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Heist

Environments Designed by BB_Saje

At a glance

Tier
2
Type
Event
Difficulty
14
Impulses
Make the Party Prepare Split Them Up Throw Up Obstacles tRAP THEM INSIDE Use up their resources

Environment overview

The party must gain access to a hidden or well-protected location to acquire the information or items secured within.

Potential adversaries

Head Guard Minotaur Wrecker Secret-Keeper Spectral Guardian

Features

Passives

passive
  • Prep Work

    Prior to the Heist, each PC has the opportunity to gather a key piece of information, surveil the location, or acquire a helpful tool or resource. Give each player the opportunity to describe one obstacle they expect to encounter and how they set themselves up to overcome it, then have them make an action roll. On a success, they get the advantage or asset they sought. On a success with Fear, it’s less useful than they expected (for example, they discover the location of a hidden access point but learn that breaching it will likely be difficult and noisy).

  • Infiltration

    Establish the goal of the Heist and start two dynamic countdowns: a Progress Countdown (12) to represent the party’s work toward their goal and a Consequence Countdown (10) to represent the rising risk of discovery and capture. Advance both according to the Dynamic Countdown Advancement table as the PCs make action rolls to complete the Heist. If the Progress Countdown triggers first, spotlight this environment to use the “Exfiltration” feature. If the Consequence Countdown triggers first, gain 1d4 Fear, splotlight this environment, and use the "Sound the Alarm" feature.

  • Saw This Coming

    Once per session, a PC can spend a Hope to explain how they prepared for the current situation and reveal a key piece of information (such as the location of a hidden passage or the password to a restricted area) or produce a helpful item (such as a cultist’s uniform left unattended or a common consumable hidden in their boot).

Actions

action

Reactions

reaction
  • Exfiltration

    When the Progress Countdown triggers, the party acquires the object of the Heist and must succeed on a group action roll to escape without being caught. On a failure, each PC marks a Stress and takes 2d12 direct damage.

    Questions
    • What makes getting out even more dangerous than getting in? What unforeseen developments stymie the party’s original escape plan?
  • Sound the Alarm

    When the Consequence Countdown triggers, the party is discovered and the location enters High Alert. Immediately summon a number of Tier 2 adversaries equal to the number of PCs in the scene and spotlight one. While this environment is on High Alert, all adversaries gain a +1 bonus to their Difficulty.

    Questions
    • What makes these adversaries uniquely suited to guard this location? What do they know about this place that gives them an edge?

About this environment

The party must gain access to a hidden or well-protected location to acquire the information or items secured within.

Heist

Tier 2 Event

The party must gain access to a hidden or well-protected location to acquire the information or items secured within.

Impulses: Make the Party Prepare, Split Them Up, Throw Up Obstacles, tRAP THEM INSIDE, Use up their resources

Difficulty: 14

Potential Adversaries: Head Guard, Minotaur Wrecker, Secret-Keeper, Spectral Guardian

Features

Prep Work - Passive: Prior to the Heist, each PC has the opportunity to gather a key piece of information, surveil the location, or acquire a helpful tool or resource. Give each player the opportunity to describe one obstacle they expect to encounter and how they set themselves up to overcome it, then have them make an action roll. On a success, they get the advantage or asset they sought. On a success with Fear, it’s less useful than they expected (for example, they discover the location of a hidden access point but learn that breaching it will likely be difficult and noisy).

Infiltration - Passive: Establish the goal of the Heist and start two dynamic countdowns: a Progress Countdown (12) to represent the party’s work toward their goal and a Consequence Countdown (10) to represent the rising risk of discovery and capture. Advance both according to the Dynamic Countdown Advancement table as the PCs make action rolls to complete the Heist. If the Progress Countdown triggers first, spotlight this environment to use the “Exfiltration” feature. If the Consequence Countdown triggers first, gain 1d4 Fear, splotlight this environment, and use the "Sound the Alarm" feature.

Saw This Coming - Passive: Once per session, a PC can spend a Hope to explain how they prepared for the current situation and reveal a key piece of information (such as the location of a hidden passage or the password to a restricted area) or produce a helpful item (such as a cultist’s uniform left unattended or a common consumable hidden in their boot).

Exfiltration - Reaction: When the Progress Countdown triggers, the party acquires the object of the Heist and must succeed on a group action roll to escape without being caught. On a failure, each PC marks a Stress and takes 2d12 direct damage.

  1. What makes getting out even more dangerous than getting in? What unforeseen developments stymie the party’s original escape plan?

Sound the Alarm - Reaction: When the Consequence Countdown triggers, the party is discovered and the location enters High Alert. Immediately summon a number of Tier 2 adversaries equal to the number of PCs in the scene and spotlight one. While this environment is on High Alert, all adversaries gain a +1 bonus to their Difficulty.

  1. What makes these adversaries uniquely suited to guard this location? What do they know about this place that gives them an edge?

Discussion

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