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Heist of Sir Bambelbals Manor

 The thieves group must dicide a name (Scientolagy)


 The theives group can choose what to do in prep work
1. Scouting (Stealth 12 --- Perception)
2. Weapon Preping (Ath/Sle 12 --- Survival)
3. Armor Preping (Ath/Sle 12 --- Survival)
4. Guards Patrol (Stealth 12 ---Perception)
5. Preping items (Persuasion 12 --- Sleight of hand 12 --- Survival)
6. Weapon Training (Intellegince/wisdom check)

 The manor is 8 Maps


1. Garden
2. Roof
3. Attic
4. Second Floor
5. Frist Floor
6. Basement
7. Deeper Basement
8. Dark Basement
Garden
 Guard Patrol  4 Guards 
 Guard Barrack  10 Guards 
 Loot  China tea set worth 20 silver  4 lbs
 Entryway  house back to 1st floor

Roof
 Guard Patrol  2 Guards 
 Entryways  Sides, Balcony, Upper Balcony

Attic
 Guard Patrol  Black Guard
 Weapon Rack  4 x shortswords 8 x spears 4 x shields
 Armor Rack  4 Chain Shirt 4 x Chainmail
 Blackguard foot Locker  10 silver + 10 gold
 Barmabals Studie  Slei 16
 Crystal worth 100 gold per 20 lbs
 Telescope 50 gold 25 lbs
 Globe 10 gold 10 lbs
 Display Case Maul +1
 Chest trapperd 12 sleight  50 gold/1 ruby ring 60 gold
 Trapped 1d8 peircing

Second Floor
 Guard Partol  3 x Guards 1 x Guard Captain
 Bathroom  Bath items 10 silver 5 lbs
 Parents room  Wardrobe  Small Chest Jewlery 30 gold 2 lbs  Fancy
clothes 40 silver 12 lbs
 Daughters room  Fancy Clothes 50 silver 18 lbs
 Office  books and chest  chest  Sleight 18  documents about
shipments and trade  400 gold
First Floor
 Chest  Jewlery 50 Gold
 Chest Food Suppleis

Deeper Basement
 DEX save of 16-12 or higher to take half 16+ no damage (Swing Blades)
 STR or DEX saving throw 14 or higher to dodge(ram)
Loot
 10000 Gold
 1000 Platinum
 Morphing Sword
 Potion Of Mutated Flesh
 Gold Jewlery
 Silver Jewlery
 Bronze Jewlery
 Platinum jewlery

Attic Room
Notes on the Guards
1. Basic Guards ruffians who got cleaned up hired em they are cheap
2. Guard captains They All came fora n army bilf gilf nilf i dont remember
3. Knight where recomended from the capital Like i need em but they are
free so
4. Black Guard These boys came from the old shop they wanted tob e
stronger so i made em stronger
5. Farmal The Great, Lovely Fellow Doesn’t ask questions but he is hot
headed doesn’t talk much about himself He didn’t ind the experiments
just rolled with it
6. James The Wall. Big fellow helps people he asked tob e of more help so i
di dan experiment and he isn’t mush so that a win
7. Marsh The wizend he was a guard for me before so i asked hi mto come
back said he was to old. But now he is nimble as a woodelf
8. Danny is dumb no other way about it he might be retarded don’t know
he punches hard tho so he lives up tot he name
9. The Fire Croaks are lovely only way to deactivate them is just hitting the
tong gotta tell my men that but hey its more fun that way

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