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Thieves' Honor

A Maps & Monstrum Urban Side-Quest 5E


Side-Quest Adventures are designed to be Itwillfeaturenumerousfulllengthadve
droppedintoagamequicklyandeasilyfitinto thatoerqualitystorylinesalongwiths
any campaign setting. cartography, artwork, and audio selections. It
will be available as an enhanced PDF, a print
ThisSideQuestisanoshoot TheofMaps & book, and in several VTTformats.ThisSide-
Monstrum Compendium:acompilationof Questshouldgiveyouatasteforwhat’sin
adventures,maps,andartworkfromacadre when the Kickstarter is launched in the near
ofcreatorswhichwillbelaunchingsoonas future.
a Follow along here or get a Kickstarter
Kickstarter Campaignfrom The Eldritch preview here on DriveThruRPG.com.
Press.Itwillfeaturenumerousfulllength
adventuresthatoerqualitystorytelling Thecollaborators
along inthisSide-Questare
with superb cartography, artwork, and audio involved with the The Maps & Monstrum
selections. It will be available as an enhanced Compendium project. Please visit their space
PDF, a print book, and in several VTT and show them some love.
formats.

Publisher
The Eldritch Press

Credits

Design, Editing, Writing


Fletcher Haug ....................................................The Eldritch Press

Copy Editing

Scott Copeland .............................................Dungeoneering Guild

Writers
Tim Andrews ..............................................................DMNinetoes

Cartography
George Mason ....................................The Reclusive Cartographer

Token Artist
Jan Loos ................................................................Online Tabletop

Audio Tracks
Ian Fisher .......................................................Tabletop RPG Music

Some artwork © William McAusland, used with permission


Some artwork © Dean Spencer, used with permission
1
5-foot Square

The Devil’s Were-house


Written by Tim Andrews
2
ThisurbanSide-Questadventureisbalancedfor
apartyof3-5charactersthatareof5th-6thlevel
andhasanAPLof6.SideQuestAdventuresare
designed to be dropped into a game quickly and
theyeasilyfitintoanycampaignsetting.
1 3
Suggested Audio Track

By Tabletop RPG Music

4
TheeponymousownerofRedSally’sBordello
isanighthagdisguisedasamiddle-agedelven
woman.Sheisalsotheleaderofapowerful
crime syndicate within the capital city Ravarian.

Recently,RedSallyhadashipmentofmagical
armssmuggledintothecity.Thesepowerful
armamentscouldchangethetideofabattle
forthesidethatpossessesthemandtheir
movement is restricted by the rulership.
Through deals and bribes, Sally has ensured
that the arms have gone unnoticed by the city
watch. She plans to sell the weapons to the The Warehouse
highest bidder, be that the Crown or another
faction. The warehouse appears to be a dilapidated
building,butinrealityitisawell-mainta
ThesuccubusXenira,arivalofSally,learned andsecurestonebuilding.Thereareafew
oftheshipmentandhascharmedBernd,the shutteredwindowsonthebottomlevel.T
leaderofRedSally’sdocksidethugs.Shehas crestsat20feetandtherearetwolargesk
convinced him to betray Sally and instead steal windowsontheroof.
thearmsforher.Withlittleotherchoice,Sally
turnedtoadventurerstoregaincontrolofthe
warehouseandcustodyofhergoodsasquietly General Features
as possible. She will pay 200 gp to complete this
mission. Light. Mostofthewarehouseisunlit,to
maintainthesenseofitbeingdisused.The
singleoillamplitatthecenterofthero

2
Doors and Windows. Sturdy wooden doors 10 half orc thugs
arereinforcedwithironbandsandallhave are in this area.
metallocks.IttakesasuccessfulDCDexterity
15 Mostofthem
checkmadewiththieves’toolstopickalockor are lounging,
asuccessfulDC15Strengthchecktoforceopen talking quietly
a door. or gambling.
Any stranger
that is noticed
1. Entrance will be attacked
immediately.If
A single half orc thug stands guard here. both Xenira and
He acts as a drunkard to blend in and has Bernd are defeated the remainingthugsw
proficiencyinthePerformanceskill.Ifheisyield,otherwise,theyfighttotheend.
assaultedandoutnumberedhecallsforaidand
5halforcthugsfromarea3arriveoneroundThree thugs are on the balcony and they are
later. armed with crossbows. From this higher ground
their allies do not provide any cover against
Treasure. The thug carries a key that opens their ranged attacks.
the door he guards.

2. Shipping Entrance

This entrance is locked and unguarded. A chain,


woven through the handles adds a second
locktothedoor.ThechainhasAC19,5hp
and immunity to psychic and poison damage.
Removingthechainquietlyfromthedoor
requiresaDC15Dexterity(Stealth)checkmade
at disadvantage.

3. Storage Area

Thisareaisfilledwithstacksofcrates,barrels
andboxes.Asingleoillamplitatthecenter
oftheroom.Amongthecratesof
mundane items are several that
arefilledwithswords,maces,
shields,andarrows.TheseareSally’s
smuggled armaments.

3
Treasure.Sally’ssmuggledarmaments
include twelve each +1 swords, +1 maces, +1
shields, +1 chain shirts, and 100 +1 arrows.
There is an empty cart in the warehouse along
with a horse, tack and harness. The cart is a
wagon of holding which was used to smuggle
the armaments into the city.
4. Foreman’s Office

Thisroomiskeptassleepingquartersforwhen
Sally’sthugsneedtolaylow.Itiscurrently
beingusedbyXenirasuccubus)
( andBernd
( wereboar guard).Thepairareinflagrante
andmakeanyWisdom(Perception)checkswith
disadvantage.Ifenoughnoiseismadeinarea3
theywillpausetoinvestigate.Xenirawillfleeif
unable to overcome the party, unconcerned with
Bernd’sfate.

Treasure. Xenira wears eyes of charming.


Berndcarries31gp.

Scaling Options
Ifyouneedtomakethisencountermore
difficult, add an Action Surge to both
XeniraandBernd,allowingthemtotakeone
additional action on their turn. They must
finishashortorlongrestbeforeusingit
again.

Ifyouneedtomakethisencounter
easier,havethe3thugsonthebalcony
be asleep. They join the encounter on
thethirdroundafterthecombatstarts.

4
Holding the Bag
Written by Fletcher Haug

learns about the


ThisSideQuestisbestusedasanextension armaments to when
theDevil’sWerehousequest,butitcaneasily be
he ethereally travels
modifiedtouseasaseparatequestonits toown. the warehouse to
Eitherway,smartplayerswillfindthisquest checkonXenira’s
oersopportunitiesthroughNPCinteraction progress, as finding
opposedtobruteforce.Itgivesthecharacters her vanquished.
achancetonegotiate,bargainordouble-deal
to avoid trouble or make alliances. The players Afterlearning
shouldunderstandtheneedforavoiding the the law
destination of
and know they are involved with clandestine the armaments,
activities. Xander gathers
his henchmen and moves to the warehouse
location. Along the way he charms a city watch
Suggested Audio Track guard and compels her to help him with a
delivery that is “arriving late but must be
By Tabletop RPG Music secured quickly.” The watchwoman is happy to
helpherfriendsolongasthedelivery“doe
cause too much commotion and wake the
Aftertakingbackcontrolofthewarehouse neighborhood.”
the
partyismettherebyanagentofRedSally.
TheagentinformsthemthatRedSallyneeds
them to load the armaments into the wagon
of holding and bring it to another warehouse The Streets
across town. They are given a location and a key
that opens the warehouse, and will be paid an The city streets are unlit and deserted this
additional 200 gp each, on the spot. The city timeofnightbutthatdoesn’tmeantheya
watch is to be avoided and they should not draw ignored. The PCs could be spotted by a city
attentiontothemselvesalongtheway.watch After patrol, or they could draw the attention
deliveringthisinformation,theagentleaves. ofacitizeniftheydon’ttakeprecautions
theirtravels.Citywatchpatrols guards)(three
IfXeniraescapedthepreviousbattleshe can bedetectedwithasuccessfulDC10Wisdom
will
ethereally witness everything the players are Perception)
( checkbyacharacterscouting
toldbytheagentandrelaythatinfotoher aheadofthegroup.Thehorsepullingthe
companion, Xander, who takes over the mission wagoncanbekeptquietwithasuccessfulDC
afterherfailure.IfXenirawaskilled,Xander 10Wisdom(AnimalHandling)check.Failing
these checks can result in an encounter with
a city watch patrol, or their movement being
witnessedbyacitizen.

E 5
The Delivery
The street the PCs travel narrows and passes or the watchwoman, their conversation ends
severalalleywaysbeforearrivingatthe andthetieflingturnstoengagethecharac
warehouse. As the PCs approach the warehouse conversation.
they notice a city watch guard speaking with
awell-dressedtieflingmaninfrontofthe Xanderisasilver-tongueddevilandhewan
warehouse,whosedoorsareopen.Thetiefling the armaments above all else. He will employ
isXanderincubus)
( andhewillconstantly theprovendeviltacticsofpersuasiona
retainhistieflingform.Thecharmedcitywatch bribery to convince the PCs to see things his
guardisheretohelpherfriendsecurehis way. As he talks, his imps move invisibly into
unexpectedlylatedelivery.Shehasevenstriking been rangeofPCs,alley
thethugs prepare
kind enough to open the locked warehouse toattackfromhiding,and arbalists
the have
doorsforhim.OnceaPCisnoticedbyXander Readied Actions to fire their crossbowsif
Xander is attacked.

Xander • He will use his underlings to engage the PCs


as he attempts to ethereally commandeer the
How he looks wagonandflee.

• Fine dress and


winning smile. His What he says
eyes twinkle darkly
when he speaks. • “I bid you good evening. I think Red Sally
has duped you into stealing my cargo. I hope
What he thinks you will give it to me and be on your way
without trouble.“
• He thinks a city watch • “Don’tforcemetoinvolvethecitywatch
guard presents a That would only complicate your lives.
seriouscomplicationthatthePC’sdon’tPerhaps gold will change your mind?”
want to contend with. • “I thought we could do this easily but you
• Hewilloerthecharactersgoldtowalk forcemetomakethingsmessy.Guard!
away,matchingRedSally’swage. Thesearethieves!Arrestthem,theyst
• IfhecannotturnthePCs,hewilltryto goods!”
covertly use his suggestive missive power to
send one PC away.

6
The Deal
Xander and Company (A). Standing Ground Muscle (C).
infrontoftheopenedwarehousedoorsare Hiding in the shadows
Xander and the charmed city watch guard. near Xander are 4 alley
Two imps hover invisibly near Xander. The thugs whoawaitXander’s
soundoftheimp’sflappingwingscanbeheardcommand to attack with
withaDC17Wisdom(Perception)check. their nets. Their hide DC
is15foranyonetryingto
Rooftop Vantage (B). Two perceive them.
arbalists are taking cover
behinddormersontheroofs Watch Patrol (D).Ifan
ofnearbybuildings.Theyhave alarm has been sounded
theircrossbowsreadytofire. apatrolof3citywatch
TheirhideDCis13foranyone guards will appear here
trying to perceive them. the5throundafterthe
alarm was raised.

C B

E C

7
Escape Route (E). IfXandersucceedsin Those losing the check notice nothing and are
commandeering the wagon, he will make his surprised. Those succeeding the check notice his
escape in this direction. attempt and can enter initiative with Xander to
begincombat.IfatanypointXanderisattac
IfXanderfailstoconvincetheplayerstothearbalistsontherooffiretheirweapo
relinquish the armaments, he will try to gain Readied Action and combat begins.
surprisebeforeenteringcombatbycovertly
using his suggestive missive ability while he is Afterthesurpriseroundisover,orifXande
still in conversation, targeting the most obvious isattackedbeforehecanmakethisatte
fighter-typecharacter.Todothis,Xandermakes use the Actions and Complications table to
aCharisma(Deception)checkasheistalking. determinethecourseofcombatoverthefi
Those that can see him can make an opposed rounds.
Wisdom(Insight)checkagainstXander’sroll.

Progressive Encounter the characters must consider and react to. As


complications are introduced, describe the
Opencombatonthestreetsofthecitywill evolving street scene to the players so they gain
quickly draw attention. As this encounter aperspectiveofthesituation.Asthecon
unfolds,usethetablebelowtointroduce escalates
a it should become clear that the PCs
newcomplicationatthetopofeachround. could beleft“holdingthebag”ofsmuggled
These complications insert situations that contraband.

Actions and Complications Table

Round Action Complication


1 Xander tells the charmed watch guard to Two commonersemergefromatenement.They
arrest the PCs as he turns ethereal and moves observethecommotioninawefromtheshelterof
to the wagon. The invisible imps strike and doorway. The charmed watch guard tries to arrest a PC.
the alley thugs attack with nets.
2 Xanderreappearsinthedriver’sseat Acommoner
ofthe opensawindowneararooftoparbalist
wagon. andbeginsscreamingloudlyforthecitywatch.
3 Xander tries to commandeer the wagon and Watch patrol alarm whistles are heard approaching
moves to make his escape. He commands his theconflict.Thearbalistkillsthescreamingman
underlings to restrain or kill the PCs. window.Fivemorecommonersappearandcallforthe
watch.
4 Xander continues his attempt to escape with Thecorpseofthescreamingcommonerfallsinplain
the wagon. He calls his imps to aid him. sight on the street below.
5 Ifhecan’tcommandeerthewagon,Xander Acitywatchpatrolsarrives.Ifthecharmedwatch
ethereally makes his escape, commanding his guardisalive,shepointsoutthePCsasthieves
underlingstodisengageandflee. sheisdead,thewatchpatrolconfrontsthePCsa
murderers.

8
Conclusion Scaling Actions
IfthePCscangetthecargointothewarehouse Ifyouneedtomakethisencountermore - di
andclosethedoorbeforethewatcharrives, cult, give Xanderoneorbothofthese Patron
the watch will not enter the warehouse unless Boons,whichtakeeectthemomentXander
a watch guard has been killed. They know that fallsbelow35hitpoints.
thisisawarehouseofRedSallyandareawareof
theconsequencesfortriflinginheraairs.Protection.
The Xander’sfiendishoverlord - inte
conflictwillbeblamedonXander’sunderlings venesandcureshimof15hitpointsofdamage
and the PCs succeed. andgrantsXanderthebenefit shield
ofaspell to
use at will.
IfthePCskillorsubdueXanderandescape,
theincubuswillbeblamedforthesmuggled Malignance. Xander’sfiendishoverlordcan
armaments,buttheywillbeconfiscatedand alsocauseanyenemywithin60feetofXander
Red Sally will demand her payment be returned tofacetheeectsbane ofa spell(noconcentra -
forthecharacter’smiserablefailure. tion).

IfthePCsareleftwiththesmuggledarmaments
Ifyouneedtomakethisencounter easier,
intheirpossesion,theywillbeimprisoned.
giveIfthe arbalists and/or the alley thugs the
theyfleefromthesceneorkillanycitywatch
minion template. This template leaves their stat
guards,theywillbecomefugitiveswithbounties
blockunchangedexceptthattheyonlyhav
placed on their heads. andcanbekillediftheytakeanydamage.

IfthePCsrevealRedSally’sinvolvementor
acceptXander’sbribetowalkaway,theywill
makeapowerfulenemywhoseeksretribution
assoonasshebuysherwayoutofhertrouble
with the city watch. They will have made a new
friend,andXanderwillfindawaytoexploithis
newfriends,ultimatelyattemptingtocorrupt
their souls.

9
Appendix: NPCs and Items

Alley Thug
Grappler. The alley thug has advantage on attack rolls
Medium humanoid (any race), against any creature grappled by it or by a net it has
any alignment thrown.

Armor Class 13(leather Actions


armor) Multiattack. The alley thug makes one ranged net
Hit Points 15(3d8) attack or two melee attacks.
Speed 30ft. Mace. +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage .
Net. +4 to hit, range 10/20
STR DEX CON INT WIS CHA ft., one Large or smaller creature. Hit: The target is
14(+2) 14(+2) 1(+0) 10(+) 10(+) 10(+) restrained. A creature can use its action to make a DC
10 Strength check to free itself or another creature in a
Skills Athletics+4 net,endingtheeectonasuccess.Dealing5slashing
Senses passive Perception 10 damage to the net (AC 10) frees the target without
Languages Common harming it and destroys the net.
Challenge 1/2 (100 XP)

Arbalist
High Ground. The arbalist has advantage on ranged
Medium humanoid (any race), attacks against a creature if it is positioned on higher
any alignment ground than its target.
Armor Class 16 (breastplate)
Hit Points 15 (3d8) Actions
Speed 30 ft. Multiattack. The arbalist makes one ranged heavy
crossbow attack or two melee attacks.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
STR DEX CON INT WIS CHA
range 100/400 ft., one target. Hit: 5 (1d10 +2) piercing
12 (+1) 14 (+2) 11 (+1) 10 (+0) 10 (+0) 10 (+0) damage.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5
Senses passive Perception 10 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.
Languages Common
Challenge 1/2 (100 XP)

10
Half Orc Thug Pack Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug’s
allies is within 5 ft. of the creature and the ally isn’t
Armor Class incapacitated.
Hit Points Relentless. (Recharges after a Short or Long Rest).
Speed When the half orc thug is reduced to 0 hit points but
not killed outright, it can drop to 1 hit point instead.

STR DEX CON INT WIS CHA Actions


Multiattack. The thug makes two melee attacks or
one heavy crossbow attack.
Saving Throws Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Skills creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Senses Heavy Crossbow. Ranged Weapon Attack: +2 to
Languages hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing
Challenge damage.

Incubus Actions
Claw (Fiend Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class one target. Hit: 7 (1D8 +3) piercing damage.
Etherealness. ThefiendmagicallyenterstheEtherea
Hit Points Plane from the Material Plane, or vice versa.
Speed Charm. Onehumanoidthefiendcanseewithin30
feetofitmustsucceedonaDCWisdom 15 savingthrow
orbemagicallycharmedfor1day.Thecharmedtarget
STR DEX CON INT WIS CHA obeysthefiend’sverbalortelepathiccommands.Ift
targetsuersanyharmorreceivesasuicidalcomma
itcanrepeatthesavingthrow,endingtheeecton
Saving Throws asuccess.Ifthetargetsuccessfullysavesagainst
Skills eect,oriftheeectonitends,thetargetisimmune
tothisfiend’sCharmforthenext24hours.Thefiend
Damage Resistances canhaveonlyonetargetcharmedatatime.Ifitchar
another,theeectontheprevioustargetends.
Enthrall. The incubus chooses one humanoid it can
Senses darkvision seewithin90feetwhichmustsucceedonaDC15
Languages Wisdomsavingthrow.Onafailure,thetargetbecomes
Challenge athrallofthefiend,immediatelyusingitsactiont
make a melee or ranged attack against a creature the
incubuschooses.Theincubuscanonlyhaveonethra
at a time. The thrall can make a DC 15 Wisdom saving
throwtobreakthecharmattheendofeachofitst
Onasuccess,thespellends.Iffailed,thetargetmus
continue its attacks on the selected target.
Suggestive Missive.(1/day).Asthesuggestionspell
exceptitdoesnotrequireconcentration.

11
Wereboar Guard form. Any equipment being worn or carried isn’t
transformed. Bernd reverts to its true form if it dies.
(Boar or Hybrid Form Only). If Bernd moves
Armor Class at least 15 feet straight toward a target and then hits
it with its tusks on the same turn, the target takes
an extra 7 (2d6) slashing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving
Hit Points throw or be knocked prone.
Speed (Recharges after a Short or Long Rest).
When reduced to 0 hit points but not killed outright,
Bernd can drop to 1 hit point instead.
STR DEX CON INT WIS CHA When Bernd scores a critical hit
with a melee weapon attack, he can roll one of the
weapon’s damage dice one additional time and add it to
Saving Throws the extra damage of the critical hit.
Skills
Damage Immunities
(Humanoid or Hybrid Form Only).
Bernd makes two attacks, only one of which can be with
Senses its tusks.
Languages (Humanoid or Hybrid Form Only).
Challenge : +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage.
(Boar or Hybrid Form Only).
: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
3) slashing damage. If the target is a humanoid, it must
succeed on a DC 12 Constitution saving throw or be
cursed with wereboar lycanthropy.

Wagon of Holding space can survive up to a number of minutes equal to


30 divided by the number of creatures, after which time
theybegintosuocate.

Placing another extradimensional space inside the


wagon’s space destroys both items and opens a gate to
theAstralPlaneatthepointofcontact.Anycreat
within 15 feet of the gate is sucked through it to a
randomlocationontheAstralPlane.Thisgatethe
closes.Thegateisone-wayonlyandcan’tbereopened

Thewagonisaectedbyadweomerthatconcealsits
magicalaurafromdetection.Thecasterofadetect
magic spell must pass a DC 15 Intelligence (Arcana)
checkinordertoovercomethisconcealmentmagic
If magic is detected, it radiates transmutation and
alterationmagic.

12
13
14
15
Notice of Open Game Content
ThisproductincludesOpenGameContentthatmayonlybeusedunderandintermsoftheOpenGa
version 1.0a.

Identification Of Product Identity


ThefollowingitemsareherebydesignatedasProductIdentityinaccordancewithSection1(e)o
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dialogue, plots, story elements, locations, characters, artwork, graphics, cartography, sidebars, and trade dress,
exceptsuchelementsthatalreadyappearintheSystemReferenceDocument.

Identification Of Open Game Content


The Open Game Content in this book includes all NPC names, descriptions, NPC statistics, and NPC abilities. No
otherportionofthisworkmaybereproducedinanyformwithoutpermission.

OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
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3.Offer and Acceptance: By Using the Open Game Content You indi- cate Your Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Pe-
acceptance of the terms of this License. ter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
4. Grant and Consideration: In consideration for agreeing to use this Li- cense, Townshend, based on original mate- rial by E. Gary Gygax and Dave Arneson.
the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive Thieves’ Honor Copyright 2022, The Eldritch Press; LLC. Authors Fletcher Haug
License with the exact terms of this License to Use, the Open Game Content. and Tim Andrews,
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Con- tributions are END OF LICENSE
Your original Creation and/or You have sufficient rights to grant the rights
conveyed by this License.

16

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