Rushlight - Rogues Challenge


Kingmaker


Was looking at the events for the rushlight festival and I was thinking of adding a timed heist challenge for the rogue in my party. Any ideas on how I might go about setting this up?

I thought about encorporating the chase rules and somehow have it timed. Mabye their is a climb, stealth, bluff, disable divice and other skills required to get through. There might even be a shortcut if a perception check is passed. A perfect score would be all challenges passed on first try.

Thanks for any brainstorm or specific ideas.

Grand Lodge

What if you had a number of mcguffins (gems, coins, tokens) scattered around the area while the rest of the tournament is going on? Whoever has collected the most mcguffins within a certain time limit is declared the winner. Some are in locked boxes, some are in difficult to reach places (requiring climbing or acrobatics), some are hidden, some are being carried by guards (requiring sleight of hand).

It would add a nice twist if the rules allowed you to bluff or sleight of hand your competitors and steal the mcguffins they have already collected, and so you would also have to be alert to other people trying to steal them from you. A suitably enterprising rogue might even try to come up with some forged mcguffins to pad their count.


GeoffA wrote:

What if you had a number of mcguffins (gems, coins, tokens) scattered around the area while the rest of the tournament is going on? Whoever has collected the most mcguffins within a certain time limit is declared the winner. Some are in locked boxes, some are in difficult to reach places (requiring climbing or acrobatics), some are hidden, some are being carried by guards (requiring sleight of hand).

It would add a nice twist if the rules allowed you to bluff or sleight of hand your competitors and steal the mcguffins they have already collected, and so you would also have to be alert to other people trying to steal them from you. A suitably enterprising rogue might even try to come up with some forged mcguffins to pad their count.

Good idea, I like it. What would the consequences be if they are caught on one of the attempts? Do they auto lose or just don't get that particular McGuffin?


noblejohn wrote:
GeoffA wrote:

What if you had a number of mcguffins (gems, coins, tokens) scattered around the area while the rest of the tournament is going on? Whoever has collected the most mcguffins within a certain time limit is declared the winner. Some are in locked boxes, some are in difficult to reach places (requiring climbing or acrobatics), some are hidden, some are being carried by guards (requiring sleight of hand).

It would add a nice twist if the rules allowed you to bluff or sleight of hand your competitors and steal the mcguffins they have already collected, and so you would also have to be alert to other people trying to steal them from you. A suitably enterprising rogue might even try to come up with some forged mcguffins to pad their count.

Good idea, I like it. What would the consequences be if they are caught on one of the attempts? Do they auto lose or just don't get that particular McGuffin?

Aside from the jousting tournament, losing a competition doesn't cost the loser anything. I'd say that this "scavenger hunt" shouldn't have any consequences other than not picking up the macguffin, also. However, there should be some sort of drama to it! Maybe have daily tallies where everyone involved turns in their tokens or whatever so that the lead could shift back and forth between different contestants. And maybe have one "golden macguffin" that's really hard to find or pickpocket that's worth more points that could unexpectedly shift the competition.

Oh, and so those with divination spells don't dominate the scavenger hunt, maybe shield the macguffins, somehow? Or at least the golden macguffin. Or at least make it part of the rules not to use divination magic so that someone who does so runs the risk of cheating and at least has to be subtle about it.

Man, I kind of wish I had a rogue in the party that I'm DMing, now. This sounds fun.

I've got an archer for the archery competition, a high-strength samurai who could compete in the lumberjack competition, a high-charisma Gunslinger (Mysterious Stranger archetype) who could probably boast without embarrassing his kingdom, and I'm sure I can come up with some sort of duel for the magus. Just need to think of something for the oracle....


Andostre wrote:
noblejohn wrote:
GeoffA wrote:

What if you had a number of mcguffins (gems, coins, tokens) scattered around the area while the rest of the tournament is going on? Whoever has collected the most mcguffins within a certain time limit is declared the winner. Some are in locked boxes, some are in difficult to reach places (requiring climbing or acrobatics), some are hidden, some are being carried by guards (requiring sleight of hand).

It would add a nice twist if the rules allowed you to bluff or sleight of hand your competitors and steal the mcguffins they have already collected, and so you would also have to be alert to other people trying to steal them from you. A suitably enterprising rogue might even try to come up with some forged mcguffins to pad their count.

Good idea, I like it. What would the consequences be if they are caught on one of the attempts? Do they auto lose or just don't get that particular McGuffin?

Aside from the jousting tournament, losing a competition doesn't cost the loser anything. I'd say that this "scavenger hunt" shouldn't have any consequences other than not picking up the macguffin, also. However, there should be some sort of drama to it! Maybe have daily tallies where everyone involved turns in their tokens or whatever so that the lead could shift back and forth between different contestants. And maybe have one "golden macguffin" that's really hard to find or pickpocket that's worth more points that could unexpectedly shift the competition.

Oh, and so those with divination spells don't dominate the scavenger hunt, maybe shield the macguffins, somehow? Or at least the golden macguffin. Or at least make it part of the rules not to use divination magic so that someone who does so runs the risk of cheating and at least has to be subtle about it.

.

Maybe the rogue starts with 5 Rings of his own. Each time he fails he loses a ring - if he loses all 5 rings, he is done. There is a 5% chance he gets the golden McGuffin on each attempt. His final score is the number of McGuffins + 20 for the Golden - 4 for each ring lost.

Thoughts? What should the DC be on the attempts?

Maybe the DC escalates each day of the tournament...add to the tension.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Kingmaker / Rushlight - Rogues Challenge All Messageboards

Want to post a reply? Sign in.
Recent threads in Kingmaker
KM 5e thread