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The Great Heist

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Eduardo Fontes
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100% found this document useful (1 vote)
475 views10 pages

The Great Heist

Uploaded by

Eduardo Fontes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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

  


The Great Heist is an adventure designed for 4-6 Level 15 characters for use with the 5th
Edition ruleset.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this MonkeyDM game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other
than the material designated as Open Game Content may be reproduced in any form without written permission.

The Great Heist is published by MonkeyDM under the Open Game License version 1.0a. Copyright 2020 MonkeyDM. All Rights
Reserved
2
  GM NOTE. Finding an inside man on the matter is
While the party is out and about, either in a tavern or simply difficult, as Lord Clearwater uses minimal staffing.
travelling, they will be approached by Myles Mittens, a tabaxi His only contacts are:
thief with black fur and jittery demeanor. He asks them point-
blank if they are adventurers. If they reply affirmatively, he'll Lady Clearwater, his wife.
Brendon Clearwater, his brother.
say he has a business proposal. And he intends to pay Leia Clearwater, his daughter.
handsomely. Sir Gregory Mon, his personal guard captain.
Mary Larson, his cook.
 
The rest of the house is entirely automated, with
In which the players prepare a bank heist. all of his automatons having clay golem stats.
   
Somewhere hidden, maybe in a tavern, or anywhere else If players ask around the town/inns for information about the
where discussion can go on unnoticed, Myles will explain his lord, they must make a DC 20 Charisma (Persuasion) or
situation. Charisma (Intimidation) check. If failed, they will have to
Read this as Myles: operate without an inside man, making the next chapter
more difficult.
'See, for most of my life, I've been a thief. I'm not good for If they got the information from locals and commoners,
much, but I'm darn good at picking things clean. I am what read this:
you would call an expert. Let's just say I've got an eye for
shinies. Well, as you keep stealing, the small prizes don't 'Going out and about in town, you come across very few
satisfy no more. The proposition for you is simple, actually. I'm commoners willing to talk, all of which know of Clearwater to
planning the heist of the century. There's a fat and bold devil be a bit of a hoarder and also quite the paranoid person. He
of a noble who hoards money and magical items in his lets very few people in, out of fear they are all to steal from
mansion. I want to pick it all clean. No coin left. Nada. But for him. Some even recall a maid by the name of Jezebel, which he
that... I need a bit of help. He's got security to an extent I can't had whipped and removed upon accusing her she had stolen
even fathom to dodge. Especially not with my... Limited skill some of his belongings. Upon asking where you can find this
set. So, can I rely on you fancy folk? Money will be mostly person, they do give you an address.'
yours. I mainly do it for the thrill.'

If, instead, the party got their information from from people of
Upon the party agreeing, Myles will tell the party they need a power/other lords, read this:
few things before proceeding. Those being
An inside man 'Most everyone tells you that the lord is a very cold and
A schedule unwelcoming man, worthy of hatred. Many of them delighted
in the recent scandal, when his woman found out about an
The rest of this chapter will detail acquiring these. affair with a certain maid by the name of Jezebel.'

    


Read this as Myles: After this, the players should go and seek out Jezebel. Read
this:
'My connections have run dry as far as this man's concerced.
Very few people work for him. From what I've heard, he mainly 'After a little more asking around, you find out where this
works with constructs. Anyway, I'm going to need you to find Jezebel lives. A small hut of stone and wood, discreetly kept
us a man on the inside. Ah, the noble's name. Lord Nathos on the outskirts of town. The blinds seem to be shut out and
Clearwater, I think it was. Good luck.' the door locked. From inside, you can faintly smell the sweet
odour of cooking. Upon knocking, you hear footsteps quickly

If asked as to why he doesn't help, Myles will get defensive approaching, and a figure opens the door with sweat on her
and just say he has to lay low for a while. A DC 18 Wisdom brow and flour on her hands. The posture is reticent and
(Insight) Check will reveal he is hiding something. If pressed suspicious, inquisitive, even.
about it, he'll tell the party that if they keep pushing, they'll be
stuck trying to break in without his expertise.
Jezebel GM Note. During any combat, Myles remains
Information: A young woman, no older than mid- hidden, not attacking at all. He refuses to act
20s, who shows immense grace and beauty. Her around golems, but refuses to tell the party why.
home is neatly kept and adorned with furniture that
looks too fancy for a regular maid. She doesn't
want anything to do with anyone, as she's saved    
quite a bit of money and is trying to keep her head If the party hides within a Bag of Holding, the house
low. guardians at the gate will notice the new bag and perform a
check-up. All characters within the bag must make a DC 17
Dexterity (Stealth) check or become spotted. If they get
If persuaded or pressed to speak, she will say that Lord spotted, 5 gaurdian golems jump within the bag and combat
Harlan had an affair with her, and now no one will take her ensues. After that, they can get in without further combat.
up as a maid out of fear she is a homewrecker. Lady
Clearwater was the one to have her whipped, but not for Chapter 2.1.2. A Window To Life
stealing, rather for the affair. Her back is still very hurt. Upon If the party attempts to reach the open window provided by
further persuasion, or if the party heals her 30 whip wounds, the cook, they will need to first make their way over the large
she will agree to help, mentioning in passing that ever since fence, through the courtyard and in through the window. This
the Lady found out, the Lord and her have been away on a will require three Dexterity (Stealth) checks that must
journey of reconnection. The house is only held by the total an average of 18 or higher, in addition to any checks
servants. Maybe she could make her friend, the cook, get in the DM deems necessary. Such checks may include Strength
on it. She also provides a brief schedule. Having retrieved (Athletics) for climbing the walls, Wisdom (Perception) for
her, the party must now return to Myles. setting up things while within darkness, etc.
   
Failing any of the three Dexterity (Stealth) checks will alert
the house guardians golems, triggering an encounter against
The next day, Jezebel (provided the party has found her) tells 2 of them. If the party set up a commotion before, then they
the party the cook is in on the job, as long as she gets a cut. are allowed one failure without triggering an encounter.
Now with an inside man at the ready, the party is good to go
for tomorrow, all that remains is setting up a plan. Myles Chapter 2.1.3. Broken Windows
knows, through his sources, that he keeps all his treasures in If the party has no inside man and attempts to break through
his extra ballroom. Getting there is the issue. a window, they’ll first have to climb over the fence, requiring
Dexterity (Stealth) checks that must total an average of 18 or
GM NOTE. The extra ballroom is lined with lead higher, in addition to any checks the DM deems necessary.
walls, making scrying on it impossible. Scrying the Such checks may include Strength (Athletics) for climbing
other rooms is possible. Having access to an inside the walls, Wisdom (Perception) for setting up things while
man also gives the party help for the break-in. within darkness, etc.
Having a total average below 18 on the Dexterity (Stealth)
check will trigger combat against 3 house guardians
Getting inside the house itself is a sandbox encounter. Myles golems.
will suggest they can also sneak in by going inside his bag of Upon completing said combat, they can try to get through
holding, while the cook carries it. (This is the main option.) the window. It can be unlocked with a DC 25 Thieves’ Tools
They can also ask the cook to open a window on the side, check. Targeting it with a spell or breaking it will create
while someone creates a commotion outside, thus not noise, triggering another combat against 2 more house
requiring a passage through the main door. guardians. After that, the party arrives within the house.
In case they haven’t got an inside man, they can attempt to Proceed to chapter 2.2.
break through a reinforced window, which will create noise,
but is an option. Any reasonable way is valid, and the exact
build of the house, as well as how the party enters it, is at the
DM’s discretion to create.
 
In which the party attempts to steal plenty of objects.
    
Reaching the insides of the house has multiple ways one can
go about it. Here are three possible ways one can go about it.
If, at any point, combat encounters are triggered, house
guardian golems look as if made from iron and have a large
gem on their chest.
MAP 1: The Bag of Holding

Map Created by CzePeku


Join their Patreon to access to multiple variations
of this map and more !

  Immutable Form. The golem is immune to any spell or


effect that would alter its form.
Large construct, unaligned
Magic Resistance. The golem has advantage on saving
Armor Class 14 (natural armor) throws against spells and other magical effects.
Hit Points 133 (14d10 + 56) Magic Weapons. The golem's weapon attacks are
Speed 20 ft. magical.
Vocal Gem. This gem allows the golem to use his Call
STR DEX CON INT WIS CHA for Aid ability. Any creature within 5 feet of the golem
can try to remove the gem by using its action to
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) perform a DC 17 Strength (Athletics) check.
Call for Aid (1/Day). The golem spends its turn alerting
Damage Immunities acid, poison, psychic; bludgeoning, the other constructs from within the house. Within
piercing, and slashing from nonmagical weapons that 1d4 turns, 1 additional golem will arrive within the
aren't adamantine combat, sharing initiative with the one which used this
Condition Immunities charmed, exhaustion, frightened, ability. If within a silence spell, this ability does not
paralyzed, petrified, poisoned work.
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but Actions
can't speak
Challenge 9 (5,000 XP) Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Acid Absorption. Whenever the golem is subjected to target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
acid damage, it takes no damage and instead regains a target is a creature, it must succeed on a DC 15
number of hit points equal to the acid damage dealt. Constitution saving throw or have its hit point
maximum reduced by an amount equal to the damage
Berserk. Whenever the golem starts its turn with 60 hit taken. The target dies if this attack reduces its hit point
points or fewer, roll a d6. On a 6, the golem goes maximum to 0. The reduction lasts until removed by
berserk. On each of its turns while berserk, the golem the greater restoration spell or other magic.
attacks the nearest creature it can see. If no creature is
near enough to move to and attack, the golem attacks Haste (Recharge 5-6). Until the end of its next turn, the
an object, with preference for an object smaller than golem magically gains a +2 bonus to its AC, has
itself. Once the golem goes berserk, it continues to do advantage on Dexterity saving throws, and can use its
so until it is destroyed or regains all its hit points. slam attack as a bonus action.
       
Now within the house, the party will further need to avoid Within the ballroom, as part of the protection protocol
guardians, these much smaller than the ones on the outside. encounter, the party will have to fight 2 iron golems. Every
They’ll have to dodge and weave through corridors. turn, these will try to reach Myles (stats below). Each turn, he
As they make it in, read this: will do one of two actions:
If the golems are focused on him and haven’t been
‘You find yourself into a labyrinth of corridors showing
distracted, he will attempt to hide.
immense opulence. All around you, a plethora of paintings,
ornate suits of armor and the like, adorned with bits and bobs If the golems are at least 15 feet away, he will use his
of gold or even gems. It is, no doubt, a pile of riches, but action and instantly open one of the magic containers.
Each opened container will add an additional 5000 gold to
Myles seems to ignore all of it, looking about on the corridors,
wishing to arrive within the ballroom.’
the treasure of the adventure.
The players can choose to leave at any time, but staying for
longer means they get more treasure.
The party must now find their way towards the ballroom. If
they have scried the house before, they have advantage on all
checks to do so. They must first make a DC 18 Intelligence Map Created by CzePeku
(Investigation) check to find out where they are. After that, Join their Patreon to access to multiple variations
they will have to move through the labyrinth of corridors, of this map and more !
finally arriving at the door to the ballroom.
Once they reach there, read this:
‘As you arrive in front of this large wooden door adorned by
two large, runic locks, Myles stretches his arms. He quickly
places his tools within one of the locks, slowly beginning the
process. Within a few good moments, he opens it up. He then
smiles, as luckily no patrol comes in.’

If anybody else within the party attempts to open the other


lock, they must perform a DC 25 (Dexterity) Thieves’ Tools
check. After a brief minute in which the party can recollect,
Myles opens the second lock by himself.
Read this:
‘As the doors open, you see a beautiful ballroom, in the middle
of which rest quite a few red velvet stands, holding many
magical items or other riches. It is not the usual horde, per se,
but it is worth quite a lot. In the back of the chamber, two
grand statues watch over this hoard. You see as Myles takes a
step back, enticing you to go in. You all step inside and to your
surprise, nothing happens. Then, he steps inside. The moment
his paws reach the through the door, you begin to hear a
noise, as, with the sound of moving stone, the two statues
shift, moving their gaze towards the tabaxi. You hear an
automated, unnatural voice. “Myles Mittens, detected.
Protection protocol commenced. Thievery must be ceased.”
With a quick motion and an uncomfortable smile, Myles turns
his gaze towards you. “Maybe I should have mentioned I
attempted to rob this place before. My associates didn’t
survive. I hope you are to be luckier. Defend me while I pick
some of the locks, will you?”’

MAP 2: Treasure Vault


    
   In which the players run away with the treasure, but are met
Medium humanoid (any race), any alignment
by a worthy foe.
    
Armor Class 12 If the players break out by natural mans, read this:
Hit Points 27 (6d8)
Speed 30 ft.
‘When you have gathered enough for your liking, you quickly
pack up your things and, with a final effort, Myles moves
STR DEX CON INT WIS CHA towards the windows in the back of the chamber, places an
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) object on one of them, and promptly it bursts to pieces. You
see him shrug, before jumping out. One by one, you all move
Skills Deception +5, Insight +4, Investigation +5, out, quickly rushing away. One by one. As you run away from
Perception +6, Persuasion +5, Stealth +4 the house.’
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP) In order to make it past the fence, the players must make a
DC 16 Strength (Athletics) check. On a failure they are
Cunning Action. On each of its turns, the spy can use struck by a projectile thrown by golems dealing 2d12
a bonus action to take the Dash, Disengage, or Hide bludgeoning damage and pushing forward.
action. After they’ve all made it out, read this:
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack ‘Myles turns to you in a haze, running as fast as he can. “We
and has advantage on the attack roll, or when the have to get to the bridge. If we get there, we’ll get to my
target is within 5 ft. of an ally of the spy that isn't
safehouse and we’ll be fine.” He then begins to move towards
incapacitated and the spy doesn't have disadvantage
on the attack roll. it carefully.’

Actions
Multiattack. The spy makes two melee attacks.    
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ‘Not long after, with a blend of stealth and speed, you arrive at
Hand Crossbow. Ranged Weapon Attack: +4 to hit, the town bridge. You see Myles having a gigantic smile upon
range 30/120 ft., one target. Hit: 5 (1d6 + 2) his face. He turns towards you, with a cheshire-like grin. “We
piercing damage. didn’t even come across that annoying guard captain with the
bow. Got off easy, I say.” In the very next moment, his words
ring out like a bad omen, as a small arrow strikes the bridge in
  front of him. Instead of the impact you would expect, a
Every round, at initiative 20 (losing initiative ties), the thunderous explosion breaks the bridge in half, leaving a gap
Protection Protocol can take a lair action to cause one of the in the middle, but 5 feet in front of Myles. On the other side
following effects; the Protection Protocol can’t use the same of it, guarding it, adorned with the same crest as the many
effect two rounds in a row: golems you saw inside, two more constructs, with gem-like
2 animated armors will march within the chamber as eyes looking straight towards you and gems on their chests.
part of the defense protocol, attacking the nearest creature From a distant rooftop, you see a shape, bow in hand, eyeing
to the entrance. the promptly blown-up bridge. Roll initiative.’
All tiles activate, in an attempt to shock the creatures
within the area. Each creature on a colored tile must The players will now face the Guard Captain (The Grim
make a DC 17 Constitution saving throw or take 4d6 Hunter) and his 2 shield guardians, which are bound to
lightning damage. The iron golems are unaffected by this. him. While his guardians hold the line, the Guard Captain
Once the players decide to leave or have finished the will try to keep at a distance.
encounter, proceed to the next chapter.
   - Blinding strike: The hunter next hit with a
weapon attack deals an additional 2d6 necrotic
Medium undead (elf), lawful evil damage and the target must succeed a DC 19
Constitution saving throw or be blinded until the
Armor Class 19 (natural armor) start of the hunter's next turn.
Hit Points 129 (14d8 + 56)
Speed 40 ft. - Thunderous strike: The hunter next hit with a
weapon attack deals an additional 2d6 thunder
damage and the target and all creatures within 5
STR DEX CON INT WIS CHA feet of it (other than the hunter) must succeed a DC
19 Strength saving throw or be knocked back 15
14 (+2) 23 (+6) 18 (+4) 15 (+2) 17 (+3) 22 (+6)
feet and fall prone.
Saving Throws Dex +11, Wis +8 - Banishing strike: The hunter next hit with a
Skills Deception +11, Insight +8 weapon attack deals an additional 1d6 psychic
Damage Immunities bludgeoning, piercing, and damage and the target must succeed a DC 19
slashing from nonmagical weapons, necrotic, Charisma saving throw or be banished into a
poison harmless demi-plane where it is incapacitated, until
Senses darkvision 300 ft., passive Perception 13 the start of the hunter's next turn.
Languages Common, Elvish, Infernal
Challenge 15 (13,000 XP) Actions
Partial Magic Immunity. The hunter can't be affected Multiattack. The hunter makes three attacks
or detected by spells of 4th level or lower unless he Longbow. Ranged Weapon Attack: +11 to hit, range
wishes to be. He has advantage on saving throws 300/900 ft., one target. Hit: 15 (2d8 + 6) piercing
against all other spells and magical effects. damage.
Magic Weapons. The hunter weapon attacks are Dagger. Melee Weapon Attack: +11 to hit, reach 5
magical. ft., one target. Hit: 11 (2d4 + 6) slashing damage.
Innate Spellcasting. The Hunter's innate spellcasting Hail of Arrows (Recharge 6). The hunter fires a never
ability is Charisma (spell save DC 19, +11 to hit with ending stream of arrows in a 60-foot cone in front
spell attacks). He can innately cast the following of him. All creatures in that area must make a DC 19
spells, requiring no material components: Dexterity saving throw, taking 36 (8d8) piercing
damage on a failed save, or half as much damage on
At will: detect thoughts, misty step, mage hand, a successful one.
minor illusion
3/day each: detect magic, invisibility, suggestion, Legendary Actions
darkness
The hunter can take 3 legendary actions, choosing
1/day each: dominate person, fly, plane shift,
from the options below. Only one legendary action
synaptic static
option can be used at a time and only at the end of
Grim Strikes. The hunter can augment the power of another creature's turn. The hunter regains spent
his weapons, at the start of his turn he can select legendary actions at the start of his turn.
one of the following abilities to infuse his weapons
with. His next hit is improved (Note: this does Attack. The hunter makes one weapon attack.
affect his Hail of Arrows action). He cannot use the Teleport. The hunter teleports up to 30 feet to an
same ability two rounds in a row. unoccupied space that he can see.
- Constraining strike: The hunter next hit with a Infused Strike (Costs 2 actions). The hunter uses his
weapon attack deals an additional 2d6 piercing Grim Strikes ability and then makes one weapon
damage and the target must succeed a DC 19 attack.
Strength saving throw or be restrained until the start
of the hunter's next turn.
   
Upon defeating the captain and his automated creations,
Myles leads the players to his hideout, giving them 5000 per
stolen item. And with that, the great heist has been pulled off!

Get all the maps by clicking here

Map Created by CzePeku


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of this map and more !

MAP 3: Broken Bridge

9
A massive thank you to all my
patrons !

Thank You !
A big thank you to the reddit community, as well
as all of those who follow and support me,
without you I couldn't have brought this project
to life.

Some art Adrien Kraemer, copyright MonkeyDM

Covert art from Shutterstock.

Maps created by CzePeku on Patreon.

And now onto the next project...

Cheers !

If you enjoyed this adventure, you can join


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