Author Topic: Rolemaster One-shot set in Sanctuary Thieves' World.  (Read 8349 times)

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Offline Druss_the_Legend

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Rolemaster One-shot set in Sanctuary Thieves' World.
« on: September 12, 2024, 04:00:28 PM »
    I created a Rolemaster One-shot set in Sanctuary Thieves' World. 3-4 players. 4 hour time limit.
    Pre-generated characters are: lvl 5-6. Thief, Rogue, Barbarian, Assassin. 

Adventure Introduction. You work for the crime-lord Jubal as one of his Hawkmasks - a motley band of sell-swords, thieves, and rogues. Jubal’s men are loyal, capable and ruthless. You are tasked with various underworld activities such as smuggling, spying, carrying out heists, crushing rival gangs, intimidating witnesses or punishing those who dare defy your master Jubal.

Scene One: Jubals's Estate
Jubal "Hawkmasks! Listen well. Your quarry is a cutpurse named Athuval. He spills secrets like a leaky cask. I want him brought to me by midnight tonight. Be ready to leave in 10 minutes. Any questions?"

Scene 2: The Golden Lion Inn
Layout map of the inn will be available to the leader of the party. Players will get to plan a heist to capture the mark. They will need to cover all possible 7 exits!
>> 4 upstairs windows (one into the main street outside the inn and
>> 3 into the alleyway outside),
>> front door,
>> downstairs common room window and basement (tunnel into the sewers). [/li][/list]

That's a lot of exits but 4 of these could be watched by one character waiting in the alleyway outside. With a clever diversion the difficulty of the task increases which will allow the mark to evade capture and the party can give chase via rooftops or a chase through the street. Lookouts will tip off our march and a bribed urchin will have a horse waiting nearby if needed. I'll employ a body double aka urchin in hooded cloak if needed. Also could be someone else who is wanting to avoid Jubals Hawkmasks making for some quick decisions when two diff NPCS flee the common room downstairs

Scene 3: Pursuit through Westside
This might be one foot through the streets and alleyways, by rooftop or on horseback depending on what the party have planned. If they were very thorough in cornering the mark inside the inn he will have no other option than to take the sewers via the basement. This does not appear on the map the players have and they are unlikely to think of it but if the do, i'll use a decoy of distraction to orchestrate an escape so that the adventure isnt over too soon.

Scene 3: The Maze
This is a lawless slum area of the city where muggings and murder is common. It has many twisting alleyways and if you are familiar with the layout you could easily lose any pursuers (or get cornered in a dead end alleyway if you dont). I have planned a few encounters to slow the pursuit that the players will need to deal with if they want to stay on the marks trail. Although the party leader has a map to The Maze they might be wise to secure an urchin guide because stopping to check the map is slower that using a guide who knows the place like the back of his hand.

Scene 4: The Sewers Below the Maze
The mark will flee into the sewers seeking the refuge of his employers lair. This is how the party will find the rival crime-lords secret base. Along the way they will find some dead Hawkmask allies who have been sent on a mission to find the crime-lord. The entrance to the crime-lords lair is hidden, trapped and guarded. Once the party must infiltrate the lair and gain entry (perhaps by force or guile).

Scene 5: The Beggar King's Lair
This is the final encounter where the party are met with a rival crime-lord, a number of henchmen, the mark they they are chasing and a captive hawkmask who is being interrogated. This scene will begin as a roleplaying encounter and the BBG will make the players an offer to switch sides and join his organisation. He might also threaten to kill the captive if they dont lay down their weapons. The party have some high stakes goals here:
1) save the captive
2) take the mark alive
3) join/make a deal with the crime-lord
4) unmask the BBG
5) kill the BBG
6) flee with what intel they have and regroup for a bigger assault

Offline EltonJ

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #1 on: September 12, 2024, 07:29:05 PM »
    I created a Rolemaster One-shot set in Sanctuary Thieves' World. 3-4 players. 4 hour time limit.
    Pre-generated characters are: lvl 5-6. Thief, Rogue, Barbarian, Assassin. 
They could use a cleric.

Quote
Adventure Introduction. You work for the crime-lord Jubal as one of his Hawkmasks - a motley band of sell-swords, thieves, and rogues. Jubal’s men are loyal, capable and ruthless. You are tasked with various underworld activities such as smuggling, spying, carrying out heists, crushing rival gangs, intimidating witnesses or punishing those who dare defy your master Jubal.
Jubal something of a Mafia crime boss, right?

Quote
Scene One: Jubals's Estate
Jubal "Hawkmasks! Listen well. Your quarry is a cutpurse named Athuval. He spills secrets like a leaky cask. I want him brought to me by midnight tonight. Be ready to leave in 10 minutes. Any questions?"

Scene 2: The Golden Lion Inn
Layout map of the inn will be available to the leader of the party. Players will get to plan a heist to capture the mark. They will need to cover all possible 7 exits!
>> 4 upstairs windows (one into the main street outside the inn and
>> 3 into the alleyway outside),
>> front door,
>> downstairs common room window and basement (tunnel into the sewers). [/li][/list]

That's a lot of exits but 4 of these could be watched by one character waiting in the alleyway outside. With a clever diversion the difficulty of the task increases which will allow the mark to evade capture and the party can give chase via rooftops or a chase through the street. Lookouts will tip off our march and a bribed urchin will have a horse waiting nearby if needed. I'll employ a body double aka urchin in hooded cloak if needed. Also could be someone else who is wanting to avoid Jubals Hawkmasks making for some quick decisions when two diff NPCS flee the common room downstairs

Scene 3: Pursuit through Westside
This might be one foot through the streets and alleyways, by rooftop or on horseback depending on what the party have planned. If they were very thorough in cornering the mark inside the inn he will have no other option than to take the sewers via the basement. This does not appear on the map the players have and they are unlikely to think of it but if the do, i'll use a decoy of distraction to orchestrate an escape so that the adventure isnt over too soon.

Scene 3: The Maze
This is a lawless slum area of the city where muggings and murder is common. It has many twisting alleyways and if you are familiar with the layout you could easily lose any pursuers (or get cornered in a dead end alleyway if you dont). I have planned a few encounters to slow the pursuit that the players will need to deal with if they want to stay on the marks trail. Although the party leader has a map to The Maze they might be wise to secure an urchin guide because stopping to check the map is slower that using a guide who knows the place like the back of his hand.

Scene 4: The Sewers Below the Maze
The mark will flee into the sewers seeking the refuge of his employers lair. This is how the party will find the rival crime-lords secret base. Along the way they will find some dead Hawkmask allies who have been sent on a mission to find the crime-lord. The entrance to the crime-lords lair is hidden, trapped and guarded. Once the party must infiltrate the lair and gain entry (perhaps by force or guile).

Scene 5: The Beggar King's Lair
This is the final encounter where the party are met with a rival crime-lord, a number of henchmen, the mark they they are chasing and a captive hawkmask who is being interrogated. This scene will begin as a roleplaying encounter and the BBG will make the players an offer to switch sides and join his organisation. He might also threaten to kill the captive if they dont lay down their weapons. The party have some high stakes goals here:
1) save the captive
2) take the mark alive
3) join/make a deal with the crime-lord
4) unmask the BBG
5) kill the BBG
6) flee with what intel they have and regroup for a bigger assault

ah, should be fun.  Does the rival Evil Bad Guy (EBG) have magic support?

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #2 on: September 12, 2024, 08:27:14 PM »
Yeah Jubal is a slaver crime-lord. Hes an ex-gladiator who commands about 50 men. Pretty much a leader of a thieves guild who has the resources to hire toughs and hitmen when its required.

Cleric doesnt fit this adventure for a few reasons. Jubal has a distrust of magic and would not knowingly employ a cleric as a hawkmask. Also, because this is a one-shot designed to be played with total beginners I wanted to remove spell casters from the adventure altogether. When you are just learning what DB, half parry and manouvres are adding a layer of spells is potentially going to tip the scale of crunch towards heavy crunch. This is designed to be completed in under 4hrs so running a low magic adventure was intentional to save time and give a few less options to a beginner/novice who is playing rolemaster for the first time.

The Beggar King is a different story. He could have a spellcaster or two in his service for sure. These would be Nightblades or Monks most likely who had been recruited for their skills in subterfuge. I have left the possibility of a plot twist up in the air with the BBG being an undercover royal guard who is recruiting people to oppose Jubal with the goal to overthrow him. This could mean a magical disguise perhaps but could also be a simple disguise with a mask.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #3 on: September 12, 2024, 11:04:13 PM »
The introduction/session zero includes an establishing shot of the city of Sanctuary then just prior to meeting with Jubal a Flashback scene to introduce each character.

Each player characters clear file includes:
*  character sheet
*  inventory sheet
*  weapon tables
*  record sheet (party notes, location notes, important NPC notes)
* 1-2 Fate Point tokens (the party leader has 2 tokens and is lvl6, the others are level5)
* one NPC ally card (geared to a specific location in the city that can be used once during the adventure)
* a unique Secret written on a small piece of folder paper with a special contact, in two cases the secret is related to their NPC ally card. Blind Jacob is an extra contact. The 'Spy for Jubal' is secret is not linked to any specific NPC.

Secrets are as follows:
  • Underworld Ally - A retired assassin called The Butcher, is a secret contact of yours. The Butcher operates an outfitters in Westside near The Maze. He is a good source of rumours about activities in Westside and can supply discounted weapons, general supplies or specialist equipment. His shop contains a secret storeroom upstairs stocked with all manner of black market items. Jubal has given you orders to kill the Beggar King.
    Courtesan Confidant - Lady Myrtis, the madame of Aphrodisia House is your secret contact. Myrtis gives you access to maps from almost any location in the city, including the Palace, The Maze and the sewers. Myrtis has hired you to find out the true identity of the Beggar King. She suspects he is someone connected to Prince Kittykat. You have advantage on persuasion checks with any guards or workers operating in the Street of Red Lanterns.
    Blind Spy - You have a secret contact called Blind Jacob who works in the Bazaar selling sweetmeats. Blind Jacob is a valuable source of rumours and information. He employs two urchin gangs, one in Westside and one in The Maze as his eyes and ears. You may trade secrets with Blind Jacob and have advantage on persuasion skill checks with any urchins working for him. Jubal has given you orders to use the urchins to help find the lair of the Beggar King.
    Deep Cover Agent - You are a spy for Jubal inside a rival organisation and are a member of a thieves guild called the Big Fish Gang. You know their strength of numbers and passwords. The gang's secret base of operations is the Flower Shop in the Street of Red Lanterns. They use the shop as a front for their smuggling operation. You have never seen their crime-lord leader, the Beggar King. When working undercover for the Big Fish Gang, you take orders from a dangerous swordsman known as The Scorpionfish. Jubal has given you orders to capture or kill his second in command - The Scorpionfish.

Each player has Specialised equipment. A mask with wings upswept which all of Jubal's men wear while on missions (unless they are off-duty or in disguise). These add 4 ranks to intimidation and persuasion skill checks versus NPCs of lower level than the number of ranks. Additionally each wing or unit has something unique from others.
>>> Blue Wing 2x deadly foe-seeking boomerangs(+25 to thrown skill).
>>> Red Wing 10x red feathered 'poisoned' arrows/bolts. (Paralysis lvl 3)
>>> White Wing 5 ranks in adrenal move strength and interrogation).
>>> Black Wing 1x superior lockpick kits (+30) and +25 in stalk and hide.

A purse of coins for bribes is given to the party leader.

Finally, I am thinking of adding a 'Traitor working for the Beggar King' secret but am reluctant to include this automatically as it sets one player secretly against the others and will need to be finely balanced. I think just giving all player characters the option of switching sides is a actually the same thing and with some subtle urging linked to their motivations may give them pause for thought and a difficult decision in the finale scene eg. The Beggar King (BBG) may have Blind Jacob on his payroll already which means this contact is automatically playing both sides.

Offline pastaav

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #4 on: September 13, 2024, 02:22:20 AM »
A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.
/Pa Staav

Offline pastaav

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #5 on: September 13, 2024, 02:25:23 AM »
I also think it might be a good idea to have an ally they can visit to get short-term relief from injuries. Without such, you risk one of the players suffering an early injury that makes them unable to contribute to further action.
/Pa Staav

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #6 on: September 13, 2024, 02:54:09 AM »
I also think it might be a good idea to have an ally they can visit to get short-term relief from injuries. Without such, you risk one of the players suffering an early injury that makes them unable to contribute to further action.

Agree. ON character has an NPC contact who works at an apothecary in the area they will be exploring. Healing herbs or healing paste will be available. They could prob strongarm a loan or intimidate the shop owner to get exactly what they need.

Each PC also has a fate point (fate coin) and the leader has two fate points (one can be used for anyone in the party)

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #7 on: September 13, 2024, 02:59:37 AM »
A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.

Trust me, the mark will escape. Here are some ways i can use to make sure this happens
1) The mark is an imposter/body double
2) The mark will flee into the basement and escape through the sewers. The sewer entrance does not appear on the map the party have
3) Two 'decoys' will make a run for it and create a diversion for the real mark to escape
4) The mark climbs out the top story window and onto the roof avoiding anyone out in the alley
5) The mark hires a thug to tangle with anyone in the alley, tying them up while he escapes
6) The thug hires an urchin with a crossbow to watch the alleyway from the neighbouring rooftop
7) The mark has a horse waiting nearby

if all of these options fail, which is unlikely then sure, some dice fudging might be needed :)

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #8 on: September 13, 2024, 03:42:07 AM »
A problem with Scene 2 is that lucky players might happen to capture the target if they are lucky with the dice. To some degree, you can fudge things so this does not happen, but preparing some kind of event that allows the target to escape might be a good idea.

Trust me, the mark will escape. Here are some ways i can use to make sure this happens
1) The mark is an imposter/body double
2) The mark will flee into the basement and escape through the sewers. The sewer entrance does not appear on the map the party have
3) Two 'decoys' will make a run for it and create a diversion for the real mark to escape
4) The mark climbs out the top story window and onto the roof avoiding anyone out in the alley
5) The mark hires a thug to tangle with anyone in the alley, tying them up while he escapes
6) The thug hires an urchin with a crossbow to watch the alleyway from the neighbouring rooftop
7) The mark has a horse waiting nearby

if all of these options fail, which is unlikely then sure, some dice fudging might be needed :)

Alternatively... The mark has an accomplice who shoots an arrow/bolt at the party, throws daggers, throws a flask of oil into the hearth, starts a bar fight, is dressed as a city guard, IS a city guard who has been bribed to detain the party, has a legit dangerous assassin who has been tasked with watching or even assassinating the mark making for some uncomfortable 'hey that is my mark!' scenario as the assassin wants to be paid for killing him and will stop anyone else from stealing his payday.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #9 on: September 13, 2024, 01:55:19 PM »
After character selection I have players complete a Character Record Sheet that has blank spaces for other characters, notes for key locations and notes for important NPCs in the adventure. Players also describe goals and motivations for their character and describe their character in 3 words. These last details can give the players some supports for how they role-play their character. During the introduction for the adventure I pause and give each character their moment to describe what their character is doing during a training scene earlier in the day prior to meeting with Jubal.
FLASHBACK START: Earlier in the day, in the heat of the noon sun you find yourselves training outside in the open air courtyard of Jubal's Estate. All of you practicing various combat skills or performing physical feats. One by one we see each of your characters. Describe what we see. Lets start on my left and go around the party. FLASHBACK END.

Locations Overview:
  • Jubal's Estate/base of operations.
    Street of Red Lanterns/Myrtis.
    The Maze/a lawless slum home to outcasts, wanted criminals and desperate people with nothing to lose.
    Bazaar/Marketplace/S'Danzo.
    Golden Lion Inn/frequented by sell-swords and the rougher type of traveller. Often notices posted here for caravans needing guards, private parties interviewing bodyguards. The Golden Lion is comparatively high-class for this type of clientele. The head guards of caravans and mercenaries who have coppers to spend stay here.
People Overview:
  • Jubal/slaver crime-lord ex-gladiator crime-lord.
    Cade/hawkmask capt, rogue and sibling of Jade.
    The Beggar King/Big Fish Gang thieves guild, rival crimelord identity unknown.
    Zalbar/capt of Prince Kittycats Hellhounds, hates crime-lords crime criminals Sanctuary. Athuval/informant traitor turncoat pickpocket spy.

When the party actually begin the adventure and reach key locations a more detailed description will be read. For example
The Maze. [description]. A lawless slum home to outcasts, lawless criminals and desperate people with nothing to lose. (A wretched hive of scum an villainy). Only those who seek death or sell it enter The Maze. Despite attempts by Prince Kidakithis to cleanup crime in the city, Sanctuary remains a haven for the lawless and the good-for-nothing. Much criminal activity originates in the Westside of the city with the most violent section being The Maze.
Urchin Gangs roam The Maze and fiercely defend their territory. Recently the urchin gangs have grown in power thanks to the new and terrifying weapons they have acquired.


The Golden Lion Inn [Description]. Located in Westside just south of the Bazaar. The Golden Lion is frequented by sell-swords and the rougher type of traveller. Because of this clientele there are often notices posted here for caravans needing guards, private parties interviewing bodyguards, men wishing to join expeditions, and the like. The Golden Lion is comparatively high-class for this type of clientele. The head guards of caravans and mercenaries who have coppers to spend stay here. If a caravan passes through Sanctuary it is common for a generous merchant to rent one of the larger rooms and treat his men to a night under a roof. If the venture has been particularly successful, or the guards and drivers have shown outstanding courage in the face of storms or bandits, it is somewhat of a tradition for the caravan owner to order a barrel of beer or a keg of wine for them and this is a tradition that the owner, Marnelen Stout heartily encourages.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #10 on: September 13, 2024, 02:29:08 PM »
Rumours. These can be revealed as players have the characters interact with NPCs in the city, meet with their specific contents and succeed in perception checks where there are people going about their business in the Bazaar, the Golden Lion Inn or talking in the street etc.

(1) Zalbar led a raid into the Maze yesterday. He rattled some cages and took Hanse Shadowspawn into custody for questioning.
(2) Strange wailing has been heard coming from the sewer entrance near the Ruins of Heqt. People say that area of the sewer is haunted by ghosts who were once priests of Heqt murdered by assassins.
(3) Gage the eunuch has gone missing. He didn't report for duty at Amoli's Lilly Garden last night. This is most unusual as he is normally reliable.
(4) The Prince was seen shopping in the Bazaar earlier this morning, he was accompanied by two-body guards. He visited Illyra the S'Danzo's tent and paid in gold for his fortune to be read.
(5) A few days ago strange lights were seen deep within the Swamp of Night Secrets.
(6) Earlier in the day a Hellhound arrest a merchant and dragged him away to the barracks.
(7) A brothel in the Street of Red Lanterns was robbed. Myrtis has put out a reward for his capture.
[8] A blind man was attacked by a pack of hungry dogs in the Bazaar
(9) Hanse Shadowspawn was seen talking to one of Prince Kittykat's concubines in the Street of Smells. She was accompanied by two tall armed men. One of them was Razkuli the Hellhound.
(10) Amoli was seen visiting Alten Stulwig's apothecary. She isnt known for leaving her brothel unless it is on important business.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #11 on: September 16, 2024, 12:38:40 AM »
"The Hellhound’s Handbook: Tips for Avoiding a Swift Kick of Justice"

Sanctuary has laws against killing. City guards, armed escorts and the princes hounds will make murder difficult to get away with. Plan meticulously—have your alibi ironclad and your escape routes mapped out. Be ready with a safe house or a disguise complete with a fresh alias, because if things go south and someone ends up dead, you'll need more than just a quick getaway.

Prince Kittykat's crusade to cleanse the city of crime is no mere rhetoric. The Hellhounds, ever vigilant, have a hair-trigger response to criminal activity and might decide to deliver their own brand of justice on the spot. Their motto seems to be "strike first, ask questions never," so don’t expect any leniency.

Attacking a city guard is a sure way to meet a grim end. The nearest guard post is never far away, and eyewitnesses will be eager to point fingers and identify you as the culprit when the authorities come calling. Simply standing by while a crime unfolds could get you tagged as the lookout. In this town, if you look like a criminal, you probably are one.

Bribery is an art form. There’s a fine line between palm-greasing and making a "donation" to a soldier’s retirement fund. The latter is not only accepted but often a requirement when being questioned by the authorities. The most common language spoken in Sanctuary is money.

The Maze is barely patrolled by the authorities. And for good reason. It has its own laws - anarchy and disorder. Mugging and murder are acceptable pastimes here. Urchin gangs will welcome visitors with open arms and offer bargain rates for a guided tour and safe passage into a waiting ambush.

Offline EltonJ

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #12 on: September 16, 2024, 10:19:41 AM »
"The Hellhound’s Handbook: Tips for Avoiding a Swift Kick of Justice"

Sanctuary has laws against killing. City guards, armed escorts and the princes hounds will make murder difficult to get away with. Plan meticulously—have your alibi ironclad and your escape routes mapped out. Be ready with a safe house or a disguise complete with a fresh alias, because if things go south and someone ends up dead, you'll need more than just a quick getaway.

Prince Kittykat's crusade to cleanse the city of crime is no mere rhetoric. The Hellhounds, ever vigilant, have a hair-trigger response to criminal activity and might decide to deliver their own brand of justice on the spot. Their motto seems to be "strike first, ask questions never," so don’t expect any leniency.

Attacking a city guard is a sure way to meet a grim end. The nearest guard post is never far away, and eyewitnesses will be eager to point fingers and identify you as the culprit when the authorities come calling. Simply standing by while a crime unfolds could get you tagged as the lookout. In this town, if you look like a criminal, you probably are one.

Bribery is an art form. There’s a fine line between palm-greasing and making a "donation" to a soldier’s retirement fund. The latter is not only accepted but often a requirement when being questioned by the authorities. The most common language spoken in Sanctuary is money.

The Maze is barely patrolled by the authorities. And for good reason. It has its own laws - anarchy and disorder. Mugging and murder are acceptable pastimes here. Urchin gangs will welcome visitors with open arms and offer bargain rates for a guided tour and safe passage into a waiting ambush.

Wow, some good world building there.  Reminds me of the Law and Order type campaign for Shadowrun.  You're basing your campaign on Thieves' World, correct?  I only had a glance at one of the novels at my library years ago.

Offline pastaav

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #13 on: September 16, 2024, 12:57:17 PM »
I like the ambition of including the rumors that players can find, but can you really cover all this material within 4 hours?

If the players spend a couple of minutes discussing the implications of each rumor, they could easily spend one hour of game time doing this. Nothing wrong with this in itself, but if you have a hard limit of 4 hours, you might miss playing the ending of the mission.
/Pa Staav

Offline MisterK

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #14 on: September 16, 2024, 01:17:56 PM »
I like the ambition of including the rumors that players can find, but can you really cover all this material within 4 hours?

If the players spend a couple of minutes discussing the implications of each rumor, they could easily spend one hour of game time doing this. Nothing wrong with this in itself, but if you have a hard limit of 4 hours, you might miss playing the ending of the mission.
I would second that. A four-hour limit is very tight and you absolutely have to make the most of the time available, given that discussions and speculations will easily take half of it at least (and you don't have my players).

I would suggest to start in media res - use the trick the old WEG Star Wars adventures were using, starting directly in the midst of an action scene. You tell them how they got into it during the action. So they don't have to worry about getting involved and don't have to worry about wondering which clue to follow since you basically hand it to them on a platter.
Once again, four hours. Even with railroading it is short unless you have a very, very simple adventure with four or five scenes (action and interaction combined) tops, unless all scenes occur in the same place.

Rumours, atmosphere building, and progressive immersion are things you can basically forget if you want to have a shot at getting to the end of your plot. Direct this like a relentless action movie: the only time when the characters are not facing some adversity or another is when they are resolving a piece of the puzzle that will allow them to progress.

If you had forty hours, I would agree with the rumours and the progressive setup and immersion (even though some players don't like that). But you have one-tenth of that, and whatever action there is in your scenario will still take the same amount of time.

Offline EltonJ

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #15 on: September 16, 2024, 05:04:58 PM »
I agree with MisterK.  You might be better off as doing this in four or five sessions, than as a one shot.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #16 on: September 16, 2024, 07:30:05 PM »
I like the ambition of including the rumors that players can find, but can you really cover all this material within 4 hours?

If the players spend a couple of minutes discussing the implications of each rumor, they could easily spend one hour of game time doing this. Nothing wrong with this in itself, but if you have a hard limit of 4 hours, you might miss playing the ending of the mission.

Appreciate the feedback. rumours are filler. last minute addition. fully expendable to the story. Will keep up my sleeve if needed. probably dependent on player experience also. if im chewing through time explaining the basics in the first hour or so. The rumours get cut.

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #17 on: September 16, 2024, 07:31:54 PM »
I like the ambition of including the rumors that players can find, but can you really cover all this material within 4 hours?

If the players spend a couple of minutes discussing the implications of each rumor, they could easily spend one hour of game time doing this. Nothing wrong with this in itself, but if you have a hard limit of 4 hours, you might miss playing the ending of the mission.
I would second that. A four-hour limit is very tight and you absolutely have to make the most of the time available, given that discussions and speculations will easily take half of it at least (and you don't have my players).

I would suggest to start in media res - use the trick the old WEG Star Wars adventures were using, starting directly in the midst of an action scene. You tell them how they got into it during the action. So they don't have to worry about getting involved and don't have to worry about wondering which clue to follow since you basically hand it to them on a platter.
Once again, four hours. Even with railroading it is short unless you have a very, very simple adventure with four or five scenes (action and interaction combined) tops, unless all scenes occur in the same place.

Rumours, atmosphere building, and progressive immersion are things you can basically forget if you want to have a shot at getting to the end of your plot. Direct this like a relentless action movie: the only time when the characters are not facing some adversity or another is when they are resolving a piece of the puzzle that will allow them to progress.

If you had forty hours, I would agree with the rumours and the progressive setup and immersion (even though some players don't like that). But you have one-tenth of that, and whatever action there is in your scenario will still take the same amount of time.

Appreciate the feedback. Will make some cuts and speed them to the action. Great advice. Thanks GM

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #18 on: September 16, 2024, 07:35:27 PM »
I agree with MisterK.  You might be better off as doing this in four or five sessions, than as a one shot.

Good points. Ill test it but it strip back some of the axillary stuff too. Cheers!

Offline Druss_the_Legend

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Re: Rolemaster One-shot set in Sanctuary Thieves' World.
« Reply #19 on: September 16, 2024, 08:15:48 PM »
"The Hellhound’s Handbook: Tips for Avoiding a Swift Kick of Justice"

Sanctuary has laws against killing. City guards, armed escorts and the princes hounds will make murder difficult to get away with. Plan meticulously—have your alibi ironclad and your escape routes mapped out. Be ready with a safe house or a disguise complete with a fresh alias, because if things go south and someone ends up dead, you'll need more than just a quick getaway.

Prince Kittykat's crusade to cleanse the city of crime is no mere rhetoric. The Hellhounds, ever vigilant, have a hair-trigger response to criminal activity and might decide to deliver their own brand of justice on the spot. Their motto seems to be "strike first, ask questions never," so don’t expect any leniency.

Attacking a city guard is a sure way to meet a grim end. The nearest guard post is never far away, and eyewitnesses will be eager to point fingers and identify you as the culprit when the authorities come calling. Simply standing by while a crime unfolds could get you tagged as the lookout. In this town, if you look like a criminal, you probably are one.

Bribery is an art form. There’s a fine line between palm-greasing and making a "donation" to a soldier’s retirement fund. The latter is not only accepted but often a requirement when being questioned by the authorities. The most common language spoken in Sanctuary is money.

The Maze is barely patrolled by the authorities. And for good reason. It has its own laws - anarchy and disorder. Mugging and murder are acceptable pastimes here. Urchin gangs will welcome visitors with open arms and offer bargain rates for a guided tour and safe passage into a waiting ambush.

Wow, some good world building there.  Reminds me of the Law and Order type campaign for Shadowrun.  You're basing your campaign on Thieves' World, correct?  I only had a glance at one of the novels at my library years ago.

yeah, campaign has Thieves World at its center. Exclusively adventuring in the city. I have only just recently expanded adventuring to nearby cities and regions but I have GMd something like 70-100 sessions just in the city itself. I started documenting each session/episode in detail about a decade ago.

The party are all level 6-8 but much tougher than most characters of equal level. Iv added Talent lore and allow 'buying' of extra abilities that fit the characters concept. Combat is heavily homebrewed also. Storywise the plot has been scaled up to include more far off locations and its more epic in scope. The fact we have had over 3 decades of adventures in Sanctuary is a testament to the richness of the setting.

I have added factions and few villains over the years. At last count there were 3 crime-lords, 2 assassin guild, 1 thieves guild, 1 secret blood cult, 1 Allies of Heqt/Followers of Heqt organisation with a high priestess as the matriarch, 1 Red mage rogue adept faction and an emerging vampire cult that is a blend of the Bloody Hand and a darker spinoff faction who worship vampire lords.