- Introduce the PCs to each other (if they don't know each other)
- Establish Marcel "Silvertongue" as the employer
- Present the heist job: steal the Gem of Vhal'Zar
- Give players invitations/entry method for the masquerade
- Introduce the city of Hollowspire and its atmosphere
- Allow initial rumor gathering and planning
The Job Offer
Setup & Hooks - The rogues are hired for a mysterious heist
Session Goals
Scene 1: The Cryptic Invitation
A folded black card arrived earlier today, slipped under your door or pressed into your palm by a street urchin who vanished before you could question them. The card bears no signature, only a silver embossed design of a masked face and three words in elegant script: "Midnight. Drunken Dragon."
The players each received this mysterious invitation. They can arrive separately or together, depending on their backstory. The Drunken Dragon tavern is a seedy establishment in Old Town, known to mercenaries and thieves.
DM Note
If the players don't know each other, this is where they meet. Have them arrive at roughly the same time and notice each other - fellow rogues recognize their own kind. Marcel will invite them both to the back room.
Scene 2: The Drunken Dragon
The Drunken Dragon lives up to its reputation. Smoke hangs in the air like morning fog, carrying the scent of cheap ale and cheaper tobacco. Rough-looking patrons hunch over their drinks, their conversations a low murmur punctuated by occasional bursts of coarse laughter. A bored-looking barkeep polishes a glass that will never truly be clean.
As the clock tower outside tolls midnight, a man in the corner booth catches your eye. He wears a silver half-mask and raises a glass in your direction, his smile visible beneath the mask's edge.
Tavern Details
- Bartender: Grimshaw, a heavyset man with a scarred cheek. Knows when to look the other way.
- Patrons: 12-15 rough types - mercenaries, smugglers, petty criminals. None pay attention to newcomers.
- Back Room: A private booth curtained off by thick velvet. Marcel waits here.
- Atmosphere: Dim candlelight, sawdust on the floor, the distant sound of dice games.
Optional: Tavern Encounter
If you want to add flavor, a drunk mercenary might bump into one of the PCs, potentially starting a brief confrontation. This can showcase rogue skills (Deception to defuse, Sleight of Hand to pickpocket, etc.) and set the tone.
Persuasion DC 12 to talk down the drunk, or Intimidation DC 14 to make him back off.
Scene 3: Marcel "Silvertongue" Grayhand
Marcel "Silvertongue" Grayhand
Half-elf, charming, silver cane, perpetual grin. Night Cloaks lieutenant or disgraced noble. Plans to betray the PCs after they get the Gem.
"Welcome, welcome! Do sit down." The half-elf gestures expansively to the seats across from him. His silver cane rests against the table, and his gray-green eyes sparkle with barely contained excitement. "I must say, your reputations precede you. Masters of the shadowy arts, they say. Just the sort I need for a... delicate acquisition."
Marcel's Pitch
The Job
Marcel explains the following:
- Target: The Gem of Vhal'Zar, a priceless ruby-like artifact
- Location: Duke Orlond Haverfort's manor
- Timing: In three nights, during the Duke's grand masquerade ball
- Payment: 2,000 gold pieces each upon delivery (negotiable up to 2,500)
- Entry: Marcel provides forged invitations to the masquerade
Key Dialogue Points
| Question | Marcel's Answer | Truth |
|---|---|---|
| "Why us?" | "Your reputation for discretion and skill. Who better than masters of shadow?" | Partially true - he needs expendable professionals. |
| "What is this gem?" | "A fist-sized ruby, priceless, heavily guarded. A collector's dream." | He omits that it's sentient and has rumored magical properties. |
| "Why do you want it?" | "Let's say I have a buyer who values such... unique pieces." | He intends to keep it or sell it to the Hidden Hand. |
| "What about security?" | "Guards, locks, the usual. Nothing you can't handle, I'm sure." | He underplays the magical wards deliberately. |
Insight Checks
Insight DC 15: Marcel seems sincere but his smile doesn't quite reach his eyes when discussing the gem.
Insight DC 18: He's definitely hiding something - sweats slightly when the gem is mentioned.
Insight DC 20: Notice a small tattoo on his wrist (hidden by sleeve) - might indicate guild or cult affiliation.
Roleplay Tips for Marcel
- Flamboyant gestures, theatrical speech patterns
- Insists everyone wear masks "to stay in theme" - a comedic affectation
- Underneath the charm, hints of danger: "Failure is not an option, friends."
- Toasts "To our mutual success!" with expensive wine
What Marcel Provides
- Two forged masquerade invitations (high quality, +2 to Deception to pass inspection)
- 50 gold advance per person (for expenses and costumes)
- Meeting location for delivery: "The old graveyard, east side, midnight after the ball"
Scene 4: Gathering Rumors
After meeting Marcel, the players have the rest of the night to gather initial information about the manor, the Duke, and the artifact. They can visit taverns, talk to black market contacts, or carouse with off-duty guards.
Rumor Table
Roll or choose rumors that NPCs might share. Each costs a drink (1-2 sp) or a Persuasion DC 12 check.
| d8 | Rumor | Truth (DM Only) |
|---|---|---|
| 1 | "They say the Gem of Vhal'Zar is cursed – it whispers to those who get too close!" | TRUE. The Gem is sentient and telepathically whispers. |
| 2 | "The Duke's throwing this masquerade to impress foreign dignitaries. He's putting his prized jewel on display." | TRUE. Gem will be displayed during the party. |
| 3 | "The City Watch has doubled patrols around the estate. Word is the Duke fears thieves." | TRUE. Security is heightened. |
| 4 | "A kitchen servant got sacked yesterday - spilled wine on the Head Steward. They're short-staffed now." | TRUE. Opportunity to impersonate servants. |
| 5 | "There's a secret society in Hollowspire - the 'Hidden Hand.' Pulling strings from the shadows." | TRUE. Rare hint at the cabal. |
| 6 | "That masquerade is a perfect setup for assassination. Masks, crowds... anyone could vanish." | FORESHADOWING. Hints at cabal plans. |
| 7 | "The Duke's advisor, Lord Voss, is the real power. The Duke just likes parties and taxes." | TRUE. Voss secretly leads the Hidden Hand. |
| 8 | "Old tunnels run under the city from the ancient spire days. Some connect to noble estates." | TRUE. There's a tunnel in the manor's cellar. |
DM Tip
Let players hear 2-3 rumors naturally through conversation. If they actively investigate, reward them with more. These rumors seed future plot points - especially the Hidden Hand mention.
NPCs This Session
Marcel "Silvertongue" Grayhand
The employer. Charming half-elf crime boss. Will betray the party in Session 5.
Grimshaw the Barkeep
Heavyset, scarred cheek. Runs the Drunken Dragon. Knows when not to ask questions.
Drunken Mercenary
Optional encounter. Big, loud, easily offended. Can be talked down or intimidated.
Potential Encounters
Session 1 is primarily social, but here are stats if needed:
Drunken Mercenary
Actions: Scimitar +3 to hit, 1d6+1 slashing. Currently has disadvantage on attacks due to intoxication.
Combat Note
Avoid combat if possible - this session is about setup. If a fight breaks out, Grimshaw will intervene ("Take it outside!") and Marcel will signal the PCs to the back room during the distraction.
Session Checklist
- Players received cryptic invitation
- Arrived at the Drunken Dragon
- Met Marcel "Silvertongue"
- Received job details (Gem of Vhal'Zar, Duke's manor, masquerade)
- Received invitations and advance payment
- Established delivery meeting point
- Gathered at least 2-3 rumors
- Players have begun discussing their approach
Transition to Session 2
As Marcel departs with a flourishing bow and a final toast, the weight of the task settles upon you. Three nights. Three nights to plan the heist of a lifetime. Outside, the misty streets of Hollowspire await, filled with secrets and opportunities for those clever enough to find them. The clock is ticking.
End the session with players discussing their approach. Possible questions to pose:
- "How do you want to enter the manor? As guests or as something else?"
- "What information do you want to gather before the heist?"
- "Do you trust Marcel?"
Session 2 will focus on scouting the manor and gathering more detailed intelligence.