A Rogue Adventure.

Ysgarran

Registered User
The characters have gotten themselves into a situation where they have to see a map from a Dwarven Stronghold. They definately can't just go in and kill everything, they have to sneak in, steal the goods and get out again.

Some quick ideas:

1. Casing the place will give them some advantages. They will be able to make spot checks that will give them information about the kinds of traps and who made the locks. Doing some research on the locks and traps will give them circumstance bonuses.
2. Some of the dwarves could be bribed ... tricky since approaching the wrong dwarf could result in disaster.

More background: This is a group of dwarves that worship Abothor (The Dwarven God of Greed). While evil their one redeeming quality is that they all deal with dwarves fairly but try to cheat and steal from all others.



Other ideas?
 

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It all has to go horribly wrong.

I'd run it as a normal, straightforward adventure, with thier plans working out as expected. But I'd throw in a twist. Maybe they were expected. Maybe the plans are faked. Maybe they find something they hadn't planned on, something that changes everything. Maybe one of the characters falls to some kind of trap - a test of Greed.

Hope that helps some.
 

LostSoul said:
It all has to go horribly wrong.
I'd run it as a normal, straightforward adventure, with thier plans working out as expected. But I'd throw in a twist. Maybe they were expected. Maybe the plans are faked. Maybe they find something they hadn't planned on, something that changes everything. Maybe one of the characters falls to some kind of trap - a test of Greed.

Hope that helps some.

Hmm, the Dwarves are not a monolithic group, they are not all evil. A Dwarf who is just trying to do his job in guarding the stronghold could come into conflict with the party. How the party handles that could be interesting...

It is easy to setup opportunities for greed to come into play.
 

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