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Heist on Cassalanter Villa

Waterdeep: Dragon Heist


Contents
Contents ................................................................................. 2
Introduction ...................................................................... 3
Adventure Overview ................................................................. 3
Changes from Waterdeep: Dragon Heist .............................3
Running the game ..........................................................4
Step 1: Gather the Crew ..........................................................4
Step 2: Preparation .................................................................. 4
Step 3: Execution ......................................................................4
Step 4: The Twist ...................................................................... 5
Advice to the GM ............................................................. 6
Spotlight & Dramatic Tension ................................................6
Inspiration .................................................................................. 6
Entering the Villa ...................................................................... 6
Getting Caught ...........................................................................6
Spiking the Drinks ....................................................................7
Quantum Keys ........................................................................... 7
Character-specific Difficulties ................................................7
Playing the Cassalanters .........................................................7
Exposition ...................................................................................8
Story Chokepoint ......................................................................8
The Final Battle .........................................................................9
A Note on Carrying Gold .........................................................9
Appendix A: A Cast of Thieves .............................10
Appendix B: Character Secrets ..........................30
Appendix C: The Black Market ............................32
Appendix D: Villa Blueprints .............................. 34
Appendix E: Simplified Dungeon ..................... 35
Appendix N: Bibliography & Credits .............36
Heist on Cassalanter Villa
Introduction

O
ne of the villains in Waterdeep: Dragon Heist
is the Cassalanter family - am influential Changes from Waterdeep:
house that is guarding a dark secret. This
module is intended to help you run an Dragon Heist
encounter with the Cassalanters as a one- For simplicity’s sake, we take some diversions from the
shot heist adventure. It provides the source material. They are summed up here for
necessary player characters, handouts, and convenience:
advice to run the adventure for 3-7 players.
To use this module you need to own Waterdeep: Dragon We ignore the dragon hoard of former open lord Dagult
Heist. Neverember and the stone of Golorr. Instead, we
assume the Cassalanters were able to recover the funds
Adventure Overview by liquidating assets, calling in favors and taking out
loans.
In an alternate universe, where no heroes stand in the We reduce the amount of gold slightly (to 100,000), to
Cassalanters’ way of retrieving the money needed to buy make stealing it feasible.
their children back from the archdevil Asmodeus, a master We ascribe slightly less righteous characteristics to
thief known as the Black Viper plans to use the cover of Renaer Neverember and Barnibus Blastwind (although
Founders' Day to break into their vault and rob them of at the end of the day, it’s up to the players to decide
their riches, unaware of their terrible designs for the where these characters draw the line).
evening. We also assume lord Neverember left his son destitute
This module is set up to follow a typical heist scenario. upon being ousted out of Waterdeep.
Players, under the leadership of the Black Viper, gather a The Cassalanters’ plan to slay only the poor and leave
crew of thieves to rob one of the wealthiest families in the noble guests alive is replaced with a more radical
city. approach where all the wine at the party is poisoned. We
First, the Black Viper chooses her crew, based on a also remove the Cassalanters’ immunity to said poison,
roster of 6 possible accomplices. As she does so, players for dramatic purposes.
assume the roles of her chosen helpers. Also Caladorn's armor now grants the power of flight I
Then, the team plans the heist using a map of the villa guess?
and information about the vault’s defenses. They receive a
budget and a list of magic items that can be bought in the
black market to help formulate a cunning plan.
After this, the players perform their heist - they enter the
villa during the Founders' Day celebration, steal the keys to
the vault, learn the magic passphrase, and make their way
downstairs. As their plan progresses, the players uncover
clues that hint to nefarious goings-on within the
Cassalanter family.
Finally, the players discover that the vault is empty and
follow a hidden passageway into the Cassalanters’ secret
dungeon - where they have a final standoff with the cult of
Asmodeus.

3
Running the game

T
his adventure takes around 5 hours to play. It The players can buy magic items to use in the heist.
is broken up into four parts: gathering the Hand them the list of items from appendix C and 10
crew, preparing for the heist, executing the tokens. These represent their budget (a token represents
heist, and finally a showdown with the 500 gold coins, but is easier to track). Most items cost 1
Cassalanters in their dungeon. Let's look at token, but some cost more.
these steps in detail. Allow the players time to discuss their options, buy
items, and formulate a plan, but push them forward if they
are too indecisive. Be liberal with information if the players
Step 1: Gather the Crew ask about the family or the villa. Assume that the
One player starts off playing the role of Esvele Rosznar (the characters spend some time gathering intel and spying on
Black Viper). She is the mastermind behind the heist and the Cassalanters but that the Cassalanters are too shrewd
will need to choose the first recruit. Give the player the to give away their connection to Asmodeus.
character handout for the Black Viper (see appendix A), as The outcome of the preparation should be for each
well as the handouts for the other characters. character to have a rough idea of:
Depending on how experienced the players are you can How they will enter the villa.
decide to hand Esvele only the front page for each What their goal inside is (for example “I will get
character or their full details including spellbooks (but do Victoro’s key” or “I will cause a distraction”).
not give away any of the secrets from Appendix B).
Esvele selects a character to add to her crew. The players Renaer. Note that if the party contains Renaer
choose who wants to play that character. When the Neverember, the players have a budget of 14 tokens, but
decision has been made, hand the remaining information you need to keep track of which items he buys.
(spells, etc.) to the new recruit’s player, as well as that Shorter Game. Give the players the following items
character’s secret from appendix B. instead of allowing them to buy items themselves:
Both players describe a short scene where the new
character is added to the team. If the description is 1 gloves of thievery
creative, award inspiration to the participating characters. 2 dust of disappearance
The players who are now part of the team choose a new 4 potion of greater healing
character to add, and repeat this procedure until all players 1 lantern of revealing
have a character. 1 hat of disguise
Shorter Game. For a shorter game, skip this step and 1 medallion of thoughts
hand each player a random character (Esvele should be 1 bag of holding
part of the gang). It is a good idea to start everybody off 1 shingler's kit
with inspiration as well. 1 pair of sending stones (unlimited uses)
Nana. Laiba “Nana” Rosse is a special character who is
aware of the Cassalanters’ secrets but wants to use the And if Renaer is present, add:
heist to sabotage them so that the ritual fails and
Asmodeus claims their children. If your players are less 3 dust of sneezing and choking
experienced or not fond of intra-party secrets, you may 1 weapon +1
want to consider removing her from the options. 1 wand of secrets
Barnibus & Saeth. Barnibus and Saeth come as a pair, 2 philter of love
so whoever chooses this character gets to play both.
Step 3: Execution
Step 2: Preparation It’s time to play Dungeons & Dragons! Play through the
Now that the crew is complete it is time to plan the heist. events of the characters infiltrating the villa, procuring the
Give the players the villa blueprints from appendix D. As keys and password, and meeting up in the cellar to open the
they study them, make sure that Esvele Rosznar’s player vault.
informs the others of the following: Ideally, characters are successful in obtaining the keys
and reaching the vault as a group before opening it. See the
A wealthy family has recently withdrawn all accounts Advice to the GM section on how to handle players going
from the Bank of Waterdeep - meaning there is a off-script.
treasure trove of at least 100,000 gold coins in their
possession.
The family is holding a large celebration, open to the
public, on Founders’ Day - the perfect cover for a heist.
The vault is in the basement and requires three keys.
One is held by Victoro Cassalanter, the lord of the
house.
Ammalia Cassalanter, the lady of the house, has a
second.
The head servant, Willifort Crowelle, guards the third
key.
The vault is also trapped, requiring a passphrase to
enter safely.

4
Step 4: The Twist
The characters meet up, open the vault and discover that it
is empty! At this point, you subtly lead them into the
dungeon through the wine cellar’s secret door. There they
discover the evil cult at work, burning bags of silver in
sacrifice to Asmodeus, and have a climactic showdown
with the Cassalanters and their fanatics.
If you play your cards right, the statue of Asmodeus then
offers the party a final ethical dilemma of such epic
proportions that they succumb to infighting. But in reality,
they will probably just take the cash and let everybody die.
Shorter Game. The simplified dungeon floor plan in
appendix E helps speeding up the dungeon crawl. It is
probably worth using this map even if you are not strapped
for time, for pacing reasons.

5
Advice to the GM

T
he following sections provide tips on Front Door
running the adventure, to ensure the heist
goes smoothly for you if perhaps not so Even though no personal invitations have been sent, the
much for the players. festivities have been widely announced among the elite of
Waterdeep. Guards outside the estate will allow nobles
passage to the front entry. Esvele and Renaer are
welcomed by default, while other characters have to use
deception to pass as nobles, bodyguards or servants.
Spotlight & Dramatic
Tension Stables
As a gesture of good faith towards the commoners of
A scenario like this is tailor-made for splitting the party. Waterdeep, the Cassalanter family has graciously opened
The following advice from Waterdeep: Dungeon of the Mad their garden to the people. Drinks and food are served, and
Mage applies: hired bards provide music and entertainment.
Although the garden is open, only a finite number of
Splitting the Party
people are allowed in at a time, so characters need to be
early to get in line. The line starts outside of the estate’s
To ensure that every member of a split party gets main gates and winds its way towards the stable entrance.
attention, think of yourself as a film editor Inside, guards check prospective revelers and ask them to
cutting scenes in a movie. Jump from one group
of characters to the next while spending no more
leave weapons at an improvised cloakroom. Brynn has no
than a few minutes with any given group or
trouble blending in, as do Barnibus and Saeth (they might
individual. Tense moments are great times to even be allowed to keep their arms). Runagar and Rolling
"cut" from one group to another-don't be afraid Bones have a harder time entering here, especially if they
to leave them hanging! arouse suspicion in any other way.
Garden Wall
In addition, in these confined quarters you can use jump A character can enter the estate and try to climb the inner
cuts between characters as a way to play with time and wall that leads to the garden. Note that there are guards on
force serendipity. For example, Brynn Hilltopple races both sides of this wall, requiring multiple Dexterity
through the kitchen, disguised as a giant rat, but fails her (Stealth) checks, plus Strength (Athletics) for the climb.
Dexterity (Stealth) check. At this point, shift focus to However, a detected character is assumed to be simply
Renaer, who is trying to swindle Victoro in a game of Five- trying to sneak into the party for free booze, so failure is
Dragon Ante. Just as he is about to steal Victoro’s key - the not disastrous.
game is interrupted by screams from the terrified kitchen The garden has about a dozen guards wandering around
staff! to keep the peace and prevent commoners from entering
You can use time bending tricks to make things easier or the main building through the garden mudroom, reading
more difficult for the players, depending on the needs of room, or balcony. The foliage in the southern area is a good
the situation, as well as ensure the players end up in the place to hide.
cellar together.
Getting Caught
Inspiration When a PC inevitably gets too cocky and fails a test while
As mentioned, it’s a good idea to start the players off with pickpocketing one of the antagonists or is caught snooping
inspiration. A heist scenario like this tends to have a lot of around, the Cassalanters’ go-to reaction is to isolate and
make-or-break dice rolls, for example when pickpocketing a intimidate that character, temporarily breaking their own
major NPC, hiding at a crucial moment, or opening a facade and showing off a hint of their true power. Willifort,
locked door. Inspiration reduces some of the randomness for instance, grabs a character’s wrist with a speed that is
(we are dealing with trained professionals after all) and uncanny for a simple old man. Ammalia uses a magical and
helps keep the game flowing, especially if you allow it to be vicious message while keeping up her superficial smile and
used after a player fails a roll. babble. Victoro enhances his visage with thaumaturgy or
Don’t forget that players can give their inspiration to each mixes a magical command in with his words. The NPC
other as well. says something like this:
Entering the Villa I don’t know what you think you’re trying to do here, but
you are meddling with forces far beyond your imagination. I
One of the two questions the players need to answer is
“how will my character infiltrate the party?”. Here are some would strongly suggest you stay out of our affairs. There will
potential answers. be no second warning.

6
After this, the character will be shadowed by an imp, Renaer
shown their way out or, if their transgressions are serious
enough, marked for death. In the latter case, Willifort is As soon as Victoro spots Renaer from his game of Five
summoned to inform the character that there is an urgent Dragon Ante, he insists that the young lord joins.
matter that requires their attention outside, leads the Unfortunately, Renaer is not quite as prosperous as he’d
character to a quiet spot in the garden, and uses his like to be, especially after burning through his last cash to
Surprise Attack ability to assassinate them. buy (faulty) magic items, so coming up with the ante might
be difficult.
Spiking the Drinks Rolling Bones
A good way to get the Cassalanters to give up the Any social interaction that involves Rolling Bones will be
passphrase and their keys is to spike their drinks with a awkward, so make sure to have lots of characters engage
philter of love, or so it would seem. However, since the him in small-talk or interrogation. The guards, Willifort,
Cassalanters have poisoned all of the wine in the house, random nobles or, if you can pull it off, Victoro’s card game
both will staunchly refuse a drink, regardless of how are great for this.
Charismatic (Persuasive) a character is. This is also a good
way to arouse suspicion in the players that something is Rolling Bones and Runagar
not right.
(Note that in the original module the Cassalanters are These two characters stand out like sore thumbs. They will
immune to poison, but for this adventure it’s more fun to be confined to the outside area, if the guards even allow
remove that ability). them in. Also note that anyone using the entrance through
the stables will be requested to leave their weaponry,
Quantum Keys especially when that weaponry is a massive battle axe.
One way to tweak the difficulty and length of the heist is to Esvele
move keys around as the story demands it. The idea here is As soon as Ammalia catches wind of Esvele she corners
that until a character finds a key, that key could be her for an enthusiastic demonstration of her dancing robot.
anywhere, so you can cheat a little. For instance, if the
players roll particularly well and easily make their way into Brynn
Victoro’s office and Ammalia’s study, you may decide at that
point that actually the keys are not in these locations but Brynn will probably create her own trouble trying to turn a
are being carried by the Cassalanters. Likely key locations halfling to her cause. Here are some halfling names you
are: can use: Bernie High-hill, Franklin Tosscobble, Lyle
Victoro’s Key. Either on his person (playing cards in the Goldfound, Cora Stoutman, Vani Tenpenny.
family dining room, C9) or in his office, guarded by the Brynn players seem to enjoy entering the villa through
animated armor (C6). the sewers. Ask for a Wisdom (Survival) or Intelligence
Ammalia’s Key. Either on her person (entertaining (Investigation) check and bend time depending on the
guests at the masked ball in the ballroom, C13) or in her outcome. She can show up late which causes trouble for
study (C22). whoever is waiting for her in the toilet area with a fresh
Willifort’s Key. On his person, but may be attached to a pair of clothes (C16b) as Crowelle sends servants to see
chain, making pickpocketing difficult. what’s up.

Character-specific Barnibus & Saeth


These two have some bad blood with the Cassalanter
Difficulties family and are not allowed into the party proper. If they
Here are some ways to make life miserable for the heist insist, they are confined to the library by Willifort.
crew:
Playing the Cassalanters
Laiba The Cassalanters have their own locations in the villa but
Entering the mansion seems easy for Laiba - she already playing them as active and roaming agents can make for a
starts inside! However, as a member of staff she is expected dynamic adventure. Here are some tips on having them
to keep to her duties. respond to players.
You can start Laiba in the children’s bedroom, putting
them to sleep for the night. This is a good way to set up the Victoro
final dilemma by playing up their innocence. The kids are Victoro is the center of a high stakes Five Dragon Ante
also a great way to interrupt Laiba’s plans. They can start game in the family dining room. If he spots Renaer he
running amok at the party, causing the Cassalanters to insists that he joins the table. Victoro is a talkative, good-
seek Laiba and order her to stay with the children. spirited host who makes a point of keeping everybody at
the table liquored up (with poison). He ribs on Renaer
incessantly about his absent father. If other characters join
the game, especially when in disguise, he will make a point
of asking them about their history, family, home, and
favorite pastimes.

7
Cheating at cards is a great way to retrieve Victoro’s key. If Victoro's Office
the stakes are raised high enough he drops his key on the
table and dramatically declares that this is a key to his If the characters don’t need to go to Ammalia’s Study, be
private vault. If a character wins the key, Victoro laughs and sure to move the summoning tome into Victoro’s office.
explains that it is useless without the other two, quite Otherwise, the symbol of Asmodeus can be augmented
proud of his trickery. with one extra scroll tube - this one detailing the terms of
the contract with Asmodeus: a hundred thousand gold
Ammalia coins and the blood of a hundred men.
The lady of the house is arranging a masked ball, and The symbol of Asmodeus is three inverted triangles
particularly keen to show off her dancing man to the arranged in a long triangle, by the way.
guests. She will draw in Esvele in particular if she spots
her. Statue of Asmodeus
If the characters defeat the Cassalanter family, Asmodeus
Terenzio & Elzerina himself enters the scene, using the statue as his avatar. He
The children are in their room and can play a role if Nana will gladly explain the arrangement he had with the family
Rosse is part of the player characters. They require all and offer an alternative one.
kinds of attention to be put to sleep.
They can be used later to call Nana from her business at Story Chokepoint
an inopportune moment - soon joined by Ammalia. The transition between the heist’s execution and climax
Willifort Crowelle can be tricky and involves a sleight of hand on the part of
the dungeon master. The Cassalanters, who were
The head servant leads nobles in through the entrance and previously complicating the players’ attempts to retrieve the
shows them towards either the family dining room for the three keys, must now await them in their secret dungeon
card game or the upstairs area for the masked ball. He will below the villa. Here are some tips on pulling this off:
also be the first to check out any ruckus in the building. Grande Finale. Right as the players find the last key,
Crowelle is a doppelganger, which means that he can Victoro and Ammalia initiate the final stage of their plan.
read surface thoughts. You may want to downplay this They announce that dinner is being served in the banquet
ability, perhaps downgrading it to a heightened sense of hall (C15). The card game and masked ball are halted for
awareness and suspicion towards the characters. If the big event. They usher remaining nobles towards the
Crowelle has reason to distrust a character due to a poor banquet and declare that they will be joining them soon,
interaction, he will send an invisible imp after that then head down towards the basement. If the characters
character to spy. If the players don’t have the lantern of follow them, the Cassalanters are gone - having used the
revealing the imp could also be polymorphed into crow secret door to witness the final act of the ritual.
form. Close One. If the characters beat the Cassalanters to the
He has quite a bit of antipathy towards Barnibus cellar, you can create a tense situation where the two barely
Blastwind, as the inspector came close to figuring out the pass by the party. This works particularly well with a group
Cassalanters’ secret and it took Willifort a lot of work to of players that is sneaky, especially if they have access to
cover that up. He will not allow Barnibus or his friend dust of disappearance. As the characters are opening the
Saeth access to the ballroom or card game but allows them vault, or just after they have opened it and learned that it is
to stay in the library or garden, under the supervision of a empty, the door on top of the stairs opens and the voices of
guard (and invisible imp). Victoro and Ammalia can be heard making their way down.
The party can hide in the vault or in plain sight using the
Jandar and Tissina dust, and the Cassalanters pass them by only to vanish
The other named characters and co-conspirators can be through the secret door in the wine cellar.
relegated to the background unless their existence proves Cultist Giveaway. As the characters open the vault and
particularly useful. Tissina can be a roadblock to find that it is nearly empty, tell them that there are two bags
investigating Ammalia’s study, as she is lounging in the of silver lying in the wine cellar. Shortly afterward, the
master sitting room (C19) which is on the way to the study. secret door opens and a cultist pops out to retrieve the last
of the bags for the ritual. If the characters defeat and
question the cultist they learn that the rest of the money is
Exposition through the secret passage. When the players move down
You’ll want to foreshadow the climax a little bit so that it and enter the underground ceremonial hall - Victoro and
doesn’t come out of nowhere. The original module provides Ammalia also enter the hall, but through the other
plenty of clues in the Cassalanter residence, and we can entrance. So if the player characters end up on the balcony,
make a few tweaks to streamline the adventure. the Cassalanters enter through the anterior vestibule, and
vice versa.
Ammalia's Study A Wizard Did It. As a last resort, simply have the
Cassalanters teleport to the statue of Asmodeus using
The text in the tome that describes how to summon Victoro’s dimension door spell. This is a great way to
Asmodeus can be in Common. Make sure the vials have escape if the characters try to ambush the Cassalanters in
obvious traces of the poison. the cellar - make sure to bait out Barnibus’ counterspell
first with one of Ammalia’s spells.

8
Party
The Final Battle size Tweaks
7 -
Into the Dungeon
Remove the rod of rulership, dimension door,
As the characters find the vault empty they should not get a 6
divine word and heal abilities
lot of time to grieve over their wasted effort and head on to
the secret passage to the temple of Asmodeus. If they stall 5
Remove dominate person and summon demon
or fail to search the wine cellar for clues, have a cultist from Victoro's abilities
appear to gather the last bags of silver. Use Ammalia’s stat block for Victoro, but keep
4
his increased hit points
Simplified Floor Plan 3 Use Ammalia’s stat block for Victoro
This part of the original module contains some exploration
and encounters, but for pacing reasons you won’t want to A Murder of Cultists
spend too much time here. Appendix E presents a no-frills The infernal cathedral in the Cassalanter dungeon houses
version of the temple that leads straight to the action. Use 30 cultists. However, usually these are instantly incinerated
the tomb area only if Rolling Bones is with the party, and by a fireball. And if they are not, their paltry +3 to hit and 4
don't forget to give the magic armor the power of flight. damage makes them more akin to difficult terrain than an
Tweaking the Difficulty actual threat.
The Cassalanters Midnight Tears
It would seem that Victoro and Ammalia, being CR 10 and A great way to turn the tables mid-fight is by invoking the
CR 5 enemies respectively, would be more than a match for midnight tears, especially if the party has already figured
a group of level 5 adventurers. And indeed some of out that the drinks in the mansion are poisoned. Inform the
Victoro’s abilities have the potential of ruining the players that the midnight hour has struck and have anyone
encounter, so this dungeon master would not use them: who’s had a drink roll their Constitution saving throw. Note
that the poison deals around 31 damage (15 on a save) so
His rod of rulership can end the fight instantly. many characters will survive even a failed save.
Dimension door can instantly save him and Ammalia if
the fight goes badly - which is terribly anticlimactic. Devils
Divine word can take players out of the battle The cathedral features imps and bearded devils, and these
completely, which is no fun. can be used to bog down the players. Use them sparingly,
Heal tends to just drag on a battle and prolong the as the action economy can quickly turn against the players.
inevitable.
Denouement
Having said that, it’s easy to underestimate how much As the smoke clears and our heroes start collecting silver,
damage a hero can inflict on our antagonists. If Runagar there is one final trial we can visit upon them.
gets a lucky critical hit, he will deal 3d12 + 2d6 + 8 (avg 35) The statue of Asmodeus comes to life and congratulates
damage in a single swing. Add in a fireball from Nana, a the characters on a job well done. It then explains the
stun-lock from Brynn, and Esvele’s sneak attack, and it’s situation (the Cassalanters had a contract, it needs to be
not inconceivable that a prepared party can bring Victoro paid or the children are doomed) and offers, as a sign of
close to death in a single round, or one-shot Ammalia. good will, to allow the characters to fulfill the terms. If
Here’s how the math works out: anyone asks about the “deaths” part of the deal, Asmodeus
Party size “Deadly” XP Cassalanters XP points out the smoldering corpses of the cultists. But as far
as coin goes, he sadly informs them that their hard-earned
3 3300 11550 wealth must be deposited into the brazier.
4 4400 11550 Ideally, this leads to some debate as the characters weigh
the value of the Cassalanter children’s lives versus their
5 5500 11550 own financial gains, perhaps even including a dramatic
6 6600 7700 battle if Nana feels her plot to ruin the ritual is in jeopardy.
It is this dungeon master’s experience, however, that
7 7700 7700 players are all too eager to take the money and run. In such
an event, make sure to have Asmodeus applaud the
Note that versus a 6 or 7-player group the two characters’ lack of moral compass and tell them that he
Cassalanters are only just “Deadly”. In that scenario, this looks forward to welcoming their eternal souls into his
writer advises using them to their full extent. As anecdotal domain.
evidence, in one test game a party entered combat having
spent most of their resources, including both of Nana’s
spell slots, Runagar’s reincarnation, Brynn’s lunar points, A Note on Carrying Gold
Renaer’s inspiration, and Barnibus’ third level spells, and Technically, the amount of silver needed for the ritual
still easily wiped the floor with their adversaries. requires a few trips to carry, or multiple bags of holding. It
For smaller groups, here are some ways to keep the is up to you how strict you want to be here, but in general
encounter level “Deadly”, but not overly so: we can assume a single bag should be enough. If it was
Renaer who purchased said bag and it malfunctions, well,
that’s on him.

9
Appendix A: A Cast of Thieves
The following handout can be given to Esvele's player, along with her character sheet.

Heist Rules
Gather a crew
Esvele has a list of contacts in and around the city. From these she can hire a crew to help her plan and execute the
heist.
Plan the heist
Once the crew is complete, planning can begin. Esvele has procured a simple map of the mansion and the following
information:
The safe is in the cellar of the villa.
To open the safe requires three separate keys. One is worn by lord Victoro Cassalantar, the other by lady Ammalia
Cassalantar, and the third by their head servant Willifort Crowelle.
The safe is magically trapped. Entering it safely requires a key phrase that only Victoro, Ammalia and Willifort
know.
Purchase equipment
Esvele has a budget of 5000 Dragons to buy specialized equipment for the operation. This means she can buy 10
items from the Black Market table.

10
Esvele Rosznar (The Black Viper)

A
s the only daughter of a noble family, lady
Esvele has been brought up to be the most
proper noble possible, partaking in lessons of Black Viper
etiquette, dance, and poise as befits someone
of her station. Medium humanoid (human), chaotic neutral

Armor Class 16
Hit Points 28
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Dex +7, Int +5


Skills Acrobatics +7, Sleight of Hand +10,
Stealth +10, Investigation +5, Perception +4,
Deception +5, Persuasion +5, Thieves' Tools +7
Senses passive Perception 14
Languages Common, Thieves' Cant

Cunning Action. On each of your turns, you can


use a bonus action to take the Dash, Disengage,
or Hide action, perform a Sleight of Hand check,
use your Thieves' Tools, or otherwise interact with
an object.
Second Story Work. You can climb at your regular
movement speed.
Sneak Attack (1/turn). You deal an extra 3d6
In her younger days, Esvele openly rebelled, but that damage when you hit a target with a weapon
behavior led to locked doors and house guards, so she attack and have advantage on the attack roll, or
taught herself how to pick locks, pluck keys from belts and when the target is within 5 feet of an ally that isn't
incapacitated and you don't have disadvantage on
pouches, clamber up walls. and sneak past guards, playing the attack roll
the perfect daughter by day while cutting loose at night. To
hide her identity from those she met, she wore a hood and Actions
mask, exchanging her fine clothes for the kind of practical
clothing her parents would never let her wear. Rapier. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 1d8 + 4 piercing damage.
These days the noble families of Waterdeep tremble at
the thought of being visited in the night by Esvele, even if Hand crossbow. Ranged Weapon Attack: +7 to hit,
they do not know her identity: it is said no treasure is safe reach 30ft./120ft., one target. Hit: 1d6 + 4
from the Black Viper. piercing damage.
Esvele has learned that the Cassalanters, another noble Dagger. Melee Weapon Attack: +7 to hit, reach
family, have recently withdrawn all of their gold from the 5ft., one target. Hit: 1d4 + 4 piercing damage.
bank of Waterdeep and transported the coins back to their
villa, perhaps in preparation for a large business deal. The Inspiring Leader. You spend 10 minutes inspiring
your companions. Each friendly creature that can
loot is estimated to be at least 100.000 golden Dragons. As hear and see you (including yourself) gains 7
luck would have it, the Cassalanters are hosting a party on temporary hit points.
Founders’ Day - the perfect opportunity for a heist!
Reactions
Uncanny Dodge. You halve the damage from an
attack that hits you. You must be able to see the
attacker.

11
Laiba "Nana" Rosse (the insider)

L
aiba Rosse is one of the staff members of the
Cassalanter household, taking the duties of
caretaker and private tutor for the two
children Terenzio and Elzerina Cassalanter.
Like many of the family’s servants she is
tainted by an infernal bloodline, a condition
not uncommon in Waterdeep. Her heritage
presents itself through her purple skin-colour, small horns,
and penchant for the arcane.
Like many tieflings, Laiba grew up shunned by society
and in poverty. While she has some loyalty to the
Cassalanters, she feels that they do not sufficiently
appreciate their wealth, and the prospect of relieving them
off it sounds quite appealing to her.
Heist Rules
Nana knows many additional features of the house, which
can be of help during planning.

Nana Medium humanoid (tiefling), lawful evil


Cantrips (at will): thaumaturgy, prestidigitation,
Armor Class 11 friends
Hit Points 38 Spells (2 slots): fireball, stinking cloud, scorching ray,
Speed 30 ft. blindness/deafness, command, burning hands
Actions
STR DEX CON INT WIS CHA
Dagger. Melee Weapon Attack: +3 to hit, reach 5ft.,
8 (-1) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 18 (+4) one target. Hit: 1d4 piercing damage.

Saving Throws Wisdom +3, Charisma +7 Eldritch Blast. Ranged Spell Attack: +7 to hit, reach
Skills Arcana +4, Religion +4, Medicine +3, Deception 120ft., two beams. Hit: 1d10 + 4 force damage per
+7 beam.
Damage Resistances fire Mask of Many Faces. You can magically disguise
Senses passive Perception 10, Darkvision (60 ft.) yourself to look like another person. You can change
Languages Common, Infernal your race, gender, height (+/- 1ft.), weight, as well as
clothing, armor, and other belongings on your person.
Flames of Phlegethos. When you cast a spell that deals The effect is illusionary - your actual dimensions or
fire damage, you can reroll any roll of 1 on the fire equipment do not change. To discern that you are
damage dice. In addition, after casting the spell a disguised, a creature can use its action to inspect
wreath of flames protects you until the end of your your appearance and must succeed on a DC 15
next turn. Any creature within 5 feet that attacks you Intelligence (Investigation) check.
suffers 1d4 fire damage. Darkness (1/Day). You create a magical 15 ft. radius
Voice of the Chain Master. You can communicate sphere of darkness as per the darkness spell.
telepathically with your familiar, see through its eyes,
and speak through it in your own voice.
Reactions
Hellish Rebuke (1/Day). You point your finger at a
Dark One's blessing. When you reduce a hostile
creature that dealt damage to you and it is
creature to 0 hit points you gain 9 temporary hit
surrounded by hellish flames. The creature must
points.
make a Dexterity saving throw, taking 3d10 fire
Dark Ritual. Whenever you finish a short rest, you damage on a failed save, or half as much on a
recharge both your spell slots. successful one.
Spellcasting. You are a 5th level spellcaster (spell save
DC 15, +7 to hit with spell attacks). Your patron
allows you to cast the following spells:

12
Nana's Imp Shapechanger : The imp can use its action to
polymorph into a beast form that resembles a rat
Tiny fiend (devil, shapechanger), lawful evil
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
(20 ft., climb 20 ft.), or back into its true form. Its
Armor Class 13 statistics are the same in each form, except for the
Hit Points 10 speed changes noted. Any equipment it is wearing or
Speed 20 ft., fly 40 ft. carrying isn't transformed. It reverts to its true form if
it dies.
STR DEX CON INT WIS CHA Devil's Sight : Magical darkness doesn't impede the
imp's darkvision.
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Magic Resistance : The imp has advantage on saving
throws against spells and other magical effects.
Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5
Damage Resistances cold; bludgeoning, piercing, and
Actions
slashing from nonmagical attacks that aren't Sting (Bite in Beast Form) : Melee Weapon Attack: +5
silvered to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing
Damage Immunities fire, poison damage, and the target must make on a DC 11
Condition Immunities poisoned Constitution saving throw, taking 3d6 poison damage
on a failed save, or half as much damage on a
Senses darkvision 120 ft., passive Perception 11 successful one.
Languages Infernal, Common Invisibility : The imp magically turns invisible until it
attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.

13
Laiba "Nana" Rosse (Spellbook)
Spellbook Friends
Conjuration cantrip
Cantrips Casting Time: 1 action
Thaumaturgy Range: Self
Transmutation cantrip Components: S, M (make-up applied to face)
Duration: concentration, up to 1 minute
Casting Time: 1 action Using your action, choose a creature you can see that
Range: 30 feet isn't hostile toward you. You gain advantage on Charisma
Components: V checks toward it for the duration. When the spell ends, the
Duration: Instantaneous / 1 minute creature realizes you used magic on it and becomes hostile,
You manifest a minor wonder, a sign of supernatural possibly attacking or getting other payback.
power, within range. You create one of the following
magical effects within range: Spells
Your voice booms up to three times as loud as normal Fireball
for 1 minute. 3rd level evocation
You cause flames to flicker, brighten, dim, or change Casting Time: 1 action
color for 1 minute. Range: 150 feet
You cause harmless tremors in the ground for 1 minute. Components: V, S, M (A tiny ball of bat guano and sulfur)
You create a sound that originates from a point of your Duration: Instantaneous
choice within range.
You cause an unlocked door or window to fly open or A bright streak flashes from your pointing finger to a
slam shut. point you choose within range and then blossoms with a
You alter the appearance of your eyes for 1 minute. low roar into an explosion of flame. Each creature in a 20-
foot-radius sphere centered on that point must make a
If you cast this spell multiple times, you can have up to Dexterity saving throw. A target takes 8d6 fire damage on a
three of its 1-minute effects active at a time, and you can failed save, or half as much damage on a successful one.
dismiss such an effect as an action. The fire spreads around corners. It ignites flammable
Prestidigitation
objects in the area that aren’t being worn or carried.
Transmutation cantrip Stinking Cloud
Casting Time: 1 action 3st level conjuration
Range: 10 feet Casting Time: 1 action
Components: V, S Range: 90 feet
Duration: Instantaneous / 1 minute Components: V, S, M (A rotten egg or several skunk
This spell is a minor magical trick that novice cabbage leaves)
spellcasters use for practice. You create one of the Duration: Up to 1 minute
following effects: You create a 20-foot-radius sphere of yellow, nauseating
You create a harmless sensory effect. gas centered on a point within range. The cloud spreads
You light or put out a small fire. around corners, and its area is heavily obscured. The cloud
You clean or soil an object no larger than 1 cubic foot. lingers in the air for the duration.
You chill, warm, or flavor up to 1 cubic foot of nonliving Each creature that is completely within the cloud at the
material for 1 hour. start of its turn must make a Constitution saving throw
You make a small mark appear on an object or surface against poison. On a failed save, the creature spends its
for 1 hour. action that turn retching and reeling. Creatures that don’t
You create a nonmagical trinket or a hand-sized illusory need to breathe or are immune to poison automatically
image. It lasts until the end of your next turn. succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses
If you cast this spell multiple times, you can have up to the cloud after 4 rounds. A strong wind (at least 20 miles
three of its non-instantaneous effects active at a time, and per hour) disperses it after 1 round.
you can dismiss an effect as an action.

14
Laiba "Nana" Rosse (Spells, Cont'd)
Scorching Ray Burning Hands
3nd level evocation 3rd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (15-foot cone)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You create four rays of fire and hurl them at targets As you hold your hands with thumbs touching and
within range. You can hurl them at one target or several. fingers spread, a thin sheet of flames shoots forth from your
Make a ranged spell attack for each ray. On a hit, the target outstretched fingertips. Each creature in a 15-foot cone
takes 2d6 fire damage. must make a Dexterity saving throw. A creature takes 5d6
fire damage on a failed save, or half as much damage on a
Blindness/Deafness successful one. The fire ignites any flammable objects in
3nd level necromancy the area that aren’t being worn or carried.
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen your foes. Choose up to two
creatures that you can see within range to make a
Constitution saving throw. If it fails, the target is either
blinded or deafened (your choice) for the duration. At the
end of each of its turns, the target can make a Constitution
saving throw. On a success, the spell ends.
Command
3nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to creatures you can see
within range. Choose up to three targets. A target must
succeed on a Wisdom saving throw or follow the command
on its next turn. The spell has no effect if the target is
undead, if it doesn’t understand your language, or if your
command is directly harmful to it. Some typical commands
and their effects follow. You might issue a command other
than one described here. If you do so, the GM determines
how the target behaves. If the target can’t follow your
command, the spell ends.
Approach. The target moves toward you by the shortest
and most direct route, ending its turn if it moves within
5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn. Flee. The target spends its turn moving
away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A
flying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.

15
"Rolling Bones" (the specialist)

I
t is said that the kenku, a race of short, humanoid Rolling Bones is one of the rare kenku who are more
crow-like people, once angered a god. As ambitious and daring than their fellows. Renowned for his
punishment, the god took away their wings, their excellent skills of forgery and infiltration, he leads a small
ability to speak, and their creativity. Most kenku flock in the Field Ward of Waterdeep, offering his services
wander the world as vagabonds and burglars who to anyone ranging from the deranged Xanathar guild to the
live at the edge of human society. wizards of the Blackstaff Academy.
Kenku can mimic the sound of anything they hear. A
kenku asking for money might make the sound of coins Heist Rules
clinking together, and a kenku referring to a busy Rolling Bones has enough time to forge up to two items or
marketplace can reproduce the cacophony of hawking documents prior to the heist.
vendors, barking dogs, bleating sheep, and the cries of
street urchins. When mimicking voices, they can only
repeat words and phrases they have heard, not create new
sentences. To converse with a kenku is to witness a
performance of imitated sounds and almost nonsensical
verse. Their talent for mimicry extends to handwriting, and
criminal organizations often employ kenku to forge
documents. When a kenku commits a crime, it might forge
evidence to implicate another creature.

Rolling Bones Lucky (3/Day). Reroll an attack roll, saving throw, or


ability check and take the best result. You can even
Medium humanoid (kenku), chaotic neutral
reroll attack rolls made by enemies against you.

Armor Class 11 Strength of the Grave (1/Day). When damage reduces


Hit Points 25 you to 0 hit points, you can make a Charisma saving
Speed 30 ft. throw (DC 5 + the damage taken). On a success, you
instead drop to 1 hit point. You can't use this feature
if you are reduced to 0 hit points by radiant damage
STR DEX CON INT WIS CHA or by a critical hit.
8 (-1) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 15 (+2) Expert Forgery. You can duplicate other creatures'
handwriting and craftwork. You have advantage on all
checks made to produce forgeries or duplicates of
Saving Throws Constitution +5, Charisma +5
existing objects.
Skills Perception +5, Deception +5, Acrobatics +4,
Stealth +4, Forgery Kit +5 Mimicry. You can mimic sounds you have heard,
Senses passive Perception 15, darkvision (120 ft.) including voices. A creature that hears the sounds
Languages Common, Auran, but you can speak only you make can tell they are imitations with a
by using your Mimicry trait successful Wisdom (Insight) check opposed by your
Charisma (Deception) check.
Sorcery Points. You have 5 sorcery points that you can Spellcasting. You are a 5th level spellcaster (spell save
use as follows: DC 13, +5 to hit with spell attacks). Your know the
Subtle spell (1 point): when you cast a spell, you following spells:
can spend 1 sorcery point to cast it without Cantrips (at will): fire bolt, mending, minor illusion,
somatic or verbal components. shocking grasp, message
Darkness (2 points): use your sorcery points to 1st level (4 slots): charm person, sleep
cast the darkness spell without expending a spell 2nd level (3 slots): darkness, see invisibility, gust of
slot. If you cast the spell in this way, you can see wind
through the darkness. 3rd level (2 slots): hypnotic pattern, major image,
Twinned spell (variable): when you cast a spell that enemies abound
has a single target you can spend a number of
sorcery points equal to that spell's level to cast a Actions
duplicate of the spell with a different target. Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
Cast a spell (variable): use your sorcery points to one target. Hit: 1d4 + 1 piercing damage.
cast one of your spells without expending a spell
slot. The point cost is equal to the spell's level + 1. Recharge Sorcery. As a bonus action, you can expend
a spell slot to regain sorcery points equal to the slot's
level.

16
"Rolling Bones" (Spellbook)
If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone else’s
voice, a lion’s roar, a beating of drums, or any other sound
Roleplaying a Kenku you choose. The sound continues unabated throughout the
If you're playing a kenku, constant attempts to duration, or you can make discrete sounds at different
mimic noises can come across as confusing or times before the spell ends.
irritating rather than entertaining. You can just as If you create an image of an object—such as a chair,
easily describe the sounds your character makes muddy footprints, or a small chest—it must be no larger
and what they mean. Be clear about your than a 5-foot cube. The image can’t create sound, light,
character's intentions unless you're deliberately smell, or any other sensory effect. Physical interaction with
aiming for inscrutable or mysterious. the image reveals it to be an illusion, because things can
You might say, "Snapper makes the noise of a
hammer slowly and rhythmically tapping a stone
pass through it.
to show how bored he is. He plays with his
If a creature uses its action to examine the sound or
dagger and studies the Lords' Alliance agent image, the creature can determine that it is an illusion with
sitting at the bar." Creating a vocabulary of a successful Intelligence (Investigation) check against your
noises for the other players to decode might spell save DC. If a creature discerns the illusion for what it
sound like fun, but it can prove distracting and is, the illusion becomes faint to the creature.
could slow down the game.
Shocking Grasp
evocation cantrip
Casting Time: 1 action
Spellbook Range: Touch
Cantrips Components: V, S
Duration: Insantaneous
Fire Bolt Lightning springs from your hand to deliver a shock to a
evocation cantrip creature you try to touch. Make a melee spell attack against
Casting Time: 1 action the target. You have advantage on the attack roll if the
Range: 120 feet target is wearing armor made of metal. On a hit, the target
Components: V, S takes 2d8 lightning damage, and it can’t take reactions until
Duration: Instantaneous the start of its next turn.
You hurl a mote of fire at a creature or object within Message
range. Make a ranged spell attack against the target. On a Transmutation cantrip
hit, the target takes 2d10 fire damage. A flammable object
hit by this spell ignites if it isn’t being worn or carried. Casting Time: 1 action
Range: 120 feet
Mending Components: V, S, M (a short piece of copper wire)
transmutation cantrip Duration: 1 round
Casting Time: 1 action You point your finger toward a creature within range and
Range: Touch whisper a message. The target (and only the target) hears
Components: V, S, M (Two lodestones) the message and can reply in a whisper that only you can
Duration: Instantaneous hear.
You can cast this spell through solid objects if you are
This spell repairs a single break or tear in an object you familiar with the target and know it is beyond the barrier.
touch, such as a broken chain link, two halves of a broken Magical silence, 1 foot of stone, 1 inch of common metal, a
key, a torn cloak, or a leaking wineskin. As long as the thin sheet of lead, or 3 feet of wood blocks the spell. The
break or tear is no larger than 1 foot in any dimension, you spell doesn’t have to follow a straight line and can travel
mend it, leaving no trace of the former damage. freely around corners or through openings.
This spell can physically repair a magic item or
construct, but the spell can’t restore magic to such an
object.
Minor Illusion
illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (A bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range
that lasts for the duration. The illusion also ends if you
dismiss it as an action or cast this spell again.

17
"Rolling Bones" (Spells, Cont'd)
Level 1 Level 2
Charm Person Darkness
1st level enchantment 2nd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, M (Bat fur and a drop of pitch or piece of
Duration: 1 hour coal)
You attempt to charm a humanoid you can see within Duration: Up to 10 minutes
range. It must make a Wisdom saving throw, and does so Magical darkness spreads from a point you choose
with advantage if you or your companions are fighting it. If within range to fill a 15-foot radius Sphere for the
it fails the saving throw, it is charmed by you until the spell Duration. The darkness spreads around corners. A
ends or until you or your companions do anything harmful creature with Darkvision can't see through this darkness,
to it. The charmed creature regards you as a friendly and nonmagical light can't illuminate it.
acquaintance. When the spell ends, the creature knows it If the point you choose is on an object you are holding or
was charmed by you. one that isn't being worn or carried, the darkness emanates
At Higher Levels: When you cast this spell using a spell from the object and moves with it. Completely covering the
slot of 2nd level or higher, you can target one additional source of the darkness with an opaque object, such as a
creature for each slot level above 1st. The creatures must bowl or a helm, blocks the darkness.
be within 30 feet of each other when you target them. If any of this spell's area overlaps with an area of light
Sleep
created by a spell of 2nd level or lower, the spell that
created the light is dispelled.
1st level enchantment
Casting Time: 1 action See Invisibility
Range: 90 feet 2nd level divination
Components: V, S, M (A pinch of fine sand, rose petals, or Casting Time: 1 action
a cricket) Range: Self
Duration: 1 minute Components: V, S, M (A pinch of talc and a small
This spell sends creatures into a magical slumber. Roll sprinkling of powdered silver)
5d8, the total is how many Hit Points of creatures this spell Duration: 1 hour
can affect. Creatures within 20 feet of a point you choose For the Duration, you see Invisible creatures and Objects
within range are affected in ascending order of their as if they were visible, and you can see into the Ethereal
current Hit Points (ignoring Unconscious creatures). Plane. Ethereal creatures and Objects appear ghostly and
Starting with the creature that has the lowest current Hit translucent.
Points, each creature affected by this spell falls
Unconscious until the spell ends, the sleeper takes Gust of Wind
damage, or someone uses an action to shake or slap the 2nd level illusion
sleeper awake. Subtract each creature's Hit Points from Casting Time: 1 action
the total before moving on to the creature with the next Range: Self (60-foot line)
lowest Hit Points. A creature's Hit Points must be equal to Components: V, S, M (A legume seed)
or less than the remaining total for that creature to be Duration: Up to 1 minute
affected.
Undead and creatures immune to being Charmed aren't A line of strong wind 60 feet long and 10 feet wide blasts
affected by this spell. from you in a direction you choose for the spell's Duration.
At Higher Levels: When you cast this spell using a spell Each creature that starts its turn in the line must succeed
slot of 2nd level or higher, roll an additional 2d8 for each on a Strength saving throw or be pushed 15 feet away from
slot level above 1st. you in a direction following the line.
Any creature in the line must spend 2 feet of Movement
for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes
candles, torches, and similar unprotected flames in the
area. It causes protected flames, such as those of lanterns,
to dance wildly and has a 50 percent chance to extinguish
them.
As a Bonus Action on each of your turns before the spell
ends, you can change the direction in which the line blasts
from you.

18
"Rolling Bones" (Spells, Cont'd)
Level 3 Enemies Abound
Hypnotic Pattern 3rd level enchantment
3rd level illusion Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 120 feet Components: V, S
Components: S, M (A glowing stick of incense or a crystal Duration: Concentration, up to 1 minute
vial filled with phosphorescent material) You force one creature you can see to make an
Duration: Up to 1 minute Intelligence save. It automatically succeeds if it's immune
You create a twisting pattern of colors that weaves to being frightened. On a failure, the target regards all
through the air inside a 30-foot cube within range. The creatures it can see as enemies, allies included. Each time
pattern appears for a moment and vanishes. Each creature the target takes damage, it can repeat the save, ending the
in the area who sees the pattern must make a Wisdom effect on a success.
saving throw. On a failed save, the creature becomes Whenever the creature chooses a target, it must choose
charmed for the duration. While charmed by this spell, the at random from among the creatures it can see within
creature is incapacitated and has a speed of 0. range. If an enemy provokes an opportunity attack, the
The spell ends for an affected creature if it takes any creature must make that attack if it's able to.
damage or if someone else uses an action to shake the
creature out of its stupor.
Major Image
3rd level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A bit of fleece)
Duration: 1 minute
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 20-foot
cube. The image appears at a spot that you can see within
range and lasts for the Duration. It seems completely real,
including sounds, smells, and temperature appropriate to
the thing depicted. You can't create sufficient heat or cold to
cause damage, a sound loud enough to deal thunder
damage or deafen a creature, or a smell that might sicken a
creature (like a troglodyte's stench).
As long as you are within range of the Illusion, you can
use your action to cause the image to move to any other
spot within range. As the image changes location, you can
alter its appearance so that its movements appear natural
for the image. For example, if you create an image of a
creature and move it, you can alter the image so that it
appears to be walking. Similarly, you can cause the Illusion
to make different sounds at different times, even making it
carry on a conversation, for example.
Physical interaction with the image reveals it to be an
Illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it
is an Illusion with a successful Intelligence (Investigation)
check against your spell save DC. If a creature discerns the
Illusion for what it is, the creature can see through the
image, and its other sensory qualities become faint to the
creature.

19
Renaer Neverember (the conman)

R
enaer is the estranged son of Dagult
Neverember, the former Open Lord of
Waterdeep, who was famously ousted by the
council of Masked Lords as a result of his
corruption and disastrous policies. Father
and son detest one another, and Renaer is
least happy when he finds himself forced to
deal with some mess his father left behind. Qualities that
both share include striking good looks, a love of drink, and
a flair for diplomacy. What Renaer lacks is his father's
belligerence and ill temper.
Renaer owns Neverember House, a four story residence
in the Sea Ward, that he inherited from his mother. Renaer
spends as little time there as possible, however, since it’s
constantly under surveillance by spies loyal to his father.
His friends have an open invitation to use the house as they
please, while Renaer spends most of his free time in
taverns and festhalls.
Heist Rules
Renaer increases the funds for initial equipment by 2000
gp. He is also a well known and liked noble, allowing him
easy access to the Cassalanters’ party as well as advantage
on any Charisma based checks versus other nobles.

Renaer Neverember Medium humanoid (human), chaotic good


Dual Wielding. When you fight using your
Armor Class 13 (breastplate), 14 when dual wielding longsword in one hand and your shortsword in the
Hit Points 38 other, you gain +1 AC and may add your damage
Speed 30 ft. bonus to both attacks.
Blade Flourish. Whenever you attack, your speed is
STR DEX CON INT WIS CHA increased by 10 ft. for that turn.
16 (+3) 8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) Song of Rest. When taking a short rest, you increase
the hitpoints regained by your party by 1d6.
Saving Throws Dexterity +2, Charisma +6 Jack of all Traits. You add a +1 bonus to any skill check
Skills Athletics +10, Acrobatics +2, Perception +4, that you are not proficient in.
Survival +4, Persuasion +10
Senses passive Perception 14 Spellcasting. You are a 5th level spellcaster (spell save
Languages Common DC 14, +6 to hit with spell attacks). Your know the
following spells:
Bardic Inspiration (3/Rest). You have 3 inspiration Cantrips (at will): prestidigitation, vicious mockery,
points that you can use as follows: light
1st level (4 slots): cure wounds, charm person,
Inspire other (bonus action): you inspire an ally - heroism
once within the next 10 minutes, the target can 2nd level (3 slots): heat metal, locate object,
roll 1d8 and add it to an attack roll, skill check, or invisibility
saving throw. 3rd level (2 slots): catnap, speak with plants
Defensive flourish (on hit): you deal an extra 1d8
damage, and add 1d8 to your AC until your next Actions
turn
Slashing flourish (on hit): you deal an extra 1d8 Longsword. Melee Weapon Attack: +6 to hit, reach
damage, and hit a second target within melee 5ft., one target. Hit: 1d8 + 3 slashing damage.
range for 1d8 damage as well. Shortsword. Melee Weapon Attack: +6 to hit, reach
Mobile flourish (on hit): you deal an extra 1d8 5ft., one target. Hit: 1d6 + 3 slashing damage.
damage, and move the target 10 ft. in any
direction. You may use your reaction to follow it.

20
Spellbook Level 1
Cure Wounds
Cantrips 1st level evocation
Prestidigitation Casting Time: 1 action
Transmutation cantrip Range: Touch
Casting Time: 1 action Components: V, S
Range: 10 feet Duration: Instantaneous
Components: V, S A creature you touch regains a number of hit points
Duration: Instantaneous / 1 minute equal to 1d8 + your spellcasting ability modifier. This spell
This spell is a minor magical trick that novice has no effect on undead or constructs.
spellcasters use for practice. You create one of the At Higher Levels: When you cast this spell using a spell
following effects: slot of 2nd level or higher, the Healing increases by 1d8 for
each slot level above 1st.
You create a harmless sensory effect.
You light or put out a small fire. Charm Person
You clean or soil an object no larger than 1 cubic foot. 1st level enchantment
You chill, warm, or flavor up to 1 cubic foot of nonliving Casting Time: 1 action
material for 1 hour. Range: 30 feet
You make a small mark appear on an object or surface Components: V, S
for 1 hour. Duration: 1 hour
You create a nonmagical trinket or a hand-sized illusory
image. It lasts until the end of your next turn. You attempt to charm a humanoid you can see within
range. It must make a Wisdom saving throw, and does so
If you cast this spell multiple times, you can have up to with advantage if you or your companions are fighting it. If
three of its non-instantaneous effects active at a time, and it fails the saving throw, it is charmed by you until the spell
you can dismiss an effect as an action. ends or until you or your companions do anything harmful
to it. The charmed creature regards you as a friendly
Vicious Mockery acquaintance. When the spell ends, the creature knows it
cantrip cantrip was charmed by you.
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell
Range: 60 feet slot of 2nd level or higher, you can target one additional
Components: V creature for each slot level above 1st. The creatures must
Duration: Instantaneous be within 30 feet of each other when you target them.
You unleash a string of insults laced with subtle
enchantments at a creature you can see within range. If the
target can hear you (though it need not understand you), it
must succeed on a Wisdom saving throw or take 2d4
psychic damage and have disadvantage on the next attack
roll it makes before the end of its next turn.
Light
evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (A firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional 20
feet. The light can be colored as you like. Completely
covering the object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,
that creature must succeed on a Dexterity saving throw to
avoid the spell.

21
Renaer Neverember (Spells, Cont'd)
Heroism Invisibility
1st level enchantment 2nd level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (An eyelash encased in gum arabic)
Duration: Up to 1 minute Duration: Up to 1 hour
A willing creature you touch is imbued with bravery. A creature you touch becomes invisible until the spell
Until the spell ends, the creature is immune to being ends. Anything the target is wearing or carrying is invisible
frightened and gains temporary hit points equal to your as long as it is on the target’s person. The spell ends for a
spellcasting ability modifier at the start of each of its turns. target that attacks or casts a spell.
When the spell ends, the target loses any remaining At Higher Levels: When you cast this spell using a spell
temporary hit points from this spell. slot of 3rd level or higher, you can target one additional
At Higher Levels: When you cast this spell using a spell creature for each slot level above 2nd.
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st. Level 3
Level 2 Catnap
3rd level enchantment
Heat Metal
2nd level transmutation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: S, M (Sand)
Range: 60 feet Duration: 10 minutes
Components: V, S, M (A piece of iron and a flame) Up to three willing creatures you see of your choice fall
Duration: Up to 1 minute unconscious. The spell ends early if a target takes damage
Choose a manufactured metal object, such as a metal or someone uses an action to shake or slap it awake. If a
weapon or a suit of heavy or medium metal armor, that you target is unconscious for the full duration, it gains the
can see within range. You cause the object to glow red-hot. benefit of a short rest, and it can't be affected by this spell
Any creature in physical contact with the object takes 2d8 until it finishes a long rest.
fire damage when you cast the spell. Until the spell ends,
you can use a Bonus Action on each of your subsequent Speak with Plants
turns to cause this damage again. 3rd level transmutation
If a creature is holding or wearing the object and takes Casting Time: 1 action
the damage from it, the creature must succeed on a Range: Self (30-foot radius)
Constitution saving throw or drop the object if it can. If it Components: V, S
doesn't drop the object, it has disadvantage on Attack rolls Duration: 10 minutes
and Ability Checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell You imbue Plants within 30 feet of you with limited
slot of 3rd level or higher, the damage increases by 1d8 for sentience and animation, giving them the ability to
each slot above 2nd. communicate with you and follow your simple commands.
You can question Plants about events in the spell's area
Locate Object within the past day, gaining information about creatures
2nd level divination that have passed, weather, and other circumstances.
Casting Time: 1 action You can also turn difficult terrain caused by Plant
Range: Self Growth (such as thickets and undergrowth) into ordinary
Components: V, S, M (A forked twig) terrain that lasts for the Duration. Or you can turn ordinary
Duration: Up to 10 minutes terrain where Plants are present into difficult terrain that
lasts for the Duration, causing vines and branches to
Describe or name an object that is familiar to you. You hinder pursuers, for example.
sense the direction to the object's location, as long as that Plants might be able to perform other tasks on your
object is within 1,000 feet of you. If the object is in motion, behalf, at the DM's discretion. The spell doesn't enable
you know the direction of its Movement. Plants to uproot themselves and move about, but they can
The spell can locate a specific object known to you, as freely move branches, tendrils, and stalks.
long as you have seen it up close - within 30 feet - at least If a plant creature is in the area, you can communicate
once. Alternatively, the spell can locate the nearest object of with it as if you shared a Common language, but you gain
a particular kind, such as a certain kind of apparel, jewelry, no magical ability to influence it.
furniture, tool, or weapon. This spell can cause the Plants created by the Entangle
This spell can't locate an object if any thickness of lead, spell to release a Restrained creature.
even a thin sheet, blocks a direct path between you and the
object.

22
Barnibus Blastwind (the veteran)

B
lastwind is a former law-enforcer of the city
who, after finding that his retirement fund left
something to be desired, decided to spend his Barnibus Blastwind
golden years on more.. lucrative.. ventures. Medium humanoid (human), neutral good

Armor Class 11 (cloth)


Hit Points 17
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 13 (+1) 9 (-1) 18 (+4) 15 (+2) 14 (+2)

Saving Throws Intelligence +7, Wisdom +5


Skills Arcana +7, History +7, Investigation +7,
Insight +5
Senses passive Perception 12
Languages Common, Elvish, Draconic

Portent. At the beginning of the game, roll two


d20s and record the numbers rolled. Vou can
replace any attack roll, saving throw, or ability
check made by you or a creature that you can see
Barnibus is an alumnus of the Watchful Order of Magists with one of these foretelling rolls. Vou must
and Protectors, where he investigated crimes that involved choose to do so before the roll, and you can
the use of magic. He comes across as prickly and secretive, replace a roll in this way only once per turn. Each
confiding only in Saeth Cromley, a retired sergeant of the foretelling roll can be used only once.
City Watch who assists in many of his investigations. Arcane Recovery (1/Day). When you finish a short
Barnibus still uses the spells that helped him during his rest, you regain 3 levels worth of spell slots (i.e.:
time as an investigator to pry secrets from the minds of one third level slot, or one first and one second
suspects and locate missing persons. He finds violence level slot, or three first level slots)
appalling and would never use his magic to inflict harm on Spellcasting. You are a 5th level spellcaster (spell
others- even those who harm him. save DC 15, +7 to hit with spell attacks). You
His companion Saeth Cromley is a retired sergeant of know the following spells:
the City Watch, a likable fellow with a sharp, sarcastic wit,
who occasionally comes out of retirement at the request of Cantrips (at will): gust, mage hand, blade ward,
Barnibus Blastwind. Saeth he assists the mage in his message
1st level (4 slots): detect magic, identify,
unusual ventures. He helps Barnibus relate to the common comprehend languages
folk, and he is good at coaxing information out of them. 2nd level (3 slots): detect thoughts, suggestion
Though Cromley was once a strict proponent of Watch 3rd level (2 slots): clairvoyance, sending,
regulations and dress codes, he has grown lax in both counterspell, tiny servant
matters now that he's officially retired.
Actions
Heist Rules Staff. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 1d6 bludgeoning damage.
Barnibus never goes on a mission without bringing his
partner Saeth along.
The two still have some sway over the local authorities.
When interacting with members of the City Watch or City
Guard, they gain advantage on any Charisma based checks.

23
Saeth Cromley
Medium humanoid (human), lawful good

Armor Class 17 (splint)


Hit Points 30
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)

Skills Athletics +5, Perception +2, Intimidation +4


Senses passive Perception 12
Languages Common

Armored. Saeth has disadvantage on Dexterity


(Stealth) checks.
Dual Wielding. When Saeth fights using his
longsword in one hand and his shortsword in the
other, he may add his damage bonus to both
attacks.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 1d8 + 3 slashing damage, or
1d10 + 3 slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1d6 + 3 piercing
damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to
hit, range 100/400 ft., one target. Hit: 1d10 + 1
piercing damage.

24
Barnibus Blastwind (Spellbook)
Cantrips Message
Gust Transmutation cantrip
Transmutation cantrip Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 30 feet Components: V, S, M (a short piece of copper wire)
Components: V, S Duration: 1 round
Duration: Instantaneous You point your finger toward a creature within range and
You seize the air and compel it to create one of the whisper a message. The target (and only the target) hears
following effects at a point you can see within range: the message and can reply in a whisper that only you can
hear.
One Medium or smaller creature that you choose must You can cast this spell through solid objects if you are
succeed on a Strength saving throw or be pushed up to familiar with the target and know it is beyond the barrier.
5 feet away from you. Magical silence, 1 foot of stone, 1 inch of common metal, a
You create a small blast of air capable of moving one thin sheet of lead, or 3 feet of wood blocks the spell. The
object that is neither held nor carried and that weighs spell doesn’t have to follow a straight line and can travel
no more than 5 pounds. The object is pushed up to 10 freely around corners or through openings.
feet away from you. It isn’t pushed with enough force to
cause damage. Level 1
You create a harmless sensory affect using air, such as Detect Magic
causing leaves to rustle, wind to slam shutters shut, or 1st level divination (ritual)
your clothing to ripple in a breeze.
Casting Time: 1 action
Mage hand Range: Self
Conjuration cantrip Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 30 feet For the duration, you sense the presence of magic within
Components: V, S 30 feet of you. If you sense magic in this way, you can use
Duration: 1 minute your action to see a faint aura around any visible creature
A spectral, floating hand appears at a point you choose or object in the area that bears magic, and you learn its
within range. The hand lasts for the duration or until you school of magic, if any.
dismiss it as an action. The hand vanishes if it is ever more The spell can penetrate most barriers, but is blocked by
than 30 feet away from you or if you cast this spell again. 1 foot of stone, 1 inch of common metal, a thin sheet of
You can use your action to control the hand. You can use lead, or 3 feet of wood or dirt.
the hand to manipulate an object, open an unlocked door Comprehend Languages
or container, stow or retrieve an item from an open 1st level divination (ritual)
container, or pour the contents out of a vial. You can move
the hand up to 30 feet each time you use it. Casting Time: 1 action
The hand can’t attack, activate magical items, or carry Range: Self
more than 10 pounds. Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
Blade ward For the duration, you understand the literal meaning of
Abjuration cantrip any spoken language that you hear. You also understand
Casting Time: 1 action any written language that you see, but you must be
Range: Self touching the surface of which the words are written. It
Components: V, S takes about 1 minute to read one page of text.
Duration: 1 minute This spell doesn’t decode secret messages in a text or
You extend your hand and trace a sigil of warding in the glyph, such as an arcane sigil, that isn’t part of a written
air. Until the end of your next turn, you have resistance language.
against bludgeoning, piercing, and slashing damage dealt
by weapon attacks.

25
Barnibus Blastwind (Spells, Cont’d)
Identify 2nd level enchantment
1st level divination (ritual) Casting Time: 1 action
Casting Time: 1 minute Range: 30 feet
Range: Touch Components: V, M (a snake’s tongue and either a bit of
Components: V, S, M (a pearl worth at least 100 gp and an honeycomb or a drop of sweet oil)
owl feather) Duration: Concentration, up to 8 hours
Duration: Instantaneous You suggest a course of activity (limited to a sentence or
You choose one object that you must touch throughout two) and magically influence a creature you can see within
the casting of the spell. If it is a magic item or some other range that can hear and understand you. Creatures that
magic-imbued object, you learn its properties and how to can’t be charmed are immune to this effect. The suggestion
use them, whether it requires attunement to use, and how must be worded in such a manner as to make the course of
many charges it has, if any. You learn whether any spells action sound reasonable. Asking the creature to stab itself,
are affecting the item and what they are. If the item was throw itself onto a spear, immolate itself, or do some other
created by a spell, you learn which spell created it. obviously harmful act ends the spell.
If you instead touch a creature throughout the casting, The target must make a Wisdom saving throw. On a
you learn what spells, if any, are currently affecting it. failed save, it purses the course of action you described to
the best of its ability. The suggested course of action can
Level 2 continue for the entire duration. If the suggested activity
can be completed in a shorter time, the spell ends when the
Detect Thoughts subject finishes what it was asked to do.
2nd level divination You can also specify conditions that will trigger a special
Casting Time: 1 action activity during the duration. For example, you might
Range: Self suggest that a knight give her warhorse to the first beggar
Components: V, S, M (a copper piece) she meets. If the condition isn’t met before the spell
Duration: Concentration, up to 1 minute expires, the activity isn’t preformed.
If you or any of your companions damage the target, the
For the duration, you can read the thoughts of certain spell ends.
creatures. When you cast the spell and as your action on
each turn until the spell ends, you can focus your mind on Level 3
any one creature that you can see within 30 feet of you. If
the creature you choose has an Intelligence of 3 or lower or Clairvoyance
doesn’t speak any language, the creature is unaffected. 3nd level divination
You initially learn the surface thoughts of the creature— Casting Time: 10 minutes
what is most on its mind in that moment. As an action, you Range: 1 mile
can either shift your attention to another creature’s Components: V, S, M (a focus worth at least 100 gp, either
thoughts or attempt to probe deeper into the same a jeweled horn for hearing or a glass eye for seeing)
creature’s mind. If you probe deeper, the target must make Duration: Concentration, up to 10 minutes
a Wisdom saving throw. If it fails, you gain insight into its
reasoning (if any), its emotional state, and something that You create an invisible sensor within range in a location
looms large in its mind (such as something it worries over, familiar to you (a place you have visited or seen before) or
loves, or hates). If it succeeds, the spell ends. Either way, in an obvious location that is unfamiliar to you (such as
the target knows that you are probing into its mind, and behind a door, around a corner, or in a grove of trees). The
unless you shift your attention to another creature’s sensor remains in place for the duration, and it can’t be
thoughts, the creature can use its action on its turn to make attacked or otherwise interacted with.
an Intelligence check contested by your Intelligence check; When you cast the spell, you choose seeing or hearing.
if it succeeds, the spell ends. You can use the chosen sense through the sensor as if you
Questions verbally directed at the target creature were in its space. As your action, you can switch between
naturally shape the course of its thoughts, so this spell is seeing and hearing. A creature that can see the sensor
particularly effective as part of an interrogation. (such as a creature benefitting from see invisibility or
You can also use this spell to detect the presence of truesight) sees a luminous, intangible orb about the size of
thinking creatures you can’t see. When you cast the spell or your fist.
as your action during the duration, you can search for
thoughts within 30 feet of you. The spell can penetrate
barriers, but 2 feet of rock, 2 inches of any metal other than
lead, or a thin sheet of lead blocks you. You can’t detect a
creature with an Intelligence of 3 or lower or one that
doesn’t speak any language.
Once you detect the presence of a creature in this way,
you can read its thoughts for the rest of the duration as
described above, even if you can’t see it, but it must still be
within range.
Suggestion

26
Barnibus Blastwind (Spells, Cont'd)
Sending
3nd level evocation
Casting Time: 1 action Tiny Servant
Range: Unlimited Tiny construct, unaligned
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round Armor Class 15
You send a short message of twenty-five words or less to Hit Points 10 (4d4)
a creature with which you are familiar. The creature hears Speed 30ft., climb 30 ft.
the message in its mind, recognizes you as the sender if it
knows you, and can answer in a like manner immediately. STR DEX CON INT WIS CHA
The spell enables creatures with Intelligence scores of at
least 1 to understand the meaning of your message. 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)
You can send the message across any distance and even
to other planes of existence, but if the target is on a Damage Immunities poison, psychic
different plane than you, there is a 5 percent chance that Condition Immunities blinded, charmed, deafened,
the message doesn’t arrive. exhaustion, frightened, paralyzed, patrified,
poisoned
Counterspell Senses blindsight 60 ft. (blind beyond this radius),
3nd level abjuration passive perception 10
Languages -
Casting Time: 1 reaction, which you take when you see a
creature within 60 feet of you casting a spell Actions
Range: 60 feet
Components: S Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
Duration: Instantaneous one target. Hit 5 (1d4 + 3) bludgeoning damage.
You attempt to interrupt a creature in the process of
casting a spell. If the creature is casting a spell of 3rd level
or lower, its spell fails and has no effect.
If it is casting a spell of 4th level or higher, make an
ability check using your spellcasting ability. The DC equals
10+ the spell’s level. On a success, the creature’s spell fails
and has no effect.
Tiny Servant
3nd level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch one Tiny, nonmagical object that isn’t attached
to another object or a surface and isn’t being carried by
another creature. The target animates and sprouts little
arms and legs, becoming a creature under your control
until the spell ends or the creature drops to 0 hit points.
See the stat block for its statistics.
As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command any or
all of them at the same time, issuing the same command to
each one.) You decide what action the creature will take
and where it will move during its next turn, or you can
issue a simple, general command, such as to fetch a key,
stand watch, or stack some books. If you issue no
commands, the servant does nothing other than defend
itself against hostile creatures. Once given an order, the
servant continues to follow that order until its task is
complete.
When the creature drops to 0 hit points, it reverts to its
original form, and any remaining damage carries over to
that form.

27
Brynn Hilltopple (the wildcard)

B
rynn is part of an outfit called the Shard In order to efficiently deal with a variety of situations,
Shunners, a group of halfling wererats Brynn’s lycanthrope allows her
operating from a hostel in the spice district. If to transform into a friendly
one doesn’t want to deal with the insane halfling, a sneaky giant rat,
Xanathar Guild or the manipulative or a terrifying hybrid
Zhentarim, the Shard Shunners are the go-to monstrosity.
gang for enterprises that are not wholly
within the confines of the law.
Heist Rules
Brynn can be as congenial as any halfling, but don’t let her
friendly demeanor fool you. She can turn on a dime,
transitioning from pleasant conversation in one moment to
gnawing your face off in the next.

Brynn Hilltopple Small humanoid (halfling, shapechanger), chaotic evil


Step of the Moon (1 lunar point): You can spend 1
Armor Class 15 (unarmored defense) lunar point to take the Dash action as a bonus
Hit Points 38 action on your turn, and your jump distance is
Speed 35 ft. doubled for the turn.
Crippling Strike (1 lunar point): When you hit
another creature with a melee attack, you can
STR DEX CON INT WIS CHA spend 1 lunar point to attempt a crippling strike.
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 8 (-1) The target must succeed on a DC 13 Constitution
saving throw or be stunned until the end of your
next turn.
Saving Throws Strength +3, Dexterity +6
Skills Acrobatics +6, Sleight of Hand +6, Stealth +6,
Animal Handling +5, Survival +5 Actions
Senses passive Perception 12, darkvision 60 ft. (Rat Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
Form Only) one target. Hit: 1d4 + 3 piercing damage.
Languages Common, Halfling
Shapechanger. You can use your action to polymorph
Lucky. When you roll a 1 on an attack roll, ability into a rat-humanoid hybrid or into a giant rat, or back
check, or saving throw, you can reroll the die and into your true form, which is humanoid. Your
must use the new result. statistics, other than your size, are the same in each
form. Any equipment you are wearing or carrying isn't
Halfling Nimbleness. You can move through the space transformed. While in hybrid form you have
of any creature that is of a size larger than yours. Resistance to nonmagical attacks not made with
silvered weapons.
Frenzy (Hybrid Form Only). Whenever you take the
Attack action in hybrid form, you can make two claw Claw (Hybrid Form Only). Melee Weapon Attack: +6 to
attacks instead of one. Then, you may use your bonus hit, reach 5ft., one target. Hit: 1d6 + 3 slashing
action to make a third claw attack. damage.
Keen Smell. You have advantage on Wisdom Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
(Perception) checks that rely on smell. +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing
damage. If the target is a halfling, it must succeed on
Moontouched. You have 5 lunar points that you can a DC 11 Constitution saving throw or be cursed with
use to enhance your abilities. wererat lycanthropy.
Quick Shift (1 lunar point): You can spend 1 lunar
point and use your bonus action to shapechange Reactions
and immediately follow up with a claw attack if you All Fours. When you fall more than 10 ft., you may use
are in hybrid form. your reaction to shift into Rat Form and reduce the
Flurry of Blows (1 lunar point): Immediately after fall damage by 25.
you take the Attack action on your turn, you can
spend 1 lunar point to make two claw attacks as a Deflect Missiles. You can use your reaction to deflect
bonus action. As part of your Flurry of Blows, you or catch a missile when you are hit by a ranged
twist and turn quickly, you gain the benefit of the weapon Attack. The damage you take from the Attack
Disengage action and your walking speed increases is reduced by 1d10 + 8. If it is reduced to 0, you
by 10 ft. catch the missile in one hand, and you can spend 1
Unnatural Defense (1 lunar point): You can spend lunar point to make a ranged Attack (+6 to hit, range
1 lunar point to take the Dodge action as a bonus 20 ft./60 ft., Hit: 1d6 + 3 damage).
action on your turn.

28
Runagar (the muscle)

R
unagar is a hulking half-Orc barbarian who Runagar is completely devoid of morality, acting as a
spent most of his life living in the wilderness mercenary for any who can afford his services. In one
of the nearby Sword Mountains. He believes famous court case, the high judges of Waterdeep declared
that he has been chosen by Ilneval, the Runagar to exist outside of the law, classifying him as a
orcish god of war, to do battle in his name weapon rather than a willful actor. He is not without honor,
and that it is his holy duty to follow this though, and will perform a job with the utmost dedication
divine missive. and complete loyalty.
Heist Rules
So strong is Runagar’s faith in Ilneval, that not even death
deters him.

Runagar Reckless Attack. When you make your first attack on


your turn, you can decide to attack recklessly. Doing
Medium humanoid (half-orc), true neutral
so gives you advantage on attack rolls, but attack rolls
against you have advantage as well.
Armor Class 14 (unarmored defense)
Hit Points 55 Relentless Endurance (1/Day). When you are reduced
Speed 40 ft. to O hit points but not killed outright. you can drop
to 1 hit point instead.
Warrior of the Gods. Your soul is marked for endless
STR DEX CON INT WIS CHA battle. If a spell, such as raise dead, has the sole
18 (+4) 12 (+1) 16 (+3) 8 (-1) 13 (+1) 10 (+0) effect of restoring you to life (but not undeath), the
caster doesn't need material components to cast the
spell on you.
Saving Throws Strength +7, Constitution +6
Skills Athletics +7, Nature +2, Perception +4, Rage (3/Day). As a bonus action you can fly into a
Survival +4, Intimidation +3 rage. While you are raging:
Senses passive Perception 14, Darkvision 60 ft. You have advantage on Strength checks and
Languages Common, Orc Strength saving throws.
When you make a melee weapon attack you gain a
Danger Sense. You have advantage on Dexterity saving +2 bonus to the damage roll.
throws against effects that you can see, such as traps You have resistance to bludgeoning, piercing, and
and spells. To gain this benefit, you can't be blinded, slashing damage.
deafened, or incapacitated. The first creature you hit on each of your turns
with a weapon attack takes an extra 1d6 + 2
Extra Attack. Whenever you take the Attack action on necrotic damage.
your turn you can attack twice.
Savage Attack. When you score a critical hit with a Actions
melee weapon attack, you can roll one of the
Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft.,
weapon's damage dice one additional time and add it
one target. Hit: 1d12 + 4 slashing damage.
to the extra damage of the critical hit.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit,
reach 5ft. (or 20 ft./60 ft.), one target. Hit: 1d6 + 4
slashing damage.

29
Appendix B: Character Secrets

Laiba "Nana" Rosse “Rolling Bones”


Villa Properties Caladorn's Armor
Nana Rosse has the following knowledge about the Gold is nice, but it’s not what Rolling Bones is really
mansion: after. It is said that an ancient relative of the
Cassalanters, the hero and former Masked Lord,
Victoro’s desk is guarded by an animated suit of Caladorn Cassalanter, had a magical armor that
armor granted its wearer the power of flight.
The banquet hall is the lair of a mimic, which Caladorn was a devout follower of Siamorphe,
the Cassalanters treat as a family pet the demi-god of right and justful rule. He had the
The linen closet contains enchanted guardian villa built on top of a temple in her honor, and was
items that attack anyone who’s not part of the ultimately buried in the family crypts inside that
Cassalanter household temple.
Secret Ritual
In addition, Nana Rosse knows the true nature of
the Cassalanters: Lord and Lady Cassalanter are
devil worshippers who have made a pact with the
archfiend Asmodeus, lord of the nine hells,
ransoming their children for power and fortune.
He has already taken the soul of their oldest son
Osvaldo, and the soulless abomination that was left Barnibus Blastwind
behind is locked in the attic. Barnibus' Suspicion
To stop Asmodeus from taking their young son
and daughter, the Cassalanters must pay a tribute During Barnibus’ time in the Watchful Order, the
of death and gold, which they plan to do during the Cassalanters were stricken by tragedy. On his 13th
feast. They have laced the wine with poison, and at birthday, their eldest son, Osvaldo, went
midnight their cult will make an offering of 100,001 inexplicably missing. Barnibus spent considerable
gold in a secret crypt below the cellar. time investigating the disappearance but the boy
Laiba wishes this ritual to be disrupted. If the was never found and the case was eventually
Cassalanters fail to uphold their part of the dropped. He always suspected that the
contract, their remaining children will be possessed Cassalanters were hiding something, but his
just as their firstborn was, and bring about a new requests for a full scale investigation were
era of darkness and despair. repeatedly frustrated by the administration. Now
All she needs to do is steal the money before it that he is operating as an independent agent, he
can be sacrificed and the Cassalanters will be none intends to use this opportunity to do some
the wiser. investigating of his own.

30
Renaer Neverember Brynn Hilltopple
Ranaer's Fortune Ratcruiter
Renaer’s fortune is not quite what it’s cracked up to The Shard Shunners are always looking to expand.
be. In fact, he is practically bankrupt. He has no It’s not a successful operation unless some poor
access to (nor would he want to be dependent on) halfling gets bitten and turned into a wererat.
his father's’ riches, and his mother’s inheritance has
been all but depleted. He is terribly ashamed by this
state of affairs and will do anything to uphold the
illusion of wealth. What money he does have is
rapidly being spent on upkeep on his manor - which
he keeps in impeccable state as part of the ruse.
When preparing for the heist, keep careful track
of which items are bought with Renaer’s 2000 gp
share. In reality, he only had a fraction of this Runagar
amount to spare and had to cut some corners. For
each item bought by Renaer, when it is used for the Fury of the War God
first time, roll 1d6 on the Item Quality table. For Runagar it is essential that blood be shed on
this job. Disappointing his god will lead to eternal
Item Quality (1d6) torture.
Roll Effect
The item is cursed, performs the opposite Chosen of the War God
1
of what it’s supposed to do, and cannot When Runagar dies, he is instantly reincarnated
be unequipped unless a remove curse or somewhere nearby into a new half-orc body. The
greater restoration spell is used new body is unique, although there is a striking
The item has no special properties (a resemblance to his previous one. His reincarnation
healing potion is just a colored drink, a carries the same (mundane) equipment and he
2-3
magic sword is a regular sword enchanted retains all memories of his former life. He regains
with a cheap cantrip to make it glow) his hit points and recharges all abilities as if
4-6 The item works as expected
finishing a long rest. He cannot resurrect again
until he has performed a special ritual during a
blood moon.

31
Appendix C: The Black Market

Equipment
Price
Item Ability (x500 gp)
Spell scroll Any character can transfer a spell to the spell scroll before the mission. It can 1
be cast for free once by whoever carries the scroll.
Potions of greater
Each heals for 4d4 + 4 hp. 1
healing (2)
Potion of superior
Heals for 8d4 + 8 hp. 1
healing
Wand of secrets This wand can detect secret doors and traps within 30 feet of the user. 1
Potion of stone giant
Your Strength value becomes 23 (+6) for 1 hour. 1
strength
Philter of Love (2) Any who drinks this falls in love with the next person they see. 1
Dust of sneezing and Scattering this magical dust causes everyone nearby to burst into
1
choking (3) uncontrollable sneezing.
Wand of magic
This wand can detect any magic within 30 feet. 1
detection
Dust of disappearance Throwing this dust in the air causes everyone nearby to become invisible for
1
(2) 2-8 minutes. Attacking breaks the invisibility.
These magical gloves and ring grant a +5 bonus to Strength (Athletics)
Shingler's kit checks made to climb and allow you to jump three times your normal 1
distance (about 10 feet high or 30 feet far).
Medallion of thoughts Allows you to cast detect thoughts. It has 3 charges. 1
Grants a +5 bonus to Dex (Sleight of Hand) checks and Dex checks made to
Gloves of thievery 1
pick locks.
While you are holding this wand, you gain a +1 bonus to spell Attack rolls
War mage wand and to the saving throw DCs of your spells. In addition, you ignore half cover 1
when making a spell Attack.
Allows you to move silently, giving you advantage on Dexterity (Stealth)
Boots of elvenkind 1
checks.
While wearing this hat, you can use an action to cast the Disguise Self spell
Hat of disguise from it at will. This spell changes your appearance to any other person, but its 1
effect is illusory so your physical dimensions don’t actually change.
You have a +1 bonus to attack and damage rolls made with this magical
Weapon +1 1
weapon.
Sending stones Two magical stones that allow the bearers to communicate with each other. 1
Bag of holding This magical bag can hold up to 500 pounds. 1
Lantern of revealing The light of this lantern reveals invisible creatures and items. 1
Immovable rod This rod can be locked in place, withstanding up to 8000 pounds of force. 1

32
Equipment (Cont'd)
Price
Item Ability (x500 gp)
For 1 hour after drinking it, you gain 10 Temporary Hit Points and
Potion of heroism 2
add 1d4 to any attack rolls or saving throws.
Potion of supreme healing Heals for 10d4 + 20 hp. 3
Potion of cloud giant strength Your Strength value becomes 27 (+8) for 1 hour. 3
Mace of disruption Deals an extra 2d6 damage to fiends and undead. 3
Cures any disease afflicting you, and removes all debilitating
Elixir of health 4
conditions.
Potion of invisibility You become invisible for 1 hour. Attacking cancels the effect. 4
Potion of speed For one minute, you can act twice per turn. 4
You have a +2 bonus to attack and damage rolls made with this
Weapon +2 5
magical weapon.
Allows you to temporarily paralyze enemies (costs 2 charges for a
Wand of binding humanoid and 7 for other enemies). It also allows you to escape 5
when bound (cost 1 charge). This wand has 7 charges.
Allows you to see into and through solid matter for 1 minute, up to
Ring of x-ray vision 7
30 feet. You can use this multiple times a day, but risk exhaustion.
This magic quarterstaff allows you to cast Charm Person, Command,
or Comprehend Languages. You can also use it to defend against
Staff of charming 7
Enchantment spells and turn them back on their caster. It has 10
charges.
This cape allows you and one friendly creature to teleport up to 500
Cape of the mountebank 8
feet in one direction, once per day.
This staff can Cure Wounds (1-4 charges depending on level), Lesser
Staff of healing Restoration (2 charges) or Mass Cure Wounds (5 charges). It has 10 9
charges.
The Masked Lords of Waterdeep don this ensemble when meeting
Lord’s with one another. This raiment renders each lord indistinguishable 10
ensemble from the others. The ensemble consists of three pieces: a helm, an
amulet, and a robe.

33
Appendix D: Villa Blueprints

Cassalanter Villa Blueprints

34
Appendix E: Simplified Dungeon
(This is not a handout)

Temple of Asmodeus

35
Appendix N: Sources & Credits
Waterdeep Dragon Heist, by Christopher Perkins, et al.
          For the location and characters.
Waterdeep Dungeon of the Mad Mage, by Christopher Perkins, et al.
          For tips on splitting the party.
Xanathar’s Guide to Everything, by Jeremy Crawford, Mike Mearls, et al.
          For additional character classes and halfling names.
Sword Coast Adventurer’s Guide, by Steve Kenson, Jeremy Crawford, Mike Mearls, et al.
          The only book that actually shows you what Asmodeus’ symbol looks like.
Volo’s Guide to Monsters, by Mike Mearls, et al.
          Kenku roleplay tips.
The Discerning Merchant’s Price Guide, by Dave Eisinger.
          For prices on useful magic items.
GMBinder.
          For the layout of this adventure.
Dungeon Painter Studio, by pyromancers.com.
          For the map-making software.
This adventure features artwork by John Ullom.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Harald Maassen and published under the Community Content
Agreement for Dungeon Masters Guild.

36
An
Impossible
Mission
The Black Viper is recruiting a team of thieves
for her greatest heist yet: emptying the
Cassalanter vault right under its owners' noses,
during their yearly Founders' Day feast.

Three separate keys and a secret codeword are


required to open the vault, but she has a team
of elite operatives and an arsenal of magical
gadgets on her side. This is your mission,
should you choose to accept it...

Design: Harald Maassen


Art: John Ullom

A DUNGEONS & DRAGONS standalone heist


for 3-7 players

For use with the fifth edition Player's


Handbook, Monster Manual, and Dungeon
Master's Guide

Requires the Waterdeep: Dragon Heist


adventure

WWW.GMBINDER.COM

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