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Hacking DUNGEON WORLD for a Heist/Infiltration Skill Challenge
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<blockquote data-quote="Quickleaf" data-source="post: 6255343" data-attributes="member: 20323"><p>The PCs are trying to secure the Duke's support/fealty, so they want to avoid pissing him off by killing or attacking his guards. Thus, the infiltration is mostly non-combat passed, though there might be creative uses for powers the PCs can come up with that will work. If they cross the line and assault his men, it's going to be very hard for them to get his allegiance, impossible if they kill any guards. They know this going in. </p><p></p><p>As the PCs infiltrate the ducal estate, they explore new areas and the tension increases:</p><p>Roll or choose from a table of "soft" moves to drive the action.</p><p></p><p>This will be a random complications table, with things like getting forced into an undesired location to avoid detection, hounds picking up the scent of some PCs and needing to be thrown off, etc. I will try to come up with a list of 12-20.</p><p></p><p>When a PC fails a check / does something to alert the guards:</p><p>1 failure at the skill challenge & the ducal estate gets a "hard" move. I think having 3-5 of these feels right. Here's my first stab at it:</p><p></p><p><strong>Ducal Estate: when a PC fails a check, the estate...</strong></p><ul> <li data-xf-list-type="ul"> Corners that PC alone with 6 men-at-arms who move to restrain. If restrained, the PC is taken to the dungeon for interrogation and to await the Duke. If the PC escapes, the men split up to raise the alert & get the Duke.</li> <li data-xf-list-type="ul"> Exposes one or more PCs' cover stories, and the NPCs present react accordingly, either to restrain the PC(s) or raise the alert.</li> <li data-xf-list-type="ul"> Spots the PCs; a noncombatant NPC begins yelling their head off, attracting all kinds of attention.</li> <li data-xf-list-type="ul"> Pincushions that PC with crossbow bots; probably something like 12-16 level-equivalent minion attacks.</li> </ul><p></p><p>At 3 failures, the alert has been raised so much that they get to choose one outcome (not all):</p><p>* Get away, possibly without being identified depending on their actions</p><p>* Get to the Wolfskin by themselves to examine it or conceal it somehow (but get caught)</p><p>* Get to the ritual scroll by themselves to examine it or conceal it or destroy it (but get caught)</p><p></p><p>At 10-11 successes, the party gets away and can choose two outcomes:</p><p>* It was a clean getaway, they were not identified</p><p>* They got the Wolfskin</p><p>* They got the ritual scroll</p><p></p><p>At 12 successes, they get away clean with the Wolfskin and can choose two outcomes:</p><p>* They got the ritual scroll</p><p>* The Wolfskin does not tempt one of them with evil</p><p>* Sir Chevian does not torture Innocents he believes are responsible for the theft</p><p></p><p>So that's my first pass. I'll post more later, but any feedback so far?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6255343, member: 20323"] The PCs are trying to secure the Duke's support/fealty, so they want to avoid pissing him off by killing or attacking his guards. Thus, the infiltration is mostly non-combat passed, though there might be creative uses for powers the PCs can come up with that will work. If they cross the line and assault his men, it's going to be very hard for them to get his allegiance, impossible if they kill any guards. They know this going in. As the PCs infiltrate the ducal estate, they explore new areas and the tension increases: Roll or choose from a table of "soft" moves to drive the action. This will be a random complications table, with things like getting forced into an undesired location to avoid detection, hounds picking up the scent of some PCs and needing to be thrown off, etc. I will try to come up with a list of 12-20. When a PC fails a check / does something to alert the guards: 1 failure at the skill challenge & the ducal estate gets a "hard" move. I think having 3-5 of these feels right. Here's my first stab at it: [b]Ducal Estate: when a PC fails a check, the estate...[/b] [list][*] Corners that PC alone with 6 men-at-arms who move to restrain. If restrained, the PC is taken to the dungeon for interrogation and to await the Duke. If the PC escapes, the men split up to raise the alert & get the Duke. [*] Exposes one or more PCs' cover stories, and the NPCs present react accordingly, either to restrain the PC(s) or raise the alert. [*] Spots the PCs; a noncombatant NPC begins yelling their head off, attracting all kinds of attention. [*] Pincushions that PC with crossbow bots; probably something like 12-16 level-equivalent minion attacks.[/list] At 3 failures, the alert has been raised so much that they get to choose one outcome (not all): * Get away, possibly without being identified depending on their actions * Get to the Wolfskin by themselves to examine it or conceal it somehow (but get caught) * Get to the ritual scroll by themselves to examine it or conceal it or destroy it (but get caught) At 10-11 successes, the party gets away and can choose two outcomes: * It was a clean getaway, they were not identified * They got the Wolfskin * They got the ritual scroll At 12 successes, they get away clean with the Wolfskin and can choose two outcomes: * They got the ritual scroll * The Wolfskin does not tempt one of them with evil * Sir Chevian does not torture Innocents he believes are responsible for the theft So that's my first pass. I'll post more later, but any feedback so far? [/QUOTE]
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Hacking DUNGEON WORLD for a Heist/Infiltration Skill Challenge
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