I have a table of 8 players. The set up is that they each made characters with a focus on one skill that couldn't be stealth or deception. Each of the characters was scouted for this mission. The plan is to have four pairs of 2 to each unlock 1 lock all at the same time. I'm sure D&D isn't the best game for this concept, but it's what we play lol so how it turned out is I've got the following pairs with their skills below with some ideas I was thinking, but I need some help fleshing them out and also making sure that everyone feels like they had their time to shine. The heist will take place at a mansion during a party, or they can use the party to scout the area and go back later, that night.
Pair 1: Survival and Athletics - My idea was to have this pair outside. Some type of lock hidden within a hedge maze. The survival player is an aarokocra, so some type of scouting the maze and using the Athletics character to break hidden walls or something
Pair 2: Persuasion and Nature - I wanted this portion to be inside in the main party area, almost making 3 mini keys for their lock, so they have to go to the stables, the kitchen, and somewhere else to talk their way there, and then use the nature to deduce whatever the mini keys may be.
Pair 3: Arcana and Intimidation - similar to the part before, I wanted this to be inside the mansion, but not in the party area. Having to go places, you really have no business being. So I need some way to make the intimidation relevant, whereas arcana I know isn't for magic stuff, but for magic knowledge, but I can't think of ways to utilize magic knowledge, other than some type of magical barrier that they'd have to bring down, which seems like spells would work in that case, so back to square 1.
Pair 4: Acrobatics and Sleight of Hand - For this one, I wanted to be maybe in the attic, or maybe even in an airship that the mansion owner may have. Acrobatics is pretty easy to imagine maneuvering, but combining with sleight of hand, trying to think of things like timed levers or something.
All base ideas, and I'm not married to any of the pairings either, I just want enough for each character to do a small handful of useful things during this part of the campaign, since it's the last and most important part. My last campaign really highlighted certain players based on their character builds, so I want to make sure to at least use this campaign to highlight everyone in some way that is useful and satisfactory. Any constructive advice or any ideas at all are both appreciated!
I have a table of 8 players. The set up is that they each made characters with a focus on one skill that couldn't be stealth or deception. Each of the characters was scouted for this mission. The plan is to have four pairs of 2 to each unlock 1 lock all at the same time. I'm sure D&D isn't the best game for this concept, but it's what we play lol so how it turned out is I've got the following pairs with their skills below with some ideas I was thinking, but I need some help fleshing them out and also making sure that everyone feels like they had their time to shine. The heist will take place at a mansion during a party, or they can use the party to scout the area and go back later, that night.
Pair 1: Survival and Athletics - My idea was to have this pair outside. Some type of lock hidden within a hedge maze. The survival player is an aarokocra, so some type of scouting the maze and using the Athletics character to break hidden walls or something
Pair 2: Persuasion and Nature - I wanted this portion to be inside in the main party area, almost making 3 mini keys for their lock, so they have to go to the stables, the kitchen, and somewhere else to talk their way there, and then use the nature to deduce whatever the mini keys may be.
Pair 3: Arcana and Intimidation - similar to the part before, I wanted this to be inside the mansion, but not in the party area. Having to go places, you really have no business being. So I need some way to make the intimidation relevant, whereas arcana I know isn't for magic stuff, but for magic knowledge, but I can't think of ways to utilize magic knowledge, other than some type of magical barrier that they'd have to bring down, which seems like spells would work in that case, so back to square 1.
Pair 4: Acrobatics and Sleight of Hand - For this one, I wanted to be maybe in the attic, or maybe even in an airship that the mansion owner may have. Acrobatics is pretty easy to imagine maneuvering, but combining with sleight of hand, trying to think of things like timed levers or something.
All base ideas, and I'm not married to any of the pairings either, I just want enough for each character to do a small handful of useful things during this part of the campaign, since it's the last and most important part. My last campaign really highlighted certain players based on their character builds, so I want to make sure to at least use this campaign to highlight everyone in some way that is useful and satisfactory. Any constructive advice or any ideas at all are both appreciated!
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