Aftermath and Betrayal
Dealing with consequences and facing the double-cross
Session Overview
Session Focus
The campaign shifts here from heist thriller to conspiracy thriller. The PCs have the Gem and are on the run. The Duke's estate is in uproar, and the Hidden Hand is mobilizing. This session solidifies the Gem as a character, reveals Marcel's betrayal, and propels the party into the larger conspiracy plot.
Scene 1: Flight to Safety
The city is alive with alarm. Bells ring from the direction of the manor. Watch patrols rush through the streets, torches blazing, shouting orders. You can hear them at checkpoints: "No one enters or leaves the city! The Duke's jewel has been stolen!"
You stick to the shadows, pressing against cold stone walls as patrols thunder past. One guard grumbles to another: "On my daughter's birthday, no less... blasted thieves."
The city is effectively under lockdown. Getting to safety requires caution.
Navigating the Lockdown
The PCs need to reach their safehouse while avoiding increased patrols.
Stealth Challenge (3 successes before 2 failures)
| Skill | DC | Description |
|---|---|---|
| Stealth | 14 | Move silently through alleys |
| Perception | 13 | Spot patrol before they spot you |
| Deception | 15 | Pretend to be frightened citizen |
| Athletics | 12 | Climb to rooftops for alternate route |
Failure Consequence: A patrol spots them. Can flee (more checks) or bluff ("We're just trying to get home, officer!").
Safe House Options
- Thieves' Guild Safehouse: Crowsrest in the slums (if guild alliance)
- Abandoned Warehouse: By the docks, previously scouted
- Drunken Dragon Attic: If innkeeper can be trusted
- PC-chosen location: Reward their planning!
Scene 2: The Rendezvous (Double-Cross)
Key Scene
This is the major betrayal of the campaign. Play up Marcel's charm turning to menace. The Gem should warn the PCs, establishing itself as an ally (for now).
The Meeting Location
Marcel arranged to meet shortly after the job. Options:
- Ashwall Cemetery: Atmospheric, lots of cover
- Drunken Dragon Cellar: Familiar but cramped
- Abandoned Mill: Outside the lockdown zone
Marcel Silvertongue waits in the moonlight, flanked by two broad-shouldered figures you don't recognize. His silver cane catches the light as he twirls it. His smile is wide as ever.
"Congratulations, my friends! I had every confidence you'd succeed." He spreads his arms expansively. "You've done the impossible. The Duke's prized jewel, stolen from under a hundred noses. Magnificent!"
His smile doesn't reach his eyes.
Warning Signs
Insight DC 14: Marcel is nervous, sweating despite the cool night. His bodyguards' hands rest on weapon hilts.
Perception DC 15: Movement in the shadows - a third figure with a crossbow on an elevated position.
The Gem's Warning
The Gem's voice slithers into your mind, cold and urgent: "Do not hand me over. He will kill you the moment he has me. I can taste his intent - greed and murder."
Deliver this as a secret note to the PC carrying the Gem for added tension.
Marcel's Dialogue
Marcel makes small talk while his men position themselves:
- "Show me the Gem. I must verify it's authentic before payment."
- "Come now, you trust me, don't you? We're partners!"
- "I've prepared your payment - more gold than you've ever seen."
When pressed or refused:
Marcel's smile flickers, then hardens. He sighs with theatrical regret.
"You've been splendid pawns, truly. It pains me that this is where our partnership must end." He snaps his fingers. His bodyguards draw steel, and you hear a crossbow bolt click into place above.
"The Gem. Now. Or we do this the unpleasant way."
Combat Encounter: Marcel's Ambush
Marcel's Betrayal
Medium-Hard CombatEnemies:
- Marcel Silvertongue - Assassin/Bard type
- 2 Thugs - Melee fighters
- 1 Sniper - On elevated position with crossbow
Environment: Tombstones/crates for cover. Shadows for hiding. Sniper on mausoleum/rafters.
Tactics:
- Marcel opens with Charm Person or Vicious Mockery
- Thugs engage in melee, trying to flank
- Sniper targets whoever has the Gem
- Marcel fights dirty - poison blade, pocket sand, whatever works
The Gem's Assistance
If the PCs are overwhelmed (both below half HP), the Gem intervenes:
The Gem pulses with blinding crimson light. Marcel screams, clutching his head as blood streams from his nose. His next attack goes wild, striking his own thug.
"I will not be caged again," the Gem hisses. "Fight!"
Effect: Marcel is stunned for 1 round, takes 2d6 psychic damage.
Marcel "Silvertongue" Grayhand
Medium humanoid (half-elf), neutral evil
Armor Class: 15 (leather armor + Dex)
Hit Points: 45 (7d8 + 14)
Speed: 30 ft.
Skills: Deception +7, Persuasion +5, Sleight of Hand +5, Stealth +5
Senses: Darkvision 60 ft., Passive Perception 10
Sneak Attack (1/turn)
+2d6 damage when has advantage or ally within 5 ft.
Spellcasting (Cha, DC 13)
- Cantrips: Vicious Mockery, Minor Illusion
- 1st (3 slots): Charm Person, Disguise Self, Dissonant Whispers
Actions
Poisoned Rapier. +5 to hit, 1d8+3 piercing plus 2d6 poison (DC 13 Con save for half)
Hidden Dagger. +5 to hit, 1d4+3 piercing (can be thrown)
Reactions
Uncanny Dodge. Halve damage from one attack he can see.
Marcel's Fate
Determine based on combat outcome:
- Captured: He'll bargain for his life with information (see below)
- Killed: Search body for clues (letter from Voss?)
- Escaped: Recurring antagonist, may join cabal out of revenge
Marcel's Confession (if captured)
Blood streaming from a split lip, Marcel laughs bitterly. "You think I'm the big fish? Ha! There are powers in this city far above me." He coughs. "The Hidden Hand... they wanted the Gem. I was just... just the middleman. They'll come for it. They'll come for you."
Information he can provide:
- The Hidden Hand is real - a secret cabal of nobles and priests
- Lord Voss is a leader (if PCs didn't already know)
- They meet in the catacombs beneath the Temple of the Veiled Lady
- They want the Gem for some kind of ritual
- "They promised me power. Protection. I'm a fool."
Scene 3: Regroup and Revelation
After dealing with Marcel, the PCs need to relocate and assess their situation. This is a roleplay-heavy scene where the Gem reveals more of itself.
Safe for the moment in a new hiding spot, you finally have time to catch your breath. The Gem of Vhal'Zar rests on a table between you, its crimson depths swirling with inner light. It seems... pleased.
"Well done," its voice echoes in your minds. "Your employer was weak-minded and treacherous. I touched his thoughts from the moment you brought me close - he intended betrayal from the start."
Conversing with the Gem
The Gem willingly converses now, seeing the PCs as useful allies. Its personality:
- Cunning: Always has an angle
- Flattering: "You're far more capable than those fools who guarded me"
- Evasive: Answers questions partially, always with its own spin
- Self-interested: "Our goals align... for now"
Questions the PCs Might Ask
| Question | Gem's Answer |
|---|---|
| "What are you?" | "I am... old. A repository of power and memory. Some called me the Eye of Zhal'Zar. I prefer to think of myself as a survivor." |
| "What do you want?" | "Freedom. To be taken far from here. Eventually... to reunite with my other half." (Hint: there's another artifact) |
| "Who is the Hidden Hand?" | "Those who imprisoned me before. Their descendants. They gather in secret, pretending piety while plotting in darkness. They crave my power." |
| "Why should we trust you?" | "You shouldn't. Trust is for fools. But our interests align - I wish to survive, you wish to survive. Together, we are stronger." |
| "What are your powers?" | "I see... I sense... I can protect those who carry me. Would you like a demonstration?" (It creates a minor illusion or warns of approaching danger) |
| "Can we sell you?" | The Gem's voice turns cold. "Do not consider it. Those you would sell me to are the very cabal that hunts us. And I would... take measures... to prevent such a fate." |
The Gem's True Agenda
The Gem is helpful now, but it has its own goals. It wants to reach a ritual site to "complete itself" or gain full power. It's not lying about wanting to escape the cabal, but it's not revealing everything either. This will become important in Sessions 8-9.
Deciding Next Steps
Let the players discuss their options. Possible courses:
Scene 4: Consequences and Faction Reactions
Depending on earlier player choices, various factions respond to the heist.
The Duke's Response
By morning, town criers announce a massive bounty: 5,000 gold pieces for the capture of the "masked thieves who defiled the Duke's hospitality." Your descriptions - vague but uncomfortably close - are posted at every gate.
Consequences:
- Bounty hunters will be introduced in Session 6
- PCs must be more careful about showing their faces
- The Duke is humiliated and vengeful
City Watch Response
Captain Arden is under pressure to solve the crime. She:
- Rousts the underworld, making life hard for thieves' guild
- May investigate Lord Voss if PCs left evidence at the manor
- Could be turned into an ally if PCs approach her with proof of the cabal
Thieves' Guild Reaction
Depends on relationship established:
- Allied: Impressed but concerned about the heat. May offer continued shelter but want distance.
- Neutral: Marcel's failure might mean a new power vacuum. Guild might approach PCs.
- Hostile: May try to sell PCs out for the bounty.
Allied NPCs in Danger
If PCs had allies help them:
Selise in Custody
If Selise helped, she's been arrested for questioning. The Duke's men are "interrogating" staff.
- PCs might hear about this from contacts
- Rescue mission possible (side quest)
- Or she's released in a few days, traumatized but okay
Gideon's Shop Raided
Watch searched the Night Market. Gideon is in hiding.
- His gadgets are temporarily unavailable
- He blames the PCs for the heat
- Can be reconciled with gold or a favor
Weeping Lady Warning
A resistance contact finds the PCs with an urgent message:
"The city is being turned upside down. It's not just the Watch - there are others, moving in shadows, asking questions about you. Powerful people. You've stirred something dark. Be careful who you trust."
Session Conclusion
Key Takeaways for Players
- The Gem is alive and has its own agenda (helpful for now)
- Marcel was a pawn of the Hidden Hand
- A secret cabal of nobles/priests wants the Gem
- Lord Voss (Duke's advisor) is a cabal leader
- They've gone from thieves to key players in a shadow war
Setting Up Session 6
End with one of these hooks:
- Research Lead: The Gem mentions a scholar who studied it - gives direction for investigation
- Cabal Movement: They hear of robed figures gathering at the old temple
- Ally in Danger: Someone they care about has been taken
- Bounty Hunter: A figure has been asking about them at taverns
The night wears on toward dawn. Outside your hiding place, Hollowspire stirs with the chaos you've unleashed. Guards patrol with renewed vigor. Somewhere, the Hidden Hand plots in the shadows.
The Gem pulses warmly in your possession - ally, burden, or both, you're bound to it now.
You've gone from common thieves to the most wanted criminals in the city - and somehow, to the only ones who can stop a conspiracy centuries in the making.
What will you do next?
Experience & Rewards
Session Rewards
- Base XP: 400 XP per character
- Bonus XP: +100 XP for surviving Marcel's ambush
- Bonus XP: +50 XP for extracting information
- Story Reward: Gem of Vhal'Zar is now an active NPC ally
- Loot from Marcel: Poisoned rapier, 50 gp, forged documents