The Heist of the Carmichael Heirloom

Initial Briefing:

  Lady Isabella Carmichael, a noblewoman from North Eldermere, approaches the adventurers with a request to recover a stolen family heirloom. She describes the artifact as an ancient, ornate necklace, imbued with historical significance and sentimental value. Lady Carmichael suspects the thief is a skilled burglar known as "Silent Jak,"
  • Offers them 100g as payment for finding her necklace and returing it to her undamaged
Alternativly- aproached by memebrs of the weavers guild, as a follow up to Sahaa's inquirey of work

Investigation Phase:

  Gathering Information:   The adventurers begin by visiting the scene of the crime, Lady Carmichael's estate. They look for physical clues and interview servants and guards.
  • They visit local fences and underground markets in Old Eldermere and Portton, searching for any signs of the necklace.
Information that can be found in investigations
  • No signs of forced entry in the doors or windows of the house. However, there is mud and sluge splatters in the carpet and thouut the house. Sucessful investiagtion (DC 20) leds to the kitchen, where an internal trash chute can be found, which leads to the cities sewer system, something common in many wealthier homes throught the city.
  • They learn that Silent Jak had a falling out with the Weavers and is now on the run. Rumors is that he fled to the sewers, a location that few are as familiar with as he.
  • The weavers have an open bounty on him, after he was caught taking more than his share from his burglieries.
  • His old partner, a dwarf named Leon, can be found in a tavern in Portton called the Sea Wentch. He is concerned about his friend, secretly helped him avoid the initial Weaver hunt, and is still looking out for him. Sucessfully convincing him that they mean Jak no harm, he will tell them the location of Jak's sewer hide out.
  • Aksing their new Kobold friends can also help provide information on his location.
Tracking In the dark
  • Investigation check DC 22 to track his movment through the sewers to his hide out, if they have not discovered its exact location.
  • Intelligence check Dc 16 to not become lost in the sewers, follow up check DC 14 to get back on the path if they do get lost.
  • A section of the sewers has flooded, and is a raging river. Athletics check DC 14 to not be swept away, with follow up checks to reach the other side upon failure and Int checks to find thier way back to the gorup or find lost members swept away.
  • Stealth check Dc 20 to not alert Jak
  • For any failed check, roll a 1d6 for an encounter with The Dweller. They encounter it on a 1.
Chase Sequence   Silent jak can be found in his sewer hideout, an alcove that is just above the high water mark where he has set up a small living space, with a bed, and a few chests.
  • When he notices the party, he will attempt to run by ducking down a chute near the back of the alcove, leading to the next level down in the sewers.
  • Chase rules, from House Rules google document.
  • Jak gets 1d4+1 squares of movement, and has a hand crossbow he can fire bolo's and arrows out of. Bolos will restrain anyone with with them, with a +5 to hit.
Phase 1- Sewers
  • Assuming they follow, perception check (DC 10) to figure out which direction he went.
  • 5 squares of movemnt before first challenge
  • Challenge 1- As the chase leads out of the sewers, players encounter a partially collapsed tunnel, blocking the direct exit, which jak skillfullly squeezes his way through. Athletics check (Dc 14) to climb over the rubble.
  • Immidietly after the ruble, a ladder is found, leading up to the city streets.
Phase 2- Gilded Way
  • They emerge in the bustling streets of Gilded Way, weaving through the crowd, dodging carts and vendors. Perception check (DC 12) to see which way jak ran.
  • 5 squares of movment as they run through the crowded market. Opprotunities to overturn carts and have to wade through the crowd, which is halved movement speed
  • Challenge- Jak ducks down an ally and disapears. At a second glance, you see that he has climbed up a wall and is now running across teh roof tops. Althetics or Acrobatics check (DC 16) to follow him onto the roof, or a perception check at disadvantage (DC 16) to keep line of sight from the ground while continueing to chase, finding an easier way up when they get closer to Bridgview terrace.
Phase 3- Bridgeview Terrace Escape
  • Jak will continue runnign across the roofs, eventually coming to the Bridgview Terrace. He leaps onto the roofs of the buildings making up the bride. He seems to be attempting to climb higher, towards the supporting ropes high in the air
  • 3 squares of movement across the bridge and up to the support ropes.
  • Challenge- when you reach the top, Jak give a slight wave, then leaps off the far side, grabbing a small peice of rope and ziplining down the edge. However at a glance, you dont see him, so it was either very fast, or he had fallen. Inveistigation or Perception check vs Jaks deception check to find him, as he had swung under the support walkway and is hidding under thier feet.
Looking elsewhere
  • If tehy fail to catch him, Valorine will sugestion going back to look at his hideout. Search there should reveil a half finished letter written to the captain of the Sea Viper, asking for safe passage out of the city in exchange for the necklace.
  • The captain would be more than willing to turn on Jak, and was already planning to hand him over to the Weavers as she doesnt currently want ot be on their bad side. However wonders why she should let the party keep the necklace promised to her, and possibly risk bad blood with the Weavers. Party will either have to convince her, or comprimise.

Return and Revelation:

  Silent Jak's Plea:
  • During the confrontation, Silent Jak pleads for mercy, explaining his predicament with the Weavers.
  • He offers valuable information about the Weavers' operations in exchange for help to flee the city.
Moral Dilemma:
  • The adventurers face a moral decision: turn Silent Jak over to the authorities, hand him back to the Weavers, or help him escape.
  • If they choose to help him, they must arrange for safe passage and possibly provide funds for his new life, adding another layer to the quest. He may become an asset in anothe rcity that they could call on.
Returning the Heirloom:   Once they've captured Silent Jak and retrieved the necklace, the adventurers return to Lady Carmichael.
  • She gratefully accepts the heirloom and, sensing trustworthiness in the adventurers,
  • May start asking an inquiring about the party's time in the city, and if there is anything that she could assist with
  • Depending on answers, may indicate that she has some friends that could use thier skill set, the Kings Rangers