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Background Saria understands how dangerous such an item

can be. In the wrong hands it could be used to


This adventure sees the players attempt a heist to
trivially deceive anyone; the wielder could steal
steal a powerful magic item from an accomplished
while implicating another or trick someone into
wizard.
murder all without leaving any evidence of their own
involvement. It is clear to her that it is the most
Saria Sly powerful object in her collection and as such she
Saria Sly had a brief but impactful career as an guards it fiercely. She doesn’t display it in her
adventurer around 20 years ago. On her first museum along with the rest of her collection,
adventure she and her group were tasked with instead she uses Leomund’s Secret Chest to
solving a spate of murders which ultimately led to a ensure it is stored safely.
confrontation against a devil in the underdark.
Saria’s Exhibition
The devil was a fearsome foe and most of the party
Saria also understands that the rod of illusia can
fell, however when the creature turned its attention
create wonder and joy. Once a year she invites
to her she was able to deal it a fatal blow. She was
wealthy nobles from the area to an exhibition in her
victorious and, when she returned to town, found
manor, allowing them access to her vast collection
herself declared a hero. The act earned her a hefty
while using the opportunity to raise funds for the
reward which, combined with the devil’s hoard she
various charities she supports.
had returned with, made her extremely rich. It just
came at the cost of her friends’ lives.
The main attraction at these events is a
demonstration using the rod. Each year she puts on
She retired from adventuring and purchased a
an amazing show, intertwining illusions to create
manor half a day’s journey from town so she could
beautiful works of art, ranging from magical theater
be alone.
through to wonderous firework displays.

Saria’s Museum Last year however, the exhibition was cut short
Over time Saria invested her money well, and fed when a thief attempted to steal the rod. Saria
much of her profits back into the community–even if caught the thief in the act and ensured he was
she largely remained apart from it. With the rest she brought to justice, but the event reaffirmed how
added to the collection of curios and magic trinkets dangerous the item is in Saria’s mind.
she had returned from the underdark with.
This year she has taken extra precautions to ensure
She initially dedicated a room in the manor to the the safety of the rod.
display of her curios, however as the collection
expanded she needed more space. She converted Byron Lekris
most of the second level into an impressive
Byron Lekris was a member of the Zhentarim in his
museum in which her collection is displayed.
youth but always had aspirations to be something
greater. He focused on high risk jobs with high
Rod of Illusia rewards and saved most of the money he earned.
The Rod of Illusa is a powerful magical item that Within a few years he had managed to amass
Saria found among the devil’s hoard. It possesses enough wealth that he was able to leave the life of
the ability to create powerful illusions with little effort crime behind.
from the wielder. See Appendix B: Items for more
information on the item. He moved out of Waterdeep and traveled for a time
before settling in Daggerford where he bought an

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old run down tavern. He invested in renovating the
building and reopened it as The Drunken Duck. He People
proved to be an effective tavern owner and turned it
Saria Sly. A tiefling in her early forties with red skin,
into a successful business.
long jet-black hair and short straight horns
protruding from her forehead. For the exhibition she
A few years ago however, he had grown bored of
wears an elegant black evening dress. She is an
the comfortable life he had created for himself,
accomplished wizard and collector of rare magical
realizing he missed the excitement of working on
curios.
the wrong side of the law. He had no intention of
going back to work with the Zhentarim, instead
Byron Lekris. A bronze dragonborn in his fifties
toying with the idea of setting up his own
who is heavily built with a notable beer gut. He has
organization.
bejeweled rings on all six fingers. He is an
ex-member of the Zhentarim who now owns The
He moved away from the day-to-day business in
Drunken Duck tavern. He misses his old life and
the bar and instead began working on setting up a
now seeks a criminal empire of his own.
criminal organization with the same degree of
dedication and care he had taken with the tavern. It
Oban Harris: A human in his forties though his
has taken him some time but he now has a few
grizzled face indicates someone a decade older. He
people in his employ and has put some small scale
has a short graying beard and a wiry frame. He
smuggling efforts in motion.
works for Lekris and has infiltrated Sly Manor,
acting as one of the servants, mostly taking on
He has a vision of one day lording over a vast
cleaning duties.
criminal network and believes he needs to step up
his game. He heard of the attempted theft at Sly
Carlos Wolfe. A human in his twenties who is clean
Manor last year and has resolved that this year he
shaven with long dark blonde hair and wears simple
would organize a successful heist.
green scholarly robes. He is Saria’s personal
assistant and apprentice, though unlike Saria he
specializes in conjuration magic.
Adventure Hook
Nosha Sindur. A half-orc in her twenties with light
In this adventure the characters are tasked by
green skin and brown hair. She wears a simple blue
Byron Lekris with stealing the rod of Illusia during
evening dress to the exhibition. She is a member of
Saria’s Exhibition, the one time of year where she
the Zhentarim working for Vizen Grosk.
doesn’t have it tucked away in her Leomund’s
Secret Chest.
Markus Vaankir. A half-dragon in his third century,
with red scales and an arrangement of white
Before the adventure begins the characters are
beard-like spines along his jawline and eyebrow
given little information. Lekris is aware that the heist
ridges.
may fail and has taken precautions to ensure that it
can’t be tracked back to him. He has never met any
Vizen Grosk. A human in his sixties who is
of the party members before and keeps their
overweight with greasy combed back hair. He is a
interaction as brief as possible. He also ensures
leader of the local Zhentarim branch and has long
that none of the party have met before, both to
since stepped back from active participation in jobs,
reduce the chance of them being caught and to
instead managing money and planning from behind
ensure they don’t team up against him.
a desk. He sees himself as a noble but has largely
failed to ingratiate himself with the aristocracy.
All the party has been told is that there is a job for
them at The Drunken Duck and the reward is high.

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Edith Von-Bloom. A human Waterdhavian noble It’s now approaching midnight, closing time, but
who is in her seventies. She has no interest in looking around you see that a number of the tables
networking at the event and is instead focused on are still occupied. Each of you sit apart, unaware
enjoying herself. the others are here for the same reason. In addition
to you all, there are a few crowded tables of
Bernard Beasley. A dwarven noble in his second drunken revelers.
century. He has built his company from nothing and
is always eager to recruit investment. You sit nursing your drinks for a few more minutes
before a heavyset bronze dragonborn figure
emerges from the back. He looks to be in his fifties
Running this Adventure and has bejeweled rings on all six fingers. He takes
a seat in the corner, puts his feet up on the table
This adventure is intended for four level five and rests a tankard on his ample belly. He gestures
characters and is expected to take around five to the barkeep who announces that the bar is
hours to complete. Adjusting difficulty for a different closed and the disappointed revelers are herded
number of characters should be fairly out onto the streets.
straightforward, however.
The only people who remain are the dragonborn,
The adventure is setting agnostic and can take the barkeep and yourselves at your respective
place in and near any small town. That said, it was tables.
written with Daggerford in mind so that should be
used as the default location. If you move the The heavyset dragonborn swings his feet down
adventure to somewhere else, you may need to from the table and gestures for you to join him. You
update references to Waterdeep and the Zhentarim all sit, taking in the new faces while the barkeep
accordingly. places a tankard in front of each of you. Once you
have all gotten comfortable the dragonborn finally
The player characters in this adventure are not speaks: “Welcome. Thank you all for coming, it is
really the good guys so it is recommended that they good to finally meet you all. I understand that my
are aligned neutral or evil. invitation was a little sparse on information but you
must understand that this is my largest criminal
Paragraphs written in italics are intended to be read pursuit so far, and I’d like as little mention of it
or paraphrased to the players. outside these walls as possible. But before we get
into that I should formally introduce myself: I am
Stat blocks for most enemies in this adventure can Byron Lekris, owner of this bar and your employer
be found in the Monster Manual or Mordenkainen for the next few days. Perhaps you should all
Presents: Monsters of the Multiverse. The one introduce yourselves? After all, you're all going to
exception, the Shadow Duplicate, can be found in be working together.”
Appendix A: Enemies.
Give the players a chance to describe their
characters and introduce themselves.
The Drunken Duck
Once they have done so, Lekris continues and
A few days ago you each received a call to explains the task he has in store for them. He
adventure promising high reward but light on detail. explains that:
Eager to earn your riches, each of you traveled to
Daggerford and you now find yourselves in the ● Saria Sly is a powerful and reclusive wizard
specified meeting spot: A small but pleasant tavern who lives in a manor a short distance outside of
called The Drunken Duck. town

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● She is a collector of various curios and artifacts journal he believes she wrote during her
and in fact part of her manor has been adventuring days, so Lekris wants it retrieved if
converted into a museum. possible. Harris believes it is likely in her
● In her collection, she has a particularly powerful bedroom.
artifact known as the rod of illusia. With this,
convincing illusions can be created at You hear a sudden knock at the door and the
will–something that would be invaluable for barkeep unlocks it and opens it a crack to peer out.
someone in the criminal business. He then swings the door open and a wiry man with
● Saria keeps the artifact sealed away using a short graying beard, likely in his forties but his
magic, rendering it essentially inaccessible for grizzled face indicating someone a decade older.
anyone other than herself
● The only time she takes it out is during a yearly Lekris greets him and introduces him as Oban
exhibition she hosts to show off her collection, Harris. He grunts in acknowledgement of you all
with the highlight being a demonstration of the before grabbing a tankard and taking a seat at the
rod. This year’s event is in three days. table.
● Their task is to infiltrate this event and steal the
rod Lekris tells them that he’ll leave them in Harris’s
● They will be paid 500 gp each for their services capable hands and leaves the table, exiting once
● Anything else they are able to steal is theirs to again through the door behind the bar.
do with as they wish
Oban Harris produces schematics he has created
He asks if they have any questions, which he of the manor and lays it out on the table in front of
answers to the best of his ability. Once they are everyone. He then explains to them that:
ready to move on, he explains that he has a man on
the inside, Oban Harris, who’ll be there soon to go ● There are two main entrances to the building:
over the plans. the front door and a service door round the
back.
He also explains that he has two bonus objectives ● Additionally, while fixing the roof he noticed a
for them. If they are completed without hatch there, making a third possible entrance,
compromising the main objective then he will award though he doesn’t know where it leads.
them an additional 300 gp each per bonus ● Typically there are just a couple of guards who
objective. watch the gates and occasionally patrol the
grounds. On the evening of events however
● One of the guests is Vizen Grosk, a member of several other guards are hired. He expects
the Zhentarim who has been encroaching on there to be two on the front door, one of the
Lekris’s other business. He is to be back door and two patrolling the perimeter.
assassinated but they must do so without There’ll likely be a few watching over the
drawing attention to it. Oban Harris can provide ballroom too.
a slow acting poison which doesn’t take effect ● Guards are not trusted in the museum without
until several hours after ingestion. They can supervision. Instead the museum has some sort
use this or any other means at their disposal, of magical protection though Harris is unsure
as long as they don’t draw attention to the what it is, as it has always been disabled when
assassination. he has been there. He does know, however,
● Saria earned her fortune as an adventurer, that whatever mechanism disables it is within
however she was the only survivor from the Saria’s office.
excursion. Lekris believes there may be more to ● The location of the exhibition room. The door is
that story that Saria has admitted to, and if he locked and it looks pretty complicated. A good
can get proof then he can use it as leverage lockpick might be able to get through it. If not,
over Saria. Oban Harris has seen her reading a Saria’s assistant Carlos Wolfe has the key. He

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is not part of the event and will likely be where servant uniforms, Harris has some with him he can
he always is: in his quarters working. give them. If they wish to enter as guests, Harris
● If they need it, he can acquire the poison tells them he should be able to sneak them onto the
Midnight Tears and ensure it is located guest list.
somewhere in the building for them. They can
choose where he will leave it. A strict time limit should be set for this to avoid the
● Saria is an extremely talented mage and should players getting decision paralysis while planning.
be feared. If she discovers them, they should This can be framed as Harris needing to get back to
flee. Their bodies could be evidence which the Manor.
could lead back to Harris and Lekris.

With this information and the building schematic the


characters can begin to formulate a plan. Harris can
answer any questions they have. If they need

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Flashbacks Sly Manor
During the heist each character has a single
flashback point which they can spend at any time, Manor Grounds
typically when they get themselves into a bind. This
You arrive at Sly Manor and see a beautiful
can be used to flash back to a point in the three
two-story building with ivy crawling up the stone
days leading up to the heist where they may have
exterior. Surrounding the manor is a large but
already prepared a solution for the bind they are
simple garden. A wide open lawn is punctuated by
currently in.
the occasional stone statue, fountain or flower bed
and bordered by a thick hedge. All of this is bathed
Each time the players do this, they must describe
in a soft magenta light from some unknown source
what they tried to do during the flashback. For this
overhead.
to succeed they must pass an ability check using
the skill most appropriate for what they are trying to
From the front of the building you can see that there
do in the flashback, as chosen by the DM.
are two guards flanking the front door and another
pair of guards currently walking the perimeter of the
For example, if a guard catches them, they could
grounds.
use a point to flashback to meeting with the same
guard in the pub a day earlier. During this meeting
If the group are suitably dressed as guests and
they can try to convince the guard to turn a blind
have arranged with Harris for him to add them to
eye in exchange for a share of the reward. If they
the guest list, then they can enter via the front door
succeed during the flashback, then the guard lets
with no issues from the guards. If they aren’t on the
them go without issue during the heist.
guest list then they can make a DC 14 Charisma
(Deception) check to convince the guards that there
The DC should be set depending both on how likely
has been a mistake. If they fail Harris emerges from
it is that they could achieve what they are trying,
the building and assures the guards of the mistake,
and on how likely it is that they could have foreseen
allowing their entry, but the guard alert level
the event. A good baseline DC is 14, increasing if
increases by one.
the task is challenging or unlikely or decreasing if is
easy or likely.
The back door is manned by a single guard. If they
try to enter the backdoor while disguised as
servants of the house, the guard is skeptical why
Guard Alert Level they are arriving so late. A DC 10 Charisma
(Deception) check is required to convince the guard
The guards at Sly Manor are well coordinated and
to let them in. If they fail, Harris appears from the
will react if there is suspicious activity within the
building and convinces the guard to allow them in,
manor or its grounds. They start the night at alert
but the guard alert level increases by one.
level zero, at which point they are attentive but
relaxed. Each time something suspicious occurs
If the characters try to sneak across the grounds to
that gets their attention, the alert level increases.
one of the three possible entrances, they must
The maximum alert level is three. Some events will
make a DC 12 Dexterity (Stealth) group check. On
differ depending on the current alert level.
a failure they miss their chance to sneak past the
patrol to their target and instead must quickly
choose one of the other two options.

If the characters try to climb onto the roof of the


building, they can trivially climb an ivy covered
trellis to get onto the roof. Once on the roof they

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can see the hatch in the center, however the roof is depends on how the group has presented
slated and slanted, making it different to traverse. A themselves.
DC 12 Dexterity (Acrobatics) check is required to
cross to the hatch. On a failure a character slips, ● If the group are disguised as servants then she
sliding down the roof. They catch themselves approaches and matter-of-factly informs them
before falling, however in doing so they knock loose that there is a mess in the bathroom and that
several slates which fall from the roof near where they should clean it up. She won't leave until
the guards are posted, increasing the guard alert they appear like they are going to. If they are
level by one. reluctant she will complain about the quality of
the “help”.
● If they are dressed as guests she will introduce
1 - Foyer herself and ask who they are, trying to get a
You enter into a grand foyer with hardwood floors gauge of their value. If she gets the impression
and mahogany panel walls. In the center of the roof they are “beneath” her, she will inform them so
is a beautiful marble statue of a tiefling woman. curtly, otherwise she will suggest that the
Around the statue a number of butterflies flutter Goldenfield’s White is a particularly fine
about. vintage before leaving.
● If they aren’t in disguise she will bluntly ask
On the east side of the room is a door and a them who they are and what they’re doing
staircase leading to a landing above. The north side there.
of the room has two further doors and the west side
has a set of ornate double doors. If during this conversation she becomes suspicious
of them, she will inform them she’ll be speaking to
When the characters first enter the foyer it is empty the guards about them before storming off. If they
but as they begin to cross the room, the bathroom don’t stop her, the guard alert level increases by
door begins to open. They may attempt to hide if one.
they wish. Out of the door emerges Edith
Von-Bloom, an Waterdhavian noblewoman who has The statue has a simple plaque on it which reads:
already had a drink too many. If the group makes Kalza Ward. Interacting with the butterflies around
no effort to hide, she approaches. How she reacts the statue, or a A DC 20 Intelligence (Investigation)
check, will confirm that they are illusory.

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an interesting surprise. What are you doing in
If the guard alert level reaches 2, then one of the here?”
guards from the front door moves inside to watch
over anyone passing through the Foyer. If in The woman is Nosha Sindur, a Zhentarim thief who
disguise, the players must make a DC 14 Charisma has also entered posing as a guest with the
(Deception) check to avoid raising suspicion. intention of stealing the rod of illusia. She has
Otherwise the guard approaches and questions accomplices waiting on the roof for her signal, when
them. If they cannot justify their presence there, he she disables the defenses.
calls for the captain of the guard (see 6 - Ballroom)
and the group are detained in Saria’s Study. Nosha initially tries to act as though she is merely a
curious guest. A DC 14 Wisdom (Insight) check is
required to see through her ruse.
2 - Saria’s Study
You enter into a study whose walls are completely If she realizes the group are there for the same
lined with book cases, almost entirely filled with purpose as her, she is acutely aware that she is
books though there is the occasional curio or trinket outnumbered. She tells them she would be willing
on display. On the south side of the room is an to work with them in exchange for 10% of the
antique mahogany desk strewn with papers and reward. This is a lie and she intends to betray them
books. as soon as she is able. A DC 14 Wisdom (Insight)
check is required to deduce that she is lying.
The desk contains a hidden button which disables
the magical protection in the museum. If the If the characters are hostile towards her, she won’t
characters search the desk they must make a DC attempt to fight them. She’ll allow them to detain
10 Intelligence (Investigation) check to find it. On a her, however if they do not bind her hands or cover
success they find that on the base of one of the her mouth, she will use message to communicate
drawers are three buttons, each with a different with Vizen Grosk to free her as soon as she is
rune on them which glow faintly. A DC 14 alone. Failing that, she will contact her accomplices
Intelligence (Arcana) check reveals that each of the and let them know they should enter.
runes represent a school of magic: conjuration,
enchantment, and illusion. If the characters search the shelves, a DC 15
Intelligence (Investigation) check reveals that one of
Pressing the button marked either conjuration or the curios, a golden frog with emeralds for eyes,
enchantment will result in the character being is quite valuable, worth around 400 gp to the correct
pricked by a hidden needle in the button. They must buyer.
make a DC 16 Constitution saving throw or take
4d6 poison damage and become poisoned for 10 Detained. If the players are detained they will be
minutes. While poisoned the character is also brought here and watched over by Markus Vannkir
paralyzed for the duration. On a success, they take and two of the guards. The players will be left alone
half damage and are not poisoned. with the guards for a short time, giving them an
opportunity to escape. If they attempt to fight
Pressing the button marked illusion will disable the Markus he has the stats of a half-red dragon
magical protections, after which all three buttons veteran and the other two are guards.
cease to glow and have no effect when pressed.
If they fail to escape after around ten minutes, Saria
Just before the characters leave the room: The door will appear and question them. She will query them
opens and you see standing in the doorway a to find out what they were attempting to do there,
half-orc woman in a blue evening dress. She looks and ultimately have them delivered to the Watch in
slightly surprised before smiling and stepping into Daggerford.
the room, closing the door behind her. “Well this is

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If the group attempt to fight Saria they will likely lose Kalza had sold them out so that she could live,
as she is an archmage with hold person instead of believing the group could not survive an encounter
detect thoughts, major image instead of fly, fireball with such a powerful foe. After Saria defeated the
instead of lightning bolt and foresight instead of devil, Kazla confronted her, not wanting word of her
time stop. Their best course of action is to flee cowardice to get out. She attacked, and Saria had
which will trigger the skill challenge described in no choice but to kill her in self-defense.
Escape.
When Saria returned to the surface she chose to
omit this from the story so that Kalza would be
3 - Master Bedroom remembered as a hero. The group may be able to
You enter into a large and spacious bedroom with use this information to their advantage if they come
oak hardwood floors, in the center of which is a face to face with Saria.
thick shaggy rug. The room is framed around a
finely-built four poster bed with bedside cabinets on
either side. Against the back wall is a set of
4 - Lounge
bookcases which are sparsely filled with ornaments You enter into a lounge with rows of bookcases and
and the occasional book, as well as a large deer antlers mounted on the wall. In the center of
wardrobe, and near the door is a dresser made of the room there are two comfortable looking
oak and marble. red-leather sofas facing each other.

This is Saria’s bedroom which she uses for sleep Sitting in here is a human man in his sixties who is
and little else, preferring to spend time in her study. overweight with greasy combed back hair. He is
deep in conversation with two other nobles,
The bedside cabinets are empty aside from a sleep boasting about his business pursuits. The other two
mask. The wardrobe is filled with clothes and appear to be considerably less enthusiastic about
shoes, almost all of it of a fine quality but nothing the conversion than he is.
else of value, and the dresser simply contains
cosmetics and more clothes. The man is Vizen Grosk and he is already more
than a little tipsy at this point. How he reacts to
On the bookcase however is an invisible safe. It them entering depends on how the group has
resides in one of the gaps between ornaments, presented themselves.
which are sparsely enough placed that the gap isn’t
notable. A DC 16 Investigation check is required to ● If they are disguised as staff he demands that
notice that there is something there, which can be they refresh his drink.
identified as a safe if a few moments are taken to ● If they are disguised as guests he invites them
feel the object. A DC 16 Dexterity (Thieve’s Tools) to join the conversation, at which point the other
check is required to open it. Inside is a pouch nobles take the opportunity to exit. He regales
containing 5 sardonyx and Saria’s journal. them with tales of hostile takeovers and pricing
others out of the market, believing he is slyly
The journal is old and weathered and was used masking the illegal nature of his business but
while she was adventuring 20 years ago. It actually doing a poor job.
documents her quest to solve the murders and her ● If they are not disguised he sobers up and
eventual encounter with the devil. The details immediately believes them to be assassins sent
largely align with the account she has shared to kill him. He panics and offers them money for
publicly with one notable omission. One of her party his life, initially offering them 800 gp to leave
members, another tiefling woman called Kalza him alone, though he can be haggled up to
Ward, had betrayed them to the devil. 2000 gp. If they take the money he will
immediately leave the event.

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If the players act against Grosk, he has the stats of 12 Charisma (Stealth) check to cross without
a noble and can be easily defeated. If the other drawing attention to themselves. On a failure they
nobles are still there, they will attempt to leave and are approached by Bernard Beasley, a dwarven
report to the guards, raising the guard alert level by noble. How he reacts depends on how the
one. If they kill him and leave the body, it is found characters present themselves:
within 15 minutes, which will also raise the guard
alert level by one. ● If the characters are disguised as servants he
will demand to know where his drink is, he
If they manage to dose him with the poison requested it nearly 5 minutes ago. He won’t let
Midnight Tears, then there is no noticeable effect for them leave until they agree to get him a drink.
now. He will drop dead at midnight while he is ● If the characters are disguised as guests he
traveling back to Daggerford. will approach and try to network with them,
asking what their business is, hoping to find
someone who will invest in his new enterprise.
5 - Bathroom
An ornately tiled bathroom with a magically If they act suspicious during the conversation, he
powered shower. will excuse himself before heading towards the
guards. If they fail to stop him, the guard alert level
If Edith Von-Bloom has just left the bathroom the rises by one.
toilet has clogged and begun to overflow.
If they are not disguised then crossing the hall will
be more challenging. While the guard alert level is
6 - Ballroom
below three, they may make a DC 16 Dexterity
You enter into a grand ballroom with a long table (Stealth) or Charisma (Stealth) group check to
set with a wide selection of foods and drinks on the cross without drawing attention. On a failure, the
western side. To the north, floating instruments play group sees one of the guards speaking to another
pleasant background music and across the ceiling while gesturing in their direction and the guard alert
snake various firework like effects which silently level rises by one.
pop in and out of existence, bathing the hall in
multicolored light. The guard captain is Markus Vaankir who is
watching the crowd intently. If the guard alert level
There are around fifty or so noble men and women is at the maximum level of three, the group must
standing or sitting in the hall, mostly networking, make a DC 18 Dexterity (Stealth) or Charisma
drinking and eating. The largest group surrounds a (Stealth) to cross the room, regardless of their
red-skinned tiefling woman with jet black hair, short costume. On a failure two of the guards begin to
straight horns emitting from her forehead and approach the group, while Markus approaches
wearing an elegant black evening dress. Saria. The guards flank the group while Saria and
Markus approach. Saria asks them what they are
Skulking in the corner are three guards watching doing here. If they give a convincing answer, they
over everything. One, seemingly the captain, is a may make a DC 15 Charisma (Deception) check, in
red half-dragon. which case she asks the guards to lead them to the
front door and escort them off the premises.
The tiefling woman is Saria Sly and she is too busy Otherwise, she asks the three guards to lead them
speaking with the crowd around her to notice the to her office and detain them there. She will join
party. them shortly. She assures the guests that the
unexpected guests have been dealt with and they
If the characters are disguised as guests or staff can resume festivities.
they will have an easier time crossing the hall while
the alert level is below three. They can make a DC

10
If the characters are hostile here then the guests 8 - Servant’s Quarters
flee towards the foyer while the guards, Markus and
Saria Sly engage the characters in combat. This is A collection of small bedrooms. Oban Harris can be
a fight the characters are very unlikely to win and found here.
their best course of action is to flee which will
trigger the skill challenge described in Escape. 9 - Guest Bedroom
A well kept guest bedroom that doesn’t look like it is
7 - The Kitchen often used.
You enter a thronging kitchen as various waiters
and cooks rush back and forth preparing a large One of the walls borders on the exhibition room
feast. Despite the near unbearable heat in the room which may be useful if the characters wish to tunnel
the various servants rush back and forth gracefully into the room.
avoiding each other as though performing an
intricate dance. 10 - Carlos’s Chambers
You enter a large bedroom though it is more
If disguised as one of the guests a waiter
reminiscent of a workshop. There is a bed along
approaches as soon as they enter and informs
with a couple of bookcases on one side of the
them that guests are not meant to be in the kitchen.
room, but the rest of the room is taken up by
He then asks if he can help them with anything. If
workbenches covered with strange components
they act suspicious he waits until they are gone
and half-finished projects. Large score-marks on
before approaching one of the guards, increasing
the walls suggest that these projects don’t always
the alert level by one.
go to plan.
If disguised as a servant, a chef hands one of the
Among these workbenches on the far wall is a
group three plates and demands that they take it
writing desk, hunched over which is a scholarly
out to the table. The character is chosen at random
figure frantically writing. A keychain hangs from his
and they must make a DC 13 Dexterity (Acrobatics)
belt, off the side of the chair he sits on. It is clear he
check to successfully carry all three plates out of
is lost in his work and hasn’t noticed you enter.
the kitchen. On a failure, they drop them and the
chef chastises them then mentions that they don’t
On a shelf above the desk are three curious looking
recognise them. He asks if they really work here. A
dinosaur figurines, the only decoration in the room.
DC 13 Charisma (Deception) check is required to
convince him, otherwise he is suspicious. Once
The figure is Carlos Wolfe. He doesn’t care for the
they’ve left the room, he asks one of the waiters to
event and to avoid participating has shut himself in
inform the guards, increasing the guard alert level
his chambers and busied himself with work. Work is
by one.
going well at the moment and he is completely
enveloped in it. With his concentration elsewhere,
If they are not in disguise one of the waiters
he isn’t paying much heed to what is going on
approaches and asks who they are and what they
around him and his perception suffers for it.
are doing. A DC 13 Charisma (Deception) check is
Approaching him quietly only requires a DC 10
required to convince him that they aren’t up to
Dexterity (Stealth) check and taking the keychain
anything nefarious but he asks them to leave the
only requires a DC 10 Dexterity (Sleight of Hand)
kitchen regardless. On a failure he waits until
check.
they’ve left the kitchen before approaching the
guards, increasing the guard alert level by one.
The figurines are jade figurines of the
deinonychus. Carlos uses these if he thinks there
is a risk of combat.

11
If they alert Carlos he asks what they are doing If the characters wish to steal from the collection
there and demands they leave. Without his figurines they realize that many of the items aren’t
prepared Carlos knows he is outnumbered so if the particularly valuable without knowing the history
group becomes hostile to him, he will allow them to associated with them. They may make an
detain him. A DC 22 Charisma (Intimidation) check Intelligence (History) check to see what would be
is required to convince him to assist in their heist. valuable from the collection without the associated
history. With a 10 or higher they find one item. With
a 15 or higher they find three items and with a 20 or
11 - Museum higher find five items. The items are as follows:
You enter into a museum filled with all sorts of
strange displays, ranging from fierce weaponry and ● A silk robe with gold embroidery worth 250 gp
intricate jewelry through to demonic statues and a ● A silver-plated steel longsword with jet set in hilt
strange obsidian monolith. There is even the worth 750 gp
massive head of a red dragon affixed to one of the ● An obsidian statuette with gold fittings and inlay
walls. worth 750 gp
● A staff with an intricately carved snake head at
You can see that there is a door into what seems to the top worth 1800 gp. This is a staff of the
be a storage room on the east side and the door adder
into the exhibition room on the west side. ● A pair of finely crafted elven boots worth 2500
gp. These are boots of elvenkind
There are a large number of objects on display here
ranging from massive free standing objects like Any additional items they take are worth 25 gp a
demonic statues or a dragon skull, through to piece.
weaponry, valuables and magical trinkets on display
in the display cases and pedestals. All of the All of the displays and pedestals have had alarm
objects have a history associated with them cast on them by Carlos. He will be alerted if the
however there are no captions describing them. players take anything without first dispeling the
Saria knows what all of the objects are and the magic. Anyone using detect magic can see an
history associated with them and describes them at aura of abjuration magic around the display cases
length when giving a tour of her collection. and pedestals.

12
increase if the players use any explosive or loud
The door to the Exhibition Room is locked with what spells while there.
looks to be an extremely complex lock. One of the
keys on Carlos’s key chain can be used to unlock There are three additional possible encounters here
the door. Alternatively the characters may try to pick which may occur depending on what the characters
the lock, which requires a DC 14 Dexterity (Thieves have achieved during the heist. At most, only one of
Tools) check. If the DC is exceeded by 5 then the these encounters should occur, so if the conditions
character realizes that the lock was surprisingly are met for more than one then you can choose
easy to unlock, given how complex it looked. Carlos which one.
has cast alarm on the door and is alerted as soon
as anyone steps through the door. Anyone using Carlos Wolfe. If the characters trigger the alarm on
detect magic can see that abjuration magic has the door to the Exhibition Room, Carlos is alerted
been cast on the doorway. and will arrive, if he is able, immediately after the
characters re-enter the Museum from the Exhibition
The cupboard door is also locked requiring a DC 14 Room, or potentially while they are trapped if they
Dexterity (Thieve’s Tools) check to unlock. Another fail to free themselves. When Carlos enters the
of the keys on Carlos’s keychain can be used to Museum he activates all three of his jade figurines
unlock the door. Alarm has not been cast on this of the deinonychus, creating three deinonychus
door as Carlos did not want to draw attention to it if which fight alongside him. He has the stats of an
someone were to cast detect magic. enchanter wizard but with counterspell instead of
tongues, and misty step instead of charm person. If
None of the windows in the museum can be opened Nosha is with the group she flees, aiming to escape
and they have all been magically reinforced to using the rooftop hatch.
make them much harder to break. They each have
a damage threshold of 20 but will shatter if that is Nosha Sindur. If the characters successfully find
exceeded. the magical doorway inside the cupboard while
Nosha is with them, she will call for assistance from
If the group enters without having disabled the her companions and attack the group, wanting to
magical defenses using the button in Saria’s Study take the rod for herself. She has the stats of a
then after a few moments: Darkness suddenly master thief and her three companions are spies.
swirls in front of you for a moment before solidifying
into a shadowy figure. It takes you a second to Markus Vannkir. If the guard alert level has
recognise that the figure is a mirror of yourself. reached the maximum value of three, then Markus
Each of you look around and realize that only you Vaankir and his guards check the museum’s
are able to see the figure in front of you. magical protections and realize they have been
disabled. He immediately calls all guards and heads
They have been afflicted by a powerful illusion spell for the museum, arriving after the players re-enter
of Saria’s design. They each see a shadow the Museum from the Mountain Summit. He is a
duplicate (See Appendix A: Enemies) of half-red dragon veteran and he has six guards
themselves that none of the others can see. The with him.
duplicates will attack the person they have
duplicated and will continue to do so until their HP
has been reduced to 0 or their respective character
12 - Storage Room
has fallen unconscious. The spell can also be You enter into a simple storage room containing a
ended by casting dispel magic on each of the number of crates and a few broken items which are
characters afflicted. no longer suitable for display. There is a ladder
leading up to a hatch in the ceiling.
Triggering combat in the museum will increase the
guard alert level by one. Additionally, it will also

13
If the characters spend a little time searching, a DC anyone inside it must make a DC 13 Wisdom
14 Intelligence (Investigation) check reveals there is saving throw or become charmed. While charmed
a potion of greater healing in one of the boxes. in this way the creature is incapacitated and has a
speed of 0. This effect ends if the creature takes
The windows in here are similarly reinforced to any damage or if another creature uses an action to
those in the museum. shake them out of it.

If everyone in the party becomes charmed, they are


13 - Exhibition Room awoken a few minutes later when one of the people
You enter into a large room with mahogany panel from encounters described in the Museum opens
walls. In the center of the room is a raised platform the door.
made from marble and in the center of that, is a
marble plinth. On top of this is a red velvet pillow, Both the magical darkness and the charm effect
on which rests a golden rod with a platinum pyramid end if the door is unlocked again.
on top. Each face of the pyramid has a jewel cut
into the shape of a rune, each a different color: red, The windows in here are similarly reinforced to
purple and orange. those in the museum.

The marble platform, plinth, pillow and rod are all an


illusion. A DC 20 Intelligence (Investigation) check
14 - Cupboard
will reveal this, though it will quickly become clear You open the cupboard door and see yet another
when they try to take the rod. door behind it. This one is not attached to a wall
and floats slightly off the ground. There is a magical
If someone attempts to step up onto the platform shimmer around its edges, and light glows from
they must make a DC 14 Dexterity (Acrobatics) behind it.
check. On a success they notice that their foot
passes through the illusory platform and step back The magical door leads to the mountain summit.
from it. On a failure: You try to step up onto the
platform but instead your foot passes through it. It is
immediately clear it is an illusion. Your foot hits the
Attic
ground and you feel a panel underfoot sink about You enter into a musty old attic full of old boxes and
an inch with a click. The door slams shut as the other odds and ends. You can see a hatch leading
illusion depicting the platform, plinth and rod down near the south eastern side. The attic hasn’t
vanishes, leaving an empty room. Suddenly been floored however, so to get there you’ll suspect
darkness envelops you, completely obscuring your you’ll need to carefully balance on the beams as
vision. Inside this darkness you see patterns of you’re unsure if the ceiling below will hold your
dazzling multicolored lights bolting across your weight.
vision.
They must make a DC 10 Dexterity (Acrobatics)
The player has stood on a pressure plate inside the check to cross the beams without falling. If
illusion and triggered a trap. The door has re-locked someone falls while near someone else, they may
itself, this time requiring a DC 16 Dexterity (Thieve’s make a DC 15 Strength (Athletics) check to catch
Tools) check to unlock it again. A DC 16 Strength them. If no-one is able to catch them they fall onto a
(Athletics) check will allow a character to break the ceiling. The ceiling will crack but otherwise hold if
lock. the character is small. A character who is medium
size, however, falls through the ceiling into the
Additionally the room has been shrouded in magical museum below.
darkness, rendering even those with darkvision
blind. Each round that the magic darkness persists, The hatch leads down into the Storage Room.

14
Mountain Summit The players must complete a skill challenge to
escape. You may use the skill challenge rules
You step through the magical door and are suggested in Appendix C: Skill Challenges or you
immediately hit by the cool breeze and dazzling may use your own rules. The skill challenge should
sun. You stand at the very peak of a mountain, use a base DC of 15.
maybe 40 feet across, with the bright midday sun
beaming down on you. Around half a mile below The players must navigate the following events:
you clouds lap at the sides of the mountain and
stretch off to the horizon, like an ocean of white. A ● You see Saria standing by the doorway as she
single tree protrudes from the edge of the summit, begins casting a spell, you each feel your
towering over the peak. muscles begin to tense up and movement
starts to become harder. On a failure they are
The characters have stepped into a small each held for a few seconds, allowing the
demi-plane created by Saria Sly using magnificent guards to close some of the distance, but they
mansion. It is simply a 40-by-40 box room which is are still able to continue.
nearly completely empty. The scenery the ● The guards continue to chase you while Saria
characters see is an elaborate illusion created by casts something again from range. You see
Saria, and is intended to be part of the exhibition. cracks form in the ground and then collapse in
She plans to create an elaborate show in the sky on itself, creating a rift into darkness below.
which her crowd can watch from the mountain’s This now stands between you and your escape.
peak. The pit is an illusion and the players can
auto-succeed if they just run through it.
A DC 20 Intelligence (Investigation) check is ● Saria continues to cast as you feel the forces of
required to see through the illusion. magic grabbing at you. Every object on your
person begins to try and lift itself from you.
The tree marks the place where there is a small Saria is using telekinesis to attempt to take all
table, on which is the rod of illusia used to create of the items the players have stolen back. On a
the illusion. If a character reaches into the tree they failure they lose all of the stolen items aside
feel the rod and can take it with no issues. from the rod of illusia and Saria’s diary. The
guards also gain on them.
● You look back and see the guards still trailing
Escape behind you as Saria readies yet another spell in
the distance. You see a burst of olive light as a
When the players exit the manor with the intent of focused green beam fires towards <one of the
leaving, then they are able to do so without issue if party members>. It connects and you see a
the guard alert level is two or lower. There are still significant chunk of them begin to disintegrate
guards on the front and back door, however, and away. This is again an illusion made to look like
acting in a suspicious manner within view of them the disintegrate spell. Saria is reluctant to
will raise the alert level by one. actually hurt the group, but hopes they will slow
down if it looks like one of their group is badly
If they leave while the alert level is three then: You hurt. The person targeted cannot be the one to
begin to make your escape from the manor just as handle this event.
you hear the door behind you burst open. You see ● Though the guards still follow behind you,
Saria Sly, the guards and some of the guests you’ve put quite a distance between yourself
emerge from the building. Saria calls out “Guards! and Saria and it can’t be long now until you’re
After them!” at which point the guards begin to give beyond her range. That fact doesn’t appear to
chase. be lost on Saria as she yells out in anger and
fires a large blast of fire in your direction.
Desperate, Saria has launched a real fireball in

15
their direction, hoping it’ll slow them down. On a them down so there are no loose ends which could
failure they take 8d6 fire damage. Anyone who tie him to the failed heist.
is reduced to zero HP remains conscious for
now but collapses from their wounds as soon If they are captured and handed in to the Watch
as the escape has concluded. then the investigation also discovers Lekris’s
involvement and he is imprisoned alongside the
The players must succeed on three of the five group.
events for the skill challenge to be considered a
success.
References
On a success: You manage to get beyond the
range of Saria’s spells and without her intervention Title text generated with cooltext.com.
you are able to quickly lose the guards. You
continue running for another 10 minutes or so into Some names generated using
the night until you are confident that you are no fantasynamegenerators.com
longer being followed.
Page background and DMs Guild logo provided by
On a failure: Saria’s barrage of spells have Dungeon Masters Guild.
hindered your progress enough to allow the guards
to catch up to you. You each feel yourself tackled to Maps creating using Dungeon Alchemist and Dungeon
the ground as the guards attempt to detain you. Scrawl
Within a few moments Saria has caught up to you,
Written on 2023-07-21. Version 1.0.0
standing over you, ready to attack if you act out at
all. She says to you: “You’ve ruined an event that I
hold dear to my heart. If you return the rod and all
that you’ve stolen now, I’ll let you go such that the
rest of the evening can continue unimpeded.
Otherwise I will hand you over to the Daggerford
Watch.”

If they hand back everything they have stolen, Saria


is true to her word and allows them to leave so her
event can continue. Otherwise she and the guards
detain them until the Daggerford Watch arrives.

Conclusion
If the players are successful in their mission, they
return to the Drunken Duck a few days later and
report to Byron Lekris to hand over the rod. He
rewards them with the promised 500 gp as well as
any rewards for completed bonus objectives. He
informs them that he is impressed with their work
and he would be happy to work with them again in
the future.

If the players are unsuccessful but still escape, then


Lekris is furious. He pays for an assassin to track

16
Appendix A: Enemies
Shadow Duplicate
Medium construct, Unaligned

Armor Class 15 (natural armor)


Hit Points 32 (5d8 + 10)
Speed 30 ft., fly 30 ft.

STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 16 (+3)


WIS 11 (+0) CHA 8 (-1)

Saving Throws DEX +2, INT +5, WIS +2


Skills Stealth +3 Perception +2
Damage Immunities psychic, poison
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Illusory Nature. The shadow duplicate can only be


perceived by the creature it is a duplicate of. It
cannot be targeted by other creatures nor is it
affected by area of effect spells originating from
anyone other than the duplicated creature.

Actions
Psychic Claw. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic
damage.

Psychic Blast. Ranged Spell Attack: +5 to hit,


range 120 ft., one target. Hit: 14 (2d10 + 3) psychic
damage.

17
Appendix B: Items
Jade Figurine of the Deinonychus Rod of Illusia
Wondrous Item, uncommon Rod, legendary (requires attunement)
A statuette of a Deinonychus made of jade which is While you are attuned to this rod and are holding it,
small enough to fit in a pocket. If you speak the you may cast the spell major image at will. The
command word and throw the figurine at a point on spell is cast as though using a 6th level spell slot
the ground within 60 feet of you, the figurine and therefore lasts until dispelled and does not
becomes a living deinonychus. If the space where require concentration. The spell is cast with a spell
the creature would appear is occupied by other save DC of 20.
creatures or objects, or if there isn’t enough space
for the creature, then the figurine doesn’t become a
creature.

The creature is friendly to you and your


companions. It understands your languages and
obeys your spoken commands. If you issue no
commands, the creature defends itself but takes no
other actions.

The creature exists for one hour. At the end of the


duration the creature reverts to its figurine form. It
reverts to a figurine early if it drops to 0 hit points or
if you use an action to speak the command word
again while touching it. When the creature becomes
a figurine again, its property cannot be used again
until 7 days have passed.

18
Appendix C: Skill If a feature is used which consumes a resource–a
consumable item, a charge of a class feature or a
Challenges spell slot–then the player has advantage on the
ability check. Exactly what resources grant this is at
Skill challenges are a good way to include a quick
the DM’s discretion.
burst of action without getting bogged down by the
complete rules of combat. They present an
The rules should be more flexible here in favor of
opportunity for the players to get creative with their
the rule of cool. If a feature or spell can be justified
skills and abilities without the risk of exposing
doing something that wouldn’t strictly be allowed in
combat exploits by bending the rules. Chases, traps
the rules then it may be allowed here. However the
and natural disasters are all perfect scenarios for
plausibility of this will affect the DC. For example,
skill challenges.
you might ricochet an arrow around a corner to hit a
target with no line of sight, or prop open a door for a
At the time of writing there are no official rules for
few seconds using the shield spell.
skill challenges in 5th edition D&D but there are a
number of unofficial rulesets. The following are the
rules suggested for this module, but alternatives
may work equally as well.

Mechanically, a skill challenge is simply a series of


events presented where one player must provide a
solution to each.

When a solution is presented the DM should pick


an appropriate skill, ideally one the player is
proficient in, and ask for an ability check using it.
The DC for this check is decided by the DM
depending on the plausibility of the solution offered,
but a baseline DC may be provided for reference. If
the player passes the skill check then the solution
they offered is successful.

If a player offers a solution whose most appropriate


skill has already been used to solve an
event–whether it was successful or not–then the
DC should increase for that event. It continues to
increase for each subsequent use of the same skill.
It is up to the DM to decide how much to increase
the DC, but +2 is a good starting point.

When an event is presented to the players they can


choose between themselves who will handle it, but
they must do so without discussion of the solutions
they will offer. If a player takes a second turn before
everyone has had a turn in a round then the DC
should rise for that event. Again, it is up to the DM
to decide how much to increase the DC, but +4 is a
good starting point.

19

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