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T
onight is the night, the grand opening of Mr. Orianna knows that there is a last minute cancellation for
Bigsby's infamous Dragon's Hoard casino. one of the time slots in the casino's Entertainment Hall.
Many members of high society have been Lady Alyssa knows a stolen Silver Circlet of Silence
invited to indulge in entertainment, festivities, (Appendix A) has been spotted on Bigsby's head.
and of course the chance to take some the Flint has made an incomplete map of the casino filled
Dwarven Rogue's savings after years of with assumed room labels. See Appendix B for the map's
adventuring. However, Bigsby has not always errors.
been kind to the criminal community that propelled him to Milo has heard accurate rumours that 6 bandits and a
the upper class and has made many enemies on the way up. bandit captain (MM p.343-344) will attempt an amateurs
Paranoid that his retirement plan is under attack, for which robbery during the evening.
there is just cause, he has hired an unusual staff to ensure he The collective wealth of the 4 characters, 800 gp.
holds all the cards. The players may use their 800 gp. to buy whatever items
The goal of your adventurers is to pull the greatest heist in they need to facilitate their plans. To look up items they can
the realm by robbing Mr. Bigsby blind. purchase, please refer to The Player's Handbook, The
Running the Adventure Dungeon Master's Guide, or feel free to adjust prices as you
see fit. At 4th level, they should be able to purchase some
This one-off adventure has been made for 4 players at 4th common and uncommon magical items and maybe one rare
level. If you want to change the group size or level, please feel item. Each pre-made character sheet includes slightly
free to adjust the combat scenarios included in this packet. modified standard equipment minus pack of gear, so the gold
Alongside this PDF is are 4 pre-made characters designed the spend is to buy heist specific items such as; fancy clothes,
for the adventure for a quick start, but the adventure can be magic items, ball bearings, health potions, etc.
played with player designed characters. You may want to give
in character reasons for the players to have resources like Phase 2: The Heist
Flint's sketch of the map.
The adventure is meant to be run in two phases: Once the players are prepared for the evening, you may begin
Phase 1, where the players plan the heist with the the heist. As the DM you are in control of the patrol units and
information and resources available. the time setting of the evening. To help facilitate this control
Phase 2, where the players have to run the heist and here are some time markers and events that you can use at
improvise when things don't go exactly as planned. your discretion.
As a DM your goals is to allow the players to tackle this The Entertainment Hall has 3 shows throughout the
adventure any way they please, while finding a fun-sized evening and can be used as time markers.
wrench to throw into their plans. Bigsby's casino has a variety Mr. Bigsby (Appendix A) will be talking with guests on the
of NPCs with motives that may help or hinder the players main floor in the 1st part of the evening. He will be
depending on their interactions. working in his office and checking the wine cellar in the
2nd part of the evening. In the 3rd part of the evening,
Phase 1: The Plan Bigsby will be checking in on the VIP section on the
In Phase 1, players must brainstorm for ways to achieve the balcony. In addition, Bigsby will also attend any major
following goals: emergency to oversee the event and then calm the public.
Mogor the Half-Ogre (Appendix A) will throw a tantrum
during the first part of the evening and will need to be
1. Entering the casino escorted to the holding cells.
The bandit captain and 6 bandits will attempt to enter
2. Breaking into the vault the casino during the second half of the evening.
3. Leaving undetected 1 of the 3 competing VIPs at the high roller table will need
to be escorted out of the building after losing everything.
Your players are welcome to tackle these goals any way they'd The following is the patrol routines for the Dragon's Hoard
like to. It can be as simple as walking through the front door casino:
in their fanciest pants, or as complex as rappelling through A group of 8 guards (MM p.347) patrol the basement and
the roof disguised as statues. No matter what the players take breaks every hour. When a group enters the
want to plan try to facilitate it to the best of your ability. The basement for the first time, the guards are on the other
goal here is to have the players' imaginations run hog-wild corner of the basement.
with whatever their hearts' desire. Give players the time they The spectator (MM p.30) scans the main floor and VIP
need to feel like they're satisfied with planning. If you feel that balcony area, but requires frequent naps due to its
the planning section is running in circles, feel free to chime in extreme paranoia and the large number of people.
as Emmett, Milo's mentor who is advising him on the heist. The 3 leaders of the guards, Zaru and the twins, Bannon
To help plan their heist players have the following and Bartok (Appendix A), should be on separate floors
information and resources available to them: passing information through patrolling guards unless a
major emergency occurs.
PART 1 | INTRODUCTION 1
The Dragon's Hoard Casino
C
arved out of imported stone, the Dragon's Hoard 2. Gambling Hall
Casino boasts it's indestructibility to passersby.
The massive dragon carving sitting on the roof is When the players enter the hall for the first time read the
a reflection of Mr. Bigsby's mistrustful and follow description aloud:
protective nature. The stairs leading in invite the
rich and the famous to invest their fun money Impeccable stonework covers every surface of the Dragon's
into Bigsby's retirement scheme. You can read Hoard. Walls as sturdy as they are magnificent hold up a
the description that follows when describing the casino's ceiling that glitters like rare gemstones in an onyx sky. The
exterior: carpet that guides you into everything the casino's halls has to
offer: exciting gambling, classy entertainment, and decadent
Twin sets of stone stairs surrounding a layered fountain lead to
decadent meals with fine wines. As the guests marvel at the
the solid metal double doors. Sitting above the front gate on
glory of the interior, you recognize how demanding this gig
the roof is a massive stonework dragon resting on piles of
will be.
glimmering gems. It holds in its sharp talons a large sign that
reads: The Dragon's Hoard.
The gambling hall is filled with mingling guests, casino staff,
and 10 guards littered about. Along with the guards, the hall
The map of the casino is split into three parts: Main Floor, is monitored by the spectator that resides within the crystal
Basement, and Balcony. The Main Floor and basement are pyramid in the northern part of the room. The crystal acts as
connected by the stairwells in the four corners of the casino. a one-way mirror allowing the aberration to scan the halls
and the balcony for potential threats to its master's casino.
1. Entrance When the players enter the gambling hall, spend 5 minutes
A pair of guards screen guests as they filter into the casino. inside of it, or look into the dining hall from outside of it roll
Guests are frisked for potential weapons as they enter into of the following chart for a random event. If an event repeats
the casino and are given the chance to leave their coats with twice elaborate on the initial event. For example if you roll a
the coat checks on the left. There is a locked door (DC 10) 17-18 twice, the first time a waiter spills a tray of drinks, the
beside the coat check counter and an open closet behind it. second time have the waiter be berated by Mr. Bigsby.
Players caught with weapons can hand them over with no
additional penalty. In order to keep their weapons, players
will have to pass a skill check with a DC of 15. Any roll under
5 results in the forceful eviction of the player.
Its perch consists of a bed residing in a concave steel disk 9. Confiscation Chamber
attached to four pillars by large iron chains. The ends of
these chains dangle from the pillars 25 feet off the ground in This small locked room (DC 15) is used to hold confiscated
a sphere 50 feet wide and 50 feet tall. Littered on the floor of items found in the entrance security screening. In the corner
the sphere are random food droppings; leftovers from the there is a log book of confiscated items that has a major
spectator's ability to create food and water. backlog due to the large number of patrons coming for the
In addition the spectator's normal stat block it also has grand opening. The storage units and shelving on the walls
access to the beholder's lair actions found on page 27 of the hold a myriad of items including: 100 gp worth of random
Monster Manual giving it a CR of 4. The random eye beams jewellery items, a box of simple weapons both confiscated
from the 3rd lair action are from the spectator's range of eye and guard equipment, guard outfits, and three magical items
beams and the range is only within its sphere. On death, the from Magic Item Table B on page 144 on the Dungeon
eyes on the spectator's 4 eye stalks petrify and can be Master's Guide.
harvested. On a successful identification check DC 10, I would recommend the Bag of Holding (DMG p.153), an
players know that the petrified spectator eyes can allow a Alchemy Jug (DMG p.150) in the shape of a flask, and an
player to scry through a solid object, like a wall or a desk. unmarked container filled with Dust of Coughing and
This lasts until the eye is removed from the solid object Sneezing (DMG p.166). These items look ordinary without
where is disintegrates. making an identifying check of DC 15 or attempting to use
the item in a way that would reveal its true nature.
The Balcony
T
his section is devoted to the guards that staff Guard Loot Tables
the Dragon's Hoard casino. It includes their
perception stats, their normal behavior, their When a guard is looted for equipment, roll on the following
loot tables, and the information they know table:
when interrogated. Loot Table
d10 Drops
Leaders of the guards will know that the pyramid and vault
house deadly creatures and that Mr. Bigsby speaks his
dwarven code word to access his vault key.
8 APPENDIX A | NPCS
Leaders of the Guards The Dealer
In securing a professional dealer for the high roller table, Mr.
Bannon and Bartok Zaroni Bigsby got more than he bargained for. Outside of being a
The Zaroni twins, Bannon and Bartok, have been working as talented showman for Bigsby's richest customers, the Dealer
muscle for Mr. Bigsby since his thieving days. Seeing him is a mage (MM p.347) replacing magic missle with
claw his way to the upper class, they have followed him command.
loyally to ensure their place at the top. Like their manager, Scorned by aristocrats, the Dealer has found his revenge in
they miss parts of the old life and will seek out any chance to the Dragon's Hoard casino. To repay the rich for making him
get their blades wet without repercussion. an outcast, he will show them that without their money they
Both of them are human bandit captains (MM p.344). will be as unaccepted as he is.
Although the Dealer loves his work, he does hope that one
Zaru, Head of the Guards day he will get Bigsby to his table in order to take the whole
casino from him to turn it into a scam for unaware socialites.
Newcomer to the life of hired help, Zaru reluctantly joined
Mr. Bigsby's staff. As a doppelganger (MM p.82) it was living
a quiet life supporting its biological mother during her severe Additional NPCs
illness, before Bigsby got his claws in him. Its current Mogor the Half-Ogre
manager stole its mother's elusive cure before he could
administer it to her. In order to retrieve it, Zaru had to make a Normally a happy-go-lucky half-ogre (MM p.238), Mogor is a
deal: sign on as the head of security of the Dragon's Hoard. mean drunk and even sorer loser. To the surprise of the other
Zaru's innate ability to read thoughts make him incredible guests he was allowed into the casino, armed. The guards
scanner for the security team. It will catch people committing checking him decided that they'd rather not fight him 2 on 1
minor crimes, but will also look for any opportunity to get its and hoped that he would leave quickly and without a fuss.
mother's cure. This doesn't end up being the case. Mogor in the first part
of the night throws a massive tantrum at the loss of his last
bet is knocked unconscious and carefully escorted to the
High Roller NPCs holding cells in the guard's barracks. When Mogor wakes up
Alistair Rell he will be looking for a way out of his cell to get back his
shiny pieces.
The Rell family has lived in the shadow of the Okkeph
Empire for generations. Alistair watched his father curse the Molly the Pixie
Okkeph family name on his deathbed in place of saying his
final goodbyes. He has decided that tonight he will ruin Pixies are the pranksters of the fey world. They enjoy nothing
Hyram's standing in society once and for all. He has secured a more than tricking the unsuspecting, but as good creatures
seat at the high roller's table and is prepared to do anything they hate to see a prank gone wrong or too far. Molly is quite
achieve his dream of toppling Hyram's life. happy guarding her new wooden homes filled with their shiny
liquids, and is considering bringing in other pixies to join her.
Hyram Okkeph After finding the Dragon's Hoard winery, Molly moved in for
life. Hiding from normal staff, she lives in between the casks,
Hyram Okkeph, only son and heir of the Okkeph family pranking day in day out.
name, learned from a young age the need defend his title. Anyone who threatens her home will fine themselves at the
Surrounded by yes-men and beggars, Hyram developed a skill wrong end of a barrage of spells. As defensive as she is, she
for distancing himself from others. Now he stands at the top will still hear out people in case they can provide a better or
of the ladder, opposed by only one persistent pest, Alistair more secure offer.
Rell. After hearing that Rell would be at the grand opening,
Hyram plans finally crushing his last leech.
James Torrens
Unlike his opponents at the high roller table, James was not
born in high society, but stumbled upon it reclaiming
artifacts. Although his work in the field provided him with the
funds to reach the heights of luxury, his new lifestyle is
unsustainable. Knowing that any day may be his last, James
Torrens has decided to put it all on the line against the
biggest family names.
APPENDIX A | NPCS 9
Maps
Flint's Maps
Made during his time on the construction crew, flint has penned up several incomplete maps. Flint's Map does not show the
Spectator's Lair, The Vault's Layout, and the teleport pads. It has labelled the teleport pads as storage and a confusingly
incomplete stairwell, and the Spectator's Lair as Fountain Plumbing. In addition, the labels on the Manager's Office and Guard
Barracks are reversed.
10 APPENDIX B | MAPS
APPENDIX B | MAPS 11