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A Gilded Larceny

Comedic · Urban · Heist

Generated 2026-04-16 · seed 2040468793 · 208 rule firings.


Campaign Arc

Title: A Gilded Larceny System: D&D 5e Tone: Comedic — levity, absurdity, bounce-back Setting: Urban Arc shape: Heist Party: 4 × level 5 Sessions: 5 Themes: rivalry, false-identity, debts-of-honor

⚠ heist arcs live or die on the casing session front load planning detail ⚠ comedic tone may feel wrong with deadly climax consider softening

Tone palette

Climax cues: - the villain's plan hinges on something ridiculous - the final ingredient turns out to be in someone's pocket since session two - a pun saves the day, and the party groans - the goose, the goose, the goose - an accidental hero — someone who did nothing on purpose - the party wins and nobody knows exactly how

Setting flavor

Sessions

Session 1 — Establish

Focus: Social · Target difficulty: Easy

Beat. meet the fixer; hear the job; negotiate the cut

Tone notes: - a bandit demands the password; the party doesn't know one; the bandit improvises - a dog speaks plain common just once, during the climax, and says something useful - the watchtower on the north wall is undermanned on Sixthday

Plot advance. The inciting question surfaces; the party is drawn in.

Recurring NPC slot. A major recurring character should appear this session.

Session 2 — Investigate

Focus: Exploration · Target difficulty: Medium

Beat. case the target; map the defenses

Tone notes: - a merchant selling something nobody needs, and every party member buys one - the target is the Gilded Exchange — the DM's named venue from the brief

Plot advance. New information clarifies or complicates.

Session 3 — Complicate

Focus: Social · Target difficulty: Medium

Beat. a rival crew shows up asking the same questions

Tone notes: - a misunderstanding of escalating proportions - an informant with a grudge against the target is available for a price

Plot advance. Stakes escalate; easy paths close.

Recurring NPC slot. A major recurring character should appear this session.

Session 4 — Complicate

Focus: Combat · Target difficulty: Hard

Beat. a specialist betrays the party to the target for protection money

Tone notes: - the pet/sidekick that saves the day - the guard shift changes at the tolling of the third bell

Plot advance. Stakes escalate; easy paths close.

Session 5 — Climax: Climax

Focus: Combat · Target difficulty: Deadly

Beat. the escape goes sideways; confrontation and getaway

Tone notes: - a low-stakes rival with a signature bit - 3 crews are in play — surface each at a distinct scene, not as one generic "complication"

Plot advance. The final truth is revealed. Costs are paid. The arc closes.

Recurring NPC slot. A major recurring character should appear this session.

Rule trace

Top rule firings that shaped this arc:


Cast

3 named recurring characters. DM expands as needed; players learn names through play.

Petra Silvermark

Ally · ★ major · first appears session 1

Field
Stat block noble (CR 1/8, 25 XP)
Species Halfling
Appearance halfling, a head shorter than most humans; aquiline, haughty, a scar no one has ever asked about; a merchant's long coat, patterned, a little too much; a small book tucked always somewhere on their person
Voice speaks as if reading from a book no one else has seen
Personality warm on first meeting, reveals almost nothing of themselves
Quirk knows the exact date of the last three defining local events, by heart

Motivation. Petra acts to protect or reach someone they love — that person may not know.

Hook. knows a safer path, or a hidden way.

Stat-block note: well-connected; rarely fights, calls for guards.

Malrik Yellowcourt

Villain · ★ major · first appears session 2

Field
Stat block spy (CR 1, 200 XP)
Appearance fragile in an ornamental way, sixties, not as fragile as they look; smooth-shaven, wig crisp, nothing out of place; tailored coat of dark wool with silver buttons; a ring worn on the thumb rather than a finger
Voice flat affect — reads as either calm or deeply dissociated
Personality cheerful in a way that is clearly a performance the party sees through
Quirk begins every sentence with a remark about the weather, however irrelevant

Motivation. Malrik sworn to a cause, code, or person; acts for the oath, not themselves.

Hook. knows a piece of the truth the party needs.

Multiclass flavor — Magician-Agent. disguise-self to infiltrate, fire-bolt to escape.

Stat-block note: cunning, Sneak Attack, hides in plain sight.

Nerida Castellan

Fixer · ★ major · first appears session 2

Field
Stat block scout (CR 1/2, 100 XP)
Species Gnome
Appearance gnomish, small and quick, hair a startling color; eyes that flick past yours to the doors of the room; footman's livery, three-button coat, collar too tight; a brass tag on a cord at the collarbone
Voice punctuates sentences with little laughs that sound apologetic
Personality kind in manner; unmovable on principle
Quirk fastidious to the point of distraction — brushes at phantom lint mid-sentence

Motivation. Nerida believes in the cause — even when the cause is wrong.

Hook. can open a door — literal or social — no one else can.

Stat-block note: ranger-type; keen senses, ranged.


Party

4 player characters. The DM provided backstories; the hooks below are drafted from them.

PC Class Backstory cue
Esperanza Quill Bard A professional forger with a performer's license and a deeply sincere belief that every document she signs ...
Darro the Unremarkable Rogue Was famous, once, for a theft so clean it is still taught in a particular guild. Has since perfected the ar...
Ormand Pike Fighter Ex-house guard for a merchant family that no longer exists. Carries a dueling sword, a ledger, and a strong...
Miss Thistle Sorcerer Wild-magic sorcerer and reformed socialite. Reformed in the sense that she has stopped attending galas; her...

Personal Hooks

One drafted hook per PC. Each ties the PC to a specific NPC, names a session to land the beat in, and gives the DM a one-line prompt to improvise from.

Esperanza Quill (Bard)

Darro the Unremarkable (Rogue)

Ormand Pike (Fighter)

Miss Thistle (Sorcerer)


Relationships

2 named relationships derived from the cast. These are the hidden wires the DM can pull at the table.

Edge list

From Relationship To Note
Nerida Castellan owes a debt to Petra Silvermark Nerida Castellan owes Petra Silvermark — money, a favor, or a life. The repayment has not come.
Petra Silvermark fears ⚠ Malrik Yellowcourt Petra Silvermark is afraid of Malrik Yellowcourt — with reason or without.

⚠ Completeness pass added 1 edge(s) to ensure the villain is connected to the cast.


Plot Facts

The narrative spine. Each crucial fact should reach the party by the session listed. The reveal paths column names every handout, NPC beat, or encounter that can convey it; the 3-clue rule requires 2 paths per crucial fact.

Stakes presentation: Explicit.

# Category Statement Reveal by Reveal Paths
Target Security The target's defenses include a wall no rope reaches. S3 S3: handout handout-fact-target-security
S2: Nerida Castellan confides
S3: environmental clue
Insider Access Nerida Castellan can provide inside access — for a price. S3 S2: handout handout-fact-insider-access
S2: Petra Silvermark confides
S3: environmental clue
Timing The window opens at between the second and third bell and closes without warning. S3 S3: handout handout-fact-timing
S2: Nerida Castellan confides
S3: environmental clue
· Escape Route The escape routes through the exchange — any other path, they are caught. S3 S1: handout handout-fact-escape-route
S2: Petra Silvermark confides
· Complication The watch making an unscheduled patrol is coming. The party does not yet know. S3 S2: handout handout-fact-complication
S2: Nerida Castellan confides
· Stakes The clock runs out at the final session. After that — the city tips past the point where anyone still in office can pull it back. S3 S1: handout handout-fact-stakes
S2: Petra Silvermark confides

✓ All crucial facts have the required reveal paths.


Contingencies

If the party misses a crucial reveal, the DM has a plan. One entry per crucial fact, 3 in total.

Target Security · fact-target-security · Medium severity

Primary reveal by session 3. Fact: "The target's defenses include a wall no rope reaches."

If missed. The hired specialist the party didn't know about turns up at the worst moment.

Stakes escalation. Two factions now claim the same cheese wheel; a duel is being arranged. Over cheese.

Fallback reveal — session 4. A discarded plan for a competing heist is found in the party's way; the authors did their homework.

If still unknown at climax. The target's defenses include the surprise the party didn't know about — add a complication to the final challenge.

Insider Access · fact-insider-access · Medium severity

Primary reveal by session 3. Fact: "Nerida Castellan can provide inside access — for a price."

If missed. The insider waits for them at the wrong door, is seen, is taken.

Stakes escalation. A competing scheme emerges; it is worse, and also funnier.

Fallback reveal — session 4. A servant's ledger or scheduling book falls into the party's hands; an exploitable rhythm is laid plain.

If still unknown at climax. No insider support at the climax. The party relies entirely on their own skills.

Timing · fact-timing · High severity

Primary reveal by session 3. Fact: "The window opens at between the second and third bell and closes without warning."

If missed. The window passes. The job now costs one of the party something they were trying to protect.

Stakes escalation. Bartlemew has declared himself Acting Lord Mayor. The actual mayor is unreachable.

Fallback reveal — session 4. A second window opens, later and costlier — the party gets one more chance.

If still unknown at climax. The party arrives at the climax with the timing wrong. The fight begins already-in-progress.


Handouts

6 physical artifacts the players can hold, passed across the table. Print or copy the text blocks below.

Handout fact-escape-route · Letter

Session 1 · Authored by: Petra Silvermark · In-fiction addressee (NPC): Nerida

Styling. Clean vellum, wax seal in the shape of a clasped hand

Reveal method. Presented by a young courier who waits for a reply

Reveals plot fact (DM only): fact-escape-route · Escape Route

The escape routes through the exchange — any other path, they are caught.

Text to pass to players:

To the Honored Nerida,

Word of your deeds has reached the copper-roofed tavern. I write because this matter is more urgent than many here believe: When all else fails, the kitchen corridor leads somewhere it should not

I ask that we meet at the afternoon of Bartlemew's disaster. I can offer what help I have in return for your aid — bring what you have.

Yours in earnest regard, Petra Silvermark

Handout fact-stakes · Letter

Session 1 · Authored by: Petra Silvermark · In-fiction addressee (NPC): Nerida

Styling. Fine paper, small neat hand, a pressed leaf enclosed

Reveal method. Found among the effects of an NPC who is no longer with us

Reveals plot fact (DM only): fact-stakes · Stakes

The clock runs out at the final session. After that — the city tips past the point where anyone still in office can pull it back.

Text to pass to players:

Nerida,

It is the feast of St. Fumblepot as I write. The sun is behind the hills and the birds have quieted.

I have been meaning to say this for a long time. Someone who must not know I am writing this. Do not think badly of me for saying it so late.

If you pass through the clerks' court, meet at the place we discussed.

Yours always, P

Handout fact-insider-access · Map Annotation

Session 2 · Concerns: Petra Silvermark

Styling. A working sketch, not a proper map — rooms and corridors in quick pencil, tiny numbers indicating the order to move

Reveal method. Falls out of a stolen coat when the party searches it for other reasons

Reveals plot fact (DM only): fact-insider-access · Insider Access

Nerida Castellan can provide inside access — for a price.

Text to pass to players:

(A rough sketch of the interior of the public gardens before they open — rooms, corridors, and windows, numbered in a hand used to planning.)

Order of entry: 1. Through the service door at the alley 2. Past the kitchen — city's in uproar, remember: the festival prize ribbon has been tied to the wrong goose and nobody can find the right goose 3. Up the back stair, around the squeaking board 4. The safe room; note that the festival ale has been watered; the festival goats have not 5. Out the garden gate before the bells strike the second Fourthday

Pencilled in the margin, larger: Remember: the one who holds this knowledge does not know they hold it. Without that, none of this works.

Handout fact-complication · Letter

Session 2 · Authored by: Nerida Castellan · In-fiction addressee (NPC): Petra

Styling. Clean vellum, wax seal in the shape of a broken chain

Reveal method. Presented by a young courier who waits for a reply

Reveals plot fact (DM only): fact-complication · Complication

The watch making an unscheduled patrol is coming. The party does not yet know.

Text to pass to players:

To the Honored Petra,

Word of your deeds has reached the butchers' alley. I write because this matter is more urgent than many here believe: There is a complication no one mentions — a body, or a child, or a debt

I ask that we meet at the feast of St. Fumblepot. I can offer what help I have in return for your aid — meet at the place we discussed.

Yours in earnest regard, Nerida Castellan

Handout fact-target-security · Letter

Session 3 · Authored by: Nerida Castellan · In-fiction addressee (NPC): Petra

Styling. Clean vellum, wax seal in the shape of a closed book

Reveal method. Presented by a young courier who waits for a reply

Reveals plot fact (DM only): fact-target-security · Target Security

The target's defenses include a wall no rope reaches.

Text to pass to players:

To the Honored Petra,

Word of your deeds has reached the Gilded Exchange. I write because this matter is more urgent than many here believe: The lock on the old quarter is not the only one, and the loudest guard is not the one to fear

I ask that we meet at the afternoon of Bartlemew's disaster. I can offer what help I have in return for your aid — find me if you can.

Yours in earnest regard, Nerida Castellan

Handout fact-timing · Overheard

Session 3 · Concerns: Nerida Castellan

Styling. (the party hears this whether they want to or not)

Reveal method. At the tavern, loudly, while trying to order food

Reveals plot fact (DM only): fact-timing · Timing

The window opens at between the second and third bell and closes without warning.

Text to pass to players:

At the next table, loud enough for the whole room:

"— and I told them, I told them plain, I cannot do this much longer. And what did they say to that? Nothing. Not a word! Because the third name on that list is a person I know!"


Treasure Overview

Total across campaign: ~18493 gp · magic-item cap 6.

Session Type Rarity Coin/Art Magic items Session total
1 — Establish Individual Common 25 gp 25 gp
2 — Investigate Individual Common 50 gp 50 gp
3 — Complicate Hoard Uncommon 5 gp 5 gp
4 — Complicate Hoard Uncommon 80 pp, 2300 gp, 5000 sp, 800 cp + loot Ring of Spell Storing 9108 gp
5 — Climax Climax Reward Rare 50 pp, 2700 gp, 11000 sp, 500 cp Ring of Spell Storing 9305 gp

Trap Summary

Session Trap Type Tier Detect DC Disarm DC
2 Prestidigitation Lure Magical Minor 15 18
2 Alarm Glyph Magical Minor 15 18
4 Magic Mouth Decoy Magical Major 18 20
4 Glyph of Warding (Fire) Magical Major 18 20
5 Alarm Glyph Magical Lethal 20 22
5 Glyph of Warding (Fire) Magical Lethal 20 22

Encounters by Session

Session 1 — Establish · Encounter

Session 1 encounter — Social · Easy · Urban

Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.

How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.

No monsters. This is a social scene.

Objective. Talk, bargain, or intimidate to a working outcome.

Social challenge — stakes: Standard

Stakes: - Success: Terms are agreed. The NPC shakes on it — resources, passage, or a name. - Partial: They agree to part of it, but the price is higher than expected. Take it or leave it. - Failure: Talks break down. The NPC walks out, and the offer won't come again.

Complications (introduce at round 2+): - The NPC demands a show of good faith — an immediate, costly gesture. - A child or supplicant interrupts, reminding everyone of the human cost at stake.

Scene features: - crowded street - narrow alley - rooftop chase - witnesses or eavesdroppers - a ticking clock or shifting allegiance

Treasure — Individual · Common

Between sessions — downtime options

The following activities are available to the party during downtime:

Session 2 — Investigate · Encounter

Session 2 encounter — Exploration · Medium · Urban

Objective. Reach the target location or uncover the hidden detail.

Creatures: - 2× Knight (700 XP each)

Budget: party 2000 XP · raw 1400 · adjusted 2100 · on-target

Tactics: - 2× Knight: Plate-mailed. Multiattack. Leadership aura buffs mooks' attack rolls.

Terrain features: - market stall cover - sewer grate - crowded street

Hazards: - falling from rooftop (1d6/10ft) - crowd panic

Hazards — 2 traps

Treasure — Individual · Common

Between sessions — downtime options

The following activities are available to the party during downtime:

Session 3 — Complicate · Encounter

Session 3 encounter — Social · Medium · Urban

Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.

How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.

No monsters. This is a social scene.

Objective. Talk, bargain, or intimidate to a working outcome.

Social challenge — stakes: High

Stakes: - Success: Major alliance or revelation. The NPC commits resources, troops, or secrets. - Partial: The NPC cooperates minimally — enough to advance the plot, not enough to be safe. - Failure: The NPC becomes an active obstacle. Guards called, reputation damaged, enemy alerted.

Complications (introduce at round 2+): - A messenger bursts in with urgent battlefield news that changes the negotiation calculus. - A child or supplicant interrupts, reminding everyone of the human cost at stake.

Scene features: - crowded street - rooftop chase - market stall cover - witnesses or eavesdroppers - a ticking clock or shifting allegiance

Treasure — Hoard · Uncommon

Between sessions — downtime options

The following activities are available to the party during downtime:

Session 4 — Complicate · Encounter

Session 4 encounter — Combat · Hard · Urban

Objective. Defeat every hostile creature.

Creatures: - 1× Veteran (700 XP each) - 3× Spy (200 XP each)

Budget: party 3000 XP · raw 1300 · adjusted 2600 · on-target

Tactics: - 1× Veteran: Triple attack (two longsword, one shortsword). High HP. Tough fight for low-level parties. - 3× Spy: Cunning Action. Slips away if outnumbered. Sneak Attack on surprised targets.

Terrain features: - narrow alley - rooftop chase - sewer grate

Hazards: - guard response d6 rounds - falling from rooftop (1d6/10ft)

Hazards — 2 traps

Treasure — Hoard · Uncommon

Between sessions — downtime options

The following activities are available to the party during downtime:

Session 5 — Climax · Encounter

Session 5 encounter — Combat · Deadly · Urban

Dramatic shape: Chase. Movement decides the outcome. Who catches whom, and through what?

How to run: Track relative distance on a scale of 0-10. Movement + a Dexterity or Athletics check per round adjusts the number. Combat happens only when relative distance is 0-2. Victory condition: Opens-up / closes at distance 10+. Usually non-lethal — the party loses only the one they were chasing.

Objective. Bring down the leader. The minions may flee or stand.

The target breaks into a run down the main thoroughfare.

Checkpoints (distance counter increases by checkpoint, decreases when obstacle check fails):

Dist Obstacle Check DC Failure
2 a crowded market square Acrobatics 12 lose 2 distance; knock over a stall
4 rooftop gap over an alley Acrobatics 14 fall 10 ft (1d6 bludgeoning); climb back in 1 round
6 a fruit cart rolling loose Dexterity 11 slip on spilled produce, prone
8 a funeral procession across the street Persuasion/Stealth 13 caught; lose 3 distance
10 a drunk insisting on conversation Persuasion/Intimidation 10 lose 1 round explaining yourself

Pursuer (triggers combat at distance 0-2): - 1× Gladiator (1800 XP each) - 1× Knight (700 XP each)

Budget: party 4400 XP · raw 2500 · adjusted 3750 · on-target

Tactics: - 1× Gladiator: Parry reaction halves an incoming hit. Multiattack with spear + shield bash. Plays to the crowd. - 1× Knight: Plate-mailed. Multiattack. Leadership aura buffs mooks' attack rolls.

Terrain features: - crowded street - rooftop chase - sewer grate - obstacles every 60-120 ft (crowd, stall, cart, fence) - shortcut routes that require a check

Hazards: - guard response d6 rounds - falling from rooftop (1d6/10ft)

Hazards — 2 traps

Treasure — Climax Reward · Rare


Quick Reference

Session Role Focus Difficulty Creatures Budget (adj)
1 Establish Social Easy no combat
2 Investigate Exploration Medium 2× Knight 2100/2000
3 Complicate Social Medium no combat
4 Complicate Combat Hard 1× Veteran, 3× Spy 2600/3000
5 Climax Combat Deadly 1× Gladiator, 1× Knight 3750/4400

Coherence Check

18 validators ran. 0 errors, 0 warnings, 0 notes.

✓ No coherence issues detected.


Source brief

{
  "system": "5e",
  "tone": "comedic",
  "arc-type": "heist",
  "setting": "urban",
  "session-count": 5,
  "party-level": 5,
  "party-size": 4,
  "brief_venue": "the Gilded Exchange",
  "brief_rival_count": 3,
  "brief_rival_noun": "crews",
  "pace": "brisk",
  "title": "A Gilded Larceny",
  "brief": "A brisk comedic heist in a city of rival merchant houses. A priceless relic is about to change hands at the Gilded Exchange, and three crews are already circling — but the crew that wins will be the one with the best paperwork and the worst impulse control. 5 sessions, 4 level-5 characters. Tone: comedic, competent chaos, elaborate plans that survive contact with reality only barely. Themes of rivalry, false identity, debts of honor.",
  "themes": [
    "rivalry",
    "false-identity",
    "debts-of-honor"
  ],
  "pcs": [
    {
      "name": "Esperanza Quill",
      "class": "bard",
      "backstory": "A professional forger with a performer's license and a deeply sincere belief that every document she signs is, in some sense, true. Owes three favors to three different people who have not yet realized she cannot possibly repay them all."
    },
    {
      "name": "Darro the Unremarkable",
      "class": "rogue",
      "backstory": "Was famous, once, for a theft so clean it is still taught in a particular guild. Has since perfected the art of being forgotten on purpose. Wants one last unambiguous win before retirement."
    },
    {
      "name": "Ormand Pike",
      "class": "fighter",
      "backstory": "Ex-house guard for a merchant family that no longer exists. Carries a dueling sword, a ledger, and a strong opinion about receipts. Is, despite himself, the moral center of the party."
    },
    {
      "name": "Miss Thistle",
      "class": "sorcerer",
      "backstory": "Wild-magic sorcerer and reformed socialite. Reformed in the sense that she has stopped attending galas; her magic has not received the memo. Treats every spell as a small social emergency."
    }
  ]
}