Hello all! Note: This is not for running a heist, this is about executing a successful one.
Some basic background: A powerful religious/military commander is keeping a powerful demon sword around somewhere and we need to steal it for Many Important Reasons. Location: Either what's essentially a government office building, or a set of apartments housing soldiers, both of which one or two of the team are familiar with.
The team:
lvl 7 vampire warlock who works for the organization whose building we're breaking into, but shouldn't be there (+1 stealth, +1 sleight of hand, but +7 Persuasion/Intimidation, +5 Perception, +7 Deception)
lvl 7 human fighter/ranger who ALSO works for that organization, but shouldn't be there, and is still extremely suspect after "returning" from the "dead" (+7 stealth, +4 sleight of hand, +5 intimidation/persuasion)
an OP rogue assassin NPC (+ bonkers)
Obviously there aren't going to be a lot of situation-specific suggestions that can be made...but what do experienced tabletop rogues and robbers have to offer me? I've watched a lot of heist movies in my time or I'd feel less confident even trying this.
Any interesting ways to use skills you can think of?
Ways to detect magic detectors, without using magic?
i don't have much advice for heists specifically, but there are a few things that are great to have in a dungeon that could be useful. 10ft pole is classic. you can set off pressure plates, tripwires, motion detecting magic, see if something eats objects, or whatever. works better with mage hand, but there might be antimagic fields somewhere. ball bearings are awesome. throw to create a sound/ distraction. place on the ground to determine if something is level. throw on the ground ahead to maybe set off simple traps ahead of you, if you can't get to it with your pole. the works. you can also use them as sling ammo, or cast light on them to see ahead, throw them down a pit to determine how deep it is. a bag of rats can set off many magical defenses, or at least show what you are in for. things that activate on living creatures all trigger on these, and they can help eat up targets for things like sleep spells. you have an extra 20-30 HP worth of random creatures, and dozens of targets for magical triggers. carying this around can really mess with traps, and throwing a rat or two into a room can be very useful for triggering worthless or highly dangerous traps you can't disarm. flour or powder can help see invisible objects, obscure vision, or possibly be lit on fire to cause a MAJOR distraction. glass powder is nasty to get in your eyes. most people are in huge pain, bleeding, and blinded.
if you can scout it out, do so before hand. check twice if you can, both during and before the heist. be paranoid, and expect there to be a trap or hindrance even if there isn't one. take people out quietly if you can, or avoid them if you can't, and don't alert suspicion. cause the distraction to get out of a sticky situation, not to cover for getting in. if they are suspicious they will up reinforcements the next time, or catch you in the act. have 2-3 escape routes planned, one for no one noticing you, one for miscellaneous situations that you might expect them to pull off, and one for getting out quick with all eyes on you.
my last advice is for use if you are really desperate. you might be able to send in someone who doesn't know what they are doing, and then show up as a first responder. if they think you are the guards, they will be less suspicious, especially if they already caught some nobody with no skill. it will lure them into a false sense of confidence, and you could possibly get some insights into the defenses they triggered or not triggered, depending on how nosy you are. you might even be able to walk out of the place with whatever you are trying to steal.
for escaping though, the best way for people to not look for you is have them look for something bigger, and find it. if all else fails and you need to escape, you need a BIG distraction to keep their eyes off you, and they need to get rid of it. another thief party could be a good way of looking into it, or maybe a riot in the streets. hire an adventuring party to slay some evil creature lurking around town, or maybe put a few death threats to a merchant a block away. this may draw attention to the general area, but resources will be split, and a smaller hunting party looking at you means less eyes to get away from. if you are the least of their worries, then you might have no eyes on you.
as i said before, multiple escape routes is also needed for good reason. if you aren't predictable, then they have to figure out not only how to stop you getting away, but also where "away" is. if they have something that they hide for really big problems, you need to change it up a bit. if you can solve a problem in a way they can't think of, they can't trace it back to you. if they have guard presence nearby, then hide with the guards. be the victim, and let their body guards protect YOU.
social stigmas are also good at making people uncomfortable. if you are uncomfortable with a situation, you aren't thinking, you aren't looking at the problem, and you want this over with as soon as possible. if you are already out of the way, in the other direction than where you should be, with adventurers fighting a freaking troll, and the officer turns the corner to find you having a torrid love affair, he's going to be shaken up from the chaos, fearful for his friends a block over, and blushing harder than a tomato. he's going to turn around, tell you it's dangerous out tonight, you should be inside, and would you please put your clothes back on?!?
Thanks for both replies! Full of good stuff. The escape routes and when to take them are excellent. I'm definitely trying to engage my Dishonored brain for this one. It would be ideal if we could get out without dying, failing, or alerting every soldier in the town, but hey...stuff happens. 😬 And we're all gonna have to beat feet out of town after this mission anyway, because we are unfortunately the top suspects for it.
Your team seems to be have a pretty solid overall combination of Charisma and Dexterity, which is pretty ideal for a heist team. A vampire Warlock is pretty much a character built for these kind of missions, between innate shape shifting and mind control abilities paired with whatever bonuses they get as a Warlock. The Human Fighter seems like they could be a useful font for information... either troop tactics, or code phrases, etc. I'd say try and get 3 uniforms... ideally before you get in there, but second best would be finding a supply closet or something... least reliable but still an option... restrain/kill a few soldiers and steal their uniforms. Have your Warlock save a spell slot for the big finale... stick their head out a window and just create some kind of chaos as far away from where they currently are as possible. Whatever big chaotic event you can... even set up some explosives nearby and blast it with eldritch blast or something. Maybe just get a couple vials of Alchemist's fire and set it off from a distance. Then when people are rushing out to check things out your crew can just blend in with the crowd.
I'll take note of some of this and bring it to the table tonight! This is a side-mission in a regular weekly game of six players, it's just an important thing that a couple of us + a mostly sympathetic NPC think we can pull off.
good luck on your heist! only a few more tips, just a few specific things to think of.
just noticed you have a vampire. a quick way out is turning into mist under the cover of night. it transforms all your equipment too, so if you give them the item you are stealing, then they can probably get out by flying straight up for a minute and then out of the city. unless of course they aren't a full blown vampire.
if the ranger has pass without a trace, that plus 10 is important, and will most likely save you from a whole lot of danger.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I recall in one movie they stole the thing by using an illusion to make it appear the thing was gone. They came back and stole the thing later when nobody was guarding it.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
If I was doing a heist, I'd do it in these stages:
Talk your way inside
Get past the guards
Get hold of the sword whilst dealing with security traps/systems
Depending on what they do, sneak or fight your way out
Chase
1. Talk your way inside: The players need to bypass a number of neutral NPCs, either by Persuasion, Charm, bribery etc. This should be full on roleplay. If they mess this up badly, then they should get caught.
2. Get past the guards: This needs to be done by stealth. If they just attack them, then they'll get swarmed and captured/killed. Ensure that there are some fun ways for them to think through the security measures. Crystal balls that operate like security cameras and need neutralising by either destroying them quietly, dispelling them or taking out the guard in the control room would all work. There should be guards before the vault/treasure room. Charm, capture, or outright murder is all fine to get by them at this point.
3. Open the vault and get the item. Here's a sequence that I'm using tonight. It's not a heist, it's actually stopping an eternally looping coin minting machine that is guarded by a constructed crystal ball (that showed them around the Mint as a guide) and suits of Animated Armour that are operating the machine. Replace "machine" with "vault" or what have you.
Looking at the machine, the PCs will discover that there is a narrow, stooped ceiling corridor running through tits belly. At the end of this, there is the keyhole into which the banshee’s key (my players found this last session) can be inserted. Along the passageway, various mechanical levers and machinery pulse back and forth, swiping and stomping. It would be possible to reach the end of the passageway – but risky.
A player can attempt to move past one stage each turn. If they try to run past them all in one turn, they will suffer all of the effects.
There are three stages to avoiding the machinery components:
The first are a set of whirring, blade like saws that seem to zip across one by one.
If a player tries to pass by the blades, then they can try to time their movement across. They must succeed on 3 x DC 12 Dexterity checks, or be attacked by a blade for each failed check.
Mechanical Blade: +7 to hit, d8 slashing damage on a hit.
Having past the first, a perception (sight) check DC6 to spot a line of script in common written on the ceiling just before that reads “Matey, tree to door.”
A player who speaks Thieves Cant will grasp that this is code for: 3, 2, 4. (tree to door :D)
The second is a rising and falling platform, that jams up close to the ceiling. The time between each clanging blow to the ceiling is not regular. A player needs to run across the platform, timing the run. They need to cross 15 feet within 3 seconds or be crushed (Unless taking the Dash action they cannot move fast enough). The platform slams the ceiling after 3, then 2, then 4 seconds.
To run through, a PC rolls a D4 and on a 4 they have gone at the 4 second mark. Any other they are crushed against the ceiling as they try and suffer 4d6 crushing damage. If a PC knows the sequence, then they can simply dash through at the right time.
The Third is a series of electrified wires strung across the passage.
A player will need to make 3 acrobatics rolls at DC11 to avoid each wire.
If they are hit by a wire, they suffer 1d6 lightning damage.
If the PC makes it to the end, then they can put the key in the lock and turn it. Turning it is not easy – it grinds very slowly. They must make a Strength check DC12 to turn it one click. It must move 3 clicks in all.
1 click: As soon as the first click has been activated, red lights flash on the walls and The Guide’s (the crystal ball, a spellcaster that levitates) voice rings out.
“Production cannot stop for any reason. Stamping speed has been reduced from 3 to 2. Production must restart immediately. The King’s glory cannot be denied.”
The Guide casts Levitate and floats up to the ceiling.
The three Animated Armours will begin to move towards the hole, and will seek to stop the player turning it. The doors to the room slam shut and lock.
2 clicks:
“Production cannot stop for any reason. Stamping speed has been reduced from 2 to 1. Production must restart at once. All countermeasures will be deployed.”
The red glow from the walls will begin to seep into the other armours (there are 8 in total, far more than a level 4 party can handle). Roll Initiative and commence combat.
Every turn, a new Animated Armour stands up and joins the combat until the machine is stopped.
3 clicks:
““Production cannot stop for any reason. Stamping speed has been reduced from 1 to zero. Critical power failure. Countermeasures deteriorating.” (slurred voice)
The machine stops, and no new Animated Armours will rise up.
4. If the players have managed to stealth through this somehow, then they can attempt to escape by stealth. If not, an alarm sounds and guards begin to sporadically appear in corridors as the PCs fight their way out.
5. Give the PCs three cool escape method options: a hang-glider, a zipline from the top of the building, a sewer tunnel etc. Whichever way they go, they will face another combat challenge - pegasi mounted guards, the tentacled thing that dwells in the sewer etc.
Hello all! Note: This is not for running a heist, this is about executing a successful one.
Some basic background: A powerful religious/military commander is keeping a powerful demon sword around somewhere and we need to steal it for Many Important Reasons. Location: Either what's essentially a government office building, or a set of apartments housing soldiers, both of which one or two of the team are familiar with.
The team:
lvl 7 vampire warlock who works for the organization whose building we're breaking into, but shouldn't be there (+1 stealth, +1 sleight of hand, but +7 Persuasion/Intimidation, +5 Perception, +7 Deception)
lvl 7 human fighter/ranger who ALSO works for that organization, but shouldn't be there, and is still extremely suspect after "returning" from the "dead" (+7 stealth, +4 sleight of hand, +5 intimidation/persuasion)
an OP rogue assassin NPC (+ bonkers)
Obviously there aren't going to be a lot of situation-specific suggestions that can be made...but what do experienced tabletop rogues and robbers have to offer me? I've watched a lot of heist movies in my time or I'd feel less confident even trying this.
Any interesting ways to use skills you can think of?
Ways to detect magic detectors, without using magic?
Escape tactics when being pursued?
Most important of important questions.. breakdown of fighter/ranger levels. Pass without a Trace makes every heist go better.
Hello all! Note: This is not for running a heist, this is about executing a successful one.
Some basic background: A powerful religious/military commander is keeping a powerful demon sword around somewhere and we need to steal it for Many Important Reasons. Location: Either what's essentially a government office building, or a set of apartments housing soldiers, both of which one or two of the team are familiar with.
The team:
lvl 7 vampire warlock who works for the organization whose building we're breaking into, but shouldn't be there (+1 stealth, +1 sleight of hand, but +7 Persuasion/Intimidation, +5 Perception, +7 Deception)
lvl 7 human fighter/ranger who ALSO works for that organization, but shouldn't be there, and is still extremely suspect after "returning" from the "dead" (+7 stealth, +4 sleight of hand, +5 intimidation/persuasion)
an OP rogue assassin NPC (+ bonkers)
Obviously there aren't going to be a lot of situation-specific suggestions that can be made...but what do experienced tabletop rogues and robbers have to offer me? I've watched a lot of heist movies in my time or I'd feel less confident even trying this.
Any interesting ways to use skills you can think of?
Ways to detect magic detectors, without using magic?
Escape tactics when being pursued?
An important question: what archetype is your ranger? A ranger of the Gloom Stalker archetype gains the feature Umbral Sight at 3rd level, which allows it to be invisible in darkness. If you have a ranger of this archetype and you knock out the lights, then you have a great opportunity.
hire 15 unskilled hirelings to help you. even better, make sure they are all halflings, so they are slower than you. also halflings have lucky, which is always fun.
Pretty sure the ship has sailed for the heist in question. That said, a few tips I've found useful for heisting in the past.
-Minimize the number of Stealth rolls you have to make. A blown Stealth roll is the downfall of ninety-nine out of a hundred heists. Avoid moving between areas more often than you absolutely have to, try and cover as much ground in wherever you are as you can. Every time you roll Stealth, you're risking blowing the top off the whole thing. Which can be amusing in its own right as you panic-attack your way out, but it does mean a spectacularly failed heist.
-Do. Not. Get. Greedy. Every minute you spend in the Hot Zone is a minute that may lead to the DM calling for Stealth. Avoid thievery of opportunity unless your plan specifically calls for making the intrusion seem like a base-ass robbery - take only what you absolutely need to take and leave everything else as undisturbed as you possibly can. Thievery of opportunity is the second most common way a heist breaks - somebody touches something they shouldn't and trips a trap or alarm, and then the biowaste hits the rotary impeller.
-Similarly, do not fish for successful rolls - no taking ten on Investigation, no "can I give it one more pass?" A DM who's running a heist properly will absolutely be using some sort of time metering mechanic; every roll you make will count against your unseen time limit. Proper preparation for a heist should include as many long-term buffs as you can manage to bolster key skills. Similar to Stealth, you should strive to make a minimum number of highly successful rolls; the more often that d20 hits the table, the less likely your run is to succeed.
-Do not forget your tools, and I don't just mean thieves' tools. You'll want a light source, such as a candle or other means of generating a small, tightly controlled area of light, as well as a silent and nonmagical means of lighting it. No telling when you'll need to read something or try and visually confirm/identify something on a heist. You'll want means of remotely manipulating objects - hooks or bits of sticky gum on strings or small sticks/poles. A small, nimble blade for opening sealed documents or jimmying door catches - not just a 1d4 dagger, specifically a robber's knife or similar. And for god's sake, BRING MORE THAN ONE SET OF THIEVES' TOOLS! I have not met the DM yet that didn't take a cruel, perverse delight in breaking thieves' tools the minute you roll below a 15, you will want a spare set for when he inevitably says "your tools are broken, they can't be used until you get a new set".
Those would be my tips. Most everything else I can think of is more situation dependent than anything else, but in virtually all heist cases, you'll want to stick by those maxims if you can.
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Hello all! Note: This is not for running a heist, this is about executing a successful one.
Some basic background: A powerful religious/military commander is keeping a powerful demon sword around somewhere and we need to steal it for Many Important Reasons. Location: Either what's essentially a government office building, or a set of apartments housing soldiers, both of which one or two of the team are familiar with.
The team:
Obviously there aren't going to be a lot of situation-specific suggestions that can be made...but what do experienced tabletop rogues and robbers have to offer me? I've watched a lot of heist movies in my time or I'd feel less confident even trying this.
i don't have much advice for heists specifically, but there are a few things that are great to have in a dungeon that could be useful.
10ft pole is classic. you can set off pressure plates, tripwires, motion detecting magic, see if something eats objects, or whatever. works better with mage hand, but there might be antimagic fields somewhere.
ball bearings are awesome. throw to create a sound/ distraction. place on the ground to determine if something is level. throw on the ground ahead to maybe set off simple traps ahead of you, if you can't get to it with your pole. the works. you can also use them as sling ammo, or cast light on them to see ahead, throw them down a pit to determine how deep it is.
a bag of rats can set off many magical defenses, or at least show what you are in for. things that activate on living creatures all trigger on these, and they can help eat up targets for things like sleep spells. you have an extra 20-30 HP worth of random creatures, and dozens of targets for magical triggers. carying this around can really mess with traps, and throwing a rat or two into a room can be very useful for triggering worthless or highly dangerous traps you can't disarm.
flour or powder can help see invisible objects, obscure vision, or possibly be lit on fire to cause a MAJOR distraction.
glass powder is nasty to get in your eyes. most people are in huge pain, bleeding, and blinded.
if you can scout it out, do so before hand. check twice if you can, both during and before the heist. be paranoid, and expect there to be a trap or hindrance even if there isn't one. take people out quietly if you can, or avoid them if you can't, and don't alert suspicion. cause the distraction to get out of a sticky situation, not to cover for getting in. if they are suspicious they will up reinforcements the next time, or catch you in the act. have 2-3 escape routes planned, one for no one noticing you, one for miscellaneous situations that you might expect them to pull off, and one for getting out quick with all eyes on you.
my last advice is for use if you are really desperate. you might be able to send in someone who doesn't know what they are doing, and then show up as a first responder. if they think you are the guards, they will be less suspicious, especially if they already caught some nobody with no skill. it will lure them into a false sense of confidence, and you could possibly get some insights into the defenses they triggered or not triggered, depending on how nosy you are. you might even be able to walk out of the place with whatever you are trying to steal.
for escaping though, the best way for people to not look for you is have them look for something bigger, and find it. if all else fails and you need to escape, you need a BIG distraction to keep their eyes off you, and they need to get rid of it. another thief party could be a good way of looking into it, or maybe a riot in the streets. hire an adventuring party to slay some evil creature lurking around town, or maybe put a few death threats to a merchant a block away. this may draw attention to the general area, but resources will be split, and a smaller hunting party looking at you means less eyes to get away from. if you are the least of their worries, then you might have no eyes on you.
as i said before, multiple escape routes is also needed for good reason. if you aren't predictable, then they have to figure out not only how to stop you getting away, but also where "away" is. if they have something that they hide for really big problems, you need to change it up a bit. if you can solve a problem in a way they can't think of, they can't trace it back to you. if they have guard presence nearby, then hide with the guards. be the victim, and let their body guards protect YOU.
social stigmas are also good at making people uncomfortable. if you are uncomfortable with a situation, you aren't thinking, you aren't looking at the problem, and you want this over with as soon as possible. if you are already out of the way, in the other direction than where you should be, with adventurers fighting a freaking troll, and the officer turns the corner to find you having a torrid love affair, he's going to be shaken up from the chaos, fearful for his friends a block over, and blushing harder than a tomato. he's going to turn around, tell you it's dangerous out tonight, you should be inside, and would you please put your clothes back on?!?
Thanks for both replies! Full of good stuff. The escape routes and when to take them are excellent. I'm definitely trying to engage my Dishonored brain for this one. It would be ideal if we could get out without dying, failing, or alerting every soldier in the town, but hey...stuff happens. 😬 And we're all gonna have to beat feet out of town after this mission anyway, because we are unfortunately the top suspects for it.
Your team seems to be have a pretty solid overall combination of Charisma and Dexterity, which is pretty ideal for a heist team. A vampire Warlock is pretty much a character built for these kind of missions, between innate shape shifting and mind control abilities paired with whatever bonuses they get as a Warlock. The Human Fighter seems like they could be a useful font for information... either troop tactics, or code phrases, etc. I'd say try and get 3 uniforms... ideally before you get in there, but second best would be finding a supply closet or something... least reliable but still an option... restrain/kill a few soldiers and steal their uniforms. Have your Warlock save a spell slot for the big finale... stick their head out a window and just create some kind of chaos as far away from where they currently are as possible. Whatever big chaotic event you can... even set up some explosives nearby and blast it with eldritch blast or something. Maybe just get a couple vials of Alchemist's fire and set it off from a distance. Then when people are rushing out to check things out your crew can just blend in with the crowd.
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I'll take note of some of this and bring it to the table tonight! This is a side-mission in a regular weekly game of six players, it's just an important thing that a couple of us + a mostly sympathetic NPC think we can pull off.
good luck on your heist! only a few more tips, just a few specific things to think of.
just noticed you have a vampire. a quick way out is turning into mist under the cover of night. it transforms all your equipment too, so if you give them the item you are stealing, then they can probably get out by flying straight up for a minute and then out of the city. unless of course they aren't a full blown vampire.
if the ranger has pass without a trace, that plus 10 is important, and will most likely save you from a whole lot of danger.
Invisibility, See Invisibility, Spider Climb, Misty Step, Feather Fall
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I recall in one movie they stole the thing by using an illusion to make it appear the thing was gone. They came back and stole the thing later when nobody was guarding it.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
If I was doing a heist, I'd do it in these stages:
1. Talk your way inside:
The players need to bypass a number of neutral NPCs, either by Persuasion, Charm, bribery etc. This should be full on roleplay. If they mess this up badly, then they should get caught.
2. Get past the guards:
This needs to be done by stealth. If they just attack them, then they'll get swarmed and captured/killed. Ensure that there are some fun ways for them to think through the security measures. Crystal balls that operate like security cameras and need neutralising by either destroying them quietly, dispelling them or taking out the guard in the control room would all work. There should be guards before the vault/treasure room. Charm, capture, or outright murder is all fine to get by them at this point.
3. Open the vault and get the item. Here's a sequence that I'm using tonight. It's not a heist, it's actually stopping an eternally looping coin minting machine that is guarded by a constructed crystal ball (that showed them around the Mint as a guide) and suits of Animated Armour that are operating the machine. Replace "machine" with "vault" or what have you.
Looking at the machine, the PCs will discover that there is a narrow, stooped ceiling corridor running through tits belly. At the end of this, there is the keyhole into which the banshee’s key (my players found this last session) can be inserted. Along the passageway, various mechanical levers and machinery pulse back and forth, swiping and stomping. It would be possible to reach the end of the passageway – but risky.
A player can attempt to move past one stage each turn. If they try to run past them all in one turn, they will suffer all of the effects.
There are three stages to avoiding the machinery components:
The first are a set of whirring, blade like saws that seem to zip across one by one.
If a player tries to pass by the blades, then they can try to time their movement across. They must succeed on 3 x DC 12 Dexterity checks, or be attacked by a blade for each failed check.
Mechanical Blade: +7 to hit, d8 slashing damage on a hit.
Having past the first, a perception (sight) check DC6 to spot a line of script in common written on the ceiling just before that reads “Matey, tree to door.”
A player who speaks Thieves Cant will grasp that this is code for: 3, 2, 4. (tree to door :D)
The second is a rising and falling platform, that jams up close to the ceiling. The time between each clanging blow to the ceiling is not regular. A player needs to run across the platform, timing the run. They need to cross 15 feet within 3 seconds or be crushed (Unless taking the Dash action they cannot move fast enough). The platform slams the ceiling after 3, then 2, then 4 seconds.
To run through, a PC rolls a D4 and on a 4 they have gone at the 4 second mark. Any other they are crushed against the ceiling as they try and suffer 4d6 crushing damage. If a PC knows the sequence, then they can simply dash through at the right time.
The Third is a series of electrified wires strung across the passage.
A player will need to make 3 acrobatics rolls at DC11 to avoid each wire.
If they are hit by a wire, they suffer 1d6 lightning damage.
If the PC makes it to the end, then they can put the key in the lock and turn it. Turning it is not easy – it grinds very slowly. They must make a Strength check DC12 to turn it one click. It must move 3 clicks in all.
1 click: As soon as the first click has been activated, red lights flash on the walls and The Guide’s (the crystal ball, a spellcaster that levitates) voice rings out.
“Production cannot stop for any reason. Stamping speed has been reduced from 3 to 2. Production must restart immediately. The King’s glory cannot be denied.”
The Guide casts Levitate and floats up to the ceiling.
The three Animated Armours will begin to move towards the hole, and will seek to stop the player turning it. The doors to the room slam shut and lock.
2 clicks:
“Production cannot stop for any reason. Stamping speed has been reduced from 2 to 1. Production must restart at once. All countermeasures will be deployed.”
The red glow from the walls will begin to seep into the other armours (there are 8 in total, far more than a level 4 party can handle). Roll Initiative and commence combat.
Every turn, a new Animated Armour stands up and joins the combat until the machine is stopped.
3 clicks:
““Production cannot stop for any reason. Stamping speed has been reduced from 1 to zero. Critical power failure. Countermeasures deteriorating.” (slurred voice)
The machine stops, and no new Animated Armours will rise up.
4. If the players have managed to stealth through this somehow, then they can attempt to escape by stealth. If not, an alarm sounds and guards begin to sporadically appear in corridors as the PCs fight their way out.
5. Give the PCs three cool escape method options: a hang-glider, a zipline from the top of the building, a sewer tunnel etc. Whichever way they go, they will face another combat challenge - pegasi mounted guards, the tentacled thing that dwells in the sewer etc.
Fight your way in and out no pain no gain
Most important of important questions.. breakdown of fighter/ranger levels. Pass without a Trace makes every heist go better.
Blank
An important question: what archetype is your ranger? A ranger of the Gloom Stalker archetype gains the feature Umbral Sight at 3rd level, which allows it to be invisible in darkness. If you have a ranger of this archetype and you knock out the lights, then you have a great opportunity.
hire 15 unskilled hirelings to help you. even better, make sure they are all halflings, so they are slower than you. also halflings have lucky, which is always fun.
Pretty sure the ship has sailed for the heist in question. That said, a few tips I've found useful for heisting in the past.
-Minimize the number of Stealth rolls you have to make. A blown Stealth roll is the downfall of ninety-nine out of a hundred heists. Avoid moving between areas more often than you absolutely have to, try and cover as much ground in wherever you are as you can. Every time you roll Stealth, you're risking blowing the top off the whole thing. Which can be amusing in its own right as you panic-attack your way out, but it does mean a spectacularly failed heist.
-Do. Not. Get. Greedy. Every minute you spend in the Hot Zone is a minute that may lead to the DM calling for Stealth. Avoid thievery of opportunity unless your plan specifically calls for making the intrusion seem like a base-ass robbery - take only what you absolutely need to take and leave everything else as undisturbed as you possibly can. Thievery of opportunity is the second most common way a heist breaks - somebody touches something they shouldn't and trips a trap or alarm, and then the biowaste hits the rotary impeller.
-Similarly, do not fish for successful rolls - no taking ten on Investigation, no "can I give it one more pass?" A DM who's running a heist properly will absolutely be using some sort of time metering mechanic; every roll you make will count against your unseen time limit. Proper preparation for a heist should include as many long-term buffs as you can manage to bolster key skills. Similar to Stealth, you should strive to make a minimum number of highly successful rolls; the more often that d20 hits the table, the less likely your run is to succeed.
-Do not forget your tools, and I don't just mean thieves' tools. You'll want a light source, such as a candle or other means of generating a small, tightly controlled area of light, as well as a silent and nonmagical means of lighting it. No telling when you'll need to read something or try and visually confirm/identify something on a heist. You'll want means of remotely manipulating objects - hooks or bits of sticky gum on strings or small sticks/poles. A small, nimble blade for opening sealed documents or jimmying door catches - not just a 1d4 dagger, specifically a robber's knife or similar. And for god's sake, BRING MORE THAN ONE SET OF THIEVES' TOOLS! I have not met the DM yet that didn't take a cruel, perverse delight in breaking thieves' tools the minute you roll below a 15, you will want a spare set for when he inevitably says "your tools are broken, they can't be used until you get a new set".
Those would be my tips. Most everything else I can think of is more situation dependent than anything else, but in virtually all heist cases, you'll want to stick by those maxims if you can.
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