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
- a misunderstanding of escalating proportions
- the tavern-keeper knows everyone by embarrassing nickname
- a low-stakes rival with a signature bit
- the pet/sidekick that saves the day
- a ferret escape leads to international incident
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
- the target is the Gilded Exchange — the DM's named venue from the brief
- 3 crews are in play — surface each at a distinct scene, not as one generic "complication"
- the target is throwing a gala in three days
- the guard shift changes at the tolling of the third bell
- the locksmiths' guild just installed a new kind of mechanism
- the watchtower on the north wall is undermanned on Sixthday
- a rival crew has been asking the same questions at different taverns
- an informant with a grudge against the target is available for a price
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:
arc-select-heist→campaign|arc-template|heist(cf 0.95)flavor-urban-heist→campaign|setting-flavor|urban|heist(cf 0.90)difficulty-climax-default→campaign|climax-difficulty|deadly(cf 0.95)recurring-npc-every-two→campaign|recurring-npc-cadence|2(cf 0.85)warn-heist-without-fixer-planning→campaign|warning|heist-arcs-live-or-die-on-the-casing-session-front-load-planning-detail(cf 0.80)tone-palette-match→campaign|tone-palette|comedic(cf 0.95)warn-comedic-deadly-climax-mismatch→campaign|warning|comedic-tone-may-feel-wrong-with-deadly-climax-consider-softening(cf 0.85)flavor-urban-heist→campaign|setting-flavor|urban|heist(cf 0.99)
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)
- Tied to: Petra Silvermark (ally)
- Drop in session: 2
- Personal beat: Petra Silvermark mentions the 3 favors in passing, with the wrong count, and a small smile — they want Esperanza Quill to know they know.
Darro the Unremarkable (Rogue)
- Tied to: Nerida Castellan (fixer)
- Drop in session: 2
- Personal beat: Nerida Castellan asks Darro the Unremarkable a direct, unwelcome question about one last unambiguous win before retirement. They already know most of the answer.
Ormand Pike (Fighter)
- Tied to: Petra Silvermark (ally · kin)
- Drop in session: 2
- Personal beat: Petra Silvermark reaches for a dueling sword without asking, as if it had always been theirs to touch.
Miss Thistle (Sorcerer)
- Tied to: Nerida Castellan (fixer)
- Drop in session: 3
- Personal beat: Nerida Castellan and Miss Thistle share a history the rest of the party can sense but not name.
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-securityS2: Nerida Castellan confides S3: environmental clue |
| ★ | Insider Access | Nerida Castellan can provide inside access — for a price. | S3 | S2: handout handout-fact-insider-accessS2: 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-timingS2: 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-routeS2: Petra Silvermark confides |
| · | Complication | The watch making an unscheduled patrol is coming. The party does not yet know. | S3 | S2: handout handout-fact-complicationS2: 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-stakesS2: 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
- DC ladder: 14 → 15 → 16 → 17
- Successes needed: 3 before 3 failures
- NPCs involved: npc-ally
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
- Coin. 25 gp
- Total value. ~25 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Performance for Coin (Work)
- Perform music, storytelling, or acrobatics in a public venue for tips.
- Check: Performance DC 12 · Cost: 0 gp
- Outcome: Earn 1d6+2 gp. On a critical success, earn double and attract a patron's attention.
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
- Pit Fighting (Training)
- Enter an underground fighting ring. Nonlethal — usually. Three rounds, three opponents.
- Check: Athletics DC 14 · Cost: 0 gp
- Outcome: On success, earn 10 gp and a reputation. On failure, take 1d6 damage and a bruised ego.
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
- Prestidigitation Lure (Magical · Minor)
- Trigger: Creature investigates the illusory sound or smell
- Effect: Distraction; secondary trap triggers while attention is diverted. (4d6 damage, DC 15 save)
- Detect: DC 15 · Disarm: DC 18
- Reset: permanent
- Alarm Glyph (Magical · Minor)
- Trigger: Creature enters a warded area
- Effect: Silent or audible alarm; caster knows immediately. (4d6 damage, DC 15 save)
- Detect: DC 15 · Disarm: DC 18
- Reset: none — lasts until triggered
Treasure — Individual · Common
- Coin. 50 gp
- Total value. ~50 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Street Carousing (Carousing)
- Spend a night in the lower quarters — pit fights, dice games, and cheap ale.
- Check: Constitution DC 12 · Cost: 5 gp
- Outcome: Make 1d3 contacts among common folk or the underworld. Risk a brawl on failure.
- Odd Jobs (Work)
- Take miscellaneous small jobs — courier work, rat-catching, sign-painting.
- Check: Survival DC 10 · Cost: 0 gp
- Outcome: Earn 1 gp per day. May overhear a rumor on a check of 15+.
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
- DC ladder: 16 → 17 → 18 → 19 → 20
- Successes needed: 3 before 3 failures
- NPCs involved: npc-villain, npc-ally, npc-fixer
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
- Coin. 5 gp
- Total value. ~5 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Resupply and Trade (Work)
- Visit local merchants, fences, or traders to buy, sell, or barter gear and provisions.
- Check: Persuasion DC 11 · Cost: 0 gp
- Outcome: Buy or sell items at standard PHB prices. On a success of 15+, find one unusual item at a 10% discount.
- Gambling Den (Carousing)
- Spend an evening at a gambling house — dice, cards, or bone-roll. Wager coin against strangers.
- Check: Insight DC 13 · Cost: 20 gp
- Outcome: On success, win 2× the stake. On failure, lose the stake. Either way, learn who has money in this town.
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
- Magic Mouth Decoy (Magical · Major)
- Trigger: Creature approaches within 10 ft
- Effect: Loud scream or warning — summons guards or triggers secondary trap. (7d6 damage, DC 15 save)
- Detect: DC 18 · Disarm: DC 20
- Reset: permanent until dispelled
- Glyph of Warding (Fire) (Magical · Major)
- Trigger: Creature steps on or opens the warded surface
- Effect: Explosion of fire in 20-ft sphere. (7d6 damage, DC 15 save)
- Detect: DC 18 · Disarm: DC 20
- Reset: none — one-use glyph
Treasure — Hoard · Uncommon
- Coin. 80 pp, 2300 gp, 5000 sp, 800 cp
- Art. Gold ring with bloodstones (250 gp); Silver necklace with gemstone pendant (250 gp)
- Magic items:
- Ring of Spell Storing (Rare (attunement)) — Stores up to 5 levels of spells cast into it.
- Total value. ~9108 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Case the Target (Research)
- Walk the approaches of the target — guard rotations, side doors, blind corners, the loose gossip of clerks who work nearby.
- Check: Investigation DC 13 · Cost: 5 gp
- Outcome: Learn one specific security detail (patrol timing, hidden entrance, or posted DC for a check on the actual job).
- Fence Stolen Goods (Work)
- Move a piece of inventory the party can't be seen carrying. Requires a fence who trusts the party.
- Check: Deception DC 14 · Cost: 0 gp
- Outcome: Convert one stolen item into 40-60% of market value in untraceable coin. On a critical fail, the fence is compromised.
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
- Alarm Glyph (Magical · Lethal)
- Trigger: Creature enters a warded area
- Effect: Silent or audible alarm; caster knows immediately. (14d10 damage, DC 15 save)
- Detect: DC 20 · Disarm: DC 22
- Reset: none — lasts until triggered
- Glyph of Warding (Fire) (Magical · Lethal)
- Trigger: Creature steps on or opens the warded surface
- Effect: Explosion of fire in 20-ft sphere. (14d10 damage, DC 15 save)
- Detect: DC 20 · Disarm: DC 22
- Reset: none — one-use glyph
Treasure — Climax Reward · Rare
- Coin. 50 pp, 2700 gp, 11000 sp, 500 cp
- Magic items:
- Ring of Spell Storing (Rare (attunement)) — Stores up to 5 levels of spells cast into it.
- Total value. ~9305 gp
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."
}
]
}