Act 2: The Gang Gets Back Together
To set the stage for Act 2, keep in mind what happened at the conclusion of Act 1. Were they assassins, or were they protectors? Did they succeed in their task, or did they fail? Regardless of the outcome, Act 2 will flow in the same direction, but, consider how they ended Act 1 when you read in Act 2. Included are 2 possibilities (That the party had to go into hiding, and that they did not have to go into hiding).
If the Party Had to Go into Hiding
DM Read-Aloud for Reuniting After Hiding: “The sun sets over The Last Oasis, casting a warm glow over the bustling city. After spending two tense weeks in hiding, you finally feel it’s safe to reunite at the Dusty Flagon. The familiar sounds and smells of the tavern greet you as you step inside. The atmosphere is lively, with patrons enjoying their drinks and a Lyre Player performing on the stage. As you catch up with each other, Senca Haim, the barkeep, approaches your table with a cautious glance.”
Senca Haim’s Dialogue: “Good to see you all back together. It’s been a while. There’s been someone asking after you. He’s sitting over there in the corner, hood drawn up. Looks like he’s watching the Lyre Player, but I think he’s more interested in you lot.”
If the Party Returned Directly to the Tavern
DM Read-Aloud for Celebrating at the Dusty Flagon: “The sun sets over The Last Oasis, casting a warm glow over the bustling city. After successfully completing your mission, you find yourselves back at the Dusty Flagon. The familiar sounds and smells of the tavern greet you as you step inside. The atmosphere is lively, with patrons enjoying their drinks and a Lyre Player performing on the stage. You spend the night celebrating your success, sharing stories and enjoying the camaraderie.”
DM Read-Aloud for the Next Day: “The next day, you gather once again at the Dusty Flagon. The tavern is a bit quieter in the morning, with patrons enjoying breakfast and discussing the day’s plans. As you catch up with each other, Senca Haim, the barkeep, approaches your table with a smile.”
Senca Haim’s Dialogue: “Good to see you all back together. There’s been someone asking after you. He’s sitting over there in the corner, hood drawn up. Looks like he’s watching the Lyre Player, but I think he’s more interested in you lot.”
Meeting Alarak
You glance over to the corner of the room and see a hooded figure sitting at a table, seemingly watching the Lyre Player. A closer look reveals that the individual is actually trying to secretly watch you.
As you approach, the figure looks up and lowers his hood, revealing a nondescript face with keen eyes.
“Greetings. My name is Alarak Shal’ai. I’ve been looking for capable individuals such as yourselves. I have a job that might interest you, one that could set you on the path to fame and fortune, here in the Last Oasis. You see, I represent several powerful individuals in the city, acting as a middle man to further their interests, and one of my clients has been following your stories with interest.”
Version 1: Good Reputation – Retrieving a Stolen Heirloom
Alarak Shal’ai’s Dialogue: “Thank you for hearing me out. The job I have for you involves retrieving a valuable heirloom that was unjustly stolen. This heirloom, known as the Starfire Pendant, has been in my client’s family for generations. Recently, it was taken by Lord Valdar and locked away in the Solara Estate. My client is heartbroken and desperate to get it back. They believe that with your skills and reputation, you can plan and execute a heist to recover the pendant. The reward will be substantial, and you will be helping to right a wrong. The pendant is not just a piece of jewelry; it holds great sentimental value and is a symbol of my client’s heritage. Will you take on this noble task?”
Version 2: Bad Reputation – No Questions Asked
Alarak Shal’ai’s Dialogue: “Thank you for hearing me out. The job I have for you is straightforward. There is an item hidden away in the Solara Estate that my client desires. This item, referred to as the Starfire Pendant, is of great value to them. My client is willing to pay handsomely for its retrieval. There are no questions asked, and no backstory needed. All you need to know is that the reward will be substantial, and your discretion and effectiveness will be highly valued. Your task is to locate and recover the pendant from the Solara Estate.”
“Alarak nods approvingly as you accept the job. He quickly gets down to business, pulling out a detailed dossier and spreading it across the table. The dossier contains information about Lord Valdar, the Solara Estate, and potential entry points for the heist.”
Alarak Shal’ai’s Dialogue: “Excellent. Now, let’s get down to business. Here is what you need to know about Lord Valdar and the Solara Estate. Lord Valdar is a powerful and influential figure in The Last Oasis. He is known for his wealth and his extensive collection of rare and valuable items. The Solara Estate is his private residence, heavily guarded and well-protected.”
Dossier on Lord Valdar
DM Read-Aloud for Lord Valdar: “Alarak hands you a detailed profile of Lord Valdar. The profile includes his background, habits, and known associates.”
Alarak Shal’ai’s Dialogue: “Lord Valdar is a key figure in The Last Oasis. He is a member of the High Council and controls the Dammian Raiders on behalf of the city. Valdar is often seen out and about, always accompanied by a contingent of Dammian Raiders who serve as his personal guard. He is known for his wealth, his strategic mind, and his extensive collection of rare and valuable items. Valdar is a shrewd and calculating man, with many allies and just as many enemies. He rarely leaves his estate without a purpose, preferring to conduct his business from within its walls or during his public appearances. His guards are loyal and well-trained, so you must be cautious.”
Basic Description: “Lord Valdar is a tall, imposing figure with sharp features and piercing eyes. He carries himself with an air of authority and confidence. His attire is always immaculate, often adorned with symbols of his status and power. Despite his wealth, he prefers practical clothing that allows for ease of movement, reflecting his strategic and pragmatic nature.”
Information on Solara Estate
DM Read-Aloud for Solara Estate: “Alarak spreads out a map of the Solara Estate, pointing out key areas and potential entry points.”
Alarak Shal’ai’s Dialogue: “The Solara Estate is a sprawling complex with high walls and numerous guards. Here are some potential entry points you might consider:
- Main Gate: Heavily guarded and not recommended unless you have a solid plan to distract or incapacitate the guards.
- Servants’ Entrance: Less guarded but still monitored. You might be able to blend in with the staff during a busy time.
- Garden Wall: A section of the wall near the gardens is lower and less patrolled. It could be a good spot to climb over.
- Sewer Tunnel: There is a sewer tunnel that runs beneath the estate. It’s a risky route but could provide a hidden way in.
- Rooftop Access: Some parts of the estate have accessible rooftops. If you can find a way up, it might offer a discreet entry point.”
Stressing Discretion
DM Read-Aloud for Emphasizing Discretion: “Alarak looks at each of you, his expression serious.”
Alarak Shal’ai’s Dialogue: “Discretion is incredibly important for this job. The fewer people who know about your involvement, the better. Plan your heist carefully, gather as much information as you can, and execute with precision. Remember, the goal is to retrieve the Starfire Pendant without drawing attention to yourselves. Take your time and execute perfectly. The Pendant isn’t going anywhere.”
Planning the Heist
DM Read-Aloud for Planning the Heist: “With the dossier and map in hand, you begin to discuss your plan. The information provided by Alarak gives you a solid starting point, but the details of the heist will be up to you to determine.”
Possible Tasks:
- Side Jobs: As this task will take some time and planning, the party can still continue to take on jobs offered by Harim while preparing for this job.
- Gather Information: Identify and question people around town who work on the estate’s grounds to improve the accuracy of the map.
- Case the Estate: Identify possible entrances to the grounds (over a wall, a sewer tunnel, etc.).
- Observe Guards: Take note of guard numbers and locations, as well as shift changes to identify the ideal time to act.
Side Quests
Harim has several quests available for the party. Depending on how the party has behaved in the Last Oasis, present appropriate quests. If the party has gone all murder hobo, the citizens of the city are generally not going to be fans of the party, which means they are going to need to rely on less savory jobs, and further lean into an evil pathway. Alternatively, if they’ve been model citizens, then don’t present the less savory jobs, as Harim’s goal is to match the right jobs with the right people, which means not trying to give evil people jobs that require strong ethics and morals, and not sending moral and ethical people to do unethical things.
“Good” Path Jobs
Protecting a Merchant’s Shop
Objective: Guard a merchant’s shop from potential thieves and vandals during a busy market day.
Description: A local merchant, grateful for the party’s previous honorable actions, requests their help in protecting his shop. The market day is expected to be busy, and there have been rumors of planned thefts.
Challenges: Identifying potential thieves, preventing thefts, and dealing with any confrontations.
Reward: 100 gold and a rare item from the merchant’s stock.
2. Investigating a Missing Person
Objective: Find a missing child who was last seen near the bustling market district.
Description: A distraught family seeks the party’s help to find their missing child. The child was last seen playing near the market district, and there are rumors of suspicious individuals in the area.
Challenges: Tracking the child’s movements, dealing with potential kidnappers, and navigating crowded areas.
Reward: 75 gold and the family’s eternal gratitude.
3. Mediating a Dispute
Objective: Mediate a dispute between two rival merchant families to prevent an all-out conflict.
Description: Two powerful merchant families are on the brink of war over a trade disagreement. The party is asked to mediate the dispute and find a peaceful resolution.
Challenges: Negotiating with stubborn and prideful individuals, uncovering hidden motives, and preventing potential sabotage.
Reward: 150 gold and increased influence in the city’s merchant circles.
4. Recovering Stolen Goods
Objective: Retrieve stolen goods from a notorious thief who has been terrorizing the local market.
Description: The party is tasked with tracking down a thief who has been stealing from market vendors. The thief is known to be cunning and elusive.
Challenges: Gathering information, tracking the thief, and dealing with potential traps or ambushes.
Reward: 100 gold and a portion of the recovered goods.
5. Assisting a Healer
Objective: Help a local healer gather rare herbs from the city’s gardens and rooftops.
Description: A healer needs rare herbs to create a powerful medicine but cannot gather them alone. The party is asked to accompany and protect the healer as they navigate the city’s gardens and rooftops.
Challenges: Navigating the city, dealing with dangerous creatures or individuals, and ensuring the healer’s safety.
Reward: 80 gold and a healing potion for each party member.
“Evil” Path Jobs
1. Smuggling Contraband
Objective: Smuggle a shipment of contraband through the city without getting caught by the authorities.
Description: A shady contact offers the party a lucrative job to smuggle illegal goods through the city. The party must avoid detection and deliver the goods to a secret location.
Challenges: Evading city guards, dealing with rival smugglers, and navigating hidden routes.
Reward: 150 gold and a favor from the contact.
2. Extorting a Merchant
Objective: Intimidate a merchant into paying protection money to a local crime lord.
Description: The party is hired by a crime lord to extort money from a merchant who has refused to pay for protection. The party must use intimidation or force to get the money.
Challenges: Dealing with the merchant’s guards, maintaining their cover, and avoiding retaliation.
Reward: 100 gold and a share of the protection money.
3. Sabotaging a Competitor
Objective: Sabotage a rival business to give an advantage to a client’s enterprise.
Description: A client hires the party to sabotage a competitor’s business. This could involve destroying goods, spreading false rumors, or intimidating workers.
Challenges: Avoiding detection, dealing with security, and ensuring the sabotage is effective.
Reward: 120 gold and a cut of the increased profits.
4. Kidnapping for Ransom
Objective: Kidnap a wealthy individual’s child and hold them for ransom.
Description: The party is hired to kidnap a wealthy individual’s child and demand a ransom. They must plan the kidnapping, execute it, and ensure the ransom is paid.
Challenges: Planning the kidnapping, avoiding detection, and dealing with potential rescue attempts.
Reward: 200 gold and a share of the ransom.
5. Assassinating a Rival
Objective: Assassinate a rival of the client’s choosing without leaving any evidence.
Description: The party is hired to assassinate a rival of their client. They must plan the assassination, execute it, and ensure there are no witnesses or evidence.
Challenges: Planning the assassination, avoiding detection, and dealing with potential guards or witnesses.
Reward: 250 gold and a valuable item from the client’s collection.
Gathering Information
Objective: Speak with people around town who work on the estate’s grounds or have knowledge of its layout to improve the accuracy of the map.
DM Tips:
- Encourage the party to use social skills to gather information from locals.
- Provide opportunities for skill checks to gain valuable insights.
Possible Actions:
- Talking to Servants:
- Description: The party speaks with servants who work at the estate, asking about the layout and security measures.
- Skill Checks: Persuasion (DC12) to get servants to share information, Deception (DC14) if the party needs to fabricate a story to gain trust.
- Questioning Merchants:
- Description: The party talks to merchants who deliver goods to the estate, asking about their experiences and any security measures they have noticed.
- Skill Checks: Persuasion (DC12) to get merchants to share information, Insight (DC14) to determine the reliability of the information.
DM Read-Aloud for Gathering Information from Locals: “You make your way through the bustling market, seeking out people who might have knowledge of the Solara Estate. You find a few servants and merchants willing to talk, and you carefully question them about the layout and security measures of the estate. Their insights could prove invaluable for your heist.”
Checking Out Solara Estate
Objective: Observe the estate from a distance to gather preliminary information about its layout, guard movements, and potential entry points.
DM Tips:
- Encourage the party to use stealth and perception skills to avoid detection while scouting.
- Provide opportunities for skill checks to uncover useful details.
Possible Actions:
- Perimeter Walk:
- Description: The party walks around the perimeter of the estate, taking note of guard patrols and any visible security measures.
- Skill Checks: Perception (DC12) to notice guard patterns, Investigation (DC14) to identify weak points in the estate’s defenses.
- Stakeout:
- Description: The party sets up a hidden observation point to watch the estate over an extended period, noting guard shifts and routines.
- Skill Checks: Stealth (DC14) to avoid detection, Insight (DC12) to understand guard routines.
DM Read-Aloud for Scouting the Estate: “As you approach the Solara Estate, you find a suitable spot to observe from a distance. The estate is surrounded by high walls, with guards patrolling the perimeter. You take note of their movements, looking for any patterns or weaknesses in their defenses.”
Observing the Guard
Objective: Gather detailed information about the number of guards, their locations, and their shift changes to identify the ideal time to act.
DM Tips:
- Encourage the party to be patient and thorough in their observations.
- Provide opportunities for skill checks to gather detailed information.
Possible Actions:
- Guard Patrols:
- Description: The party observes the guard patrols, noting their routes and any changes in their routines.
- Skill Checks: Perception (DC12) to notice patrol routes, Insight (DC14) to predict shift changes.
- Shift Changes:
- Description: The party focuses on the times when guards change shifts, looking for moments of reduced security.
- Skill Checks: Investigation (DC14) to determine shift change times, Stealth (DC12) to avoid detection while observing.
DM Read-Aloud for Observing Guard Routines: “From your hidden vantage point, you watch as the guards move along their patrol routes. You notice that they follow a regular pattern, with shift changes occurring at specific intervals. By understanding their routines, you can identify the best time to make your move.”
Once the party has completed their preparations, it is time to move onto the heist proper.