TEXT: 1 
   
  Table of Contents 
  Stealing Godhood – An Adventure .......................... 2 
  Event 1 : Magic Sandstorm Reveals Ruins ........... 4 
  Event 2 : Quarantine and Royal Kidnapping ...... 10 
  Event 3 : Ceremony Madness and Ascension .... 16 
  Event 4 : Assault on the Thieves’ Base .............. 26 
  Side-Quests ............................................................ 33 
  Using these Side-Quests .................................... 33 
  1 : Harvest Festival Robbery .......................... 34 
  2 : Death by Modron Migration ..................... 36 
  3 : Military Service Beyond Death ................. 38 
  4 : Ghost March Interruption ........................ 40 
  5 : The Sacrificial Wedding ............................ 42 
  6 : Mining Cult Robbery ................................. 44 
  7 : City Council Blackmail ............................... 46 
  8 : The Dam Extortion .................................... 48 
  9 : Envious Stranger ....................................... 50 
  10 : Guard Post Defense ................................ 52 
  The Gangs .............................................................. 54 
  Strategy.............................................................. 54 
  Criminal Crabs .................................................... 56 
  1/4 : Carrier Crab ........................................... 56 
  1/4 : Comfort Crab ......................................... 56 
  1/2 : Champion Crab ...................................... 57 
  Tactician Gang ................................................... 59 
  Thief Boss – Tactician .................................... 59 
  1/8: Bully Striker - Tactician ........................... 59 
  1/4: Rooftop Spotter - Tactician .................... 60 
  1/2: Squad Lieutenant - Tactician .................. 60 
  1: Quickdraw Opportunist - Tactician ............ 60 
  2 : Squad Captain - Tactician ......................... 61 
   
   
  Juggernaut Gang ............................................... 62 
  Thief Boss – Juggernaut ................................ 62 
  1/8: Meatbag Addict - Juggernaut ................ 62 
  1/4: Basic Producer - Juggernaut .................. 63 
  1/2: Muscle Junkie - Juggernaut ................... 63 
  1: Expert Producer - Juggernaut ................... 64 
  2: Contaminated Bruiser - Juggernaut .......... 64 
  Mechanist Gang ................................................ 66 
  Thief Boss – Mechanist ................................. 66 
  1/8 : Piston Runner - Mechanist ................... 67 
  1/4 : Hookshot Handbow - Mechanist .......... 67 
  1/2 : Crossbow Grenadier - Mechanist ......... 67 
  1 : Boomglue Cannoneer - Mechanist .......... 68 
  2 : Barrel Bomber - Mechanist ...................... 69 
  Shadow Gang .................................................... 71 
  Thief Boss – Shadow ..................................... 71 
  1/8 : Numbing Pugilist – Shadow .................. 71 
  1/4 : Shadow Bringer – Shadow .................... 71 
  1/2 : Shadow Striker – Shadow ..................... 72 
  1 : Dark Weaver – Shadow ............................ 72 
  2 : Umbral Stalker – Shadow ......................... 73 
  Glamor Gang ..................................................... 74 
  Thief Boss – Glamor ...................................... 74 
  1/8 : Friend – Glamor .................................... 75 
  1/4 : Spook  – Glamor ................................... 75 
  1/2 : Distraction – Glamor ............................ 76 
  1 : Fright – Glamor ........................................ 76 
  2 : Rabble Rouser – Glamor .......................... 77 
   
   
   
  
  2 
   
  Stealing Godhood – An Adventure 
  GUIDE 
  Adventure Synopsis 
  Adapting this Adventure 
  Using this Adventure  
  Adventure Hooks 
  Adventure Preparation 
  Event 1 : Magic 
  Sandstorm Reveals Ruins 
  Event 2 : Quarantine and 
  Royal Kidnapping 
  Event 3 : Ceremony 
  Madness and Ascension 
  Event 4 : Assault on the 
  Thieves’ Base 
  Further Adventures 
  ADVENTURE SYNOPSIS 
  Villain’s Scheme. A leader of a group of thieves is seeking 
  ascension to godhood. But rather than doing so through 
  their own power and accomplishments, the boss seeks to 
  thieve their way to ascension by stealing the essence of a 
  powerful planar being or deity.  
   
  Event 1. The thieves cause a magical sandstorm near the 
  dedication of a new temple. The sandstorm uncovers 
  ancient ruins, from which the thieves steal an artifact vital 
  to their scheme. The party must stop the ritually created 
  sandstorm before the temple and its guests are buried, 
  and have the option to explore the ruins afterword. 
  Event 2 . The thieves unleash a virulent disease at a royal 
  proclamation, kidnapping the speaker in the chaos. The 
  party must save the royal before they are killed while also 
  tracking down a cure for the disease before they die. The 
  thieves take an item from the royal’s person vital to their 
  scheme before the party finds them. 
  Event 3. The thieves inflict a curse on a private ceremony 
  honoring the party for their actions in the previous 
  events. The curse causes the crowd to go mad while the 
  party is on stage, turning them hostile first against the 
  party, and then progressively against anyone nearby. 
  Meanwhile, the thief boss is performing a ritual hidden in 
  the city’s catacombs. The party must restrain the crowd 
  without killing them while a cleric casts a ritual to lift the 
  curse. After it completes, the party must navigate the 
  catacombs and stop the ritual before the boss ascends. 
  Event 4. If the party stopped the ritual they also learn the 
  location of the thieves’ secret base. The party are tasked 
  with killing or capturing the thief boss in their base. 
  ADAPTING THIS ADVENTURE 
  Basics. The adventure can take place in and around any 
  city with a nearby desert and mountain range, or magical 
  transport to ones. The city also needs history old enough 
  for extensive burial catacombs beneath it. 
  This adventure is designed to utilize one of five gangs of 
  thieves while bringing a party from level 1 to 5. However, 
  the adventure can be used for a party of any level if 
  different creatures other than the provided gangs are 
  used.  These events can also be used as standalones. 
  Significant Adaptations. The use of optional preparation, 
  described in Adventure Preparations, allows for the 
  adventure to be adapted in many different ways. The 
  villain’s scheme and associated events may be 
  reimagined in many ways without difficulty as long as the 
  scheme involves excavating ancient ruins, a kidnapping, 
  devious deeds in a city’s catacombs, and a final fight at 
  the gang’s hidden base. 
  USING THIS ADVENTURE 
  Uncovering the Villains’ Scheme. The players have 
  opportunities to learn about the thief boss’ scheme at 
  various places throughout the events. While the party 
  does not need to uncover or think about any of the 
  various clues to get to the finish, doing so may provide 
  them with benefits throughout the events. This sort of 
  thing is perhaps easier to improvise, but is pointed out 
  explicitly the DM’s consideration. 
  Side Quest Insertions. Side quests are suggested to be 
  placed in between events utilizing either downtime 
  between events or wilderness travel to and from event 
  locations. It is suggested to have one side quest on route 
  to the first event, putting the party at levels 2, 3, 4, and 5 
  at the start of each event. The following is a suggested 
  chain of side-quests and events. 
  Adventure Point 
  Party level at start 
  Adventure Starts 
  1 
  1st side-quest on route 
  1 
  Event 1 
  2 
  2nd side-quest from city 
  2 
  Event 2  3 
  3rd side-quest from city 
  3 
  Event 3 
  4 
  4th side-quest on route 
  4 
  Event 4 
  5 
  
  3 
   
  ADVENTURE HOOKS 
  Passive Start. The party may hear rumors of a new temple 
  opening nearby, and that a well-known criminal will be 
  pardoned as part of the dedication. If the party inquires 
  further, they quickly learn that the city seeks to hire 
  additional security for the event as part of a new royal 
  task force to fight crime in the region. The party can 
  contact a civic, religious, or other persons to be hired on 
  for the job. 
  Active Start. While the party is staying in the city, they are 
  contacted by an individual from a civic or religious 
  institution that have worked previously with one or all of 
  the PCs.  
  Party Accepts. If the party accepts the job, the contact 
  tells them they have a few days to prepare for the 
  journey. The trip to the temple will take another few days, 
  the party traveling as guards for a convoy of priests, 
  dignitaries, and other visitors attending the dedication. 
  Party Rejects. If the party rejects the job, a different 
  group of NPC adventurers are hired. A week after, the 
  party hears rumors that the temple and all at the 
  ceremony were buried in a powerful sandstorm. The DM 
  may provide an opportunity for the party to join the 
  adventure before the next three events, playing out the 
  consequences if they do not get involved. If the party 
  does not intervene at all, the DM may have the boss 
  successfully ascend, and then force the players to deal 
  with the aftermath of a gang of thieves now led by a deity. 
   
   
   
   
   
  ADVENTURE PREPARATION 
  These events are designed to work in any setting and with 
  most any group of thieves one could imagine. Each event 
  comes in two parts, event details, and event preparation.  
  The preparation is separated into essential and optional 
  preparation for that event, corresponding to the words in 
  bold in the event details page. Essential preparation must 
  be completed before running the event, typically no more 
  than choosing the creatures for combat suitable for your 
  party’s level. Optional preparation is where you can add 
  details from your worldbuilding by answering the 
  questions useful to the event. There are suggested 
  answers for all of the optional preparation. It is only 
  essential preparation that is left incomplete. 
  To assist with choosing what creatures to put in a combat, 
  please refer to the Excel document in the Gang of Thieves 
  Dropbox folder titled “Combat Tables”. This will help by 
  giving all possible combinations of  up to seven creatures 
  within the CR appropriate for the provided thieves, based 
  on a maximum and minimum XP value.. 
  The event details provide a battlemap and outline the 
  developments and mechanics of the event similar to 
  existing publications. However, some words in the 
  descriptions are bold to indicate they have additional 
  details on the events preparation page. It may be helpful 
  to have your preparation and the details available 
  separately for reference to make it easy to look back and 
  forth between them while running the adventure. 
  Event 1 Preparation 
  Event 2 Preparation 
  Event 3 Preparation 
  Event 4 Preparation 
   
   
   
  
  4 
   
  Event 1 : Magic Sandstorm Reveals Ruins 
  The party and their companions arrive at the temple (area 1) hours before the dedication’s commencement. Above the 
  temple is a 10 ft. wide ravine that is effectively bottomless. Across the ravine is a mountain of sand practically forming a 
  wall. Sand sloughs off the sides in heaps at random intervals, falling into the ravine while also being replenished by the 
  desert beyond. If the party investigates the top of this sand prior to the storm, they find the tips of the stone obelisks marked 
  in brown. Once the sandstorm begins, the party must uncover the hidden caves to stop it (area 2). After, they may explore 
  the now uncovered ruins at the market (area 3) or the temple (area 4). Thieves have already taken the key item from the 
  temple, but the party may encounter remnants of the gang who are in the process of looting the area more thoroughly. 
  
  5 
   
  EVENT FEATURES/CHARACTERISTICS 
  While the sandstorm rages during this event, the area 
  outside the temple is heavily obscured similar to a thick 
  cloud of smoke or dense fog. Creatures moves through 
  the sandstorm as if it were difficult terrain.  
  Digging down into the hideout from above is almost 
  impossible, first due to depth, and second due to the 
  constant influx of sand filling any holes. Entering the 
  hideout in this manner is at DM discretion. 
  1 : THE NEW TEMPLE 
  The temple stands with its back to the ravine and the 
  mountains of sand, tall stained-glass set in the wall. The 
  recently completed place of worship is dedicated to a 
  deity associated with mercy, compassion, forgiveness, or 
  other characteristics that could be associated with the 
  pardoning of a repentant criminal. A tower rises above 
  the right side, providing a commanding view of the 
  surrounding desert, but not  high enough to see the top 
  of the sands across the ravine. 
   
  Setup. The party arrives at the temple in the 
  middle of the day, a couple hours before the dedication 
  ceremony. When the ceremony begins, all present gather 
  in the temple’s center facing the priests who stand in the 
  back with the criminal standing peacefully, freely, and 
  well-dressed at their side. 
   
  Temple Altar. A player that approaches the altar 
  may make a medium Intelligence (Religion) check to 
  perform proper rites or prayers. On a success, the player 
  is granted a minor boon.  
   
  Development. Moments after the criminal is 
  pardoned during the ceremony, a player that passes a 
  medium Wisdom (Perception) check with hearing notices 
  sounds of wind picking up outside. Within minutes, the 
  sandstorm around the temple is in full force. Sand begins 
  to quickly build up against and around the temple, piling 
  1 ft. deeper every 10 minutes.  
  The dedication is completed after 1 hour despite 
  the storm. But the crowd is interrupted when a chunk of 
  debris from the nearly uncovered ruins smashes through 
  the stained glass at the back wall. Sand begins to fill the 
  temple’s interior, eventually forcing the crowd into the 
  side tower. 
   
  Call to Action. After the dedication completes, 
  the party is approached by the temple leader and a 
  wizard researcher. The wizard is confident that the storm 
  is not natural as most leave as quickly as they arrive. The 
  wizard has a magical tool to corroborate their claim, a 
  small trinket that hums in the presence of magic and 
  vibrating more powerfully the closer and more powerful 
  the source.  
   
  The temple leader urges the party to discover 
  the source of the sandstorm and end it before they are all 
  buried alive. The wizard volunteers their tool to help 
  guide the party to the source. 
  2 : CLIFFSIDE CAVE HIDEOUT 
  A series of caves are carved into the side of the ravine. 
  The interior visually reflects the skill of the thief gang at 
  such a project. For example, a simple gang’s efforts result 
  in rough, uneven surfaces propped up with wood. More 
  meticulous gangs may smooth or cleanly cut the stone 
  through skill or effort. 
   
  The Ravine. The ravine is so deep it is effectively 
  bottomless and the sand steadily raining down into it 
  suggests the bottom empties out elsewhere. Specifics at 
  DM’s discretion. A creature that falls into the ravine may 
  attempt to find a grip on the side by passing a medium 
  Strength (Athletics) or Dexterity (Acrobatics) ability 
  check.  
   
  Hideout Entrance. The entrance to the hideout 
  is found 30 ft. down the side of the ravine. The stone 
  around the entrance is sheer and smoothed with a door 
  tucked tightly into the opening. The door is not locked 
  and opens inward. A metal looped is attached to the 
  inside wall just past the door suitable for tying a rope. 
   
  Eavesdropping. A player that passes a medium 
  Wisdom (Perception) check with hearing detects people 
  speaking behind the entrance door. If they listen in, they 
  hear the speakers complaining about being left out of a 
  chance for treasure and looting. 
   
  Location A. The first chamber is a dining and 
  storage area. A small table and a couple makeshift barrel 
  chairs with food and other basic supplies stacked against 
  the walls. Two waiting thieves sit at the table playing 
  cards or dice. If they notice the party’s approach they flee 
  
  6 
   
  to location C where the rest of the thieves are seeing to 
  the magic ritual. 
   
  Location B. This chamber is sleeping quarters. 
  Bedrolls cover the ground with other various odds and 
  ends, clothes, bits of trash, etc., litter the ground. A player 
  that investigates the area must make a medium Wisdom 
  (Perception) or Intelligence (Investigation) check. On a 
  success, the player finds a pouch of coins.  
   
  Location C. Double doors block entrance to the 
  largest chamber. If the guard thieves inside are unaware 
  of the party, the doors are unlocked. If they are warned 
  by the two at the entrance the doors are locked, unlocked 
  by passing a medium Dexterity check with Thieves’ Tools.  
   
  Inside, the remaining thieves stand in torchlight 
  around a captive scholar in worn and torn clothes. The 
  scholar is holding a glowing blue orb between their hands, 
  their eyes closed while they continuously mutter an 
  incantation. The scholar is unaware of their surroundings 
  while they are interacting with the orb. 
   
  Stopping the Ritual. As soon as the party enters 
  opens the doors to location C, the thieves inside attack, 
  attempting to keep the party from interrupting the 
  scholar. The scholar is interrupted if the orb is taken or 
  dropped, or if they are shoved or knocked down. If this 
  occurs during combat, the thieves attempt to kill the 
  scholar who is downed after 2 hits. 
   
  Rescued Scholar. The scholar informs the party 
  that they were kidnapped a long time ago, likely months. 
  They have been working underground for the duration. 
  The thieves tasked them to learn to use the magical orb, 
  providing a handful of texts for research assistance. They 
  are uncertain exactly what the orb does, only that it 
  activates a magical device elsewhere and controls its 
  intensity. They were kept in a small chamber nearby up a 
  set of stairs. 
   
  Location D. The entrance to the stairway is 
  hidden by an illusion to make it appear a stone wall. A 
  creature recognizes the illusion by passing a medium 
  Intelligence (Investigation) or Wisdom (Perception) check 
  recognizes the illusion as such. The hidden door is locked, 
  opened by passing a medium Dexterity check with 
  Thieves’ Tools.  
  Past the door is a set of stairs leading up into a 
  small chamber with a bed roll, chamber pot, table, chair, 
  and a small stack of books and papers. 
  3 : ANCIENT MARKET RUINS 
  The marketplace stands surprisingly well-preserved after 
  the buried centuries. The buildings walls remain almost 
  entirely intact, though the ceilings and second-story 
  floors have caved in from the weight of sand pressing 
  down on them. Remnants of the gang of thieves remain 
  using shovels, buckets and other tools, removing sand 
  from the stuffed interiors like water from a sinking ship. 
   
  Sand Barrier Obelisks. A line of 100 ft. tall 
  obelisks now stand where once were only peaks sticking 
  out of the sand. The obelisks hum quietly, creating a 
  magical barrier blocking the sand from flowing between 
  them. A breeze blows continuously across the grounds 
  towards the ravine strong enough to prevent a buildup of 
  sand. 
  Creatures. A group of pillaging thieves are 
  sifting through the sand and buildings looking for loot. 
  They attack the party as soon as they notice them. 
   
  Investigation. A player that passes a medium or 
  hard Intelligence (Investigation) check or Wisdom 
  (Perception) check finds informative evidence or treasure 
  in the various shops. The thieves have successfully 
  excavated one of the shops when the party arrives. 
  4 : ANCIENT TEMPLE RUINS 
  The ancient temple is a smooth or stepped pyramid, its 
  top level just below what was once the peak smothering 
  sand. Religious iconography and stories related to the 
  temple’s divination deity are carved into the side of the 
  structure. 
   
  Exterior Investigation. A PC that inspects the 
  carvings must make a hard Intelligence (History) or 
  (Religion) check. On a success, the player recalls a bit of 
  information about the deity that will be helpful in 
  opening the secret door in location b.  
  Entrance. The entrance is above location A, 
  spiral stairs leading into the lower chamber. The ceiling of 
  the above entrance chamber has collapsed, along with 
  pieces of the walls.  
  
  7 
   
   
  Location A. The blue squares are explained in 
  location F, and do not represent anything in location A. 
  The spiral stairs open into a musty smelling chamber 
  made of tan and brown sandstone decorated with pieces 
  of brilliant polished blue. The 12 o’clock wall depicts three 
  reliefs representing the past, present, and future. The 
  door on the opposite side is the entrance to the chamber 
  above, and does not represent a door in location A. 
   
  Location B. Passing through a short corridor, the 
  party comes into a chamber for worship with a large 
  statue dedicated to the deity on the far side. Behind or 
  through the statue is a secret door leading deeper into 
  the temple, opened by interacting with the statue in a 
  manner suggested by the information from the exterior 
  investigation. 
  Investigation. A player that passes an easy 
  Intelligence (Investigation) or Wisdom (Perception) check 
  notices tracks from the thieves that were here previously. 
  The footsteps, once noticed, clearly lead towards the 
  door.  
  Hallway. The hall is pitch black, but the floor 
  glows in the dark in a soft opalescent white, tracing a path 
  towards location E.  
   
  Location C/D. This chamber and the one next to 
  it were once used for meditation or cleansing prior to 
  entering the inner sanctum in location G. A near-death 
  thief lies on the ground inside. A player notices the thief 
  in darkness by passing a medium Wisdom (Perception) 
  check with a sense other than sight, such as hearing 
  groans from the hallway. 
   
  If the thief notices the party they call out for 
  help. The thief knows the ritual to enter the inner 
  sanctum, and that there are probably still some thieves 
  inside. They share this information freely if they are 
  stabilized and/or healed, or after a player passes a 
  medium Charisma check. 
   
  Location E. The opalescent path leads to this 
  chamber, continuing into the room and circling the deity’s 
  symbol marked in blue. A player that completes the ritual 
  is teleported to location F. 
   
  Location F. This chamber looks identical to 
  location A, except the there are no spiral stairs leading up 
  to the entrance. Furthermore, the door on the map now 
  represents a door in the chamber that leads to the inner 
  sanctum. Each of the three reliefs on the wall have the 
  same symbol on the ground before them. The teleporting 
  player arrives in front of the relief representing the 
  divination experience they may have in the inner sanctum 
  into the past, present, or future. See location G for 
  details. 
   
  Location G. The surfaces of the inner sanctum 
  are made entirely of the glowing, opalescent stone of the 
  earlier path. Inside the sanctum are three statues 
  corresponding to the images of the three reliefs in the 
  previous chamber. The ‘future’ statue has clearly been 
  vandalized, and something stolen from it. 
   
  Each player is able to interact with only one of 
  the statues. When a player approaches the appropriate 
  one, a pillar of light engulfs the statue. This does not occur 
  for the ‘future’ statue. Walking into or touching the light 
  causes the player to experience a vision that holds them 
  for a few minutes, duration at DM’s discretion. Suggested 
  2 minimum, one each for the ‘past’ and ‘present’ statues. 
   
  Vision in Progress. A handful of thieves have 
  hung behind to continue receiving visions. These 
  lingering thieves attack on sight, though one of them is 
  mid-vision and may not enter combat till later on. 
  RESOLVING THE EVENT 
  Outcome 1 – Temple Saved: If the party prevents the 
  sandstorm but do not explore the ruins they are 
  rewarded 75gp/party level for each player. The party also 
  gains favor with the temple. They will provide significant 
  magical healing to the party once in thanks at DM’s 
  discretion. 
  Outcome 2 – Temple Saved and Ruins Explored: If the 
  party prevents the sandstorm and explores the ruins they 
  are rewarded 100gp/party level for each player. The party 
  still gains favor with the first temple, but also with an 
  additional order to a divination deity interested in the 
  uncovered temple. They provide scrying or other 
  divination magic services to the party once at DM’s 
  discretion. 
  Outcome 3 – Party Fails: If the party fails to stop the 
  sandstorm, the temple is buried in sand killing all those 
  inside. The party’s fate is at the DM’s discretion. 
   
   
  
  8 
   
  EVENT 1 PREPARATION 
  Essential Preparation 
  Waiting Thieves. What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty when combined 
  with the next group. Mix of CR 1/8 and 1/4 thieves. 
  Guard Thieves. What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty when combined 
  with the previous group. Mix of CR 1/8 and 1/4 thieves. 
  Pillaging Thieves. What XP difficulty does the group 
  have? Do they try and ambush the party? Are they 
  distracted with their digging, or on alert for newcomers? 
   
  Suggestion: Hard XP difficulty. The thieves are 
  thoroughly distracted with their digging and are very easy 
  to approach unnoticed. 
  Lingering Thieves. What XP difficulty does the group 
  have? 
   
  Suggestion: Hard XP difficulty. Make one of the 
  thieves the designated leader and the highest CR, 
  introducing a new type of thief from the gang, CR 1/2, if 
  possible. 
  Optional Preparation 
  Temple. Which is the name and appearance of the new 
  temple? 
   
  Suggestion: Mihupot Temple, meaning ‘new 
  beginning. The temple is built with red stone, the gold 
  symbol of Lathandar inlaid in the walls. 
  Deity. Which deity is the new temple being dedicated to? 
   
  Suggestion: The temple is being dedicated to 
  Lathandar, a deity related to renewal and self-perfection.  
  Criminal. What is the name and backstory of the to-be-
  pardoned criminal? Are they truly repentant? Do they 
  have a connection to the gang of thieves or the temple? 
   
  Suggestion: Decades ago, the criminal used to 
  lead the gang of thieves that the parties work against. 
  When they were captured they took a deal, providing info 
  on their fellows in return for a lighter punishment.  
  Minor Boon. What minor boon does the deity provide to 
  the player who completes the rite or prayer? 
   
  Suggestion: When the player is in the sandstorm, 
  they and only they see a light that allows their vision to 
  pierce the obscuring sand. This player can see 30 ft. while 
  in the sandstorm. 
  Temple Leader. What is the name and appearance of the 
  temple leader?  
   
  Suggestion: The leader’s name is Komé Loopti. 
  They are the sibling of the criminal, though this is a closely 
  guarded secret. They wear long but light robes in a red, 
  silk-like material decorated with golden thread. 
  Wizard Researcher. What is the name and appearance of 
  the wizard researcher? 
   
  Suggestion: The researcher’s name is Peta Hofa. 
  They wear a grey front-buttoned tunic and trousers. The 
  clothes are clearly too heavy, and they are sweating 
  profusely in the desert climate. 
  Trinket. What does this magic trinket look like? Does it do 
  anything other than vibrate and hum near magical 
  objects? 
   
  Suggestion: The trinket resembles a small 
  lantern. A small magic light inside grows brighter 
  alongside the other effects. The party is given the item to 
  keep. 
  Coins. How many coins are in the pouch? 
   
  Suggestion: 5sp/party level, replacing with gold 
  as needed. 
  Captive Scholar. What is the name and appearance of the 
  captive scholar? Are they a member of a local or regional 
  institution? Do they promise the party a reward for their 
  rescue? 
   
  Suggestion: The scholar’s name is Klikifo Hufop. 
  They wear a dirty and stained once-white tunic and plain 
  trousers. They are a member of a local academy of mages 
  that will reward the party with money, magic items, or 
  favors at DM’s discretion. 
  Shops. What types of shops did these use to be? Is there 
  anything remaining to be found in the rubble and sand? 
   
  Suggestion: A player that passes a medium 
  Intelligence (Investigation) or Wisdom (Perception) check 
  finds buried in the sand a largely intact stone tablet with 
  ancient writing carved upon it. The writings can be 
  translated by a city scholar or magic. 
  Shop A used to sell alcoholic drinks. The stone 
  tablet details an ancient recipe for a forgotten liquor. A 
  player with proficiency in Brewer’s Supplies may attempt 
  to create it. The player does a set of 3 medium ability 
  checks over time at DM’s discretion. Each pass increases 
  the selling price. 
  
  9 
   
  Shop B used to sell prepared meals. The stone 
  tablet details a recipe for an ancient dessert. A player with 
  proficiency in Cook’s Utensils may attempt to create the 
  meal by passing a medium ability check. 
  Shop C used to sell perform music. The stone 
  tablet is an ancient piece of music. A player with 
  proficiency in a musical instrument may attempt to learn 
  the piece. Interpreting the music requires passing 3 
  medium ability checks over time at DM’s discretion. The 
  player adds the piece to their repertoire after passing 3 
  times and can perform it at will. 
  Shop D used to sell weapons. The stone tablet is 
  a recipe for creating a magic weapon through the power 
  of the materials and crafting alone. A player with 
  proficiency in Smith’s Tools may attempt to create the 
  weapon according to the Downtime Activities rules (XGtE 
  128). Weapon detail’s at DM’s discretion. 
  Divination Deity. Which divination deity is the ancient 
  temple dedicated to? 
   
  Suggestion: The temple is dedicated to an 
  ancient visage of Savras the All-Seeing. 
  Information. Does the player recall something about the 
  deity themselves, a related short story, or other? 
   
  Suggestion: The player recalls the story of the 
  Scepter of Savras and how Savras was trapped in the staff 
  by Azuth for a time. 
  Three Reliefs. What images are depicted in the relief? 
   
  Suggestion: The image depicts Savras and the 
  staff in three different versions. The ‘past’ image shows 
  Savras holding the staff, looking stooped, sickly, and 
  starved.  
  The ‘present’ image shows Savras standing tall 
  and healthy with their arms upraised, the staff free of 
  their hands, horizontal in the air above.  
  The ‘future’ image shows Savras standing 
  defiant, one foot forward stepping on the staff that lying 
  on the ground afore them. 
  Statue. What does the statue depict? What interaction 
  with the statue reveals the secret door? How does this 
  reveal occur? 
   
  Suggestion: The statue depicts Savras as in the 
  first image, thin and weak. Removing the staff from their 
  grasp causes the “diamond”, depicted in stone, to shine a 
  light on the statue. When the light touches the statue, it 
  and the staff slowly fade into immaterialness revealing 
  the secret door behind. The statue returns in its 
  undisturbed state after 1 hour. 
  Near-Death Thief. What is the name and appearance of 
  this thief? Why were they wounded by their fellows? 
   
  Suggestion: The thief’s name is Kewennen. They 
  are dressed similar to their fellows, but for a deep cut in 
  their side. The boss decided they did not trust this one 
  after seeing a vision in the inner sanctum and so left them 
  to die in the temple. 
  Ritual. What must a creature do to teleport to location F? 
   
  Suggestion: A creature must meditate in location 
  C or D. When they do, they must make an easy 
  Intelligence (Religion) or Wisdom (Insight) check. On a 
  pass, the player realizes a chant in what seems nonsense 
  syllables. A player that repeats the syllables while 
  standing on the symbol in location E is teleported to 
  location F. 
  Symbol. What is the deity’s symbol depicted on the floor? 
   
  Suggestion: Savras’ symbol is a crystal ball with 
  floating eyes. 
  Vision. What do the players see? 
   
  Suggestion: At least one player is teleported to 
  the ‘present’ space, and can receive a vision from the 
  corresponding statue in the inner-sanctum. 
   
  The ‘past’ statue brings the player’s perception 
  back to when the thief boss stole from the temple. The 
  player witnesses the boss and retinue enter the sanctum. 
  The boss moves immediately to the ‘future’ statue with 
  stone deity standing on staff. They take 3 small vials from 
  a pouch. The first two contain water, the boss evidently 
  practicing. The third is clearly magical with an unnatural 
  glow and waves emanating off it like heat bending light 
  above a fire.  
  After sprinkling the mixture around the statue, 
  the boss approaches the statue. Light envelops the 
  statue, but then contracts to a thin pillar through the 
  statue’s core. The boss smashes the statue’s knees, the 
  top toppling off, before more carefully removing the staff 
  whose diamond has changed from stone to something 
  real. They then turn to their followers, declaring that their 
  quest for ascension was finally approaching its end. 
   
   
  
  10 
   
  Event 2 : Quarantine and Royal Kidnapping 
  After the party returns to the city and are compensated 
  for their success in Event 1, they care contacted once 
  again. The party is requested to provide additional 
  security, this time for a royal speech at the outskirts of 
  the city, area 1. During the speech, the gang of thieves 
  unleash a fast-acting contagion with deadly effects. Once 
  people begin to be noticeably affected, the thieves attack 
  with a small force. 
  The royal is whisked away through a secret 
  tunnel, commanding the party to remain, but is 
  kidnapped after their remaining healthy guards are 
  ambushed underground. The party comes across the cite, 
  area 2, and must get past the remaining thieves. The royal 
  is being held in the barn of a farm beyond the city, area 3. 
  A spiral staircase leads up out of the caves and into the 
  farmhouse. The party must clear the thieves from the 
  area and recover the royal. 
  EVENT FEATURES/CHARACTERISTICS 
  This event is a race against the contagion while also 
  saving the royal. The longer the party takes to find the 
  cure the more likely they are to suffer harmful symptoms. 
  1 : MEETING HALL AND OFFICES 
   
   
  Setup. The speech is held at a meeting hall and 
  administration building near the edge of the city. Two 
  pillars of stone stand in front chiseled with administration 
  schedules and advertisements for local events. Past the 
  tall double doors is a meeting chamber. The floor slopes 
  slowly as it goes inward allowing all to see the one 
  standing in the back-center.  
  Standing outside aside the doors are 2 royal 
  guards, 4 more guarding the royal within who stands in 
  the center spot. The room is filled with civilians listening 
  to the speech, as well a local alchemist whose store was 
  recently robbed. The royal was incensed by the attack in 
  Event 1, among others, and they are rallying support for 
  greater enforcement against the thieves that they have 
  implemented in and around the city, calling on the local 
  to witness to the crowd. 
   
  The Disease. The thieves infected one of the 
  onlookers on their way to the speech. The contagion 
  quickly spreads throughout the crowd, including the 
  players. The players much make a medium Constitution 
  saving throw, and are infected on a failed save. They must 
  repeat this saving throw up to two more times while 
  listening to the speech until the first symptoms begin. 
  Make these rolls in secret, and begin 
   
  A player with proficiency in Wisdom (Medicine) 
  or Healer’s Kit automatically notices early signs of the 
  disease as soon as they are infected and before more 
  serious symptoms begin. An player may notice early signs 
  by passing a medium Wisdom (Medicine) check. 
  First Symptoms. Once the entire party has been 
  infected or one or more resists 3 times, the first onlooker 
  begins to noticeably suffer from the contagion.  
  Disguised Thief. As soon as the disease is 
  discovered, a thief disguised in the crowd reaches 
  discretely into their pocket and pulls out a sending stone 
  to call to begin the attack. A player that passes a hard 
  Wisdom (Perception) or Intelligence (Investigation) check 
  notices the movement and the stone. 
  Alchemist Assistance. The alchemist goes 
  immediately to investigate. They know the cure have a 
  potion that will slow the contagion’s progression if 
  administered to the crowd, or cure the contagion entirely 
  if given only to the royal and their guards. The royal 
  denies the cure, and those still living are all given a sip of 
  the antidote. The alchemist then pockets the empty 
  bottle. The infected party members must now make rolls 
  
  11 
   
  against the gradual progression of the disease 
  throughout the rest of the event. 
  Thief Quarantine. As soon as the alchemist 
  finishes administering the potion, or if any attempt to 
  leave out the front, the threatening thieves attack from 
  outside. Their goal is to make aggressive moves towards 
  the royal while using the crowd to their advantage and 
  preventing any from leaving out the front. 
   
  Royal Departure. The royal guards insist that the 
  royal leave as soon as the attack begins, taking them into 
  a secret tunnel in one of the offices that leads outside the 
  city. The royal commands the alchemist to come with 
  them to ensure their safety, and the party to defend the 
  crowd from the thieves. The group is long gone by the 
  time the party has finished the fight, leaving the entrance 
  open behind them. 
  2 : SECRET TUNNEL CAVERN AMBUSH 
   
   
  Setup. The escaping party is ambushed in the 
  tunnels. All are slain except the royal, who is taken to area 
  3 beyond by a pair of thieves. The remaining ambushers 
  wait in hiding in case any others come after the royal. The 
  cavern is rough with a natural appearance and a 30 ft. 
  ceiling. Raised areas between 10 and 20 ft. high are found 
  throughout the cavern. The party approaches from the 
  left side. 
   
  Dead Bodies. The bodies of the four guards and 
  the alchemist litter the area. A player that investigates the 
  bodies finds small coin pouches on each of them, and 1d4 
  potions and the empty antidote vial on the alchemist. 
   
  Creatures. The ambushing thieves are hiding 
  throughout the chamber, particularly on the raised areas. 
  If the party approaches stealthily, the thieves are not 
  actively watching as they do not really expect anyone and 
  so may be surprised or snuck past at DM’s discretion. 
  They will attempt to surprise the party if they know of 
  their approach. 
  3 : FARMHOUSE HIDEAWAY 
   
   
  Setup. The royal is brought out of the tunnels 
  through the farmhouse and bound to one of the pillars in 
  the stone barn. The farmhouse was once the homestead 
  of a retired royal guard living the country life while 
  overseeing a secret passage into the city. Their body was 
  burned behind the stone barn and their remains buried 
  with straw. Thieves have been using the place for the last 
  few weeks. 
   
  The Farmhouse. The farmhouse is empty unless 
  the thieves in the barn have some reason to leave a 
  lookout on the stairs. The secret stairs come up into the 
  bedroom of the once retired guard. The room leading 
  outside holds a small kitchen and chair, the other a small 
  library. The guard kept up numerous personal and 
  
  12 
   
  business correspondences with people in the city and 
  were an avid reader in alchemical arts with many useful 
  books on the subject. 
   
  Investigation. A player that investigates the 
  library finds letter written and received along with a note 
  reminding the guard the word to open the barn door. The 
  dates on the letters indicate they come and go almost 
  daily, but the dates abruptly stop a week ago. A player 
  that passes a medium Wisdom (Perception) check or 
  Intelligence (Investigation) check recognizes signs of a 
  fight still lingering in the library, the room unused by the 
  new inhabitants since the removal of the previous tenant. 
   
  The Stone Barn. The barn has a wide double-
  door entrance that meets in the middle of the square. The 
  doors are made of heavy stone and are opened by 
  speaking a command word or by passing a hard Strength 
  (Athletics) check. Inside is a large middle space open to 
  the higher second level.  
  The second level is supported by the six stone 
  columns and has an open balcony in the middle. Rows of 
  plants line the upper level with windows reflecting 
  cleverly crafted with mirrors to allow sunshine 
  throughout the level. A series of pipes bring water to the 
  upper levels, though its source appears to have gone dry 
  in the last few days. The royal is being guarded by the 
  thief kidnappers, who have tied them to one of the rear 
  pillars on the upper level. They the thieves attack the 
  party as soon as they notice them. 
  Investigation. A player that investigates the area 
  round the barn finds the burnt remains of the retired 
  guard and plenty of prints from the thieves. A player that 
  passes an Intelligence (Nature) or Wisdom (Medicine) 
  check can tell that the body was burned about 3 weeks 
  ago. 
  Eavesdropping. If a player enters the barn and 
  the thieves are unaware of any danger, they may listen in 
  while the leading underling monologues, revealing 
  crucial hints about the boss’ scheme. 
   
  Recreating the Cure. Once the party have 
  cleared the thieves from the area, they may attempt to 
  use their various resources to assist in recreating the 
  cure.  
   
  RESOLVING THE EVENT 
  Outcome 1 – Royal saved and cure recreated: The party 
  is rewarded with 150 gp/party level for each player and 
  the party gains favor with the region’s royal institution 
  and the city’s government. 
  Outcome 2 – Royal saved but no cure: The city 
  government expends resources to recreate a cure in time 
  to save most that were infected. The party is rewarded 
  with 100 gp/party level for each player and the party 
  gains favor with the region’s royal institution. 
  Outcome 3 – Party fails:  The royal is found murdered and 
  the city is unaware of the infected peoples’ plight and fails 
  to get a cure to them in time. The party’s fate is left to the 
  DM’s discretion. Improvisation necessary to continue 
  from this outcome. 
   
   
  
  13 
   
  EVENT 2 PREPARATION 
  Essential Preparation 
  Threatening Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Medium XP difficulty. 
  Ambushing Thieves. What XP difficulty does the group 
  have? How are they positioned throughout the chamber? 
   
  Suggestion: Hard XP difficulty. The thieves are 
  focused on the elevates sections on the 3 o’clock side of 
  the cave. 
  Thief Kidnappers. What XP difficulty does the group 
  have?  
   
  Suggestion: Hard XP difficulty. Make one of the 
  thieves the designated leader and the highest CR, 
  introducing a new type of thief from the gang, CR 1, if 
  possible. 
  Optional Preparation 
  Royal. What is the name and appearance of the royal? 
  What royal line are they a part of, and what lands or 
  peoples do they rule? Are they invested with authority, or 
  are they a figurehead? 
   
  Suggestion: The royal is named Ezran, and they 
  are a member of the Imperial family from the distant 
  capitol. They are dressed in the deep red and blue of the 
  Imperial throne. They have resided in their current city for 
  a decade now, tasked with being the family’s center of 
  influence in the region. They have grown to care for the 
  area, though they are not personally invested with 
  authority beyond their connections to the throne. 
  Local Alchemist. What is the name and appearance of the 
  alchemist? What is the name and approximate location of 
  their store or lab? 
   
  Suggestion: The alchemist’s name is Gapto. They 
  are dressed in a clean white shirt with a green and brown 
  jacket. There are a few light stains on the sides, and a bit 
  of burnt ends to their sleeves. Their lab is named simply 
  ‘Gapto’s Potions and Alchemical Ingredients’, and is 
  found in the city’s merchant district. 
  Contagion. What are the flavor characteristics of the 
  contagion? What is the name of the contagion? Has it 
  ever played a famous or infamous role in regional or 
  world history?  
   
  Suggestion: The disease is known as Ho’owa 
  Ambafur or ‘voice killer’. A disease manufactured in a 
  distant land and time to kill spellcasters, the disease is 
  used primarily as a tool of assassination and has been 
  responsible for the death of hundreds of mages over the 
  centuries, both well-known and forgotten.  
   
  The disease shows symptoms around the throat 
  causing small boils to grow in clusters that become 
  increasingly thick. The growths begin on the inside, 
  making it noticeably difficult to breath, but begin to 
  spread suddenly and rapidly across the throat’s exterior 
  minutes before the individual’s windpipe is completely 
  closed. When used in the murder of a mage, the infection 
  is usually applied near to when they sleep so that they are 
  unaware until they awaken out of breath and without 
  their voice. The infected shortly suffocates to death. 
  Gradual 
  Progression. 
  What 
  are 
  the 
  mechanical 
  characteristics of the contagion? How many levels of 
  effects 
  are 
  there 
  representing 
  the 
  contagion’s 
  progression? What is the effect progressing a tier, 
  repetitious or unique, accumulative or particular? Is there 
  a maximum progression? If so, what is it? What saving 
  throws, if any, are related to the risk and occurrence of 
  the contagion’s progression in an infected individual? 
  When do they occur? 
   
  Suggestion: The infection has 5 levels. An 
  infected PC gains 1 level when initially infected. A 
  creature progresses 1 level when they fail a medium 
  Constitution saving throw. The effects are cumulative. All 
  saving throws to resist the initial infection or progression 
  are made by the party at the same time. 
  The party all make the 3 saving throws to 
  become initially infected as described in ‘the disease’ 
  from location 1, but cannot yet progress beyond level 1. 
  Once either a party member has saved all 3 times, or the 
  entire party is infected, the first symptoms development 
  begins causing one of the onlookers to suddenly develop 
  the neck boils and suffocate to death.  
  The party makes a saving throw to gain a level 
  towards the contagion’s progression right before each 
  combat begins and when they fail a set of ability checks 
  in an ability encounter, resulting in a loss of time. 
  Reminders are written at the appropriate moments. 
   
  Level 1 causes a tickling in the throat and the 
  sensation of needing to clear something but being unable 
  to do so.  
  
  14 
   
   
  Level 2 causes the infected to become easily 
  winded. If an infected creature moves their full speed on 
  a turn, they may only move up to half their speed on the 
  following turn.  
   
  Level 3 causes the infected to have difficulty 
  speaking. If an infected creature attempts to cast a spell 
  with a verbal component, they must pass an easy 
  Constitution or Intelligence (Arcana) saving throw to 
  successfully cast the spell in spite of their symptoms. A 
  failure consumes the action the spell would have used, 
  but not the spell slot. 
   
  Level 4 causes the creature to have severe 
  difficulty breathing. The creature must make a medium 
  Constitution saving throw if they move their full speed or 
  do other strenuous activity at the DM’s discretion. The 
  creature falls unconscious due to lack of air on a failed 
  save but recovers after 1 minute of rest. 
   
  Level 5 causes the creature to suffocate, death 
  coming soon after unless appropriate action is taken, at 
  DM’s discretion. 
  Secret Tunnel. Is the secret tunnel a single 
  pathway, or are there branches that allow for the party to 
  lose their way?  
   
  Suggestion: The tunnel is part of a larger 
  network, and there are opportunities to go astray. In 
  order to successfully follow the royal and their 
  companions, the party must pass one set of three ability 
  checks. The players must choose from among them three 
  skills that one has with proficiency. That player must 
  describe how they use that skill to help find the royal’s 
  group, then make an ability check to determine success, 
  difficulty at DMs discretion. Two or three successes 
  constitutes a pass on the set of three.  
  On a pass, the party continues to area 2 without 
  delay, any stealth related role determining if the 
  ambushing thieves are ready. On a failure, the party 
  continues to area 2 but after a delay, such as having to 
  retrace their steps. As a result, the party must make a 
  medium Constitution saving throw to resist the contagion 
  progressing another level. 
  Retired Royal Guard. What was the name of the 
  guard? Do they have any friends or family in the city that 
  may want to hear the unfortunate news? Is there a token 
  or other small item from the guard’s possessions that 
  they may want returned, and if so what is it? 
   
  Suggestion: The guard’s name was Ag Therin. 
  They had an ornate ring gifted to them in honor of their 
  service. It was taken from their body before burning and 
  is carried by the lead thief amongst the thief kidnappers. 
  They are survived by their 2 children who live in the city, 
  perhaps connected to a side-quest, and will reward the 
  party for the return of the ring. 
  Monologues. What details of the scheme or other 
  important information does the villain reveal while 
  monologuing to their ‘soon to be dead’ captive? Are there 
  consequences to listening instead of attacking? 
   
  Suggestion: The thief brags about a recent 
  acquisition at an ancient temple that allows their boss to 
  see into the future.  
  If allowed to continue, the thief brags about how 
  their boss will soon be getting a promotion, making it 
  clear without stating it explicitly that they chase 
  ascension to godhood.  
  If allowed to continue, the thief brags that they 
  will soon take part in an act of thievery that sure to be 
  remembered for as long as there are those who can.  
  If allowed to continue, the thief brags that the 
  boss will be arriving later in the day, once they have 
  recovered a powerful magic staff, and will kill the royal on 
  arrival. If the thief speaks this far uninterrupted, they 
  notice the hiding party or its member(s) and can no longer 
  be surprised.  
  Resources. What resources may the party use to try and 
  recreate the potion? Do they provide advantage to 
  checks, bonus modifiers, or simply allow for an auto 
  success? Must one pass an ability check with the resource 
  to acquire its benefits, or are they automatically applied? 
   
  Suggestion: The party may benefit from the 
  potion vial on the alchemist’s body, the guard’s library, 
  and proficiency in Alchemist’s Supplies. Each of these 
  gives a bonus modifier to one of the three possible ability 
  checks to recreate the cure, number at DM’s discretion. 
  Recreating the Cure. Which and how many ability checks 
  are needed to recreate the alchemist’s potion? Does the 
  party succeed based on a best-of system to pass, for 
  example passing 2 of 3 checks, or on an average system, 
  for example passing with a 15 average across all rolls? 
   
  Suggestion: In order to successfully recreate the 
  cure, the party must pass one set of three ability checks. 
  The players must choose from among them three skills 
  
  15 
   
  that one has with proficiency. That player must describe 
  how they use that skill to help find the royal’s group, then 
  make an ability check to determine success, difficulty at 
  DMs discretion. Two or three successes constitutes a pass 
  on the set of three.  
  On a pass, the party successfully recreates the 
  cure, and can now recreate it without the need for checks 
  from the practice. On a failure, the party the party fails to 
  recreate the cure, causing a delay, but may try again. As a 
  result, the party must make a medium Constitution saving 
  throw to resist the contagion progressing another level 
  before making another attempt to recreate the cure. 
   
   
  
  16 
   
   
  Event 3 : Ceremony Madness and Ascension 
  After successfully saving the royal’s life, they are so grateful they wish to honor the players with honorary titles and a reward. 
  Surviving NPCs from the completed events and side-quests are in attendance. The ceremony is held a large open square, 
  but is interrupted when a curse is unleashed upon the crowd from catacombs beneath the city. The party must hold back 
  the crowd without killing while a cleric in attendance casts a spell to lift the curse. The party are sent into the catacombs, 
  depicted below, where the gang of thieves are working on a ritual to summon a deity, capture it, then use it to ascend. 
   
  
  17 
   
  EVENT FEATURES/CHARACTERISTICS 
  This event is on a soft difficulty timer once the party 
  enters the catacombs. The primary obstacle to the 
  chamber where the ritual is being held, location 7, is a 
  magical ward preventing anyone from getting into the 
  chamber through magical or mundane means.  
  A shrine in location 2 provides an opportunity for 
  3 powerful blessings to aid in the final fight, as well as a 
  means to take down the ward. However, taking the time 
  to acquire blessings beyond a first gives the thieves more 
  time to perform the ritual. The closer the thieves are to 
  completing the ritual before the party arrives, the fewer 
  opportunities the party has to stop it. 
  0 : RECOGNITION CEREMONY 
  The event begins at an open square in the middle of the 
  city. The square is 125 ft. on each side (15x15) with roads 
  and alleyways leading into it from various direction. The 
  party stands on a wooden stage in the middle-north side 
  of the square, 15 ft. off the ground with stairs on the side. 
  When the ceremony begins, the area is crowded with 
  people wanting to see the royal and the newly famous 
  adventurers. 
  The Ceremony. During the ceremony, the party 
  is honored for their deeds during events and side-quests 
  completed up to this point. In the short time since event 
  2, the royal grew curious of the party’s other activities. 
  Finding all the party has done, the royal paid for 
  representatives of each event and side-quest to come to 
  the ceremony.  
  The guests tell short tales highlighting the 
  accomplishments of different party members so that 
  each player gets a moment in the spotlight. After a player 
  is witnessed for, the royal awards them an honorary title 
  and a reward. The royal also witnesses for the party, 
  including that the only thing lost was a piece of family 
  jewelry.  
   
  Cursed Crowd. The curse is not caused by the 
  thieves, rather it is a consequence of their actions. One of 
  the tombs in the catacombs was guarded by the curse, set 
  in place by an ancestor of one of the local nobility to 
  defend their family’s remains. Thieves left to guard the 
  tunnels found their way in, triggering the curse on 
  themselves and the crowd above them due to the 
  overzealous nature of its preparation. Those on the stage 
  are protected from the curse by a protective charm worn 
  by the priest(s) on stage. 
   
  The curse causes the those effected to lose 
  control of themselves and act rabid and animalistic, 
  becoming hostile towards those not under the curse. The 
  crowd thus attacks the party and the others on the stage.  
   
  Ritual Cleansing. The priest(s) on stage instruct 
  the party that a curse has fallen on the crowd, not 
  knowing the source, and that they can cleanse it. The 
  party must defend the priest(s) and the others on stage 
  for 6 rounds while killing as few of the innocent citizens 
  as possible. The ritual does not progress on a round if it is 
  interrupted by the priest(s) taking damage and breaking 
  concentration. The DM need only give actions to those 
  curse coming up the stairs and a couple each turn that 
  climb up a side. 
   
  Opportunists. A handful of opportunist thieves 
  lurk in the crowd, instructed to follow the party and 
  watch in case of a lucky opportunity. They join the attack 
  as part of the mindless mob, and know nothing of the 
  cause of it. 
   
  Hesitant Noble. Once the ritual is complete, the 
  royal asks the priests what caused the curse to befall the 
  crowd. Upon hearing their uncertainty, a noble steps 
  forward from those on the stage with strong suspicions.  
  The noble speaks of the curse prepared on their 
  family’s graves and the overzealous head of the family 
  who made the trap too strong. They suspect thieves in the 
  hidden tomb is the reason for the ceremony’s strange 
  conclusion. The royal asks the party to investigate in case 
  this is the same group of thieves as in previous events, 
  and sends them with the noble.  
  1 : LOOTED NOBLES’ TOMB 
  The noble brings the party to their residence. On the way, 
  they explain that the family has a private way of entering 
  their tomb, a form of teleportation, and that the party can 
  enter the catacombs from there. 
   
  Teleportation. The noble brings the party to a 
  small room of simple grey stone. Only an unlit brazier sits 
  in the middle of the room. The noble lights the brazier, 
  the flaming flickering red before quickly turning green 
  then blue. The noble instructs the group to stand in close. 
  The blue flames jump upward and then expand, rapidly 
  
  18 
   
  surrounding the group and doing no harm. The flames 
  heavily obscure the area, and when they dissipate the 
  group stands in the noble’s family tomb.  
   
  Nobles’ Tomb. The tomb is dimly lit with two 
  blue braziers burning aside a trio of long stone caskets. 
  The caskets are ornately carved with the visage once held 
  by those within. The family leader who set the curse is in 
  the middle, their spouse on their left, and their child on 
  their right. The walls of the tomb are filled with dozens of 
  funeral urns along 3 rows of shelves carved into the walls. 
  Many of the urns have been shattered against the 
  ground, the ashes inside strewn around the room.  
  The secret entrance, obvious from the inside, is 
  down a short hallway. The entrance is a stone door the 
  seamlessly blends into the wall on the other side and is 
  opened with a lever on the inside. The door is opened 
  from the outside by pushing on a particular piece of the 
  stone wall that presses inward and is found by a character 
  passing a medium Wisdom (Perception) or Intelligence 
  (Investigation) check. The door is closed when the party 
  arrives in the room, and closes again when the noble 
  spirits awaken. 
   
  Detect-Magic Trinket. The party should still have 
  the trinket from event 1that hums more intensely the 
  closer it is to a source of magic. If not, the wizard that 
  provided it is among those on the stage and they provide 
  a new one before the party leaves for the catacombs. The 
  trinket detects the ritual as soon as the party enters the 
  catacombs and the vibrations becoming more intense as 
  the party approaches location 7.  
   
  Dead Thieves. A handful of thieves lie dead near 
  the tomb’s entrance. A player that investigates the 
  thieves finds curious burns tinting their skin purple 
  around the wounds as if bruised, but their clothes show 
  no sign of flames. A player that passes a medium 
  Intelligence (Arcana) check recognizes the wounds as 
  coming from spectral or ghostly attacks. 
   
  Creatures. The curse maddened the spirits of 
  those at rest in larger chambers. The enraged noble 
  spirits attack any not of their blood who enter the tomb, 
  but not those who arrive through the flames. The spirits 
  attack any non-family creature who leaves and reenters 
  the chamber through the secret entrance, becoming 
  aggressive towards others who attack them. 
   
  Development. If the party defeats the noble 
  spirits they are pacified, and one transforms to the image 
  of the spouse in their prime. It thanks the party for 
  calming their souls, speaking as if they think the party are 
  members of their family, and instruct them to head 
  towards the shrine. 
   
  Family Treasures. It is tradition in this area to 
  bury the dead with treasured valuables, hence the urns 
  broken by the thieves in search of treasure. A player can 
  open a stone casket by passing a hard Strength (Athletics) 
  ability check, though the action will be opposed by the 
  noble with the party. Treasure inside the caskets at DM’s 
  discretion. 
   
  Catacombs. Exiting the nobles’ tomb brings the 
  players to the snaking catacombs beyond. The catacombs 
  are carved through grey stone and are pitch dark except 
  where blue flame braziers provide dim light. Large funeral 
  urns are found in small alcoves throughout, and may 
  contain treasure at DM’s discretion. The noble leads the 
  party to the shrine of blessings before remaining there 
  until the event’s conclusion. 
  2 : SHRINE OF BLESSINGS 
  The party comes across a small chamber across from two 
  large urns. In the center is a stone shrine decorated with 
  intricate vines and leaves in gold foil. The shrine is 
  dedicated to a merchant deity preferred by the noble’s 
  family and the appearance of the shrine reflects the deity. 
   
  Shrine. The noble’s family erected the shrine. 
  The shrine was constructed by the spouse of the curse 
  trapper in case it triggered. A spell-breaking item is 
  hidden inside accessed by giving blood of the family to the 
  shrine and calming the spirits by having defeated them in 
  combat. 
   
  Blessings. Three other powerful families or 
  groups erected statues to their own preferred deities 
  around the central shrine. While not imbued by the 
  families themselves, calming the spirits in each groups 
  tomb causes the deity to provide a powerful blessing to 
  the player who passed the test. 
   
   
   
  
  19 
   
  3 : FAMED WARRIOR’S TOMB 
  The party comes across the tomb of a famed warrior with 
  blue flame braziers on either side. The tomb is stood upon 
  by stone statues of the warrior and a beast they slayed in 
  miniature. The statues are enchanted to play out a scene 
  of combat where the warrior struggles then defeats the 
  statue. The victory repeats, though the way the warrior 
  statue wins is varied. 
   
  Creatures. The curse maddened the remnant of 
  the warrior’s spirit. The spirit attacks any creature who 
  comes within the dim blue light of the nearby braziers and 
  others who attack them once combat begins. 
   
  Warrior’s Test. If the party defeats the warrior’s 
  spirit it is pacified, transforming to the image of the 
  warrior in their prime who speaks with the party. It thanks 
  the party for calming the memory of their soul that 
  resides in the tomb, and offers a blessing from their deity 
  should the stoutest and strongest warrior among them 
  pass their warrior’s test.  
   
  Development. Upon successfully completing the 
  test, the detect-magic trinket thrums in response to a 
  new and powerful magical source emanating from one of 
  the statues in location 2. The source disappears once the 
  blessing has been imparted, leaving only the vibrations 
  from the thieves ritual in location 7 which have become 
  noticeably and worryingly more powerful. 
   
  Attracting Attention. The fight and trial made 
  significant noise, risking the attention of the thieves that 
  wander catacombs in search of treasure. Roll a d20. A 
  result above 15 means the players are discovered by a 
  group of wandering thieves. Lower the necessary roll by 
  5 for each time the party risks attracting attention, but 
  the fight with the wandering thieves occurs only once. 
  4 : ROYAL WIZARDS’ TOMB 
  Behind the illusory wall and door is a tomb for a trio of 
  famed wizards. The stone caskets are covered in magical 
  glyphs and wards to keep them securely closed. 
   
  Secret Entrance. The entrance to the wizards’ 
  tomb is hidden by illusory enchantments and locked by 
  magical ones. A creature recognizes the illusion hiding the 
  door as such by passing a medium Wisdom (Perception) 
  or Intelligence (Investigation) check. Circumventing the 
  magic lock is done immediately by casting dispel magic or 
  by passing a medium Intelligence (Arcana) check and 
  spending a 1st level spell slot to acquire the magical 
  power necessary to make the attempted manipulations. 
  Creatures. The curse maddened the remnant of 
  the wizards’ spirits. The spirits attack any creature who 
  comes within the dim blue light of the nearby braziers and 
  others who attack them once combat begins. 
   
  Wizard’s Test. If the party defeats the wizards’ 
  spirits they are pacified, one of them transforming to the 
  image one of the wizards in their prime. It thanks the 
  party for calming their souls, and offers a blessing from 
  their deity should the most insightful and well-read 
  among them pass their wizard’s test. 
   
  Development. Upon successfully  completing 
  the test, the detect-magic trinket thrums in response to a 
  new and powerful magical source emanating from one of 
  the statues in location 2. The source disappears once the 
  blessing has been imparted, leaving only the vibrations 
  from the thieves ritual in location 7 which have become 
  noticeably and worryingly more powerful. 
   
  Attracting Attention. The fight and trial made 
  significant noise, risking the attention of the thieves that 
  wander catacombs in search of treasure. Roll a d20. A 
  result above 15 means the players are discovered by a 
  group of wandering thieves. Lower the necessary roll by 
  5 for each time the party risks attracting attention, but 
  the fight with the wandering thieves occurs only once. 
  5 : SPY MASTER’S TOMB 
  Behind the trapped secret door is a tomb for a famed spy 
  master and their spouse. The spy master’s seal is carved 
  into the wall directly past the entrance with the tomb of 
  the spy master and their spouse around and behind it. 
   
  Secret Entrance. The entrance to the spy 
  master’s tomb is hidden by clever design, locked, and 
  trapped. A creature recognizes the hidden door by 
  passing a medium Wisdom (Perception) check or 
  Intelligence (Investigation) check. Opening the lock 
  requires passing a medium Dexterity check with Thieves’ 
  Tools. Opening the door without disarming the trap 
  causes it go off. 
  Creatures. The curse maddened the remnant of 
  the spy’s family spirits. The spirits attack any creature 
  
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  who comes within the dim blue light of the nearby 
  braziers and others who attack them once combat begins. 
   
  Spy Master’s Test. If the party defeats the spy’s 
  family spirits they are pacified, and one of them 
  transform to the image of the spy master in their prime 
  who speaks with the party. It thanks the party for calming 
  their souls and offer a blessing from their deity should the 
  sneakiest and most dexterous among them pass the spy 
  master’s test.  
   
  Development. Upon successfully completing the 
  test, the detect-magic trinket thrums in response to a 
  new and powerful magical source emanating from one of 
  the statues in location 2. The source disappears once the 
  blessing has been imparted, leaving only the vibrations 
  from the thieves ritual in location 7 which have become 
  noticeably and worryingly more powerful. 
   
  Attracting Attention. The fight and trial made 
  significant noise, risking the attention of the thieves that 
  wander catacombs in search of treasure. Roll a d20. A 
  result above 15 means the players are discovered by a 
  group of wandering thieves. Lower the necessary roll by 
  5 for each time the party risks attracting attention, but 
  the fight with the wandering thieves occurs only once. 
  6 : RANSACKED TOMB OF THIEVES 
  The party comes across a makeshift rest area for a gang 
  of thieves while they wait for the ritual to complete. 
  Remnants of broken funeral urns cover the ground and a 
  pair of dead thieves lie in a back corner, fallen to the spirit 
  from the casket when it was awakened. Thieves sit and 
  chat in small groups of 2 or 3 throughout the chamber. 
   
  Thieves. The chamber is populated by a group of 
  waiting thieves. If the party fought the wandering thieves 
  and any escaped, the waiting thieves cannot be surprised. 
  If the party defeats the waiting thieves, they are no longer 
  at risk of attracting attention from a wandering group. 
   
  Eavesdropping. If the party approaches the 
  ransacked tomb without being discovered, a player 
  hidden in the chamber may overhear useful information.  
   
  Investigation. The thieves have thoroughly 
  searched the tomb, but were unable to open the stone 
  casket in the center. A player discovers a hidden release 
  mechanism by passing a medium Wisdom (Perception) or 
  Intelligence 
  (Investigation) 
  check. 
  Activating 
  the 
  mechanism allows the casket’s cover to be removed by 
  passing a medium Strength (Athletics) check. Inside is 
  treasure at the DM’s discretion. 
  7 : SACRED CHAMBER 
  The largest hidden chamber in the catacombs was used 
  by a forgotten religious order. On holy days such as 
  today, the order would perform religious rites to contact 
  their deity directly for guidance, instruction, or wisdom. 
  The thieves use the complex magical patterns carved into 
  the floor and the jewelry stolen from the royal to 
  summon the presence of the deity before holding it 
  captive in the Staff of Savras or an equivalent item. 
   
  Magical Ward. Once the deity was captured, the 
  thieves use the power of the charged Staff of Savras to 
  erect a powerful magical barrier around the chamber 
  preventing any from entering or exiting through magical 
  or mundane means. The ward forms a visible translucent 
  bubble that repels any matter moving closer to the 
  chamber’s center similar to magnets. The repelling force 
  grows as the players approach the chamber’s entrance 
  and makes it impossible to come within 15 ft. of the 
  entrance. 
   
  Dispelling the Ward. Once the party has 
  acquired the spell-breaking item from the shrine, the 
  ward dissipates as soon as the item is brought close to the 
  door. The lifting of the spell is obvious to those near the 
  entrance due to the sudden removal of the repelling 
  magnetic pressure, but those inside are unaware giving 
  the party the opportunity to surprise those inside. 
   
  Thieves. Inside the chamber, a group of  thief 
  guards stand around the thief boss. The thief boss has 
  risen 10 ft. into the air in the middle of the chamber 
  having the staff and the royal’s lost jewelry in either hand. 
  A deep reddish light is expelling from the staff and 
  surrounding the boss as the transfer of divine substance 
  is slowly processed between captive deity and the boss. 
  The thieves here to guard the boss attack the party as 
  soon as they become aware of them. 
   
  Stopping the Ritual. The thief boss is unable to 
  participate in combat or be interacted with by the players 
  while they remain suspended in air amidst the transfer. 
  After defeating the thieves guarding the boss, the party 
  
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  may attempt to stop the ritual from completing. Recall 
  that the party can only fail the ability checks to stop the 
  ritual a certain number of times based on how many 
  blessings they took the time to acquire beforehand as 
  described under event features/characteristics. 
   
  Thief Boss Escape. If the party successfully stops 
  the ritual, they are knocked prone from a magical 
  shockwave emanating from the now shattered Staff of 
  Savras or equivalent item. The thief boss is drained from 
  the ritual and without allies will not risk fighting the party 
  in their vulnerable state. The shockwave temporarily 
  dazes the party, incapacitating them just long enough for 
  the thief boss to make their escape. 
  RESOLVING THE EVENT 
  Outcome 1 – Ritual stopped and blessings received: The 
  party is rewarded with 200gp/party level for each player. 
  The party gains further renown with the region’s royalty 
  and the city’s government. Additionally, a surviving family 
  member related to the other tombs cleared and blessings 
  received grant the party 50gp/party level for each tomb 
  cleared. 
  Outcome 2 – Ritual stopped and no blessings: The party 
  is rewarded with 200gp/party level for each player. The 
  party gains further renown with the region’s royalty and 
  the city’s government.  
  Outcome 3 – Ritual completed successfully: If the thief 
  boss successfully completes the ritual, the party fails at 
  the larger adventure objective. The thief boss may 
  immediately use their newfound powers to smite the 
  party, and then start a new party near the area with a new 
  adventure to kill or contain the thief god. This outcome 
  would require significant improvisation as the next event 
  assumes success. 
   
   
  
  22 
   
  EVENT 3 PREPARATION 
  Essential Preparation 
  Reward. How is each player rewarded for their efforts? Is 
  the reward limited to mundane wealth? 
   
  Suggestion: This is an opportunity to give some 
  magic items to the party in a way that lets the DM can 
  decide who is given what in-world. Refer to the Awarding 
  Magic Items  tables when considering if and how many to 
  give (XGtE 135). Compare with the number of magic items 
  your party currently has. It is recommended to be 
  generous if necessary. 
  Opportunist Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Easy XP difficulty. 
  Noble Spirits. What XP difficulty does the group have? 
  Why are only the bodies in caskets effected? What 
  creatures are used? 
   
  Suggestion: Medium XP difficulty, no more than 
  3 creatures. Only the remains in caskets are affected 
  because they were not burned like the remains in urns. 
  The remnant of their living body holds a piece or image of 
  their souls on the material plane. Consider those with the 
  undead tag whether, ghostly or zombie to find something 
  with appropriate difficulty and number. 
  Warrior’s Spirit. What XP difficulty does the spirit have? 
   
  Suggestion: Medium XP difficulty, no more than 
  1 creature. 
  Wizard Spirits. What XP difficulty does the group have?  
   
  Suggestion: Medium XP difficulty, no more than 
  3 creatures. 
  Spy’s Family Spirits. What XP difficulty does the group 
  have?  
   
  Suggestion: Medium XP difficulty, no more than 
  2 creatures. 
  Wandering Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Medium XP difficulty. 
  Waiting Thieves. What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty. Make one of the 
  thieves the designated leader and the highest CR, 
  introducing a new type of thief from the gang, CR 2, if 
  possible. 
   
  Thief Guards. What XP difficulty does the group have?  
   
  Suggestion: Deadly XP difficulty. 
  Optional Preparation 
  Honorary Title. What is the name of the honorary title 
  and what is it typically given for? Who is a famous person 
  that has received it in the past? Is this person one of those 
  buried in the catacombs? 
   
  Suggestion: The party members are each 
  awarded the Imperial Medal of Valor, awarded to 
  individuals who have performed a significant service to a 
  member of the royal family.  
  The spy master buried below is a well-known 
  example. Though they lived a century ago, it was only 
  recently made public that they saved the throne from a 
  sinister assassination plot by single-handedly and 
  anonymously removing each plotter by a myriad of 
  methods. The current administration had a song 
  commissioned in their honor that has been sung recently 
  in taverns throughout the region. 
  Fewer Opportunities. How many times may the party fail 
  the set of ability checks to stop the ritual before it 
  completes despite their efforts? Does this change if they 
  take rests or the time to track down other blessings? 
   
  Suggestion:  If the party acquires 1 or 0 blessings, 
  they may attempt to pass the ability checks to stop the 
  ritual 3 times before failure. If the party acquires 2 
  blessings, they may attempt 2 times. If the party acquires 
  all 3 blessings, they may attempt 1 time. 
  Family Jewelry. What is the appearance of this piece of 
  jewelry? What importance does it have towards the gang 
  of thieves’ greater plot? 
   
  Suggestion: The item is a ring with a magnificent 
  blue stone passed down through the royal’s family. 
  Knowledge of the ring’s purpose has been lost. It was 
  once used by the leader of a secret religious order to 
  contact their deity on a holy day. This happens to be 
  today. The thieves are going to use it for the same 
  purpose, and then essence of the deity in a magical item 
  acquired with the assistance of that stolen from the 
  temple in event 1.  
  Noble. What is the name and appearance of this noble? 
  Is there family of any importance to the region beyond 
  their nobility? 
  
  23 
   
   
  Suggestion: The noble’s name is Chopeck Nimue. 
  They wear a fine blue cloak that shimmers and always 
  appears to be fluttering under a soft breeze. The noble’s 
  family have long been distinguished and successful 
  merchants with business around the globe.  
  Merchant Deity. What is the name of the deity worshiped 
  by a family of merchant nobles? 
   
  Suggestion: The family worships Waukeen the 
  goddess of wealth and trade. Their symbol is the goddess’ 
  profile facing left on a gold. 
  Spell-Breaking Item. What is the appearance of the item? 
   
  Suggestion: The item is a slightly worn gold coin. 
  Preferred Deities. Which three deities are the statues 
  around the central shrine dedicated to? 
   
  Suggestion: Pick a deity for warriors, wizards, 
  and spies. 
   
  The warrior’s deity is Ilmater god of endurance. 
  Their symbol is hands bound at the wrist with red cord. 
   
  The wizards’ deity is Azuth god of wizardry. Their 
  symbol is a left hand pointing upward, outlined in fire. 
   
  The spy’s deity is Beshaba goddess of 
  misfortune. Their symbol is black antlers. 
  Powerful Blessing. What are the effects of the blessings 
  from each of the 3 preferred deities? 
   
  Suggestion: Each blessing is inspired by the 
  challenge completed to acquire it or the spirit’s story. The 
  blessing is endowed upon the player who completed the 
  challenge upon coming within 5 ft. of the appropriate 
  statue. The blessings expire after 24 hours. 
   
  The Warrior’s Blessing makes the bearer 
  immune to poison. Additionally, the first time the 
  bearer’s hit points would be reduced below 1, their hit 
  points remain at 1 and they gain temporary hit points 
  equal to two times their hit point maximum for 1 minute 
  after taking the damage. The temporary hit points reduce 
  by 5 at the end of each turn. 
   
  The Wizard’s Blessing expands the bearer’s 
  knowledge of 2 level 1 spells or 1 level 2 spell to savant 
  levels, allowing them to be cast without expending spell 
  slots. Additionally, the bearer can use their reaction once 
  to cast misty step when they take damage. 
   
  The Spy Master’s Blessing gives the bearer 
  truesight and a +5 to stealth checks. Additionally, the 
  bearer can use their reaction 3 times to change a hit to a 
  miss when an enemy they can see successfully hits a 
  creature. 
  Famed Warrior. What is the name and story of the famed 
  warrior buried here? 
   
  Suggestion: The warrior’s name is Heke Hept. 
  They are famous for slaying a hydra single-handedly when 
  one emerged from the wilderness and attacked a village 
  they were adventuring through. 
  Warrior’s Test. What is the warrior’s test? What ability 
  checks does it require be passed, and how are they 
  flavored? Consider theming the test after the ability 
  scores associated with the spirit’s class. 
  Suggestion: A player that accepts is instructed to 
  stand in front of the stone casket. When they are in 
  position, the spirit thrusts their spectral weapon into the 
  player’s chest. The player is immediately brought to 0 hit 
  points but does not collapse or fall unconscious. The 
  player must stabilize through only the strength of their 
  constitution, adding their Con modifier to the rolls, and 
  then pull the blade from their chest by passing a medium 
  Strength (Athletics) check.  
  Once the player succeeds in pulling the weapon 
  free, or fails the constitution saving throws to recover, the 
  warrior’s spirit vanishes and the player is returned to their 
  health prior to the test. If the player succeeds they are 
  granted the warrior’s blessing upon returning to the 
  appropriate statue. 
  Famed Wizards. What is the name and story of the famed 
  wizards buried here? 
   
  Suggestion: The wizards were part of a famed 
  military engagement from history in which an invading 
  force was finally destroyed after a devastating war. They 
  were among the first graduates from the Royal Academy, 
  the first formal institution for the peaceful sharing of 
  magical knowledge among the regional rulers. This 
  sharing resulted in the discovery of tapping into the 
  magical energy in the slow movements of the earth. 
  Wizard’s Test. What is the wizard’s test? What ability 
  checks does it require be passed, and how are they 
  flavored? Consider theming the test after the ability 
  scores associated with the spirit’s class. 
   
  Suggestion: A player that accepts is told to 
  stand in the middle of the tomb, others outside. When 
  they are alone, the door appears to slam shut through 
  
  24 
   
  illusion and the ground quickly fall away into an abyss 
  leaving only two 5 ft. squares remaining including the 
  one the player stands on.  
   
  The player is asked to choose 3 skills from the 
  Intelligence attribute except Investigation. They are 
  given a question for each skill and must pass a medium 
  or hard ability check for each to answer correctly. Each 
  time a correct answer is not promptly given another 
  square of ground appears to fall into the abyss. If the 
  player answers two correctly, the illusion vanishes and 
  the player receive the wizard’s blessing if they return to 
  the appropriate statue. If the player fails, the last bit of 
  ground appears to crumble away before the illusion 
  vanishes and they do not receive the blessing. 
  A player that passes a hard Intelligence 
  (Investigation) or Wisdom (Perception) check recognizes 
  the door slamming and floor dropping into abyss as an 
  illusion.  
  Trap. What is the trap on the secret door to the spy 
  master’s tomb? What are the traps trigger, effect, and 
  method of disarmament? Is the trap magical or 
  mechanical? 
   
  Suggestion: The mechanical trap is detected by 
  a player that passes a medium Wisdom (Perception) or 
  Intelligence (Investigation) check. The trap is disarmed by 
  passing a medium Dexterity check with Thieves’ Tools. 
  The trap triggers when a creature opens the door. A 
  poison dart shoots out of a small hole above. The creature 
  that opened the door must make a hard Dexterity saving 
  throw, taking 16 (3d6) poison damage on a failed save. 
  Famed Spy Master. What is the name and story of the 
  famed spy master buried here? 
   
  Suggestion: The spy master is named Sikil 
  Muuyo, and is the same as the famed recipient who had 
  also received the honorary title given to the party earlier. 
  Though they lived a century ago, it was only recently 
  made public that they saved the throne from a sinister 
  assassination plot by single-handedly and anonymously 
  removing each plotter by a myriad of methods.  
  Spy Master’s Test. What is the spy master’s test? What 
  ability checks does it require be passed, and how are they 
  flavored? Consider theming the test after the ability 
  scores associated with the spirit’s class. 
   
  Suggestion: A player that accepts is told to stand 
  on the stone caskets around the corner with the rest of 
  the party out of the tomb. As soon as this is done, the 
  stone wall suddenly shifts to create two rooms with the 
  player caught in the one further from the door. 
  Melodramatically, the ceiling begins to move slowly 
  downward.  
  The only thing in the room besides the stone 
  caskets is a keyhole on one of them previously unnoticed. 
  The lock is opened by passing an easy Dexterity check 
  with Thieves’ Tools, causing the casket to slowly open, a 
  skeleton dressed in threadbare clothes inside but with 
  plenty of space for another.  
  If the player climbs in, they notice another 
  keyhole. Turning the lock by passing an easy Dexterity 
  check with Thieves’ Tools causes the casket to close as the 
  ceiling approaches. The player hears a thump as the 
  ceiling touches the casket, the stone cracking slightly 
  under the pressure. Then the pressure is released as the 
  ceiling slowly moves upward and the stone cover 
  crumbles around the player in large pieces. 
  When the player emerges from the casket, the 
  walls have changed back to how they were at the start 
  with the exit around the corner. However, on the other 
  side of the dividing wall where was once the spy master’s 
  seal is now a stone face, eyes wide open starting straight 
  forward. A player must sneak by displaying sufficient skill 
  by passing a medium Dexterity (Stealth) check. If all of this 
  is done with fewer than 3 failures, the player will receive 
  the spy master’s blessing upon returning to the 
  appropriate statue. 
  Overhear. What information does the party overhear? Do 
  they risk allowing the ritual to significantly proceed if they 
  listen for too long? 
   
  Suggestion: The party overhears conversation 
  that reveals exactly what the thief boss is attempting, 
  perhaps two of the thieves considering how life will 
  change in the gang once they serve a god instead of a 
  person. They also hear concerned mutterings over groups 
  of thieves that wandered off into the catacombs and 
  haven’t returned. 
  Forgotten Religious Order. What is the name and story of 
  the forgotten religious order? Can a player attempt a skill 
  check to learn or recall something about them from 
  inspecting the chamber? 
   
  Suggestion: If the adventure is to end after the 
  next event, the players cannot uncover anything about 
  the mysterious chamber and the ring’s makers. If the 
  
  25 
   
  adventure is to continue onward, this may act as an 
  opportunity for a hook into the next long adventure. 
  Stop the Ritual. What ability checks are related with 
  stopping the ritual?  
   
  Suggestion: The players must choose from 
  among them three skills that one has with proficiency. 
  That player must describe how they use that skill to help 
  stop the ritual, then make an ability check to determine 
  success, difficulty at DMs discretion. Two or three 
  successes constitutes a pass on the set of three, 
  successfully interrupting the ritual. Recall that the 
  difficult of these checks are increased by delays as the 
  further along ritual is more difficult to interrupt. 
   
   
   
  
  26 
   
  Event 4 : Assault on the Thieves’ Base 
  A thief made prisoner during the last event by the party 
  or the city reveals the location of the base where the boss 
  likely fled. If the party did not put together the larger 
  scheme to ascend, the captive reveals it during this time. 
  The party have foiled the scheme, but the thief boss 
  remains at large. The party is instructed to track them and 
  take them, dead or alive. 
  This event takes places at a peculiar mountain 
  formation. As the players approach the mountain slopes, 
  they see a place where two mountains approach each 
  other. Strangely, they look like a titanic jagged sword cut 
  down between them, carving a chasm that cuts a mile 
  into the mountain.  
   
  EVENT FEATURES/CHARACTERISTICS 
  The thieves’ base is near the chasm’s ends, high up the 
  sides of the mountains where the drop down is deepest. 
  The thieves have carved ledges into the sides of the high 
  cliffs, crafting bridges between them and stairways inside 
  to change elevations.  
  Ropes cross back and forth between the bridges, 
  scalable by a creature that passes a medium Strength 
  (Athletics) or Dexterity (Acrobatics) check. Depending on 
  the gang, additional mechanisms or means may exist to 
  move quickly up and down the bridges and ledges. 
  The recent failure has left the group divided but 
  overconfident as they attempt to blame others. Each 
  group does not want to go to the other for help when 
  combat begins until it becomes clear they are in danger 
  of losing the fight. This gives the party a significant 
  advantage in clearing the area, as taking on every thief in 
  the base at once would be near impossible. 
  This characteristic makes the event a challenge 
  of stemming the flow of thieves across the bridges and up 
  the base through decisive fights or stealth. As each group 
  realizes they are outmatched, they flee to the higher area 
  and sever the bridges behind them to delay the party’s 
  approach. It is critical for the party to take as many 
  thieves out of future combat in each encounter. If they 
  are completely successful, the thief boss will face the 
  party alone in location 7. If not, the party will face them 
  surrounded by their fellow thieves now united, as only 
  the boss recognizes the party by sight, in the face of those 
  who brought on their recent defeat. 
  The base is stylized after the theme for the gang of 
  thieves in use, try and work appropriate elements into the 
  description when possible.  
  1 : GUARD QUARTERS 
  The party comes to location 1 by climbing a set of stairs 
  carved into the side of the mountain leading to a carved-
  in balcony. A door is set into the new side of the cliff with 
  stone just 10 ft. above the floor. A bridge crosses the 
  chasm, now hundreds of feet deep, to a door with no 
  ledge to stand on if the bridge should fall. 
   
  Entrance. The door to location 1 is unlocked if 
  the party approaches stealthily. If the door is locked, it 
  can be opened by passing a medium Dexterity check with 
  Thieves’ Tools. 
  Thieves. A pair of guard thieves sit inside the 
  dug-in chamber. If they become aware of the party’s 
  presence, they attempt to flee across the bridge to 
  location 2, severing bridge’s supports after crossing and 
  the lines connecting the bridges along the way. 
  Development. If the thieves cannot escape 
  across the bridge, there is a chance the thieves in location 
  2 notice the combat. When the party makes significant 
  noise, interpretation at DM’s discretion, have the group 
  make a Wisdom (Perception) check with disadvantage to 
  notice the sound once per round of combat. 
  
  27 
   
   
  Treasure Behind the Wall. The thief boss holds 
  the gang’s treasure horde in a location known only to 
  them in location 8. The chamber can be accessed through 
  the prison, but is also technically right behind the thick 
  wall in location 1. If the party somehow deduces the 
  location of the treasure room, they may attempt to break 
  through the wall to acquire the treasure. 
   
  The thief boss tells the other thieves that the 
  treasure is guarded by the least among them, and to not 
  inquire further lest they reveal the location to their 
  greedy fellows. Each thief assumes another thief is the 
  least among them and the one guarding the secret of the 
  treasure room’s whereabouts. They are put at ease by the 
  assurance they could get it out of them should it be 
  necessary. The thieves reveal as much to the party should 
  a player pass a medium to hard Charisma check after 
  asking about such a location. 
   
  Magic-Detect Trinket. If the party still has the 
  magic-detect trinket from event 1 and 3, it can be used to 
  help find the treasure room and the magic items inside. 
  2 : THIEF WORKROOM 
  The large workspace in location 2 is utilized differently 
  depending on the gang of thieves in use.  
   
  Thieves. A group of working thieves are in the 
  workroom utilizing it for its designated purpose. They 
  attack the party as soon as they are aware of their 
  presence. 
   
  Development. If the thieves appear to be losing 
  the fight, they try to flee over the bridge and up the stairs 
  to location 4. If successful, the thieves there may join the 
  fight, lay an ambush, sever bridges, or take some other 
  action at the DM’s discretion. The recent failure has left 
  the boss and higher-ups in a violent mood, and the lower 
  thieves would prefer to not bother them until it becomes 
  clear they are in real danger. 
   
  Useful Item. The room contains a useful item to 
  assist the party in the completion of the base assault. The 
  item varies depending on the gang of thieves in use. 
  3 : PRISON 
  The party comes across a heavier door at the bottom of a 
  stairway. Past the door is a pair of prisoner cells. The 
  second holds a secret entrance to a ladder leading to the 
  treasure room. 
   
  Locked Doors. All three doors, entrance and first 
  and second cells, are locked. The first two are opened by 
  passing a medium Dexterity check with Thieves’ Tools. 
  The second prison cell is opened by passing a hard 
  Dexterity check, hinting at the secret entrance within. 
   
  Investigation. A player that investigates the area 
  must make a Wisdom (Perception) or Intelligence 
  (Investigation) check. Passing an easy check reveals that 
  no prisoner has been held in the second cell for a long 
  time. Passing a medium check reveals that despite this, 
  there are subtle signs of heavier foot-traffic to the second 
  cell. 
   
  Secret Door. A small, 2 ft. doorway opens in the 
  back corner of the second cell. A player notices the door 
  by passing a hard Wisdom (Perception) or Intelligence 
  (Investigation) trap. The door opens by simply pressing 
  inward, revealing a 15 ft. ladder down towards the 
  treasure room. 
   
  Trap. A creature that climbs down the ladder 
  without disarming the trap risks setting it off. The trap is 
  different for each gang of thieves. 
   
  Plot-Hook Prisoner. If the adventure is to end 
  here, the cells are empty. If this party is to continue 
  onward into another adventure, a prisoner is held in the 
  first cell that acts as a plot hook to the next adventure. 
  4 : HIGH-RANKER’S QUARTERS 
  This location is where the more powerful or higher ranked 
  thieves sleep and practice their craft. The two 10x10 ft. 
  chambers are sleeping quarters for the higher-up thieves. 
  The long room leading to them is filled with various tools 
  useful for their thievery, similar to the workroom. A door 
  at the end of the space opens to a stairway up to the boss’ 
  quarters. 
   
  Thieves. A group of high-ranking thieves work 
  inside the long room if they have not joined the fight in 
  location 2. 
   
  Development. If the thieves appear to be losing 
  the fight, they try to flee up the stairs and over the bridge 
  to location 7. If successful, the thief boss there may join 
  the fight, lay an ambush, sever bridges, or take some 
  
  28 
   
  other action at the DM’s discretion. The recent failure has 
  left the boss and in a violent mood, and the higher-up 
  thieves would prefer to not bother them until it becomes 
  clear they are in real danger. 
   
  Treasure. Though most of the gang’s wealth is 
  held in the treasure room, the thieves each keep a small 
  stash of treasure hidden in their quarters. A player that 
  passes a medium Wisdom (Perception) or Intelligence 
  (Investigation) check finds 1d4 small pouches per room 
  filled with valuable coins and gems at the DM’s discretion. 
  5 : THIEVES’ QUARTERS 
  The bridge from location 4 leads across to a larger balcony 
  boasting a handful of chairs and forgotten cards or dice 
  on a table between them. The entrance leads to a long 
  hallway with doors to 6 rooms. Only a couple of thieves 
  sleep inside, most busy at work in the workroom. 
   
  Thieves. A couple of sleeping thieves lie in bed 
  at rest, rooms chosen by rolling a d6 for each thief. The 
  thieves are woken if their fellows from the workroom in 
  location 2 escape to the upper levels, but otherwise sleep 
  through the event unless disturbed by the party. If woken 
  by party or thief, they attempt to join their fellows in 
  location 4. 
   
  Treasure. Though most of the gang’s wealth is 
  held in the treasure room, the thieves each keep a small 
  stash of treasure hidden in their quarters. A player that 
  passes a medium Wisdom (Perception) or Intelligence 
  (Investigation) check finds 1d4-1 small pouches per room 
  filled with a handful coins at the DM’s discretion 
  6 : THIEF BOSS’ QUARTERS 
  At the top of the stairs past a locked door, the party 
  comes to the boss’ private quarters. The chamber 
  doubles as a meeting room for the boss and their fellows. 
  The room is divided down the middle with desks and long 
  tables covered with notes on one side, and a bed and 
  dresser on the other. 
   
  Remnant Side-Quests. If a player investigates 
  the papers on the meeting side of the chamber, the 
  papers reveal the gang of thieves ongoing operations or 
  those they have uncovered by competitors. These papers 
  act as hooks to any side-quests the party has yet to 
  encounter. They can be peppered by the DM throughout 
  the next adventure using the same or different gang of 
  thieves to make complete use of the resources. 
   
  Investigation. If a player investigates the 
  bedroom side of the chamber, they find nothing and are 
  struck by the level of austerity and lack of finery kept by 
  the thief boss. A player that passes a medium Wisdom 
  (Insight) check deduces that the boss must keep their 
  share of the treasure elsewhere, likely hidden. 
  7 : BOSS ROOM 
  The highest, largest, and final chamber in the base is 
  where the party finds the thief boss. The boss room is the 
  most important room to the gang, and is different 
  depending on the gang in use. 
   
  Thief Boss. The thief boss is enraged at the party 
  for denying them their chance at godhood and will push 
  them and any of their fellows that reach them to fight to 
  the death. 
   
  Environmental Hazard. The room where the 
  thief boss awaits the party contains a special hazard 
  based on the gang of thieves in use to add a tactical layer 
  to the combat encounter. 
  8 : TREASURE ROOM 
  The room is filled with a horde of treasure both mundane 
  and magical. 
   
  Treasure. The party finds the final horde, the 
  ultimate prize for the adventure in terms of wealth. The 
  party can access the treasure room either through 
  coming through the wall in location 1 or the secret door 
  and ladder in location 3.  
  RESOLVING THE EVENT 
  Outcome 1 – Thief Boss Captured: If the party captures 
  the thief boss alive and return them to the city they are 
  rewarded with 300gp/party level for each player 
  Outcome 2 – Thief Boss Killed: If the party kills the thief 
  boss and returns to the city with proof they are rewarded 
  with 200 gp/party level for each player. 
   
   
  
  29 
   
  EVENT 4 PREPARATION 
  Essential Preparation 
  Guard Thieves. What XP difficulty does the group have?  
  Suggestion: Hard XP difficulty when combined 
  with the working thieves. Only lower CR thieves. 
  Working Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Hard XP difficulty when combined 
  with the guard thieves. Mostly lower CR thieves. 
  High-Ranking Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Hard XP difficulty. Exclusively higher 
  CR thieves. 
  Sleeping Thieves. What XP difficulty does the group 
  have?  
   
  Suggestion: Easy XP Difficulty. Any thief. 
  Horde. How much and want type of mundane treasure is 
  in the horde? What magic items are in the horde? 
   
  Suggestion: Refer to the horde treasure tables 
  for assistance (DMG 137). 
  Optional Preparation 
  Break Through the Wall. What ability checks are related 
  to breaking through the wall? 
   
  Suggestion: The players must choose from 
  among them three skills that one has with proficiency. 
  That player must describe how they use that skill to help 
  break through the wall, then make an ability check to 
  determine success, difficulty at DMs discretion. If the 
  party passes 2 or more ability checks, they successfully 
  break down the wall into the treasure room. 
  Workspace. What tools of the trade or work/training 
  areas are found in the workroom? 
   
  Suggestion: The workspace changes depending 
  on the gang of thieves in use. 
   
  Tactician. For the tactician gang the workroom 
  has areas for weapon and armor maintenance and 
  practice sparing. 
   
  Juggernaut. For the juggernaut gang the 
  workroom contains tables covered in alchemy supplies, 
  drugs and poisons in various stages of use. 
   
  Mechanist. For the mechanist gang the room 
  serves as a workshop for the lower level thieves. Various 
  contraptions used by the lower CR thieves are in various 
  states of creation and repair. 
   
  Shadow. For the shadow gang the area is utilized 
  as a meditation and martial training area indicated by 
  carvings in the stony ground. The chamber is pitch black 
  with the door closed.  
   
  Glamor. For the glamor gang the area is utilized 
  for study, dining, and performance. A long table is filled 
  with fine foods alongside a small raised stage with chairs 
  and a long bookcase. 
  Useful Item. What is the flavor characteristics of the 
  item? What are its mechanical characteristics?  
   
  Suggestion: The item changes depending on the 
  gang of thieves in use. 
   
  Tactician. For the tactician gang the room 
  contains rare rough materials. A player that passes a 
  medium Intelligence (Nature) or Smith’s Tools check 
  recognizes the value of the material, which can be utilized 
  to craft a +2 magic item given sufficient time and effort. 
   
  Juggernaut. For the juggernaut gang the room 
  contains enhancing potions that a player can use. 
  Administering them requires passing a medium Wisdom 
  (Medicine) check and the player must make the requisite 
  Constitution saving throw as described in the creature’s 
  description. 
   
  Mechanist. For the mechanist gang the room 
  contains sets hookshot handbows and designs for making 
  more handbows or other mechanist inventions with 
  sufficient time. A player that passes a medium 
  Intelligence (Investigation) check is able to understand 
  how to use the finished ones. Even a player with 
  proficiency in similar ranged weapons does not add 
  proficiency when using it. 
   
  Shadow. For the shadow gang a small number of 
  empty vials and two filled stand in a corner. A player that 
  passes a medium Intelligence (Arcana) or alchemist 
  supplies check identifies them as eye drops that grant 
  true sight to one creature for 24 hours. Further study may 
  allow more to be created given sufficient time. 
   
  Glamor. For the glamor gang the room contains 
  books with advice on all Charisma skills. A player can find 
  a particular advanced book in one Charisma skill they 
  have proficiency in. Given sufficient time to study the 
  book, at DM’s discretion, the player can raise their ability 
  score in that Charisma skill by 1. 
  
  30 
   
  Trap. What are the traps trigger, effect, and method of 
  disarmament? Is the trap magical or mechanical? 
   
  Suggestion: The trap changes depending on the 
  gang of thieves in use. A mechanical trap is recognized by 
  passing a medium Wisdom (Perception) or Intelligence 
  (Investigation) check. A magical trap is recognized by 
  casting detect magic or passing a medium Intelligence 
  (Arcana) check. A mechanical trap is disarmed by passing 
  a hard Dexterity check with Thieves’ Tools. A magical trap 
  is disarmed by casting dispel magic or passing a hard 
  Intelligence (Arcana) check and spending 1 spell slot for 
  the energy necessary to manipulate the magic trap. 
   
  Tactician. For the tactician gang the mechanical 
  trap is triggered by stepping on a pressure plate at 
  ladder’s bottom. The trap causes pointed spears to stab 
  out of small holes in the side dealing 22 (4d10) piercing 
  damage to a creature inside. 
   
  Juggernaut. For the juggernaut gang the 
  mechanical trap is triggered by trying to open the door to 
  the treasure room. Doing so releases a poison gas into the 
  space. A creature inside must make a hard Constitution 
  saving throw. On a failed save the creature is poisoned 
  and becomes incapacitated. They must repeat a medium 
  Constitution saving throw every turn until the poisoned 
  status is removed, taking 3 (1d6) poison damage on each 
  failure. 
   
  Mechanist. For the mechanist gang the 
  mechanical trap is triggered putting weight on a ladder 
  rung near the bottom. The ladder becomes electrified 
  dealing 11 (2d10) lightning damage to and briefly 
  stunning a creature on the ladder causing them to fall. 
  The falling creature must pass a medium Dexterity saving 
  throw or land with enough force on the ground to set off 
  explosives. If they fail, the explosives erupt upward 
  through the space dealing 22 (4d10) fire damage to any 
  inside. 
   
  Shadow. For the shadow gang the magical trap is 
  triggered and effects any creature who does not close 
  their eyes or venture down in complete darkness. The 
  creature is mentally assaulted, and must make a hard 
  Wisdom saving throw. A creature is assaulted by horrific 
  visions on a failure causing them to be incapacitated with 
  horror and take 7 (2d6) psychic damage. The creature 
  repeats the saving throw each turn, and become immune 
  to the effect for 24 hours on a success. 
   
  Glamor. For the glamor gang the magical trap is 
  triggered when a creature opens the door to the treasure 
  room. Behind the door is a vicious mask that casts a 
  charm on the creature. A creature falls under the mask’s 
  gaze must make a hard Charisma saving throw. On a fail, 
  the creature attempts to attack themselves with weapon 
  or cantrip. A creature repeats the saving throw each turn, 
  and become immune to the effect for 24 hours on a 
  success. 
  Boss Room. What is the unique purpose of the gang of 
  thieves most important chamber? Consider details that 
  could act as physical or magical hazards in combat. 
   
  Suggestion: The room changes depending on the 
  gang of thieves in use. 
   
  Tactician. For the tactician gang the boss room is 
  a formal and finely decorated training room. Well-kept 
  ornate weapons line the walls each worth twice their 
  normal price. A space in the middle of white stone marks 
  a 15 ft. sparring arena with space to watch on either side. 
   
  Juggernaut. For the juggernaut gang the boss 
  room is a private alchemy lab for the boss and their most 
  trustiest 
  subordinates. Large pots of 
  simmering 
  substances sit on heated stones along the side with 
  various plants growing under magic light in the center. 
   
  Mechanist. For the mechanist gang the boss 
  room is the private invention lab or the boss and their 
  most trusted subordinates. Various unknown inventions 
  in a variety of states fill the room, some even suspended 
  on ropes and pulleys above.  
   
  Shadow. For the shadow gang the boss room is 
  the most revered inner sanctum for their order. Shadow 
  images grace the stone walls with nothing to cast them. 
  The images show humanoid figures performing martial 
  dances. 
   
  Glamor. For the glamor gang the boss room is 
  where the boss privately communes with the creature 
  that grants their group power through their pact. The 
  room is filled with illusions making it appear a grassy 
  clearing in the midst of a magical forest. 
  Special Hazard. What physical or magical hazard from the 
  room’s environment plays a role in combat? 
   
  Suggestion: The hazard changes depending on 
  the gang of thieves in use. 
   
  Tactician. For the tactician gang the sparing 
  square in the middle has a hidden blade hazard. From the 
  center square comes up a center axis with long blades 
  extending out on two sides. The blades spin slow but 
  deadly. Any creature that moves into or ends its turn in 
  
  31 
   
  the 15 ft. square must make an easy dexterity saving 
  throw or be hit by the blades, taking 13 (2d6) slashing 
  damage on a failed save.  
   
  Juggernaut. For the juggernaut gang the pots 
  can be knocked over by a creature who passes a medium 
  Strength (Athletics) check. Number of pots at DM’s 
  discretion. The pots spill out boiling poison in a 15 ft. 
  square. Each creature in the affected area must make an 
  easy Dexterity saving throw, taking 11 (2d6) fire and 11 
  (2d6) poison damage on a failed save. A creature that 
  enters or ends it turn in the affected area for 3 rounds 
  also takes the damage. 
   
  Mechanist. For the mechanist gang the ropes 
  holding the hanging items can be severed making them 
  crash to the ground. A creature underneath a crashing 
  invention must make an easy Dexterity saving throw, 
  taking 11 (2d6) bludgeoning damage on a failed save. 
   
  Shadow. For the shadow gang the enchantments 
  on the room make it difficult to cast light-giving spells in 
  location 7. When a creature attempts to cast such a spell, 
  they must make a hard Intelligence (Arcana) check to 
  successfully cast the spell. 
   
  Glamor. For the glamor gang the enchantments 
  that create the illusion of a magic forest also attack the 
  part’s minds. Each creature that enters location 7 must 
  make a hard Wisdom saving throw. A creature that 
  cannot see through the illusory forest is transfixed by its 
  beauty. They have disadvantages on saving throws to 
  resist charm effects and is incapacitated. An affected 
  creature repeats the saving throw at the start of each 
  turn, and have advantage if an ally is attempting to help 
  them break free of the delusion. 
   
  
  32 
   
  FURTHER ADVENTURES 
  Congratulations! The party have successfully foiled the 
  gang of thieves and their boss’ attempt to steal their way 
  to godhood. Along the way they have gained renown with 
  royals, city governments, local families of influence, and 
  a variety of temple orders. From here, the party’s 
  adventure can continue in a number of ways.  
  Adventure Hooks. Two adventure hooks for further 
  quests were placed explicitly in these events, the secret 
  organization from event 3 and the prisoner from event 4. 
  Perhaps these two things are related to create a quest 
  hook for the next adventure. 
  Faction Quests. The party may utilize their connections 
  with the various factions they have gained renown with 
  to find the next quest. For suggestions in my own setting 
  refer to the DM companion to the Akaos Heartland. Inside 
  are tables for quest ideas for different factions to help 
  brainstorm the next adventure. Working with the royal 
  faction would correspond to the Imperial Administration, 
  city government with the Nenseref Guild, for local 
  families of influence consider the quest suggestions for 
  NPCs listed on their sheets, and for temple orders 
  consider the three with quest idea tables. 
  That’s all for now, and thank you for your time. 
   
   
  
  33 
   
  Side-Quests 
  Using these Side-Quests 
  These side-quests are designed to work in any setting and 
  with most any group of thieves one could imagine. They 
  are made to be come across in the wilderness, but can be 
  adapted for an urban start by having a contact in the city 
  ask the party to investigate a rumor of activity by the gang 
  of thieves in the area. Each side-quest is two pages. The 
  first page provides an example battlemap, and outlines 
  the events and mechanics of the encounter. However, 
  some words in the descriptions are bold to indicate they 
  have additional details on the side-quests second page.  
  On the second page is essential and optional preparation 
  for that encounter, corresponding to the words in bold on 
  the previous page. Essential preparation must be 
  completed before running the encounter, typically no 
  more than choosing the creatures for a combat 
  encounter. Optional preparation is where you can add 
  details from your worldbuilding by answering the 
  questions useful to the encounter. I suggest answers to 
  all parts of the optional preparation. It is only essential 
  preparation that I leave incomplete. 
  To assist with choosing what creatures to put in a combat, 
  please refer to the Excel document in the Gang of Thieves 
  Dropbox folder titled “Combat Tables”. This will help by 
  giving all possible combinations of  up to seven creatures 
  within the CR appropriate for the provided thieves, based 
  on a maximum and minimum XP value. 
   
  
  34 
   
  1 : HARVEST FESTIVAL ROBBERY 
   
  Setup. The party is travelling through the wilderness 
  during harvest time when they come across a small 
  village holding an annual festival. Over the last weeks, the 
  villagers have come to realize that they have been the 
  beneficiaries of a magical miracle. The various fruits and 
  vegetables they grow have been enhanced as if through 
  enchantment, causing them to develop to unusually large 
  sizes. Additionally, each provides a different, temporary 
  magical benefit to those who consume it.  
   
  Word has gotten out, and the village is holding a 
  showing and auction during the festival to sell of much of 
  the magical harvest, their small settlement overfull with 
  both visitors and coin. Unless there is clear reason not to, 
  the villagers welcome the party to join the festival, and to 
  spend their money. Little does anyone know, a gang of 
  thieves is planning to steal each and every bushel. 
  Festival Grounds. The festival grounds are packed into a 
  small space used for decades. Near the center, a massive 
  bonfire provides ample light and warmth to the 
  surrounding area. A center stage at 12 o’clock stands 
  before rows of seating with lit braziers at four corners. To 
  the left of the stage a statue to a plant deity is fenced off 
  and lit by two braziers to mark a shrine. The village’s tent 
  is to the right, the place where business related to the 
  auction is conducted.  
  The wooden entrance with two gates and 
  marked by another light stands at 6 o’clock. Left of the 
  entrance are tents preparing and serving meals made 
  from pieces of the magic produce. The tent to the right of 
  the entrance contains long tables displaying the goods to 
  be auctioned off throughout the evening. Signs at the 
  entrance warn that magical wards have been deployed 
  for security. 
  Deity’s Shrine. A wooden statue stands freshly painted in 
  a well-kept garden plot. Small trees stand on either side 
  with flowering bushes and leafy vine groundcover. A 
  small bowl with incense sits at the statue’s feet 
  surrounded by other small offerings from the villagers. 
  One villager is performing rites to honor and give thanks 
  when a player approaches.  
  A player that passes an easy Intelligence 
  (Religion) check recognizes the deity, and a player that 
  passes by 5 or more notes a minor error in the villager’s 
  rite.  Correcting the rite, or performing it oneself grants 
  the player a minor boon.  
  Magic Food Stands. The smell of spiced meats wafts 
  through the air alongside a sweetness that tickles the 
  nose. Three tents provide different dishes and magical 
  effects. Long tables for serving and preparation and small 
  fire for cooking stand along the stands’ edges. The 
  villagers allow each guest only one meal so all may try. 
  Display Tent. The display tent shows off the largest of the 
  different types of magic produce being sold by the village. 
  The village hired a wizard to provide security beforehand, 
  and each display produce is protected by a magical ward.  
  Village’s Tent. Three tables line this tent, each with a 
  large chest underneath. The chests are locked, opened 
  with a hard Dexterity check with Thieves’ tools or a key 
  carried by a preoccupied village official.  
  Thief Assault. While the majority of people are busy with 
  the auction, the thieves work in two groups, attempting 
  to steal both those on display and the money already 
  collected. If money or magic produce are acquired, that 
  thief attempts an immediate escape. 
  Aftermath. If the players act to defend the harvest from 
  the thieves, the village rewards them with a sizable sum 
  from their earnings if they are satisfied with the party’s 
  actions overall, including the recovery of anything stolen. 
  If the party steals anything themselves the village may 
  send others to track them down. 
   
  
  35 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to steal 
  the magic produce? What XP difficulty does the group 
  have? Do they approach as one group or two? Are they 
  stealing for a client or for themselves? 
   
  Suggestion: Deadly XP difficulty, split into two 
  groups moving separately on the display and village’s 
  tent. They are stealing for themselves. 
  Chests. Is there magical protection on the chests? How 
  much coin, gems, or other valuables are currently held? 
   
  Suggestion: Only one of the chests contains 
  coins and gems to assist in making transactions for the 
  auctioned items.  
  Optional Preparation 
  Village. What is the name of the village? Where did the 
  name come from? How many people live here? 
   
  Suggestion: The village is called Kosten for the 
  first family to set up farming in the area. There are less 
  than a hundred that live in the village. 
  Plant Deity. Which plant, nature, or earth deity is the 
  shrine dedicated to? 
   
  Suggestion: The shrine is dedicated to Silvanus, 
  the statue decorated with dozens of oak leaves. 
  Boon. What minor boon does the above deity provide to 
  the player who assisted or completed the rite? 
   
  Suggestion: The next time the player takes 
  damage outside, vines and roots erupt from the ground 
  and attempt to restrain the attacker. The attacker must 
  make a medium Dexterity saving throw or be restrained 
  for 1 minute. Using an action to strike the vines removes 
  the effect. 
  Magic Produce. How many types of magic produce are 
  there? What are the effects, do they stack, and how long 
  do they last? Are their side-effects? 
   
  Suggestion: There are six types of produce. The 
  effects stack. Some of them have side-effects. 
   
  1.  Carrots. Eating a magic carrot causes the 
  creature to come under the effect of the longstrider and 
  jump spells for 10 minutes. The effect ends if the 
  creature does not move on their turn.  
   
  2. Grapes. Eating a magic grape causes the 
  creature to come under the effect of a 1st level sleep spell 
  cast on a single target for 1 hour.  
   
  3.  Sweet Potato. Eating a magic sweet potato 
  causes the creature to come under the effect of a 
  barkskin spell for 1 hour, but their speed is reduced by 5. 
   
  4.  Bell Pepper. Eating a pepper made from magic 
  wheat causes the creature come to me under the effect 
  of a protection from poison spell for 24 hours.  
   
  5. Apple. Eating a magic apple causes the 
  creature to come under the effect of a speak with animals 
  spell for 1 hour.  
   
  6. Tomato. Eating a magic tomato causes the 
  creature to come under the effect of a calm emotions 
  spell cast on a single target for 1 hour. 
  Magical Ward. What is the trigger and effect of the magic 
  ward protecting the magic produce on display? 
   
  Suggestion: A creature that casts a detect magic 
  spell detects an abjuration and conjuration spell on each 
  piece of magical produce on display. A player with 
  proficiency in Arcana may make a medium Intelligence 
  (Arcana) check to nullify a ward for 1 hour.  If a creature 
  touches a warded piece of the display, the ward activates 
  a short-range web spell that effects all creatures within 5 
  feet of the triggered square (escape DC 15). When the 
  ward activates, it also alerts the villager with the key to 
  the chests in a manner similar to the alarm spell.  
  Dishes. Which of the magic produce options are being 
  offered for free at the food stands? 
   
  Suggestion: The stands offer dishes made with 
  magic carrots, sweet potatoes, and apples. 
   
   
  
  36 
   
  2 : DEATH BY MODRON MIGRATION 
   
  Setup. The party is traveling through the wilderness when 
  they come across a pair of fellow adventurers camped on 
  the side of the road. The two are waiting for the return of 
  their other half, a halfling and dwarf. The two missing left 
  earlier in the day, tracking a gang of thieves that had been 
  harassing a nearby settlement.  
   
  The remaining two are concerned for their 
  friends’ safety, but lack the wilderness and nature skills to 
  track the route taken. They prefer to stay at their camp in 
  case the missing two return and not wanting to split their 
  party further. They ask the party to investigate the initial 
  trail leading away from the road, deep into the 
  wilderness.  
  Camped Adventurers. The two adventurers show signs of 
  lingering wounds and weariness. They have four horses 
  tied to a tree near their makeshift fire pit. While too 
  exhausted to volunteer information, the two are willing 
  to share what they know about the thieves tactics and 
  composition. Specifics at DM’s discretion.  
  Following the Trail. Tracking the thieves and the 
  adventurers that followed them requires passing two sets 
  of three ability checks. The first before encountering the 
  dying dwarf, and the second following it. The players 
  must choose from among them three skills that one has 
  with proficiency. That player must describe how they use 
  that skill to help find the adventurers, then make an 
  ability check to determine success, difficulty at DMs 
  discretion. Two or three successes constitutes a pass on 
  the set of three. Successful passes determine how long it 
  takes the party to follow the trail to the canyon, with 
  different situations on arrival for 0, 1, or 2 passes. 
  Dying Dwarf. After the first set of ability checks, the party 
  comes upon a clearing where a fight took place earlier. A 
  few thief bodies are found with blood scattered around 
  them and the area. A player that passes a medium 
  Wisdom (Perception) check notices clues leading to one 
  of the adventurers, a trail of blood, soft wheezing, etc. 
  The dwarf is unconscious and near dying if the first set of 
  ability checks was passed. If not, they are so freshly dead 
  that revivify may bring them back. 
   
  If brought back to consciousness, the dwarf tells 
  the party of how they were ambushed when the trail 
  nearly had them upon the thieves. The halfling continued 
  chasing the leader while the dwarf held the attention of 
  their attackers. A player that passes a Wisdom (Insight) 
  check senses there is more to the story. A player that 
  presses for information must make a medium Charisma 
  based on their actions. On a success, the dwarf tells how 
  the halfling has a personal vendetta against the leader 
  who stole an important magic item from them in months 
  past. They have hunted the group ever since. 
  The Canyon. After the second set of ability checks, brings 
  the players to a 100 ft. deep canyon extending for a 
  couple hundred more feet on either side of the map. The 
  section shown has two diamond blue portals on either 
  side. A player that passes a medium Intelligence (Arcana) 
  check recognizes them as portals to Mechanus.  
  Modron Stampede. The canyon is filled with modrons 
  moving at deadly speeds. Five lines, perfectly precise, 
  rush across the canyon floor out of the right portal and 
  into the left one. The only safe spaces two thin lines near 
  the middle of the stampede. A creature that starts their 
  turn on the modrons’ path move must pass a medium 
  Dexterity saving throw or take 10 (3d6) and be knocked 
  prone. 
  Creatures. The thieves and the halfling are at the canyon, 
  context depending on the results of the ability checks. 
  Reward. The players are rewarded by the adventurers 
  with gold for taking care of the thieves, more for each 
  adventurer saved. 
   
  
  37 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to kill the 
  halfling? What XP difficulty does the group have? Are they 
  all on one side of the canyon, or both? Have they tied a 
  rope or some other means of getting across? 
   
  Suggestion: Hard XP difficulty. The thieves are 
  split across the canyon if some of them have ranged 
  abilities, and they have constructed a simple rope bridge 
  across suggesting they prepared this spot. 
  Optional Preparation 
  Adventurers. What are the names and appearance of 
  these two adventurers? Are they independent or are they 
  part of an institution in your world such as a military 
  order, an adventuring guild, etc.?  
   
  Suggestion: A dwarf fighter and a human 
  warlock. Their names are Rozo Nenseref and Hlani Rend. 
  Both are dressed in plain clothes for the evening, but their 
  weapons and armor are close at hand. They are 
  independent adventurers who have been hunting the 
  thieves for a number of months now. 
  Halfling and Dwarf. What are the names and classes of 
  the two adventurers that went after the that went after 
  the thieves? 
   
  Suggestion: A dwarf monk and a halfling druid 
  went after the thieves. Their names are Ventan Vurunziki 
  and Ronkad Vlisma.  
  Situations. Do you want to reward the party for 
  successes, or punish them for failures based on number 
  of passed sets? Meaning, what are the consequences for 
  showing up late (1) or very late  (0) to the canyon? Or, 
  what benefits are there for arriving early (1) or very early 
  (2)? Perhaps a mix of both? 
   
  Suggestion: If the party passes both sets, getting 
  a 2, they come up behind the halfling as they prepare to 
  attack the thieves near the canyon wall. If the party 
  passes 1 set, they come upon the halfling in battle with 
  the thieves. If the party passes 0 sets, they come upon the 
  thieves holding the halfling captive, about to toss them 
  into the canyon to their near certain death. 
  Magic Item. What magic item was stolen from the 
  halfling? How did they get it? Is it something the thief 
  would use in combat against the party? 
   
  Suggestion: Cloak of Elvenkind (DMG 158). The 
  thief who has it wears the item and is attuned to it. The 
  halfling got it from a past fellow adventurer who died at 
  their side. 
   
  
  38 
   
  3 : MILITARY SERVICE BEYOND DEATH 
   
  Setup. The party is traveling by road through the 
  wilderness. At a nearby cemetery, a small party of 
  representatives from the region are performing rites of 
  respect for the buried . Unknown to the group, a gang of 
  thieves infiltrated the mausoleums during the previous 
  night, looking for an infamous artifact. The artifact is 
  magically inert in its current state. 
  The thieves do not succeed until after the 
  ceremony had begun. As soon as they obtained the 
  artifact, the buried rose as undead to prevent the artifacts 
  seizure from beyond death, attacking anyone nearby and 
  killing all the soldiers. The thieves are trapped within their 
  buildings. They sent one of their lesser to try and break 
  through the horde to find a way to clear a path. 
  Deception. The party is approached by a stranger in 
  formal military garb, the uniform filthy with blood and 
  dirt. The stranger, the escaped thief in disguise, tells the 
  party of how undead rose and slaughtered most their 
  fellow noble soldiers. They claim the survivors have taken 
  refuge in the mausoleums, but need rescuing before the 
  undead break down the doors. A player that passes a hard 
  Wisdom (Insight) check recognizes the deception. 
  The Cemetery. The cemetery is directly on the road less 
  than an hour beyond the players. The cemetery is ringed 
  by hedges 10 ft. tall and 5 ft. wide  that circle a stone wall 
  10 ft. tall and 1 ft. thick. A ringed archway stands at the 
  entrance around a stone statue of a heroic figure posing 
  on a 10 ft. tall pedestal. Headstones stand in rows aside 
  the archways, 9 per side. Four large statues ring the 
  center, the southern two covered by spreading plants. 
   
  Within the walls bodies litter the area. The 
  center green marks thick groundcover, able to be 
  traversed as difficult terrain. The inner pathway is lined 
  with a stone fence 3 ft. tall and 1 ft. thick. Four trees are 
  seen, two on the top side and two near the entrance. 
  Entryway Statue. The entryway statue wields a stone 
  weapon that glows with radiant light. A symbol 
  representing the hero’s deity or order is emblazoned on 
  the 12 o’clock side of the pedestal.  
  A player that passes a medium Intelligence 
  (Religion) or (History) check recognizes the depicted hero 
  who prevented a magical disaster, and their deity or 
  order. If the player passes by 5 or more, they recall a well-
  known invocation or prayer. It takes an action to 
  perform. If a player completes it, and their alignment is 
  not too disparate with the order or deity, their primary 
  weapon receives a blessing. The blessing persists for 24 
  hours.  
  Secret Storage. A player that passes a hard Intelligence 
  (Investigation) or Wisdom (Perception) check finds a 
  small spot on the stone beneath the symbol that gives to 
  pressure, opening a secret compartment. A chest sits 
  behind a locked grate that can be opened with a medium 
  Dexterity check with Thieves’ Tools, and is protected by a 
  trap. Inside the chest is a magical item. 
  Creatures. Undead wander the cemetery yard. The 
  thieves lie in wait and attempt to ambush the party once 
  they have cleared most of the undead or are particularly 
  vulnerable. 
  Mausoleums. The side tombs each contain 4 spaces for 
  bodies and two statues just inside. The center tomb 
  contained the artifact. The thieves inside appear to have 
  completed a complex puzzle resulting in a pedestal raising 
  out of center. Additional treasure at DM’s discretion. 
  Aftermath. The players may get a reward from any 
  satisfied party, be it the thieves for rescuing them or a 
  nearby settlement for capturing or killing the thieves. If 
  the thieves escape with the artifact, the DM may have the 
  players recover it at a later date or turn the artifact and 
  its potential or actual restoration into a regional threat. 
  
  39 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Undead. What XP difficulty is this group of undead? Are 
  they spread across the cemetery, or focused around the 
  mausoleum doors? 
   
  Suggestion: Hard XP difficulty. Spread an 
  appropriate number of Zombies (MM 316) across the 
  cemetery. 
  Thieves. Which gang of thieves are attempting to steal 
  the artifact? What XP difficulty does the group have? How 
  are they split across the three mausoleums? Are they 
  stealing it for a client or for themselves? 
   
  Suggestion: Hard XP difficulty, with an even 
  spread across the three tombs but the most powerful of 
  the group in the center. 
  Reward. What reward is given to the party by the thieves, 
  a local settlement, or other? Is it monetary, influential, 
  information, or other? 
   
  Suggestion: A local settlement pays the party a 
  monetary reward suitable for slaying or returning any 
  captive thieves, doubled if the artifact was returned 
  safely. The thieves give the party any reward only under 
  duress, preferring to kill witnesses if possible.  
  Optional Preparation 
  Representatives. What local or regional institution would 
  send representatives to honor the dead? Military officers, 
  civil leaders, devout priests, or other? 
   
  Suggested: Military officers from the region’s 
  military arriving by horse-pulled cart early this morning. 
  Infamous Artifact. What infamous artifact is interred 
  here under the watchful eye of the hero’s tomb? In what 
  scheme did this artifact play a central role? 
   
  Suggested: The artifact was a powerful aid in 
  necromantic spells, allowing for a spellcaster to raise 
  incredible numbers of undead.  
  Deity or Order. Was the hero entombed here part of a 
  holy order, a devout cleric to a deity, or something else? 
  What is the name of, and one detail about this order? 
   
  Suggested: The hero was a paladin in an order 
  devoted to a lawful good deity such as Bahamut.  
  Hero. Who was the hero entombed here? What sacrifices 
  did they make to stop the scheme and capture the 
  artifact? 
   
  Suggested: The hero’s name was Riyod Tenlin. 
  They lost both eyes as they gazed upon the artifact in its 
  active and strongly powered state.  
  Invocation or Prayer. What is the main idea/purpose or 
  exact words of the invocation or prayer? Is there a part to 
  completing it beyond speaking it such as movements? 
   
  Suggested: The invocation is a poetic rendition 
  of the order’s most important precept. The saying takes a 
  particular rhythm to give a proper recitation.  
  Blessing. What blessing is provided to the party or player 
  who completed the invocation or prayer? Does it affect 
  weapons or armor, modifiers, or other player stats? 
  Suggested: The weapon deals an additional 7 
  (2d6) radiant damage when it hits an undead. 
  Additionally, the undead must make a DC 15 Wisdom 
  saving throw or become frightened of the blessed 
  weapon’s wielder until the end of the wielders next turn. 
  Trap. What are the traps trigger, effect, and method of 
  disarmament? Is the trap magical or mechanical? 
   
  Suggestion: The trap is magical. A detect magic 
  spell detects an invocation spell on the grate. Casting 
  dispel magic removes the trap. A player with proficiency 
  in Arcana may make a medium Intelligence (Arcana) 
  check to nullify the trap for 1 hour. If the grate is opened 
  by one who did not receive the above blessing, light 
  surges from the secret space. Each creature in the light 
  must make a Dexterity saving throw. A creature takes 22 
  (4d10) radiant damage on a failed save, and half as much 
  on a successful one.  
  Magical Item. What magic item lies in the chest? Is it 
  associated with the order or deity? Was it the weapon 
  wielded by the hero? 
   
  Suggestion: Mace of Disruption (DMG 179). The 
  weapon is the same wielded by the hero, and is clearly 
  the one depicted in the statue. Change mace to a party 
  relevant weapon if necessary. 
  Treasure. What treasure is found in the tombs? Is it worn 
  by a skeleton, inside the urns, or revealed through a 
  secret lever? 
   
  Suggestion: Each of the skeletons has a 3 (1d6) 
  gold coins around them. A player that takes any of these 
  coins by choice cannot receive the blessing. 
  
  40 
   
  4 : GHOST MARCH INTERRUPTION 
   
  Setup. The players are travelling through the wilderness 
  when they come across a small village aside a temple to 
  death deity. The temple stands on the site of a magical 
  aberration that attracts and agitates ghosts into a deadly 
  maelstrom. Each year, the temple performs a religious 
  rite that allows the mass of spirits to essentially spread 
  their legs in a safer manner that is spectacular to view.  
   
  Unbeknownst to the temple or the village, a 
  gang of thieves plans to sabotage the ritual. They hope to 
  run off the priests and villagers so they can control the 
  area for themselves.  
  The Temple. The temple is lightly fortified with a 10 ft. 
  tall, 1 ft. thick wall running around it a 20 ft. tall tower by 
  the sturdy wooden front gate. Afore the main building is 
  a small pond with fish and other small animals with a 
  wooden porch. To the right is a fenced in stone patio for 
  outdoor meditation. Behind the temple is a small garden 
  and fruit tree.  
   
  The entryway in the front door is lit by natural 
  light filtered through tall stain glass on either side and 
  above the front door. The three panes contribute pieces 
  to a single image that forms past the threshold. Past the 
  second door, the room is nearly pitch black lit by small 
  glowworms feeding on dead fish in smell-tight glass. 
  Down a set of stairs is a rites and meditation space with a 
  dirt floor and devoid of light. On the left is a small room 
  for bathing and sleeping quarters for the priests. Just past 
  the second door is a another that leads to a staircase. At 
  its top is the lookout from the temple’s spire where a 
  magical blue light shines brightly. 
  The Tomb. A tomb to house the spirits and keep them 
  docile is built to the right of the temple. To enter, one 
  must go down a 15 ft. flight of stairs before stepping into 
  a room of dark grey stone. Blue flames blaze behind bars, 
  two on each side of a stone casket worked to a polished 
  shine. On the casket’s surface, spiraling words and 
  religious imagery are carved into the stone. In the corner 
  is a small metal cage housing a plain block of stone with 
  names of the dead written on its surface. 
   
  The priests lie to the villagers, that it is the 
  beautiful casket that houses and pacifies the spirits. In 
  fact, it is a pit of dead bodies underneath the caged, 
  illusory stone. When the villagers give over their dead, the 
  priests bury empty caskets and place the bodies in the pit. 
  The spirits are tempted to reside in the bones of the dead. 
  Each year, the spell is relaxed to renew the binding, the 
  walls enchanted to hold the spirits within the temple 
  grounds where they wander free till the ritual is finished. 
  Ritual Begins. All but three priests, the leader and two 
  assistants, stand outside the temple walls with the 
  villagers who come to watch the spectacle. The priests 
  strengthen the walls’ enchantments  in case of a delay.  
  Thief Assault. The thieves come over the back wall once 
  the ritual has begun and kill the three priests inside the 
  tomb. However, by the time this is accomplished the 
  ghosts meant to be temporarily loosed have intensified.  
  Ghostly Maelstrom. Once the ghosts begin to spiral 
  dangerously, they ask the party to escort one of them into 
  the tomb. A creature must make a Wisdom saving throw 
  when they start their turn outside but within the walls. 
  On a failure, the spirits deal 7 (2d6) psychic damage and 
  stun the creature’s mind until the start of their next turn. 
  Completing the Ritual. The thieves hide in the pit till the 
  party begins the ritual again, then ambushes them 
  through the illusory stone. The priest needs 1 minute to 
  complete the ritual. 
  Reward. If the players manage to defeat the thieves and 
  allow the priest to complete the ritual, the temple 
  rewards them with a substantial sum of gold and perhaps 
  a magic item or blessing related to the temple’s deity. 
  
  41 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to stop the 
  ritual? What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty. If the players do 
  not check the pit after finding the slain bodies in the 
  tomb, the thieves get a surprise round when they 
  emerge. 
  Optional Preparation 
  Village. What is the name of the village? Where did the 
  name come from? How many people live here? 
   
  Suggestion: The village is named Hano Kolzong 
  meaning town of the dead. There are less than a hundred 
  living in small houses clustered around the temple walls. 
  Death Deity. Which death deity is the temple dedicated 
  to? 
   
  Suggestion: The temple is dedicated to 
  Kelemvor, god of the dead. The image cast through the 
  stain glass windows is that of an upright skeletal arm 
  holding balanced scales. 
  Rite. What religious rites may the players perform here? 
  Might there be benefits to asking the temple’s deity for 
  assistance before acting on behalf of their priests? 
   
  Suggestion: A player may make a medium 
  Intelligence (Religion) check to perform a prayer or rite to 
  Kelemvor. On a success, the player is granted a minor 
  boon. The next time the player’s HP would drop to 0 while 
  in the temple’s walls, the player’s HP instead drops to or 
  remains at 1. 
  
  42 
   
  5 : THE SACRIFICIAL WEDDING 
   
  Setup. The party is travelling through the wilderness 
  when they come across a small village on the day of a 
  wedding celebration. While the villagers are polite to the 
  party, it is clear the players are not invited to ceremony 
  to be held late in the evening.  
   
  Unbeknownst to the villagers, a gang of thieves 
  are planning a deadly ritual to perform powerful occult 
  magic. The thieves plan to kill the wedding party and all 
  their guests. A ring of fire flares up around the fenced in 
  ceremony, and thieves assault those trapped within. The 
  players must act quickly if they want to save any of the 
  villagers.  
  The Wedding. The ceremony takes place in a fenced in 
  garden on the edge of the settlement. Wooden archways 
  mark the entrance. Colored fabric is strung along and 
  around the archways before wrapping through fence 
  surrounding fence posts. Wooden benches have been set 
  out in rows for the guests. 
  Dark Ritual Preparation. If the players arrive well before 
  the wedding ceremony, there are three ways in which 
  they may detect clues of the coming tragedy.  
  At the inn. If the players enter the town’s inn, they are 
  immediately struck by how full it is. However, if they ask 
  few of the guests are here for the wedding. Many of them 
  are thieves that make up a lie for their being in town. 
  Investigating a room of one of these may turn up the 
  thief’s gear or other strange or incriminating items at the 
  DM’s discretion. The inn becomes empty during before 
  the ceremony begins. 
  On the streets. When the party enters the settlement, 
  they are immediately approached by a stranger who 
  politely but quite stubbornly asks who they are and what 
  brings them to town. If this stranger is secretly watched, 
  later they meet with another before going about their day 
  as a regular villager. A player that passes a medium 
  Wisdom (Perception) check notices money changing 
  hands. This second stranger then returns to the inn. 
  Surrounding the garden. If the players walk around or 
  investigate the garden area, they make a Wisdom 
  (Perception) or Intelligence (Investigation) check. On a 
  success, they notice thin lines drawn in the dirt, thin 
  cracks as if the ground was cut with a knife. However, the 
  grass that grows on top of the cracks are uncut.  
  A player may try and sketch out the dirt lines, but 
  they will be asked to leave the area for the wedding 
  preparations well before they are able to finish. A player 
  may attempt an Intelligence (Arcana) check to try and 
  interpret a partial sketch, determining that it is meant to 
  call fire on a success. Lower DC for more time spent.  
  Tampering with the drawing dampens the fire spell. 
  Ring of Fire. Once the wedding ceremony is underway, 
  the drawings in the dirt erupt in purple flames. The fire 
  slowly approaches the center once the party arrives at 
  the scene, spreading 5 ft. inward every 2 rounds of 
  combat. Using dispel magic halts the spreading flames for 
  1 minute. A creature that enters or starts its turn in the 
  fire must make an easy Dexterity saving throw or be 
  burned for 4 (1d8) fire damage.  
  Thief Assault. The thieves have entered the garden 
  through a gap in the flames, leaving a few to guard the 
  entrance from people entering or leaving. When the 
  players arrive, the cleric conducting the ceremony has 
  half the wedding party temporarily protected under a 
  magical barrier that lasts for 1 minute. They are huddled 
  in a tight circle in the top-left corner of the garden. When 
  the barrier drops, the cleric is spent in terms of combat. 
  Reward. If the players eliminate the thieves, the villager 
  rewards them. The reward is increased if all or the 
  surviving half of the villagers are saved. 
  
  43 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to murder 
  the wedding attendees? What XP difficulty does the 
  group have? How many are guarding the front versus 
  attacking villagers? 
   
  Suggestion: Hard XP difficulty. Only a pair are 
  watching the front of the fire. 
  Optional Preparation 
  Village. What is the name of the village? Where did the 
  name come from? How many people live here? 
   
  Suggestion: The village’s name is Fakai meaning 
  ‘somewhere’. It was a bad joke by the founder. The village 
  has a couple hundred villagers. 
  Inn. What is the name of the inn? What does it look and 
  sound like on the inside? 
   
  Suggestion: The inn is named De Hunthe Eslé for 
  ‘The Generous Family’. Inside, every table is decorated 
  with strong smelling flowers in mugs. The dining room is 
  raucous until just before the wedding. 
  Stranger. What is the strangers name? What do they look 
  like? Why are they taking money to keep an eye on 
  travelers arriving in town? 
   
  Suggestion: The stranger’s name is Mizim Murin. 
  They wear a simple tunic of blue with a leather banded 
  stone pendant around their neck. They are saving money 
  to buy a late wedding gift. 
  Dampens. What mitigating effect does tampering with 
  the design cause? Must a player make an ability check to 
  know what to do to tamper with it? What happens if they 
  bring their findings to the villagers? 
   
  Suggestion: A player trying to tamper with the 
  design must make a hard Intelligence (Arcana) check. If 
  successful, the fire does not spread. If the party 
  approaches the village with the evidence in time, they are 
  not taken seriously. The players will likely have to take 
  drastic measure if they want to interrupt the wedding. 
  
  44 
   
  6 : MINING CULT ROBBERY 
   
  Setup. The party is travelling through the wilderness near 
  a river when they come across a walled compound 
  around a small river crossing. The compound is 
  maintained by a religious cult dedicated to a mining or 
  earth deity. They operate a mine, entrance within the 
  walls, that produces rare and valuable minerals, gems, or 
  other earthen resources.  
   
  Recently, the cult’s leader has noticed that items 
  from the mine have gone missing before leaving the 
  compound to be sold downriver. A gang of thieves have 
  somehow infiltrated the compound, but the leader does 
  not know who, if anyone, has been compromised. If the 
  party investigates the compound, the leader invites them 
  in and asks the players to uncover how things are being 
  stolen from inside the compound. 
  The Compound. A guardhouse stands outside the 
  compound where visitors are examined before letting 
  them enter the compound. On the right of the river is the 
  herbalist’s hut with a small entry room where wounds 
  from working in the mine are tended to.  
  Straight across the bridge is the warehouse, built 
  into the side of the wall. Above and below it are 
  residences for the cult members and their families. Both 
  have spiral stairs that go up and down. Up are additional 
  living spaces. The stairs in the top residence descend to 
  the mine, and in the bottom residence they descend to a 
  food cellar. Beside the residences are walkways the lead 
  up to raised platforms along segments of the walls. 
  Guards stand atop these, keeping an eye on river 
  entrances to the compound. 
  Five Schemes. Each of the gang of thieves has a different 
  way to try and steal from the mines. If the players have 
  discovered a three of their methods before leaving, the 
  mixed group of thieves will attack the party on the road. 
  Capturing any of the fleeing thieves shrinks this group. 
  The Guardhouse. If the players inspect the guardhouse 
  and go through the guards’ private things, they discover 
  an empty vial. A player that passes an easy Intelligence 
  (Nature) or Herbalism Kit test recognizes the substance as 
  a highly addictive drug. Interrogating the guard and 
  passing an easy Charisma check reveals they have been 
  stealing and trading with the Juggernaut Gang for more. 
  The Warehouse. If the players inspect the warehouse, a 
  player that passes a medium Wisdom (Perception) or 
  Intelligence (Investigation) check discovers clues that 
  someone seem to be coming through the back wall. If the 
  party watches the warehouse at night, a member of the 
  Shadow Gang appears in the darkness before fleeing from 
  the party. 
  The Residences. If the players inspect the residences and 
  go through the peoples’ private things, they find a 
  mysterious mask. The mask is magical, and used by the 
  Glamor Gang. Casting detect magic detects enchantment 
  magic on the mask, likely a charm of some sort. If the 
  party approaches the owner, they immediately flee. 
  The Herbalist’s Hut. If the players question the herbalist, 
  they tell the party one of the guards had a blackout the 
  previous night. If the players watch the guards, they will 
  see a member of the Tactician Gang sneaking up. They 
  flees if they see the party. 
  The Mine. If the players inspect the mine, a player that 
  passes a medium Wisdom (Perception) or Intelligence 
  (Investigation) check notices a peculiar wall. The 
  appearance of natural stone is true enough, but a thin 
  crease down the side reveals the stone can be pushed 
  away, a tunnel dug into the mine by the mechanist gang. 
  Collapse the tunnel so that they cannot easily return. 
  Reward. The villagers reward the party for each method 
  of entry discovered, more so if they capture any of the 
  thieves. 
   
  
  45 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which members from the gang of thieves are 
  attempting to ambush the party? What XP difficulty does 
  the group have? Which ones are missing due to being 
  captured? 
   
  Suggestion: Deadly XP difficulty. Lessens to hard 
  if they captured any of the thieves. 
  Optional Preparation 
  Earth Deity. Which earth or mining related deity are the 
  cult dedicated to? Do they have any unusual rituals they 
  perform while the party is staying with them? 
   
  Suggestion: The cult is dedicated to Moradin. 
  They hold a communal blessing ritual before going about 
  their daily work in the mines that involves ritualistic, 
  choreographed mining motions with a pickaxe. 
  
  46 
   
  7 : CITY COUNCIL BLACKMAIL 
   
  Setup. The players are wandering through the wilderness 
  when they come across a medium-sized village governed 
  by an elected council. A person on the current council 
  made a deal with a gang of thieves who rigged an election 
  to ensure they won. But the thieves warned the now 
  council member they would call in the favor.  
   
  The village has recently been considering 
  opening a gambling house in the village. The plan is 
  unpopular, and to support the initiative would likely harm 
  the council member’s chance of reelection. However, the 
  thieves have called in their favor and are blackmailing the 
  council member if they the gambling house is not 
  approved.  
  The Deceptive Request. The council member approaches 
  the party if they stop in town, telling them a half-truth, 
  that they are being threatened over the matter but not 
  the full story of favors exchanged. They ask the party to 
  find where the thieves are hiding out, and take care of 
  them so they cannot threaten the village any longer. A 
  player that passes a hard Wisdom (Insight) check 
  recognizes there is deception afoot. 
  Finding the Thieves. Locating the thieves requires passing 
  one set of three ability checks.  The players must choose 
  from among them three skills that one has with 
  proficiency. That player must describe how they use that 
  skill to help find the adventurers, then make an ability 
  check to determine success, difficulty at DMs discretion. 
  Two or three successes constitutes a pass on the set of 
  three. On a pass, the thieves are unprepared for the 
  party’s arrival. On a failure, the party is scouted by a 
  hidden sentry, putting the hideout on alert for unknown 
  travelers. 
  Secret Hideout. The thieves hideout is built into the side 
  of a hill, the entrance to the tunnels and chambers hidden 
  by secret door. A player discovers the secret door by 
  passing a medium Intelligence (Investigation) or Wisdom 
  (Perception) check. The entrance hut appears lived in by 
  a solitary forester. From left to right, the underground 
  chambers are the training area, sleeping quarters, dining 
  area, and storage room. 
  Training Area. The training area contains a 15x15 ft. 
  arena in the top-left corner. The area around is filled with 
  tables, chairs, and equipment in various stages of repair 
  or processing. 
  Sleeping Quarters. The sleeping quarters holds two levels 
  of sleeping hammocks strung along the sides of the walls. 
  A table sits in the middle with a couple chairs, a deck of 
  cards spread across the table’s surface. 
  Dining Area. The dining area has a single long table down 
  the middle of the room with chairs on either side. 
  Leftovers sit slowly going bad with a mass of dirty 
  earthenware dishes pushed to one side of the table. 
  Storage Room. The storage room doubles as the sleeping 
  quarters for the thieves’ leader. The bottom left corner 
  holds a small bed and desk. Three tiered shelves line the 
  remaining walls. There are three locked chests among the 
  bags and barrels of more common supplies, and a 
  trapped drawer on the desk. Each can be unlocked by 
  passing a medium Dexterity check with Thieves’ Tools. 
  The drawer contains incriminating letters or other similar 
  evidences implicating the village council member as a 
  collaborator. 
  Thieves. The thieves are spread throughout the various 
  chambers. Their specific status is dependent on whether 
  they are unprepared or on alert. 
  Reward. If the party cleans out the thieves’ hideout, the 
  council member rewards them for the city. If additionally 
  the council member’s crimes are brought to light, the 
  reward is increased by the remaining council members. 
  
  47 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Chests. How much coin, gems, or other valuables are 
  currently held in the chests? Do all three hold valuables, 
  or are some of them empty? 
   
  Suggestion: Only one of the chests hold 
  valuables, but it is a significant sum. 
  Thieves. Which gang of thieves are blackmailing the 
  council member? What XP difficulty does the group have?  
   
  Suggestion: Deadly XP difficulty, but the ones 
  that start in different rooms arrive over multiple rounds. 
  Optional Preparation 
  Village. What is the name of the village? Where did the 
  name come from? How many people live here? 
   
  Suggestion: The village is name Flikin Ploton for 
  ‘the short way home’. There are nearly a thousand people 
  in the village. 
  Council Member. What is the council member’s name? 
  What do they look like? 
   
  Suggestion: The council member’s name is 
  Murin Pléok. They wear a soft blue tunic with patterns 
  trimming the edges of the arms and bottom. 
  Unprepared. If the thieves are unaware the party is 
  approaching, how are they arranged in and around the 
  hideout? 
   
  Suggestion: If the thieves are unprepared, there 
  is 1 stationed as a guard in the hut, posing as the tenant. 
  Those inside are spread across the various rooms eating, 
  sleeping, playing cards, working on equipment, training, 
  or some other suitable downtime activity. They do not 
  hear a fight in with the guard, but a fight in the tunnels or 
  chambers will attract thieves from other rooms. 
  On Alert. If the thieves are aware of the party 
  approaching, how are they arranged in and around the 
  hideout? Do they know the party is a threat to them, or 
  seeking them out? 
   
  Suggestion: None of the thieves are in the hut. 
  They await the party in ambush with a majority in the 
  tunnels, and a few outside hiding in the forest prepared 
  to come in behind once the fight begins. If the party 
  detects the ones outside, they avoid combat with the 
  party if possible. 
  Equipment. Depending on the gang of thieves in the 
  hideout, what type of equipment is found in the training 
  area? Can the players use any of this equipment in 
  combat? 
   
  Suggestion: The Tacticians have standard 
  weapons and armor. The Juggernauts have alchemy 
  equipment and a selection of their products. The 
  Mechanists have machinery in various states of repair 
  and creation. The Shadows have meditation spaces and 
  sparing arenas. And the Glamors have a fine selection of 
  food and drink. 
  Trapped Drawer. What are the trigger and effect for the 
  trapped drawer, and how is it disarmed? 
   
  Suggestion: The trap is a repeated finger slicer. 
  A player sees the trap if they pass a medium Wisdom 
  (Perception) or Intelligence (Investigation) check. If a 
  creature puts a hand in the drawer, a blade springs across 
  and back, slashing off anything tender in its path. The 
  creature must pass a difficult Dexterity saving throw or 
  take 11 (2d10) piercing damage. The trap can trigger 
  more than once. A player can disarm the trap by passing 
  a hard Dexterity check with Thieves’ Tools. Passing by 5 
  or more allows the player to reset the trap if they choose. 
  
  48 
   
  8 : THE DAM EXTORTION 
   
  Setup. The players are wandering through wilderness 
  when they come across a medium-sized village on a river. 
  The villagers are awaiting the arrival of a judge from a 
  nearby city to make a decision in a conflict over water 
  rights with a smaller village upstream. The upstream 
  village has been effectively taken over by a gang of 
  thieves. They have used the village labor to construct a 
  dam to create an artificial lake and restricting the volume 
  of water that reaches the downstream village.  
  A village elder of the downstream village has 
  been contacted by the thieves who have offered to 
  remove the dam and concede in the coming trial if they 
  are paid a significant sum of money. Not wanting to pay, 
  and concerned that the thieves may somehow corrupt 
  the coming trial, the elder contacts the party if they stay 
  in the village. They ask the party to travel upstream and 
  remove the dam without leaving evidence that could be 
  used in the trial. The elder hopes an attack will draw out 
  the thieves who will likely want to defend the crux of their 
  extortion, allowing them to be defeated. 
  Traveling Upriver. Traveling to the dam while staying 
  unnoticed and looking for followers requires passing one 
  set of three ability checks.  The players must choose from 
  among them three skills that one has with proficiency. 
  That player must describe how they use that skill to help 
  get to the dam undetected, then make an ability check to 
  determine success, difficulty at DMs discretion. Two or 
  three successes constitutes a pass on the set of three. On 
  a pass, party notices the mysterious stalker without 
  alerting it, allowing them the opportunity to surprise it 
  before they flee. On a fail, the stalker is aware they have 
  been caught and attempts to flee and join the ambush, or 
  lead the party into it. 
  Mysterious Stalker. The mysterious stalker follows the 
  party after they leave town, having seen them speaking 
  with the village elder. If the party does not detain or kill 
  the stalker, they will take word of the ambush’s success 
  or defeat back to the dam. The stalker knows the location 
  and size of the ambush, as well as the rough number of 
  thieves back at the dam. They can also tell the party about 
  the tactics and potential weaknesses of the thieves. These 
  pieces of information must be acquired through Charisma 
  ability checks. 
  Ambush on the Road. The party are ambushed on the 
  road, a simple map with a road down the middle and 
  trees on relevant vegetation on either side. If the players 
  are aware of the ambush’s location from the stalker, they 
  have advantage on Wisdom (Perception) checks to notice 
  the thieves in hiding at the site. 
  The Dam. The dam is carefully constructed to allow a 
  limited amount of water to continue with the preexisting 
  flow. Constructed of stone, wood, and mortar, the 
  structure is built high in the middle, tapering down at its 
  sides towards where the natural sloping hills hems in the 
  water to form a small artificial lake.  
  Development. If the players kill or capture all the 
  ambushers and the stalker, the thieves are not prepared 
  to defend the dam. If any escape to return, the thieves 
  are prepared for the party, encircling the dam 
  protectively and preventing ability checks to weaken it. 
  Breaking the Dam. The dam breaks if the players pass a 
  three of five set of ability checks to weaken it. If the 
  players fail three ability checks, the thieves attack the 
  party and must be defeated before breaking the dam. If 
  the dam breaks, floodwaters rush downward creating a 
  hazardous area. The thieves attack after the dam breaks. 
  Aftermath. If the players defeat the thieves and break the 
  dam, the village rewards them with a significant 
  monetary sum.  
   
  
  49 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Ambushed. Which gang of thieves are attempting to 
  ambush the party? What XP difficulty does the group 
  have?  
   
  Suggestion: Hard XP difficulty.  
  Thieves. Which gang of thieves are attempting to defend 
  the dam? What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty. 
  Optional Preparation 
  Upstream Village. What is the name of the village? 
  Where did the name come from? How many people live 
  here? 
   
  Suggestion: The village is named Hlee Hov for 
  ‘old dog’. There are a couple hundred villagers in the 
  settlement. 
  Downstream Village. What is the name of the village? 
  Where did the name come from? How many people live 
  here? 
   
  Suggestion: The village is named Duban Nense 
  for ‘grey rock’. There are nearly two thousand villagers in 
  the settlement. 
  Village Elder. What is the name and appearance of the 
  village elder? 
   
  Suggestion: The elder’s name is Haken Theni. 
  The wear a grey and green tunic with a wide belt. 
  Flee. When the stalker flees, are the players able to give 
  chase? How is the chase handled mechanically? 
   
  Suggestion: The players can chase the stalker by 
  making a set of three contests. The player and the DM 
  both choose an ability that they can explain how it is used 
  in the chase. If the player gets 2, they capture the stalker. 
  If the stalker gets 2, they escape. 
  Floodwaters. What effects do the floodwaters have? Is it 
  possible to cross the sudden rushing flow? What ability 
  checks occur if a creature falls in? Does it damage the 
  creature? 
   
  Suggestion: Breaking the dam causes water to 
  flow straight down for 5 spaces then into the river. A 
  creature that enters or starts its turn in a flooded space 
  must make a medium Strength (Athletics) check. On a 
  failure, the water rush them 20 ft. downstream. They can 
  repeat the check on the start of their next turn to exit the 
  river. 
  
  50 
   
  9 : ENVIOUS STRANGER 
   
  Setup. The players, one of which with a visible magic 
  item, are leaving a settlement for the wilderness. Before 
  getting out of town, the players are approached by a rich 
  stranger who has heard of their accomplishments. The 
  stranger is particularly curious about any magic items 
  obtained through adventuring.  
   
  Later, after the players have left town, the 
  stranger decides they want the item for themselves. They 
  hire a gang of thieves to ambush the party on the road 
  and return the item to them. If the players defeat them, 
  they may discover the thieves camp for further rewards 
  and evidence incriminating the stranger. 
  The Stranger. The rich stranger asks how the magic item 
  works, ask to hold it, and are generally curious and 
  impressed with the item. A player that passes a medium 
  Wisdom (Insight) check can tell that the stranger clearly 
  covets the item, but isn’t about to steal it outright. They 
  may go so far as to offer to buy the item from the party. 
  River Canyon Road. The road runs along a river, elevated 
  on a shallow mound of earth. As the elevation of the 
  terrain increases around the party, the river begins to cut 
  a canyon with cliff walls. When the players come to the 
  river’s turn, the sides have risen to 30 ft. tall. The water 
  becomes rough and prone to rapids near the bend, 
  hazardous to any creature that falls in. 
  Signs of Watchers. A day after leaving the settlement, the 
  players notice someone far in the distance behind them 
  on horseback. That night as they make Wisdom 
  (Perception) checks to keep watch, passing a medium 
  check notices some creature stalking around the camp. If 
  a player investigates, they must make a Wisdom 
  (Perception) or Intelligence (Investigation) check. On a 
  success, they find boot tracks from a medium-size person. 
  Thief Assault. The thieves ambush the party in the 
  canyon. If the gang has a mix of melee and ranged, ranged 
  stay on the canyon above while melee block one of the 
  exits. If All melee, they attack from both sides of the road. 
  Finding the Camp. Finding the thieves’ camp requires 
  passing one set of three ability checks.  The players must 
  choose from among them three skills that one has with 
  proficiency. That player must describe how they use that 
  skill to trace back to the camp, then make an ability check 
  to determine success, difficulty at DMs discretion. Two or 
  three successes constitutes a pass on the set of three.  
  On a pass, the players find their way back to the 
  camp before the few left to watch the camp take any 
  valuables and flee. On a fail, the players find the camp but 
  with a lesser reward. 
  Thief Camp. The thief camp is hidden past thick forest 
  growth, far from the road. A cluster of tents around a 
  central campfire and cooking pot. If the players pass the 
  check to find the camp, 2-3 thieves are around the fire, 
  fleeing at the first sight of the party. The leader’s tent has 
  a small chest that can be opened with a medium Dexterity 
  check with Thieves’ Tools. Inside is gold and a magic item. 
  The leader’s tent also contains evidence incriminating the 
  stranger regardless of success on finding the camp. 
  Aftermath. If the party returns to the previous settlement 
  with the incriminating evidence, they may seek justice in 
  the local courts. The rich stranger may face time in prison 
  as well pay a significant amount of their wealth to the 
  party. 
   
   
  
  51 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to ambush 
  the party? What XP difficulty does the group have?  
   
  Suggestion: Hard XP difficulty. 
  Gold. How much gold is in the chest? 
   
  Suggestion: 200 gp. 
  Optional Preparation 
  Magic Item. What magic item is in the chest? Is it not 
  combat related, or did the thief simply not see its 
  usefulness? 
   
  Suggestion: Ring of Waterwalking (DMG 193). 
  The leader did not think to bring it, if they even knew 
  what the ring specifically did. 
  Rich Stranger. What is the stranger’s name and 
  appearance? How did they make their fortune? 
   
  Suggestion: The stranger’s name is Leok Ilefa. 
  They wear a dark blue tunic embroidered with golden 
  thread. Expensive looking rings adorn their fingers. They 
  made their fortune renting out farmland to local farmers 
  that has been in their family for generations. 
  Rapids. What happens to a creature that falls into the 
  river? Must they make any ability checks? Do they take 
  any damage on a failure? 
   
  Suggestion: A creature that falls in the rapids 
  they are  swept 15 ft. downstream and they take 7 (2d6) 
  bludgeoning damage. On the start of their next turn they 
  make a medium Strength (Athletics) check. On a success, 
  they manage to swim to shore. On a failure they move 
  additional 15 ft. downstream and take the damage again. 
  
  52 
   
  10 : GUARD POST DEFENSE 
  Setup. The party is travelling through the wilderness 
  when they come across an isolated guard post along the 
  road. Unless there is some clear reason not to, the guard 
  captain welcomes the party to spend the night, citing a 
  gang of thieves recently taking up residence in the nearby 
  forest. Unbeknownst to the guard captain, there is a 
  traitor among them planning to assist the thieves from 
  the inside in an imminent ambush.  
  Guard Post. The structure spans the road, a thick tower 
  on one side, a skinny on the other, and an archway 
  between them. The archway seconds as a staircase 
  upwards to the lookout tower, the skinnier and taller of 
  the two.  
  The Guards. The captain and three guards bear standard-
  issue armor and weapons. The captain carries a magic 
  ranged weapon that they wield from the watchtower’s 
  lookout spot when the guard post is under attack. 
  Spending the Night. A guard objects when the captain 
  invites the party to stay, citing the risk of inviting 
  strangers past the door. A player that passes a 
  medium(Insight) check sees the guard is honestly 
  nervous. Passing by 5 or more reveals the guard is lying 
  about their reasons.  
  Lower Level. The lower level contains the guards’ food 
  supplies and a small kitchen with table and chairs. A small 
  spiral staircase leads to the upper level. The door outside 
  is typically locked, and can be opened by passing a hard 
  Dexterity check with thieves’ tools.  
  Supply Bomb. One of the crates of supplies near the door 
  is enchanted to explode at a magic signal. The explosion 
  blasts open the door.  
  Upper Level. The upper level right tower contains the 
  guards’ sleeping quarters. Bunkbeds with long storage 
  trunks tucked beneath and weapons mounted on the 
  walls. A locked door opens to a stairway to the lookout 
  tower, and can be opened by passing a medium Dexterity 
  check with thieves’ tools. A player that passes a medium 
  Wisdom (Perception) or Intelligence (Investigation) check 
  notices a small tear in a mattress half covered by a 
  blanket. Inside is a pouch with 20 platinum pieces. The 
  bed belongs to a traitorous guard different who disagreed 
  with the captain. 
  Watchtower. The watchtower door can be barred from 
  the inside. Smashing through requires attack actions at 
  DM’s discretion. The lookout spot is enchanted to defend 
  those inside from ranged attacks. 
  Traitorous Guard. If the player questions the traitorous 
  guard, they play innocent unless the player passes a hard 
  Charisma check, skill determined by player choices or 
  DMs discretion. Confronting the guard about the hidden 
  coin purse lowers the DC. If passed, the guard asks the PC 
  to join on an errand outside to speak in private, hinting 
  one of the guards is untrustworthy. Once outside, they 
  asks the party to join in attacking the watchtower with 
  20pp as only an initial reward. A player that passes a 
  medium Wisdom (Insight) check sees that the guard is 
  lying. 
  Thief Assault. If a player questions the guard, the thieves 
  attack moments after the guard asks the party to join. 
  Otherwise, they attack at night when most are asleep. 
  When the attack begins, the supply bomb triggers killing 
  one guard if the other is asleep, both if not. The guard 
  captain retreats to the watchtower to defend the post. 
  Reward. If the players save the guard captain, they 
  reward the party with additional reward for each guard 
  saved as well. They may offer their magic weapon in 
  return for saving their lives at DM’s discretion. 
  
  53 
   
  SIDE-QUEST PREPARATION 
  Essential Preparation 
  Thieves. Which gang of thieves are attempting to ambush 
  the guard post? What XP difficulty does the group have?  
   
  Suggestion: Deadly XP difficulty. 
  Optional Preparation 
  Standard-Issue. What is standard armor and weapons for 
  guards in this are? Do they supply their own equipment, 
  or is it issued to them? Is it better than what the party 
  has, and is it marked to show what group it belongs to? 
   
  Suggestion: The armor is military issued, well-
  made breastplates, longswords, and shields of a common 
  variety. They are clearly marked with the groups insignia 
  and it would require blacksmithing to remove the mark. 
  Magic Ranged Weapon. What type of weapon is it? What 
  are its magical effects? 
   
  Suggestion: The weapon is a magic longbow. The 
  weapon is enchanted to do additional damage if the 
  wielder has a height advantage on the target. The arrows 
  take on a light, glowing meteor effect, strengthened for 
  each 20 ft. higher the wielder is than their target. The 
  effect gives the wielder +1 to attack and damage rolls 
  against that target, maximum +3. The longbow’s damage 
  becomes magical if the attack is effected in this way. 
  Lookout Spot. What type of enchantment protects the 
  lookout spot? Does it absorb a certain amount of damage 
  before braking, raise the AC of one inside, reduce each 
  instance of damage by a smaller amount, or other? 
   
  Suggestion: The lookout spot has a magically 
  erected, invisible barrier. This barrier slows incoming 
  missile attacks, reducing damage dealt by 1d6+6 if they 
  hit. Casting dispel magic on the barrier weakens it for 1 
  hour, removing the modifier for the duration. 
  Explosion. What is the size and strength of the explosion, 
  appropriate for the level of the current party? 
   
  Suggestion: Each creature on the lower level 
  must make a medium Dexterity saving throw. A creature 
  takes 22 (4d10) fire damage on a failed save, and half as 
  much on a successful one. 
  
  54 
   
  The Gangs 
  The archetype for this set is the gang of thieves. Each 
  gang is themed by its preference in methods, inspired by 
  their secondary attribute. 
  Tactician Gang 
  The tacticians are characterized by heightened strength. 
  Assaulting guarded convoys of valuables, or performing 
  precision prisoner rescues, members of this gang excel 
  at group tactics and martial discipline. What makes each 
  different is the role they play in the larger strategy. 
  Juggernaut Gang 
  The juggernauts are characterized by heightened 
  constitution. Mugging, intimidation, murder, or breaking 
  into a vault through brute force alone, members of this 
  gang rely on power through alchemy to succeed. What 
  makes each different is their role as enhanced user or 
  producer. 
  Mechanist Gang 
  The mechanists are characterized by heightened 
  intelligence. Performing flashy, explosive heists or 
  raining down grenades in raids, members of this gang 
  use a variety of gadgets to control the battlefield and 
  incinerate their opponents. What makes each different 
  is the particular invention they bring to combat. 
  Shadow Gang 
  The shadows are characterized by heightened wisdom. 
  Performing untraceable espionage or executing targets 
  in the most secure locations, members of this monastic 
  gang excel through a combination of martial prowess 
  and the fantastic skills of their order. What makes each 
  different is the depth to which they have mastered their 
  doctrine, reflected in differences in capabilities both 
  ordinary and extraordinary.  
  Glamor Gang 
  The glamors are characterized by heightened charisma. 
  Performing captivating public assassinations or robbing 
  entire parties without a single blow, members of this 
  this gang draw power through a pact to charm all who 
  look upon them. What makes each different is the mask 
  they were given and the effect it has on the onlooker. 
  Strategy 
  Each gang has a thematic means by which they achieve 
  victory in the battlefield, and ways for the players to 
  neuter that strength.  
  Tactician Gang 
  This gang wins through actions that give opportunities for 
  their allies to strike through reaction shots. Bully Strikers, 
  Squad Lieutenants, and Squad Captains maintain 
  presence in melee, knock down opponents, and 
  command additional attacks from nearby allies. Rooftop 
  Spotters and Quickdraw Opportunists stay at a distance, 
  taking reaction shots when enemies are knocked down. 
  Their damage falls off sharply once the leaders are taken 
  out, so get the thieves in prime positions and use the 
  leader abilities to strike at the party before that occurs. 
  The players defeat this gang through denying melee 
  engagements, winning shove contests, and taking out the 
  leaders first before they call out too many coordinated 
  strikes. 
  Juggernaut Gang 
  This gang wins through juicing up their muscle, beating 
  down their foes, and injecting them with a variety of 
  poisons. Meatbag Addicts, Muscle Junkies, and 
  Contaminated Bruisers provide the frontline, single-
  method fighters while the Basic Producer and Expert 
  Producer provide the alchemy to win the battle. The 
  longer the battle goes the stronger they become, just 
  keep using that alchemy. 
  The players defeat this gang through focusing down the 
  producers 
  before 
  they 
  can 
  apply 
  too 
  many 
  enhancements, avoiding being charged and restrained, 
  and bring a variety of cure poison effects to the 
  battlefield. 
  Mechanist Gang 
  This gang wins through controlling the battlefield with 
  area of effect grenades, mechanically enhanced 
  harassment, and a variety of explosives. Piston Runners 
  and Hookshot Handbows harass the players with thrown 
  and ranged weapons while using their enhanced speed or 
  mobility to stay out of reach. Crossbow Grenadiers apply 
  a variety of area effects to make the battlefield more 
  difficult to traverse. Boomglue Cannoneers shoot 
  
  55 
   
  restraining globs of glue that explode on additional 
  impact damage. And Barrel Bombers bring big finishers 
  to complete the victory. Don’t forget to use the runners 
  and hookshots to move those barrels along before setting 
  them off. Limit the parties movements with harassment 
  and ground effects, then roll barrels till they cave. 
  The players defeat this gang through disabling their 
  mechanical equipment through damaging it directly, 
  circumventing the various ground effects meant to keep 
  the party at a distance, and using ranged attacks of their 
  own to explode the barrels before they get too close. 
  Shadow Gang 
  This gang wins through striking hard in ambush and 
  removing opportunities for the players to strike back. 
  Shadow Bringers and Dark Weavers spread darkness 
  across the battlefield while supporting from afar. 
  Numbing Pugilists, Shadow Strikers, and Umbral Stalkers 
  utilize this darkness to hide with varied degrees of 
  strength, the stronger able to become invisible in 
  darkness for a few turns of combat. Keep to the shadows, 
  focusing down the party one member at a time while 
  preventing return damage for as long as possible. 
  The players defeat this gang through avoiding combat in 
  dim light or darkness, dispelling magical darkness, or 
  outlasting the ambush capabilities then destroying the 
  squishy enemies. 
  Glamor Gang 
  This gang wins through never allowing a chance to strike 
  back. The squishiest, and least combat orientated of the 
  gangs, this group relies on layering power charms from 
  magical masks to incapacitate then assassinate their 
  victims. The Friend wears a mask that charms people into 
  thinking they are friendly. The Spook wears a mask that 
  helps them pass unnoticed before stabbing into both 
  body and mind. The Distraction holds audiences captive, 
  allowing them to be robbed blind. The Fright wears a 
  mask that spreads fear, a stronger version of the Spook. 
  The Rabble Rouser takes the Distraction’s performance 
  once step further, giving extended control over those 
  who listen for an extended time. This gang has the 
  toughest time taking out a party, as they wear no armor 
  and have few combat abilities if their charms fail them. 
  Try to consider how the gang could use their powers 
  before the party comes upon them, such as the Rabble 
  Rouser taking control of a crowd of innocent civilians, 
  convincing them the party members are criminals, then 
  attacking the party amongst the angry mob. Surprise is 
  key. 
  The players defeat this gang by resisting the different 
  charms, either making the saving throws or ability checks 
  or some other more creative means such as fighting in 
  darkness so that the masks cannot be seen. If the gang 
  cannot capture the players with their enchantments, or 
  do enough damage before they shake them free, they are 
  unlikely to survive long in direct, violent confrontation 
  with the players.  
   
   
  
  56 
   
  Criminal Crabs 
  Criminals in any world benefit from assistance from 
  other creatures. However, there is often the difficulty of 
  creating trust between non-lawful individuals. In this 
  world, many solitary thieves have turned to magic-
  mechanical constructs that resemble metal crabs the 
  size of a small dog. With large round bodies and skinny 
  legs capable of walking on any surface, these 
  automatons provide utility you can trust. 
  Carrier Crab 
  Carrier Crabs are designed to lighten the load of any 
  thief. Keyed to specific individuals, these constructs 
  scurry behind their masters, carrying tools and providing 
  a place to deposit loot. Faster moving than other 
  models, the Carrier Crab flees the scene at a mental 
  command with the ability to find its own way to a 
  number of predesignated hideaways. 
  Comfort Crab 
  Comfort Crabs takes the place of a lookout for the 
  solitary criminal. Proficient in hiding, and enchanted 
  with abjuration magics, these constructs can warn their 
  masters of enemies on the approach. Smaller and more 
  fragile than other models, the Comfort Crab provides 
  cover for a hasty getaway at a mental command with 
  the ability to produce a variety of obstacles against 
  pursuers such as smoke clouds or scattered caltrops. 
  Champion Crab 
  Champion Crabs serve as the solitary criminals last line 
  of defense. Larger and sturdier than the other models, 
  the Champion Crab takes on the role of the expendable 
  bruiser who engages enemies in combat to allow their 
  master to escape. However, due to their expected lack 
  of reusability, Champion Crabs tend to be more shoddily 
  manufactured than other models, resulting in a greater 
  risk of malfunctions that may disable it for a time. 
   
   
   
   
  1/4 : CARRIER CRAB 
  Small construct, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 16 (3d6+6) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 14 (+2) 8 (-1) 
  6 (-2) 
  10 (+0) 3 (-4) 
  Saving Throws Str +3, Dex +3 
  Skills Athletics +3, Acrobatics +3 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception  
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Spider Climb. The carrier crab can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Bound. The carrier crab is magically bonded to an 
  amulet. As long as the crab and its amulet are on the 
  same plane of existence, the amulet’s wearer can 
  telepathically call the crab to travel to it, and the crab 
  knows the distance and direction to the amulet. 
  Scurry Command. The amulet’s wearer can 
  telepathically call to the crab to flee to a hideaway as a 
  bonus action. The wearer can designate up to 3 
  hideaways by communicating a command word while 
  touching the crab at the location. 
  Actions 
  Pincer. Melee Weapon: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4+2) piercing type damage. 
  1/4 : COMFORT CRAB 
  Tiny construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 8 (2d4+3) 
  Speed 20 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  6 (-2) 
  12 (+1) 6 (-2) 
  6 (-2) 
  10 (+0) 3 (-4) 
  Saving Throws Dex +3 
  Skills Acrobatics +3, Stealth +3 
  
  57 
   
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception  
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Spider Climb. The carrier crab can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Bound. The comfort crab is magically bonded to an 
  amulet. As long as the crab and its amulet are on the 
  same plane of existence, the amulet’s wearer can 
  telepathically call the crab to travel to it, and the crab 
  knows the distance and direction to the amulet. 
  Lookout Command. The amulet’s wearer can 
  telepathically call to the crab to hide and keep watch as 
  a bonus action. The crab’s size lets it find a place to hide 
  in almost any environment. If a tiny or larger creature is 
  spotted by the crab, a mental alarm alerts the wearer 
  with a ping, if they are within 1 mile of the crab. This 
  ping awakens them if they are asleep. 
  Cover Command. The amulet’s wearer can telepathically 
  call to the crab to cover their escape as a bonus action. 
  The crab releases from its underbelly one of the 
  following options (roll a d4 or choose one); the crab can 
  hold one payload at a time, and can be reloaded during 
  a short rest. 
   
  1. Smoke Grenade. The grenade bursts, filling a 
  10-foot radius sphere with smoke centered on the 
  grenade. The smoke spreads around corners, and its 
  area is heavily obscured. It lasts for 5 minutes, or until a 
  wind of moderate or greater speed disperses it. 
   
  2. Caltrop Grenade. The grenade bursts, 
  spreading caltrops across a 15-foot square centered on 
  the grenade. When the grenade bursts, each creature in 
  the affected area must make a DC 11 Dexterity saving 
  throw. A creature takes 2 (1d4) piercing damage on a 
  failed save. A creature must also make this saving throw 
  when it moves through the affected area for the first 
  time on its turn.  
   
  3. Sticky Grenade. The grenade bursts, 
  spreading sticky goo across a 15-foot square centered on 
  the grenade. When the grenade bursts, each creature in 
  the affected area must make a DC 11 Dexterity saving 
  throw or be restrained. A creature restrained by the goo 
  can use its action to make a Strength check against the 
  same DC. On a success, it frees itself. A creature must 
  also make the Dexterity saving throw when it moves 
  through the affected area for the first time on its turn. 
   
  4. Glowbug Grenade. The glass grenade 
  contains a thumb-sized lightning bug. The chamber 
  crushes the bug on use, releasing a brilliant flash. Each 
  creature that can see the impact within a 15-foot radius 
  sphere centered on the point must make a DC 10 
  Constitution saving throw. On a failed save, the target is 
  blinded for 1 minute. At the end of each of its turns, an 
  affected creature can make another Constitution saving 
  throw. On a success, the effect ends. 
  Actions 
  Jab. Melee Weapon: +2 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. 
  1/2 : CHAMPION CRAB 
  Small construct, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 24 (4d6+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  16 (+3) 13 (+1) 12 (+1) 6 (-2) 
  10 (+0) 3 (-4) 
  Saving Throws Str +5, Con +3 
  Skills Athletics +5 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception  
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 1/2 (100 XP) 
  Spider Climb. The carrier crab can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Bound. The champion crab is magically bonded to an 
  amulet. As long as the crab and its amulet are on the 
  
  58 
   
  same plane of existence, the amulet’s wearer can 
  telepathically call the crab to travel to it, and the crab 
  knows the distance and direction to the amulet. 
  Combat Command. The amulet’s wearer can 
  telepathically call to the crab to engage in combat with 
  targets of their choosing as a bonus action.  
  Shoddy Craftsmanship. When the champion crab 
  attacks, roll an additional d10. On a result of 1, the crab 
  malfunctions, incapacitating it until the start of its next 
  turn. At half health or less, a 1 or a 2 results in a 
  malfunction. 
  Actions 
  Multiattack. The champion crab makes two pincer 
  attacks. 
  Pincer. Melee Weapon: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage. If the target is a Medium 
  or smaller creature, it is grappled (escape DC 13). The 
  champion crab has two pincers, each one can grapple 
  only one target.  
   
   
  
  59 
   
  Tactician Gang 
  THIEF BOSS – TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 19 (breastplate, shield) 
  Hit Points 83 (14d8+20) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  18 (+4)  16 (+3)  15 (+2)  13 (+1)  14 (+2)  14 (+2) 
  Saving Throws Str +7, Dex +6 
  Skills Athletics +7, Acrobatics +6, Perception +5, 
  Persuasion +5, Intimidation +5 
  Senses passive Perception 15 
  Languages any one language (usually common) 
  Challenge 4 (700 XP) 
  Arm Straps. The tactician’s shield is strapped to its arm, 
  leaving its off-hand free to make a two-handed weapon 
  attack. If the tactician does so, it loses its shield’s AC 
  bonus until the start of its next turn. 
  Guerilla Tactics.  The tactician can take the Dash action 
  as a bonus action on each of their turns. Additionally, 
  they do not provoke opportunity attacks when they 
  move away from a prone creature. 
  Merciless. The tactician gains advantage on attacks 
  against prone targets, even when making ranged 
  attacks. 
  Shield Charge. The tactician has advantage on ability 
  checks when taking Shove action if they have move 10 
  ft. in a straight line towards a target. 
  Actions 
  Multiattack. The tactician uses Positioning Command or 
  Coordinated Strike if it can. Then, it makes three weapon 
  attacks. The tactician can replace any number of these 
  attacks with the Shove action. 
  Longsword. Melee Weapon: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10+4) 
  slashing damage if used with two hands. 
  Hand Crossbow. Ranged Weapon: +6 to hit, range 30 
  ft./120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Positioning Command. One of the tactician’s allies 
  within 60 feet of them than can hear them can use their 
  reaction to move up to their speed without provoking 
  opportunity attacks. 
  Coordinated Strike (Recharge 5-6). Each of the 
  tactician’s allies within 60 feet of them that can hear 
  them can make a free shove action or weapon attack if 
  they can. 
  Reactions 
  Parry. When the lieutenant is damaged by a melee 
  attack, it can use its reaction to reduce the damage by 4 
  (1d8). 
  1/8: BULLY STRIKER - TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 (leather, shield)  
  Hit Points 15 (2d8+6) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1)  13 (+1)  11 (+0)  10 (+0)  10 (+0)  10 (+0) 
  Saving Throws Str +3, Dex +3 
  Skills Athletics +3, Stealth +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/8 (25 XP) 
  Bully Opportunist. When adjacent creature is damaged 
  by an ally, the striker can use their reaction to 
  immediately make a shove action on the creature. 
  Guerilla Tactics. The striker can take the Dash action as 
  a bonus action on each of their turns. Additionally, they 
  do not provoke opportunity attacks when they move 
  away from a prone creature. 
  Actions 
  Shortsword. Melee Weapon: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  Hand Crossbow. Ranged Weapon: +4 to hit, range 30 
  ft./120 ft., one target. Hit: 5 (1d6+2) piercing damage 
   
   
   
   
  
  60 
   
  1/4: ROOFTOP SPOTTER - TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 13 (leather armor)  
  Hit Points 23 (4d8+5) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 14 (+2) 10 (+1) 10 (+0) 11 (+0) 10 (+0) 
  Saving Throws Str +3, Dex +4 
  Skills Acrobatics +4, Stealth +4, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually common) 
  Challenge 1/4 (50 XP) 
  Merciless. The spotter gains advantage on attacks 
  against prone targets, even when making ranged 
  attacks. 
  Actions 
  Shortsword. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Light Crossbow. Ranged Weapon: +4 to hit, range 80 
  ft./320 ft., one target. Hit: 6 (1d8+2) piercing damage. 
  Reactions 
  Opportunist. When a creature within 80 feet of the 
  spotter that it can see is knocked prone by one of its 
  allies, the spotter can use a reaction to make a weapon 
  attack against that creature. 
  1/2: SQUAD LIEUTENANT - TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 16 (hide armor, shield) 
  Hit Points 37 (6d8+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  15 (+2)  14 (+2)  12 (+1)  12 (+1)  12 (+1)  12 (+1) 
  Saving Throws Str +4, Dex +4 
  Skills Athletics +4, Stealth +4, Perception +3 
  Senses passive Perception 13 
  Languages any one language (usually common) 
  Challenge 1/2 (100 XP) 
  Arm Straps. The lieutenant’s shield is strapped to its 
  arm, leaving its off-hand free to make a two-handed 
  weapon attack. If the tactician does so, it loses its 
  shield’s AC bonus until the start of its next turn. 
  Guerilla Tactics. The lieutenant can take the Dash action 
  as a bonus action on each of their turns. Additionally, 
  they do not provoke opportunity attacks when they 
  move away from a prone creature. 
  Actions 
  Longsword. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) 
  slashing damage if used with two hands. 
  Strategic Strike. When the lieutenant takes the Attack 
  action on their turn, it can forego its attack and direct 
  one of its allies to strike. That creature can immediately 
  make one shove action or weapon attack, adding 4 (1d8) 
  to the ability check or damage roll. 
  Reactions 
  Parry. When the lieutenant is damaged by a melee 
  attack, it can use its reaction to reduce the damage by 4 
  (1d8). 
  1: QUICKDRAW OPPORTUNIST - TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 15 (chain shirt) 
  Hit Points 46 (8d8+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  14 (+2)  15 (+2)  12 (+1)  10 (+0) 13 (+1)  10 (+0) 
  Saving Throws Str +4, Dex +4 
  Skills Athletics +4, Acrobatics +4, Stealth +4 
  Senses passive Perception 11 
  Languages any one language (usually common) 
  Challenge 1 (200 XP) 
  Guerilla Tactics. The opportunist can take the Dash 
  action as a bonus action on each of their turns. 
  Additionally, they do not provoke opportunity attacks 
  when they move away from a prone creature. 
  Merciless. The opportunist gains advantage on attacks 
  against prone targets, even when making ranged 
  attacks. 
  Actions 
  
  61 
   
  Multiattack. The opportunist makes two shortsword or 
  light crossbow attacks. Or the opportunist makes one 
  Distracting Shot and one light crossbow attack. 
  Shortsword. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Light Crossbow. Ranged Weapon: +4 to hit, range 80 
  ft./320 ft., one target. Hit: 6 (1d8+2) piercing damage. 
  Distracting Shot. The opportunist makes a ranged attack 
  meant to leave the target vulnerable rather than hitting 
  it. Ranged Weapon: +4 to hit, range 30 ft./120 ft., one 
  target. Hit: the next attack roll against the target has 
  advantage and deals an additional 4 (1d8) damage if the 
  attack is made before the start of the striker’s next turn. 
  Reactions 
  Opportunist. When a creature within 80 feet of the 
  opportunist that it can see is knocked prone by one of its 
  allies, the opportunist can use a reaction to make a 
  weapon attack against that creature. 
  2 : SQUAD CAPTAIN - TACTICIAN 
  Medium humanoid, any non-lawful alignment 
  Armor Class 17 (chain shirt, shield) 
  Hit Points 60 (10d8+15) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  16 (+3) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 13 (+1) 
  Saving Throws Str +5, Dex +4 
  Skills Athletics +5, Stealth +4, Perception +4 
  Senses passive Perception 14 
  Languages any one language (usually common) 
  Challenge 2 (450 XP) 
  Arm Straps. The captain’s shield is strapped to its arm, 
  leaving its off-hand free to make a two-handed weapon 
  attack. If the tactician does so, it loses its shield’s AC 
  bonus until the start of its next turn. 
  Guerilla Tactics. The captain can take the Dash action as 
  a bonus action on each of their turns. Additionally, they 
  do not provoke opportunity attacks when they move 
  away from a prone creature. 
  Actions 
  Multiattack. The captain makes two longsword attacks. 
  The tactician can replace any number of these attacks 
  with the Shove action. 
  Longsword. Melee Weapon: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+3) slashing damage, or 7 (1d10+2) 
  slashing damage if used with two hands. 
  Commanding Strike (Recharge 5-6).When the captain 
  takes the Attack action on their turn, it can forego its 
  attack and direct three of its allies to strike. Those 
  creatures can immediately make one shove action or 
  weapon attack. 
  Reactions 
  Parry. When the captain is damaged by a melee attack, 
  it can use its reaction to reduce the damage by 4 (1d8). 
   
   
  
  62 
   
  Juggernaut Gang 
  THIEF BOSS – JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 (studded leather) 
  Hit Points 100 (16d8+28) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  16 (+3) 15 (+2) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 
  Saving Throws Str +6, Dex +5, Con +7 
  Skills Athletics +6, Stealth +5, Nature +5, Medicine +3 
  Damage Resistances poison 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 4 (700 XP) 
  Acquired Tolerance. Years of usage have left the boss’ 
  body more resistant to poisons. The boss has advantage 
  on saving throws to resist poisons. 
  Charge. If the boss moves at least 20 feet straight 
  toward a target and then hits it with an attack on the 
  same turn, the target takes an extra 14 (4d6) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone. 
  Poison Cache. The boss brings a variety of poison vials to 
  the battlefield, secret recipes for personal use. The 
  poisons typically progress in stages. Any effect that cures 
  poison on a creature ends all poison effects. 
  Kick ‘em While They’re Down. If the junkie hits a prone 
  target, including a target knocked prone by the hit, they 
  can make an additional fist attack on the same target as 
  a bonus action. 
  Staggering Blows. If the boss hits two fist attacks on a 
  creature on the same turn, the target must succeed on a 
  DC 15 Strength saving throw or be knocked prone 
  Actions 
  Multiattack. The boss makes three fist attacks or two 
  fist attacks and one poison application. 
  Fist. Melee Weapon: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4+3) bludgeoning damage. 
  Poison Application. Melee Weapon: +6 to hit, reach 5 ft., 
  one target. Hit: The boss injects a creature with a 
  dangerous chemical concoction. The boss uses one of 
  the following options (roll a d4 or choose one); the boss 
  can use each one no more than twice per day: 
   
  1. Enhancer. The creature must make a DC 15 
  Constitution saving throw. The creature takes 35 (10d6) 
  poison damage on a failed save. Regardless, the 
  creature’s speed is increased by 15 ft. and they gain 15 
  temporary hit points at the start of each turn. At the end 
  of their next turn, their Strength and Dexterity increases 
  by 6. Lasts 10 minutes. 
   
  2. Hallucinations. The creature must make a DC 
  15 Constitution saving throw. The creature is unaffected 
  on a success. On a failed save, the creature is poisoned. 
  At the end of the creature’s next turn, they become 
  frightened from the onset of horrific hallucinations.  
   
  3. Knockout Poison. The creature must make a 
  DC 15 Constitution saving throw. The creature is 
  unaffected on a success. On a failed save, the creature is 
  poisoned. At the start of each of its turns, until the 
  poisoned status is removed, the creature takes 10 (3d6) 
  poison damage. If this damage brings a creature below 
  25% maximum hit points, the creature is incapacitated. 
   
  4. Paralytic. The creature must make a DC 15 
  Constitution saving throw. The creature is unaffected on 
  a success. On a failed save, the creature is poisoned. At 
  the start of each of its turns, until the poisoned status is 
  removed, the creature’s speed is reduced by 5 ft. If this 
  reduction brings the creature’s speed to 10 ft. or less, 
  the creature is paralyzed.  
  1/8: MEATBAG ADDICT - JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 12 (padded armor) 
  Hit Points 18 (3d8+5) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 12 (+1) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 
  Saving Throws Dex +3, Con +3 
  Skills Athletics +3, Stealth +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  
  63 
   
  Challenge 1/8 (25 XP) 
  Charge. If the addict moves at least 20 feet straight 
  toward a target and then hits it with an attack on the 
  same turn, the target takes an extra 3 (1d6) bludgeoning 
  damage. If the target is a creature, it must succeed on a 
  DC 13 Strength saving throw or be knocked prone. 
  Actions 
  Fist. Melee Weapon: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) bludgeoning damage. 
  1/4: BASIC PRODUCER - JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 12 (padded armor) 
  Hit Points 24 (4d8+6) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 
  Saving Throws Dex +3, Con +3 
  Skills Stealth +3, Nature +3, Medicine +2 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/4 (50 XP) 
  Poison Cache. The producer brings a variety of poison 
  vials to the battlefield, injecting enemies and allies. The 
  poisons typically progress in stages. Any effect that cures 
  poison on a creature ends all poison effects. 
  Actions 
  Dagger. Melee Weapon: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) piercing damage. 
  Poison Application. Melee Weapon: +3 to hit, reach 5 ft., 
  one target. Hit: The producer injects a creature with a 
  dangerous chemical concoction. The producer uses one 
  of the following options (roll a d4 or choose one); the 
  producer can use each one no more than once per day:  
   
  1. Fortitude. The creature must make a DC 13 
  Constitution saving throw. The creature takes 14 (4d6) 
  poison damage on a failed save. Regardless, the creature 
  gains 15 temporary hit points, and their Strength 
  increases by 4 at the end of their next turn. Lasts 1 hour. 
   
  2. Speed. The creature must make a DC 13 
  Constitution saving throw. The creature takes 10 (3d6) 
  poison damage on a failed save. Regardless, the 
  creature’s speed increases by 10 ft., and their Dexterity 
  increases by 4 at the end of their next turn. Lasts 1 hour. 
   
  3. Poison. The creature must make a DC 13 
  Constitution saving throw. The creature is unaffected on 
  a success. On a failed save, the creature is poisoned. At 
  the start of each of its turns, until the poisoned status is 
  removed, the creature must repeat the saving throw 
  taking 7 (2d6) poison damage on a failed save. 
   
  4. Lethargy. The creature must make a DC 13 
  Constitution saving throw. The creature is unaffected on 
  a success. On a failed save, the creature is poisoned. At 
  the start of each of its turns, until the poisoned status is 
  removed, the creature must repeat the saving throw 
  reducing their speed by 5 ft. on a failed save. 
  1/2: MUSCLE JUNKIE - JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 13 (leather armor) 
  Hit Points 55 (9d8+15) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  13 (+1) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 
  Saving Throws Dex +4, Con +4 
  Skills Athletics +3, Stealth +4 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/2 (100 XP) 
  Acquired Tolerance. Years of usage have left the junkie’s 
  body more resistant to poisons. The junkie has 
  advantage on saving throws to resist poisons. 
  Charge. If the junkie moves at least 20 feet straight 
  toward a target and then hits it with an attack on the 
  same turn, the target takes an extra 7 (2d6) bludgeoning 
  damage. If the target is a creature, it must succeed on a 
  DC 13 Strength saving throw or be knocked prone.  
  Kick ‘em While They’re Down. If the junkie hits a prone 
  target, including a target knocked prone by the hit, they 
  can make an additional fist attack on the same target as 
  a bonus action. 
  Actions 
  
  64 
   
  Fist. Melee Weapon: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) bludgeoning damage. 
  1: EXPERT PRODUCER - JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 (leather armor) 
  Hit Points 42 (7d8+11) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 
  Saving Throws Dex +5, Con +4 
  Skills Stealth +5, Nature +4, Medicine +2 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1 (200 XP) 
  Poison Cache. The producer brings a variety of poison 
  vials to the battlefield, injecting enemies and allies. The 
  poisons typically progress in stages. Any effect that cures 
  poison on a creature ends all poison effects. 
  Actions 
  Dagger. Melee Weapon: +5 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+3) piercing damage. 
  Poison Application. Melee Weapon: +3 to hit, reach 5 ft., 
  one target. Hit: The producer injects a creature with a 
  dangerous chemical concoction. The producer uses one 
  of the following options (roll a d4 or choose one); the 
  producer can use each one no more than once per day:  
   
  1. Fortitude. The creature must make a DC 13 
  Constitution saving throw. The creature takes 21 (6d6) 
  poison damage on a failed save. Regardless, the creature 
  gains 25 temporary hit points, and their Strength 
  increases by 6 at the end of their next turn. Lasts 1 hour. 
   
  2. Speed. The creature must make a DC 13 
  Constitution saving throw. The creature takes 17 (5d6) 
  poison damage on a failed save. Regardless, the 
  creature’s speed is increased by 15 ft., and their 
  Dexterity increases by 6 at the end of their next turn. 
  Lasts 1 hour. 
   
  3. Poison. The creature must make a DC 13 
  Constitution saving throw. The creature is unaffected on 
  a success. On a failed save, the creature is poisoned. At 
  the start of each of its turns, until the poisoned status is 
  removed, the creature must repeat the saving throw 
  taking 10 (3d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
   
  4. Fatigue. The creature must make a DC 13 
  Constitution saving throw. The creature is unaffected on 
  a success. On a failed save, the creature is poisoned. At 
  the start of each its turns, until the poisoned status is 
  removed, the creature must repeat the saving throw. On 
  a failed save, the creature gains one level of exhaustion. 
  The creature gains one additional level of exhaustion 
  after 2 additional failures, repeatable to a maximum 5 
  levels of exhaustion. Curing the poison does not remove 
  exhaustion. 
  2: CONTAMINATED BRUISER - JUGGERNAUT 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 (studded leather) 
  Hit Points 85 (14d8+22) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 
  Saving Throws Dex +4, Con +5 
  Skills Athletics +4, Stealth +4 
  Senses passive Perception 10 
  Languages Any one language (usually common) 
  Challenge 2 (450 XP) 
  Acquired Tolerance. Years of usage have left the 
  bruiser’s body more resistant to poisons. The junkie has 
  advantage on saving throws to resist poisons. 
  Charge. If the bruiser moves at least 20 feet straight 
  toward a target and then hits it with a fist attack on the 
  same turn, the target takes an extra 10 (3d6) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked 
  prone.  
  Contaminated Blood. Constant usage has made the 
  bruiser’s blood poisonous to others. The bruiser can use 
  a bonus action to cut themselves with their dagger, 
  dealing 1d4 piercing damage and coating their dagger 
  with blood for 1 hit. The next time the bruiser hits a 
  creature with a dagger attack, the target must make a 
  DC 13 Constitution saving throw. On a failed save, the 
  target is poisoned. 
  
  65 
   
  Kick ‘em While They’re Down. If the bruiser hits a prone 
  target, including a target knocked prone by the hit, they 
  can make an additional fist attack on the same target as 
  a bonus action. 
  Actions 
  Multiattack. The bruiser makes two attacks with dagger 
  and fist. 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) piercing damage. 
  Fist. Melee Weapon: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) bludgeoning damage. 
   
   
  
  66 
   
  Mechanist Gang 
  THIEF BOSS – MECHANIST 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 (leather armor) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 16 (+3) 13 (+1) 18 (+4) 12 (+1) 13 (+1) 
  Saving Throws Dex +6, Int +7 
  Skills Acrobatics +6, Investigation +7, Perception +4 
  Senses passive Perception 14 
  Languages any one language (usually common) 
  Challenge 4 (700 XP) 
  Mechanic Exoskeleton. The mechanist augments their 
  capabilities with a complex, form-fitting invention 
  compact enough to fit under every day clothes. The 
  specific inventions have an AC of 6 and can be targeted 
  with disadvantage. Dealing any damage breaks one, and 
  it requires an action to repair each. 
  Actions 
  Multiattack. The boss takes three invention actions. 
  Invention. The mechanist uses one of the following 
  options (roll a d6 or choose one):  
   
  1. Ethereal Stilts. The mechanist activates stilts 
  that raise them up to 20 ft. into the air. While the 
  activating machine may be damaged, other characters 
  can only interact with the stilts themselves on the 
  ethereal plane.  
   
  2. Thought Disruptor. The mechanist activates a 
  contraption that lets out a piercing tone. All creatures 
  maintaining concentration that hear the sound must 
  pass a DC 13 Constitution saving throw or lose their 
  concentration. 
   
  3. Volatile Grease Nozzle. The mechanist pulls a 
  hose for inside their jacket connected to a pocket 
  dimension filled with an volatile, slippery grease. The 
  hose’s nozzle can expel enough grease to cover 9 5-foot 
  squares on a turn. A creature moving through a targeted 
  square must make a DC 13 Dexterity (Acrobatics) saving 
  throw or fall prone. A creature in a targeted square must 
  make a DC 15 Dexterity saving throw or be covered in 
  grease.  
  Dealing bludgeoning damage to the grease 
  causes it to erupt in flames, spreading to any grease it 
  touches. The grease burns for 1d4+2 turns, dealing 1d6 
  fire damage to any creature set on fire or in the area. A 
  burning creature has disadvantage on attack and saving 
  throws, and grants advantage when targeted with an 
  attack. Removing the grease takes 10 minutes of 
  cleaning with hot water and soap or other solvent at 
  DM’s discretion. 
   
  4. Stunning Extendo-Punch. A mechanical fist 
  extends outward to strike an opponent. Melee Weapon: 
  +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) 
  bludgeoning damage and 3 (1d6) lightning damage. The 
  target must make a DC 13 Constitution saving throw. On 
  a failed save, the target is stunned till the end of their 
  next turn. 
   
  5. Mosquito Stabbers. The mechanist activates 
  a swarm of tiny buzzing constructs that fly from a 
  backpack. The constructs fill the air around the 
  mechanist, attacking hostile creatures that come within 
  5 ft. of the mechanist or start its turn there. After the 
  swarm has been deployed, the mechanist can use one of 
  their invention actions to order the swarm to attack a 
  creature within 30 ft. of the mechanist. Number of 
  Swarms available and destructibility at DM’s discretion. 
  Suggested treat like a spell, vulnerable to targeting a 
  visible control mechanism on the mechanist’s person, 
  but only one and not attackable. 
   
  Needle Swarm. Melee Weapon: +6 to hit, reach 
  0 ft., one creature in the swarm’s space. Hit: 7 (2d6) 
  piercing damage. 
   
  6. Helium Grappler. A mechanical arm extends 
  outward to grab an opponent. Melee Weapon: +6 to hit, 
  reach 10 ft., one target. Hit: 1 bludgeoning damage. If 
  the target is a Medium or smaller creature, it is grappled 
  (escape DC 13). If a creature is grappled, the arm 
  detaches from the mechanist and a balloon begins to fill 
  on that end. The balloon raises the grappled creature 10 
  ft. into the air at the start of each of their turns. The 
  balloon can be popped, suggested AC 13 and 5 hp.  
   
   
  
  67 
   
  1/8 : PISTON RUNNER - MECHANIST 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 13 (padded armor)  
  Hit Points 7 (1d8+3) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 14 (+2) 10 (+0) 13 (+1) 11 (+0) 10 (+0) 
  Saving Throws Dex +4, Int +3 
  Skills Acrobatics +4, Investigation +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/8 (25 XP) 
  Accelerated Blow. If the runner hits with their light 
  hammer after moving more than 30 ft. on their turn, the 
  target takes an additional 2 (1d4) bludgeoning damage. 
  Piston Sprinters (1/Turn). The runner utilizes mechanical 
  leg enhancements underneath their clothing, granting 
  them a free dash action on their turn. The apparatus has 
  an AC of 6 and can be targeted with disadvantage. 
  Dealing any damage to it or any lightning damage to the 
  runner breaks it and it requires a long-rest to repair. 
  While broken, the runner’s speed is reduced to 25 ft. 
  Actions 
  Light Hammer. Melee or Ranged Weapon: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage. 
  1/4 : HOOKSHOT HANDBOW - MECHANIST 
  Medium humanoid, any non-lawful alignment 
  Armor Class 13 (padded armor)  
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  11 (+0) 14 (+2) 10 (+1) 13 (+1) 11 (+0) 10 (+0) 
  Saving Throws Dex +4, Int +3 
  Skills Acrobatics +4, Investigation +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/4 (50 XP) 
  Actions 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) piercing damage. 
  Hand Crossbow. Ranged Weapon: +4 to hit, range 30 
  ft./120 ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Blunted Shot. Ranged Weapon: +4 to hit, range 30 
  ft./120 ft., one target. Hit: 1 bludgeoning damage. 
  Bonus Actions 
  Hook Shot (2/Rest). Ranged Weapon: +4 to hit, range 60 
  ft., one target. Hit: The target takes 5 (1d6+2) piercing 
  damage and is attached to the cord. If the attack misses 
  within the target’s shield bonus to AC, the hook attaches 
  to the shield. If the hook is fired into a grounded surface 
  such as a wall or ceiling, the shooter can use their 
  movement to climb the cord and can shoot while 
  suspended. 
  If it hits a creature or shield, a creature can use 
  an action to pull on the cord. The puller makes a 
  Strength (Athletics) check contested by the target’s 
  Strength (Athletics) check. On a success, the target is 
  knocked prone or their shield disarmed. A creature can 
  use an action to attempt a DC 11 Strength (Athletics) 
  check. On a success, the hook is yanked free. 
  1/2 : CROSSBOW GRENADIER - MECHANIST  
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (4d8+15) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 14 (+2) 12 (+1) 14 (+2) 13 (+1) 11 (+0) 
  Saving Throws Dex +2, Wis +3 
  Skills Investigation +4, Perception +3 
  Senses passive Perception 13 
  Languages any one language (usually common) 
  Challenge 1/2 (100 XP) 
  Actions 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) piercing damage. 
  Light Crossbow. Ranged Weapon: +5 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8+3) piercing damage. 
  Blunted Shot. Ranged Weapon: +4 to hit, range 80/320  
  ft., one target. Hit: 1 bludgeoning damage. 
  
  68 
   
  Special Ammunition. The grenadier uses one of the 
  following options (roll a d4 or choose one); the 
  grenadier can use each one no more than twice per day:  
   
  1. Smoke Grenade. The grenadier fires a black 
  grenade from their crossbow into a 5-foot square space 
  within 60 ft. The grenade bursts, creating a 30-foot-
  radius sphere of thick smoke centered on the grenade. 
  The sphere spreads around corners and is heavily 
  obscured. It lasts for 5 minutes or until a wind of 
  moderate or greater speed disperses it.  
   
  2. Sticky Bomb. The grenadier fires a white 
  grenade from their crossbow into a 5-foot space within 
  60 ft. The grenade bursts, spreading a sticky goop across 
  a 35 ft. square centered on the grenade. When the 
  grenade bursts, each creature in the affected area must 
  make a DC 11 Dexterity saving throw.  
  On a failed save, the creature is restrained in 
  the goop. At the start of each of its turns, an affected 
  creature can make another Dexterity saving throw. On a 
  success, they can move through the goop that turn as if 
  it were difficult terrain. A creature that ends its turn on 
  or enters the infected area for the first time must also 
  make the saving throw. 
   
  3. Blinding Bug Shot. The mechanist attaches a 
  translucent sphere with a unique bug captured inside to 
  the tip of a bolt. They fire the arrow into a 5-foot-square 
  within 60 ft. The bug resembles a thumb-sized lightning 
  bug that explodes in a brilliant flash of light when 
  smashed.  
  Each creature that can see the impact within a 
  30-foot radius sphere centered on the point must make 
  a DC 12 Constitution saving throw. On a failed save, the 
  target is blinded for 1 minute. At the end of each of its 
  turns, an affected creature can make another 
  Constitution saving throw. On a success, the effect ends. 
   
  4. Laughing Gas Grenade. The grenadier fires a 
  purple grenade from their crossbow into a 5-foot-square 
  space within 60 ft. The grenade bursts, creating a 15-
  foot-radius sphere of dark purple smoke centered on the 
  grenade. When the grenade bursts, each creature in the 
  affected area must make a DC 13 Constitution saving 
  throw.  
  On a failed save, the target is wracked with 
  uncontrollable laughter and falls prone for 1 minute, 
  becoming incapacitated and unable to stand up for the 
  duration. At the end of each of its turns, an affected 
  creature can make another Constitution saving throw. 
  On a success, the effect ends.  
  1 : BOOMGLUE CANNONEER - MECHANIST 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 13 (padded armor) 
  Hit Points 42 (6d8+15) 
  Speed 25 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  11 (+0) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 
  Saving Throws Dex +5, Int +4 
  Skills Investigation +4, Nature +4 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1 (200 XP) 
  Explosive Glue Cannon. The gunner utilizes a unique 
  ranged weapon closer to an oversized garden hose than 
  a cannon. The apparatus shoots basketball-sized globs of 
  viscous glue. Dealing bludgeoning damage to a glob 
  causes an explosion in a 15-foot-radius sphere centered 
  on the glue. Each creature in the affected area must 
  make a DC 13 Dexterity saving throw. A target takes 14 
  (4d6) fire damage on a failed save, or half as much on a 
  successful one.  
  Actions 
  Light Hammer. Melee or Ranged Weapon: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage. 
  Sticky Shot. Ranged Weapon: +5 to hit, range 20/60 ft., 
  one target. Hit: The target takes 1 bludgeoning damage 
  and is restrained if medium size or smaller.  
  If the target is against a wall or similar surface, 
  the glue restrains them against it. Otherwise the target 
  is knocked prone and restrained against the ground. A 
  creature other than the target can spend an action to 
  remove most of the glob from a target, ending the 
  restrained condition. The remnants on either target or 
  rescuer are not explosive. 
   
   
  
  69 
   
  2 : BARREL BOMBER - MECHANIST 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 15 (leather armor) 
  Hit Points 51 (8d8+15) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 
  Saving Throws Dex +5, Int +4 
  Skills Acrobatics +5, Investigation +4 
  Senses passive Perception 11 
  Languages any one language (usually common) 
  Challenge 2 (450 XP) 
  Mechanical Limbs. The bomber utilizes mechanical limbs 
  with leg and back support attached around their waste, 
  hidden underneath their clothing. The apparatus has an 
  AC of 16 and can be targeted with disadvantage. Dealing 
  10 damage to an arm breaks it and it requires a long-rest 
  to repair all broken limbs.  
  Augmented Abilities. While the limbs are functional, the 
  bomber has advantage on Strength based ability checks, 
  and has a climb speed of 30 ft. Each limb can grapple a 
  single medium or smaller creature (escape DC 13).  
  Actions 
  Multiattack. The bomber makes two pincer attacks, or 
  prepares and rolls a barrel from their bag. 
  Pincer. Melee Weapon: +5 to hit, reach 10 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
  Mini-Barrel Bombs. The bomber wears a backpack filled 
  with magically shrunken barrels set to blow with variable 
  consequences. Dealing bludgeoning damage to a barrel 
  once with a causes it to return to normal size. A second 
  time causes the barrel to explode. 
  The barrels’ weight does not change when 
  shrunk. A barrel can be rolled up to 5+5xStrength 
  modifier feet with a shove. The bomber uses one of the 
  following options (roll a d4 or choose one); the bomber 
  can use each one no more than twice per day:  
  1. Boomglue Barrel. When the barrel explodes, 
  it spreads sticky, explosive glue in the four 5-foot 
  squares directly next to the barrel. Any creatures in the 
  affected area must make a DC 13 Dexterity saving throw. 
  On a failed save, the creature is restrained. At the start 
  of each of its turns, an affected creature can make 
  another Dexterity saving throw. On a success, they can 
  move through the goop that turn as if it were difficult 
  terrain. A creature that ends its turn on or enters the 
  infected area for the first time must also make the 
  saving throw. 
  Dealing bludgeoning damage to a glob causes 
  an explosion in a 30-foot-radius sphere centered on the 
  glue. Each creature in the affected area must make a DC 
  13 Dexterity saving throw. A target takes 21 (6d6) fire 
  damage on a failed save, or half as much on a successful 
  one.  
  2. Sticky Barrel. When the barrel explodes, it 
  shoots a sticky goop across a 35 ft. square centered on 
  the grenade. Each creature in the affected area must 
  make a DC 11 Dexterity saving throw.  
  On a failed save, the creature is restrained in 
  the goop. At the start of each of its turns, an affected 
  creature can make another Dexterity saving throw. On a 
  success, they can move through the goop that turn as if 
  it were difficult terrain. A creature that ends its turn on 
  or enters the infected area for the first time must also 
  make the saving throw. 
  3. Shock Barrel. When the barrel explodes, a 
  burst of electricity webs outwards in a 20-foot radius 
  sphere centered on the barrel. Each creature in the 
  affected area must make a DC 13 Dexterity saving throw. 
  On a failed save, the creature takes 14 (4d6) lightning 
  damage and is stunned till the end of their next turn, or 
  half as much with no additional effect on a successful 
  one.  
  4. Razzle Dazzle Barrel. When the barrel 
  explodes it flashes with blinding light, and smoke rapidly 
  fills a 60-foot radius sphere of centered on the barrel. 
  The sphere spreads around corners and is heavily 
  obscured. It lasts for 5 minutes or until a wind of 
  moderate or greater speed disperses it.  
  Each creature that can see the explosion within 
  a 30-foot radius sphere centered on the barrel must 
  make a DC 12 Constitution saving throw. On a failed 
  save, the target is blinded for 1 minute. At the end of 
  each of its turns, an affected creature can make another 
  Constitution saving throw. On a success, the effect ends. 
   
   
  
  70 
   
   
   
  
  71 
   
  Shadow Gang 
  THIEF BOSS – SHADOW 
  Medium humanoid, any non-lawful alignment 
  Armor Class 17 
  Hit Points 70 (10d8+25) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  14 (+2) 16 (+3) 12 (+1) 13 (+1) 18 (+4) 12 (+1) 
  Saving Throws Dex +6, Wis +7 
  Skills Acrobatics +6, Stealth +6, Perception +7 
  Senses blindsight 120 ft., passive Perception 17 
  Languages any one language (usually common) 
  Challenge 4 (700 XP) 
  Ethereal Form (3/Rest). The shadow can use their bonus 
  action to magically transform into an ethereal form until 
  the end of their next turn if they are in dim light or 
  darkness. In this form dim light and darkness allow them 
  to enter the ethereal plane at will.  
  Masterful Darkness. The shadow’s innate darkness is 
  empowered through mastery of secret techniques. 
  When cast, it shrouds a 100 ft. sphere in darkness. Not 
  complete, impenetrable magical darkness, but natural 
  darkness with a magical origin. Rather than making a 
  darkness visible to everyone, the spell effects are visible 
  only to those within its area of effect. 
  Precision Ambusher. When the stalker emerges from 
  hiding or invisibility, their attacks that turn crit on a 19 
  or 20. 
  Innate Spellcasting. The shadow’s innate spellcasting 
  ability is Wisdom (spell save DC 13). It can innately cast 
  the following spells, requiring no components: 
  At will: minor illusion 
  3/day each: darkness, pass without trace, silence 
  Umbral Stalk. The shadow turns invisible whenever they 
  end their turn in dim light or darkness. This invisibility 
  breaks on damaging another creature, but otherwise 
  persists while the shadow remains out of the light. 
  Unarmored Defense. While the shadow is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The shadow makes four unarmed strikes. 
  Or the shadow makes two unarmed strikes and casts 
  one spell. 
  Unarmed Strike. Melee Weapon: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) bludgeoning damage. 
  1/8 : NUMBING PUGILIST – SHADOW 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 13 
  Hit Points 9 (1d8+5) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0) 
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Stealth +4, Perception +3 
  Senses darkvision 120 ft., passive Perception 13 
  Languages any one language (usually common) 
  Challenge 1/8 (25 XP) 
  Stalk. The pugilist can use the Hide action without cover 
  in darkness. 
  Unarmored Defense. While the pugilist is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Unarmed Strike. Melee Weapon: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) bludgeoning damage. 
  Numbing Dart (3/Day). Ranged Weapon: +4 to hit, 
  reach 25 ft./100 ft. one target. Hit: 1 piercing damage, 
  and the creature must succeed on a DC 13 Constitution 
  saving throw. On a failed save, the target is affected by a 
  temporary numbing agent. The next attack roll against 
  the target has advantage before the start of the 
  pugilist’s next turn.  
  1/4 : SHADOW BRINGER – SHADOW 
  Medium humanoid, any non-lawful alignment 
  Armor Class 14 
  Hit Points 18 (3d8+5) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 14 (+2) 10 (+0) 11 (+0) 15 (+2) 10 (+0) 
  
  72 
   
  Saving Throws Dex +4, Wis +4 
  Skills Acrobatics +4, Stealth +4, Perception +4 
  Senses darkvision 120 ft., passive Perception 14 
  Languages any one language (usually common) 
  Challenge 1/4 (50 XP) 
  Innate Spellcasting. The bringer’s innate spellcasting 
  ability is Wisdom (spell save DC 13). It can innately cast 
  the following spells, requiring no components: 
  At will: minor illusion 
  2/day each: darkness, pass without trace 
  Shadow Stalk. The bringer can use the Hide action as a 
  bonus action without cover in dim light or darkness. 
  Unarmored Defense. While the bringer is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Unarmed Strike. Melee Weapon: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) bludgeoning damage. 
  Hand Crossbow. Ranged Weapon: +4 to hit, range 30 
  ft./120 ft., one target. Hit: 6 (1d6+2) 
  1/2 : SHADOW STRIKER – SHADOW 
  Medium humanoid, any non-lawful alignment 
  Armor Class 15 
  Hit Points 28 (4d8+10) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 
  Saving Throws Dex +5, Wis +4 
  Skills Athletics +4, Acrobatics +5, Stealth +5 
  Senses darkvision 120 ft., passive Perception 12 
  Languages any one language (usually common) 
  Challenge 1/2 (100 XP) 
  Precision Ambusher. When the striker emerges from 
  hiding or invisibility, their attacks that turn crit on a 19 
  or 20. 
  Shadow Form (2/Day). The striker can use their bonus 
  action to magically cloak themselves in dark mist and 
  shadow until the end of their next turn if they are dim 
  light or darkness. The shadows turn them invisible in 
  darkness or dim light until the they damage another 
  creature or the end of their next turn. While in this form, 
  the stalker can see through magical darkness, and 
  attacks of opportunity against them have disadvantage 
  even after the invisibility is broken. 
  Shadow Stalk. The striker can use the Hide action as a 
  bonus action without cover in dim light or darkness. 
  Unarmored Defense. While the striker is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The striker makes two unarmed strikes.  
  Unarmed Strike. Melee Weapon: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) bludgeoning damage. 
  1 : DARK WEAVER – SHADOW 
  Medium humanoid, any non-lawful alignment 
  Armor Class 15 
  Hit Points 32 (5d8+10) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  13 (+1) 15 (+2) 10 (+0) 12 (+1) 16 (+3) 10 (+1) 
  Saving Throws Dex +4, Wis +5 
  Skills Acrobatics +4, Stealth +4, Perception +5 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages any one language (usually common) 
  Challenge 1 (200 XP) 
  Empowered Darkness. The stalker’s innate darkness is 
  empowered through secret techniques. The ball of 
  magic darkness drinks in nearby light, creating an area of 
  non-magical darkness an additional 30 ft. beyond the 
  sphere, and dim light in an additional 30 ft. beyond that. 
  Innate Spellcasting. The stalker’s innate spellcasting 
  ability is Wisdom (spell save DC 13). It can innately cast 
  the following spells, requiring no components: 
  At will: minor illusion, toll the dead (2d8/2d12) 
  3/day each: darkness, pass without trace, silence 
  Shadow Stalk. The stalker can use the Hide action as a 
  bonus action without cover in dim light or darkness. 
  
  73 
   
  Unarmored Defense. While the stalker is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The weaver makes two unarmed strikes.  
  Unarmed Strike. Melee Weapon: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+2) bludgeoning damage. 
  2 : UMBRAL STALKER – SHADOW 
  Medium humanoid, any non-lawful alignment 
  Armor Class 16 
  Hit Points 42 (6d8+15) 
  Speed 40 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  14 (+2) 16 (+3)  12 (+1) 12 (+1) 16 (+3) 10 (+0) 
  Saving Throws Dex +5, Wis +5 
  Skills Athletics +4, Acrobatics +5, Stealth +5, Perception 
  +5 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages any one language (usually common) 
  Challenge 2 (450 XP) 
  Innate Spellcasting. The stalker’s innate spellcasting 
  ability is Wisdom (spell save DC 13). It can innately cast 
  the following spells, requiring no components: 
  At will: minor illusion 
  3/day each: darkness, darkvision, pass without trace, 
  silence 
  Precision Ambusher. When the stalker emerges from 
  hiding or invisibility, their attacks that turn crit on a 19 
  or 20. 
  Shadow Stalk. The stalker can use the Hide action as a 
  bonus action without cover in dim light or darkness. 
  Umbral Form (3/Day). The stalker can use their bonus 
  action to magically transform into a shadowy form until 
  the end of their next turn if they are in dim light or 
  darkness. 
  In this form they are invisible in darkness or dim 
  light, have resistance to all damage except force and 
  radiant damage, are immune to attacks of opportunity, 
  and they can move through other creatures and objects 
  as if they were difficult terrain. They take 5 force 
  damage if they end their turn inside an object.  
  Unarmored Defense. While the stalker is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The stalker makes three unarmed strikes. 
  Or the stalker makes one unarmed strikes and casts one 
  spell. 
  Unarmed Strike. Melee Weapon: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) bludgeoning damage. 
   
   
  
  74 
   
  Glamor Gang 
  THIEF BOSS – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 13 
  Hit Points 60 (10d8+15) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2)  18 (+4) 
  Saving Throws Dex +6, Cha +7 
  Skills Stealth +6, Persuasion +10, Deception +10, 
  Performance +10 
  Senses passive Perception 12 
  Languages any one language (usually common) 
  Challenge 4 (700 XP) 
  Expert Rhetoric. The glamor has expertise in persuasion, 
  deception, and performance. 
  Fey Glamor. The glamor dons a fey a mask at all times 
  adorned with leaves, twigs, vines, and small flowers, 
  effecting a charm on each humanoid that can see them 
  unless it is removed. Each affected creature must make 
  a Wisdom (Insight) check contested by the glamor’s 
  Charisma (Deception) check or a DC 15 Wisdom saving 
  throw at DM’s discretion. The charm does not constitute 
  a harmful action, and an already charmed creature 
  makes the Wisdom (Insight) check or saving throw with 
  disadvantage.  
  On a failure, the creature has disadvantage on 
  all saving throws or ability checks from the glamor’s 
  verses and the glamor has advantage on attacks against 
  them until they leave its presence. If a creature’s check 
  or saving throw is successful, or the effect ends for it, 
  the creature is immune to Fey Glamor for the next 24 
  hours. When the spell ends, the creatures does not 
  know they were charmed. 
  Sneak Attack (1/Turn). The rouser deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the rouser that isn’t 
  incapacitated and the rouser doesn’t have disadvantage 
  on the attack roll. 
  Urban Navigator. The distraction has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  Actions 
  Swift Verses. (Recharge 5-6). The glamor makes one 
  dagger attack and speaks one verse. 
  Dagger. Melee Weapon: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4+3) piercing damage. 
  Enchanting Verses. The glamor, their voice laced with 
  magic, utters a short poem, a snippet of song, a dramatic 
  verse, a cutting remark, a gracious appeal, or a vicious 
  threat. The verses do not constitute a harmful action. If 
  a creature’s check or saving throw is successful, or the 
  effect ends for it, the creature is immune to that verse 
  for the next 24 hours. When the effect ends, the 
  creatures know they were charmed The glamor uses one 
  of the following options (roll a d4 or choose one): 
   
  1.  Introductory Verse. All humanoids that can 
  hear the glamor must make a Wisdom (Insight) check 
  contested by the glamor’s Charisma (Deception) check 
  or a DC 15 Wisdom saving throw at DM’s discretion. On 
  a failure, they regard the glamor as a close friend or ally 
  for 1 hour even without the mask and the glamor has 
  advantage on all Charisma based ability checks against 
  them. If the introduction continues for 10 uninterrupted 
  minutes, the duration is extended to 8 hours and the 
  glamor can cast suggestion on them at will, even as a 
  group.  
   
  2. Terrifying Verse. All humanoids that can hear 
  the glamor must make a Wisdom (Insight) check 
  contested by the glamor’s Charisma (Deception) check 
  or a DC 15 Wisdom saving throw at DM’s discretion. On 
  a failure, it is frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If the threats 
  continue for 1 uninterrupted minute, the duration is 
  extended to 1 hour and the creature can no longer make 
  saving throws every turn.  
   
  3. Mystifying Verse. All humanoids that can 
  hear the glamor must make a Wisdom (Insight) check 
  contested by the glamor’s Charisma (Deception) check 
  or a DC 15 Wisdom saving throw at DM’s discretion. On 
  a failure, the glamor’s actions becomes unnoticeable for 
  that creature for 1 minute as if they were invisible. If the 
  
  75 
   
  misdirections continue for 1 uninterrupted minute, the 
  creature thinks it is lost in a misty realm for 1 hour. The 
  creature can see only itself and the illusion, and can hear 
  only itself, you. This effect ends early if the creature 
  takes any damage.  
   
  4. Withering Verse. The glamor targets a 
  humanoid that can hear it. It must make a Wisdom 
  (Insight) check contested by the glamor’s Charisma 
  (Deception) check or a DC 15 Wisdom saving throw at 
  DM’s discretion. On a failure, the creatures mind is 
  wracked with pain leaving it vulnerable. The glamor’s 
  next dagger attack strikes both mind and body, 
  increasing sneak attack damage by 21 (6d6) psychic 
  damage.  
  1/8 : FRIEND – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 11 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 13 (+1) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 
  Saving Throws Dex +3, Cha +3 
  Skills Stealth +3, Persuasion +3, Deception +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/8 (25 XP) 
  Sneak Attack (1/Turn). The friend deals an extra 3 (1d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the friend that isn’t 
  incapacitated and the spotter doesn’t have disadvantage 
  on the attack roll. 
  Urban Navigator. The friend has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  Actions 
  Dagger. Melee Weapon: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) piercing damage. 
  Friendly Glamor (1/Rest). The friend dons a warm, 
  friendly mask, effecting a charm on each humanoid that 
  can see them until they remove it or until 1 hour has 
  passed. Each affected creature must make a Wisdom 
  (Insight) check contested by the distraction’s Charisma 
  (Deception) check or a DC 13 Wisdom saving throw at 
  DM’s discretion. The charm does not constitute a 
  harmful action, and an already charmed creature makes 
  the Wisdom (Insight) check or saving throw with 
  disadvantage. 
  On a failure, it is charmed for 10 minutes or 
  until the friend or its companions do anything harmful to 
  it or its allies. The charmed creature regards the friend 
  as a friendly acquaintance. If a creature’s check or saving 
  throw is successful, or the effect ends for it, the creature 
  is immune to this Alluring Glamor for the next 24 hours 
  and have advantage on checks or saves from another 
  source. When the spell ends, the creatures know they 
  were charmed. 
  1/4 : SPOOK  – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 12 
  Hit Points 18 (3d8+5) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  12 (+1) 14 (+2) 11 (+0) 10 (+0) 11 (10) 13 (+1) 
  Saving Throws Dex +4, Cha +3 
  Skills Stealth +4, Deception +3, Intimidation +3 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/4 (50 XP) 
  Sneak Attack (1/Turn). The spook deals an extra 3 (1d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spook that isn’t 
  incapacitated and the spotter doesn’t have disadvantage 
  on the attack roll. 
  Surprising Strike. The spook’s dagger strikes both mind 
  and body against a charmed target, increasing sneak 
  attack damage by 10 (3d6) psychic damage. . 
  Urban Navigator. The spook has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  
  76 
   
   
  Actions 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) type damage. 
  Subtle Glamor (1/Rest). The spook dons a plain, 
  expressionless mask, effecting a charm on each 
  humanoid that can see them until they remove it or until 
  1 hour has passed. Each affected creature must make a 
  Wisdom (Insight) check contested by the fright’s 
  Charisma (Deception) check or a DC 13 Wisdom saving 
  throw at DM’s discretion. The charm does not constitute 
  a harmful action if successful, and an already charmed 
  creature makes the Wisdom (Insight) check or saving 
  throw with disadvantage.  
  On a failure, the spook’s actions becomes 
  unnoticeable for that creature as if they were invisible. If 
  a creature’s check or saving throw is successful, or the 
  effect ends for it, the creature is immune to this Subtle 
  Glamor for the next 24 hours and have advantage on 
  checks or saves from another source.  When the spell 
  ends, the creatures know they were charmed. 
  1/2 : DISTRACTION – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 12 
  Hit Points 28 (4d8+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  10 (+0) 14 (+2) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 
  Saving Throws Dex +4, Cha +4 
  Skills Stealth +4, Deception +4, Performance +4 
  Senses passive Perception 10 
  Languages any one language (usually common) 
  Challenge 1/2 (100 XP) 
  Sneak Attack (1/Turn). The distraction deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the distraction that isn’t 
  incapacitated and the spotter doesn’t have disadvantage 
  on the attack roll. 
  Urban Navigator. The distraction has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  Actions 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) type damage. 
  Distracting Glamor (1/Rest). The distraction dons a 
  laughing mask and begins a performance, effecting a 
  charm on each humanoid that can see or hear them 
  until they remove it or until 1 hour has passed.  Each 
  affected creature must make a Wisdom (Insight) check 
  contested by the distraction’s Charisma (Deception) 
  check or a DC 13 Wisdom saving throw at DM’s 
  discretion. The charm does not constitute a harmful 
  action if successful, and an already charmed creature 
  makes the Wisdom (Insight) check or saving throw with 
  disadvantage. 
  On a failure, it is enthralled by the distraction, 
  rendering it effectively incapacitated for up to 10 minute 
  while the performance continues, or until the distraction 
  or its companions do anything harmful to it or its allies. 
  If a creature’s check or saving throw is successful, or the 
  effect ends for it, the creature is immune to this 
  Enthralling Glamor for the next 24 hours and have 
  advantage on checks or saves from another source. 
  When the spell ends, the creatures know they were 
  charmed. 
  1 : FRIGHT – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 13 
  Hit Points 37 (6d8+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  13 (+1) 16 (+3) 12 (+1) 11 (0+) 12 (+1) 15 (+2) 
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +5, Deception +4, Intimidation +4 
  Senses passive Perception 11 
  Languages any one language (usually common) 
  Challenge 1 (200 XP) 
  Sneak Attack (1/Turn). The fright deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the fright that isn’t 
  incapacitated and the spotter doesn’t have disadvantage 
  on the attack roll. 
  
  77 
   
  Shocking Strike. The fright’s dagger strikes both mind 
  and body against a charmed target, increasing sneak 
  attack damage by 14 (4d6) psychic damage. The target 
  must make a DC 14 Constitution saving throw. On a 
  failed save, the creature is stunned until the end of the 
  terror’s next turn. 
  Urban Navigator. The cleaner has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  Actions 
  Dagger. Melee Weapon: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+3) piercing damage. 
  Frightening Glamor (1/Rest). The fright dons a terrified, 
  pain-stricken mask, effecting a charm on each humanoid 
  that can see or hear them until they remove it or until 1 
  hour has passed. Each affected creature must make a 
  Wisdom (Insight) check contested by the distraction’s 
  Charisma (Deception) check or a DC 14 Wisdom saving 
  throw at DM’s discretion. The charm does not constitute 
  a harmful action if successful, and an already charmed 
  creature makes the Wisdom (Insight) check or saving 
  throw with disadvantage.  
  On a failure, it is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a 
  creature’s check or saving throw is successful, or the 
  effect ends for it, the creature is immune to this 
  Frightening Glamor for the next 24 hours and have 
  advantage on checks or saves from another source. 
  When the spell ends, the creatures know they were 
  charmed. 
  2 : RABBLE ROUSER – GLAMOR 
  Medium humanoid, any non-lawful alignment 
  Armor Class 12 
  Hit Points 46 (8d8+10) 
  Speed 30 ft. 
  Str  
  Dex  
  Con  
  Int  
  Wis  
  Cha 
  11 (+0) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 16 (+3) 
  Saving Throws Dex +4, Cha +5 
  Skills Stealth +4, Persuasion +5, Deception +5 
  Senses passive Perception 12 
  Languages any one language (usually common) 
  Challenge 2 (450 XP) 
  Persistent Charm. If a creature or group listens to a full 
  10 minutes while charmed by Rousing Glamor, they 
  regard the rouser as an close friend or ally for 8 hours 
  even without the mask. Additionally, the rouser has 
  advantage on all Charisma based ability checks against 
  them and can cast suggestion on them at will, even as a 
  group. 
  Sneak Attack (1/Turn). The rouser deals an extra 10 
  (3d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the rouser that isn’t 
  incapacitated and the rouser doesn’t have disadvantage 
  on the attack roll. 
  Urban Navigator. The starter has advantage on skill 
  checks related to navigating through an urban 
  environment. Is not effected by difficult terrain in urban 
  settings such as caused by crowds or cart traffic. 
  Actions 
  Dagger. Melee Weapon: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) type damage. 
  Rousing Glamor (1/Rest). The rabble rouser dons an 
  impassioned, defiant mask and begins a speech, story, or 
  song, effecting a charm on each humanoid that can see 
  or hear them until they remove it or until 1 hour has 
  passed. Each affected creature must make a Wisdom 
  (Insight) check contested by the distraction’s Charisma 
  (Deception) check or a DC 15 Wisdom saving throw at 
  DM’s discretion. The charm does not constitute a 
  harmful action if successful, and an already charmed 
  creature makes the Wisdom (Insight) check or saving 
  throw with disadvantage.  
  On a failure, it is enthralled by the rabble 
  rouser, rendering it effectively incapacitated for up to 10 
  minute while it can hear the rabble rouser’s voice, or 
  until the distraction or its companions do anything 
  harmful to it or its allies. If a creature’s check or saving 
  throw is successful, or the effect ends for it, the creature 
  is immune to this Rousing Glamor for the next 24 hours 
  and have advantage on checks or saves from another 
  source. When the spell ends, the creatures know they 
  were charmed. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Gang of Thieves - Complete Package.pdf