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View Full Version : Got writer's block, could use some ideas



RealMarkP
2012-12-23, 11:52 PM
Eberron Campaign, in Sharn. The party of evil characters is loosely part of the Boromar Clan, to which they were asked to infiltrate a new pirate guild on their turf. What I have planned is that the pirates are recruiting and holding a contest for the party to get involved in. But, other than the show of strength and cunning, I need things for the party to do at this event that would make this into a skill challenge of sorts.

Ideally the end result is that they infiltrate the pirates as members, or find enough info to return to the Boromar.

What kind of ideas can I slip into this event??

Chilingsworth
2012-12-24, 12:14 AM
Well, you could send them through an "obstacle course" A dungeon where the primary challenges are traps and locks, rather than monsters. Probably only fun for the guy(s) with trapfinding and open lock, though.

You could have them race other members of the pirate crew(s)? Maybe a race involving a climb to the top of a ship's mast?

Send them on a mission to steal (preferably by copying) records of a shipping company, so the pirates learn their planned movements for the next months?

RealMarkP
2012-12-24, 01:45 AM
Well, you could send them through an Send them on a mission to steal (preferably by copying) records of a shipping company, so the pirates learn their planned movements for the next months?
Nice idea. I might be able to have them forge documents so that the Pirates run into a trap or something like that.

I'm still torn between using an obstacle course or just a brawl between two fighters. I mean, who said it would be a fair fight ;). One opponent might pull out a concealed shiv while another has invisible weapons (ie, brass knucles, or hidden poison ring) or has drank potions before the fight. The opportunity for dirty fighting is endless. I'm re-reading the Complete Scoundrel for ideas.

Basically I'm after an encounter that puts a group without a rogue or diplomat in a setting where they need one or attempt to improvise. Lots of bluffing, diplomacy, sleight of hand and things. I have a list of characters that would be at this (secret) event. Noblemen, House Tarkanan, law enforcement spies, thieves, and a large number of spectators who are there for a good show. Fleshing out the reason why these people are there is difficult...

LordHavelock
2012-12-24, 02:04 AM
What about integrating the obstacle course with a sort of arena style king of the hill or last man standing kind of competition. You have a course, or better yet a small island or lagoon or something and everyone has to make it to the island, retrieve a token or marker of some kind, and hang on to it until the only people left standing are the people with the tokens. Or just put a time limit on it like a few hours (or maybe a whole day and a night) and everyone without a token is disqualified.

The first test of course is the swim out to wherever the contest is being held (they could be dropped overboard or just told to swim out to said rock, sandbar, island etc.). The recruits to get their first have the opportunity to start looking for whatever marker your using first, but also have to be the first to contend with traps and wildlife and whatnot. Some crews start making alliances or back stabbing their own, and you could integrate some puzzles, or maybe the current pirates are set up at outposts or sail around the island occasionally dolling out the tokens for winning specific challenges.

Think something between the reality show Survivor or Most Extreme Elimination and Hunger Games.

HunterOfJello
2012-12-24, 02:11 AM
Knife throwing contests/challenges.
Swordfighting tests.
Siege weapon (cannons) usage checks.
Profession (Sailor) checks. (lol)

Put up a few different lead pirates who are in charge of each of the checks and who get together to talk about things when all is said and done. That way the PCs have the opportunity to charm, bribe, intimidate, or impress each one separately and uniquely based on their success or failure at each task.



Final check: make them kill Sharn policemen/some form of official and legitimate sailors or something. The final check needs to involve taking an evil action that is observed and viewed by many different evil NPCs. This is how the pirates keep paladins, exalted individuals, and nonviolent people from infiltrating their crews.

LordHavelock
2012-12-24, 02:17 AM
Knife throwing contests/challenges.
Swordfighting tests.
Siege weapon (cannons) usage checks.
Profession (Sailor) checks. (lol)

Put up a few different lead pirates who are in charge of each of the checks and who get together to talk about things when all is said and done. That way the PCs have the opportunity to charm, bribe, intimidate, or impress each one separately and uniquely based on their success or failure at each task.



Final check: make them kill Sharn policemen/some form of official and legitimate sailors or something. The final check needs to involve taking an evil action that is observed and viewed by many different evil NPCs. This is how the pirates keep paladins, exalted individuals, and nonviolent people from infiltrating their crews.

I second the final test involving something inescapably evil, and having pirate leaders is a good chance to introduce NPCs and gives them a chance to bribe, charm etc.

However, I would avoid just a series of straight skill checks (profession: sailor, use rope, one-on-one combat, target shooting) because that reduces the challenges simply to rolling dice and hoping you have the right skill or attack bonus. If you do go that route, I'd recommend stringing a series of different skill and attack challenges together that allows the PCs to get creative in what order or how they approach them (with failure or success with each challenge making the next challenge appropriately easier or harder).

RealMarkP
2012-12-24, 03:51 PM
Knife throwing contests/challenges.
Final check: make them kill Sharn policemen/some form of official and legitimate sailors or something. The final check needs to involve taking an evil action that is observed and viewed by many different evil NPCs. This is how the pirates keep paladins, exalted individuals, and nonviolent people from infiltrating their crews.
This. This is so juicy and ripe with evil mischief. Considering that the PCs are involved with many factions within the city, this will definitely tip their reputation if things get out of hand. Not to mention, the event itself is infiltrated by spies which already know what will go on. Since the PCs are tied to Boromar, the target of this last mission could be a Boromar agent (perhaps the one that sent them here in the first place!). Thank you for such a wonderful idea.

In the mean time, from the perspective of the Pirates, they need a motive other than simple recruitment. What kind of ideas can you come up with as to why the pirates are in Sharn, a territory almost completely controlled by the Boromar Clan. A simple turf war could be what it seems at surface level, but to add intrigue, they need a deeper motive. The House Tarkanan (a lesser guild of evil-doers) might be a good ally for the pirates, but for what purpose.... trafficking, enslavement and theft? Seems too simplistic and petty.

LordHavelock
2012-12-24, 04:00 PM
This. This is so juicy and ripe with evil mischief. Considering that the PCs are involved with many factions within the city, this will definitely tip their reputation if things get out of hand. Not to mention, the event itself is infiltrated by spies which already know what will go on. Since the PCs are tied to Boromar, the target of this last mission could be a Boromar agent (perhaps the one that sent them here in the first place!). Thank you for such a wonderful idea.

In the mean time, from the perspective of the Pirates, they need a motive other than simple recruitment. What kind of ideas can you come up with as to why the pirates are in Sharn, a territory almost completely controlled by the Boromar Clan. A simple turf war could be what it seems at surface level, but to add intrigue, they need a deeper motive. The House Tarkanan (a lesser guild of evil-doers) might be a good ally for the pirates, but for what purpose.... trafficking, enslavement and theft? Seems too simplistic.

A turf war is one thing, but if you want to raise the stakes I say make it a full coup is being planned against the Boromar. Some kind of plot to discredit their name, extort them in some way (Pirates are great for kidnapping, but you may want to avoid escort missions). The pirates are brought in as muscle for House Tarkanan, who sabotage the Boromar's efforts to combat them, only to turn on them in the end and seize the glory for defeating them. If you like, you could also make the pirates a pawn for another greater power, an aquatic evil of some kind?

RealMarkP
2012-12-24, 04:11 PM
... If you like, you could also make the pirates a pawn for another greater power, an aquatic evil of some kind?
Not a bad idea, considering I want to transition to RHoD at some point. The Red Hand needs to recruit and the Cogs of Sharn are filled with Goblinoid types. But that's a task which needs people with local knowledge to do so. This fits in well.

LordHavelock
2012-12-24, 04:14 PM
Not a bad idea, considering I want to transition to RHoD at some point. The Red Hand needs to recruit and the Cogs of Sharn are filled with Goblinoid types. But that's a task which needs people with local knowledge to do so. This fits in well.

Glad I could help and the Red Hand is a great villain, so I'd definitely role with that.

Phelix-Mu
2012-12-26, 07:51 PM
I always like gambling challenges, though I like to abstract them from Profession(gambler) checks, since that is pretty dry. It's not too complicated to come up with some kind of game based on a deck of cards or roll of dice. As a brief example:

A gambling game is played with dice rolls/drawn cards, results held in secret. The DM has the player roll d20 five times to model their hand, each number corresponding to the quality of roll/card achieved. Optionally, players can make a Profession(gambler) check, with lower DCs than Sense Motive DCs to gauge the quality of the hand that the npc has drawn. Each gambler bets based on their hand and their guess about the opponent's hand.

To complicate things, add in a poker-like ability to cash in low-rolls or to request additional rolls, which can result in a better hand, but also clues the opponent into the fact that their hand isn't very good.

I'm sure you can also find rules for simple dice/card games online. If players keep money made in the competition, then this is an excellent way to reward players for out-of-combat skills, and can make for some memorable sessions.

Zanthy1
2012-12-27, 12:42 AM
I like the idea of a classic coup. The pirates are there to "recruit" but secretly, during all the testing and such, their higher ups are meeting with other important baddies who wish to overthrow the Boromar. Maybe this could be RHoD? I am not to familiar with that campaign setting to say for sure though

Kyberwulf
2012-12-27, 01:27 AM
Well, since their Pirates. I suspect a drinking challenge would be in order.
Also might I add. Something to do with boats. Boat race? Who can ...damn do what ever you pirates do. Climb the fastest to the top of the crows nest. While your climbing up the riggins having people pull and shove each other off. cards. Drinking. Going around and seeing who can plunder certain ships first and then bringing the booty back? swimming challenges. Drinking. Seeing who has the most exotic tattoos? The most exotic pets. Who has the best Stories to tell. Did I mention Drinking?