Well, Nobody, I do think this list is fine, but...
It is the typical thief guild list. Along with so many other fantasy thief guilds it is hopelessly mono-dimensional. Pro-active so to speak.
Where is the list of re-active plots? Where is the layer upon layer of intrigue?
This is a typical "computer game" list in which you have a roster of missions to choose from, but nothing ever comes back to haunt you at later stages.
A roleplaying game should be both proactive and reactive. The players should initialize stuff and have to react to stuff others initialize.
So, where is the "survive the angry Baron's assassin" plot? The "placate authorities" plot (after an especially foul muck up perchance?). Where is the thief guild politics and backstabbing plot?
While good enough for GMs in their formative years, advanced gamers need more depth. Go to Comment
A very convenient list of potential plots and complications. If you're really evil, you can mix three of them up together (or their reverses):
(Picking randomly Number 5, Number 12 Reversed, and Number 23, and then assuming that the characters are "squeaky clean" good guys:)
"You need to rescue Fotnelrough from where the authorities have wrongly imprisoned him, before their mage arrives to magically interrogate him. You also need to protect his family from being seized and need to collect the Chalice of the Scarlet Throne from the palace once Fotnelrough tells you where he hid it. Well, times a wasting! Chop Chop!") Go to Comment
People around here really forget that most DMs should be capable of adding intrigue and depths themselves, instead of relying on being spoon-fed everything. It's a list of missions, not a comprehensive look at what each individual mission should entail or be. Most of what's on here -needs- to be modified from what's posted to even work correctly within a campaign. Go to Comment
Seems reasonably complete, though I'm sure we can all think of a few things missing; one that sticks out is the basic "Rough someone up" plot, whether it be breaking the legs of an informant, sending messages to potential holdouts pour encourages les autres or the like.
As far as Ancient Gamer's criticism goes, that's the fundamental weakness of the "30 Something Or Other" format: look, you're not getting beyond the most rudimentary of scenarios out of any such mass list short of writing them into a 64+ page book, and if I'm going to that much trouble, I'm writing it up for publication, not submitting it for free here. Go to Comment
I found this submission to be exceptionally useful -- not just to a group of thieves, but to a party who needed to run some errands for a crime boss in order to gain her confidence. I basically needed to run them around the city for awhile and test their morality, and this list was perfect. It probably fuelled 2 or 3 gaming sessions. I also love that it's a 40 (after the 40 thieves) rather than a 30. Nice touch! Go to Comment
over all i do like the list. My only issue is #40, because a thieves guild dosent benefit from killing people. The guild may do that step ONLY as a last resort to a big problem, other wise its like a Parasite, feeding off all things around it. They would profit more from a living target in the long run. Go to Comment
The question I wonder is, since these parts are not connected in any way, how did anyone come up with this process. There is no geographic or cultural connection to any of these properties. Sure that makes this difficult to do. However, how did someone put this puzzle together?
The components to make Atomic Energy are easier to put together that this process.
How common is the knowledge of this process? Is this "secret knowledge" of occult/ secret societies? Is this just rare knowledge of a healer's order? Is this the thing of bardic tales and everyone knows it?
I have too many questions to easily digest the piece. It if was an adjunct to another post, this might be better. However, as a stand alone.. it is less than stellar. Go to Comment
Actually, I don't recommend using it as a main quest. It is actually a better idea to have as a last resort for anything else. Sick child? Evil Curse? Cancer? Arthritis? Old man in a coma?
In fact, I would use it in none life-threatening situations where somebody wants to cure a long time affliction like a bad knee or a case of asthma. If the PC's manage to do everything correctly, they could get some great rewards and a powerful contact, but a mistake could mean that they have a dead noble, or worse, a dead noble's father.
No, the snake cannot be transported. I don't have any actual pre-existing reason, but suffice it to say that an elixer that can grant near immortality should be near impossible to use limmitlessly. It is a balance thing.
I guess if the players went to significant trouble to transport a large portion of the eco-system, then I might let them get away with it, but I would ensure that too many attempts at that resulted in a ruined fountain of youth.
One final note: I don't really intend for this to be a stellar piece of work. Just something to contribute that you might like to use. I have some other submissions that I am trying to do really well, and they are taking priority right now.
Not a process that I would want to go through.I suppose one could get the snake Steve Irwin style without being bitten, get the tea, grind the root properly, and THEN get bitten by the snake, drink the tea, eat the root, kill or otherwise deal with the snake, and then be straitjacketed to stop the rash being scratched open. Go to Comment
I'm not as fond of this one. It's penalties are very "All or Nothing", you're either cured, or you're dead. It sounds like the plot use would be: Give the character (either a PC or Patron NPC) some disease/poison/injury/decrepitude, then make them run all over the country getting the cure.
There could be some good RP moments there: For example, they encounter someone who desperately needs their help while they are already in a race to get to the curative roots. Do they tell them to go pound sand or do they let the afflicted one die?
On the other hand, that plot could easily become a "rail job", where their choices are nonexistent.
Could the snake be brought to the land of the root? If not, why not? Does it have odd dietary requirements? Go to Comment