Falrin
2007-08-06, 10:05 AM
Got my players jumping around the country killing green stuff and smiting evil to get them started. But I feel it's time for the more subtle work now. I worked out the basic idea, but I got stuck on the smaller events.
Background & Basic Ideas:
- It's placed in a Small/large town (+/- 2000 people) on the edge of civilization.
- The town has been infiltrated by two dopplegangers which are looking to take over/get rid of/replace the thieves guild for there own gain.
- The local thievesguilsmasters are out on some buisness and left the command to an adjudant.
- The main hide-out of the thieves is attacked by a rooming band Gnolls. This a background indication as gnolls from the next country are massivly migrating/fleeing from an unknown threat.
The dopplegangers will make use of these two events to strike. The defense of the guild was pretty strong, but if they can kill the remains they could surprise the leaders on there return.
Basic Adventure Idea:
The party will stumble upon an attack of the dopplegangers on one of there minor hide-outs.
Crash a wagon with wood & oil through the door by rolling downhill.
Make a ride-by with a torch.
Be recognized as a Guildmember.
Unknowingly contact with the thievesguild is made. The adjudant is short on manpower (attack on main + large escort) and gets the party working for him pretending to be a the victim.
The local authoraties won't be of much help as the dopplegangers have replaced the Sherrif & the Town Guard captain, which were also low LvL because of the Gnoll-Problems.
The Roles
Party:
LvL 4 Human Fighter.
LvL 4 Elven Wizard.
LvL 1 Halfling Rogue/3 Cleric.
The guild:
Some thuggs & Mugs: LvL 1 Wariors & Rogues. # = what the story needs.
There leaders: LvL 3 Warriors & Rogues (+/- 2 each)
Adjudant: LvL 3 rogue/3 swashbuckler
'Assasin': 3th LvL halfling Rogue whit a lot of poisons.
What Next?
More trouble with the dopplegangers. But what exactly?
Clearing the Main-hideout. Depending on the parties behaviour the guild will ambush them aftherwards.
Background & Basic Ideas:
- It's placed in a Small/large town (+/- 2000 people) on the edge of civilization.
- The town has been infiltrated by two dopplegangers which are looking to take over/get rid of/replace the thieves guild for there own gain.
- The local thievesguilsmasters are out on some buisness and left the command to an adjudant.
- The main hide-out of the thieves is attacked by a rooming band Gnolls. This a background indication as gnolls from the next country are massivly migrating/fleeing from an unknown threat.
The dopplegangers will make use of these two events to strike. The defense of the guild was pretty strong, but if they can kill the remains they could surprise the leaders on there return.
Basic Adventure Idea:
The party will stumble upon an attack of the dopplegangers on one of there minor hide-outs.
Crash a wagon with wood & oil through the door by rolling downhill.
Make a ride-by with a torch.
Be recognized as a Guildmember.
Unknowingly contact with the thievesguild is made. The adjudant is short on manpower (attack on main + large escort) and gets the party working for him pretending to be a the victim.
The local authoraties won't be of much help as the dopplegangers have replaced the Sherrif & the Town Guard captain, which were also low LvL because of the Gnoll-Problems.
The Roles
Party:
LvL 4 Human Fighter.
LvL 4 Elven Wizard.
LvL 1 Halfling Rogue/3 Cleric.
The guild:
Some thuggs & Mugs: LvL 1 Wariors & Rogues. # = what the story needs.
There leaders: LvL 3 Warriors & Rogues (+/- 2 each)
Adjudant: LvL 3 rogue/3 swashbuckler
'Assasin': 3th LvL halfling Rogue whit a lot of poisons.
What Next?
More trouble with the dopplegangers. But what exactly?
Clearing the Main-hideout. Depending on the parties behaviour the guild will ambush them aftherwards.