Guest User

The Baron's Bankroll - Event plan

a guest
Dec 16th, 2016
803
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.78 KB | None | 0 0
  1.  
  2.  
  3. Attendees: Charlie Avaline, Erika, Veridia, Faolan
  4.  
  5. Fluff:
  6. A few of the younger magi have started to despise the aristocrats of the country. They either have some foul men in their pocket or they themselves are in the pocket of those deemed far worse.
  7.  
  8. As such they have devised a plan to strike at one of the Noblemen whose house is deep within the Bygonegrove. He is holding an event to commemorate something of no import and the kids have seen this as their way in.
  9.  
  10. One of the servants to the Baron is arranging a meeting with them a few hours prior to the party in order to give them information in return for a cut of the profit.
  11.  
  12. Synopsis:
  13. The informant, a rather pale and sweaty looking man, meets the party out in the depths of the forest. He has come alone and yet he seemed to have managed to avoid all of the yokai just fine.
  14.  
  15. He informs the party of their way in. Two of them will be disguised as guests and will occupy the guard's time while the other two enter the house through a different route. The route is up to the two members but there are specific paths to follow.
  16.  
  17. He hands them all an enchanted earring that will allow them all to communicate with one another. (I don't want to faff around keeping two parties separated.)
  18.  
  19. The roof: The Baron's estate is quite large and there are lookouts plastered all over it. There is a small drainage system, a number of pipes, that lead up to a roof. The guards follow a set path around and there is a brief moment where there is no vision on.
  20.  
  21. The two that climb have to make a roll to climb successfully. (1-2 fails) and if they do fail they will attract the guards. At this point the other two party members (the disguised ones) can make a hassle to attract the guards away, allowing roof access but pulling suspicion on themselves (meaning they can't distract too many more times)
  22.  
  23. One on the roof there is a skylight that can be picked open and the two can then lower themselves into an empty bedroom with a closed door. There are guards patrolling on the otherside at apparent random rates.
  24.  
  25. The two disguised members of the party will then enter as normal guests. (The part have reached the inside)
  26.  
  27. The wine cellar: Round the back of the house there is on open cellar where barrels of fine alcohol are being shifted around for the enjoyments of the guests. A single worker is loading the barrels by himself.
  28.  
  29. The two can either sneak through or they can knock out the worker and disguise one of them as a worker. (I'll make sure the worker is the same gender as at least one person in the two) The disguise will allow one of them to walk the halls with little suspicion.
  30.  
  31. However, this entrance will make it difficult for the undisguised one to get into the house unnoticed and the disguised one will need to act as a lookout for them. Possibly ending up blowing their cover.
  32.  
  33. The two disguised members of the party will then enter as normal guests. (The part have reached the inside)
  34.  
  35. The front door: Perhaps the most obvious option but of course, the riskiest. The two disguised as guests can cause a commotion, not enough of one to warrent any suspicion, but enough to allow the two undisguised members of the party to slip indoors.
  36.  
  37. There will be guards they have to dodge, requiring a roll (1-2 is a failure) if they fail then the two disguised ones will have to draw suspicion to them and make an even bigger commotion. Allowing the two undisguised ones to slip inside.
  38.  
  39. The two disguised members of the party will then enter as normal guests. (The part have reached the inside)
  40.  
  41. Once inside the two undisguised ones are to make their way through the house to a predetermined spot by their informant. There they will find their own disguises. Some discarded worker clothes (possibly a spare set if they came in through the cellar.)
  42.  
  43. Once they are all disguised then the four of them are free to wander the house and grab anything that they think of value. The ones disguised as workers wont have many places to store the valuables mind you.
  44.  
  45. They can pass them off to the 'guests' who will have a larger bag on their person or they can plant the items around the house inconspicuously to pick up later or they can even hide the items outside with the barrel delivery to pick up later.
  46.  
  47. Once they have finished pinching the petty objects they are to either head to the Baron's speech all members must be in attendance or else they would garner suspicion or they can head to his vault and begin to plunder that while they know there will be little to no guards.
  48.  
  49. Once there, there will be several displays that they can carefully unlock and take from some have artifacts, others have works of art. (Either a ring/amulet/or a placeholder for the crown sum at the end of the heist.)
  50.  
  51. There are 10 cases in total and after the first four have been unlocked the first event will trigger. If they did not go to the baron's speech a moderate number of guards will come to check the vault.
  52.  
  53. If they stayed at the speech and left afterwards then one of the patrolling guards will pass by. (I will give them a warning at the end of the fourth case and they can hide where they will have to roll. 1-2 and they get spotted.)
  54.  
  55. (If there is only the one guard they wont have to roll but they will have to actually hide or dispose of him) If they have already taken stuff from the cases then the guards will rush off to inform the baron.
  56.  
  57. The party will have time to escape or they can go ham and smash open the rest of the cases, triggering the alarm and triggering a curse on them all. (Explained below in the injuries section) The party will then have to escape.
  58.  
  59. If the guards do not notice anything out of place or only capture one or two of the party members then those who aren't caught will be free to unlock the other cases and grab the spoils. Every two cases another guard (the same one usually) will patrol past.
  60.  
  61. They can also fight off the guards and set themselves on a timer of two more cases before the place gets flooded with guards. At that point they would have to fight their way out (no actual verbing though they will simply roll and see how much loot they lose in the fight)
  62.  
  63. Those captured will be brought before the Baron who will reprimand them, take their share of the loot and then slap an anti magic collar on them and leave them with the guards. They can wait to be rescued or attempt to free themselves.
  64.  
  65. They will be given the opportunity to get back a portion of their loot at the risk of setting off the alarms and ruining the other half of the party's chances at getting to the cases.
  66.  
  67. The Escape: Depending on how the party has performed their escape will vary between simply walking out and fighting their way through the guards. Depending on this they will lose a portion of their gains as they fight through. Fighting will also mean that they will be unable to pick up any valuables they have hidden for later.
  68.  
  69. In the end the party will be able to run off with their loot and their disguises.
  70.  
  71.  
  72. Rewards:
  73.  
  74. Crowns - The absolute maximum they can get for doing everything right and stealing everything they possibly can is 20 million split between the four. Depending on their progress that will diminish down to at the least 500k each
  75.  
  76. Tarnished power (Ring)- [Stats]
  77.  
  78. Locket of the Sun (amulet) - [Stats]
  79.  
  80.  
  81. Injuries:
  82. There are three possible curses for the party to get if they either smash a case, set off the alarm too early (giving time for the curse to be cast) or if they raise too much suspicion and blow their cover.
  83.  
  84. Curse of babble - The character is unable to read or write for two years
  85.  
  86. Curse of accountability - The character is unable to make sense of any numbers for two years (can't do maths and can't tell a big number from a small one)
  87.  
  88. Curse of Blandness - The character will become colour blind and lose their sense of taste and smell for a year
Add Comment
Please, Sign In to add comment