I want run an adventure inspired by movies like Ocean’s 11 through 22B, the Sting and The Italian Job.
The PCs are hired to burgle and trash the coin mint/treasury of some lawful and nefarious nation by a rival nation. The coin mint/treasury is well guarded by mages, magic, monsters and mortals – so well guarded that simply trashing the place like a normal dungeon is out of the question, in terms of what level the PCs should be. That would lead to TPK – this is the canned adventure equivalent of robbing the Federal Gold Repository of New York. If they get stupid, half the guards, mages, soldiers and what-not in the kingdom show up and kill them. However, if they pull it of, they could be horrifically wealthy.
It is going to be set for 10th to 12th level.
How much distraction should be going on? By distractions, I mean one or more PCs out and about, making a scene so as to distract the guards and what not, thereby allowing the other PCs down into the vault. The risk here is splitting up the part and thus leaving some to twiddle their thumbs while action is going on else where.
How elaborate should the vault’s protections be? The more convoluted it is, the more the adventure will bore the “kick in the door” type of players.
What ratio of rogues, bards to other classes do you think is good?
The PCs are hired to burgle and trash the coin mint/treasury of some lawful and nefarious nation by a rival nation. The coin mint/treasury is well guarded by mages, magic, monsters and mortals – so well guarded that simply trashing the place like a normal dungeon is out of the question, in terms of what level the PCs should be. That would lead to TPK – this is the canned adventure equivalent of robbing the Federal Gold Repository of New York. If they get stupid, half the guards, mages, soldiers and what-not in the kingdom show up and kill them. However, if they pull it of, they could be horrifically wealthy.
It is going to be set for 10th to 12th level.
How much distraction should be going on? By distractions, I mean one or more PCs out and about, making a scene so as to distract the guards and what not, thereby allowing the other PCs down into the vault. The risk here is splitting up the part and thus leaving some to twiddle their thumbs while action is going on else where.
How elaborate should the vault’s protections be? The more convoluted it is, the more the adventure will bore the “kick in the door” type of players.
What ratio of rogues, bards to other classes do you think is good?