Act 2: The Heist at Solara Estate

Note to DM: Please read through this entire section before taking your party through the heist. The reason is that, these upcoming sections each focus on a specific aspect of the heist, and the information is intended to be used in a combined fashion, and not as standalone pieces of the heist. I’ve presented it this way so that the DM has a sort of toolkit for creating a dynamic, exciting heist, capable of handling at least a good chunk of what a party can come up with.

Also, generally speaking, this event is 100% non-lethal to the party. The guards will not kill the party members, only incapacitate them. If the party does get taken down by the guards, simply move to the Heist Failed, Party Captured scenario.


Setting the Scene

“The sun has long set over The Last Oasis, and the city is cloaked in darkness. The streets are quiet, with only the occasional flicker of torchlight illuminating the narrow alleys. The air is cool, and a gentle breeze rustles the leaves of the palm trees that line the streets. The moon hangs high in the sky, casting a pale, silvery glow over the city. In the distance, the imposing silhouette of the Solara Estate looms, its high walls and guarded gates standing as a testament to Lord Valdar’s wealth and power.”

“With your plan in mind, you take a deep breath and prepare to make your move. The Solara Estate stands before you, a fortress of wealth and power. The success of your heist depends on your skill, your teamwork, and a bit of luck. The night is yours, and the adventure begins now.”

Infiltrating the Estate

There are several entry points available for the players to use, each providing their own challenges. They are as follows:

1. Main Gate

Description: The main gate is heavily guarded, requiring a distraction or incapacitation of guards to pass through.

Challenges:

  • Guard Patrols: Two sentries stand watch, with several more patrolling nearby.
  • Skill Checks:
    • Deception (DC14): Create a distraction to draw the guards away.
    • Stealth (DC16): Sneak past the guards without being detected.
    • Combat: If the party decides to incapacitate the guards, they will need to engage in combat.

DM Read-Aloud for Main Gate: “The main gate of the Solara Estate is imposing, with two sentries standing watch and several more patrolling nearby. The guards are alert, their eyes scanning the area for any signs of trouble. You know that getting past them will require a clever distraction or a stealthy approach.”


2. Servants’ Entrance

Description: The servants’ entrance is less guarded, allowing the party to blend in with the staff.

Challenges:

  • Guarded Entrance: Two guards monitor the entrance, watching for any suspicious activity.
  • Skill Checks:
    • Disguise (DC12): Blend in with the staff by wearing servants’ uniforms (Acquiring the uniforms may be covered as part of the parties plan, if it is, then it makes sense to reward the party by granting advantage on the roll)
    • Persuasion (DC14): Convince the guards that you belong there.
    • Stealth (DC14): Sneak past the guards if persuasion fails.

DM Read-Aloud for Servants’ Entrance: “The servants’ entrance is a small, unassuming door on the side of the estate. Two guards stand watch, their expressions bored but vigilant. You notice a group of servants entering, carrying supplies and chatting quietly. This could be your chance to blend in and slip past the guards.”


3. Garden Wall

Description: The garden wall is lower and less patrolled, offering a potential route over the top.

Challenges:

  • Climbing the Wall: The wall is covered in ivy, providing handholds for climbing.
  • Skill Checks:
    • Athletics (DC12): Climb the wall without falling.
    • Stealth (DC14): Avoid making noise while climbing.
    • Perception (DC12): Spot any guards patrolling the garden.

DM Read-Aloud for Garden Wall: “The garden wall is lower than the rest of the estate’s perimeter, covered in ivy that provides ample handholds for climbing. You can see the tops of trees and hear the rustling of leaves from the garden beyond. The area is less patrolled, but you still need to be cautious as you make your way over the wall.”


4. Sewer Tunnel

Description: The sewer tunnel is hidden beneath a grate, providing a stealthy but risky entry point.

Challenges:

  • Navigating the Tunnel: The tunnel is dark, damp, and filled with foul-smelling water.
  • Skill Checks:
    • Survival (DC14): Navigate the tunnel without getting lost.
    • Stealth (DC12): Move quietly to avoid attracting attention.
    • Constitution (DC10): Endure the foul smell and conditions.

DM Read-Aloud for Sewer Tunnel: “The sewer tunnel is hidden beneath a heavy iron grate, its entrance dark and foreboding. The air is thick with the stench of decay, and the sound of dripping water echoes through the tunnel. This route is risky, but it offers a stealthy way into the estate. You must navigate the tunnel carefully, avoiding any hazards along the way.”


5. Rooftop Access

Description: The rooftops of the estate are accessible with some effort, offering a discreet way in.

Challenges:

  • Reaching the Rooftops: The party must find a way to climb up to the rooftops.
  • Skill Checks:
    • Acrobatics (DC14): Climb up to the rooftops without falling.
    • Stealth (DC12): Move quietly across the rooftops.
    • Perception (DC12): Spot any guards or obstacles on the rooftops.

DM Read-Aloud for Rooftop Access: “The rooftops of the estate are accessible with some effort, providing a discreet way in. You find a spot where the wall meets the roof, offering a potential route up. The tiles are slick, and the drop is steep, but if you can make it to the rooftops, you’ll have a clear path into the estate. You must move carefully, avoiding any guards or obstacles along the way.”

Navigating the Estate

Guide the party through the interior of the estate, avoiding guards and traps while searching for the Starfire Pendant. This phase will involve stealth, investigation, and potential combat encounters.

Possible Challenges and Locations


1. Guard Patrols

Description: Guards patrol the hallways and key areas of the estate, requiring the party to avoid detection. If the guards detect the party, they will engage the party aggressively.

Important: Note that the guards have a special Bonus Action that they can take to raise the alarm, which will summon 1d4 more guards into the battle. Also, guards, while aggressive, will not kill party members. If the entire party is incapacitated, the heist is considered failed, and the party is captured, and the story will pick up there.

Challenges:

  • Skill Checks:
    • Stealth (DC14): Avoid detection by moving quietly and staying out of sight.
    • Perception (DC12): Spot patrols in advance to plan your movements.
    • Deception (DC14): Bluff your way past guards if caught.

DM Read-Aloud for Guard Patrols: “The hallways of the estate are dimly lit, with the flickering light of torches casting long shadows on the walls. You can hear the distant sound of footsteps as guards patrol the area, their armor clinking softly with each step. You must move carefully, avoiding detection as you navigate the estate.”


2. Locked Doors

Description: Secure doors block access to important areas, requiring the party to unlock or bypass them. There will only be a couple locked doors during the heist, specifically the door to the gallery/treasure room, as well as the hidden door that leads to the vault where the pendant can be found.

Challenges:

  • Skill Checks:
    • Thieves’ Tools (DC14): Pick the locks to gain access.
    • Strength (DC16): Force the doors open if lockpicking fails.
    • Investigation (DC12): Find hidden mechanisms or alternative routes.

DM Read-Aloud for Locked Doors: “As you move through the estate, you come across a heavy wooden door, its surface adorned with intricate carvings. The door is locked, and you can hear faint voices on the other side. You must find a way to unlock or bypass the door to continue your search.”


3. Traps

Description: Hidden traps are designed to catch intruders, requiring the party to detect and disarm them. There will be few traps in the hallways, however, there will be a tripwire trap in the hallway outside the gallery/treasure room.

Challenges:

  • Skill Checks:
    • Investigation (DC14): Find hidden traps before triggering them.
    • Dexterity (DC12): Disarm the traps safely.
    • Perception (DC12): Notice signs of traps, such as pressure plates or tripwires.

DM Read-Aloud for Traps: “The air grows tense as you move deeper into the estate. You notice subtle signs of danger—slightly raised floor tiles, thin wires stretched across doorways, and small holes in the walls. These are traps, carefully placed to catch intruders. You must proceed with caution, detecting and disarming the traps as you go.”


4. Disguises and Deception

Description: Using disguises or deception to move through the estate without raising suspicion.

Challenges:

  • Skill Checks:
    • Deception (DC14): Bluff your way past guards and staff.
    • Performance (DC12): Act convincingly to avoid suspicion.
    • Insight (DC12): Read the reactions of others to adjust your behavior.

DM Read-Aloud for Disguises and Deception: “Donning disguises, you blend in with the estate’s staff, moving through the hallways with practiced ease. You nod politely to passing guards and servants, your hearts pounding with each interaction. Every word and gesture must be convincing, as one slip could expose your true intentions.”


5. Searching for Clues

Description: Investigating rooms and areas within the estate to find clues about the location of the Starfire Pendant.

Challenges:

  • Skill Checks:
    • Investigation (DC14): Search rooms for hidden compartments, documents, or other clues.
    • Perception (DC12): Notice details that might lead to the pendant’s location.
    • Arcana (DC14): Detect magical wards or protections around valuable items.

DM Read-Aloud for Searching for Clues: “You enter a lavishly decorated room, filled with ornate furniture and priceless artifacts. The air is thick with the scent of incense, and the flickering candlelight casts dancing shadows on the walls. You begin to search the room, looking for any clues that might lead you to the Starfire Pendant. Every drawer, every book, and every hidden compartment could hold the key to your success.”


6. Encountering Elite Guards

Description: The party encounters elite guards who are more skilled and better equipped than the regular patrols.

Challenges:

  • Skill Checks:
    • Stealth (DC16): Avoid detection by these highly vigilant guards.
    • Combat: Engage in combat if stealth fails, using tactics and teamwork to defeat the elite guards.
    • Intimidation (DC14): Intimidate the guards into standing down or providing information.

DM Read-Aloud for Elite Guards: “As you turn a corner, you come face to face with a group of elite guards. Their armor is polished to a shine, and their eyes are sharp and alert. These are no ordinary guards—they are highly trained and ready for a fight. You must decide whether to sneak past them, confront them, or find another way around.”

Locating the Starfire Pendant

Clues to Locate the Starfire Pendant


1. Hidden Notes and Documents

Description: The party finds notes and documents that provide hints about the pendant’s location.

Possible Clues:

  • Journal Entries: Entries in a journal that mention the pendant being moved to a secure location.
  • Maps: A map with a marked location, indicating where the pendant is kept.
  • Letters: Correspondence between Lord Valdar and his associates discussing the pendant’s security.

Skill Checks:

  • Investigation (DC14): Search rooms for hidden compartments or documents.
  • Perception (DC12): Notice details that might lead to the pendant’s location.
  • History (DC12): Understand the context of the documents.

DM Read-Aloud for Hidden Notes: “As you search the room, you find a hidden compartment behind a bookshelf. Inside, you discover a journal with entries that mention the Starfire Pendant being moved to a secure location. Alongside the journal, you find a map with a marked location and letters discussing the pendant’s security. These clues could lead you to the pendant.”


2. Conversations Overheard

Description: The party overhears conversations between guards or servants that provide hints about the pendant’s location.

Possible Clues:

  • Guard Conversations: Guards discussing their patrol routes and the secure areas they are protecting.
  • Servant Gossip: Servants gossiping about Lord Valdar’s prized possessions and where they are kept.

Skill Checks:

  • Stealth (DC14): Avoid detection while eavesdropping.
  • Perception (DC12): Hear and understand the conversations.
  • Insight (DC12): Interpret the information gathered.

DM Read-Aloud for Overheard Conversations: “As you move quietly through the estate, you overhear a conversation between two guards. ‘We need to be extra vigilant tonight,’ one guard says. ‘Lord Valdar’s prized pendant is in the vault room, and we can’t afford any mistakes.’ You take note of their words, knowing that this information could lead you to the pendant.”


3. Magical Traces

Description: The party detects magical traces that lead them to the pendant’s location.

Possible Clues:

  • Arcane Residue: Traces of magic that indicate the presence of powerful wards or protections.
  • Magical Auras: Faint auras that lead the party to the pendant’s location.

Skill Checks:

  • Arcana (DC14): Detect and interpret magical traces.
  • Perception (DC12): Notice subtle magical auras.
  • Investigation (DC12): Follow the magical traces to their source.

DM Read-Aloud for Magical Traces: “As you focus your senses, you detect faint traces of magic in the air. The arcane residue leads you down a narrow corridor, where the magical aura grows stronger. You follow the traces, knowing that they could lead you to the Starfire Pendant.”


Possible Locations and Challenges


1. Vault Room

Description: A heavily guarded and secure room where the pendant is kept.

Challenges:

  • Guard Patrols: Elite guards patrol the area, requiring stealth or combat to bypass.
  • Skill Checks:
    • Thieves’ Tools (DC16): Unlock the vault to gain access.
    • Stealth (DC14): Avoid detection by the guards.
    • Perception (DC12): Spot hidden traps or alarms.

DM Read-Aloud for Vault Room: “You find yourselves outside a heavily reinforced door, its surface adorned with intricate carvings and protective runes. The air is thick with tension, and you can hear the faint sound of footsteps as elite guards patrol the area. This is the vault room, where the Starfire Pendant is kept. You must find a way to unlock the vault and retrieve the pendant without alerting the guards.”


2. Private Study

Description: Lord Valdar’s private study, filled with valuable items and guarded by elite soldiers.

Challenges:

  • Guarded Entrance: Elite soldiers stand watch outside the study, requiring stealth or combat to bypass.
  • Skill Checks:
    • Investigation (DC14): Find the hidden compartment where the pendant is kept.
    • Stealth (DC16): Avoid detection by the elite guards.
    • Arcana (DC14): Detect and dispel magical wards protecting the pendant.

DM Read-Aloud for Private Study: “You approach a grand door, its surface polished to a shine and adorned with intricate designs. This is Lord Valdar’s private study, a room filled with valuable items and guarded by elite soldiers. The air is thick with the scent of incense, and the flickering candlelight casts dancing shadows on the walls. You must find a way to enter the study, locate the hidden compartment, and retrieve the Starfire Pendant.”


3. Hidden Chamber

Description: A secret room accessible through a hidden passage, protected by magical wards.

Challenges:

  • Hidden Entrance: The entrance to the chamber is concealed, requiring investigation to find.
  • Skill Checks:
    • Perception (DC14): Find the hidden passage leading to the chamber.
    • Arcana (DC16): Dispel the magical wards protecting the chamber.
    • Investigation (DC12): Search the chamber for the pendant.

DM Read-Aloud for Hidden Chamber: “After navigating the estate, you discover a hidden passage concealed behind a bookshelf. The passage leads to a dark, narrow corridor, its walls lined with ancient runes. At the end of the corridor, you find a heavy door, its surface covered in glowing magical wards. This is the hidden chamber, where the Starfire Pendant is kept. You must find a way to dispel the wards, enter the chamber, and retrieve the pendant.”

Escaping the Estate

Guide the party through their escape from the estate, ensuring they face significant challenges and potential combat encounters. This phase will involve stealth, quick thinking, and teamwork.

Possible Challenges and Encounters


1. Guard Alert

Description: The guards are alerted to the party’s presence and are actively searching for them.

Challenges:

  • Skill Checks:
    • Stealth (DC16): Avoid detection by moving quietly and staying out of sight.
    • Athletics (DC14): Outrun the guards if detected.
    • Deception (DC14): Create a diversion to mislead the guards.

DM Read-Aloud for Guard Alert: “As you make your way through the estate, you hear the sound of alarm bells ringing. The guards are on high alert, their voices echoing through the hallways as they search for intruders. You must move quickly and quietly, avoiding detection as you make your escape.”


2. Locked Exits

Description: The exits are locked and heavily guarded, requiring the party to unlock or bypass them.

Challenges:

  • Skill Checks:
    • Thieves’ Tools (DC14): Unlock the exits to gain access.
    • Strength (DC16): Force the doors open if lockpicking fails.
    • Investigation (DC12): Find hidden mechanisms or alternative routes.

DM Read-Aloud for Locked Exits: “As you approach the exit, you find it locked and heavily guarded. The door is reinforced with iron bars, and the guards are vigilant. You must find a way to unlock or bypass the exit to make your escape.”


3. Combat Encounters

Description: The party faces combat encounters with guards and elite soldiers as they try to escape.

Challenges:

  • Skill Checks:
    • Combat Rolls: Engage in combat with the guards, using tactics and teamwork to defeat them.
    • Tactics: Use the environment to your advantage in combat.
    • Intimidation (DC14): Intimidate the guards into standing down or providing information.

DM Read-Aloud for Combat Encounters: “As you make your way through the estate, you come face to face with a group of guards. Their weapons are drawn, and their eyes are filled with determination. You must fight your way through them to make your escape.”


4. Magical Barriers

Description: Magical barriers block the party’s path, requiring them to dispel or bypass them.

Challenges:

  • Skill Checks:
    • Arcana (DC14): Detect and dispel the magical barriers.
    • Investigation (DC12): Find alternative routes around the barriers.
    • Athletics (DC14): Climb over or bypass the barriers.

DM Read-Aloud for Magical Barriers: “As you turn a corner, you find your path blocked by a shimmering magical barrier. The air crackles with energy, and you can feel the power of the barrier pulsing around you. You must find a way to dispel or bypass the barrier to continue your escape.”


5. Rooftop Escape

Description: The party decides to escape via the rooftops, requiring agility and stealth.

Challenges:

  • Skill Checks:
    • Acrobatics (DC14): Climb up to the rooftops without falling.
    • Stealth (DC12): Move quietly across the rooftops.
    • Perception (DC12): Spot any guards or obstacles on the rooftops.

DM Read-Aloud for Rooftop Escape: “You make your way to the rooftops, the cool night air providing a brief respite from the tension below. The tiles are slick, and the drop is steep, but if you can make it across the rooftops, you’ll have a clear path to freedom. You must move carefully, avoiding any guards or obstacles along the way.”

Wrapping Up

The Heist at Solara Estate: Outcomes

Outcome 1: Successful Heist and Getaway

Summary: The party successfully retrieves the Starfire Pendant and escapes the Solara Estate. They must then lay low for a few days before meeting with Alarak to receive their reward.

DM Read-Aloud for Successful Heist and Getaway: “As you make your way out of the Solara Estate, the night air fills your lungs with a sense of victory. The Starfire Pendant is safely in your possession, and you manage to avoid detection as you slip through the shadows of The Last Oasis. Your hearts race with the thrill of success, but you know the work isn’t over yet. You must stay hidden for a few days to avoid raising suspicion before you can meet with Alarak to deliver the pendant and receive your reward.”

DM Tips:

Hiding Spot: Describe a discreet location where the party can lay low. This could be an abandoned building, a secret room in a tavern, or a secluded spot in the city.

Avoiding Suspicion: Emphasize the importance of remaining discreet. The party should avoid drawing attention to themselves.

Passing Time: Allow the party to decide how they spend their time while hiding. They could use this time to rest, plan their next moves, or gather information discreetly.

DM Read-Aloud for Meeting with Alarak: “After a few tense days of hiding, you finally receive word from Alarak. The message is short and to the point: ‘Meet me at the usual place.’ You make your way to the agreed-upon location, moving carefully to avoid drawing attention. As you step into the dimly lit room, you see Alarak waiting for you, his expression unreadable.”

Alarak’s Dialogue: “Well done. I knew you had it in you. Now, let’s see the pendant.” Alarak examines the Starfire Pendant, a look of satisfaction crossing his face. “You’ve earned your reward. Remember, discretion is key. Enjoy the fruits of your labor, but keep a low profile. There may be more work for you in the future.”

Outcome 2: Unsuccessful Heist, Successful Getaway

Summary: The party fails to retrieve the Starfire Pendant but manages to escape the Solara Estate. They must lay low for a few days before regrouping and planning their next move.

DM Read-Aloud for Unsuccessful Heist, Successful Getaway: “As you make your way out of the Solara Estate, your hearts pound with a mix of frustration and relief. The Starfire Pendant eluded your grasp, but you managed to escape without being captured. The night air feels heavy as you slip through the shadows of The Last Oasis. You know you must lay low for a few days to avoid raising suspicion and to regroup before planning your next move.”

DM Tips:

Hiding Spot: Describe a discreet location where the party can lay low. This could be an abandoned building, a secret room in a tavern, or a secluded spot in the city.

Avoiding Suspicion: Emphasize the importance of remaining discreet. The party should avoid drawing attention to themselves.

Passing Time: Allow the party to decide how they spend their time while hiding. They could use this time to rest, plan their next moves, or gather information discreetly.

DM Read-Aloud for Regrouping: “After a few tense days of hiding, you finally feel safe enough to regroup and discuss your next steps. The failure to retrieve the Starfire Pendant weighs heavily on your minds, but you know that this is not the end. You still have the opportunity to plan another attempt or to find another way to achieve your goals.”

Outcome 3: Unsuccessful Heist and Unsuccessful Getaway

Objective: The party fails to retrieve the Starfire Pendant and is captured by the guards. They are rendered unconscious or blindfolded before being moved to the dungeon, ending the scenario on a cliffhanger.

DM Read-Aloud for Unsuccessful Heist and Capture: “As you make your way through the Solara Estate, you feel the walls closing in around you. The Starfire Pendant slips through your fingers, and the guards are hot on your trail. Despite your best efforts, you find yourselves cornered and outmatched. The guards capture you, and before you can react, you are either knocked unconscious or blindfolded. The world goes dark as you are transported to an unknown location. When you awaken, you find yourselves in a dimly lit dungeon, the cold stone walls and the distant sound of dripping water creating an oppressive atmosphere. Your fate is uncertain, and the scenario ends on a cliffhanger.”

Act 2 Summary and Prep for Act 3

In Act 2, our party faced significant challenges. They’ve forged alliances and encountered key plot points that push the main narrative forward. The party remains unwitting pawns in Alarak’s grand scheme.

Current State of the Party (Post-Heist)

Depending on the outcome of the heist, the party’s state can vary as follows:

Successful Heist and Getaway: The party has obtained the valuable artifact and made a clean escape. They have new resources and information, but also increased notoriety, making their future movements riskier. Their newfound success might also attract unwanted attention from powerful entities.

Unsuccessful Heist, Successful Getaway: The party failed the job, but they were fortunate enough to get away from the estate and go into hiding. They may have left behind clues that put them at greater risk of being tracked.

Unsuccessful Heist and Capture: The party failed to recover the pendant. They were caught, quickly subdued, and knocked unconscious. They now find themselves at the mercy of their captors.