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Dragon's Hoard Heist

A D&D Adventure for 4 players, level 4

Remember, the House always wins.


Introduction 1
Contents
Introduction 1 The Following D&D Books made this possible:
The Dragon's Hoard Casino 2 Crawford, Jeremy, James Wyatt, Robert J. Schwalb, and Bruce
R. Cordell. Player's Handbook. 2014.
- The Main Hall 2
- The Basement 4 Mearls, Mike, Jeremy Crawford, Christopher Perkins, Chris
- The Balcony 6 Sims, Rodney Thompson, Peter Lee, Robert J. Schwalb,
Matthew Sernett, Steve Townshend, James Wyatt, and Scott
Casino Guard Information 7 Fitzgerald Gray. Monster Manual. 2016.
Appendix A: NPCs & Stat Blocks 8
Mearls, Mike, Jeremy Crawford, Christopher Perkins, James
Appendix B: Maps 10 Wyatt, Robert J. Schwalb, Rodney Thompson, Peter Lee,
Scott Fitzgerald Gray, Michele Carter, Chris Sims, Jennifer
Clarke Wilkes, and Greg Bilsland. Dungeon Master's Guide.
2014.
Adventure Made By: Nathan Leaf
Made with Homebrewery
Introduction

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.

The Main Hall

2 PART 2 | THE DRAGON'S HOARD CASINO


Gambling Hall Random Event 6. Main Floor Teleport Pad
d20 Event
The only access point to the balcony area is the teleport pad
1-6 Festivities continue as normal in the most northern room of the main floor. Anyone who
7-8 Criminal attempts petty theft steps on the circular platform will be teleported to the
9-10 Guards inspecting a party-goer corresponding pad on the balcony level. This area normal has
2 of the 10 guards close by to vet potential VIPs.
11 Spectator hits criminal with random eye ray Any player looking to get past the guards must prove their
12 Spectator hits party-goer with random eye ray VIP status. Any skill used to get past the VIP screening must
13 Gambler hits the jackpot
beat a DC 10 skill check.
14 Big winner loses it all The Hallways
15 Sore loser starts tantrum The four hallways are linked by the spiral staircases featured
16 Party-goer buys round of drinks for the bar in each corner, which connect the basement to the main floor.
In front of each staircase is a gargoyle (MM p.140) in
17-18 Waiter spills drinks disguise as a statue holding two masks that face each of the
19-20 Mr. Bigsby meets and greets party-goers connecting hallways. If the statues are attacked they spring to
life and retaliate against the attackers while alerting the
3. Entertainment Hall guards.
If a player looks through one of the masks they can see out
The entertainment hall is split into the following sections: the the mask on the opposite corner the basement. For example,
seating rows, the stage, the green room, and the changing if a player looked through the mask in the south-west corner
rooms. The seating is accessible by the public before a show facing south, they would view the north hallway from the
starts as it is free to casino patrons. The stage is for north-east corner. To understand this, players must complete
performers only and unauthorized people will be escorted off a magic check that beats a DC 10 or a perception check of 15
by 4 guards and the backstage staff who are non-combatants. due to the similar nature of the hallways.
There is a locked door (DC 15) that leads off the stage and
into the gambling hall. The green room is stocked with 7. The Wine Cellar
catering provided by the kitchen. There is an alternate locked
entrance and exit (DC 20) for performers to avoid rabid fans. The casino's wine cellar features many fine casks shelved
Attached to the green room is the changing room used by around the spiral staircase leading to the bar.
performers. Within these casks hides a pixie (MM p.253) named Molly
The starting intel lets you know that there is a last minute (Appendix A) who has decided to haunt the cellar. She has
slot available for the players. The players get first choice of laid claim to the treasured liquor room to the dismay of
when they perform by agreeing to be the replacement anyone who attempts to remove her. If Molly believes "her
performers. The 3 performances outside of the players are a house" is in danger she will attempt to cast sleep on her
comedy routine, live music and exotic animals on display. The opponents and then alert the barkeep above her in a
two exotic animals are a hippogriff (MM p.184) and an disguised voice.
owlbear (MM p.249). Molly is not unreasonable and will assist in any action that
ensures the protection of her room or the possibility of a
4. Kitchen greater room or shiny objects. When Mr. Bigsby enters the
wine cellar he will discover Molly's presence. Molly and
The kitchen provides food for the green room of the Bigsby will strike a deal if she is not approached by the
entertainment hall, the VIP Lounge, the guards' barracks, Mr. players beforehand where Molly protects the cellar as rent for
Bigsby's office, and casino patrons who order directly from her new home.
the counter. The two entrances into the kitchen are the
northwest staircase and the kitchen storage room. The 8. The Spectator's Lair
storage room of the kitchen is stocked with food, dishes, a
dish pit, and employee outfits. There is a locked door (DC 10) A locked door (DC 15) leads to a spherical room, carved out
in the storage room that leads to the gambling hall. by eye beams, beneath the crystal pyramid hosts Bigsby's
summoned spectator. The five eyed monstrosity scans the
5. Bar casino for possible threats to his master's estate. It will relay
information telepathically to Mr. Bigsby whenever he passes
The bar provides services in tandem with the kitchen, serving through the northern hallway or draws near to the pyramid.
to all the same rooms. The kitchen and bar will often serve in Bigsby needs to remove his circlet to receive this
partnership, coordinating meals through the connecting information. Due to its paranoid nature and the sheer
stairwell room. The bar is normally managed by a single number of guests, the spectator becomes easily tired and will
bartender who lets the kitchen staff deliver food and drinks rest on its perch frequently.
There is spiral staircase that leads into the wine cellar in
the basement. The bartender will hear any loud noise in the
cellar and will alert nearby guards to check it out.

PART 2 | THE DRAGON'S HOARD CASINO 3


The Basement

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.

4 PART 2 | THE DRAGON'S HOARD CASINO


10. The Barracks Turning the spherical key within the centered lock opens the
This dual purposed room serves as the break room for the top and bottom of the vault and a small ramp unfurls inviting
guards and holding cells for truly unruly guests. The break you in.
room has 6 guards sitting around a table gambling their
work duties with each other. A pile of discarded shortswords Mountain of gold furnish the interior of the vault along with
and shields lie in the corner of the room and wait for guards piles of weapons and armor. As you begin to inspect your
to return to their duties. These guards are generally relaxed newfound treasure, a drop of hot liquid drips onto your hand.
on break and will be surprised if entering combat. Deep growls mark the closing of the vault door as newly
In the holding cells, there are four stone cells with steel formed sharp spikes seal the gap of the entrance.
bars. These cells are empty unless filled by players or unruly
guests like Mogor the Half-Ogre, who throws a sizeable fit in Combat can be avoided initially by petting the fake vault three
the early evening. These locked bars have a DC of 15 to be times, the signature greeting of its master. If Mr. Bigsby is not
opened through picking the lock or by removing the bars seen when attempting to enter the true vault, the mimic will
through strength. begin to attack the players.
Players who inspect the contents of the vault may notice
11. Mr. Bigsby's Office with a DC of 20 that there is an alarming amount of
The manager's office is full of mementoes of Bigsby's adventurer's gear within the contents of the vault.
previous conquests. His back wall is covered by trophies from
previous adventures like a manticore's claw, a dragon tooth 13. The True Vault
(stolen not harvested), and a unicorn horn. In addition to the The true vault looks incredibly similar to the mimic as it is
back wall, players entering the room notice: Bigsby's desk, a the inspiration for the mimic's disguise. The main differences
large patterned rug, and two sets of armor by the door. The are the use of silver for the door's details, the door opens
rug and the two sets of armor are actually a dormant Rug of horizontally instead of vertically, and the lack of ramp when
Smothering (MM p.20) and two Animated Armor (MM opened. The spherical key is needed to open the true vault as
p.19) sets. These will remain dormant until someone it would take a DC check of 30 to open vault door a crack.
removes the vault key or Zaru's cure from the desk without The contents of the vault are to be rolled on the Treasure
speaking aloud the word sleep in dwarven. If the animated Hoard Table: Challenge 5-10 found on page 137 in the
objects are activated, the code word will put them back to Dungeon Master's Guide. I would recommend re-rolling any
rest. Particularly perceptive players (DC 10) will note that the result that does not include a magical item, and rolling before
armor is not of dwarven size and that there is moved dust the adventure to be able to describe the fortunes as soon as
around the carpet (DC 15). they open the door. Remember that the players need to get
Sitting on Mr. Bigsby's desk is a statue of a skull where he the contents of the vault out of the building so they may need
rests his Silver Circlet of Silence while completing to pick and choose what they gather. I would recommend
paperwork. The desk has the two major compartments; the enforcing the Lifting and Carrying rules along with the
right compartment containing the vault key, a grooved orb Encumbrance Variant rules found on page 176 in the
with specific indents; and the left compartment containing a Player's Handbook.
satchel of 200 gp, the staff payroll that lists the current staff,
and Zaru's cure, a vial of swirling blue and gold liquid. 14. VIP Balcony
If Mr. Bigsby is in the room the door is unlocked and he
will generally lock the door if leaving it for a prolonged period The connecting teleport pad rests in the southern niche of the
of time (DC 20), but will leave it unlocked if dealing with a VIP area. This teleport pad does not have security attached to
quick emergency. it and is open door. The balcony itself is a mingling space for
the rich and famous and their primary entertainment is
12. The Mimic Vault watching the highs and lows of the gamblers below. From the
Behind two large double doors lies the door to the Dragon's balcony you can see most of the main floor minus the tables
Hoard vault, locked with Bigsby's signature vault sphere and closest to the southern wall and the exit.
adorned with gold trimmings. Untold riches are now within Libations are poured freely by the waiting staff that
the players reach as they go to unlock the vault. outnumber the security 3 to 1. In total there are 4 guards in
Or so they believe. The vault itself is an overgrown mimic the upper area who tend to interact a lot less with their
(MM p.220) with significant changes found in Appendix A. clients than their counterparts on the main floor. Two of the
Raised by Mr. Bigsby as a pet, the creature loyally guards his guards stand in between the rooms and the teleport pad and
treasure as unaware adventurers simply walk into it maw. two others mingle near two upper floor rooms.
The gargantuan vault mimic invite any thieves in that open its
doors to enter inside in order to properly digest them.
When the players enter the mimic vault for the first time
read the following description aloud before having them roll
initiative:

PART 2 | THE DRAGON'S HOARD CASINO 5


15. VIP Storage
In comparison to the confiscation chamber, this room is
beautifully organized. Every item kept in the VIP Storage has
been laid with care. There are no weapons here, but there are
any fine clothes enchanted with visual effects like cloaks that
billow in windless areas and boots that make you look taller.
In addition to these valuable clothes, there is about 300 gp
worth of fine jewellery within the bags in the room and there
is one item from Magic Item Table C on page 145.
I would recommend something like a Potion of
Clairvoyance (DMG p.187) or a Chime of Opening (DMG
p.158) with 1 charge left to balance for the nature of the
adventure.
The items in this room have been catalogued in a log book
and will eventually be marked as missing or stolen. The log
book also has a list of the names and titles of the VIP guests.
16. High Roller Table
Those who can afford to be invited to the VIP section of the
Dragon's Hoard casino wouldn't be caught dead gambling
with the rabble on the lower floors. The upper class clientele
looking for the thrills of gambling with the biggest stakes are
found at the high roller table. When the players enter the
room they will note a group of 3 players playing high stakes
poker with a dealer.
3 gamblers at the high roller table are locked in power
struggle over the result of the card game. The 3 players are
Hyram Okkeph, Alistair Rell and James Torrens who are
explained in greater detail in Appendix A along with the
dealer.
The dealer of this table is a mage found on page 347 of the
Monster Manual. The dealer is in his dream job as he hopes
to ruin anyone who sits at his table.
He pits players against one another, goading them with
command spells, causing them to go to extremes in the game
with dark uses of suggestion. Using prestidigitation and mage
hand, the dealer manipulates the odds it whichever favour
stokes the flames of the game. The goal of the Dealer is to
turn his poker table into a graveyard for the high and might.
He invites any newcomers to sit at the two empty chairs to
their own risk.

The Balcony

6 PART 2 | THE DRAGON'S HOARD CASINO


Casino Guard Information

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

Guard's Passive Skills 1-2 Empty Pockets

Guards have a passive perception of 12 and a passive 3-4 Flask of Liquor


investigation of 10. These passive skills are increased by 1 for 5 A deck of cards
each guard participating in the check DC. The number of 6-7 1d10 silver pieces
guards alerted by the triggering event within a group are
equal to the different of the passive DC and the failed skill 8 1d4 gold pieces
check. For example in a group of 4 guards the passive 9-10 Keys
perception DC would be 15 and 2 of the guards would be
alerted by a failed roll of 13. One in every 5 guards should have a set of keys, so if your
players loot 5 guards give them a set of keys. The leaders of
Guard Behavior the guards will always have a set of keys on them.
The guards have been trained to stick to the rule book when
addressing guests. If a guest if caught in an unauthorized Guard Interrogation Table
area, like the basement or a non-VIP in the balcony, they will If interrogated or bribed for general information about the
talk first and only draw swords if they feel threatened or as casino, roll on the following table:
intimidation. A guard does not want to anger an important
guest by accident as to not incur their wrath, or the wrath of Information Table
Mr. Bigsby. d20 Information
They will attempt to control any combat they can directly, 1-3 Mr. Bigsby's current location
but will try to call for help if needed. If a fight begins to go
south, a guard will attempt to find backup nearby. 4-6 The location of the nearest leader of the guards
Guards seeing suspicious activity will attempt to chase 7-8 Names of VIP Guests
down lone suspects. If they can no longer find the individual,
they will report their sighting to other guards. 9-11 When guards take breaks
The Dragon's Hoard casino has not inspired its staff to be 12 Noises from the Wine Cellar
paragons of virtue and they are willing to take bribes. Guards 13-15 Kitchen's delivery route
will look the other way if they believe the risk doesn't
outweigh the reward. 16-17 The function of the hallway masks
18 To avoid the funny business around the pyramid
19 Bigsby's habit of talking dwarvish in his office
20 Staff aren't allowed near the vault door

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.

PART 2 | THE DRAGON'S HOARD CASINO 7


NPCs & Stat Blocks
Mr. Bigsby Vault Mimic
Medium Dwarf, Neutral Evil
Gargantuan monstrosity (shapechanger), neutral
Armor Class 14 (leather)
Hit Points 44 (8d8 + 8) Armor Class 12 (natural armor)
Speed 25ft. Hit Points 150 (12d20 + 24)
Speed 5ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 11 (+0) 8 (-1) 15 (+2)
18 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 8 (-1)
Skills Stealth +5, Sleight of Hand +5
Saving throw Dex +5, Con +2, adv. against poison Skills Stealth +5
Resistance poison Damage Immunities acid
Senses darkvision 60ft., passive Perception 9 Condition Immunities prone
Languages Common, Dwarvish Senses darkvision 60ft., passive Perception 11
Challenge 2 (450 XP) Languages -
Challenge 4 (1100 XP)
Silver Circlet of Silence. Wearer is immune to magic
that allows other creatures to read its thoughts, Shapechanger. The mimic can use its action to
have a telepathic connection, or determine whether polymorph into an object or back into its true,
it is lying. amorphous form. Its statistics are the same in each
form. Any equipment it is wearing or carrying isn't
Actions transformed. It reverts to its true form if it dies.
Scimitar. Melee Weapon Attack: +4 to hit, reach Adhesive Lining. The mimic's insides adheres to
5ft., one target. Hit 6 (1d6 + 3) anything that touches it. A Huge or smaller creature
that enters the mimic is grappled by the sticky
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, innards (escape DC 14).
range 100/400 ft., one target. Hit: 8 (ld10+3)
piercing damage. Polyp Growth. On the mimic's initiative it spawns a
pseudopolyp within itself with 1/10th of its HP.
False Appearance (Object Form Only). While the
mimic remains motionless, it is indistinguishable
Mr. Bigsby from an ordinary object.
Mr. Bigsby is a cunning man, who has left a trail of bleeding Grappler. The mimic has advantage on attack rolls
backs on his way to the top. The opening of his casino is his against any creature grappled by it.
legitimate entrance into high society and out of the criminal
underbelly. If all goes well, Bigsby will retire into the highlife Actions
off of the earnings of his casino backed by his accumulated Pseudopolyp. Melee Weapon Attack: +6 to hit,
wealth. However, he has made too many enemies to let his reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
mind settle into the comforts of his new life. damage. Attempts to grapple targets not currently
Remnants of the old ways of living still plague his daily grappled by the Adhesive Lining trait. Ability checks
activities. The dwarven scoundrel will often check his made to escape this grapple have disadvantage
surroundings when alone to ensure no one is watching. His until the mimic generates another polyp.
paranoia often extends to his own staff and will generally feel
safer in his own company. He is the sole owner of the key to Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
his office and will wear his circlet at all times, except when one target. Hit: 8 (1d8+4) piercing damage plus 3
communicating with his spectator. (1d6) acid damage. Can only be used on creatures
The draw of pickpocketing and thievery still calls to him outside of it. Make a grapple check to see if the
creature is drawn into the mimic.
and he will often stop himself from stealing from his guests in
order to maintain integrity as a business owner. If he notices Saliva. On the mimic's initiative, 3 (1d6) acid
thieves attempting to break into his vault, he will sneak damage drips from the roof of its mouth dealing
behind them and only confront them if his pet mimic fails. damage to all creatures inside of it.
When fought alone, Bigsby creates two shades of himself,
duergars (MM p.122) minus their invisibility, through the use
of a summoning scroll as bodyguards.

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

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