I need advice on getting my party (6 PCs) to a hideout location for an underground crime syndicate that is gonna rob the ship they were hired to guard which is currently at rest for a week in the city they're at. They already know that a secret organization exists but are only about to get robbed. I am trying to not railroad them there so it's a process but don't want to make it possible. I've thought about giving them a way to find fronts (ie drug dealers, fences, etc) they can interrogate but am looking for more options and ideas.
After the robbery, one or more of the robbers runs away instead of staying to fight. If the party is smart, they follow or track the robber back to the lair.
Members of a rival gang (or someone from within the gang making a power play) tell the party where the syndicate HQ is located, hoping the party will do their dirty work for them. Maybe they just walk right up and tell them, or maybe they stage a conversation they are sure the party will overhear.
Someone offers to let the party in on a secret about the syndicate, in exchange for a favor to be named later. Or a favor to be named right then.
I need advice on getting my party (6 PCs) to a hideout location for an underground crime syndicate that is gonna rob the ship they were hired to guard which is currently at rest for a week in the city they're at. They already know that a secret organization exists but are only about to get robbed. I am trying to not railroad them there so it's a process but don't want to make it possible. I've thought about giving them a way to find fronts (ie drug dealers, fences, etc) they can interrogate but am looking for more options and ideas.
You shouldn't need to lift a finger beyond reminding the cleric/paladin/druid that locate object exists. They can track the stolen merch themselves
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The only problem is they don't know the object since it was supposed to be "secret" cargo and this was when it was revealed to the party that there was more to this mission than a simple hired muscle situation
The only problem is they don't know the object since it was supposed to be "secret" cargo and this was when it was revealed to the party that there was more to this mission than a simple hired muscle situation
Perhaps have the object stolen in a container which they've seen - they know there's a chest on board, the chest gets stolen, then they locate the chest. What's in the chest can remain a mystery!
Unless you drop some hints, like names shouted or a calling card left, then they will need some guidance. If you introduce them to a greasy character who claims to have "contacts" and accosts them for business, claiming he can get them anything they want, they can then track him down to ask their questions. A silk glove inscribed with a letter is left on the scene, the greasy character freaks out over it and tells them it's the thieves guild (with some persuasion). They then have to find the thieves guild - maybe the greasy character knows someone, one of his "contacts" who can get him anything, and sends them their way. Maybe they bolt, or maybe they demand services for the information. Maybe they have to steal something worth fencing to get into the guild to then find the item in question (or a notable person who stole it) to get it back. Maybe this will turn into a heist?
I need advice on getting my party (6 PCs) to a hideout location for an underground crime syndicate that is gonna rob the ship they were hired to guard which is currently at rest for a week in the city they're at. They already know that a secret organization exists but are only about to get robbed. I am trying to not railroad them there so it's a process but don't want to make it possible. I've thought about giving them a way to find fronts (ie drug dealers, fences, etc) they can interrogate but am looking for more options and ideas.
After the robbery, one or more of the robbers runs away instead of staying to fight. If the party is smart, they follow or track the robber back to the lair.
Members of a rival gang (or someone from within the gang making a power play) tell the party where the syndicate HQ is located, hoping the party will do their dirty work for them. Maybe they just walk right up and tell them, or maybe they stage a conversation they are sure the party will overhear.
Someone offers to let the party in on a secret about the syndicate, in exchange for a favor to be named later. Or a favor to be named right then.
You shouldn't need to lift a finger beyond reminding the cleric/paladin/druid that locate object exists. They can track the stolen merch themselves
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The only problem is they don't know the object since it was supposed to be "secret" cargo and this was when it was revealed to the party that there was more to this mission than a simple hired muscle situation
Perhaps have the object stolen in a container which they've seen - they know there's a chest on board, the chest gets stolen, then they locate the chest. What's in the chest can remain a mystery!
Unless you drop some hints, like names shouted or a calling card left, then they will need some guidance. If you introduce them to a greasy character who claims to have "contacts" and accosts them for business, claiming he can get them anything they want, they can then track him down to ask their questions. A silk glove inscribed with a letter is left on the scene, the greasy character freaks out over it and tells them it's the thieves guild (with some persuasion). They then have to find the thieves guild - maybe the greasy character knows someone, one of his "contacts" who can get him anything, and sends them their way. Maybe they bolt, or maybe they demand services for the information. Maybe they have to steal something worth fencing to get into the guild to then find the item in question (or a notable person who stole it) to get it back. Maybe this will turn into a heist?
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Giding party to a hidden city hideout ?????????
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