| Post/Author/DateTime | Post |
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| #1sloblockMay 08, 2015 2:39:13 | Friday greetings to you all
A little adventure help please, whilst my party of intrepid adventurers have some downtime in Baldur’s Gate, I have created a small heist opportunity.
Basic premise they need to swap a replica artefact for real one from an exhibit in the Hall of Wonders.
Whilst I have the endings sorted, I feel that I need to find out what traps and security would be in place there.
can anyone assist or point me towards a good document/post
many thanks in advance |
| #2transcendantviewerMay 08, 2015 4:58:36 | I fear this is far from my area of expertise, but I recommend taking what you believe to be challenging for the players, and making it challenging to a party a level higher than they are. They're robbing a museum. It's not going to be easy. From there, give them opportunities to get a hold of the information they'll need to formulate a plan (Guard Rotations, floorplans, security measures, etc.). It'll make for a very "Ocean's 11" feel and give them a good two or three games to really settle into the idea and execution of a museum heist. |
| #3iserithMay 08, 2015 7:14:08 | I posted a heist adventure here that may give you some ideas. |
| #4Ralif_RedhammerMay 08, 2015 7:36:10 | If you're looking for fiendishly devious traps, I heartily recommend anything from the Grimtooth's Traps series of books. |
| #5BRJNMay 09, 2015 19:14:17 | Night at the Museum (comedy) and National Treasure (Nicholas Cage thriller) ought to provide inspiration.
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| #6OGRE1984May 09, 2015 23:45:22 | check out volo's guide to the sword coast baldur's gate section. also some mention of it in the adventure murder in Baldur's Gate. remember clergy of Gond run the place, so magical and mechanical traps, guardians, and of course the upper city Gaurds. temple is across street and has gargoyles 'created' by the church. can't remember anymore than that.
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