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ID: 90


November 20, 2005, 9:44 am

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Hail to the Queen


The Queen of Thieves is a mysterious person.  All that is know about her is that she’s the greatest living thief in the world.  Some even say she doesn’t exist.  Oh, she exists all right.  And maybe it’s a good thing no one knows about her…

Somehow or another, the PCs have agreed to try and discover the identity of the mysterious Queen of Thieves, a semi-legendary master thief, and bring her to justice.  Possibly some highly placed acquaintances calling in favors, or a secret mission for the king.  Or even just an announcement of a reward for information about the Queen of Thieves.  Whatever.  The PCs are looking for her, trying to collect any clues they can.
Now, needless to say, she’s got enough resources at her disposal to make discovering her identity well nigh impossible.  But when has the impossible ever stopped adventurers?  If they try hard enough, they could probably find the answer.
Only once they get it, they probably won’t want it.  See, the Queen of Thieves is a very influential figure.  Say, along the lines of a member of the Royal Family.  A cousin, daughter, sister, or maybe even wife of the current ruler.  Either way, it would probably be a VERY bad idea to make this common knowledge, because (A. No one will believe them.  (B. She’s not going to be happy if they reveal her, and has the capability of making thier lives (short as they may be) hell.  (C.  The king and the rest of the family will squash any attempt to reveal this information.  (D.  All of the above.
That’s not to say that they couldn’t try if they wanted to.  But if they discreetly share this information with the king, and promise to keep quiet about it, they may still get rewarded.

Of course, there’s always the obligatory Treacherous Advisor/Relative/Confidant/Servant who hears too much.  A tidbit like that would make for excellent blackmail fodder.  Naturally, if something does happen, the PCs will be the prime suspects because they certainly know.  This could result in another adventure to find the blackmailer/protect the royal family’s honor/clear their names and save their necks.

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Comments ( 4 )
Commenters gain extra XP from Author votes.

April 10, 2003, 19:11
Hail to the Queen, baby, yeah!
September 25, 2004, 15:09
I like this kind thing: Information that is more-or-less useless but very dangerous to the PC's. It adds color and depth to a world, although this one is a bit cliched (think "Scarlet Pimpernel", etc). It also allows for several small subplots in an ongoing campaign: Inquisitors searching for something unrelated suddenly become an unexpected threat; Demands for demonstrations of loyalty, for example, the PC's must do something equally incriminating, else they won't be allowed to wander freely; Of course, the blackmailer plot described in the original post.

Drawbacks to the plot: If it is too involved/challenging/long-running, the players could end up annoyed rather than amused, or fail to recognize the implications of the situation until they have done something disastrous, like making public declarations. PC's trying to blackmail the Queen/king is easily handled as a planned encounter, but the PC's could do a lot of other things that should get them dead and worse. But mostly, in this kind of twist, the players may work very hard to end up with an ambivalent denoument, at best. It takes a bit of finesse to say "Congrats! And you're so screwed..." without coming across as thumbing your nose at your players.
Barbarian Horde
August 5, 2005, 5:45
Of course, if the Queen of thieves were to be really impressed and or worried by the Player's information gathering abilities. She might have other more lucrative, and or dangerous jobs for them. Basically, well of course you work for me now..for as long as you breathe. Got it!

Voted valadaar
March 5, 2014, 11:54
This certainly falls under the Dangerous Knowledge category.

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Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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