Heist or Break-In Style Adventures


Pathfinder First Edition General Discussion


I'm looking for a scenario or module where the players have to break in somewhere.

PFS, older D&D editions and 3PP are all fine for recommendations.

I know there are some modules where the party have to race through a museum type place and compete against other groups that might be good.

Level isn't an issue.

I'll be converting it to my homebrew so basically just need something with a good building map that has some of the defences outlined and could believably be the place where something tha the party need to steal is stored.

Any good suggestions?


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Well, 2 basic scenarios come to mind: robbing the place when it's deserted like in Disorganized Crime or even the Tomb of Horrors and robbing the place when it's crowded like Ocean's Eleven. I guess we could have a somewhere-in-between category like Entrapment.

In the first case, there are guards somewhere, and you need to put together a labyrinth of security measures, and it's an an adventure of of traps and puzzles, and if there is any combat, the party has probably already lost.

In the second case, it also becomes about crowd control, and if there is combat, it needs to be a diversion.


Scott Wilhelm wrote:

Well, 2 basic scenarios come to mind: robbing the place when it's deserted like in Disorganized Crime or even the Tomb of Horrors and robbing the place when it's crowded like Ocean's Eleven. I guess we could have a somewhere-in-between category like Entrapment.

In the first case, there are guards somewhere, and you need to put together a labyrinth of security measures, and it's an an adventure of of traps and puzzles, and if there is any combat, the party has probably already lost.

In the second case, it also becomes about crowd control, and if there is combat, it needs to be a diversion.

The building is definitely currently occupied. I'm not so worried about the how (that's the players' problem). I'm more trying to grab some decent maps and characters to respond to the range of options that they might take.


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Two old resources to consider.

1. Thieves' World
2. Thieves' Guild


Don't worry about the *how* your players are going to do it. Make your vault as impregnable as you want, they'll figure out a way in.


The middle part of ‘Masks of the Living God’ has a good ‘break in’ part. I played it as a PFS scenario, and my slayer had lots of fun sneaking around the temple after hours...

Sovereign Court

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The first half of Fangwood Keep is a break-in.

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