burglary [Archive] - Wizards Community

Post/Author/DateTimePost
tryco

10-26-06, 09:24 AM
i'm having one of players got on a solo mission.
he has to find info about a NPC.
he's a noble and has a big mansion. if got the lay-out of the mansion, but i don't know how to handle an burgling.

with spot, hide, listen, move silently checks.
do i have to make them all the time, for every guard thats there?
he's a ninja3/ rogue 2/ thief acrobat 1.
White_Wizard

10-26-06, 09:36 AM
You have to enter in a Zenigata mode :P
Take a map of the place, state a number of guards and set patrol routes, switch times and spells used to protect the place. Put in 2 or 3 dogs (with their scent ability they can give a hard time to the burglar). Prepare tables on how long reinforces arrive in place.
Then be prepared for some improvisation. :)
Gyrofthewastes

10-26-06, 11:48 AM
A quick way to do it is to simply assume that the guards take 10 on listen and spot checks. Perhaps make opposed rolls in select and risky situations.
The_Normal_Anomaly

10-26-06, 07:35 PM
You have to enter in a Zenigata mode :P


Haha, Zenigata has gotten at least two refrences this week.

Tip: Remember, a good stealthy run will have as many as. if not more rolls than a small combat. The rewards should justify that effort. Most burglars lack the resources, time, and the Lupin-like enthusiasm that is needed to keep doing this if it isn't rewarded properly. Likewise, do not give out more than would be justified. Even if you hand him a giant heap of jewels, he has to be able to get them out. If he doesn't have the burlap bag stealing or something like that, then he is SOL. I bring this up because an info only mission will become a large effort if set right, and the profit is info plus some "side gains". Let him haul off with a gold cup or two, a handfull of gems, and/or perhaps a work of art. They are under treasure for a reason, and yet so many seem to ignore the gems and art.
HermitIX

10-26-06, 07:43 PM
Have a wall around the place with a large gate in the front and a small service entrance in the side. I would make the map and let him work out how to get in / out.

Have the area be a compound. You could assume that no one really expects a burglar so unless an alarm is sounded the guards aren’t paying to close attention. Let him gather information amount the place. He could chat up an off duty guard, watch the place the night before to get their routine. Mug an off duty guard take a uniform. Any thing he does to get ready for the burgle should give circumstance bonuses.
Type2Demon

10-26-06, 07:48 PM
Put in some challenges for the character to overcome.

Squeeky doors that could alert the guards

Areas of bright torchlight that give a penalty to hide unless the rouge finds a clever way to go around or put them out.

A sleeping guard with an important key ring (can the rouge get it without waking him up?)

Give more XP for evading guards or knocking them out.

Less XP if he makes a mess of things and kills guards.

A good rouge can get in and out without anyone knowing he was there.

Damn! now I'm going to have to reinstall my old copy of the FPS Thief again :)
invaladuser

10-26-06, 09:13 PM
One thing I think people are forgeting is how is he going to get out. I dout he can walk past a guard carrying a fist full of jewels and gp and not draw attion. A portable hole could remadie this though. Also what if some one does trip alarm. They walk by a passed out guard what would happen. What about were you stash the nocked out/dead guards. I would prefer to pull a lupin move, go in under cover as some one important. Like a inspector. Make a scene, Have a item that can make what your stealing dissaper, then when every one is baffeled say you will look for clues and dont want anyone disturbing the scene of the crime. Every one leave, you stash the stuff in a bag of holding or portable hole, say you will try and figure this out, and will inform him tomarow on your findings.