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Heist

Environments Designed by Erazmas Crow

At a glance

Tier
2
Type
Exploration
Difficulty
12
Impulses
Scouting, Planning, Subterfuge, Stealth

Environment overview

Frame work for planning, and execution of a heist.

Potential adversaries

Guards, Vault Automated Security, Traps and Alarms, Workers and Officals

Features

Passives

passive
  • Getting the low down

    There are weaknesses, codewords, combinations, keys, puzzles, security protocols and all other systemic things your players can learn from asking questions and making rolls to get this is formation from Officials, guards, and Workers. Even going in disguise and casing the premises. Before they even start trying to get the job done. You can countdown clock this if you want to limit the time PCs have to collect information.

    Critical Success: Gain detailed very useful information, that if used gives advantage on the roll to leverage that information.

    Success with Hope: Gain good information

    Success with Fear: Incomplete information requires another task to get the rest of a new angle.

    Failure with Hope: Mark a Stress to stop the Alert Clock advancing.

    Failure with Fear: Mark a Stress to stop the Alert Clock advancing.

    Questions
    • Who's in charge, how do we find out more about them?
    • What's the layout?
    • When's it busy, not just there but outside too?
    • What access points are there, really in a push how many ways to get in?
    • What's inside at what time of day?
    • How are you going to get away if it goes bad?

Actions

action
  • Complication
    Fear 1

    Things taking too long, things going too well? Add a just noticed tripwire that they just tensioned and the other characters have to disarm. A newly implemented patrol. An arcane lock instead of mechanical. The manager had come back for some reason.....it's your fear go make it more fun for everyone.

    Questions
    • What's that noise?
    • Where does this wire go?
    • This wasn't on the plan/here earlier.

Reactions

reaction
  • Alert Clock

    Set a countdown (8) the first time the character do something that affects the clock. You can also spend a fear to increase it as a consequence of players acting in a way that would raise suspicions.(reduced it and up the difficulty if it's a really high Security place)
    This will reflect how the PCs are increasing the watchfulness of the security and how close they are to triggering a lock down. Keep it public so it's on the players mind.

    Add the value on the Clock to the environments difficulty.

About this environment

A framework for Daggerheart Heists version 1. The alert Clock increasing environment difficulty being public hopefully puts the drama and pressure on in addition to the narrative.
Just remind them, be brave bold and daring. This is a Daggerheart heist.

Heist

Tier 2 Exploration

Frame work for planning, and execution of a heist.

Impulses: Scouting, Planning, Subterfuge, Stealth

Difficulty: 12

Potential Adversaries: Guards, Vault Automated Security, Traps and Alarms, Workers and Officals

Features

Getting the low down - Passive: There are weaknesses, codewords, combinations, keys, puzzles, security protocols and all other systemic things your players can learn from asking questions and making rolls to get this is formation from Officials, guards, and Workers. Even going in disguise and casing the premises. Before they even start trying to get the job done. You can countdown clock this if you want to limit the time PCs have to collect information. Critical Success: Gain detailed very useful information, that if used gives advantage on the roll to leverage that information. Success with Hope: Gain good information Success with Fear: Incomplete information requires another task to get the rest of a new angle. Failure with Hope: Mark a Stress to stop the Alert Clock advancing. Failure with Fear: Mark a Stress to stop the Alert Clock advancing.
  1. Who's in charge, how do we find out more about them?
  2. What's the layout?
  3. When's it busy, not just there but outside too?
  4. What access points are there, really in a push how many ways to get in?
  5. What's inside at what time of day?
  6. How are you going to get away if it goes bad?
Complication - Action: Things taking too long, things going too well? Add a just noticed tripwire that they just tensioned and the other characters have to disarm. A newly implemented patrol. An arcane lock instead of mechanical. The manager had come back for some reason.....it's your fear go make it more fun for everyone.
  1. What's that noise?
  2. Where does this wire go?
  3. This wasn't on the plan/here earlier.
Alert Clock - Reaction: Set a countdown (8) the first time the character do something that affects the clock. You can also spend a fear to increase it as a consequence of players acting in a way that would raise suspicions.(reduced it and up the difficulty if it's a really high Security place) This will reflect how the PCs are increasing the watchfulness of the security and how close they are to triggering a lock down. Keep it public so it's on the players mind. Add the value on the Clock to the environments difficulty.

Discussion

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