A Savage Heist variant.
If the party choose the stealth route, getting to the cloister requires 6 Stealth successes. Each round have the PCs draw a card; if the card is a club, consult the table below. Obtaining a monk’s robe or other disguise should add +2 to Stealth rolls.
Once they arrive in the cloister, they will have to make a Survival check to correctly identify wolfsbane from among the other plants growing on St. Avalloc’s grave.
St. Avalloc: Clubs Table
Card |
Event |
Stealth |
Chase |
2 |
Service over; a door in front of you suddenly opens and 18 monks walk out |
-4 |
-4 Agility to dodge or swerve; +18 followers |
3 |
You walk into a flock of roosting pigeons which ‘explode’ in a flap of wings |
-2; on fail 2 monks investigate (2 rounds to make yourself scarce) |
-2 to both parties |
4-5 |
Two monks walk by on the other side of the cloister |
-2; on fail 2 rounds to make yourself scarce |
Join chase |
6-7 |
Two monks pass right in front of you |
-2; on fail fight |
-2 Agility roll to dodge; join chase |
8-9 |
Kick the bucket – you just put your foot in the bucket causing a loud noise |
-4 |
-2 Agility roll |
10 |
Locked door blocks your path |
Lose 2 Successes to retrace steps. |
-4 Agility roll |
J |
Walk in the light; you have to cross a well-lit open area |
-2 |
– |
Q |
Mutual surprise; you run slap bang into a monk who is just as surprised as you are |
Both -2 Agility; 1 more pursuer |
|
K |
You hear or see a door opening in front of you |
– |
Agility roll at -1 |
A |
Roof access; you see an opportunity to take things up a level and climb up onto the closter roof. The monks will try to continue on the ground |
Climbing roll |
Climbing roll at -2 |
Getting Out
As soon as the PCs pick the wolfsbane, they are spotted by two monks who will give chase. Remember that the monks are mute. If using the SW:EX chase rules (which I recommend for this encounter), give the PCs a 2 Range Increment head start. Have the PCs draw a card each round. If it’s a club, consult the table above.
If any PCs are caught by the monks, they will be imprisoned. The monks will then deliberate for a period of the time to be determined by the GM. Persuasion rolls can be taken into account.
(inspired by Savage Worlds ‘Daring Tales of Adventure’ series)