I’m trying to create a NWN module based around the Rogue/Shadowdancer/Assassin classes. From what I’ve played and seen so far, Rogues et al are vastly under-represented in modules custom-made for their talents, so I’m gonna try and make my own.
So far I’ve got a few thoughts:
it’s going to be town-based, obviously, since Pickpocket, Hide and Move Silently have little use in a empty contryside. It’ll also be pretty big. Probably something along the lines of four main areas of increasing difficulty (houses, traps, picking pockets become more difficult etc), with a central mansion or maze-castle in the middle (which could double as an end-of-module boss-area). There’ll be the usual Thief-inspired aspects like patrolling guards, two warring factions, taverns and gangs within said town. There’ll also be a two or three level sewer/catacomb system underneath the town filled with monsters of higher challenge as you descend, maybe with some kind of Abbysal beast hiding at the bottom.
The only problem I have is making a convincing backstory. What, besides just stealing for stealing’s sake (which would get pretty boring very fast), would attract a group of low-to-medium level Rogues to a city for purposes other than greed? I’d thought about some kind of tournament, but that just doesn’t fit for a class that tends to avoid direct combat.
Anyway, I want your thoughts on this. Anything I’d need? Any ideas for a plot? Bear in mind this is a Neverwinter Nights + Shadows of Underentide module, not a pen-and-paper one, although if I can work it I’d like it to be both.
In fact, I’d say pickpocket is a goddamn useless skill. Also, I’d suggest not to use the “thief” stereotype, Rogue != Thief, hell, rogues can even be of a lawful alignment.