Cool...
1.) A wealthy noble and secret cult leader of an elder sea god has acquired a sentient cursed relic which he keeps in the catacomb temple beneath his manor. The PC's are stealing said relic.
2.) The PC's have found their way to the central chamber of the catacomb temple, an enormous cavern that is flooded with murky sea water and guarded by cult members who have all been mutated by the relic so that they are equal part human and squid. The relic itself is on a small artificially made island in the flooded cavern that can be reached by a thin bridge of damp, brittle coral that stretches from the only adjoining tunnel to the small isle. The relic itself rests on an altar, in the middle of the isle, constructed of shells, barnacles and sea urchin spines that havebeen coated with a potent sea urchin venom. Finally the relic itself being sentient has a connection to the noble and will alert him if it senses that anything is amiss.
Not sure if this was what you were looking for or not. Hopefully it is but if not I'd be willing to take another crack at it with more guidance.
Unfortunately, IME, long before #2, the PC's have failed a stealth check to bypass some guard or other, that guard has immediately raised the alarm, and the PC's have now had to slaughter everyone in the manor just to get to #2 which is immediately a combat encounter. IOW, the heist is basically just one running combat encounter with a largely pointless amount of discussion beforehand.
This can be helped if you have some kind of system to allow a certain number of auto-successes on necessary rolls. The plan should obviously work to create a situation where a minimal number of things are left to chance and thus rolls.
Also this is absolutely an area D&D falls flat on its face on, because it has skill checks which are both A) binary pass/fail, and B) extremely random with no centering whatsoever, so there's basically like a 30% chance that your skill investment even interacts with your roll at all in any meaningful way (i.e. not so low it doesn't matter, nor so high it doesn't matter). If there was ever any argument against using D&D 5E for heists, it was the basic design of D&D 5E's skill system. Though "min 10" thing Rogues can do can make a huge difference if they're high enough level and have it in the right skill.
The other big reason not to use D&D is that D&D has absolutely no rules for knocking out or killing someone from surprise. I'm going to work on a version of the Execution Attack rules from Worlds Without Number if I run any future D&D heists to deal with that (it's OSR so should work well-ish).
Since Hussar has focused on the stealth portion (which is the initial part of this), that is what I'm going to detail here (if you want me to move forward after detailing that, I can...but I just wanted to zoom in on one instance of action resolution).
Lets zoom back out first. Let's say we have a
Crew of Shadows (sneak-thiefs and spies) w/
Ghost Echoes as a Crew Special Ability; From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Doskvol that exists in the ghost field. During the Information Gathering phase of play, via an occult contact + their Special Ability + some action resolution and resource expenditure (lets say
1 Coin and
1 Stress by a PC), the effort yielded the
the point of infiltration (the key detail of the Stealth Score) being an ancient, long-abandoned, freight elevator shaft which connected the outside of the Manor to the catacombs below, but an ancient ritual sealed it off and faded it into the Ghost Field. Being able to see/access it puts them right in the thick of things (spitting them out in the catacombs temple). The intersection of their Crew Special Ability + effort + resource expenditure does 2 things mechanically:
1) It lets them circumvent a stealth op through the manor framing them right into the first obstacle in the catacomb temple.
2) It augments their Engagement Roll (see below).
So lets say the following happened during the Information Gathering phase (this is the recon/planning phase) and we'll add up the dice for the
Engagement Roll to initially frame the first obstacle:
1d6 (base)
+1d6 (Particularly bold and daring because the elevator/shaft is old, decrepit, dangerous and this puts them right in the thick of things)
+1d6 (The plan's detail exposes a vulnerability of the target - the point of infiltration lets them work around the manor)
+1d6 (A friend or contact helped them with the recon/info)
- 1d6 (Lets say this Faction is the Crew's Tier +2; Tier 2 vs Tier 4)
So 3d6.
4, 1, 6 (result spread is 1-3 = miss, 4-5 = success w/ complication, 6 = success, 6*2 = crit success)
Success.
Alright, so this means that the
Position for this first major obstacle they're facing (I'm using imaro's framing of the situation above) will be
Controlled. Position is threat/danger level (how bad a complication might be). That puts them in optimal position (lowest threat) to start their efforts.
GM:
Alright. The ancient, Ghost Field elevator shaft empties you out into the central chamber of the catacomb temple, an enormous cavern that is flooded with murky sea water. You can see the green glow of the relic, its illumination giving the entire chamber an eerie hue that catches every dancing shadow. Its difficult to tell from here, but it rests on an aquatic-motif altar in the middle of an artificially made island in the flooded cavern that can be reached by a thin bridge of damp, brittle coral that stretches from the small isle to where the Ghost Elevator spat you out. Next to the altar are two squid-faced abominations, their hands clasped behind their back, heads bowed as a gurgly hymn resounds from the pair.
PLAYER 1 (LURK - basically a D&D Theif/Rogue): Heads bowed huh? Dark cavern? Pretty long bridge?
GM:
Oh yeah. Long bridge, right out in the open, so no cover, but lots of concealment given how dark it is. You thinking about sneaking across to the island? That is a long Bridge. If you're going to try to sneak across, you've got 2 things to consider; (i) you're 2 lower tier than them so the Potency of the supernatural powers in this sanctum to detect folks walking in to steal the relic is 2 better than you and (ii)...long bridge and no cover.
So Controlled Position, but Limited (the lowest of the 3 Tiers) Effect to get across. You're going to have to make 3 moves to get across to the island the altar is on w/ Limited Effect.
PLAYER 2 (HOUND - basically a D&D Ranger): Spot (his spectral pet) has ghost-form. I'm going to have him turn into electroplasmic vapor and haunt the other side of the chamber and draw the attention of whatever supernatural power watches over this chamber...and maybe pull the squid-humans over there to investigate...
Setup Move from Spot for us to give us +1 Effect.
PLAYER 1 (LURK): Yeah! And if we hustle over there rather than just taking it slow and careful can we trade Position for Effect? So Risky/Standard instead of Controlled/Limited and then Spot gives us +1 Effect for Risky/Great?
Group Skirmish Action after Spot does the Setup?
GM:
Awesome. Sounds good. Alright, who is leading the Group Action?
PLAYER 2 (HOUND): I'm going to
Push (1 Stress for +1d) with Spot so spending 1 Stress on that. I'm already at 3 Stress so that will be 4...
PLAYER 1 (LURK): Alright, I've got 2 Stress so I'll lead the Group Action. I've got 3 in Skirmish, but we need that 6 (the highest roll on a Group Action determines the group's result...any 1-3 rolls means the Leader of the Group Action takes 1 Stress per 1-3 Roll) so I'm going to Push.
GM:
Hang on. Let's resolve Spot's Setup Move, but Hound...how about a Devil's Bargain instead of Pushing. You know Hadley Smigglefitz your Vice Purveyor for your Weird (occult/supernatural fetish/taboos/essences) Vice? Well. Your keen, ranger-ey eyes can see in the sick green glow of the relic that the abomination on the left is wearing a collared cape with a brooch that is an absolute lock for Hadley. This thing is so rare. There is no way there are doubles. Is this abomination Hadley? Did this thing kill Hadley and take his stuff? Which would be worse?
Starting a Clock "Where's Hadley"; 4 Ticks and I'm ticking it once since you're Controlled; 1/4 Ticks.
Controlled + Standard for Spot's Setup.
PLAYER 2 (HOUND): It would actually be worse if this thing killed Hadley. Then I'd have to find a new Vice Purveyor. If this thing actually IS Hadley then maybe he was called by this relic and turned into this...thing? Maybe we can knock him out, get him out of here and I can change him back!
I accept your Devil's Bargain.
Spot is Tier 2 but an Expert (Quality +1). 3d6 +1d for the Devil's Bargain so 4d6. Got a 6!
GM:
Cool, cool. Alright, if "Where's Hadley" ticks full in this Score, he's dead and this creature killed him. If it doesn't tick full and you bring this abomination back to your lair, you can put in the Downtime Activities to uncurse Hadley.
Spot dissipates into electroplasmic vapors and phantasmally glides to the other side of the room and elicits an eerie, spectral howl. The two creepy squid-men pull their heads up and stop "singing" their gurgley hymn. They move away from the altar to the far end of the isle and peer deeply into the dark.
Simultaneously, the once flat sheen of the water picks up in waves, the chamber flaring to life. The waves move inexorably to the area that Spot has manifested. At the same time the relic's glow pulses ever so slowly. The chamber has come to life but is occupied by Spot for now.
Alright you guys...Risky Great to quietly sprint across to the island where the relic sits on the altar. Get to leading Lurk.
PLAYER 1 (LURK): 4d6 for Skirmish with the Devil's Bargain. Crap, only a 5!
PLAYER 2 (HOUND): 2d6 for Skirmish. 1 and a 3... Sorry Lurk, take 1 Stress.
GM:
Alright, Success with Complication. You're there. While the first Abomination is still preoccupied by Spot, the "Abomination maybe/maybe not Hadley" turns back toward the altar as you step off the thin bridge onto the island. I'm ticking your "Where's Hadley" Clock * 1 Hound; 2/4 (a Risky 4/5 should yield 2 Ticks so I've still got Complication to go). From this close, it just seems more likely this weird creature may have killed Hadley rather than it is Hadley. Its a good head taller than Hadley. But who knows. Maybe the transformation alters your size? Its definitely his cloak and brooch though, so you're still not sure. You're still unseen, but you're now Desperate Position (the rest of the Complication) and this thing is about to discover you and you're separated by a good 30 feet! What do you do?
Anyone want to Resist either Complication?
After that, maybe Hound resists the clock tick, maybe Lurk resists the Desperate Position, but probably not. You mark 1 xp for an Action Roll under Desperate Position and they've still got plenty of resources to Martial to try to get a 6. The Hound is a ranged specialist with Electroplasmic Ammo, so maybe he fires off a shot (Hunt move) w/ Desperate position, hoping the Electroplasmic Ammo reverses the Abomination back to Hadley.
Who knows.
But yeah that is the gist. Tons of resources/abilities/cohorts/moves/team synergy to martial that enables the resource-and-move-intensive decision-points for the "short game" (tactical for the move making now and to negotiate Position/Effect and change the fiction to enable certain moves), Complication and Risk management moment to moment (negotiating Position and sorting out whether you want to spend Stress to Resist a Complication), and a long-resource-game (you've got to manage several different resources/reservoirs/statuses for the Score at large and the entirety of the play loop and play loops to come simultaneously).