleth, despite his hatred for Maurissa, couldn't go through with it. Behaviour and schedule:
For Shreeve use the statblock of Japu Thelenger (AoE book 4, page 14). Add a gaseous form potion (and at your discretion, perhaps some more alchemical items for emergencies). For her assassin buddies use the assassin statblock from the Gamemastery Guide. As an example, for 4 level 10 PCs, Shreeve + 4 assassins is a severe encounter, Shreeve + 2 assassins is a moderate encounter. What the PCs can gain from this scenario:
Where do we go from here:
I liked the campaign as well and agree with most of your criticisms. It would be definitely better if it wasn't a 6-part 1-20 level AP. Quote: Why does first book assumes it ends on Arodus 3 and final book on Rova 7? That's less than month for entire thing) If you're referring to the newspaper frontpages, I don't think they are meant to impose a timeline or deadline on you. They are just used illustratively.
If you're looking for a low-key early foreshadowing of Olansa as the Gray Queen, I have a treat for you. To make a long story short, it's a case they receive about how Olansa stole a High-Council seat but presented in such a way that it will be dismissed until it's too late. You can run this scene as soon as the PCs get promoted to the Starwatch.
One of the subtler foreshadowing I've done is the Larrett vignette. Absalom, City of Lost Omens wrote: Larrett, sometimes called Lord Filth, is Absalom’s infamous Commissioner of Sewers. With sunken eyes, a wrinkled nose, and long, greasy locks tumbling down from an unkempt and receding hairline, the twitchy administrator would look as if he had just crawled out of a septic puddle if he wasn’t always bedecked in the latest and most expensive Ivy District fashions. The smirking villain is perhaps the most caricatured politician in Absalom’s broadsheets, his face a veritable symbol of corruption known all across the city. The commission’s efficiency, as well as Larrett’s alliance with fellow Sanitation Commissioners Venlun Frusk (Streetsweepers) and Pondo Funt (Trashpickers), keep Larrett in power despite the fact that everyone seems to hate him. He's a member of the High Council and thus has one of the precious votes for deciding who's the next (acting) primarch. The year before the start of the AP, Olansa very carefully orchestrated, in conjunction with the newspaper Eyes on Absalom, a damning exposé of his corruption. The scandal was so great that it left the acting primarch Starborn no choice but to replace him during that year's Exaltation of the Starstone. Olansa, with some expert political manoeuvring, was not only credited for catching him in the act, but also got his place in the High Council, thus securing one vote for herself when the Twilight Four plan was eventually enacted. There was a secret tradition that the positions of the High Council were reserved for the bearers of the magical cornucopias (see the 1e Guide to Absalom for more info about this recently expunged bit of lore) but that tradition had been waning for a long time after the artifacts lost their powers with the death of Aroden so Starborn wasn't particularly concerned with being the first to break it. Since then, as is his right as a council member, Larrett has been regularly visiting the Starwatch and asking them to investigate how Olansa stole his high council seat. He will talk to anyone there who will listen to his ramblings about how he deserved the seat because of the cornucopia and so on. He has become a joke at the office. The Starwatch, as is their right, have decided, repeatedly and despite his protestations, to de-prioritise his case. Enter the PCs. After they earn their Starwatch badges in the beginning of book 3, you can run this scene for them while they are in their office at Starwatch Keep, preferably when they feel they already have their hands full: One of their colleagues, preferably someone they already have a relationship with, sighs and mumbles "Not him again" as they're watching from a window. If asked, they will tell the PCs about how this low-councilmember has been bothering them with "a case of utmost urgency" (they do the air quotes to indicate the sarcasm). He used to come more often but lately he comes by every time there are new recruits so he's definitely there for the PCs. Larrett of course demands an audience with the new Starwatch agents and if the PCs grant it, he tells them what he tells everyone about how he is entitled to a high council seat and not just a lowly low-council seat and how Olansa stole what was rightfully his etc etc. Obviously he comes off as extremely entitled, corrupt and hysterical. If there's any other Starwatch guards present they roll their eyes incessantly through the whole ordeal. If the PCs recall knowledge about him they remember all the caricatures they've seen of him, not just in Eyes on Absalom but also as a character in puppet shows and word on the street about how corrupt he is. The PCs will very likely completely dismiss him and write him off as another corrupt entitled nobleman that deserves his demotion... but the narrative seed of Olansa's meteoric rise in political power as well as her being a great thief has been planted.
I wanted to foreshadow Chapter 3: A Wonderful Time in Harrowland, so I ran the module The Harrowing to do so. The idea was that Vancaskerkin used an occult ritual or darkside mirror to create the Rabbit Prince out of the essence of one or more PCs. As a side-effect of this, the PCs stumble into the Harrowed Realm and have to escape. Vancaskerkin's alter-ego inside the Harrowed Realm is the Nightpeddler.
I wanted to foreshadow the Harrowland from book 4, so I ran the module The Harrowing to do so. The idea was that Vancaskerkin used an occult ritual or darkside mirror to create the Rabbit Prince out of the essence of one or more PCs. As a side-effect of this, the PCs stumble into the Harrowed Realm and have to escape. Vancaskerkin's alter-ego inside the Harrowed Realm is the Nightpeddler. Here's my notes for converting the module to 2e. (I'm linking it from this thread too since this book is the best place to foreshadow Harrowland and the encounters in my conversion are semi-appropriate for a level 10-11 party.)
I ran this module as a side-quest / foreshadowing for my Agents of Edgewatch campaign. My notes are very patchy but I thought I'd share them in case they are useful to someone else. Should be okay for around level 10-11 PCs. Playing the corresponding card against a storykin applies the weak adjustment to them for the rest of the fight. Events:
Α. Midnight circus
B. Briar
C. Demon's Fen
D. Manmolds
E. Prophet's Garden
F. Sanguine Playhouse
G. Smith’s Caldera
H. Trackless Dearth
I. Striding Fortress
Quote: the "Flying Chairs" obviously seem to be some kind of elevator, but if they're designed for Edrer, why do they have chairs inside? How would Edrer bring his wheelchair with him? Flying chairs were presumably not designed solely for Edrer. It's just that Edrer having a disability made Gage more keen to design the casino with disability in mind. I assume there are no actual chairs inside or if there are there's also enough space for Edrers wheelchair to fit. As an aside, I always read this as "flying stairs" until you pointed now that it's actually "chairs". Quote: there is a bouncer at the curtain checking people who are looking to enter, but there's also just an open passageway to the north I mean it's not that rare, there's theaters that are designed like that too. Not all spaces are designed with absolute security in mind to physically block any trespasser. The bouncer obviously knows you can go through the curtain on the other side or past the corridor that way and will keep an eye on you, not allowing you anywhere else on the floor if you don't have the right credentials. But it's still possible to sneak by the bouncer by distracting him or whatever. Quote: it says the tokens cannot be removed from the briefcase Think of it like a piggy bank. You can easily put coins inside at any time without doing anything special but removing them requires a key or thievery.
Nice, how did the fight go? Did you use more spells or Reality Rip? I'm also thinking of changing Olansa, I would REALLY like to give her some sort of supercharged Steal ability that allows stealing spells, abilities. items, all sorts of stuff. Looking into high level rogue feats and Umbral Graft/Extraction spells for inspiration.
I also did the Djinni Vizier from the casino in book 3 a while ago. Had some time to transcribe it today: Djinni Vizier — Creature 10
Perception +20; darkvision; detect magic Languages Common, Auran Skills Acrobatics +23, Arcana +18, Athletics +18, Crafting +16, Deception +18, Diplomacy +22, Society +16, Stealth +19 Str +5, Dex +7, Con +3, Int +3, Wis +2, Cha +5 Bound Wishes A djinni vizier can grant a mortal or undead creature up to three wishes within a year’s time. Once they grant a third wish to a single creature, they are freed from service to that creature forever. Items scimitar AC 30; Fort +16, Ref +21, Will +18 HP 170; Immunities acid; Resistances mental 10, sonic 10 Whirlwind (air, arcane, aura, evocation) 30 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. Speed 25 feet; fly 40 feet Melee [1-action] scimitar +23 (forceful, reach 10 feet, sweep), Damage 2d6+15 slashing Melee [1-action] fist +24 (agile, finesse, magical, nonlethal, reach 10 feet), Damage 4d4+8 bludgeoning Ranged [1-action] crashing wind +23 (air, arcane, evocation, range increment 20 feet), Damage 2d8+5 bludgeoning Spells DC 30, attack +22 ; 10th wish (bound); 7th Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only); 5th creation, tongues, summon giant, illusory creature, illusory object; 4th gaseous form, enhance visuals (at will), invisibility (at will) (self only); Constant detect magic Hurricane Blast [1-action] (air, arcane, evocation); Frequency Once per round. Effect The djinni pushes all creatures in its whirlwind back 30 feet, or repositions all creatures inside the aura without changing their distance to the djinni. Each creature must attempt a DC 30 Fortitude save. Bumping targets to walls or to each other deals damage as if they had fallen. On a success, a target avoids being moved, and on a critical failure it falls Prone in addition to being moved. Creatures with the air trait are immune.
You're right, if you want to say that the Graycloaks have been there for a while, it makes no sense that they are right where the Skinsaw cultists come and go. But to be honest, D13 doesn't make a lot more sense to me as a long-term safe spot either, they would be right next to Tyrroicese. They would be able to hear his slimy appendages and their commander's voice from within its mass. And it's hard for me to imagine that a slightly tight corridor would be an insurmountable obstacle for a slime in a suit of armour. Perhaps if you changed D13 so the corridors had doors or something else to seal them off? Or maybe move Tyrroicese's initial location away from D13. Or maybe the Graycloaks go back to the lower level and hole up in D23 (after clearing it up as much as possible) or D24.
I think the default assumption is that Flakfatter dies. There's too many things going against him:
If they manage to have him survive all that, the PCs should be rewarded at least with some extra info on the T4. But in order to move the plot, Flakfatter being alive is not necessary at all. The next part of the plot involves the PCs and Starborn getting tricked by Vancaskerkin to approach the Harrow circus thing. If anything, Flakfatter surviving makes this part more awkward to implement as written. With all that said, if the demilich succeeds, I would say her next goal would be to get rid of the PCs and failing that run away from them. The demilich is a demented creature. Her plans are insane and her grasp on reality tenuous. Even if she agrees to the trade you describe I doubt she would seriously be of any help to the PCs later on.
Cirithiel wrote:
I talked to narchy and he confirmed the HQ is meant to be this building. Cirithiel wrote: Any other landmarks I should be looking for? The pagoda and the menagerie are kinda obvious. The Dreaming Palace is also there as we discussed in a different thread. There might be more. For sure there are some old landmarks from before the sector was re-built. You can quickly locate those by comparing the old map from the Absalom book with this one since they align perfectly.
Aishama wrote: Where is it stated that they could have learned this? I'm pretty sure it's not stated and it is a mistake. Here's how I handled it in my campaign: PCs killed Skinner so they couldn't learn anything from her. From Mobana & Violeta they learned about the existence of the T4 but not its exact aims. They still had no lead about Skinner's dealings with the Washboard Dogs so I brought in Niervok from the Absalom book to connect his story about witnessing an abduction and the abductions the Washboard Dogs did on behalf of the Skinsaw cult. We are currently in the middle of book 4 and my players still have no concrete idea about the T4's plan. They have some theories that it has to do with taking advantage of a political power vacuum since the whole "revolt is being puppeteered by the Infector from the shadows" bit at the end of book 3.
It's not on the map. You have to decide for yourself where to put it. However, there's a new map made by narchy that actually shows the location of the Dreaming Palace. It's this one.
If you're asking about the location of the Edgewatch police station, no official location exists. A lot of people assume it is that big building north of the mystic gardens with a humongous backyard filled with white circles. PS: See also this question I asked on reddit when I was starting.
Seems pretty good. My only concern is that it has a very "theme park" feel, there is no "realistic" reason why all these people that are relevant to the plot are congregating in this spot and parade in front of the players one after the other. If this is the atmosphere you were going for (which seems reasonable since it's literally a theme park ride!), that's fine of course. Just thought I'd point it out.
My group just finished book 3 so we have a long way to go still. While we're waiting for other people to chime in, here's an in-depth review of the AP after completing it in full with separate sections for each book that someone posted on reddit. Just finished running a full campaign of Agents of Edgewatch. Here are my thoughts!
I wrote a comment on reddit that is about the overlap between the old version of the Precipice Quarter presented in the Absalom book and the renovated version that appears in the AP. Quote:
The original Chicago World Fair lasted for 6 months. You can stretch the AP story so book 1 is right at the start of the radiant fair and book 6 is after it's over, or even later. Conceivably I think the whole plot with reasonable added downtime can be stretched to about 1 year in extremis. That's still not a very "realistic" 1-20 level timeframe but it's less jarring than 3 months.
rokeca wrote: Given that, I’m having a hard time rationalizing that the PCs won’t be able to figure out with some investigation where the guild is operating from. I allowed them to investigate and find the Coppher Hand HQ earlier. They had the choice to raid it before the robbery but after consulting with other guards they decided not to in case they couldn't find any incriminating evidence in the building and tipping them off that the guard is after them (which would result in them changing up the details of the robbery, making it harder to stop). rokeca wrote: I am also super-challenged given the amount of time the guild has been operating that Melipdra and the Sleepless Sons don’t recognize the name 'Copper Hands'. In my game, the Copper Hand was careful enough to avoid notice for the most part and the bank robbery is not their usual style since they're forced to do it by Skinner. You can find about these and all the other additions/adjustments I did to expand this part and make it more -as you said- like "procedural investigators" in this thread: Expanded Bank Robbery Investigation where I wrote down all my notes on the topic.
Chan Wakhan wrote: Hello, everyone. I decided to give this AP a go and enjoy it so far. Thanks for everyone's ideas here. It is my group's first time in Pathfinder 2e - for me as Game Master and for the rest as players. I especially enjoyed encouraging them to think outside of the box to solve the challenges in ways different than a fight, unless they had no choice. For some of them, it was a steep learning curve but they are getting hang of it. They have became the most troublesome of agents, and they have earned an alias on the precinct already: "Divas of Edgewatch". "Queens of Drama" would do to :D Anyhow, I have just shared with them a quick set of handouts I prepared for the Missing Persons part of the game. A lot of the text comes from or is inspired by the Naurgul's post. Maybe some of you would like to use it, then have fun! Here are 9 missing persons notes/reports. Wow your handouts are absolutely amazing! :D Glad your players are having fun making trouble for the watch, especially for that stuck-up Lavarsus I would hope!
Okay it's done. I will recount here what happened: The players successfully convinced a judge to sign a warrant but their efforts were noticed by some corrupt token guards and court employees. Also it got late before the PCs returned with all the required evidence so the judge went home. When the judge returned the next dawn he found his office had been broken into. He got paranoid and took the day off, promising himself he'd just lie low and wait for this all to blow over. In the meantime, the leaked information started trickling to the halls of power, first to the Token Guard HQ, from there to Gage and from Gage to some grandcouncilmembers. Meanwhile the PCs tracked down the judge to his home. Despite his butler's best efforts to conceal him they realised he was there, then talked to him appealing to his courage and conscientiousness. He agreed to sign on the condition they offered him assurances he'd be safe from retribution, both physical safety and job-wise. PCs went to the Grand Council Hall to do that but there they discovered that the political repercussions were under way. There was talk about the council having enough votes to investigate Asilia of Gyr for skirting her duties. It was obviously Gage's doing that tipped the scales. After this the PCs decided to back off and try a different approach. They issued a posthumous fine to Morrisa for her crimes then did a civil forfeiture on the key and by extension on the contents of the vault, ostensibly to pay off the fine. They greased the wheels of Starwatch bureaucracy to finish this faster and convinced Alasmin Sarulamon to sign it off. Then they tracked down the Second Lady of Laws and urged her to offer her official judgement/opinion on the matter in writing which she did. They were still in time to catch Franca in the act but at the last minute they decided to wait until morning so that the casino will be less busy. They woke up Gage early and, flabbergasted, he couldn't say no to their airtight legal argument so he opened the vault for them... only to find it empty. I hope my group's experience might inspire anyone else looking for ideas on alternatives to doing the heist.
AlastarOG wrote: I'd have the informant be the judge's wife, who then called Carlile who doesn't like official raids in his casino and this nixed the whole thing politically. Hmm not sure I get what you're getting to here. Why would the judge's wife put her husband in peril? Also that doesn't answer who in the Grand Council Carlyle is connected to and what threats they would use against the Starwatch. AlastarOG wrote: As for them getting there before franca, why? There's no specific time frame in the AP, just have franca have already taken the thing when they get there. I wanted to give the party a chance to get to the vault before her because I thought automatically failing and achieving nothing at the casino was too underwhelming. I was expecting that they would either do the heist slow and steady and Franca would get it before them or they would rush to do the heist and catch Franca unprepared forcing her to intervene mid-heist. What I didn't expect was they'd un-stealthily get a warrant.
I had one persistent token guard harass them while they were there so it makes sense he and the rest of that guard are involved. Thanks, I'm gonna use that. That would probably be enough to scare the judge but what about the Grand Council and Starwatch? The book says
Quote: Asilia relates a story about a prior investigation a few years ago in which she herself requested access to the Lucky Nimbus’s lockboxes and came up empty-handed. She suspected foul play, but the next morning, a powerful grand councilmember’s adjutant suggested— not so politely—that Asilia drop the matter, which she did.
My players also didn't seem too keen on robbing the casino so I let them try to get a search warrant. They were told they needed some personal connection with a judge to expedite the process so they asked Orvington (the bank owner from book 2) and he so happened to know a guy. They went to the courthouse in disguise and were introduced to Judge Brett who in turn they had to convince that it was of utmost importance that he signs a search warrant right away. I ran this as an infiltration subsystem so the longer they stayed in the courthouse and the more attention they drew to themselves the more awareness points they accumulated. The judge asked for three things: 1. To get him the official search warrant seal from the seal storage room. They got it although not without alerting the clerk.
By the time they returned from the Docks the judge had gone home for the day. And when they returned the next morning there was definitely something up because the judge was missing on sick leave. This is where we left off. I don't know what happens now, I don't even know who exactly got wind of their plans and stepped in to scare the judge. But there will likely be no casino heist if things keep going this way. If you guys have any ideas to help me with the next steps with who was Gage's inside man in the courthouse/council and what they did to the judge, that would be great. Also my players will likely get to the vault before Franca so I need a plan on how she reacts. OmegaZ mentioned he had Franca just fight the PCs but I'm afraid that might be a tad too anticlimactic since it's almost impossible she manages to take the bomb from them and escape both the PCs and everyone else in the casino going after her. Any ideas would be most welcome.
I made troop statblocks for the two gangs that appear in this book. Here's some direct monster.pf2.tools links for convenience:
For the sake of completionism and in case a serious gang war breaks out in your campaign, here's a Diobel Sweeper gang troop to complement the other one: Diobel Sweepers Crew — Creature 12
Perception +21 Languages Common Skills Athletics +22, Intimidation +18, Gang Lore +18 Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2 Items huge quantities of vials and alchemical reagents (reduced to broken glass and brownish mush after combat) AC 30; Fort +23, Ref +20, Will +18 HP 240 (16 squares); Thresholds 160 (12 squares), 80 (8 squares); Weaknesses area damage 15, splash damage 8 Troop Defenses Speed 25 feet; troop movement Form Up Alchemical Barrage [2-to-3-action] Frequency once per round Effect The members of the gang throw a barrage of alchemical vials in a 10-Foot Burst raining down 1d12+2 elemental + 4 elemental splash damage (DC 27 Basic Reflex save). Each target rolls 1 additional effect from the table below on a failure (2 on a critical failure). Increase the number of additional effects by 1 if the 3-action version was used:
Sweep [1-action] Frequency once per round Effect The members of the gang wildly swing their weapons at each enemy adjacent to the troop dealing 2d12+9 bludgeoning damage (DC 25 Basic Reflex save). Troop Movement
Here's a Washboard Dogs gang troop in case your players are mad enough to take them on: Washboard Dogs Crew — Creature 11
Perception +21 Languages Common Skills Athletics +22, Intimidation +18, Gang Lore +18 Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2 Items assortment of bludgeoning weapons like pipes and morningstars, one washboard each (use steel shield stats) AC 31; Fort +23, Ref +20, Will +18 HP 210 (16 squares); Thresholds 140 (12 squares), 70 (8 squares); Weaknesses area damage 15, splash damage 8 Shield Block [reaction] Trigger The crew takes damage from a physical attack. Effect They snap the washboards into place to deflect the blow. The shields prevent an amount of damage up to the shields' Hardness. The crew takes any remaining damage. Troop Defenses Speed 25 feet; troop movement Fire Crossbows! [2-action] The gang draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-Foot Burst within 120 feet that deals 5d8 piercing damage (DC 25 Basic Reflex save). Form a Phalanx [1-action] Many of the gang members raise their washboards to protect others. They gain a +2 circumstance bonus to AC until the start of their next turn. Form Up Scary Swing [1-to-3-action] Frequency once per round Effect The gang members wildly swing their weapons at each enemy adjacent to the troop (DC 27 Basic Reflex save). On a failure, the target becomes Frightened 1 and on a critical failure Frightened 2. Add the number of actions used and the target's frightened value:
Scraping Clamor [1-action] (auditory, manipulate) The Washboard Dogs scrape their weapons up and down their washboard shields, making such a clatter that it's hard to hear anything over the din. Until the beginning of the crew's next turn, all creatures within 30 feet gain a +5 circumstance bonus to any saves to resist auditory spells or abilities. Troop Movement
Quote: Instead of the heist automatically failing because Franca Laurentz beat them to it without any chance for success, I had Franca trying to rob the casino at the same time as the Agents. Franca also has connections to the Champion of Milani in the party, both having escaped slavery together, so its personal. I really like the idea of giving players a chance to stop Franca. But I think it should be really hard to achieve, i.e. they should only be able to do so if they think outside the box and outsmart her. In my campaign Franca is also acquainted to one of the PCs and depending on how they handle it she might learn of their heist plan and execute her own plan one day in advance. The PCs might or might not realise this by her demeanour or whatever. On a totally unrelated note, I think I noticed a secret story connection: It's heavily implied that Gage got his fortune by aid of a djinni vizier. RAW the djinni is dead when the players get in the vault. There's also some info on Gage that says he really desires to be part of Absalom's upper class but the other rich and nobles aren't accepting him. Now here's where it gets interesting. The Bestiary entry for djinn viziers says
Quote: Djinni viziers prefer to manifest wishes in physical, often gaudy displays, but cut corners in quality. Wished-for gold, for example, might only be gold plated So... add two and two together: Gage wished to be part of the upper class and he got his wish: he's outwardly rich yet the upper class won't accept him as one of their own. His wish got monkey pawed, he got the "gold plated" version of being in the upper class.
Here's an attempt at Sergeant Ollo: Sergeant Moldun Ollo — Creature 8
Perception +19; Darkvision Languages Common, Dwarven Skills Athletics +19 , Diplomacy +18 , Society +17 , Absalom +17 , Legal +17 Str +4, Dex +1, Con +5, Int +2, Wis +1, Cha +3 Items battle axe, steel shield AC 26 (28 with shield raised); Fort +20, Ref +14, Will +18 HP 160 Speed 20 feet Ancient Blood +1 circumstance bonus to saving throws against magical effects Bravery When Ollo rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time he gains the frightened condition, reduce its value by 1. Quick Shield Block [reaction] At the start of his turns, Ollo gets an additional reaction that he can use only to Shield Block Melee [1-action] battle axe +21 (attack, sweep), Damage 2d8+2 slashing Heroes' Call [2-action] (Frequency 1 time per day) Ollo sings of ancient heroes. He or an adjacent dwarf ally gets the effects of 3rd level Heroism. If the target has half or fewer Hit Points they also gain 16 temporary Hit Points. Swipe [2-action] Ollo makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within melee reach and adjacent to each other. Roll damage only once and apply it to each creature he hits. This counts as two attacks for the multiple attack penalty.
How about we share some statblocks we have made for those situations that aren't strictly in the AP but could potentially arise? I'll go first. Here's my take on Detective Desdelen “Skinny” Bolera: Detective Bolera — Creature 6
Perception +18; low-light vision Languages Common, Dwarven, Goblin, Undercommon, Kelish Skills Arcana +15, Deception +13, Diplomacy +13, Occultism +15, Performance +13, Religion +15, Society +15, Stealth +13, Creative Writing +18 Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2 Items acid flask, crystal shards, thunderstone, tanglefoot bag, dread ampoule, alchemist's fire, blight bomb, frost vial, ghost charge (all moderate), handcuffs (good), fingerprint kit, forensic dye, blindpepper tube, looter's lethargy AC 23; Fort +12, Ref +13, Will +12 HP 90 Speed 25 feet Ranged [1-action] Crossbow +18 (range increment 120 feet, reload 1), Damage 2d6 piercing Bolera's Interrogation [3-action] (Frequency 3 times per day) She focuses her attention on a single creature within 30 feet. That creature must attempt a Will save against her Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes. Devise a Stratagem [1-action] (Frequency once per round) She chooses a creature she can see, Recalls Knowledge on it and Strikes. If the Strike is a failure, the attack never happened. If it's a success, add 7 precision damage, the target becomes flat-footed for one ally's next attack, improve the Recall Knowledge result by one degree. Expeditious Inspection [free action] (Frequency once per 10 minutes) Assesses surroundings with great speed. Recalls Knowledge, Seeks, or Senses Motive. Inspire Imitation [reaction] Whenever she critically succeeds at a skill check, she automatically qualifies to use the Aid reaction when attempting to help an ally using the same skill, no preparation needed.
As promised, I wrote a big expansion for the bank robbery investigation, which you can read here.
I thought I would share my notes on how to expand the bank robbery investigation in the beginning of book 2. Copper Hand missive
Radiant parade route
Here is the route of the radiant parade that your players should get access to soon after they express interest. Each district segment is marked with a different colour. On the big day, the parade will start at the Hall of Nations and end near the Starstone Chasm. Rehearsals
Talking to the participants or following the participants back to their workshops after the rehearsal might trigger the scene that in the original AP happens at the tannery. Reflavour the NPCs and scenery as necessary depending on where it happens. The important clue that gets uncovered is that there was a float or theatre machinery depicting Aroden raising the Starstone out of the ocean but the pneumatic telescoping cylinder part that did the lifting was stolen, ruining the best part of the effect. Most of the float makers reside in the Ivy District having a background in theatre prop making. But of course if the PCs pay close attention they might notice that the ship float is one of the few that goes somewhere else: to the Foreign Quarter. They can follow it there to the thieves' warehouse on Richmore street in Vudratown. Here's some descriptions you can use for the rehearsals: Quote:
Potential banks At some point the PCs need to try to narrow down the potential banks that might be targeted. They can cross-reference an index of the city's banks with the parade route or just walk the route and check what banks are on the way. If the players don't come up with this, have Ollo or Bolera gently nudge them e.g. "if only we had a way to filter the banks to know which ones to focus on". Letting them roll a skill check for ideas is also fine. One way or another, they get a list of banks located along the route of the parade. Here's a map of possible locations for the banks in the Coins district. Show a rough sketch of each bank's layout to the players if possible to help them visualise the place and how the robbery might play out. Orvington: Run it as written. Extra clues if the PCs keep coming back: Perception DC 10 to notice Urthar is on unpaid leave, Craft DC 20 to notice the iron bars are of exceptional quality, Nature DC 15 the dogs are excellent guards. Security: dogs, iron bars and guards etc indicate it's pretty good (walls withstood the Fiendflesh Siege after all :P). Penny & Sphinx: Run it as written. Extra clues if the PCs keep coming back: Perception DC 20 collapsible ladder, Craft DC 20 iron bars to conference room are decorative, Society DC 20 Kolo duties/salary reduced. Security: indirectly indicate that it's so-so, the decorative bars should be the best clue they can get about this fact. The large lawn and tall fence should be emphasised. Stonesworn: Run as written, possibly simplifying the spider/xill encounter. Extra clues if the PCs keep coming back: Craft DC 20 walls are exceptionally thick, iron filigree is of exceptional hardness and very well integrated with the stone. Security: make a big show of the magical rune-covered vault "turn around so I can input the code that unlocks the door", make sure to comment on her obvious adventurer background or the proprietor. Chadraxa: She might mistake the PCs for token guards and ask them about the complaint she has filed (Urthar owing her money; depending on the conversation she may inadvertently confess to the vandalism). She might also mistake the PCs for representatives of the Mudcrackers who came here to resolve her business permit approval case. She does not tell them about Percen Droan unless they ask specifically about him. Chadraxa insinuates she has some very valuable intel but helping her with her troubles or otherwise convincing her to talk should at best produce a simple clue like "talk to the float makers" or "X bank has very tight security". Extra clues if the PCs keep coming back: teenage couple trying to sell a grandfather clock they stole (red herring), smugglers and other criminal elements the PCs might have missed from elsewhere might show up here to do business. Vault of Abadar: The only bank outside of the Coins that is on the parade route. Should be obvious from the construction and the Brotherhood of Abadar Vigilance Committee barracks being housed right next door that the security here is impeccable. Asking other district guards
If the PCs actually visit other district guards and show Ralso's letter and the seal on it, they might learn more. Melipdra of the Sleepless Suns might recognise the seal but wouldn't know the exact location of the thieves' lair, knowing perhaps that they are based in Vudratown. Runewulf of the Graycloaks will for sure recognise the symbol but not the name, noting they've been looking for a gang like that. He might or might not be willing to talk about a patrol chasing the suspects and losing them after they descended into the catacombs. If the players insist on exploring the catacombs, gently remind them they are on a timer about a certain bank robbery. The Token Guard is of course too corrupt to tell them the truth, but industrious PCs with some serious time investment might convince someone to spill the beans about the Copper Hand bribing them to delay their arrival at Penny & Sphinx on the parade day or find other evidence of the deal. If the PCs look up the goblin burglar Quidle, they are told no goblin of that name had ever been arrested but maybe they can manage to take a peek at the prisoner log and see that the name was actually in the files but crossed out. Don't forget to tell the PCs about how there's a queue of criminals outside the building, waiting to pay 1 copper each to bail out their comrades. Vudratown
If the PCs investigate the ownership of the warehouse or Rachoir at the Sleepless Suns, they might learn he owns a lot of properties in this neighbourhood: The warehouse where the ship float is stored, a 2-story townhouse where 4 poor families are squatting, an old 4-story tenement building with a doss house on the ground floor (the thieves' hideout), a dilapidated building, only the façade is okay, the insides are completely gutted and ruined. Stake-out: If the PCs find the warehouse/workshop where the thieves store and work on their float, they might examine the float closely. A DC 20 Craft check should let them know it can be made to sway left and right wildly and that there is no hollow space to store loot or any other bulky object. If they decide to do a stake-out, run it like an infiltration subsystem. The objectives are a series of events that happen around the warehouse which the PCs might listen in if they bypass obstacles and get close enough. The objectives/events are: (1) Aarushi stands guard since last night, (2) Timos comes from the hideout after sunrise and tells her the masts are ready and he needs help carrying them, (3) they leave together (the warehouse is left unguarded) and go to the thieves' hideout, which is about 15 minutes walk away, on the way they talk about how many cylinders there are and how all 3 must be placed inside each other to make up the mast, (4) they return carrying the thickest cylinder, which looks wooden but that's just a coat of paint, they discuss what tools they might need, (5) they go inside the warehouse and install the cylinder on the ship, they talk about how impossibly heavy the drill is and how they have a special carrier guy for it sent by "the others", (6) they go to the hideout to take the second cylinder, discuss about how the pocket stage works on the way nervous about whether it will malfunction, (7) while installing the cylinder they discuss how many teams there will be (initially two but second team will split later), (8) they are having trouble installing it and argue loudly about "why do we need it to extend so high?" "we need it to cover the distance between the fence and the window", (9) they leave arguing about how it should be installed all the way, (10) they come back with Gribse, joking on the way about him making an escape attempt, (11) inside the warehouse Gribse shows them how it must be installed and instructs them on how to press the button to activate it, (12) they leave for the day Possible obstacles include: (long-distance) Avoiding the thieves noticing them, possible crash with children playing on wheelbarrow/skate, curious old man asking them lots of questions. (close distance) Thieves notice them as they leave or come back, thieves search and seek around the premises for anything odd. (inside the warehouse) too much noise, thieves are whispering, thieves angrily throwing tools around might hit them. Accumulating awareness points causes complications: the thieves stop being so chatty, they lower their voices, they check the warehouse for signs of intrusion, they become suspicious of anyone approaching and so on. Too many awareness points and they call things off, possibly alerting Fayati that their whole operation is in jeopardy. Hideout: If the PCs find the thieves' hideout before the robbery, the thieves will be more relaxed than as-written and won't be preparing to hightail it. If the PCs ask for advice, Ollo or someone else tells them that raiding the hideout now might not bring in enough evidence for a successful criminal conviction (if tested, this proves false actually, since there's lots of loot and other illegal things in the hideout) and will surely alert the thieves their bank robbery plans are not secret, which will make them change things up, invalidating any prior investigation and clues. Smugglers' lair The PCs might learn about this by asking the Mudcrackers whether they've heard of the Copper Hand or not. They haven't heard of it per-se but Ziraya is perceptive enough to connect the name with the symbol she's seen on some crates the smugglers have been moving around. Alternatively the PCs might wander to the Stilt House trying to help Chadraxa, in which case try to find any excuse for Ziraya to ask them about the case and comment on the related smugglers she has been watching. If the PCs locate the smugglers' ledger, they do not automatically learn that the Penny & Sphinx is the target of the robbery. They discover instead that the Copper Hand had ordered some mundane items like sails, paint, clown make-up, pirate costumes and other things that would be appropriate for building a ship parade float. They also discover that they ordered some caltrops and other things they need for the robbery (check their inventories from the robbery chapter for examples). If they question Droan, he might reveal that the leader of the Copper Hand is called Fayati and is of Vudran descent, tidbits about her personality and possibly even that her hideout is in the Foreign Quarter. He can also reveal that she wanted to buy some sort of extendible pneumatic telescoping cylinder which he couldn't sell to her because he hasn't the slightest idea what that is or how to acquire it. What happens if the PCs fail the smuggler lair? The smugglers won't stick around for long, they will split up, divide the loot and lay low for a few weeks. Luckily, if the PCs or Ziraya are in the vicinity they can follow one of them. After confronting them there might be a chase (sample obstacles: festival crowd, twisting alleyways, wooden fence, guard dog, rickety rooftops) and upon arrest they could exchange their freedom for the location of Percen Droan's hiding place, where the PCs get a second chance at fighting and catching him, this time with fewer grunts around. Library
Putting it all together
If they don't figure out which bank is the most likely target, they might have at least learned about the ship float, so all that is left is follow it during the parade and wait and see which bank it attacks. Obviously this way the thieves get a head start. Conversely, if they figured out the bank but not the float, they might be a bit more surprised when it sways and crashes into the lawn and the window. Conclusion The whole investigation took 9 sessions before my players were confident enough to skip to the day of the parade. If you want something shorter, just select some of the above parts you think are superfluous or long-winded and skip them. Feel free to add your own notes and ideas about how to expand the bank robbery investigation in this thread. All contributions are welcome! |