bluesfella
Explorer
Here's the setup: The party needs to break into the manor house of a prominent (but EVIL) noble and steal a macguffin. They will see this evil noble and his bodyguard totally decimate a higher-level party via a flashback scene before they plan out this heist. So, they don't want to engage this guy directly.
I'm having trouble coming up with possible reasons the noble will either be gone from the house or distracted. I thought about having the cliche "villain throws a party" going on, so the group can sneak past the guards, etc. Or even the noble may take his family on a trip, and the group sneaks in when only the household staff is there. But neither of these seem very interesting, and I want to give the group a few different scenarios to choose from.
I also want to throw in some sort of unexpected "twist" to complicate things, but I'm having a hard time coming up with something other than "random unexpected person walks in on them".
I do have one interesting twist once they make it through the secret door in the basement to the vault - they will find an underground church, and discover that the noble is secretly worshiping Vecna along with a small group of others in the city. And he plans on raising a small army of undead to take over. All seeds for a later adventure arc, but nothing that really complicates their heist.
So, what have you used in your campaigns, or what can you think of to make this more interesting? My players (and I, of course) will be thankful for whatever you can come up with!
I'm having trouble coming up with possible reasons the noble will either be gone from the house or distracted. I thought about having the cliche "villain throws a party" going on, so the group can sneak past the guards, etc. Or even the noble may take his family on a trip, and the group sneaks in when only the household staff is there. But neither of these seem very interesting, and I want to give the group a few different scenarios to choose from.
I also want to throw in some sort of unexpected "twist" to complicate things, but I'm having a hard time coming up with something other than "random unexpected person walks in on them".
I do have one interesting twist once they make it through the secret door in the basement to the vault - they will find an underground church, and discover that the noble is secretly worshiping Vecna along with a small group of others in the city. And he plans on raising a small army of undead to take over. All seeds for a later adventure arc, but nothing that really complicates their heist.
So, what have you used in your campaigns, or what can you think of to make this more interesting? My players (and I, of course) will be thankful for whatever you can come up with!