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Magestone Heist (D&D 5E Oneshot Adventure)
Magestone Heist (D&D 5E Oneshot Adventure)
Introduction
The players begin the adventure having just snuck into a castle through a window on the upper floor.
It’s the third watch, around 4-5am, and the town outside the castle walls will be waking up in just two
or so hours; but for now, the mist-cloaked streets and shadowy castle are still as a bone. The party of
four goblins (adaptable for 2-6) finds themselves in a dark library devoid of life. It has two heavy dark
oak doors leading out of it at either end; the walls are covered by full bookcases that tower two and a
half meters tall. Above those, the only light trickles in through four windows on the north and south
walls, one of which they’ve just clambered through with hardly a sound. The floor is covered with a
thick rug that might be a dark maroon- it’s hard to make out colours in the darkness, even with their
naturally perceptive, lamp-like eyes. On it sit several comfortable-looking armchairs and a few side
tables with empty candle-holders and half-finished books strewn on them, as though someone had left
in a hurry after realizing they had nearly missed an important appointment.
The last goblin to climb down has coiled up the 12 meter silk rope they used to scale the wall, and
tucked it into a small pouch on their hip. From another pocket they withdraw a rolled-up paper, and
silently beckon the rest of the group to gather round. On it is a somewhat crudely drawn map (handout)
of the castle, produced from the descriptions of a drunk halfling chef they had met in a tavern a few
nights ago. It features three floors- the upper floor they where on now, the ground floor, and bellow
that, the cellars and dungeons- and the vault, the whole reason they where here in the first place. A little
less than a fortnight ago, a mysterious drow had paid them a handsome advance with the promise of
much more in order to retrieve the object protected therein, something they had called “the magestone”.
Several days and nights of preparation and planning later, and here they where- inside the castle, ready
to pull of the biggest job of their lives.
The Catacombs:
The resources folder provides a link to an empty, maze-like dungeon with one entrance in the bottom
right, and several exits near the top. These are the catacombs that the players can attempt to escape
through. The catacombs have no pre-placed traps, monsters, or loot, and are meant to be filled out by
the DM in a somewhat improvised manner as the players move through them. If you’re not comfortable
with that, consider culling many of the branching paths, leaving only one path to the exit, and placing
traps and encounters along that route in advance.
The catacombs have several dangers that the players must avoid, that you can place at your discretion.
Traps: dart trap- a pressure plate (perception DC 15) triggers a volley of darts in a 1.5m cube. Make a
dex save (13) or take 2d4 peircing damage, half as much on a success. If the party doesn’t notice the
trap, have them roll percentage. On an 85 or higher, they miss the trap by luck alone. Otherwise, use
the roll to determine who triggers the trap. Rock trap- a tripwire (perception DC 13) releases a wooden
board that holds aloft several heavy stones. These fall in a 5ft/1.5m cube. Make a dex save (15) or take
2d6+2 bludgeoning damage, half on a success. If the party doesn’t notice the trap, the first person
always triggers it.
You can choose to have the party encounter both, one, or no traps as they pass through the catacomb’s
corridors. Other simple traps like pit or poison traps could be added as well if you want higher
difficulty, or you could add more of the same traps.
The guards will chase the party through the catacombs, using the rules outlined in the previous part to
determine how much of a lead the party has. Consider a scout to be leading a party of two guards and
another scout when navigating their group through the dungeon. The Scout will need to make survival
checks to track the party. These are DC12 unless the party tries to hide their tracks, in which case they
are a contest between the party’s survival check and the scout’s. If the party rolls lower than a 12, use a
12 instead.
In the rooms of the catacombs, you can choose to have the party encounter monsters. Skeletons (pg.
272 of the MM) are a good choice. If the party is at full health, you might face them with 2-3 at a time,
or at your discretion. If the party is battered but you still want to present a combat, try replacing the
skeleton stat block with the guard stat block, but keeping the skeleton’s lower AC of 13. If your party
aren't beginners, you could offer a more substantial challenge with a will’o wisp (pg. 301). Consider
limiting it in the following way: it is tied to a particular sarcophagus, and cannot move more than 20m
from that position. Consider that the party is only level 3, so presenting a will’o wisp in tandem with
even one or two skeletons is a substantial challenge.
Remember that undead will not hesitate to attack the pursuing guards, either. However, since running
combat between NPCs is uninteresting, roll two 20’s, with the side who wins the contest defeating one
of the opposing side until the combat is resolved. Or, flavour the guards as carrying holy water, and
dispatching the undead quickly and without issue.
The catacombs can also house treasures, either trapped or out in the open. Feel free to try to tempt your
players to waste precious time with gold and goodies.
Once the players find an exit to the catacombs, place them at a random place (4d12 x 10m) from the
castle. Likely places are temples, a well, an abandoned manor, a noble’s house, the long disused
basement of a shop that once housed a ring of criminals- this is a great place to add a flavourful
description.
The Pursuit:
Once the pursuit leads onto open roads, either from the catacombs or by another exit from the castle,
use the following special rules to govern the chase. Make sure to note the party’s passive stealth, which
is the smallest passive stealth of any given member. Ignore most rolls below this, unless they are
directly contesting a perception check. If they choose to try to disguise themselves in plain sight,
guards who inspect them will have to engage in an insight/deception contest, not a perception/stealth
one.
Have the party roll initiative. Also roll initiative for Arishia, the provided modified scout stat block.
Place her at a random location about 300m from the party. The party and the hunters both move across
the city in initiative order, one minute at a time. The players get one “surprise round” of head start
before the hunters start moving. The party can move at slow(50m/min), normal(120m/min), and
running speed (250m/min). At slow speed, they make stealth checks normally. At normal speed, stealth
checks are at disadvantage (and passive stealth is reduced by 5). at running speed, the party cannot hide
at all.
The party starts with a limited knowledge of their surroundings. You can either not show them a map,
describing their location instead, or reveal only ~100m of the map at a time. They can choose where to
move, such as down alleyways or streets, but they are being hunted- gaurds all over town have been
alerted by fast-moving riders to spread out and find the fugitives. Every time the party rounds a new
corner, roll on the following table to determine if the new road has any guards on it.
1-10: no guards.
11-12: One listless guard sits idly, pretending to inspect the road or ask the townsfolk about suspicious
persons. Use his passive perception.
13-14: One guard walks towards the party’s position, attentively scanning the street for the party. Use
an active perception roll or passive perception for the contest if the party comes within 25m.
15-16: One guard walks away from the party, carefully scanning the street.
17-18: Two guards are engaged with a towns-person. Use passive perception.
19: Two guards carefully watch every passerby on the street from a fixed position.
20: A guard mounted on a horse speeds past the party, either from behind towards this road, or from
this road towards the one they where on. Use passive perception with disadvantage (-5) for this
distracted guard.
The players may want to hide in alleyways or climb on top of buildings to avoid the guards. Remember
that most alleyways (gaps between buildings) end in dead ends, and passing guards may (5 or 6 on a
d6) investigate an alleyway. Similarly rooftops might not prove the boon players hope for, because
while regular guards will take disadvantage on their perception checks, the players cannot hide- they
are clearly silhouetted against the sky- and the seasoned hunter on horseback knows to scan the skyline
as well, so will not take disadvantage against their passive stealth. Still, alleyways can lead to back
doors or back onto different streets, and climbing a roof can let you jump down on the opposite side of
a building as the person who spotted you- try not to punish the players for thinking creatively.
Since the sun has risen and the city has come awake, each street should have (1d12+2) commoners
walking about, heading to work or to buy food and the like. Players can hide among them, although as
a group they will be much more obvious than if they split up. They can also ask the commoners for
directions to points of interest, like docks, stables, taverns, ect. When speaking with a commoner,
they’ll need to roll a deception check to maintain their disguise. The DC to fool a commoner could be
6-10, depending on whether they know there are fugitives on the run.
Speaking with a commoner is an example of an ACTION. Preforming an action means that the group
losses half their movement for the turn, regardless of what speed they are moving at.
If the group wants to find a point of interest, like a stable, without asking directions, have them roll a
perception check (DC7), and roll a d% yourself. Based on the result, determine whether what they are
looking for is on this street. Looking for a building like this is not an action.
At each of the major exits from town, place two careful guards like from the table above. If the players
want to leave, they’ll need to either deceive the guards or sneak past them. They could of course, try
other, more brash approaches, such as running right past them.
Stat blocks
Str: 12 (+1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 11 (+0)
Wis: 13 (+1)
Cha: 10 (+0)
Combat:
multiattack. She can make two attacks with her action.
Whip. +5 to hit. (1d4+3) slashing. Reach.
Longbow. +5 to hit. (1d8+3) piercing. (150/600ft)/(50/200m).
Hand crossbow. +5 to hit. (1d6+3) piercing damage. (30/120ft)/(9/40m). As a bonus action, she can fire
her hand crossbow. She cannot use this ability again until she has used an action or a bonus action to
reload it.
Chase:
She has a mount during the chase. Her per minute speeds are:
walk (120m), ride(180m), gallop(360m). While galloping, perception checks are at disadvantage.
She is accompanied by a mounted guard with the following modified stat block:
Guard
HP: 14 (3d8+2)
AC: 14 (chain shirt) 16 (shield up)
speed: 30ft/9m
Str: 13 (+1)
dex: 12 (+1)
con: 12 (+1)
int: 10 (+0)
wis: 11 (+0)
cha: 10 (+0)
skills: perception +2
passive perception: 12, passive stealth: 11
Combat:
Longsword. +3 to hit. (1d8+1) slashing. Versatile: (1d10+1).
Shortbow. +3 to hit. (1d6+1) piercing.
The maps
Follows are PNGs of maps of the castle as annotated above, as well as a map of the city.
Nestad
0 250 500m
Floor2.
Floor3.
Floor1.
Basement.