- Acquire specialized thief equipment
- Potentially enlist allies (guild backup, inside help)
- Present moral choices (guild favors, sabotage requests)
- Finalize the heist plan
- Build tension and anticipation for Session 4
- End with the night before the masquerade
Acquiring Tools & Allies
Final preparations - equipment, allies, and loose ends before the heist
Session Goals
Option 1: Gideon's Gadgeteers
Gideon the Gadgeteer
Eccentric gnome tinkerer. Fast-talking, excitable. Sells thief gear that sometimes misfires hilariously.
The stall in the Night Market is impossible to miss - a chaotic pile of gears, glass vials, and mysterious devices, presided over by a gnome standing on a stack of books to reach customer height. "Ah! Customers! Welcome, welcome to Gideon's Emporium of Ingenious Solutions!" He peers at you through oversized goggles. "Let me guess - you need something... subtle?"
Available Gadgets
| Item | Effect | Price |
|---|---|---|
| Smoke Orbs (3) | Creates 15ft fog cloud for 1 minute. Perfect for escapes. | 25 gp |
| Grappling Bolt | Crossbow bolt with silken line and grapnel. 60ft range. Silent ascent. | 40 gp |
| Skeleton Key | One-use enchanted key. Opens any non-magical lock silently. Auto-success. | 75 gp |
| Potion of Shadows | Advantage on Stealth for 10 minutes. Tastes like regret. | 50 gp |
| Clockwork Distraction | Wind-up toy that walks and makes noise for 30 seconds. Draws attention. | 15 gp |
| Flash Powder (2) | Blinds creatures in 10ft for 1 round (CON DC 13). One-use. | 20 gp |
Gideon's "Quality"
On first use of any gadget, roll d20. On a 1, it malfunctions hilariously but harmlessly (smoke bomb goes off in pocket, grapnel squeaks loudly). This adds comedy during the heist without ruining plans.
Gideon's Request
If players lack coin, Gideon offers a trade:
"Tell you what - you seem like capable sorts. A rival stole my prototype Whisper-Step Boots. Get them back from his shop (Harlow's Oddities, three alleys over), and I'll throw in any two items free!"
Side Quest: Sneak into rival shop, find boots in back room. Stealth DC 14, Sleight of Hand DC 12 to grab boots. If caught, can talk way out (Deception DC 15) or flee.
Option 2: Thieves' Guild Favor
If the rogues request backup from the Night Cloaks, the guildmaster demands a favor in return.
The Guildmaster's Request
"You want a getaway wagon? Loyal men waiting to spirit you away? That can be arranged." The woman in the shadows leans forward, her scarred face catching candlelight. "But favors beget favors. Baron Aldric Thornwood will be at that ball. He's cost us three shipments this month. Slip this into his wine, and we're square."
She produces a small vial of clear liquid.
Moral Choice
- The vial contains: Slow-acting poison (kills in 24 hours) OR powerful laxative (humiliating but not fatal) - DM's choice based on tone
- Accept: Guild provides getaway wagon + driver, safehouse location
- Refuse: No backup, but clean conscience. Guild is cold but not hostile.
- Accept but don't follow through: Dangerous - guild will know and retaliate later
Moral Complexity
This choice has no "right" answer. Let players debate. Their choice affects future guild relations and can provide character development moments.
Option 3: Manipulating Captain Arden
Risky but rewarding - divert some guards away from the manor.
The Plan
One rogue poses as a concerned citizen and feeds Captain Arden false intelligence about a thieves' guild operation at the docks on the same night as the ball.
- Deception DC 16 to convince Arden
- DC 14 with supporting "evidence" (forged note, bribed witness)
Outcomes
- Success: Arden redirects 4 guards to the docks. Manor has fewer patrols.
- Failure: Arden is suspicious. She might remember the PC's face later.
- Complication: If too successful, Arden catches actual smugglers at docks and credits the "tipster" - she'll want to thank them later (awkward!).
Captain Yelena Arden
Stern, honor-bound veteran. Publicly loyal to Duke. If eventually convinced of cabal, becomes powerful ally.
Option 4: Personal Side Quest
If a PC has backstory threads, this is the time to address them briefly.
Example Hooks
- A family member in trouble with a gang - quick rescue/negotiation
- Old mentor with advice or a special item to loan
- Personal grudge against someone attending the ball (complicates things)
- Romantic interest who works at the manor (inside help opportunity)
Keep these brief - one scene, one skill challenge or short combat maximum.
Final Preparations
Checklist for Players
- Costumes: Masquerade attire and masks (can buy at Velora's Veils, 10-50gp depending on quality)
- Entry: Invitations from Marcel (already have)
- Tools: Thieves' tools, gadgets, potions
- Escape Route: Planned exit method
- Backup: Guild wagon? Inside contact?
Healing!
Remind players they have no healer. Suggest they acquire healing potions (50gp each, available at Night Market or Silver Quill Scriptorium). They'll need them.
The Eve of the Heist
Night falls on Hollowspire, and tomorrow's masquerade looms large in every conversation. From your hideout, you can see the Duke's manor on the hill, its windows glowing with the final preparations. Servants scurry, carriages deliver flowers and wines, and the City Watch makes its rounds with extra vigilance.
Tomorrow night, you walk into that glittering trap. Tonight, you finalize your plans and try to rest - though sleep may not come easy to those who dare to steal from the powerful.
Closing Montage
Let each player describe one moment of preparation:
- Sharpening a blade by candlelight
- Adjusting their mask, practicing their cover story
- A quiet drink, contemplating what's at stake
- Nervous banter between the two rogues
Final Exchange
End with a character moment. Suggested dialogue prompt:
"So... if this goes badly, any regrets?"
Or the optimistic: "This time tomorrow, we'll be rich. Ready, partner?"
Session Checklist
- Acquired at least some specialized equipment
- Made a choice about guild favor (if presented)
- Have a finalized heist plan
- Know their entry method
- Know their exit strategy
- Have costumes/masks for masquerade
- (Hopefully) have healing potions
- Ended with tension and anticipation
Next Session: THE HEIST
Session 4 is the centerpiece of the campaign. Review:
- The players' plan (adjust complications accordingly)
- Manor layout and security details
- NPC positions during the ball
- The Gem's sentient nature (first telepathic contact!)
- Master Voss as hidden threat