Legerdemain at 2018 Denver Nationals

Traceroo

Rogue
Hello Explorers, Travelers, and especially Rogues!

Alliance Denver is excited to welcome you to the May 10-13 2018 National Event. We have a multitude of exciting adventures planned for you. So you can best prepare, we’d like to clarify local uses of the skill, Legerdemain in Denver:
  • Legerdemain is used very frequently in Denver games! Our goal is that every module has at least 1 lock or trap encounter involved. If you want to achieve 100% success of your in-game objectives and potential, always bring a Legerdemain artist with you in every adventuring party in Denver!

  • Alliance Denver makes full, practical use of picking locks and disarming mechanical and electronic traps in our games. Meaning: You have to physically pick the lock. You have to examine the trap mechanism and take action to keep it from going off. Denver does not allow any possible work-around for these actions. There is no counting to 60, no 3-count, no Craftsman skill that gets around this. The only ways to defeat Legerdemain encounters is with use of your tools, wits, and in-game abilities.

  • Legerdemain artists will want to carry their tools on their person at all times during the event, ready to rogue at a moment’s notice! Our campsite is large, and quite hilly, and you will not want to make time to walk all the way back to your cabin to get your tools. You may miss your doorway to adventure if you’re not prepared.

  • Possession of lockpicks is not illegal in Colorado. Our chapter’s only restriction on your tools is that they should be “in period, in genre,” which is Marshal’s discretion as to what that means. No hi-tech, please.
    • Expressly: No use of black light flashlights at the National Event unless provided by the game through some story mechanism.

    • Use of skeleton keys for 1-tumbler locks is technically allowed, but frowned upon as against the true spirit of use of this skill.
  • Denver uses 1-tumbler locks. Real lockpicks are not required to defeat these easy locks, but we do allow use of lockpick sets if you wish. Complications may be added to encounters by use of multiple locks, timed encounters, physical challenges, low light, and critters hitting you while you’re trying to work!

  • Contact poisons may be present on Legerdemain challenges; a good rogue always wears gloves, just in case.

  • NO HELPING: Denver Marshals do not allow players without the Legerdemain skill to offer specific advice on disarming traps to PCs actively engaged in the disarming process. The time for teaching is before your adventure begins. Marshals retain the right to declare that a trap has been set-off if players persist in this behavior.

  • And remember… ALWAYS bring someone with Legerdemain in every party in Denver!
Happy roguing!

Trace Moriarty
2018 National Event Plot Team
Alliance Denver
 
I know the answers to some of these but just want to ask for clarification since I'm not sure all chapters handle things the same way.

Can locks can be shattered with the use of the spell as long as they aren't rendered/magic? What about with the shatter weapon skill?

Can we set traps off via mundane means without legerdemain? IE I see fishing line running across a room, so I throw a stick at it from a safe distance to set off the trap.

Can we use our own locks to secure our cabins, treasure chests, etc? If so what locks are we allowed/not allowed to use?
 
Can locks can be shattered with the use of the spell as long as they aren't rendered/magic? What about with the shatter weapon skill?
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Some locks that you find may be shatterable; some may be unshatterable, given the setting. If the lock is shatterable, the Prepare to Die: Shatter skill will work equally as the Shatter spell.



Can we set traps off via mundane means without legerdemain? IE I see fishing line running across a room, so I throw a stick at it from a safe distance to set off the trap.
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That has the likelihood to set off the trap, which may take its precious treasure with it if Fire or Explosive.



Can we use our own locks to secure our cabins, treasure chests, etc? If so what locks are we allowed/not allowed to use?
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Yes, you may. All 1-tumbler ("diary locks") are pre-approved. Other locks must be demonstrated to be pickable by an Alliance Denver Rogue Marshal, and may be approved only at Marshal's discretion. (As a note on this, current Denver Rogue Marshals err toward ease of pickability vs. aesthetic style of the appearance of a physrep when reviewing for approved use). If you physically secure something like a box with a closed lock, please make sure there is an extra key taped into your Cabin Notes for the Rogue Marshal's use if necessary. You must display the tag for the lock, and any trap, with its physrep.

For traps in your cabin, please observe the Container rule for the physreps, printed on p. 146 of the ARB. We strive to observe this rule ourselves for traps placed on modules, and by plot. Module traps will not have tags on them, but if recoverable, the Marshal will provide the tag later. (This is a matter of red tape with treasure distribution.) Hint: Pay attention to the colors used for trap container physreps in Denver; it may have helpful meaning. :)



This is an example of typical locks used by Alliance Denver:
https://www.amazon.com/GTANG-Vintag...id=1522939727&sr=8-20&keywords=heart+padlocks


Trace Moriarty
2018 National Event Plot
Rogue Marshal
Alliance Denver
 
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