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Bank Robbery

Environments Designed by Fresch

At a glance

Tier
1
Type
Event
Difficulty
11
Impulses
Get to the vault, steal money, steal special item, don't get identified

Environment overview

The PCs find themselves at the bank as an outlaw gang stages a robbery

Potential adversaries

robbers, thugs, bandits, outlaws

Features

Passives

passive
  • Masked Outlaws

    As long as the outlaws have their masks on, attempts to identify them are at disadvantage

    Questions
    • What unique feature do you notice about the outlaw?
  • Scared Tellers

    If weapons have been drawn, bank tellers are frightened. Before any action/reaction, roll 1d20. On a 1-8, they are paralyzed with fear.

  • Intimidating Bandits

    Once the robbery begins, all bandits have advantage on intimidation, coercion, and similar.

  • Careful Planners

    Bandits have advantage on noticing anything out of the ordinary in their line of sight or that they can hear.

Actions

action
  • Reach for the Sky

    An outlaw can quickly draw or point their weapon and threaten an NPC or PC. The target must make a reaction roll (default presence) or be frightened (imposing temporary disadvantage).

  • Don't Move An Inch
    Fear 1

    If feeling threatened by a particular PC, an outlaw can signal to the rest and they all will draw their weapons and point them at the PC. They have advantage on attack rolls against the PC but disadvantage against others (until they attack or divert their attention elsewhere)

Reactions

reaction
  • Don't Even Think About It

    In response to any outlaw in sight being hit by an attack, spend one fear for that or another outlaw to draw their weapon and force another attack roll at disadvantage. The new roll must be used.

  • Get Outta Dodge!

    At any time, the outlaws can decide events have turned too far south. Spend one fear for one to shoot a warning shot and all of them to get outside and mount their horses.

About this environment

Outlaws attempt to rob a bank that the PCs are currently at.

Bank Robbery

Tier 1 Event

The PCs find themselves at the bank as an outlaw gang stages a robbery

Impulses: Get to the vault, steal money, steal special item, don't get identified

Difficulty: 11

Potential Adversaries: robbers, thugs, bandits, outlaws

Features

Masked Outlaws - Passive: As long as the outlaws have their masks on, attempts to identify them are at disadvantage

  1. What unique feature do you notice about the outlaw?

Scared Tellers - Passive: If weapons have been drawn, bank tellers are frightened. Before any action/reaction, roll 1d20. On a 1-8, they are paralyzed with fear.

Intimidating Bandits - Passive: Once the robbery begins, all bandits have advantage on intimidation, coercion, and similar.

Careful Planners - Passive: Bandits have advantage on noticing anything out of the ordinary in their line of sight or that they can hear.

Reach for the Sky - Action: An outlaw can quickly draw or point their weapon and threaten an NPC or PC. The target must make a reaction roll (default presence) or be frightened (imposing temporary disadvantage).

Don't Move An Inch - Action: If feeling threatened by a particular PC, an outlaw can signal to the rest and they all will draw their weapons and point them at the PC. They have advantage on attack rolls against the PC but disadvantage against others (until they attack or divert their attention elsewhere)

Don't Even Think About It - Reaction: In response to any outlaw in sight being hit by an attack, spend one fear for that or another outlaw to draw their weapon and force another attack roll at disadvantage. The new roll must be used.

Get Outta Dodge! - Reaction: At any time, the outlaws can decide events have turned too far south. Spend one fear for one to shoot a warning shot and all of them to get outside and mount their horses.

Discussion

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