## **Alarm Triggers**
- **Alarms trigger if:**
- PCs fail 3 attempts at the vault, set off a magical glyph, fight guards, or are caught without invitation/masked.
- Rival crew may deliberately set an alarm to cover their own escape.
**When an alarm is triggered:**
- Bells ring (audible across mansion), magical lights flash red.
- Guards double patrols; key doors lock.
- Dire hounds are released in basement/gardens.
- City Watch may arrive within 10–30 minutes (d20 minutes, or whenever drama needs to peak).
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## **Chase Sequence (Skill Challenge Style)**
**The party escapes through mansion halls, the hedge maze, tunnels, or rooftops, with guards, hounds, or the rival crew in hot pursuit.**
**Structure:**
- Set a “Chase Clock” at 5 rounds (add or subtract for group speed/decisions).
- Each round, each PC must overcome a challenge (or group makes a collective check).
**Chase Complications Table (Roll or Pick Each Round):**
|d8|Complication|DC / Skill Example|On Success|On Fail|
|---|---|---|---|---|
|1|Slippery marble floor|Acrobatics DC 14|Dash ahead|Lose time (add 1 round)|
|2|Locked or barricaded door|Athletics/Thieves’ Tools DC 15|Break/pick it quickly|Delay; rival/guards gain ground|
|3|Guard blocks path|Stealth, Deception, or Combat DC 15|Bypass unseen|Confrontation, alarm escalates|
|4|Magic hound on trail|Animal Handling/Stealth DC 16|Hide or calm it|Hound attacks/bays for guards|
|5|Collapsing balcony/railing|Acrobatics DC 15|Jump or swing to safety|Take 1d6 damage, lose item|
|6|Fireworks explosion|Dex Save DC 13|Dodge, gain cover (adv. next)|Stunned for 1 round|
|7|Rival crew blocks/interferes|Any social/combat DC 16|Rival retreats, drops clue/item|Rival grabs Mask, escapes!|
|8|Secret door/tunnel|Investigation DC 14|Shortcut, -1 round from clock|Miss, go longer route|
- **3+ failures:** Guards close in, party must make a stand or get caught.
- **Success:** Party escapes to gardens, city, or secret hideout.
- **If carrying the Mask:** add +1 to all DCs (it’s bulky, magical, and glows slightly).
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## **Aftermath if Caught**
- PCs are brought before Lady Ravelle for trial (opportunity for desperate roleplay, bribes, or last gambit).
- City Watch may jail the group (breakout adventure!).
- Rival crew might try a jail break in exchange for Mask or future favours.
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# **Skill Challenges (Expanded, Table-Ready)**
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## **Masquerade Skill Montage**
**Blending In (Oceans-11-Style):**
- Each PC chooses an approach:
- Performance/Deception (pass as noble/servant)
- Stealth (avoid notice)
- Insight (read the room, spot threats)
- Persuasion (socialise, gain info)
- Sleight of Hand (pickpocket, plant evidence)
- **DCs**: 13–16 based on difficulty.
- **Each round**: PCs who succeed gain clues, contacts, or an alibi; failures attract suspicion or face an unexpected encounter/event (see event tables).
**Casing the Vault:**
- PCs must locate, observe, and plan for:
- Patrol schedules (Perception/Insight DC 14)
- Magical wards (Arcana DC 15–18)
- Combination lock clues (Investigation DC 13–16)
- Staff weaknesses (Persuasion/Deception DC 15)
- Escape routes (Investigation/Perception DC 13)
---
# **Puzzles & Riddles (With Hints and Consequences)**
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## **The Decimal Vault**
**Puzzle**:
The safe has a dial marked 0–10, with .1 tick marks.
_Vault Inscription:_
“To guard the Mask, the turnings are fine—Count not just the numbers, but the spaces between. Turn right to the trio and two shades more, left for the pair and a single whisper, right to the last feast, with company and some for the road.”
**Solution:**
- Right 3.2, Left 2.1, Right 7.2
- Clues in gallery, library, wine cellar (see previous handouts).
**Hints (if PCs get stuck):**
- Olly or The Whisperer can nudge (“Don’t forget, the old master loved his decimals—two notches past three, a single breath after two, and seven with a couple toasts for luck…”)
- Detect Magic/Arcana may reveal faint glow at correct notches.
**Consequences:**
- 3 failed attempts triggers alarm; if Mask is taken without solving, magical ward deals 3d8 force damage (Dex Save DC 15 for half) and sets off alarm.
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## **Gallery Riddle Contest**
> “I have a heart that never beats, I have a home but I never sleep. I can take a man’s house and build another’s, and I love to play games with my many brothers. What am I?”
> **Answer:** A deck of cards.
- **Hint:** Lady Ravelle says, “Let us see who here knows the games nobles play…”
- **Failure:** No clue/token, possible social setback; Success: PC gains an audience or a bonus clue.
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## **Library Bookshelf Puzzle**
> “Place me between envy and passion. I am the calm between storms.”
> **Solution:** Blue book between green (envy) and red (passion).
- **Hint:** Library attendant offers, “A little order brings clarity.”
- **Failure:** Bookshelf locks, must find another route for 10 minutes.
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## **Cellar Secret Hatch**
> “I am always hungry, I must always be fed. The finger I touch will soon turn red. What am I?”
> **Solution:** Fire (turn “fire” bottle).
- **Hint:** Olly: “There’s always something hot in the cellar, if you know what to look for.”
- **Failure:** No access to tunnel, must try garden or bluff a guard.
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## **Other Social Riddles (Examples for Distractions, Diversions)**
- “Two in a corner, 1 in a room, 0 in a house, but 1 in a shelter.” (Answer: Letter R)
- “The more you take, the more you leave behind.” (Answer: Footsteps)
**Failure** on riddles usually means social embarrassment, missing a clue, or, in the worst case, a rival crew swoops in.
## **Other Possible Rewards**
- Blackmail material (letters, ledgers, artefacts)
- Noble favours (political leverage)
- Minor magic items/art (wands, enchanted jewellery, rare wines)
- Contact with The Whisperer or a rival crew for future jobs
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## **Possible Outcomes & Fallout**
- **Success:** PCs gain Mask (and trouble!); Lady Ravelle may become an ally or sworn enemy.
- **Failure/Escape:** PCs escape, but the city knows their faces; bounty hunters or city watch on their trail.
- **Rival Crew Succeeds:** PCs must recover the Mask in a future session—possible cross-city chase.
- **Disaster:** PCs are captured, leading to a “prison break” adventure or forced alliance with the rival crew.
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## **Adventure Hooks for Next Session**
- The Mask begins whispering secrets, urging the party into deeper intrigue.
- An agent from a rival noble house offers a king’s ransom for the Mask… or threatens to expose the party.
- Lady Ravelle sends an “invitation” to parley—an ambush, test, or plea for help.
- The Mask’s curse begins to manifest; local disappearances are blamed on the party.
- The city’s thieves’ guild wants their cut—or wants the party gone.
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