D&D 3E/3.5 3.5 Darker Campaign idea, looking for suggestions

RUMBLETiGER

Adventurer
Kicking around yet another sandbox campaign concept. This campaign is based around players as members of an assassin guild (Think of Video games such as Metal Gear or Assassin's Creed). Figure players between levels 5-10. The game is based around missions. Most missions have the same format:
-players are given the objective, usually assassinate a target or acquire an object.
-Players arrive outside the local environment.
-Players attempt to survey the environment. Hide, Move Silently, Listen, Spot, Search, Disable Device, Open Lock, Climb, Balance, Disguise, Gather Information, Diplomacy, Intimidate, Bluff, Forgery... and the like.
-Players identify risks and dangers.
-Players enter the environment, avoid or eliminate dangers.
-Players locate primary target.
-Players interact with pirmary target.
-Players work out an exit.

I'm asking you fine folks for, in a few sentences, plot/location/target suggestions, such as:

1. Arrive at the Plantation, avoid the armed guards, assassinate the plantation owner, burn the crops.

2. Arrive at the Slave trader outpost. Avoid the gaurds. Free the Duke's Son who's been imprisioned. Secondary target, assassinate the Slave Lord who kidnapped the Duke's son.

3. Arrive outside the cave. be careful of traps and kobolds. Kill the Dragon. Retrieve the golden crown.

4. Arrive outside the mansion of the retired Thief. Be careful of traps. Many traps. Retreve the dagger from his private collection.

5. Arrive at the castle. Infultrate the south tower. Avoid the guards. Kidnap the Princess for the rival Lord. Escape with the Princess alive.

6. Enter the Underdark. Infultrate the Drow city. Locate and assassinate the Priestess of Lolth.

7. Arrive outside the Church of Heironeous. Infultrate the temple. discern the imposter, the spy cleric of Hextor. Expose him to the others without drawing suspicion to yourself or assassinate him yourself.

...and so on. Your ideas?
 

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Oh, I've seen this game. It's called Shadow Run.

There's always the "pointless" missions, ones where the purpose doesn't seem to make any sense.

"You will go to Horeksberg and contact a certain shopkeeper there. He will give you a a gold seal. Return it to me, and I'll pay you well."

And, of course, the shopkeeper is dead when they get there and the seal is missing.

The players need to find out who stole it, and get it back, "before it falls into the wrong hands" (dum-dum-DUM!).

What's the significance of the seal? Who knows. Employers are not required to explain the purpose of the mission, and generally don't.

"Security leaks are plugged with sharp steel", and all that stuff.

Just let them wonder what it is. Make them scratch their heads a bit.
 


If you've ever played Thief: The Dark Project, I think you could use that a lot for inspiration. Especially everything related to the retrieving the Eye.

I did play in a small game that used the mission Framed from Thief 2: The Metal Age. I would highly suggest looking at that. You're required to sneak into the watch station, place some evidence incriminating a lieutenant and get out without getting caught, setting off the alarms, or knocking or killing anyone.

Is there any more you can tell us for your game? Is there an over arching story? Will the players just be doing contracts? Is it all set in one city or country?
 

Is there any more you can tell us for your game? Is there an over arching story? Will the players just be doing contracts? Is it all set in one city or country?
I've not gotten much further in the idea than what I posted, concept is in beginning stages.
There very likely would end up developing an over-arching story. Gradually discover things about your employers, get swept up in larger plotlines, etc.
The goal is to have the players doing contracts. Realistically, they'll eventually branch out, as they often do, and alternatives will likely stem from Player suggestions and whatever over-arching stroy kicks off. Eventually PCs will level beyond where these contracts will be practical. Once PC's can Scry, Teleport in, insta-kill targets and teleport out, the contracts will become moot and the story will progress.
As for setting, likely to expand broader over time, while the headquarters will unfold in detail and the most local region would become more defined. the muscilanious travel time between base and location would be mostly ignored by saying "You travel six weeks and...", etc.
 

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