In this short campaign, two criminal organizations approach a party of 3rd level adventurers with conflicting offers for a heist job.
In a few days, a brooch from the crown jewels will be returned from a jeweler's workshop in the bustling seaside town of Portsmouth back to the The Capital, seat of the Royal Court. Somewhere during its week-long trek--traveling in a nondescript carriage across the golden plains and through the deep, dark Great Forest--players will need to form a plan, waylay and break into the carriage, and steal the piece. Then, they'll need to escape safely, delivering the piece to its drop-off point.
The Scriveners Syndicate--a dangerous and sometimes erratic organization backed by some of Portsmouth's elite--want the jewel as a status symbol, and a way to thumb their nose at the Royal Court.
The Dusk Network--a more even-keeled organization operating in moral and ethical gray areas--want to steal the piece without upsetting the status quo.
Each offer comes with tactical advantages, weighty obligations, unknown risks, and the potential for a double-cross.
- from the publisher's blurb