Lucky Nimbus (spoilers for anyone not on Book 3)


Agents of Edgewatch


So I'm a player in this group and we're about to do our "heist" of the vault in the Lucky Nimbus. As a PC I have NEVER done a heist before and honestly I'm having a hard time getting excited by the idea.

My character is an archery fighter, but I picked up stealth (currently master) and thievery (currently expert) to act as the party's pseudo-rogue, the group's cleric and witch prepared spells they believe will help, we got a way inside with the help of Madam Carlyle. Plan is to steal the key from Carlyle, get me and at least one other down to the vault to do our retrieval.

Having all that said, when I think about the execution next session I can't get excited, I only find myself worrying about how it could all go wrong, my fighter without his bow. I don't think I'm built for this.

I don't want spoilers about the specifics of what we're about to do, and maybe this is a more appropriate question for general advice, but is there any insight to offer about doing "heists," or something I haven't considered that might at least make me not absolutely dread attending next session?


Not sure how much of this your GM is willing to do transparently and how much behind the scenes, but I would suggest reading the infiltration subsystem in the Gamemastery Guide to get an idea about how it will play out from an abstraction perspective. That might put your mind at ease. At any rate, if the infiltration fails, it's not the end of the world, the story can continue in other ways or in a different direction.

As for your bow, you can get a ring of discretion. Ralso had one, maybe you can requisition it from her belongings or interrogate her to learn where you can procure another one like that.


I run these using skill rolls until there is an encounter. The idea is to make it fun, not just fail or success. So your GM will hopefully be ready to describe it well, make it fast, and deal with any obstacles in a creative and quick fashion that doesn't ruin the heist. If your GM does that, you should be fine unless you're all rolling critical failures in front of the GM and it becomes ridiculous.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The infiltration rules are actually pretty forgiving.

As a player, it's easy to get stuck in the mindset that if you fail a check, it's going to ruin the whole heist and maybe start a big fight--that's largely not the case though.

The way infiltrations work is, failing checks gives you Awareness Points. Hitting certain AP thresholds will have negative consequences, and eventually cause the heist to fail, but a single check is not going to make or break things.

You also have ways to reduce your AP total, if you feel like you're catching too much heat.


Appreciate the input. Can't say I'm not anxious but I'm not dreading the session anymore. Tomorrow we'll see how it plays out.

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