TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  1 
   TO CATCH A THIEF 
   
   
   
  Introduction:   
  One night in Luskan can make brave warriors humble, clever 
  rogues poor, and adventurers very rich —or very, very dead. 
   
  A 3-hour Fifth Edition Dungeons & Dragons 
  adventure for 8th-13th level characters 
  suggested for evil and neutral alignments 
   (1st draft; The Doom Portals storyline DP-4B) 
   
   
  by Barbarossa 
   
   
   
  DUNGEONS & DRAGONS, D&D, The Wizard s of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other The Wizard s of the Coast product names, and their respective logos are trademarks of The Wizard s of the Coast in the USA and other countries. All characters and their 
  distinctive likenesses are property of The Wizard s of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of The Wizard s of the Coast. 
   
  ©2016 The Wizard s of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  2 
  Introduction 
  Welcome to To Catch a Thief, a Fifth Edition 
  D&D adventure.  The adventure is set the 
  Forgotten Realms, in the City of Luskan.   
  Suitable for 3-6 players level 8-13. 
  Adjusting the Adventure: 
  Special DM note:  This adventure is designed 
  to be flexible.  There is a suggested 
  storyline, but Player ingenuity, story needs, 
  or DM preference equally have priority in all 
  decisions.  Some optional encounters and 
  alternatives are suggested, but the DM must 
  use their best judgment on the plot points 
  based mostly on what makes sense and, 
  most importantly, what is the most fun.  You 
  should adjust the adventure beyond the 
  module’s guidelines. The DM might make the 
  adventure easier for a group of mostly 
  inexperienced players or more difficult for very 
  experienced players. Always follow this golden 
  rule when you DM for a group:   
  Make decisions and adjudications that 
  enhance the fun of the adventure when 
  possible.   
  To reinforce this golden rule, keep in mind the 
  following:   
  • Make adjustments to the adventure and make 
  decisions about how the group interacts with the 
  game world, especially outside of combat, but 
  the DM must adjust the adventure for groups 
  having too easy or too hard of a time.  
  • Being overwhelmed makes for a frustrating 
  game. Making the adventure too easy makes for 
  a boring game.  Assess the each player’s game 
  experience (not the characters’ levels) and ask 
  what they like in a game, then try to give them 
  the D&D experience they want. Give everyone a 
  chance to shine.   
  • Be mindful of pacing, and moving along the 
  game session appropriately. Watch for stalling, 
  which slows gameplay momentum. Adjust the 
  pacing to avoid running long or short.  
  • Give the players appropriate hints and clues to 
  they can make informed choices about puzzles, 
  combat, and interactions without getting 
  frustrated over lack of information. This 
  encourages immersion and rewards players for 
  pay attention.  Always err on the side of more 
  clues. 
  The DM should not follow the text word-for-word; 
  rather facilitate a fun, challenging game.  
  Spellcasting Services:   Any settlement town-
  sized or larger can provide some spellcasting 
  services.  Characters must travel to the 
  settlement for these services. Alternatively, if the 
  party finishes the adventure, they can be 
  assumed to return to the closest settlement.   
  Spell services generally available include 
  healing, recovery spells, and information-
  gathering spells. Other spell services might be 
  available as specified in the adventure. Unless 
  otherwise noted, three spells cast per day total 
  is the maximum number of spells available as a 
  service. .  
  Spellcasting Services Table 
  Spell 
  Cost   
  Cure wounds (1st level) 
  10 gp   
  Identify 
  20 gp 
  Lesser restoration 
  40 gp   
  Prayer of healing(2nd lvl) 
  40 gp 
  Remove curse 
  90 gp   
  Speak with dead 
  90 gp 
  Divination  
  210 gp 
  Greater restoration 
  450 gp   
  Raise dead 
  1,250 gp 
    
  Acolyte Background: A character possessing 
  the acolyte background requesting spellcasting 
  services at a temple of his or her faith may 
  request one spell per day from the Spellcasting 
  Services table for free. The only cost paid for the 
  spell is the base price for the consumed material 
  component, if any.   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  3 
  Note on the Adventure:  To Catch a Thief is a 
  homage to crime genre fiction, but not 
  particularly combat heavy.  The Players 
  investigated a crime with some social 
  encounters.  The social encounters are 
  important to building tension.  This is an 
  experimental attempt and fairly rigid.  But the 
  surprises and themes will be much more 
  effective if the inner workings are not revealed to 
  the party.  Don’t restrict players based on 
  alignment, but helpful reminders may be useful 
  for new players.  Additionally, there may be 
  small or large connection to other future 
  adventures, most likely The Lost Tower or 
  Islands of Insanity, noted in the module.  This 
  module is intended to be a sequel to They Know 
  (DP-3B) for the A and B interconnected 
  adventures arcs of The Doom Portals storyline.  
  This is focused on evil characters, which is less 
  limiting but often more unfair.  This adventure 
  can be lethal, but is mostly about mystery and 
  getting in over your head. 
   
  Adventure Background (Unknown to Players) 
  Ygorl, the Slaad Lord of Entropy, is plotting to 
  assist an Elder Evil in bringing true chaos to 
  Toril.  Ygorl experiences time backwards and is 
  in love with the beauty of what this abomination 
  will do to Toril.  Slaadi and their collaborator, 
  Doramor Grimshackle, have been slowly 
  infiltrating this world from other Planes.  The 
  Slaadi are superior shape shifters and with 
  abilities to detect thoughts.  Slaad Lord Ygorl 
  has granted this Slaadi army a boon, upgrading 
  their shapeshifting to a polymorph worthy of a 
  dragon.   
  Most Slaadi are traveling from portals at 
  Hellgate Keep and in the Deepspawn Caverns 
  through passes in the Nether Mountains.  They 
  appear as other creatures, but carry with them a 
  chaos aura and chaos-stuff.  Their path has 
  infected the orc lands wiping out flora and fauna, 
  and driving Underdark monsters to threaten the 
  clans.  This aura is driving the Silver Marches 
  Orc Clans out from the fringes and into the 
  contact with the peoples of Luruar. (See Blade 
  Bizarre DP-1A).  Since then Sundabar has been 
  on high alert for the increasing orc raids.   
  Recently, Luruar envoys struck a deal to move 
  the southern orc clans into the Many-Arrows 
  Kingdom, though not without difficulty.  Rowan, 
  the Watchblade, was exposed as a traitor 
  attempting to incite a war with Many-Arrows.  
  Just after the events of Betrayal at Devilsfall 
  (DP-2A), the Sundabar has become a de facto 
  prison, with Reaver Captain Roccar and Ser 
  Mary Glendale suspecting infiltration but having 
  no concrete evidence yet.   
  Secretly, Roccar and the rock gnome Fumbles 
  McNilbog are securing the Staffs of the Magi for 
  Denorian as a key component in an ancient 
  weapon to stop the Elder Evil.  Fumbles, the 
  Wizard Denorian’s arcane trickster agent, raided 
  the Lonely Tower for the Staffs of the Magi 
  hidden in the vault, but found most of these 
  items had been pilfered already by Doramor 
  Grimshackle. (See The Lonely Tower DP-3A).   
  Fumbles, unsure who might be a turncoat for 
  Doramor and the Elder Evil’s forces, returned to 
  Sundabar to oppose the slaadi plot he 
  discovered in The Lonely Tower.  Fumbles died 
  exposing the slaadi, and unfortunately his mostly 
  successful slaadi detecting arcana was lost. 
  (See They Know DP-3B).  Fumbles did however 
  manage to get a group of adventurers to a portal 
  to Luskan to inform Roccar about the Slaadi 
  plot.  Roccar, working as a spymaster for both 
  Sundabar and Denorian separately, has 
  continued to combat Doramor’s plans.   
  One traitor from the “Devilsfall Deal”, Sal, 
  Glendale’s former attendant, has been held here 
  in Luskan by Roccar while he attempts to 
  discern if she is a slaad.  She recently escaped 
  from custody.   
  As the adventure begins, the Party is staying in 
  Luskan.  Unknown to them, Sal’s father, a 
  vampire gang leader has turned her into a 
  vampire and used her knowledge to discern the 
  location of something extremely valuable to his 
  master. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  4 
  Overview 
  This adventure takes place in 3 parts.   
  Part 1, Carousing:  The adventure begins at 
  the One-Eyed Jax Tavern where the Party spots 
  an interesting patron.  
  Part 2, Investigation: After being 
  commandeered into Ritska’s service the Party 
  must discover who stole from an impenetrable 
  vault.  
  Part 3, Pursuit:  Discovering the trail, the chase 
  is on to recover the treasure and avoid Ritska’s 
  wrath. 
   
  Adventure Hook: 
  The one of hardest parts of this story for DMs 
  making their own adventures or following the 
  guidelines is the “adventure hook”.  The biggest 
  issue is making the party want play the module.  
  In this module, the party is staying at an inn and 
  can come to the events from a few routes  
  1. After the events in They Know (DP-3B), 
  the Party members are celebrating their 
  escape from Sundabar at the One-Eyed 
  Jax Tavern in Luskan.  Roccar has 
  asked them to keep an ear to the 
  ground for leads on his escaped 
  prisoner, Sal. 
  2. If the Party is just entering the story line 
  they have been up to no good for 
  several months on the Sword Coast and 
  are celebrating their successes at the 
  One-Eyed Jax Tavern in Luskan. 
  3. In the unlikely event the Party is coming 
  from The Lonely Tower (DP-3A), the 
  “good” storyline, the Party members 
  have been assisting Roccar for several 
  weeks with his operations in Luskan.  
  He’s asked them to go to the One-Eyed 
  Jax Tavern to search for leads on his 
  escaped prisoner, Sal. 
   
  Note on Inspiration:   Inspiration is a fluid 
  reward for roleplaying and gameplay (See DMG 
  ~pg 240).  Players can trade an inspiration for a 
  re-roll, but usually cannot hold more than one 
  Inspiration at a time.  Try this variant or the 
  DMG’s suggestions.  Inspiration Variant:  DM 
  gives out Inspiration for roleplay, being funny or 
  awesome, or on any natural 20 roll.  Additionally, 
  players can give out one (1) inspiration reward 
  to another player.  Also, if the player winning 
  inspiration already holds an inspiration that 
  player can immediately divert the reward to a 
  fellow player without an inspiration.  Additionally, 
  a player holding an inspiration can give the 
  inspiration to a fellow player without an 
  inspiration anytime even just after a roll but 
  before the repercussion and outcomes in game.  
  The most difficult part is remembering to give 
  out inspiration.  Inspiration probably can’t break 
  a module, but it can save a character.  Rule of 
  Thumb:  everyone should have an inspiration 
  when they begin each subsequent part of a 
  module. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  5 
  Part 1: Carousing  
  The adventure begins at the One-Eyed Jax 
  Tavern in Luskan. 
  At a Glance: 
   
  Players rob a crooked gem dealer 
   
  Players party  
   
  Players wake to a scary summons 
   
  Maybe There’s a Reward: 
  Every Party member knows Luskan, “the City of 
  Sails”, is a city run by the High Captains of the 
  Five Ships, the pirate gangs, but it also has a 
  thriving criminal underground that specializes in 
  everything from smuggling, assassinations, to 
  even hiding those who may have fallen afoul of 
  one of the Ships.  Information brokers, shady 
  businessmen, and gangs all operate under the 
  High Captains’ noses, knowing if the Ships catch 
  on more than gold may be required to get them 
  to look the other way.   
  A (DC 15) History check or the criminal contacts 
  feature reveals The One-Eyed Jax Tavern was a 
  post-Spellplague inn and tavern on the northern 
  bank named for Jarlaxle of Bregan D'aerthe. It 
  was overtly owned and protected by Ship Kurth 
  (which was in fact an arm of Bregan D'aerthe). It 
  was one of the most reliable inns for foreigners, 
  although it was often populated with drow.  Read 
  the following: 
  One can see why Roccar thought the Party 
  might learn something.  The One-Eyed Jax 
  Tavern holds lively and colorful low-character 
  scoundrels by the bushel.  As the second brawl 
  for the night peters out, a fat half-elf waddles 
  from a room absent-mindedly replacing a jewel 
  in a dark velvet sack.  His companion, clearly 
  the muscle, quickly pulls him back behind the 
  doorway.  The hired guards soon hustle the 
  Half-elf to the back exit, nervously looking 
  around, but not noticing the party. 
  There are one (1) Half-elf Commoner (named 
  Danice) and five (5) Human Thugs heading for 
  the back door. The Party knows at a glance their 
  table was uniquely situated to glimpse these 
  jewels.  The Party also is experienced enough to 
  know “the muscle” in this case would be short 
  work for adventurers like themselves.  Ask for a 
  (DC 14) Perception or Passive Perception 
  check, which reveals the jewel spotted appears 
  to be one from the set stolen from Trelanna 
  Amour in Silverymoon recently.  It is common 
  knowledge now in the Silver Marches that these 
  jewels were actually removed from a jewel 
  encrusted music box, which was Trelanna’s 
  prized family heirloom (See The Hidden War 
  DP-4A).  The Party should know Denorian is 
  Trelanna’s son at this point, but if not the History 
  check is a (DC 13).  If a Player Character played 
  The Kobolds’ Gem (DP-1B), they were 
  unknowingly paid with jewels from this music 
  box by “Lord” Bartle.   The Party has been 
  through the area and knows a shortcut to get 
  ahead of the Half-elf. 
   
  Social Encounter 1: Let’s Be Bad Guys. 
  These jewels are stolen and in a weakling's 
  hands, it shouldn’t be difficult in the “evil” 
  storyline to suggest the Party could rob the fat 
  Half-elf.  Alternatively, good guys might want to 
  return the stolen property.  Immediately ask the 
  Players to respond in character to the situation.  
  Start by going around the table in an order 
  determined by the DM and get everyone to 
  explain how their character responds in either 
  first or third person.   
  Social Encounter 2: Deals (optional). 
  Once the party ambushes the Half-elf and his 
  guards the guards, who can see they are out 
  classed, will suggest handing over half the 
  jewels.  Immediately ask the Players to respond 
  in character to the situation.  Start by going 
  around the table in an order determined by the 
  DM and get everyone to explain how their 
  character responds in either first or third person. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  6 
   
  Thug  Medium humanoid (any race), any non-good 
  alignment  Armor Class 11 (leather armor) Hit Points 32 
  (5d8 + 10) Speed 30 ft.    STR 15 (+2) DEX 11 (+0) CON 14 
  (+2) INT 10 (+0) WIS 10 (+0) CHA 11 (+0)   
  Skills Intimidation +2 Senses passive Perception 10 
  Languages any one language (usually Common) Challenge 
  1/2 (100 XP)   Pack Tactics. The thug has advantage on an 
  attack roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.  
  Actions Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy 
  Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
   
  Combat Encounter 1: Robbery (optional)  
  On his turn Danice, the Half-elf, hurls a crudely 
  carved panther figurine, shouts “Gwenabar 
  defend me!”  And when this does nothing, he 
  says, “…ah, I knew it.”  After the first round of 
  combat, the targets flee.  The Party probably 
  could predict this before the fight, but they 
  definitely see the fear as soon as combat starts.  
  This combat is all about letting the Party be bad 
  guys.  So, skill checks like hide, climb, 
  intimidation, or perhaps perception checks to 
  hear authorities or interlopers coming should all 
  be very easy.   The jewels are worth about 
  5000 gp here in Luskan where the price is not 
  reduced for being stolen property (as long as the 
  buyer doesn’t guess their probable rightful 
  owner). 
   
  Putting the Party in Party: 
  Whether the Party bites on the robbery or not, 
  the next temptation is carousing.  It is a great 
  time to let the Players come up with funny ideas 
  and crazy schemes.  Carousing is largely 
  indulging in vices:  lewdness, intoxication, 
  gambling, brawling, and vulgarity.  Reward 
  creativity and pace for brevity, this section needs 
  to be fun but short. 
   
  Social Encounter 3: Levels in Revels 
  Whether or not the Party ambushes the Half-elf, 
  they can certainly enjoy Luskan night-life.   The 
  question is what would they like to do? 
  Immediately ask the Players to respond in 
  character to the situation.  Start by going around 
  the table in an order determined by the DM and 
  get everyone to explain how their character 
  responds in either first or third person. 
  Some suggestions for the night:   
  1. There are monster pit-fights in the under 
  city, the party could fight, gamble, or use  
  Necromancy to raise any nearby 
  corpses and then fix a fight by 
  controlling undead. 
  2. Party goes to a brothel but they refuse 
  service to one of the party members due 
  to a reputation in such establishments 
  across Faerun.  They have a very old 
  handbill depicting the Player with a 
  strange addition such as a large handle-
  bar mustache or an eye-patch, etc., (if 
  the Party member is falsely accused so 
  much the better).  The hand-bill lists a 
  reward of 5000 Electrum Pieces, and 
  upon seeing this reward the brothel 
  explodes into a massive brawl over who 
  will collect first. 
  3. After entirely too much drink, you 
  accidently wander into a fine estate 
  rather than your hotel.  Deciding to take 
  a quick look about for curiosity sake.  
  You stumble into a ball room where 
  many beautiful, scantily clad upper-class 
  youths are pillow fighting with blindfolds 
  on. 
  4. You see a ruffian crew in carnival masks 
  setting fire to buildings and attacking 
  citizens.  They arrogantly confront you 
  but the party knocks them out cold with 
  no effort to the gathered crowd’s delight.  
  The city watch arrives in time to see 
  your good deed.  They have been 
  looking for the clowns all week, so 
  tonight you’re drinking with the city 
  watch in Luskan. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  7 
   Further Carousing Results in Luskan Per 
  Player Table (Roll d20 or DM may chose) 
  1. You have a new tattoo reading “I Love 
  Serta”.  The location is at the DM’s 
  discretion (or may be chosen by other 
  Players). 
  2. You wake up on the floor of your room. 
  You are covered in dirt and mud. On 
  your bed is a freshly exhumed corpse. 
  3. You wake up on the floor of your room, 
  next to a crudely drawn summoning 
  circle ringed with the remains of black 
  candles. At the center of the circle is a 
  really fantastic looking sandwich. 
  4. Your lewd advances offended some 
  powerful magic user.  You’re gender 
  switches for 1d4 days. 
  5. You head seems to be stuck in some 
  kind of no-kill trap.  Inside the trap is a 
  perfumed handkerchief, clearly a token 
  of affection. 
  6. You wake up holding a tiger cub.  The 
  cub has a collar which reads “Ship 
  Kurth”. 
  7. You are wearing a saddle and there are 
  whip marks on your buttocks. You are 
  1d100 gp richer, but you are concerned 
  you may need to seek a Cure Disease 
  spell post haste. 
  8. Every hair on your body is shaved (if 
  applicable), and you are wearing a 
  powdered wig.  Inside the wig is a spell 
  scroll for Revivify. 
  9. You earn modest winnings from 
  gambling. You recuperate your lifestyle 
  expenses for the time spent carousing 
  and gain 1d20 × 4 gp.  
  10. You make a small fortune gambling. You 
  recuperate your lifestyle expenses for 
  the time spent carousing and gain 4d6 × 
  10 gp. Your carousing becomes the stuff 
  of local legend. 
  11. You vaguely recall spending most of the 
  night dressed as a mockery of Lolth and 
  being variously chased and toasted.  
  The costume gave you a strange rash 
  that looks similar to a spider. 
  12. You don’t know what you did but you 
  earned 300 xp. 
  13. You have fairy-sized bite marks all over 
  your body. 
  14. A localized reduce spell effect one part 
  of your body the DM selects for 1d4 
  hours. 
  15. You have a wanted poster for a red 
  cloaked mage calling himself Lord Bartle 
  for “obscenity” from the same time as 
  the events in The Kobolds’ Gem. 
  16. Someone or thing made a weapon of 
  yours sentient, but they didn’t make it 
  smart.  This weapon is an annoying idiot. 
  17. You found one random uncommon 
  magic item.  See DMG. 
  18. You have the deed to a minor 
  fortification in a far off land. 
  19. You stole a piece of a wall with graffiti 
  reading “Wulfgar was here” worth 1000 
  gp to the right collector. 
  20. You stole have a puzzle box said to 
  have a Deck of Many Things inside.  
  This box gives you one luck point a day, 
  but it also constantly urges you to kill 
  everyone, including yourself. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  8 
   
   
   
  Rough Morning At Mid-day:  Everyone, unless 
  they refused to carouse wakes up with three (3) 
  levels of exhaustion, resulting in disadvantage 
  on ability checks, speed halved, disadvantage 
  on attack rolls and saving throws.  If they roll a 6 
  on 1d6, they might have their weapons on them 
  but certainly not their armor.  Read the following: 
  Several serious looking children enter the party’s 
  room.  A telepathic voice booms loudly:  
  “AWAKEN!”  The voice demands the Party 
  follow the children to a meeting.  Suddenly, the 
  tavern keep pokes his head into the room to 
  complain.  One child barely glances at him and 
  he immediately flees in terror.  The child speaks 
  a word of power that seems to overwhelm the 
  tavern keep’s mind as he stands in place 
  completely stunned. 
  It should be clear to everyone they’re in no 
  condition to resist this summons.  Anyone the 
  does try to fight might get Power Word Stunned, 
  but there is a simpler solution.  DMs can skip 
  head to the Part 2, Lie Detector Section and 
  have the Mind Flayer known as “H.” simply start 
  his job at the tavern to divert a fight.  Preferably, 
  they are forced to come along without their 
  equipment. 
  The Schoolchildren are very much a “scary kid” 
  trope.  They are likely high level rogues, mages, 
  and possibly psionics users. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  9 
  Who is Ritska?  Unknown to the Players, 
  Ritska Snow grew up in the streets of Luskan for 
  most of her life.  She never knew her parents, 
  and being a tiefling, she was shuffled from 
  orphanage to orphanage before she finally 
  deciding to set out on her own.  She eventually 
  found a group of other runaways living on the 
  streets and was welcomed into their fold.  Being 
  the oldest among them, she became a sort of 
  den mother, look out for them and protecting 
  them from both bullies and adults alike.  One 
  day while roaming an abandoned house, she 
  came across a book that seemed to call out to 
  her. The book promised her the power to defend 
  others against the evils of the world in exchange 
  for a sliver of her soul. Ritska realized she could 
  finally make a bigger difference in the world with 
  this power and readily agreed. She did not 
  know, however, that the book itself was 
  possessed by a fiend from the Lower Planes in 
  service to Mephistopheles, and as her powers 
  grew, she was also empowering the devil to take 
  full control over her soul. Ritska became an 
  adventurer, seeking clues to her parentage and 
  finding fortune dismantling the Cult of Elemental 
  Evil on the Sword Coast and fighting fire giants 
  in the Underdark.  Ritska left her former 
  companions, Ser Mary Glendale, Denorian, and 
  Doramor, when she felt the devil taking control.  
  It is unclear if she broke her pact or lost her soul 
  to the devil.  Much later Ritska resurfaced in 
  Luskan were she runs a smuggling and 
  intelligence ring aided by her “students”, a 
  network of gifted street urchins who can move 
  unnoticed through the streets and sewers.  One 
  of her more profitable fronts is “Ritska’s Famous 
  Cheesy Buns” a brand shipped all across the 
  North, and available as a cover for discrete 
  transportations. 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  10 
  Part 2: Investigation 
  After being commandeered into Ritska’s service 
  the Party must discover who stole from an 
  impenetrable vault.  
  At a Glance: 
   
  Players investigate vault heist 
   
  Players discover thieves are vampires 
   
  Players find trail leads to harbor 
   
  Lie Detector: 
  The Party has been led to a butcher shop.   
  The Party is hustled into the room still in various 
  forms of undress.  The inside is well appointed, 
  tiled in a reddish-brown, with several drains, and 
  with a few chained hooks hanging from the 
  ceiling.  In walks a heavily cloaked figure with an 
  extremely large hood.  A middle-aged female 
  Tiefling follows the shrouded figure and seats 
  herself on an abruptly materialized chair.  One of 
  the scary children, a girl Tiefling, pushes a mop 
  in a bucket into the room and closes the door 
  humming to herself a jaunty tune.  Once inside 
  the girl smiles and says to the Party, 
  “Headmistress wants to know if you stole 
  something last night.”  The girl begins juggling 
  some rings while balancing on one foot, 
  seemingly uninterested in the meeting. 
  This room is 20ft wide and 30 ft long.  If any 
  member of the Party has a Ring of Mind 
  Shielding they will realize automatically the girl 
  pick pocketed it right off their hands.  A (DC 10) 
  Insight check will reveal the “Headmistress” is in 
  no rush to judgment, but is not in a mood for 
  banter either.  A (DC 17) perception check 
  glimpse writhing tentacle tips darting out from 
  the cloaked figure’s cowl.  A player with the 
  Criminal Contacts Feature could attempt a (DC 
  18) History check will reveal this to be the mage 
  leader of the “Schoolchildren” gang, a network of 
  street urchins based in Luskan. 
   
  Social Encounter 4: Define “Steal” 
  Whether or not the Party ambushed the Half-elf, 
  they certainly enjoyed Luskan night-life.   The 
  question is likely to have responses? 
  Immediately ask the Players to respond in 
  character to the situation.  Start by going around 
  the table in an order determined by the DM and 
  get everyone to explain how their character 
  responds in either first or third person.  After 
  going around once, have the cloaked figured, 
  “H.”, announce they did not steal from Ritska.  
  “H.” can essentially mind minds so he can lay 
  out the party’s night of carousing, even parts 
  they might be a little fuzzy on, giving the DM a 
  chance to inject some humor about the previous 
  night of debauchery into the situation.   
  With this interaction, “H.’s” strange voice, and 
  his skills a mere (DC 12) Insight or Investigation 
  check reveals he is most likely a Mind Flayer.  
  Afterwards, read the following: 
  The “Headmistress” hands the cloaked figure a 
  journal page with handwriting on it.  “Ahh, 
  Denorian’s doing astronomy in this one!”  “H.” 
  seems to purr; it is a horrid sound.  Tentacles 
  from under the hood grope the page luridly.  The 
  barbarian Roccar enters and places the Party’s 
  gear appears on the floor in front of them. 
  Roleplaying Ritska Snow:  Ritska Snow is a 
  Tiefling female, a former warlock adventurer, 
  and a prominent figure in the non-ship aligned 
  Luskan criminal underworld.  Her speech is 
  matter of fact and even paced, with little or no 
  emotion.   
  1.  Ritska controls a network of street 
  urchin spies, smugglers, and safe 
  houses colloquially known as “the 
  Schoolchildren”. 
  2. The Party has already been to one of 
  these safe houses, the one which 
  houses Roccar’s Luskan Portal gate. 
  3. Ritska recently agreed to hold an 
  extremely valuable item, “the Box”, 
  pending a sale between two parties.  
  The safe house was specially 
  remodeled to hold this item.   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  11 
  4. The Box was being held in the same 
  secure location as Roccar’s Staffs of the 
  Magi.   And simply put, he’s the only 
  person outside her organization who 
  knew the location.  And you’re they only 
  people that he trusted with his Luskan 
  location. 
  5. Roccar’s staffs were stolen too.  Roccar 
  didn’t do it, and, according to “H.”, 
  neither did you, but the leak must come 
  from your end.   
  6. Ritska expects you to discover who 
  burglarized her vault and return the 
  stolen property. 
  7. Ritska has offered uncompensated 
  assistance to her old companion, 
  Denorian, but mess has to be “cleaned 
  up.” 
  8. Ritska doesn’t field questions or 
  threaten the party, but there is the clear 
  implication that “H.” will happily eat their 
  brains. 
  9. If the Party robbed Danice the Half-elf 
  from Combat Encounter 1, Ritska might 
  mention the immensely powerful 
  Trelanna Amour has been seeking 
  intelligence on those responsible for the 
  theft of her jewels. 
  10. Ritska suggests the group take a note 
  from her to a dwarf cleric-pirate, named 
  Bormar Brineboots for restoration. 
   
  A (DC 5) Insight check reveals Ritska believes 
  she can find and stop the Party if they tried to 
  leave Luskan.  After speaking with Ritska, she 
  leaves the party with Roccar.  Roccar offers 
  the Party 5000 gp to help him recover the 
  Staffs of the Magi.  Unknown to the Party, the 
  Imp, Pipyap, is invisibly trailing the Party for 
  Ritska from this point forward.   
  Roccar’s Information: 
  1. Roccar offers the Party 5000 gp to help 
  him recover the Staffs of the Magi.   
  2. Its apparent Roccar believes Ritska is a 
  powerful figure capable of doing 
  anything she wishes. 
  3. 10 Staffs of the Magi were taken. 
  4. Roccar is sure this is more Slaadi 
  shapechanger handiwork.  
  5. If asked, Roccar will relate a traitor from 
  the “Devilsfall Deal”, Sal, Glendale’s 
  former attendant, was being held in 
  Luskan by Roccar while he attempted to 
  discern if she is a slaad.  She recently 
  escaped from custody.   
  6. Roccar will take the part to the safe 
  house which contained the vault.  
  Commonly referred to as a “Depository” 
  in street parlance. 
   
  Quick Stop: 
  The sign reads:  “Brineboots’ Apothecary, 
  Ministry, and Unlicensed Dentistry.  (15% with 
  NAGPU Membership Card).”  Inside, a pirate-
  dwarf appears to be convincing a widow to leave 
  her estate to the tiny church.  When he sees the 
  Party he rushes over handing each adventurer a 
  full vial, but then seeing the note, retraces his 
  steps collecting the vials.  “er, these are expired, 
  now that I t’ink ‘bout it, but we’ll square ya, step 
  into my office.” 
  Brineboots offers the following spells for free 
  (but just keep your voice down): Cure wounds 
  (1st level), Lesser restoration, Prayer of 
  healing(2nd lvl), Remove curse, and Greater 
  restoration.  Despite his clear scams, Brineboots 
  is a competent high level cleric. 
   
  The Safe House:  The safe house looks like 
  abandoned building.  One of the Schoolchildren 
  is always outside watching the building in shifts.  
  All the points of entry for the safe house are 
  bricked up.  A false door on the side has a 
  strong contact poison, which causes sleep, 
  applied to it.  The true entrance is by an 
  underground, unlit tunnel which connects to a 
  burn, but secure building next door.  The 
  entrance to the burnt building is a sliding door, 
  which is unusual, arcane locked and alarmed.  
  Inside the trapdoor to the underground is 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  12 
  covered in faux ashes.  This mostly keeps out 
  any thief selecting this building randomly or 
  based on suspicions.   
  The Adamantine Cage: inside the safe house 
  there is cage suspended from the rafters by 
  several chains.  The adamantine cage is 20 feet 
  by 20 feet with a plate top and the four sides and 
  floor made up of gratings.  The top plate has a 
  teleportation circle on it flanked by two antimagic 
  field glyphs.  These glyphs trigger after anybody, 
  except Ritska, enters the cage.  There is no door 
  to the cage.  The floor beneath the cage is 
  covered with tri-bladed razor-sharp serrated 
  spikes (possibly coated with poison).  Nearby 
  there is the teleportation circle needed to get 
  into the cage.  Any tampering with the antimagic 
  glyphs lowers the cage on the spikes.  The 
  teleportation circles each have a different 
  command word. Currently inside the adamantine 
  cage is a here is a small empty create, with 
  “Ritska’s Famous Cheesy Buns” printed on the 
  side, which formerly contain “the Box”.  There is 
  also a chest filled with jewels worth over 
  100,000 gp fairly, this chest was not disturbed at 
  all.  Lastly, there is a long case that was filled 
  with Staffs of Magi.  There are no signs that any 
  lock was picked or forced other than on the 
  chest.   
   
  How to Crime Was Committed:  There’s a 
  clear misdirect that a Slaad Shapeshifter might 
  have mimicked Ritska to bypass the rather 
  harsh safeguards.  The problem with that theory 
  is the Slaad would have to have seen Ritska, 
  know about the safe house, slip past the guard, 
  and know both command words, which is 
  unlikely.  In reality, Sal’s vampire father, Samuel, 
  freed Sal from Roccar’s prison (and made her a 
  vampire). With her information found the vault, 
  Samuel burglarized the Safe House.  Samuel 
  charmed the guard into believing he was there 
  to take the next shift.  The vampire then used its 
  mist form to enter building and the cage.  As the 
  mist form is a trait rather than magical the 
  antimagic fields had no effect.  He reformed in 
  the cage, broke into the containers, and became 
  mist again with the items he was carrying 
  melding into his gaseous form.  Back outside he 
  charmed the next guard into believing he was 
  the correct guard from the last shift. 
  DM’s Note:  The Player might need an extra 
  push to seek the thieves.  DM’s might add to the 
  horde stolen and suggest the Party could steal 
  some or all of this from Ritska and keep running.  
  Suggested items:  Ring of Cold Resistance, Ioun 
  Stone of Regeneration, Mantle of Spell 
  Resistance, Horn of Valhalla, Staff of Swarming 
  Insects, Gauntlets of Ogre Power, Headband of 
  Intellect 
   
  Talking Versus Investigation:  The Party can 
  discover most clues by talking to NPCs, but they 
  can also make an Investigation check to get 
  have their character ask a key question.  
  Normally, Players prefer to talk, but this can 
  save them if they become stumped.  Don’t worry 
  if Players figure out the caper easily, there will 
  be a few ways to slow them down if needed.  
  Remember the mind flayer, “H.” psionically 
  reads people, but is an expandable ace in the 
  hole for the DM to move the story forward. 
  Suggested Clues: 
  1. The biggest clue is the Party is told 
  almost all the safeguards were not 
  triggered.  This requires a (DC 15) 
  Investigation or Insight check. This is 
  means: 
  a. The guards saw nothing. 
  b. The arcane lock and alarm are 
  still in place on the door. 
  c. The door was not forced or 
  picked. 
  d. The trap doors are closed. 
  e. The antimagic fields are 
  triggered and functioning. 
   
  2. The guards normally have a shift of 8pm 
  to 12am and 12am to 4 am, but they 
  claim a trusted guard named “Sam” took 
  a shift from 10pm to 12am.  A (DC 15) 
  Investigation check reveals this. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  13 
   
  3. Follow up to clue 2, there is no “Sam” in 
  the guard rotation.  “Sam” is described 
  as an adult human male.   A (DC 15) 
  Investigation check reveals this. 
   
  4. Detect Magic on the guards reveals 
  enchantment magic on them.  A follow 
  up (DC 15) Arcana check reveals this is 
  a charm-like effect.  Dispel Magic 
  requires a (DC 19) ability check using a 
  character’s spellcasting ability to end the 
  charm.   Additionally, if “H.” psionically 
  reads these guards he will discover they 
  have been charmed. 
   
  5. Roccar knows Sal’s father is named 
  Samuel and is supposedly dead, but Sal 
  refused to speak about him.  A (DC 15) 
  Investigation check reveals this. 
   
  6. Roccar was pretty certain Sal was not a 
  Slaad and knew nothing about the Slaad 
  Conspiracy.  A (DC 12) Investigation 
  check reveals this. 
   
  7. A (DC 12) Perception check on Roccar 
  reveals he is a little better groomed than 
  normal.  If asked about it, he will say 
  that some pirate noble was sniffing as 
  he passed on the street the other night 
  like he stunk.  He was angry but he lost 
  the man in the crowd, and he figured a 
  bath couldn’t hurt. 
   
  DM’s Note:  If Players have a hard time figuring 
  out that a vampire did this consider these 
  methods for helping them out.  A (DC 21) 
  Arcana check of a (DC 26) Religion check will 
  reveal the charms and resistance to antimagic 
  suggest a vampire.  A Paladin’s Divine Sense 
  might detect traces of undead.  .  Additionally, if 
  “H.” psionically reads these guards he could ask 
  them to picture “Sam” and describe a few 
  vampire motifs: pale, creepy, ostentatious 
  clothing, aloof, etc. 
   
  Which Way Did They Go: 
  Next, the Party has to find out which way the 
  thief’s went.  Mostly, the DM is letting the 
  Players burn sunlight here so they will catch up 
  with the thieves close to sundown.  The simple 
  solution is the vampires loaded the items into a 
  wagon and a (DC 22) Survival check, with 
  disadvantage for Street Urchin backgrounds, will 
  show the loading activity in a nearby alley.  To 
  move quickly, the wagon can be easily tracked 
  to the docks.  But if the Players are really into 
  the investigation the DM might say the tracks 
  are lost on the cobblestones requiring them to 
  check exits or sewers and other possible exits.  
  The Schoolchildren posted at the various exits to 
  Luskan have seen nothing.  Locate Object won’t 
  work because the stolen items are already too 
  far away. 
   
   
   
  The Piers:   
  The harbor at Dragon Beach is crammed with 
  small boats, cogs and caravels.  Pirate and 
  merchant shipping vessels come and go in a 
  dizzying bustle.  There are more than a few 
  unsavory types here.  
  The Schoolchildren here saw humans take a 
  longboat out to a black ship, named The 
  Raven’s Claw, which had never unloaded any 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  14 
  cargo here.  This was around 12:30am.  A few 
  locals saw the ship heading due east into the 
  Trackless Sea.  
   
  Combat Encounter 2: Delays (Optional).   
  Five (5) Bandit Captains confront the Party for 
  being nosey about their friends.  The vampires 
  might have charmed some locals to attack 
  anyone asking about their black ship.  This fight 
  is a stalling tactic.  But if the Players love 
  combat, you may wish to use vampire spawn 
  stat block and have the attack occur inside a 
  building like a local tavern.   
  At this point, the girl Tiefling appears to tell the 
  Party Ritska’s instructions.  There is one ready 
  ship in the harbor that Ritska trusts to carry the 
  party and the treasure back:  The Flying 
  Mermaid.  She’s a quick sloop, but no war ship.  
  Captain Thitcher is waiting for them.  Ritska will 
  send a ship after them shortly.  They are fodder 
  to slow the thieves down. 
  They don’t have time to rest, but they could 
  stock up on items like holy water, oil, garlic 
  (which is useless), silvered weapons, healing 
  potions, etc. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  15 
  Part 3: Pursuit 
  Discovering the trail, the chase is on to recover 
  the treasure and avoid Ritska’s wrath. 
  At a Glance: 
   
  Players trail ship, wait for morning 
   
  Vampires attack in surprising numbers 
   
  Players sink repelled vampires’ ship 
   
  Dark Waters: 
  The waves crash against The Flying Mermaid’s 
  hull as the sloop sailing at high speed towards 
  the Trackless Sea.  On the horizon, a black ship 
  looms against the rapidly setting sun.   
  The black ship is The Raven’s Claw.  A view 
  through a spy glass reveals the ship is crewed 
  by regular sailors; they are most likely charmed.  
  It is clear they are unaware the Party is chasing 
  them.  A few ships have passed in a nearby 
  chipping lane with no notice.  Make sure to point 
  out that it will likely be night time by the time the 
  Party’s ship catches up with the vampire ship. 
   
  Social Encounter 5: Plan of Attack  
  Immediately ask the Players to respond in 
  character to the situation.  Start by going around 
  the table in an order determined by the DM and 
  get everyone to explain how their character 
  responds in either first or third person.   
  It should be remarkable easy to get the Party to 
  follow the ship at a distance until sunrise and 
  setup Combat Encounter 2.  If the Party doesn’t 
  take the bait, the Captain of The Flying Mermaid 
  might refuse to close with a vampire ship so 
  near nightfall.  If the Party goes forward the DM 
  can have the Combat 2 happen immediately, 
  just with the ships a lot closer and the potential 
  for The Raven Claw’s defenses, the ballista for 
  example, to be involved. 
   
  The Watch:  Ask the Players for a watch order.  
  On the first watch a light mist rolls in, but this is 
  just to set the mood.  The vampires attack on 
  the watch shift closest or second closest to 
  dawn.  Good aligned Player Characters might 
  need to be reminded the sailors need protection; 
  evil ones that the sailors are needed to get back 
  to land.  DM’s should Consider that the vampires 
  can come over the side, attack crow’s nest and 
  then climb down the rigging face-first, they can 
  mist into a porthole and come from below deck. 
   
  Combat Encounter 3:  Oh Ship!   
  Eight (8) vampires are attacking the Party.  
  This many vampires should be a pants filling 
  shock to the Party.  Add more vampires as 
  needed.  The Vampires are trying to slate their 
  thirst, they do not know the Party is hunting 
  them, so they have a 50-50 chance they will flee 
  to their ship if the drop to half their hit points.   
  Generally, they are each biting, maybe even 
  catching a sailor, but not coordinating their 
  attack.  Of course, there is a possibility the Party 
  can escape combat by jumping into the sea, but 
  the vampires can quickly block paths with their 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  16 
  legendary action: “move”.  Additionally, the 
  vampires will slaughter the sailors if no one 
  holds them off.  There’s a chance the Captain of 
  The Flying Mermaid might have an ancient holy 
  symbol which will turn a few vampires, but loses 
  all charges and goes inert afterwards.  Of 
  course, the soon to be rising sun is a good 
  reason the vampires might retreat.  It is possible 
  for the Party to lose this combat, (see below 
  Alternate Ending: Vampires!).  Even if the DM 
  has decided the vampires will give up, preferring 
  easier prey, this combat should drop at least one 
  party member to 0 hp and shake their 
  confidence.  This is important because they will 
  be faced with the daunting task of immediately 
  giving chase.  Keep in mind the vampire stat 
  block in the module’s body is cut down; the full 
  stats are in Appendix 1. 
   
  Vampire, Medium undead (shapechanger), lawful evil. AC 
  16 (natural) HP 144 Speed 30ft. STR 18 (+4) DEX 18 (+4) 
  CON 18 (+4) INT 17 (+3) WIS 15 (+2) CHA 18 (+4) Saving 
  Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth 
  +9  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons Senses darkvision 
  120 ft. , passive Perception 17 Languages the languages it 
  knew CR13 (10,000 XP)   Shapechanger. If the vampire 
  isn't in sunlight or running water, it can use its action to 
  polymorph into a tiny bat or a Medium cloud of mist, or back. 
  While in mist form, the vampire can't take any actions, 
  speak, or manipulate objects. It is weightless, has a 20 ft fly 
  speed, can hover, & can enter a hostile creature's space. In 
  addition, if air can pass through a space, the mist can do so, 
  & it can't pass through water. It has advantage on Str, Dex, 
  and Con saves, & it is immune to all nonmagical damage, 
  except the damage from sunlight. Legendary Resistance 
  (3/Day). If the vampire fails a save, it can choose to succeed 
  instead. Misty Escape. When it drops to 0 hit points outside 
  its resting place, the vampire transforms into mist, provided it 
  isn't in sunlight or running water. If it can't transform, it is 
  destroyed. While it has 0 hit points in mist form, it can't revert 
  to vampire form, & it must reach its resting place in 2 hrs or 
  be destroyed. Once in its resting place, it reverts to vampire 
  form. It is then paralyzed until it regains at least 1 hp. After 1 
  hr in its resting place with 0 hp, it regains 1 hp. 
  Regeneration. The vampire regains 20 hp at the start of its 
  turn if it has at least 1 hit point & isn't in sunlight or running 
  water. If the vampire takes radiant damage or damage from 
  holy water, this trait doesn't function at the start of the 
  vampire's next turn.   Spider Climb.  Vampire 
  Weaknesses. The vampire has the following flaws: 
  Forbiddance.   Harmed by Running Water. The vampire 
  takes 20 acid damage if it ends its turn in running water. 
  Stake to the Heart. Sunlight Hypersensitivity. The 
  vampire takes 20 radiant damage when it starts its turn in 
  sunlight. While in sunlight, it has disadvantage on attack rolls 
  and ability checks.  
  ACTIONS: Multiattack (Vampire Form Only). The vampire 
  makes 2 attacks, only one of which can be a bite attack. 
  Unarmed Strike (Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) 
  bludgeoning damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 18).  Bite (Bat or 
  Vampire Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one willing creature, or a creature that is grappled 
  by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) 
  piercing damage plus 10 (3d6) necrotic damage. The 
  target's hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, & the vampire regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the vampire's control.  
  Charm. The vampire targets one humanoid it can see within 
  30 ft of it. If the target can see the vampire, the target must 
  succeed on a DC 17 Wis save against this magic or be 
  charmed and takes the vampire's requests or actions in the 
  most favorable way it can, and it is a willing target for the 
  vampire's bite attack. Each time the vampire or the vampire's 
  companions do anything harmful to the target, it can repeat 
  the save, ending the effect on itself on a success. Otherwise, 
  the effect lasts 24 hrs or until the vampire is destroyed, is on 
  a different plane of existence, or takes a bonus action to end 
  the effect.  Children of the Night (1/Day). The vampire calls 
  2d4 swarms of bats or rats, provided that the sun isn't up. 
  While outdoors, the vampire can call 3d6 wolves instead. 
  The called creatures arrive in 1d4 rounds, acting as allies of 
  the vampire & obeying its spoken commands. LEGENDARY 
  ACTIONS: Only 1 legendary action option can be used at a 
  time & only at the end of another creature's turn. The 
  vampire regains spent legendary actions at the start of its 
  turn. Move. The vampire moves up to its speed without 
  provoking opportunity attacks. Unarmed Strike. The 
  vampire makes one unarmed strike. Bite (Costs 2 Actions). 
  The vampire makes one bite attack. 
   
   
  Job’s Not Done: 
  As the Party finishes up repelling the attack, 
  read the following: 
  One vampire points at the adventurers.  “We 
  know your blood; we will find you and make a 
  gift of you to the Count for this insult!” The 
  vampire changes into a bat and flies away. 
  Any Player with a (DC 20) History check will 
  recall stories of vampire’s tracking prey down 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  17 
  over great distances.  Regardless, it is apparent 
  to everyone these vampires will be hunting 
  them.  The sun comes up, but there are storm 
  clouds in the distance.  A (DC 13) Nature check 
  reveals there is a chance the storm could darken 
  the skies, though it may change directions, it is 
  about 1-2 hours away. 
  Social Encounter 6: Attack Them?  
  Immediately ask the Players to respond in 
  character to the situation.  Start by going around 
  the table in an order determined by the DM and 
  get everyone to explain how their character 
  responds in either first or third person.  It should 
  be apparent to the Party the only choice is to 
  attack the vampire ship.  The captain of The 
  Flying Mermaid can either encourage this if the 
  Party is hesitant, or he can be comic relief by 
  pointing out how crazy this plan is.   
   
  DM’s Note:  Pipyap is the DM’s backup at this 
  point.  The imp can appear and give orders from 
  Ritska or guide the Party on what to do next.  
  He’s an excellent tool for keeping the pace up in 
  the face of uncertainty. 
   
  Combat Encounter 4:  Bats (optional).  The 
  Party races to catch with the vampire’s ship.  
  Read the following: 
   A strange fluttering sound and screeches waft 
  over the sea.  The black ship blurs and then a 
  dark mass obscures it.  The dark cloud is bats, 
  swarms of bats headed right for The Flying 
  Mermaid.   
  Fifteen (15) Swarms of Bats are attacking the 
  ship.  They will destroy the sails, but are they 
  simple creatures and switch to the Party when 
  attacked.
   
  SWARM OF BATS Medium swarm of Tiny beasts, 
  unaligned Armor Class 12 Hit Points 22 (Sd8) Speed 0 ft., 
  fly 30ft. STR 5 (-3) DEX 15 (+2} CON 10 (+0) INT 2 (- 4) WIS 
  12 (+1) CHA 4 (-3)  Damage Resistances bludgeoning, 
  piercing, slashing Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, stunned Senses 
  blindsight 60ft., passive Perception 11 Languages Challenge 
  1/4 (50 XP)  
  Echolocation. The swarm can't use its blindsight while 
  deafened. Keen Hearing. The swarm has advantage on 
  Wisdom (Perception) checks that rely on hearing.  
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can't regain 
  hit points or gain temporary hit points.  
  ACTIO NS: Bites. Melee Weapon Attack: +4 to hit, reach 0 
  ft., one creature in the swarm's space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has half of 
  its hit points or fewer. 
   
  The Party closes with the vampire’s ship.  They 
  see the ship is crewed by charmed humanoids 
  and is strangely peaceful.  Read the following: 
  The ship is crewed by dreamy, elderly sailors.  
  They are dressed in worn out clothes, have ill-
  kempt beards, and are harshly sun burnt.  The 
  vampires have kept them working on this ship 
  for years. 
   
  Social Encounter 6: Innocents 
  The Party can see these poor commoners are 
  victims of the vampires’ charms, but might be 
  killed in the battle.  Immediately ask the Players 
  to respond in character to the situation.  Start by 
  going around the table in an order determined 
  by the DM and get everyone to explain how their 
  character responds in either first or third person. 
  The discussion is cut short as a crew member 
  runs on deck and the sailors begin to fire the 
  ballista at The Fly Mermaid. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  18 
  Ballista, Siege weapon, Large Object 
  AC: 15  HP: 50 Damage Immunities: poison, 
  psychic.   
  A massive crossbow firing a large bolt. Loading 
  takes one (1) action, one (1) full action to 
  aim, and one (1) full action to fire it.  Two 
  creatures normally man it. 
  Bolt: Ranged attack 120/480 ft, one target, +6 
  to hit.  Hit: 16 (3d10) piercing damage. 
   
  Combat Encounter 5:  Burn, Baby, Burn.  The 
  easiest way to do this combat is to sink the 
  vampires’ ship.  This is payback and a joyous 
  route of monsters which almost murdered them.  
  Ritska can easily salvage the ship, and the Party 
  can have some fun swimming down into the 
  wreck.   When they start sinking the ship, some 
  of the remaining sunlight-burning, vengeful 
  vampires might try to jump onto their ship and 
  try to kill them or hide below their own deck.  
  Fire and gigantic holes work well against ships, 
  so do destroying masts.  Alternatively, the Party 
  might try to take the ship, which requires some 
  combat below deck, or the DM can have the 
  storm block the sun for more complications, 
  such as one final stand-up fight.  Don’t worry too 
  much about it, because good old Bormar 
  Brineboots will be along with the 
  reinforcements to help out with a raise dead. 
  Unfortunately, Ritska’s other ship will show up in 
  time to prevent any plans of stealing the loot, but 
  it can also save the Party in a pinch.  The ship is 
  the “Dumb Luck I” a war ship made of a Dragon 
  Turtle’s shell and helmed by a female ronin 
  pirate wielding a katana named Hymiko.  It is 
  bristling with weapons.  Pipyap calls it “that 
  damned Half-orc’s ship!” 
  Sal is most likely in mist or bat form inside an 
  water tight cask, floating  along hoping not to 
  smash, and washing up on some beach to be 
  hilarious mistaken for a genie.   
  If the Party does not stop the vampires or if it 
  just seems more fun, the DM can have the 
  vampires not kill them, but instead transport 
  them to Ravenloft and kick starting the Islands of 
  Insanity or The Lost Tower.  The DM can end 
  the adventure on that cliff hanger or just play it 
  out for fun.  (See Alternate Ending: Vampires! 
  note below). 
  The Box:  The Box is a small wooden box which 
  one my carry on their person.  It will be snatched 
  up by Ritska’s organization without fail.  The Box 
  is not magical.  There is nothing inside it.  A (DC 
  23) History check reveals it is of ancient Thay 
  design, but there is not writing on it.  The Box 
  cannot be damaged or destroyed.  Although it is 
  highly unlikely the Players discover this, if the 
  box is opened near brass it will turn the metal to 
  gas.  A (22) Perception check to overhear the 
  Box is being delivered to Roscoe Goodprice in 
  Neverwinter, see The Lost Tower. 
   
  Alternate Ending:  Vampires!   
  The Party awake at night in an amazing castle 
  throne room.  A noble vampire sits in a gothic 
  high chair.  “Welcome to Ravenloft, my new 
  servants.  I have a task for you…” 
  Vampires!:  The Players are now vampires in 
  the service of the Count Strahd von Zarovich (Or 
  another vampire count who has usurped him at 
  the DM’s choice).  This is not complete 
  adventure, but a teaser of another possible 
  adventure in the time-shattered waters of The 
  Islands of Insanity or The Lost Tower.  The 
  Count can send them to the Trackless Sea to 
  assist Denorian, he may order them to secure 
  the lost tower so he might extend his demi-plane 
  over all of Toril, or he may send them on the 
  DM’s own homebrew adventure.  Overcoming 
  and solving the difficulties of vampire flaw, such 
  as sunlight, are intended to be part of the 
  adventure, or finding a cure to vampirism.  
  Considering allowing the Party to serve the 
  Count without becoming vampires if that fits your 
  campaign better.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  19 
  Conclusion 
  The Party will most likely travel to Luskan to get 
  their money from Roccar.  The fate of Sal is 
  unknown, but it is highly likely she is now a 
  vampire.  The Count may reappear in future 
  adventures, like The Lost Tower, as another 
  interested party.  The Party will be recruited by 
  Roccar to help with further problems, could 
  switch to the “A” or good storyline and play The 
  Hidden War (DP-4A), or go directly to the future 
  adventure The Whispered Word (DP-5AB).  
  Doramor will soon arrive to set up his plans to 
  destroy Ser Mary Glendale.  Ser Mary Glendale 
  arrives a few days later after the events of The 
  Hidden War (DP-4A) and goes with the Party to 
  stop Doramor in Luskan.   
  Rewards 
  Experience:  Total up all combat experience 
  earned for defeated foes, and divide by the 
  number of characters present in the combat. For 
  non-combat experience, the rewards are listed 
  per character. Give all characters in the party 
  noncombat xp awards unless otherwise noted.   
  Non-Combat Awards Task or 
  Accomplishment XP per Character:  
  Experience can be calculated per the various 
  rules in the DMG or by whatever home rules you 
  establish. 
  Robbing Danice: 
   
  300 xp 
  Investigating the Crime:  
  500 xp 
  Social Encounters (6):  
  100 xp 
  Figure Out it is Vampires: 
  500 xp 
  Sink the Ship:  
   
  600 xp 
  Recover Stolen Items 
  : 
  2000 xp 
   (Bonus) Save Charmed Crew: 800 xp 
   
   
   
  Treasure:  The characters receive the following 
  treasure, divided up among the party. Gold 
  piece values listed for sellable gear are 
  calculated at their selling price, not their 
  purchase price.     
   
  Treasure Awards:    
  1. Stone Tablet giving one insight into the 
  mystery of either the lost tower or the 
  Shrine of the Magi found on vampire 
  ship. 
  2. One +1 weapon of each Player’s 
  choosing from Ritska. 
  3. Roccar pays the Party 5000 gp. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  20 
  Appendix 1: Monster/NPC Statistics 
   
  (Danice) Half-elf, Commoner Medium 
  humanoid (any race), any alignment   Armor 
  Class 10 Hit Points 4 (1d8) Speed 30 ft.    STR 
  10 (+0) CHA 10 (+0) DEX 10 (+0) CON 10 (+0) 
  INT 10 (+0) WIS 10 (+0)  
  Senses passive Perception 10 Languages any 
  one language (usually Common) Challenge 0 
  (10 XP)   Actions Club. Melee Weapon Attack: 
  +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage.    
   
   
   
  Thug  Medium humanoid (any race), any non-
  good alignment  Armor Class 11 (leather 
  armor) Hit Points 32 (5d8 + 10) Speed 30 ft.    
  STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 
  (+0) WIS 10 (+0) CHA 11 (+0)   
  Skills Intimidation +2 Senses passive Perception 
  10 Languages any one language (usually 
  Common) Challenge 1/2 (100 XP)   Pack 
  Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.  
  Actions Multiattack. The thug makes two melee 
  attacks. Mace. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 5 (1d6 + 2) 
  bludgeoning damage. Heavy Crossbow. Ranged 
  Weapon Attack: +2 to hit, range 100/400 ft., one 
  target. Hit: 5 (1d10) piercing damage. 
   
   
  SWARM OF BATS Medium swarm of Tiny 
  beasts, unaligned Armor Class 12 Hit Points 22 
  (Sd8) Speed 0 ft., fly 30ft.  
  STR 5 (-3) DEX 15 (+2} CON 10 (+0) INT 2 (- 4) 
  WIS 12 (+1) CHA 4 (-3)   
  Damage Resistances bludgeoning, piercing, 
  slashing Condition Immunities charmed, 
  frightened, paralyzed, petrified, prone, 
  restrained, stunned Senses blindsight 60ft., 
  passive Perception 11 Languages Challenge 1/4 
  (50 XP)  
  Echolocation. The swarm can't use its blindsight 
  while deafened.  
  Keen Hearing. The swarm has advantage on 
  Wisdom (Perception) checks that rely on 
  hearing.  
  Swarm. The swarm can occupy another 
  creature's space and vice versa, and the swarm 
  can move through any opening large enough for 
  a Tiny bat. The swarm can't regain hit points or 
  gain temporary hit points.  
  ACTIO NS  
  Bites. Melee Weapon Attack: +4 to hit, reach 0 
  ft. , one creature in the swarm's space. Hit: 5 
  (2d4) piercing damage, or 2 (1d4) piercing 
  damage if the swarm has half of its hit points or 
  fewer. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  21 
  Vampire, Medium undead (shapechanger), lawful evil. 
  Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) 
  Speed 30ft. STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 17 
  (+3) WIS 15 (+2) CHA 18 (+4) Saving Throws Dex +9, Wis 
  +7, Cha +9 Skills Perception +7, Stealth +9  
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons Senses darkvision 120 
  ft. , passive Perception 17 Languages the languages it knew 
  in life Challenge 13 (10,000 XP)  
  Shapechanger. If the vampire isn't in sunlight or running 
  water, it can use its action to polymorph into a Tiny bat or a 
  Medium cloud of mist, or back into its true form. While in bat 
  form, the vampire can't speak, its walking speed is 5 feet, 
  and it has a flying speed of 30 feet. Its statistics, other than 
  its size and speed, are unchanged. Anything it is wearing 
  transforms with it, but nothing it is carrying does. It reverts to 
  its true form if it dies. While in mist form, the vampire can't 
  take any actions, speak, or manipulate objects. It is 
  weightless, has a flying speed of 20 feet, can hover, and can 
  enter a hostile creature's space and stop there. In addition, if 
  air can pass through a space, the mist can do so without 
  squeezing, and it can't pass through water. It has advantage 
  on Strength, Dexterity, and Constitution saving throws, and it 
  is immune to all nonmagical damage, except the damage it 
  takes from sunlight.  
  Legendary Resistance (3/Day). If the vampire fails a saving 
  throw, it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its 
  resting place, the vampire transforms into a cloud of mist (as 
  in the Shapechanger trait) instead of falling unconscious, 
  provided that it isn't in sunlight or running water. If it can't 
  transform, it is destroyed. While it has 0 hit points in mist 
  form, it can't revert to its vampire form, and it must reach its 
  resting place within 2 hours or be destroyed. Once in its 
  resting place, it reverts to its vampire form . It is then 
  paralyzed until it regains at least 1 hit point. After spending 1 
  hour in its resting place with 0 hit points, it regains 1 hit point.  
  Regeneration. The vampire regains 20 hit points at the start 
  of its turn if it has at least 1 hit point and isn't in sunlight or 
  running water. Lf the vampire takes radiant damage or 
  damage from holy water, this trait doesn't function at the 
  start of the vampire's next turn.  
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.  
  Vampire Weaknesses. The vampire has the following flaws: 
  Forbiddance. The vampire can't enter a residence without 
  an invitation from one of the occupants,  
  Harmed by Running Water. The vampire takes 20 acid 
  damage if it ends its turn in running water.  
  Stake to the Heart. If a piercing weapon made of wood is 
  driven into the vampire's heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.  
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.  
  ACTIONS  
  Multiattack (Vampire Form Only). The vampire makes two 
  attacks, only one of which can be a bite attack. Unarmed 
  Strike (Vampire Form Only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning 
  damage. Instead of dealing damage, the vampire can 
  grapple the target (escape DC 18).  
  Bite (Bat or Vampire Form Only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one willing creature, or a creature that 
  is grappled by the vampire, incapacitated, or restrained. Hit: 
  7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic 
  damage. The target's hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and the vampire 
  regains hit points equal to that amount. The reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. A humanoid slain 
  in this way and then buried in the ground rises the following 
  night as a vampire spawn under the vampire's control.  
  Charm. The vampire targets one humanoid it can see within 
  30 feet of it. If the target can see the vampire, the target 
  must succeed on a DC 17 Wisdom saving throw against this 
  magic or be charmed by the vampire. The charmed target 
  regards the vampire as a trusted friend to be heeded and 
  protected. Although the target isn't under the vampire's 
  control, it takes the vampire's requests or actions in the most 
  favorable way it can, and it is a willing target for the 
  vampire's bite attack. Each time the vampire or the vampire's 
  companions do anything harmful to the target, it can repeat 
  the saving throw, ending the effect on itself on a success. 
  Otherwise, the effect lasts 24 hours or until the vampire is 
  destroyed, is on a different plane of existence than the 
  target, or takes a bonus action to end the effect.  
  Children of the Night (1/Day). The vampire magically calls 
  2d4 swarms of bats or rats, provided that the sun isn't up. 
  While outdoors, the vampire can call 3d6 wolves instead. 
  The called creatures arrive in 1d4 rounds, acting as allies of 
  the vampire and obeying its spoken commands. The beasts 
  remain for 1 hour, until the vampire dies, or until the vampire 
  dismisses them as a bonus action.  
  LEGENDARY ACTIONS  
  The vampire can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature's turn. 
  The vampire regains spent legendary actions at the start of 
  its turn.  
  Move. The vampire moves up to its speed without provoking 
  opportunity attacks.  
  Unarmed Strike. The vampire makes one unarmed strike. 
  Bite (Costs 2 Actions). The vampire makes one bite attack. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  22 
  Vampire Spawn, Medium undead, neutral evil 
  AC 15 (natural armor) HP 82 (lld8 + 33) Speed 
  30ft.STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 
  11 (+0) WIS 10 (+0) CHA 12 (+1) Saving Throws 
  Dex +6, Wis +3 Skills Perception +3, Stealth +6  
  Damage Resistances necrotic; bludgeoning, 
  piercing, and slashing from non magical 
  weapons Senses darkvision 60ft., passive 
  Perception 13 Languages the languages it knew 
  CR 5 (1 ,800 XP) Regeneration. The vampire 
  regains 10 HP at the start of its turn if it has at 
  least 1 HP & isn't in sunlight or running water. If 
  the vampire takes radiant damage or damage 
  from holy water, this trait doesn't function at the 
  start of the vampire's next turn. Spider Climb. 
  The vampire can climb difficult surfaces, 
  including upside down on ceilings, without an 
  ability check . Vampire Weaknesses. 
  Forbiddance. The vampire can't enter a 
  residence without an invitation from an 
  occupant.  Harmed by Running Water. The 
  vampire takes 20 acid damage when it ends its 
  turn in running water. Stake to the Heart. The 
  vampire is destroyed if a piercing weapon made 
  of wood is driven into its heart while it is 
  incapacitated in its resting place. Sunlight 
  Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While 
  in sunlight, it has disadvantage on attack rolls & 
  ability checks. ACTIONS:  Multiattack. The 
  vampire makes two attacks, only one of which 
  can be a bite attack.  Claws. Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 
  (2d4 + 3) slashing damage. Instead of dealing 
  damage, the vampire can grapple the target 
  (escape DC 13).  Bite. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one willing creature, or a 
  creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) 
  piercing plus 7 (2d6) necrotic damage. The 
  target's HP maximum is reduced by an amount 
  equal to the necrotic damage taken, & the 
  vampire regains HP equal to that amount. The 
  reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit 
  point maximum to 0.  
   
   
   
   
   
   
   
  BANDIT CAPTAIN Medium humanoid (any 
  race), any non-lawful alignment  
  Armor Class 15 (studded leather) Hit Points 65 
  (10d8 + 20) Speed 30 ft. STR 15 (+2) DEX 16 
  (+3) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 
  14 (+2)  
  Saving Throws Str +4, Dex +5, Wis +2 Skills 
  Athletics +4, Deception +4 Senses passive 
  Perception 10 Languages any two languages 
  Challenge 2 (450 XP)  
  ACTIONS :  Multiattack. The captain makes 
  three melee attacks: two with its scimitar and 
  one with its dagger. Or the captain makes two 
  ranged attacks with its daggers.  
  Scimitar. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (ld6 + 3) slashing 
  damage.  
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 
  5 (1d4 + 3) piercing damage 
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  23 
  Appendix 2, Hand Outs: Hand Out 1—General Map of Luskan (Suggested) 
   
   
   
  . 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  24 
  Appendix 2, Hand Outs: Hand Out 2—Players Transport Ship (Suggested) 
   
   
   
   
  Flying Mermaid, Sloop, Water Vehicle, 
  Gargantuan Object. 
  AC 15, HP 200.  Speed ft 5-6mph.  
   No weapons.  Crew of 8-12 sailors.  20 Tons 
  Cargo.   
   
   
   
   
   
   
   
   
   
  Flying Mermaid 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  To Catch a Thief 
  25 
  Appendix 2, Hand Outs: Hand Out 3—Thief’s Ship (Suggested) 
   
   
   
   
   
   
   
   
  The Raven’s Claw 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/To Catch a Thief.pdf