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To Catch A Thief

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To Catch A ThiefPublisher: Dungeon Masters Guild

The Party is hustled into the room still in various forms of undress.  The inside is well appointed, tiled in a reddish-brown, with several drains, and with a few chained hooks hanging from the ceiling.  In walks a heavily cloaked figure with an extremely large hood.  A middle-aged female Tiefling follows the shrouded figure and seats herself on an abruptly materialized chair.  One of the scary children, a girl Tiefling, pushes a mop in a bucket into the room and closes the door humming to herself a jaunty tune.  Once inside the girl smiles and says to the Party, “Headmistress wants to know if you stole something last night.”  

One night in Luskan can make brave warriors humble, clever rogues poor, and adventurers very rich —or very, very dead.  

To Catch a Thief is a homage to crime genre fiction, but not particularly combat heavy.  The Players investigated a crime with some social encounters.  The social encounters are important to building tension.  Additionally, there may be small or large connection to other future adventures, most likely The Lost Tower or Islands of Insanity, noted in the module.  This module is intended to be a sequel to They Know (DP-3B) for the A and B interconnected adventures arcs of The Doom Portals storyline.  This is focused on evil characters, which is less limiting but often more unfair.  This adventure can be lethal, but is mostly about mystery and getting in over your head.

A 3-hour Fifth Edition Dungeons & Dragons adventure for 8th-13th level characters suggested for evil and neutral alignments (1st draft; The Doom Portals storyline DP-4B)

 

Price: $0.99

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