Breaking into a mansion [Archive] - Wizards Community

Post/Author/DateTimePost
WoT Fan

04-02-06, 10:06 PM
I have an adventure idea that the PCs would want to steal an item (unsure of it yet) from a noble, and was wondering how to set up the encounters.

I already have the basics down, but if they fail to forge a document, or to scale the wall, or to disguise themselves for example, what would be the responding conflict? My initial thought was 3 warriors using the standard 13, 12, 11, 10, 9, 8 for stats, and maybe give one an elite array (15, 14, 13, 12, 10, 8) but what after that?

If the PCs lose than I am going to have it be a prison break, but what if they win?

I picture it going where they attempt to forge the pass to enter the compound, and if they fail the gaurd blows a whistle summoning 2 more gaurds, and the fight ensues, but if the PCs win then everyone will be freaked out, and I don't know how to have the servants react.

Maybe give them time to run, but if they don't there are more guards who will obviously be able to capture the PCs?


Any advice appreciated.
Board_Rider

04-02-06, 11:49 PM
Bypass the need to forge a document.

If the PCs are decent level have the noble invite them to party...hell make it in their honor. While all this is going down the rogue PC can sneak in and get whatever item it is that you intend to drop.

USE this as a plot device. The item is actually, unbeknownst to the PCs, in the middle of a power struggle between two different forces. The current noble owner is on the "evil" side and when the PC with the item makes his escape guess who is there, the "good" guys rogue trying to do exactly what the PC has just done. This good rogue helps the party escape the city.

For a more devious plot make the PCs believe that the noble is evil and what they are doing by stealing the item is for the greater good. Point of fact however is that the noble is good and is currently the gaurdian. The evil rogue helps the PC get away and then BAM, you lay out the story while the lone rogue is surrounded by thugs.

Now the party must make right.
*DING* plots done!
I_Strahd

04-03-06, 12:21 AM
after they steel the item then they are hunted. the idea that they have to stay low is fun. maybe they will seek out someone that can help them. being hunted is fun. they can move and evade the athourities, and do some other stuff in their wake.
DMDaddy

04-03-06, 12:27 AM
I like boardrider's idea too. But...

Make the guards only personal guards, not town guards. That way if the PCs fail with the forge they can just fight. Maybe create a reason that they cannot kill the guards. This could make for a challenging battle.

If they fail then no worry, personal guards may restrain them in a room in the nobles house. This would be good for a break out. Also, because they are personal guards they don't call for the town guards figuring that the noble can figure out what to do.

For a twist: When they get to the room with the item, make it a item that has several functions, one being to heal whoever sleeps by it. Put a girl sleeping in a bed next to it and a note on the stand by the item saying something like, "to keep your daughter from dieing from the disease, keep this item by her bedside until she fully heals."