TEXT: Anatomy of a
   
  Writing Jeff Gomez
  Color Art Phil Stone
  Editing Felipe Real
  Layout Xanditz
  H
  eists can be heart-pumping, 
  explosive affairs which leave 
  the streets in bloody chaos. 
  They can be dances of intrigue and 
  deception in which every contingency is 
  foreseen. Or they can be stings of stealth 
  and subterfuge where no one’s the wiser.
  Heist
  EN World EN5ider | Anatomy of a Heist
  
  Use the following tables to generate an exciting 
  and intriguing heist for your crew.
  Object Target
  Usually, the target of the heist is something. 
  Small objects of value make for ideal targets, as 
  they are easy to smuggle and don’t fight back. 
  Of course, there is far more to steal in this world
  than simple coin. 
  Roll on or choose from the following table to 
  identify an object target.
  1.
  A box of rare sheet music
  2.
  A cache of gemstones
  3.
  A chest of cursed pirate treasure
  4.
  A faction or family relic, of great value to some
  but worthless to most
  5.
  A priceless portrait
  6.
  A single flawless diamond
  7.
  A small case of gold and silver bars
  8.
  A tome of arcane secrets
  9.
  A treasure map to (roll again)
  10. Antique weapons of great historical significance
  11. Blueprints and prototypes of a devious new
  invention
  12. Blueprints of faction’s hideout
  13. Dragon eggs, or other monstrous young
  14. Expensive and high-quality drugs
  15. Faction or government secrets
  16. Fancy jewelry of expert craftsmanship
  17. Hides and horns of magical or endangered
  creatures
  18. Original manuscripts of an ancient tome
  19. Several cases of fine whiskey
  20. The deed to a ruined manor or castle
  Human Target
  Human targets make heists a bit trickier. Unless 
  the heist is a rescue mission, most human targets are 
  difficult to find. And they often fight back.
  Roll on or choose from the following table to 
  identify a human target.
  1.
  A banker with a history of fraud
  2.
  A bureaucrat who foils other heists
  3.
  A clergyman who has betrayed his faith
  4.
  A crime boss who has gone too far
  5.
  A cultist who is a danger to us all
  6.
  A demon posing as (roll again)
  7.
  A detective who knows too much
  8.
  A doctor who treats the wrong sort of people
  9.
  A drug dealer on the wrong turf
  10. A ghost of (roll again)
  11. A gladiator without the proper respect
  12. A librarian on the cusp of a grand discovery
  13. A noble with aspirations beyond his station
  14. A revolutionary with nothing left to live for
  15. A ship’s captain with an unusual catch
  16. A vampire or lich of (roll again)
  17. An alchemist with a secret formula
  18. An angel posing as (roll again)
  19. An assassin with a long list of enemies
  20. An engineer with secret knowledge
  Goal
  Not all heists are the same. Thieves take valuables, 
  assassins kill people, and spies uncover hidden 
  secrets. What is your goal with this particular target?
  Roll on or choose from the following table to 
  generate the heist’s goal.
  1 - 2. Steal or Kidnap: Take your target for your 
  own. You may then have to sell or trade the 
  target on the black market, a challenging feat 
  in and of itself.
  EN World EN5ider | Anatomy of a Heist
  
  3 - 4. Destroy or Murder: If you can’t have it, 
  nobody can. Destroy your target by any means 
  necessary. It’s better off at the bottom of the 
  sea or burnt to a crisp.
  5.
  Sabotage or Intimidate: Sometimes a bit of
  subtlety goes a long way. Careful sabotage or
  intimidation can succeed where outright larceny
  can fail.
  6.
  Espionage: Learn more about your target,
  particularly that which they don’t want you to
  know. This can be a setup for some blackmail, a
  sting operation, or your next heist.
  Faction
  Usually, the target has some close connection 
  to a greater faction. This factor owns or uses the 
  target, and will go to great lengths to see the target 
  protected. If someone traces the heist back to you, 
  expect repercussions. 
  Roll on or choose from the following table to 
  discover the connected faction.
  1.
  Adventurers: A group of heroes or villains who
  traipse around the world in search of treasure.
  2.
  Angels: A faction of good metahumans placed
  here for the benefit of all.
  3.
  Arcane: A school of wizards and mages in
  pursuit of greater power and knowledge.
  4.
  Crime Gang: A team of criminals pushing drugs,
  stealing from the rich, or planning their own
  heists.
  5.
  Demons: A pack of evil outsiders who seek to
  drain mortals for all they are worth.
  6.
  Eldritch Cultist: A cabal of religious fanatics
  bent on performing a summoning ritual.
  7.
  Government: A department of the prevailing
  government faction. It can be the police, secret
  service, or simple bureaucrats.
  8.
  Merchants: A guild of merchants or artisans
  seeking to make some money. They can also
  look to build their influence over local politics.
  9.
  Religion: An established religious sect attempting
  to grow their followers. They can also be trying to 
  achieve some unusual religious rite.
  10. Revolutionaries: A cadre of dissidents with an
  eye on power. They desire to take down the
  establishment.
  11. The Common Folk: A group of farmers,
  laborers, or other common folk standing up for
  their own rights.
  12. Undead: A cell of necromancers or undead
  creatures, including liches, vampires, or ghosts.
  Method
  Some heists are smooth and silent. Others are 
  dramatic and explosive. Different heists may 
  demand different methods.
  Roll on or choose from the following table to 
  determine the most appropriate method.
  1 - 3.  No Witnesses: No one should know who 
  perpetrated this crime. It’s fine if the target 
  dies with a knife in his back—as long as no one 
  can trace the killing back to you.
  4.
  Natural Causes: Make it look like an accident.
  Someone lost the jewels in a stormy sea. Or the
  target fell down some stairs and slit his throat on
  a stray dagger.
  5.
  Send a Message: Perform this heist in the most
  blatant manner possible. People should fear
  your gang after this, or learn from the target’s
  mistakes.
  6.
  Framing: All clues should point to somebody
  else. A dropped sigil or written warning should
  implicate a rival.
  Obstacles
  A target is never left unprotected (or else it 
  wouldn’t be much of a heist). Careful study can reveal 
  most obstacles. Some may come as a surprise, though. 
  Roll several times on or choose from the following 
  table to develop the target’s defenses. 
  EN World EN5ider | Anatomy of a Heist
  
  1.
  Construct Guardians: Deadly mobile machines
  protect the target. They can be golems or
  clockwork soldiers.
  2.
  Convincing Liar: One of the guardians of the
  target is a convincing or charming liar.
  3.
  Crucial to Faction’s Plans: This target is far more
  important to a faction than you might realize.
  Not only is the target better guarded, but any
  action against it has severe repercussions.
  4.
  Dangerous Territory: A challenging area stores
  the target, such as a volcano or deep under
  the sea. The very territory around the target is
  harmful and requires extra precautions.
  5.
  Devious Locks: These are no ordinary locks. A
  master locksmith’s work protects the target, or
  it’s behind an impenetrable safe.
  6.
  Expeditious Exit: The target’s protectors have
  a swift retreat in mind. If the alarm goes off, its
  protectors will remove the target with all haste.
  7.
  Fake Double: Did that heist seem too easy?
  Make sure you didn’t grab the fake double!
  8.
  It’s a Front: The location of the target is a front
  for a much larger operation. Careless agents may
  get embroiled in events beyond their pay grade.
  9.
  It’s a Trap! The target is close within your reach.
  Too bad they are expecting you.
  10. Labyrinth: The path to the target is complex and
  designed to confuse. You’ll be lucky to make it
  out, much less get to your target.
  11. Magical Traps: Runes and invisible hazards
  cover the walls. Magical traps guard the target.
  12. Mechanical Traps: Poisoned arrows, boiling gas,
  and swinging axes wait behind every door.
  13. Monstrous Guardian: A dragon, minotaur, or
  other monstrous creature guards the target. The
  guardian may be willing or not.
  14. Moving Target: The target is on the move all
  the time. Its path is difficult to pin down, but a
  careful observer may notice a pattern.
  15. Passcodes: The proper combination can fool the
  guards. Unfortunately, the passcode changes on
  a regular basis
  16. Rival Gang’s Operation: A rival gang is
  planning the same heist! You’ll have to contend
  with both the target and the rival to see this
  through.
  17. Secret Doors: The target lies behind some secret
  passageway that is invisible.
  18. Skilled Guards: These guards are better trained
  and equipped than you might expect.
  19. Trained Animals: Hounds or other trained
  animals protect this target. Luckily, you can fool
  these animals.
  20. Undead Guardians: These dead guardians come
  in both the corporeal and incorporeal variety.
  They are bound to guard the target with their
  lives—or even unlives.
  EN World EN5ider | Anatomy of a Heist
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 201 - Anatomy of Heist.pdf