It's still a work in progress as I share this, but I was curious to what people thought about the very first mission I have planned for a brand new group. It is HEAVILY inspired by the Edios video game 'Thief', though I've changed enough to make it more 'tribute' and less blatant theft (mind the irony).
I wanted the group to 'meet' literally in the middle of the job, so I'm having the party start divided at two fronts. Combat is trivial on purpose, so if a fight does break out it won't be a big deal. The challenge will be in avoiding them in the first place. I have no idea what my players will do when the two mini-parties meet... I hope it won't be a horrible disaster..?
Any advice or feedback would be great if people had the time to look over what I'd come up with. All I'm really stuck on is thinking of a puzzle that requires teamwork to open the first goal of the mission (the scepter). Note that the characters have all got their own backstories in a separate document if any of it doesn't make sense.
The most basic version of a team "puzzle" is a split and two switches that must be activated at the same time. You can extend this idea to have the actions of one side affect the puzzle of the other side.
I think the best way I can think of is to have a four part puzzle that they must work together to get the sceptre. First, there are two switches on opposite towers on the wall, both must be activated, but within a timeframe that means that at least two people must go out to them. Secondly, these switches open up two tight hidden passageways, that must be entered quickly, each by one person. They make their way to the end, and turn a key. Thirdly, this opens the way to the holding case for the sceptre, but locks the tight passageway people in. The holding case has an Alarm spell attached to it, it isn't hard to remove, but the spell will loudly activate. Fourthly, the sceptre can be used to unlock the trapped party members, but will the person holding it do so or use the extra time to get away?
Stealth missions can be tricky. All those opposed checks, sooner or later a guard will notice them. Then I’d expect others to come running or sound an alarm at the sound of the fight. That’s what I’d be worried about. When the mini parties meet, likely less of a problem. If the players know their characters have just met other PCs, they usually get what they’re supposed to do and play along. And if they don’t, and start fighting each other, then have all the guards come and throw the lot of them in jail together.
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It's still a work in progress as I share this, but I was curious to what people thought about the very first mission I have planned for a brand new group. It is HEAVILY inspired by the Edios video game 'Thief', though I've changed enough to make it more 'tribute' and less blatant theft (mind the irony).
I wanted the group to 'meet' literally in the middle of the job, so I'm having the party start divided at two fronts. Combat is trivial on purpose, so if a fight does break out it won't be a big deal. The challenge will be in avoiding them in the first place. I have no idea what my players will do when the two mini-parties meet... I hope it won't be a horrible disaster..?
Any advice or feedback would be great if people had the time to look over what I'd come up with. All I'm really stuck on is thinking of a puzzle that requires teamwork to open the first goal of the mission (the scepter). Note that the characters have all got their own backstories in a separate document if any of it doesn't make sense.
https://docs.google.com/document/d/1DReulc_ZyZ5AcDY6Zl8JOBe1oXNgPi7Fm5Cq4zzcGaU/edit?usp=sharing
The most basic version of a team "puzzle" is a split and two switches that must be activated at the same time. You can extend this idea to have the actions of one side affect the puzzle of the other side.
I think the best way I can think of is to have a four part puzzle that they must work together to get the sceptre. First, there are two switches on opposite towers on the wall, both must be activated, but within a timeframe that means that at least two people must go out to them. Secondly, these switches open up two tight hidden passageways, that must be entered quickly, each by one person. They make their way to the end, and turn a key. Thirdly, this opens the way to the holding case for the sceptre, but locks the tight passageway people in. The holding case has an Alarm spell attached to it, it isn't hard to remove, but the spell will loudly activate. Fourthly, the sceptre can be used to unlock the trapped party members, but will the person holding it do so or use the extra time to get away?
Stealth missions can be tricky. All those opposed checks, sooner or later a guard will notice them. Then I’d expect others to come running or sound an alarm at the sound of the fight. That’s what I’d be worried about.
When the mini parties meet, likely less of a problem. If the players know their characters have just met other PCs, they usually get what they’re supposed to do and play along.
And if they don’t, and start fighting each other, then have all the guards come and throw the lot of them in jail together.