Showing posts with label heist. Show all posts
Showing posts with label heist. Show all posts

Wednesday, May 16, 2012

The Vomorhin Experiment

A full-time job and an impending move to a new apartment haven't really left much time for idle pursuits, including Dungeons and Dragons. But all work and no play has often left Jack a dull boy, so I've been thinking about getting back in the saddle for a few weeks now. In my current situation, tabletop gaming has been a great way to both stay in touch with distant friends and make new ones in the greater Philadelphia area. In preparation for this eventual calming, I've been working on a little experiment.

The City of Vomorhin is a project that I've been planning since I put my ideas together for the Cheap Minis Project: a city setting that utilized many of the strange, common or otherwise minor parts of the Dungeons & Dragons experience in order to craft a campaign setting. There's a place in the Vomorhin universe for kenku, grimlocks, troglodytes, krenshar, chaos creatures and constructs of all shapes and sizes. Taking all of these disparate elements and making a coherent world out of them has been a blast.

As of now, I have two potential gaming groups lined up and only a limited amount of time each week to plan for a campaign. So my plan is to run two different campaigns, two different rules systems, one central setting.

My online group consists of close friends from college spread out across both coasts of the country. For rules, we're going to be using a modified Swords & Wizardry, incorporating ideas from Akrasia and the most recent D&D Gamma World into the basic S&W framework. My in-person group potentially consists of new players and a pair of local friends. That game will be run with 4th Edition rules.

I have never GMed either of these systems, so I'm looking forward to seeing how the implicit rules of each work in a big fantasy city setting. The S&W campaign is more likely to be in the 'Heist D&D' millieu, with caper planning and specialist hirelings needed to pull off huge scores, while the 4th Edition campaign will be more like hard-boiled fantasy fiction where the players unravel conspiracies, butt heads with prominent factions and change the face of the city.

The vast majority of my campaign preparation will be system-agnostic and, through Fistful of Coppers, available to readers for free. When I do stat up monsters, NPCs, magic items and the like, I will try to do so in both S&W and 4E terms. In terms of fleshing out the city, I'm starting with the overarching story of the city detailed in my most recent post and trying to fill in details as I go.

The next dispatch from Vomorhin will take a look at each of the scions of Creeshus and their place in the city. Stay tuned!

Thursday, April 12, 2012

A Brief History of Vomorhin

Vomorhin, the cosmopolitan center of trade and intrigue, is a city delighting in its first tastes of freedom after a century under a crazed despot.

Creeshus, the mad wizard king, ruled Vomorhin with unspeakable power and utterly bizarre whims. Everything from the city's laws to its physical structure could change on a daily basis. Cowed citizens shared their streets with vicious ogres, cunning tieflings and all manner of nefarious creatures who shared in Creeshus's schemes. That is, until Creeshus disintegrated them for condescending to his owlbear.

Sure, the city barely functioned and both man and monster despised Creeshus and his rule, but who could actually stand up to him? Uprisings were attempted, but the revolutionaries were generally turned into frogs or divorced from their skeletons before the gates could be breached. City leaders and merchants met in shadowed sewers to discuss methods of keeping the populace fed without incurring the tyrant's wrath.

In the end, the city's salvation came from within the walls of Creeshus's massive palace tower. The wizard's four children, powerful magicians by birth and training, surprised the city's secret parliament by offering them a deal: in exchange for places of significant power in the city, they would slay their father and bring stability to Vomorhin. It was a risky proposition, but just about anything would be better than the status quo.

It wasn't a public execution or a theatrical melodrama. Three days after the decision was reached, the city was rocked with a vicious earthquake and a massive explosion of magical power erupting into the sky. And like that, a new age dawned over the city. Creeshus's tower was demolished as a symbol of the peace that would hopefully last between man, beast, demon and monstrously powerful halfblood wizards.

That was 10 years ago. In the intervening time, Vomorhin has arisen reborn as a new hub for culture, politics and magic. That and organized crime.

Monday, September 26, 2011

Heist Plan #5 - The Curtain Call

The Job: The Curtain Call

The Set-Up: The City of Masks takes its opera very seriously. The only thing more elaborate than the sets and costumes are the riches on display in the audience. Every year, the largest opera production is the Black Ship of Vesperia at the Coronet opera house, a dramatic aria about the romance between a pirate captain and a princess imprisoned by a wizard. The box office alone takes in over 20,000 gold pieces, without factoring in donations or the sales of wine, not to mention how much money you could make kidnapping a lead player before their big number.

Why It's Impossible: The Coronet runs a very tight security shift. Unauthorized personnel are forcibly escorted from the wings of the theater by large men and women, but they're not the only ones. Cloaked guardians, floating inches above the ground patrol the halls of the theater, including the backstage, the cat walks and the dome ceiling that opens up onto the sky. No one knows where they came from, but every employee of the Coronet knows to stay clear of them. There's also the chance that you'll come across a doting aristocratic fan or scheming talent agent that might not take too kindly to outside observers.

The Cracks
  • There are tons of stagehands, costumers and chorus members all around the theater, ample opportunities to disguise one's self.
  • The catacombs under the opera house can be accessed through many different secret passages in the City, from the houses of Parliament to the brothels of the Red Quarter. Just watch out for cloaks
  • Bianca Corrovaddo, the alto playing the role of Lucretio, the milkmaid disguised as a male pirate, is getting sick of playing second fiddle in Coronet productions. If you come across her, she's willing to parlay: if you kidnap her and hold her for ransom, she'll cooperate completely in exchange for half the ransom. She's also willing to help your group kidnap another member of the cast for a finder's fee. If she's kidnapped against her will, she will be an awful prisoner.
The Twist: The cast of the Black Ship of Vesperia isn't completely human. Some of the more unearthly choruses are provided by a pair of harpies, who have exchanged their predatory lives for more comfortable existences.

Notable NPCs

Cloaked Creatures
HD 3; AC 3 [16]; Atk 1 claw (1d6); Move 12; Save 14; CL/XP 5/240; Special: Paralyzing cry, cannot be hit by nonmagical weapons.


Glulinda and Parsimony, Harpy Chorus HD 4; AC 7 [12]; Atk 2 talons (1d3); Move 6 (Fly 18); Save 13; CL/XP 4/120; Special: Flight, Siren-song

Saturday, September 17, 2011

Heist Plan #3 - Hot Potato

The Job: Hot Potato

The Set-Up: In a previous score, one of the PCs has come into possession of a beautiful cats-eye gem. The stone is bad luck, through and through. If the PC has tried to sell it, it continues to return to their possession in increasingly bizarre ways and just makes their luck worse. Usual fences refuse to buy the stone again and are starting to shy away from the group entirely. Now you've got to figure out a way to get rid of this cursed piece of rock before it destroys all of your lives.

Why It's Impossible: Whoever enchanted this rock was not messing around. Any local artificers or lay clerics you know can't seem to break the curse on your party member. You'll either need to get the help of a very divine cleric (who might not be sympathetic to your plight) or talk to the gem's previous owner about it (who's beefed up his or her home security after the PCs took off with their possessions.) Neither way seems like a good idea.

The Cracks
  • It would be much easier to talk to the former owner of the gem outside of their fortress-like abode. Going to meet a client, shopping for new jewelry or furniture, the possibilities are endless.
  • Indol the Left-Handed is the high priest of the God of Thieves (or your game's trickster god equivalent). He's got the divine know-how to remove the curse from your party member, but owing him a favor is probably worse than their current predicament.
The Twist: Your previous mark couldn't be happier that you've taken the gem. They've been trying to get rid of it for years to no avail. The defenses that are being constructed are not to prevent any further thefts; they're meant to keep the PCs from ever trying to return the gem.

Notable NPCs

Indol the Left-Handed, 8th level Cleric St 9 In 13 Wi 16 Cn 14 De 10 Ch 16, 40hp, Ring of Protection +1, Leather Armor +1, Wayfinder (short sword +1, locate objects), Scarab of Protection

Wednesday, September 7, 2011

Heist Plan #2 - Brothel in the Sky

So, the Labor Day weekend is finally finished and I am back in the South Jersey saddle. Time to catch up on these adventures.

The Job: Brothel in the Sky

The Score: There are plenty of tall towers in Quohal, but only one of them has no visible way of entering. Locals call it the Sparkling Spire and rumor has it that this ornate structure is the home of the Emperor's secret harem, full of lovely women of all races and creeds collected by the monarch over his exceptionally long life. If the finery of its parapets are any indication of the wealth within, it would be a hell of a score. Maybe in more ways than one.

Why It's Impossible: Seriously, there's no way into the tower from the ground. Everyone that you know in Quohal has tried, but there's nothing: no illusory walls, no concealed door, nothing. From what you can see of the structure, it goes up 15 stories before the tower even starts having windows. Even once you've reached these upper levels, there's no telling what lies beyond them.

The Cracks
  • Though there's no possible entrance at street level, intrepid adventurers may take to the sewers below Quohal, where a secret tunnel guarded by monstrous humanoids leads to a secret way in: one really, really long ladder. Feel free to put Elmer Bernstein's The Stairs on in the background while the players figure out how not to fall off while they ascend hundreds of feet of ladder.
  • The PCs could also try reaching the tower by the air. The sheer stone surface of its lower half is studded with balconies, buttresses and other potential handholds. They just require you to have some sort of very high vantage point or perhaps a flying getaway driver.

The Twist: What the rest of the city thinks is just an elaborate house of pleasure is actually the real seat of Quahol's government. The real Emperor died decades ago within the Spire's gilded walls and ever since, the denizens of the Sparkling Spire have collectively taken his place. This council includes a multitude of races, including human, elves, dwarves, bound dryads (their trees are located within the tower) and even a doppelganger, who impersonates the Emperor in public. Any adventurer who makes his or her way up to the highest reaches of the Spire will definitely become involved in these machinations as a knowledgeable party.

Stats
  • Sewer Creatures: HD 2; AC 4 [15]; Atk 2 claws (1d3) or by weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: Blindsense 60 ft., Camoflague (75% chance of not being noticed while waiting in ambush.)
  • Elder Dryads: HD 5; AC 3 [16]; Atk 1 life drain (1d8 + 1d8 healing); Move 12; Save 12; CL/XP 8/800; Special: Charm Person (-2), Entangle (as Web), Plant Growth.

Friday, September 2, 2011

Heist Plan #1 - Mutiny on the Dowry

The Job: Mutiny on the Dowry

The Score: The heir apparent of your city's nobility, Prince Heinrich, has just celebrated his wedding nuptials with the Lady Mernau, the fair and somewhat older daughter of the Duke of Okkuz. Their honeymoon journey will consist of a carriage caravan transporting the happy couple and their respective entourages between Okkuz and your fair city. Though most of the gentry assume that this is just an overly public and traffic-causing ceremony, you've learned that the real purpose of this cross-kingdom convoy is to transport all of the new princess's worldly possessions to her new home.

Why It's Impossible: There is never a point where the caravan is unguarded. Soldiers from both Okkuz and your home city have been assigned to protect the newlyweds, not to mention the constant swarm of servants, drivers and other support personnel. If even one carriage goes missing, the entire procession will lock down and the militaries of both cities will be tasked to bring you in at any cost.

The Cracks
  • The aforementioned swarm means that disguised folks can easily 'join up' with the caravan, provided that they have a good enough story.
  • At night, the caravan runs on a skeleton crew of paid professionals. If they can be distracted or misdirected, the rest of the caravan will be relatively unprotected.
  • Lady Mernau's entourage only contains a single wizard, Flidwick Pontos, who tends to enjoy a good drink. From what you can gather with your magical senses, only the prince and princess's carriages are protected by spells.
The Twist: The gems, gold and other finery in the caravan are protected by another guard entirely. Flidwick Pontos's real talent is not in sorcery, but magical tinkering. Concealed within the majority of wealth-bearing carriages are mechanical sentries disguised as brooches, lamps, candlesticks and other potentially stealable items.

Stats
  • Brooch Bug HD 1d4; AC 4 [15]; Atk 1 bite (1d2 + paralysis); Move 9; Save 18; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person; Paralytic Bite (Save or Paralyzed for 2d4 turns)
  • Lantern Sentry HD 1; AC 6 [13]; Atk 1 flame spout (1d6 fire damage); Move 9; Save 17; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person

Thursday, September 1, 2011

A September of Short Adventures

Every once in a while, the Old School blogosphere has these collaborative events, both official and unofficial: the April A to Z project, Zak's Secret Arneson Gift Exchange and Gigacrawler and the most recent Building a Better GM, inspired by ckutalik's over at the Hill Cantons. Of the different events that I have taken part in, I've always felt that they have at least encouraged me to post more regularly, if not more competently.



This month, Matt at Asshat Paladins convened a little challenge called the September of Short Adventures, where each of the participants will create 25 compact adventure scenarios over the course of the month. If anything, something like this is just what I've been looking for to keep me hunched over my notebook on a part-time basis while I look for work.

I intend to create a series of different adventures, capers and conflicts for at least two different settings and systems during this September: Bullets and Tequila, my cinematic Wild West adventures with a slight twist towards the strange, and Heist D&D, presenting thefts, swindles and break-ins for use with Old School fantasy-type RPGs. Where stats are concerned, B&T will be dual statted in Savage Worlds and Stuart Robertson's Weird West RPG and Heist D&D will be put together in Swords and Wizardry-style Ascending and Descending AC.

Wednesday, August 24, 2011

Mappening is what's happening...


And once again, my nemesis is revealed...

As the son of an architect, I grew up with a lot of graph paper around the house: big reams of it, small pads, just about any measure of the stuff that you can imagine. Yet I never really felt compelled to use any of it for mapping purposes until I started checking out older versions of Dungeons and Dragons. I always get kind of jealous when I look at the fairly amazing geomorphs that folks like Dyson and Risus Monkey put together because I've always been awful at putting my ideas about a building or a city down onto paper. Everything always ends up too symmetrical or too empty. This might not mean much when designing a loosely-structured western town or an asteroid haven for space smugglers, but it matters a hell of a lot when you're marking jugs for a Dungeons and Dragons heist.

The map that I'm holding in the picture above is the Temple of Manymon, a potential heist site that supposedly holds the bottled soul of one of the land's greatest poets in its sacred wine cellar. This is the product of three hours of draw, erase, conceptualize the space, draw again and erase again. I was intentionally trying to avoid making the temple too symmetrical and blocky, but ended up running into my second problem. As much as I do like the exterior structure of the building, I have no idea how to stock the damned thing. The only thing that I really have so far is the giant eyeball altar in the middle of the temple and the Greek-style open colonnade entrance. Maybe I should get back to space, where my head's clearer...

Monday, May 9, 2011

Has this happened to anyone else?

Have you ever dreamed a phenomenal dungeon?

It's been a day of registering for classes and the like, but I'm still remembering parts of the dream that I had last night and how they would make a great D&D dungeon. The start of the adventure was fairly mundane: I can recall giving the signal to my sister and a couple of my friends on the edge of a baseball field, where we all got into black burglar clothes and started making our way towards something.

Here's where it got pretty crazy. Apparently, the heist that we were meant to pull off was in this crazy dungeonesque castle which was really just a massive manned tank around a gigantic octopus. Like the size of a skyscraper. A series of rope bridges connected different parts of the castle aquarium, including some that went directly over the octopus. I was trying to get into the structure through one of these bridges, but the weight of me and my gear made it sway in the high air, so I had to crawl the rest of the bridge's length on my belly until I reached a small portal where I could enter. Inside, the stone walls were damp and had algae growing on them like the inside of a fish tank.

I really want to expand on this whole idea for a dungeon and hopefully I've gotten enough written down to remember the inspirational aspects of the dream. The thing that really stayed with me was "what happens if that octopus gets mad? Utter chaos, that's what."

Tuesday, April 19, 2011

O is for Old Ideas Made New Again

Sorry it took so long to get back to this, Superhero Necromancer. :)

While I was working on the branch library, it seems that a veritable revolution in lockpicking and thieving skill has been going on around the old-school community. Sparked off by Arkheim at Rather Gamey, the thread was taken up by Telecanter, Zak S, Roger the GS and many more from the overarching blogging community. Reading about all of these cool thieving ideas (NEVER bump a Dwarven lock!) got me thinking about the D&D Heist ideas that I had come up with a month ago. Unfortunately, none of my current gaming crowd are super interested in playing Dungeons and Dragons any time soon, so these efforts are purely speculative on my part.

There was a great post that I read on the Dungeon Mastering blog while planning for a potential D&D heist on how to prep a heist adventure without having to plan the whole thing out like a Hollywood screenwriter. I'm not sure about the "Planting Information" stage, but the first two are rock solid. Every heist movie or novel has its section explaining why any attempted caper is either tough or impossible, so why not lay that out explicitly when constructing a heist?

The Place: The Temple of Manymon
The Score: A bottle from the temple's heavily guarded wine cellar said to contain the spirit of a famed poet, plus as many relics or ornaments as you can get your hands on.
Why It's Impossible: The temple is almost always occupied by the clerics of Manymon and their animate guardians. In order to get access to the wine cellar, an ordained cleric must speak the ancient oath and drain a drop of their blood into the intricate reliquary vault. No one knows what would happen to someone who screwed the pooch at the vault.
The Cracks:
  • The feast day of Hallowlaeg is approaching and the clerics of Manymon are preparing for the ceremonies and festival contests. Plenty of performers, cooks and brewers come in and out of the temple in the days leading up to the festival.
  • No one said that the blood had to be in the cleric's body.
  • The animate guardians sense the world around them seismically, in the vibrations of footfalls and impacts. Chances are they wouldn't notice someone just floating past them.
With these four steps, you can illustrate all of the important aspects of a potential heist and have a pretty sweet little adventure sketch, all in one. I could imagine these being great on 3x5 cards, maybe separated by what city the PCs are in or the kinds of efforts that would be needed.

Sunday, March 20, 2011

The Dungeon String: The Thief

As anyone who's seen heist films knows, the gathering together of a crew (or "string" as Donald E Westlake's Dortmunder novels call it) really sets the tone for the rest of the caper itself. Each member of a string has a specialty that makes them essential to the task at hand, from safecracking to infiltration to crowd control. The television show (and subsequent roleplaying game) Leverage divided these specialties into the broad categories of Hitter, Hacker, Grifter and Thief. For my Heist D&D game, these roles are going to be covered by the four standard classes from Basic D&D.

These Dungeon String posts are my ideas on how each D&D class can fit into the heist milieu. Though the Thief class seems like it would cover the traditional pickpocketing, lockpicking and stealthy elements of a caper, this is a fantasy heist. There are going to be vault doors closed by magic, exploding rune traps, gelatinous cubes making security sweeps in the sewers below, plenty of room for a wide variety of unscrupulous characters. But since they are the backbone of any good heist, let's start with the Thief.



In a game where disarming traps and dodging security are commonplace occurrences, the Thief is the obvious utility player, acting as dedicated burglars, ranged combat specialists or expert lookouts. On top of their obvious Thief skills and alertness bonuses, Thieves also have the Backstab ability, which not only covers striking from the shadows with a knife to the back, but also ranged attacks from long distances. A Thief armed with a repeating crossbow in a high vantage point could hold off advancing enemies until the job is done or the plan has to be abandoned.

As many people have already noted, the standard B/X Thief is kind of a chump, with low hit points, okay saves and an alright attack progression. But on top of that, the Thief isn't any good at his job. I know that the Player Skill vs. Character Skill debate has been hemmed and hawed over by the OSR blogging community as a whole, specifically having to do with Thief skills, but it still stands that a standard Thief is much, MUCH worse at being a Thief at 1st level than a Fighter is at being a Fighter and so on. A starting Fighter with decent stats has about a 25-40% chance of being able to hit most monsters. A Cleric has a 33-50% chance of turning undead of around his level. But a starting Thief is more likely to succeed at his saving throw against a poison trap than his actual Trap Removal roll.

No more. In the Heist D&D campaign, I'm planning on using a modification of Beyond the Black Gate's Swords and Wizardry Thief class with the unified Thievery skill starting out at a 35% success rate. I figure that a modification like this puts the Thief on more even ground with the rest of the Basic classes and as a result, it will hopefully encourage more stealthy maneuvering and thiefly behavior.

Picture from Claudio Pozas' art gallery on ENWorld

Monday, March 14, 2011

Return from sabbatical

Unfortunately, looks like I'm not exactly going to meet my goal of posting once every day this month, seeing as I spent the last week looking for apartments with my girlfriend in the sunny state of New Jersey. However, I did spend that trip listening to three different caper/heist novels, which have really stoked my creative fires on this D&D Heist thing. So within the next few days, I'll hopefully be bringing you some of my new ideas, including the beginnings of my Whimsy deck, an analysis of how each D&D class fits into a 'string,' as Donald E Westlake calls it and some floorplans of potential heists in the inimitable graph paper dungeon style.

But to get us started, here's a completely legit YouTube link to the entirety of the Castle of Cagliostro, one of the greatest anime films of all time and a fantastic heist film in its own right.



See you soon.

Monday, March 7, 2011

I've crossed the rubicon!

Thank you to everyone who has been following For A Fistful of Coppers recently. As of now, I have over 50 people following my intermittently updated ramblings and I'd like to thank each and every one of you. I appreciate every comment that I get on my posts and ideas. It's one of the reasons that I love the game blog world so much and I think I'm more confident in my posting than ever before.

As of recently, I've been binging on Dortmunder and Discworld novels and watching classic heist movies, including the Sting and the Castle of Cagliostro. I think that something really clicked for me with the Bugbears and Bankvaults post and hopefully, I can synthesize it into something fun for everyone. All I know is that I'd better start working on that Whimsy/Plot Complications deck, because what's a heist if it doesn't have unforeseen consequences?

Until next time...

Sunday, March 6, 2011

Ogrim's Eleven: Or Bugbears and Bankvaults

I've been thinking about this post since Society of Torch, Pole and Rope talked about something similar with the Tomb of Horrors, so here goes...



In recent weeks, I've been trying to understand why the idea of the old-school dungeon crawl or megadungeon hasn't really inspired me that much. I seem to be able to comprehend the idea of the picaresque hero and the simple interpretable rules that seem so important to old-school games, but I really want to understand more of what's appealing about these places. I'm not really a big fantasy literature buff and the novels I do read tend to have very modern genre attitudes, like the Dresden Files and the Discworld series. The Tomb of Horrors post over at Society of Torch, Pole and Rope got me thinking hard on the subject. I love movies like The Sting, Ocean's Eleven and Snatch and television like Leverage and White Collar, which share a whole lot of elements with the dungeon crawl: assembling a crew, loading up on the requisite equipment, edging down corridors and disabling traps. So why couldn't I apply this love of a plan coming together to dungeons?

I think it's because they're not active enough for me.

Now before the entire D&D blogosphere jumps down my throat about their dungeons and experiences and whatever, note that I'm not saying that the megadungeon mode is a bad thing: it just may not be for me. Something about looting long abandoned temples just doesn't excite me that much. Sure, you may have just found the Eye of Hrumesh and taken it from its rightful temple, but where's the fallout from that? Who have you pissed off? Where are you going to lay low?

I think that I need to run old-school D&D like a Dortmunder novel: putting together a crew of quirky characters to do a job, whether it's trying to steal a magical artifact from a prominent guild leader or being hired by a scholar looking to retrieve significant findings in the field. A Magic-user casting Charm Person on the janitor to smuggle a pair of Thieves into the building while the Fighter looks on with a crossbow, ready to intervene if things get nasty (which they most likely will). Magical university buildings set up with Explosive Runes traps for nosy lockpicks or wizards trying to Knock their way into a fortune.

Stuff like that gets me fired up.