Complicate my party's plan

Spread rumors, about a town in the west that has contracted a terrible disease of magical origin has been quarantined. A shipment of the rare valuable herb, Fey Neetles, the only known cure is in the warehouse. The lone guard of the herb is a monk who is under a vow of nonviolence will only resist the PCs with subdual damage. The PCs can choose whether or not to leave the herb.
 

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roguerouge said:
Isn't there always the threat of a double cross in heist films? Make it very tempting for someone to make off with most of the cash at one point in the heist.

Rechan said:
The only actual enemy that he has is a criminal named Shadowbox, whom the PCs are working for (in a roundabout fashion); Shadowbox is the fence who is aiding them in this endeaver, and he is aware of their plans.

Also, all the PCs are in about the Chaotic Good range.

OK, one potential doublecross is: Shadowbox himself. If Shadow plays his cards right, he weakens Avos, makes the guard look foolish, and steals the treasure for himself while cutting the PCs out. The nice thing is that because they're working for him and in theory helping him out, they probably won't expect him to doublecross them, at least not in their moment of victory, which unfortunately for them is also probably the point at which they are most vulnerable to doublecross. It's totally within genre too, as I suspect you're going for "heist story" in this case, so y'know, it won't seem totally out of place.
 

Allegro said:
Spread rumors, about a town in the west that has contracted a terrible disease of magical origin has been quarantined. A shipment of the rare valuable herb, Fey Neetles, the only known cure is in the warehouse. The lone guard of the herb is a monk who is under a vow of nonviolence will only resist the PCs with subdual damage. The PCs can choose whether or not to leave the herb.

Better yet: go the Firefly route. Have the team discover that they've also stolen valuable medical supplies only AFTER they've got the goods. Now, they have to figure out how to give the stuff BACK without being caught.
 

The double-cross is classic. Even more classic is that the contraband is even more trouble than having Avos mad at them.

For example, the contraband is actually a Princess on a diplomatic mission. Now she won't make her appointment with the local govt, and war will break out. Unless the PCs get her in to the secret meeting.

Of course, she's instantly recognizable and there's a faction of the govt that will kill her on sight. And the meeting is secret so even the people she was supposed to meet with can't publicly acknowledge her mission.

And she's cute. Of course!
 


Three guys tried to rob the warehouse as the PCs started their thing, but the barbarian just cut one in half with a single swing and the other two just... fled.

Avos's enforcer was on the ship, but one of the PCs enticed him and then drugged him.

I intended to make things difficult for them by having one of the pieces of contraband be a Dragon egg. ... The PCs want to keep it. Oops.
 



Got this one from "Rush Hour 3", of all things, but it's a common enough story line: Othos and Avos are brothers -- either brothers by birth or raised in the same orphanage. Though they are on opposite sides of the law, neither would ever betray or cross the other. So when Othos comes in to steal, and AVOS SHOWS UP, he knows it's not his bro, and it's all a con.

Then there's the inside-man store -- Avos has an inside-man in the cop gang they try to con on the case, so he knows it's not right. Or Othos has an inside-man in Avos gang, so he knows there is no raid.

Another idea -- Icepick is the capo de tutti capo of Shadowbox and Avos and decides to call a peace. Which means bumping off the hired muscle that's now redundant to requirements.
 

The captain should be the double-crosser.

He starts leaving the city in the wrong direction. They need to get on the boat and "convince" him to stick with the original plan.

Or kill him and try to pilot the boat themselves... ...perhaps wrecking the ship and having to salvage what loot they can from a reef, desert island, etc. before sunrise when they're seen and the Crime Lord can chase them down.

Pirates attack the ship as it escapes? (I just read Treasure Island, pirates are on the brain)
 

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