That's right, I'm doing an Ocean's Eleven style heist in DND. It is supposed to be super complex and super fun. It will take place during a gala and my party has to go in, almost defenseless since they have a lower AC (the armor would look suspicious) and having their weapons taken away (they will be given dope new ones that are easily concealed). I need ideas. My players are a "MURDER EVERYONE!!!" type group. They might be able to do this charisma-based thing, but I need ideas for enemies, allies, and how to go about this. I have no idea how to do something like this
If the goal is to try to help them avoid their murderhobo tendencies, you might need to incentivize a lack of bloodshed. If someone hired them for this heist, maybe they'll increase the reward if none of the gala attendees is harmed during the robbery.
I ran a White Tie/Black Market session like this a few years ago. The black marketeer that contracted the players wanted minimal law enforcement heat until the McGuffin was out of the building, which meant everyone had to be as sneaky, charming, and pacifist as possible. Failure to do so meant forfeiting their coin and the relationship they were trying to build with the crime syndicate. On top of, y'know, getting arrested.
As for enemies, my McGuffin was on display at an artificer's gala, so the enemies were construct sentries, magic warding puzzles, and the innocent partygoers. My players had to sweet-talk and stealth their way to the basement to disable the magical security system, distract the partygoers, and slip out with the McGuffin. In broad daylight. It was a blast.
Keys to the Golden Vault has some great heists. I highly recommend grabbing it and running one of them. There are some very fun choices, and you can always modify them to your hearts content.
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"A den of STINKING evil! Cover your nose, Boo! We will leave no crevice untouched!" -Minsc, 1368 DR
I dislike the idea of "forcing" the group to not murder hobo - lots and lots of players like to play the game that way.
As a player, if its not clearly a shopkeeper or whatever - my thought is kill it all better safe than sorry and besides I enjoy combat. I have DM'd some more pacifist groups but I never "force" the group to not have combat if that is their thing why would you try to make the game less fun?
There is a reason most stats in D&D are in one way or another combat related - its a combat RPG.
Actually now that I reflect on this my first thought as a player would be to poison the food and kill all the guests as they are in distress from the poison. Take the loot and run. - It's a totally valid playstyle.
I'm not saying I'm trying to force them, but there will be immense consequences (prison, possible execution knowing my players) to their actions and I know they will not like them. Also my players are up for this too, they have agreed, knowing they probably won't want to go murderhobo during this.
That's right, I'm doing an Ocean's Eleven style heist in DND. It is supposed to be super complex and super fun. It will take place during a gala and my party has to go in, almost defenseless since they have a lower AC (the armor would look suspicious) and having their weapons taken away (they will be given dope new ones that are easily concealed). I need ideas. My players are a "MURDER EVERYONE!!!" type group. They might be able to do this charisma-based thing, but I need ideas for enemies, allies, and how to go about this. I have no idea how to do something like this
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
If the goal is to try to help them avoid their murderhobo tendencies, you might need to incentivize a lack of bloodshed. If someone hired them for this heist, maybe they'll increase the reward if none of the gala attendees is harmed during the robbery.
I ran a White Tie/Black Market session like this a few years ago. The black marketeer that contracted the players wanted minimal law enforcement heat until the McGuffin was out of the building, which meant everyone had to be as sneaky, charming, and pacifist as possible. Failure to do so meant forfeiting their coin and the relationship they were trying to build with the crime syndicate. On top of, y'know, getting arrested.
As for enemies, my McGuffin was on display at an artificer's gala, so the enemies were construct sentries, magic warding puzzles, and the innocent partygoers. My players had to sweet-talk and stealth their way to the basement to disable the magical security system, distract the partygoers, and slip out with the McGuffin. In broad daylight. It was a blast.
Keys to the Golden Vault has some great heists. I highly recommend grabbing it and running one of them. There are some very fun choices, and you can always modify them to your hearts content.
"A den of STINKING evil! Cover your nose, Boo! We will leave no crevice untouched!" -Minsc, 1368 DR
I dislike the idea of "forcing" the group to not murder hobo - lots and lots of players like to play the game that way.
As a player, if its not clearly a shopkeeper or whatever - my thought is kill it all better safe than sorry and besides I enjoy combat. I have DM'd some more pacifist groups but I never "force" the group to not have combat if that is their thing why would you try to make the game less fun?
There is a reason most stats in D&D are in one way or another combat related - its a combat RPG.
Actually now that I reflect on this my first thought as a player would be to poison the food and kill all the guests as they are in distress from the poison. Take the loot and run. - It's a totally valid playstyle.
I'm not saying I'm trying to force them, but there will be immense consequences (prison, possible execution knowing my players) to their actions and I know they will not like them. Also my players are up for this too, they have agreed, knowing they probably won't want to go murderhobo during this.
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"