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Faramicos
Senior Scribe

Denmark
468 Posts

Posted - 16 Mar 2006 :  19:21:10  Show Profile  Visit Faramicos's Homepage Send Faramicos a Private Message  Reply with Quote  Delete Topic
I have a thief in my party and want to spoil him a little... Does any of my fellow scribes have a brilliant idea for a small adventure for a thief who is part of a larger group.

"When dragons make war, worlds can only tremble in the shadow of angry wings"

Lord Nemes
Seeker

Canada
58 Posts

Posted - 16 Mar 2006 :  23:47:54  Show Profile  Visit Lord Nemes's Homepage Send Lord Nemes a Private Message  Reply with Quote
You can have him saved(from what you want) by a stranger who ask for a little job in return. After you keep the stranger in advance in is payment to have your rogue in dept and ask him things that are more and more important. He will find job for his group but will be unable to tell them who/why they must do the job or lie to them if he realy is to deep into that. If all go well he may even brougth is group into problems. It's fun to see at which point his concience will put a stop!

Don't know if I explain well but I had fun with a concept like that. I personnaly use a mage (for transport and divination ) and keep him mysterious on his identity for a while. If it's played well you can even have a paladin work indirectly for an evil organization.

Hope it help

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scererar
Master of Realmslore

USA
1618 Posts

Posted - 17 Mar 2006 :  01:45:14  Show Profile Send scererar a Private Message  Reply with Quote
there was a 2E short adventure in the city of spendors named blue alley. I really enjoyed this one, and I feel a thief side trip could be cool. it would be unsuspecting
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Sarta
Senior Scribe

USA
505 Posts

Posted - 17 Mar 2006 :  02:27:26  Show Profile Send Sarta a Private Message  Reply with Quote
quote:
Originally posted by Faramicos

I have a thief in my party and want to spoil him a little... Does any of my fellow scribes have a brilliant idea for a small adventure for a thief who is part of a larger group.



Without knowing more about your party's thief in terms of level or morality, here's a suggestion:

I've always been a big fan of throwing moral choices at my players to see how they react, as well as just screwing with their heads. I also tend to run far less structured campaigns that allow the players actions and interests to direct the flow of the game. As such, I like to create situations that generate a lot of plot hooks and allow the players to get as involved as they want in these hooks.

As a result, I did a quick one on one with a party thief who was contacted by a shady person (not overtly evil) who knew the character was a rogue. This contact asked him to do something fairly easy: disarm any traps and pick the lock(s) of a nobleman's home, allow some of men in, wait outside, and then reset the lock(s) and traps once they leave. When he asked what would be occurring, he was told that it would be better for all parties involved if he didn't know. He was offered half his pay on showing up and half to be paid once the job was complete.

He went along with it. He showed up, made the necessary checks, the men went in, he hid in the shadows, and began waiting.... After about 10 minutes he heard loud noises, screams, a booming voice yelling in a language he didn't understand (infernal?), and the sounds of glass shattering. He continued to wait. A minute later he heard the sounds of running from inside and half of the men that went in came racing out, wounded and frightened out of their minds. They frantically told him to reset the locks and traps and tore off into the night. He again made the necessary checks and got out of there.

Later the individual that contracted him for the job paid him the remainder of the money he was owed and gave him a bonus, acting as if nothing had happened outside the usual, and refusing to talk about the job aside from telling him that he did a great job.

Unfortunately, that campaign came to an end before I could elaborate on this. At the time, I was just doing it to give him a solo encounter and to mess with his head. I didn't have anything statted except the necessary skill checks and hadn't even considered what may or may not have happened inside -- all I wanted to do was create a really freaky situation and see how he'd react (Would he run when he heard the noises? Would he charge in?, Would he stick around to lock the door knowing the men may be being pursued?).

Had he gone in, I would have winged the chaos inside.

I knew I'd be able to build on this in a lot of different ways. The encounter worked great. I just wish the campaign hadn't failed its save against real life.
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