Need suggestions on an AP idea


Advice


let me start by saying i apologize if this is the wrong place for this post.

Instead of telling you a long and boring story les just go on the assumption that i want to write my own adventure path so that a friend across the country (as well as anyone else who wants to i guess) can run it. theres me an a few other people working on it so its not just me by myself.

The idea behind the adventure path is to be based more on skill checks and social interaction than combat. combat will still be a part of it but not the main focus.
the first part is going to be a heist.

the PC's are contacted by a mysterious benefactor each for their seperate skillsets to steal an very well guarded item from a very wealthy nobel. then they spend the whole part gathering information/gaining supplies/getting help from NPC's/ Casing the place/whatever else they can think of that they might need to do to get this item without being cought. and of course executing the heist.

obviously "storm the manor" is gonna be out of the question as well as pretending to be a servent and swiping it while noone is looking.

so my questions are

1. does this sound like somthing that anyone would find interesting or am i just wasting my time?

2. how should i go about protectng the item itself? I was thinking scrying orb in the room with it. force wall around the item itself. guards. some type of sound detection. no expense is too much for it . i need it to feel impossible.

3.if anybody knows anything that might help i would love to check it out. atm i havent been able really to find somthing even similar so its all just me hoping for the best.

Lantern Lodge

I'm getting the impression that this is going to be like Jim Butcher's Dresden Files kinda story/adventure.
80% investigation, information gather and social interaction and 20% combat.

You will have to make it clear its a urban adventure and may have to include plot hooks for players that are new or unfamiliar with investigation type games.

Have fun making a great adventure.


Secane wrote:

I'm getting the impression that this is going to be like Jim Butcher's Dresden Files kinda story/adventure.

80% investigation, information gather and social interaction and 20% combat.

You will have to make it clear its a urban adventure and may have to include plot hooks for players that are new or unfamiliar with investigation type games.

Have fun making a great adventure.

I hadent thought of it that way but now that you mention it I think i should really look into desdan files and other investigation type games for ideas. thanks


Look on Youtube for briefings and walkthroughs of the various "Thief" games by Looking-glass studios. For example -- the link below soon opens into the "Wieldstrom Museum" Level -- where important artifacts have to be stolen from under impressive security measures. Sound familiar? The maps, layouts and even art style may give you inspiration for your heist. Consider it "Research" -- there were 3 thief games, and MANY of the levels in each of them were ALL ABOUT stealing a precious artifact from a noble's house. Enjoy.

http://www.youtube.com/watch?v=sHTf1ZnYmFw


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Vicon wrote:

Look on Youtube for briefings and walkthroughs of the various "Thief" games by Looking-glass studios. For example -- the link below soon opens into the "Wieldstrom Museum" Level -- where important artifacts have to be stolen from under impressive security measures. Sound familiar? The maps, layouts and even art style may give you inspiration for your heist. Consider it "Research" -- there were 3 thief games, and MANY of the levels in each of them were ALL ABOUT stealing a precious artifact from a noble's house. Enjoy.

http://www.youtube.com/watch?v=sHTf1ZnYmFw

wow thats actually perfect (beside from after seeign them i now have to go and buy the thief games) thanks a ton


My $0.02.

If you want that kind of aventure to be fun then you have to make sure the social/intentigation encounters will not be just roll Diplomacy/perception/etc.


There are a lot of ways you can make the adventure cool and distinct... even OUTSIDE the heist, which is supposed to be the main thing, you:

A) Can make a part of the adventure a quest or quests to secure a convincing REPLICA of the object that is supposed to be stolen. Maybe the only person familiar enough with the object and the skills to make a convincing copy is in a prison somewhere, or otherwise has gone missing in a forboding area.

B) make getting intel on the location a part of the quest. Suppose the noble is having a party soon, and while it will be impossible to conduct the theft with so many people around, it would be a perfect opportunity to case the joint and maybe learn who on the payroll is loyal, who on the payroll is prone to drinking, and who on the payroll would be the perfect fellow to cut in on an "inside job"...

C) Once the object is aquired -- fencing the item or getting the item out of the city/country might be just as hard. If the object is THAT valuable it could bring a lot of talent out of the woodwork to recover it. Have a post-quest that is basically the noble's top-dollar recovery crew, the local law, the country's best agents (who are helping for political reasons) all trying to get the object back to the noble... throw in the local thieves guild, three or four freelance bands of mercenaries and adventurers who are trying to get the object for reward, and one or two purely evil factions who weren't going to try for the item when it was locked up, but consider it fair game the moment it is "loose." -- this could be a TERRIFICALLY fun part of the adventure, when the party gets out of the noble's house they are IMMEDIATELY hit by hijackers, which becomes a three-way free for all when the local constables arrive. Back at the "safe-house" they find another group of thieves had been watching them as they prepared the heist and are laying in wait when they get back to the hideout... and it just goes on from there. Have them betrayed and their faces pop up on posters on every corner and what was thought to be as easy as walking or flying out of the city becomes a who's who of faces that need to be smashed to get that item out of the city. Man, I almost want to run this one myself!

Good luck.

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