Swarmkeeper
Hero
How would I have handled it: I probably would’ve said with the alarm raised, and guards likely on their way, you’re going to have to make a choice: get away now without anything which would be easy to do, try to steal a little something from the chest which is harder but certainly doable, or try to take the whole chest, which is going to be a really hard roll for you. Now they could be caught but the outcome of that for me would still not necessarily be death - there’s still possibilities for escape; but the story at that point is you’re captured. Maybe you feel you did all of that. I’m just saying to me, it doesn’t read that way.
This is similar to how I'd run it, too, in 5e but would just describe the situation:
"The alarm raised, anyone in the vicinity of the large tent is now alerted to someone opening the chest. Indeed some members of the war band can be heard yelling not too far away and heavy booted footsteps can be heard coming your way. What would you like to do?"
I'd then let the player come up with how they would choose to handle the situation.
If I heard any of those options from the player, I'd ask for ability checks and give the DCs accordingly:
Flee without being seen: Dexterity(Stealth), DC 10
Grab some loot, then try to flee without being seen: Dexterity(Stealth), DC 15
Try to drag the whole chest out of there without being seen: Dexterity(Stealth), DC 25 at disadvantage due to the shrieker
Or maybe it would be a series of opposed checks:
Flee without being seen: Dexterity(Stealth) with advantage versus Wisdom(Perception)
Grab some loot, then try to flee without being seen: Dexterity(Stealth) versus Wisdom(Perception) with advantage
Try to drag the whole chest out of there without being seen: Dexterity(Stealth) with disadvantage versus Wisdom(Perception) with advantage
The player could choose a different tactic if they didn't like their odds. Given the incomplete ability to communicate perfectly, I don't play "no take backs" - the DCs are simply a reflection of the character's ability to assess the in-game-world difficultly of what goal they are hoping to accomplish.
Fail the check, the PC is spotted and the war band members tell the thief to "Stop and drop to the ground". What do you do now?
No jumping to death or capture quite yet. Maybe there's a chase. Maybe some parlay. The scene has changed and it's really in the player's hands to decide how to proceed.
Meanwhile, back the rest of the party so we are spreading the spotlight around...
@AlViking , do you remember how you ran the showdown with the thief and the orcs
in terms of rolls?


