MightyCthulhu
Mongoose
As I posted last week my PC's are about to enter The City of Thieves and I'm looking for plot hooks for them. Since the Party are mostly Thieves themselves I thought it would be nice to run some Thief side quests while in town.
This is new ground for me, but I've been inspired by Iron chef's Excellent GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES!
So Here is the first draft of my Hyborian Thief “Job” Idea Generator:
Procedure:
* Pick one of each: Hook, Target, Location, Modus, Loot
* Pick one or more: Complication
* Optionally Pick one: Luck
Hook:
* Hired - A has hired PC to retreive B from C in return for D.
* Rumor - PC makes Gather Information check.
* Clue - somthing PC's find give necessary information (see rumor)
* Opportunity - PC makes Spot/Listen and/or Hide/Move Silently Check.
* Blunder - PC fails Spot/Listen Check and winds up caught in the middle of a crime in progress.
Target: Commoner, craftsman, guild member, bum/drunk/vagrant/outlander, noble, scholar/sorcerer/priest, guardsman, thief/criminal, local hero, city official.
Location: Shop, Residence, Temple, ambush, fortification, ruin, warehouse, ship, Marketplace, park, sewers/tunnels/dungeon, mystical place.
Modus: Looting, Robbery/Burglary, assault/murder, extortion/blackmail/enforcement/intimidation, ransom/kidnapping, pick pocketing, drug/poison, seduction/confidence/forgery/impersonation/bluff.
Loot: Slaves, coin, jewelry, art, alchemical/mystical/quest equipment/item(s), weapons, high quality/rare equipment, information (map scroll, journal, etc.),
livestock, flora (fruits, vegetables, flowers).
Complications: Barriers, Decoys, Guardians, Traps, Things Don’t Go Smooth.
* Barriers: Walls, Gates/Portals, Moats, Watchtowers, Vaults/Safes
* Decoys: mundane, sorcerous, alchemical
* Guardians: men, beasts, demons/summoned monsters
* Traps: mundane, sorcerous, alchemical
* Things Don’t Go Smooth: Wandering Guardian, Bad Information, Rival Thief, Betrayal, Unexpected Visitor, Target on the Move.
Luck: sleeping guardians, disarmed/sprung traps, Rival Takes the Heat, Insider Ally, Thief Ally
Edit Log
9/29/05 3 PM - expanded confidence
9/30/05 9 AM - fixed typos - added assault/murder and enforcement/intimidation, location
9/30/05 12 PM - added Hooks, drug/poison, seduction and drunks.
10/03/05 AM - added Betrayal.
This is new ground for me, but I've been inspired by Iron chef's Excellent GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES!
So Here is the first draft of my Hyborian Thief “Job” Idea Generator:
Procedure:
* Pick one of each: Hook, Target, Location, Modus, Loot
* Pick one or more: Complication
* Optionally Pick one: Luck
Hook:
* Hired - A has hired PC to retreive B from C in return for D.
* Rumor - PC makes Gather Information check.
* Clue - somthing PC's find give necessary information (see rumor)
* Opportunity - PC makes Spot/Listen and/or Hide/Move Silently Check.
* Blunder - PC fails Spot/Listen Check and winds up caught in the middle of a crime in progress.
Target: Commoner, craftsman, guild member, bum/drunk/vagrant/outlander, noble, scholar/sorcerer/priest, guardsman, thief/criminal, local hero, city official.
Location: Shop, Residence, Temple, ambush, fortification, ruin, warehouse, ship, Marketplace, park, sewers/tunnels/dungeon, mystical place.
Modus: Looting, Robbery/Burglary, assault/murder, extortion/blackmail/enforcement/intimidation, ransom/kidnapping, pick pocketing, drug/poison, seduction/confidence/forgery/impersonation/bluff.
Loot: Slaves, coin, jewelry, art, alchemical/mystical/quest equipment/item(s), weapons, high quality/rare equipment, information (map scroll, journal, etc.),
livestock, flora (fruits, vegetables, flowers).
Complications: Barriers, Decoys, Guardians, Traps, Things Don’t Go Smooth.
* Barriers: Walls, Gates/Portals, Moats, Watchtowers, Vaults/Safes
* Decoys: mundane, sorcerous, alchemical
* Guardians: men, beasts, demons/summoned monsters
* Traps: mundane, sorcerous, alchemical
* Things Don’t Go Smooth: Wandering Guardian, Bad Information, Rival Thief, Betrayal, Unexpected Visitor, Target on the Move.
Luck: sleeping guardians, disarmed/sprung traps, Rival Takes the Heat, Insider Ally, Thief Ally
Edit Log
9/29/05 3 PM - expanded confidence
9/30/05 9 AM - fixed typos - added assault/murder and enforcement/intimidation, location
9/30/05 12 PM - added Hooks, drug/poison, seduction and drunks.
10/03/05 AM - added Betrayal.