i'm quite the DM noob. Ive only run about 5 sessions now. Lately we are running into the issue of not everyone is available to play so I figure I would create a 1 shot to fill in the drought of regular campaign play.
This will probably be for 2 players. My random thoughts are below. Please feel free to drop any ideas you might have, I am dry at the moment.
___________________
You wake up in a cell chained by foot and wrist to each other. you do not know each other
each character is a Level 5 rogue (the level isn't set in stone)
you are thieves by occupation
each rogue's fencer has a loved one held hostage to force them to do the job (possible making for a late story backstab and/or tension throughout)
The fences find out about a dragon egg to be auctioned.
1 fencer gives fake credentials that are supposed to get you inside.
The creds fail and the 3 door guards capture and put you in the holding cell in the guards quarters (a small building off to the side of the small castle grounds)
The other rogue was told of a secret tunnel entrance that was unguarded, but it ended up being guarded and you were captured and placed in the same cell and chained to the other prisoner.
Chained to each other by foot and hand. (1 lock for the feet, and 1 lock for the hands)
Must escape cell (3rd lock)
1 guard at end of hallway.
Each rogue has a secret lock pick kept in his boot that was unsearched. Its flimsy and only good for 1 lock use. (forcing players to decide which 2 of the 3 locks they want to pick)
15’ movement if foot chain stays
Disadvantage on all attack rolls if hands stay chained.
The grounds consist of the small castle with about 100 guests attending a dinner party followed by the auction. The event is fully catered.
2Guards on the display of the egg in the main foyer at all times.
stables and carriage hold in a building off to the side with guards and workers
___________________________
so that's pretty much it. I don't know if I should just start with that and "let em go" and see what happens or if I should create a few built in scenarios or things that happen along the way. I still need to come up with lots of characters, like host, various lords and barons and other shady characters but that part shouldn't be too bad.
So again, thanks for any ideas or critiques you may offer.
My main point would be that you've told your players they have to play rogues, they have to be thieves, and they have to have had a loved one held hostage. Rather than that, I would say give them a basic premise, E.G: You are people of unsavoury nature, that are going to be set to do a heist job on an important artefact. Then let your players come up with their own reasons and motivations. They may decide rogue thieves is what they want to be, but they may hate playing rogues. You need to give your players that choice. Trying to pigeon hole them into a certain class and motivation will frustrate them, and then they may attempt to disrupt your story, just so they can feel independent.
In terms of running the session itself, by the large you should let them come up with their own plans and strategies for the heist, and prepare to counter them. You can't anticipate everything, and you don't want to railroad them. So prepare some likely encounters, and puzzles and traps, but be flexible on how you apply them. A DM needs to be adaptive and react to their players fluidly.
Hope some of that helps.
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Hello all.
i'm quite the DM noob. Ive only run about 5 sessions now. Lately we are running into the issue of not everyone is available to play so I figure I would create a 1 shot to fill in the drought of regular campaign play.
This will probably be for 2 players. My random thoughts are below. Please feel free to drop any ideas you might have, I am dry at the moment.
___________________
You wake up in a cell chained by foot and wrist to each other. you do not know each other
each character is a Level 5 rogue (the level isn't set in stone)
you are thieves by occupation
each rogue's fencer has a loved one held hostage to force them to do the job (possible making for a late story backstab and/or tension throughout)
The fences find out about a dragon egg to be auctioned.
1 fencer gives fake credentials that are supposed to get you inside.
The creds fail and the 3 door guards capture and put you in the holding cell in the guards quarters (a small building off to the side of the small castle grounds)
The other rogue was told of a secret tunnel entrance that was unguarded, but it ended up being guarded and you were captured and placed in the same cell and chained to the other prisoner.
Chained to each other by foot and hand. (1 lock for the feet, and 1 lock for the hands)
Must escape cell (3rd lock)
1 guard at end of hallway.
Each rogue has a secret lock pick kept in his boot that was unsearched. Its flimsy and only good for 1 lock use. (forcing players to decide which 2 of the 3 locks they want to pick)
15’ movement if foot chain stays
Disadvantage on all attack rolls if hands stay chained.
The grounds consist of the small castle with about 100 guests attending a dinner party followed by the auction. The event is fully catered.
2Guards on the display of the egg in the main foyer at all times.
stables and carriage hold in a building off to the side with guards and workers
___________________________
so that's pretty much it. I don't know if I should just start with that and "let em go" and see what happens or if I should create a few built in scenarios or things that happen along the way. I still need to come up with lots of characters, like host, various lords and barons and other shady characters but that part shouldn't be too bad.
So again, thanks for any ideas or critiques you may offer.
-Lailokong
My main point would be that you've told your players they have to play rogues, they have to be thieves, and they have to have had a loved one held hostage. Rather than that, I would say give them a basic premise, E.G: You are people of unsavoury nature, that are going to be set to do a heist job on an important artefact. Then let your players come up with their own reasons and motivations. They may decide rogue thieves is what they want to be, but they may hate playing rogues. You need to give your players that choice. Trying to pigeon hole them into a certain class and motivation will frustrate them, and then they may attempt to disrupt your story, just so they can feel independent.
In terms of running the session itself, by the large you should let them come up with their own plans and strategies for the heist, and prepare to counter them. You can't anticipate everything, and you don't want to railroad them. So prepare some likely encounters, and puzzles and traps, but be flexible on how you apply them. A DM needs to be adaptive and react to their players fluidly.
Hope some of that helps.