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3687826-Heist Heist Baby Appendices 1
3687826-Heist Heist Baby Appendices 1
Baby
Operation Ice Diamond
(appendices)
Contents
Appendix 1: Assembling the Crew 1
Appendix 2: Secrets 3
Appendix 3: Roleplaying Chapter 3 5
Appendix 4: Traps 7
Appendix 5: Valuable Items 9
Appendix 6: Vault Door Puzzle 10
Appendix 7: Maps and Tokens 12
Appendix 8: Magic Items 13
Appendix 9: Stat Blocks 16
Appendix 1: Assembling the Crew
1. The Leader 5. The Insider
This individual exudes an air of confidence, This character has connections in the right
with a commanding presence that naturally places and possesses invaluable inside
draws others to follow their lead. They knowledge about the target location. They
possess a sharp intellect and exceptional may have a history with the place or hold
organizational skills, able to formulate a position that grants them unique access.
intricate plans and adapt on the fly. Their Their familiarity with the layout, security
unwavering composure and ability to make protocols and key personnel ensures that
tough decisions make them the natural the team has the upper hand when it comes
choice to steer the team towards success. to executing the heist smoothly.
1
9. The Veteran
This character has seen it all and has a
wealth of experience, having lived through
countless missions and heists. Battle-scarred
and wise, they bring a level-headedness and
practicality to the team. They may be haunted
by memories and have a stoic demeanor, but
their resolve and unwavering loyalty to their
comrades means they are a pillar of strength
in the heist team.
2
Appendix 2: Secrets
1. The Double-Crosser 3: The Assassin
Secret: Deep down, The Double-Crosser Secret: The Assassin harbors a dark vendetta
harbors selfish intentions and plans to steal against a specific team member and plans
the Heart of Ice for themselves, leaving the to assassinate them during the heist. Driven
rest of the party behind. They may even by jealousy, revenge or a sinister pact, they
have spun a web of lies, leading another carefully seek opportunities to disadvantage
team member to believe they will abscond their target while maintaining a façade of
together with the diamond. Their true motive cooperation. Once the gem is secured, they
is personal gain and an escape from the will unleash their deadly intent to ensure
clutches of their comrades. that their nemesis doesn’t escape with their
life.
Example: On the surface, The Double-
Crosser appears to be happily married to Example: Long ago, another team member
a member of the team. Together with their betrayed the father of The Assassin, selling
spouse, they have made a plan to take the him out and resulting in his capture and tragic
gem for themselves and live happily ever demise. The heist presents The Assassin
after. However, behind closed doors they with an opportunity to settle the score once
are involved in a torrid affair with another and for all. They plan to eliminate their foe
team member. They have concocted a during the chaos of the operation, ensuring
plan to steal the jewel and elope with their that justice is served and their personal
beloved, leaving the rest of the team and vendetta is avenged.
their heartbroken spouse in the dust.
4: The Artifact Hunter
2: The Saboteur Secret: While the Heart of Ice is the primary
Secret: Unbeknownst to the others, The target, The Artifact Hunter has their eyes
Saboteur is secretly aligned with a rival set on another valuable artifact within the
faction and aims to sabotage the heist. Blackthorne Mansion. Their true goal is to
Whether they’re being blackmailed or have steal this additional treasure alongside the
their own ulterior motives, their objective is diamond, with plans to sell it on the black
to ensure the mission’s failure. Their loyalty market or fulfill a personal agenda.
lies elsewhere and they will stop at nothing
to disrupt the team’s plans. Example: The Blackthorne Villa contains
many treasures, including a valuable book
Example: During a critical mission to called the Codex of Eternity. This ancient
steal a powerful spellbook, The Saboteur text is of immense historical value to the
engaged in a passionate encounter with a right buyer. Valerius has secretly tasked
high-ranking official’s spouse. A magical The Artifact Hunter with retrieving the
surveillance artifact known as the Mirror coveted Codex during the heist. In exchange
of Truth captured the entire encounter. A he promises a hefty reward and access to
shadowy figure possesses the mirror and is exclusive opportunities to progress up
using it as a powerful tool for blackmail. If the chain of command within his criminal
this information is released it would not only network. The only information he has about
tarnish The Saboteur ’s reputation but also the Codex is that it has a golden snake
endanger the life of their lover. They must symbol on the cover.
either betray their team or risk the exposure
of their indiscretion.
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5: The Legacy
Secret: The Legacy carries a significant
familial connection to the Blackthorne family
or the Heart of Ice itself. Motivated by a deep
sense of duty and responsibility, they aim to
steal the gem to protect their family’s honor
or hidden truths. Their actions are driven by
a solemn commitment to safeguard their
ancestral secrets and ensure the rightful
place of the diamond within their family’s
history.
Example: Generations ago, the ancestors
of The Legacy were betrayed by the
Blackthornes, resulting in the loss of their
ancestral lands and the Heart of Ice. The
Legacy seeks to steal the gem not only to
reclaim what was taken from their bloodline
but also to expose the Blackthornes’
treachery and restore justice to their family
name. The heist is their chance to uncover
the truth and unveil the hidden history that
has haunted their family for centuries.
6: The Alias
Secret: The Alias is burdened by a dark
past and a concealed true identity that, if
exposed, could shatter their present life.
They have carefully crafted a new persona
and are determined to keep their secrets
buried. The heist puts their hidden identity
at risk, and they must do everything in
their power to prevent their true self from
being unveiled. Their actions are driven by a
desperate desire to protect the life they have
built and avoid the consequences of their
past actions.
Example: The Alias is actually a former
noble who was disgraced and exiled from
their homeland due to a scandalous affair
with a powerful political figure. They have
assumed a new identity and have been living
in hiding ever since. If their true identity is
revealed during the heist, it could lead to
their ultimate downfall, as powerful enemies
would stop at nothing to seek revenge or
ensure their permanent silence. They need
to be careful that they aren’t recognised or
outed in some way.
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Appendix 3: Roleplaying Chapter 3
Quotes from Mabel and Fay when you live beneath the city like we
do, you start payin’ attention to the
• ”So what brings you lot down here? things that get flushed away from the
Looking for a bit of excitement, are ya? fancy houses. If there’s a lot of herbs
Well, let me tell you, there’s nothing and alchemical residues, well, that
more thrilling than dodgin’ rats and means a wizard has moved in. Discarded
sewage! It’s the highlight of our days, it gaming chips means a secret gambling
is!” den. Clever innit? And that villa you’re
• Oh, adventurers, eh? Fancy slayin’ heading towards, they’ve been flushin’
dragons and rescuin’ princesses, do somethin’ even more interestin’! We’ve
ya? Well, let me tell ya, it’s all a load seen droppings that look like bits of
of nonsense, innit? The real heroes armor and broken weapons. That’s the
are the ones who fight against the telltale sign of a Mimic, a shape-shiftin’
oppressive systems that keep us down. monster that can mimic objects. It’s
It’s about time we stood up to those lurkin’ inside that mansion, disguisin’
who are exploitin’ the poor! We need to itself as somethin’ harmless. The best
break free from the chains of outdated way to lure it out is with a bit o’meat…
capitalist dogma! We need progress, not here you go!” (throws a dead rat over to
some fancy-pants heroics! the team)
• Down here in the sewers, we’ve built our • “Remember: when you’re done playing
own little haven, free from the tyranny heroes, we’ll still be here, scraping by
of the wealthy. No lords or ladies tellin’ and finding joy in the simple things like a
us what to do or takin’ away our hard- warm meal and a dry spot to sleep. You
earned pennies. We live by our own can keep your epic quests!”
rules, cooperatin’ and sharin’ what
little we have. That’s the true spirit of
Quotes from the GWL
socialism, my dearies!” • “Well, look who we’ve got here,
• “You know, life down ‘ere isn’t all bad. gallivanting across the rooftops like a
The smell keeps the posh folk away, and bunch of fancy acrobats! Think you’re
the crocodiles make for good company. clever, do ya?”
Quite polite, they are”. • “Take no notice of them. They’re just
• “They always think they’re the heroes, showing off, prancing around up here like
don’t they? But let me tell you, my cats. Probably think they’re better than
dearies, heroes don’t smell like wet us!”
dog and rotten cabbage. No offense • “They’re just a bunch of rooftop
intended!” enthusiasts. Not like us. We are
• “Oh, look, they’re giving us that look. professionals!”
The one that says, ‘We’re better than • “Of course those aren’t our real
you.’ Well, I’ve got news for ‘em. They surnames. We shed our mundane names
may have fancy weapons, but we’ve got like feathers from a molting bird. For
something they don’t: a true appreciation we are no ordinary folk, but dedicated
for life’s simple pleasures, like a good warriors in the eternal battle against
squabble in the muck”. pigeons”.
• “Ah, me dearies, you’d be amazed at • “Let me ask you, have you heard of the
what we can learn from the rubbish Guild of Waterdeep Liberation? (other
that flows through these pipes! We’ve man: I thought we were the Waterdeep
got ourselves a nose for sniffin’ out the Liberation Guild?) Pfft, Waterdeep
secrets of the high and mighty. See, Liberation Guild indeed! They’re idiots!
5
If it was left up to them we’d be overrun droppings”.
with pigeons!” • “Well, well, well, a bunch of ground-
• “The GWL seeks to liberate the city from dwellers seeking our esteemed
the tyranny of pigeons! Those feathery assistance, eh? You want to use our Rope
nuisances defecate on our statues, steal Pulley of Supreme Pigeon Extermination,
our crumbs, and spread their avian do you? We didn’t build this marvel
tyranny everywhere! We will rally the of avian annihilation for just anyone,
masses to reclaim our rooftops, protect you know. It takes skill, precision, and
our windowsills, and restore the balance an unwavering dedication to the art of
of power in this bird-dominated city!” pigeon-swatting! So, tell us, what makes
• Pigeons aren’t a problem, you say? you worthy of being allowed to use our
They’re ruthless beady-eyed devils! Look glorious contraption? Convince us, and
at ‘em, plotting their feathery domination maybe, just maybe, we’ll let you fly
as we speak!” across the High!”
6
Appendix 4: Traps
Traps have three parts: Detection, Disarming and Damage. Detection is boring - nobody
wants to go through the game constantly rolling to detect traps. The traps in this adventure
therefore do not require a roll to detect. They are either really obvious and the team sees
them immediately, or they couldn’t reasonably be detected so they remain hidden. Damage
is boring too - traps are often a bit pointless because PCs lose a few HP and continue on
their way. For that reason, most of the traps in this adventure aim to affect the unwary PC
in some way rather than causing damage. The gameplay then becomes primarily about
Disarming the trap, which is where the real fun is. Players need to describe how they
disarm or avoid the trap, or how they free their companion, rather than simply making a
roll. This keeps players engaged and encourages them to think about the situation and
interact instead of just rolling dice.
When the team enters a room, roll a d20 to see if the room contains a trap.
1. Sleep Enchantment. There is a bed, sofa or rug in the room which is trapped with a
Sleep spell. If a PC gets within 5ft of the trap they will suddenly feel incredibly tired,
lie down and fall into a magical slumber. The sleeper cannot be shaken awake but will
wake up if they take damage of any kind.
2. Cup of Endless Water. An ornate golden cup filled with sparkling water stands on a
table or shelf. A PC who touches the cup feels compelled to drink the water, and keep
drinking endlessly. The spell ends when someone removes the cup from the hand of
the drinker, which isn’t easy because they’re gripping it so tightly.
3. Crown of Paralysis. A jewelled crown is displayed on a table or shelf. Anyone who
touches it feels compelled to put it on their head. The crown immediately paralyzes the
wearer. The crown can easily be removed by someone else, but if they touch the crown
with their bare hands to remove it they will feel compelled to wear it themselves.
4. Bad Trip. A trip wire is visibly stretched across a doorway. The wire travels up the wall
and connects to a crossbow. Tripping over the wire will pull the trigger and release the
crossbow, causing 1d6 Piercing damage to anyone standing in the doorway.
5. Ruby of Insignificance. A huge ruby suncatcher hangs in a window. Anyone who
touches it feels insignificant and unworthy of being part of the team. They will try to
quit the heist and give themselves up to the guards. This effect lasts for one minute.
6. Pit of Illusion. Just inside the door is a large pit, which appears to be dark and
endless, with no visible bottom. The pit is merely an illusion; players can easily walk
straight across it. Inspecting the pit closely with a successful DC18 Investigation or
Perception check reveals its nature. Interacting with the illusion also reveals it to be
false, e.g. touching it or throwing something into it.
7. Flower of Forgetfulness. A beautiful red flower is displayed in a vase. Any PC who
approaches closer than 10ft will smell the flower ’s sweet perfume, causing them to
forget why they’re here. They can still move and speak, but they do not wish to leave
the cloud of perfume. If they cover their nose or move out of range of the flower they
will regain their memories. Another PC may push or pull them away from the flower, but
if they approach closer than 10ft without covering their nose they will also smell the
perfume and be trapped.
8. Flame Floor. The floor of the room looks empty, but before the team can step inside
a moth lands on one of the floorboards just in front of the doorway. A flame shoots up
and fries it instantly, and the floorboard glows yellow. Any PC who wishes to enter the
room needs to avoid the affected floorboard, otherwise they take 5HP Fire damage.
7
9. Shifting Sands. The floor of the room is covered with a large patterned rug. However,
the rug appears to have an odd grainy texture. Looking closer it becomes apparent that
the entire floor is enchanted to behave like quicksand. A PC who steps on it will rapidly
begin to sink.
10. Acid Spray. There is an unexpected CLICK from underfoot. Looking around it is
apparent that the ceiling contains several small holes. When the PC removes their foot
from the trigger, acid will spray out of the holes, dealing 1d6 Acid damage in a 20ft
radius.
11. Cold Feet. A certain area of the floor appears to be steaming slightly, like an ice
cube in a warm room. Anyone who steps on it will find that their shoes are frozen in
place. They can remove their shoes or attempt to thaw them somehow.
12. Falling Net. A pressure plate on the floor is concealed by a rug. The net is 10ft
square and falls on top of anyone who is underneath it, causing them to be restrained.
The net cannot be torn, but it can be cut or destroyed. Unfortunately the net is sticky
and pins them down so they cannot free themselves.
13. Poison Gas Handle. The handle on a closet, cupoard, desk etc glows with a very
slight green aura. If the handle is touched (even with a weapon or Mage Hand), poison
gas pours out of it in a 20ft radius. Anyone who breathes it takes 1d6 Poison damage.
14. Battering Blocks. There is a pile of unusual looking grey blocks lying on the floor.
Looking around, there are several dents in the wall that match the shape and size of
the blocks. If a PC walks through the door the blocks will fling themselves across the
room, causing 1d6 Bludgeoning damage.
15. Rust Chamber. Whoever is standing on the threshold notices that their buttons or
weapon are gathering a slight coating of rust. Any non-magical metal item that is taken
into the room will quickly rust and disintegrate, starting with weapons. Everything
else will be unharmed. If a PC loses essential weapons the DM will need to put a
replacement weapon in another room for them to find.
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Appendix 5: Valuable Items
There are 32 valuable items. Roll a d4 and a d8 and multiply the results, or simply choose
an item from the list.
9
Appendix 6: Vault Door Puzzle
The vault door has six black sapphires attached to it. These can be represented for players
by laying six coins or counters on the table in the following configuration:
The players’ goal is to move these gems into a circle in three moves. The rules are as
follows:
X
This is not allowed because there isn’t room to
move the central gem without pushing the other
two gems out of the way.
10
Solution:
Move 1
Move 2
Move 3
11
Appendix 7: Maps and Tokens
Maps are provided separately. There are three versions of each map: one with grid lines,
one without grid lines, and one for the DM with rooms and key points marked.
The map of the streets and grounds surrounding Blackthorne Villa utilizes a 100x100 grid.
The other maps (Downstairs, Upstairs and Attic) utilize a more manageable 35x25 grid. The
sewer map is 10x20 and the rooftop map is 20x15. On all maps each square represents 5ft.
Tokens are also provided for use in online systems such as Roll20. These tokens include
Commoner, Sewer Jelly, Villa Guard, Villa Mastiff, Giant Viper, Rug of Crushing, Villa Mimic,
Viper Displacer Beast, and The Viper.
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Appendix 8: Magic Items
CROWN OF CLAIRVOYANCE
Wondrous Item, very rare
This ornate golden crown is adorned with intricate engravings and a single shimmering
emerald in the center. It radiates a faint aura of Divination magic.
Once per day, the wearer can activate the Crown of Clairvoyance to gain limited clairvoyant
abilities. By concentrating for a minute while wearing the crown, the user can gain a
vision of past events in the specific location where they are currently standing. The vision
may reveal hidden details, potential dangers, or important information related to the
location and people who were previously there.
SMOKEBLADE PIPE
Weapon, very rare
This smooth wooden pipe is inlaid with golden sigils and magical symbols. It emanates
an aura of Conjuration magic.
You can smoke the pipe and create a floating weapon made of smoke that lasts for one
minute. The weapon appears within 30ft of you and can take whatever form you choose.
When the pipe is activated, you can make a melee spell attack against a creature within 5
feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your Charisma
modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and
repeat the attack against a creature within 5 feet of it.
This dagger appears deceptively ordinary at first glance, with a slim blade and a leather-
wrapped hilt. Every now and again it gleams with a golden sheen as it glows with an aura
of Necromancy magic.
Three times per day, you can stab a creature (including yourself) with the dagger and
deal 1d4 Piercing damage. The dagger then heals the creature for 1d10.
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BLADE OF INSPIRATION
Weapon, very rare
The blade of this longsword dances with faint, ethereal wisps of blue light, as if it carries
the essence of inspiration within it. It radiates an aura of Evocation magic.
If you are holding the sword, once on each of your turns you can inspire an ally to take
one of the following reactions:
• Mirror Strike: Immediately after you use the Attack action to attack with the sword,
you can grant an ally within 30 feet the ability to use their reaction to make one
weapon attack.
• Coordinated Movement: Immediately after you take the Dash action, you can grant
an ally within 30 feet the ability to use their reaction to move up to their speed.
• Evasive Maneuver: Immediately after you take the Dodge action, you can grant an
ally within 30 feet the ability to take the Dodge action as a reaction.
This deck of battered playing cards is bound together with a leather strap. The cards
appear blank until drawn from the deck. When a card is drawn, the image on it becomes
visible and a physical version of the item appears in your hands. They are all mundane
items - but very nice ones. After drawing a card the deck takes 20 minutes to recharge.
The deck glows with Conjuration magic.
Roll a d10 to see which of the following items appears:
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ROCK OF COMPANIONSHIP
Wondrous Item, legendary
Legend has it that the rock was crafted by a reclusive mage, and its true purpose remains
shrouded in mystery. Visually it appears to be an extremely ordinary grey stone. However,
its true nature becomes apparent once it comes into contact with a person. Once touched,
the rock forms an unbreakable bond with the individual, becoming magically attuned to
their presence.
The rock is conscious and can communicate with its owner telepathically. It conveys its
thoughts and emotions, and may occasionally share simple insights or random musings,
or provide advice or assistance.
The rock has the following attributes:
• Persistent Presence: Once bonded to its owner, the rock always stays within a 10ft
radius of the person. No matter how far they try to move away from it, the stone
magically teleports back to them.
• Unerring Return: When the owner throws the rock, it leaves their hand and they
can see it travelling towards the target. Upon reaching its destination, it serves its
intended purpose but mysteriously vanishes into thin air, only to reappear in the
owner ’s hand at the start of their next turn.
• Mystic Awareness: The rock has Blindsight up to a radius of 30ft, and can perceive its
surroundings including seeing, hearing, smelling, tasting and touching.
• Bonded Respite: A successful DC15 Persuasion check allows the owner to convince
the rock to remain in its current location for a limited time, suppressing its natural
tendency to return after a short duration.
The rock glows with an aura of Transmutation magic. Dispel Magic does not affect the
rock. The connection between the rock and its owner can be severed with a Remove
Curse spell, or by the permanent death of the owner, leaving the rock free to bond with
a new owner.
15
Appendix 9: Stat Blocks
COMMONER ACTIONS
Medium Humanoid, Any Alignment Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2(1d4) bludgeoning damage.
Armor Class 10 (Natural Armor)
Hit Points 4 (1d8)
Speed 30 ft.
16
VILLA GUARD ACTIONS
Medium Humanoid, Any Alignment
Spear. Ranged Weapon Attack: +3 to hit, range 20/60
ft., one target. Hit: 6 (1d6 + 3) piercing damage,
Armor Class 16 (Natural Armor)
Hit Points 51 (6d8+24) Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
Speed 30 ft. 9 (1d10 + 4) piercing damage if used with two hands
to make a melee attack.
Skills Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1 (200 XP)
17
GIANT VIPER ACTIONS
Huge Beast, Unaligned Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage, and the
Armor Class 14 (Natural Armor) target must make a DC 11 Constitution saving throw,
Hit Points 30 (6d8+6) taking 10 (3d6) poison damage on a failed save, or
Speed 30 ft., swim 30ft. half as much damage on a successful one.
STR DEX CON INT WIS CHA
10(+0) 18(+4) 13(+1) 2(-4) 10(-0) 3(-4)
Skills Perception +2
Senses Blindsight 10 Ft., Passive Perception 10
Languages - -
Challenge 1/4 (50 XP) Proficiency Bonus +2
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VILLA MIMIC Shapechanger. The Mimic can use its action to
Medium Monstrosity, Neutral polymorph into an object or back into its true,
amorphous form. Its statistics are the same in
Armor Class 12 (Natural Armor) each form. Any equipment it is wearing or carrying
Hit Points 78 (12d8+24) isn’t transformed. It reverts to its true form if it
Speed 15 ft. dies.
STR DEX CON INT WIS CHA Adhesive (Object Form Only). The Mimic adheres
17(+3) 12(+1) 15(+2) 5(-3) 13(+1) 8(-1) to anything that touches it. A Huge or smaller
creature adhered to the mimic is also grappled by
Skills Stealth +5 it (escape DC 13). Ability checks made to escape
Damage Immunities Acid this grapple have disadvantage.
Condition Immunities Prone False Appearance (Object Form Only). While the
Senses Darkvision 60 ft., Passive Perception 11 Mimic remains motionless, it is indistinguishable
Languages - - from an ordinary object.
Challenge 2 (450 XP) Proficiency Bonus +2
Grappler. The Mimic has advantage on attack
rolls against any creature grappled by it.
ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
If the mimic is in object form, the target is subjected
to its Adhesive trait.
ACTIONS
Multiattack. The Displacer Beast makes two attacks
with its tentacles.
19
SERAPHINA BLACKTHORNE (THE VIPER)
Medium Humanoid, Chaotic Neutral
ACTIONS
Armor Class 16 (Studded Leather)
Hit Points 91 (14d8+28) Multiattack. Seraphina makes two attacks.
Speed 30 ft.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 6 (1d6 + 3) piercing damage, and
11(+0) 18(+4) 14(+2) 12(+1) 14(+2) 12(+1) the target must make a DC 15 Constitution saving
throw, taking 24 (7d6) poison damage on a failed
Saving Throws Dex +7, Int +4 save, or half as much damage on a successful one.
Skills Acrobatics +6, Deception +3, Perception Light Crossbow. Ranged Weapon Attack: +6 to
+3, Stealth +9 hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3)
Damage Resistances Poison piercing damage, and the target must make a DC 15
Senses Passive Perception 13 Constitution saving throw, taking 24 (7d6) poison
Languages Common, Elvish, Thieves’ Cant damage on a failed save, or half as much damage on
Challenge 8 (3900 XP) Proficiency Bonus +3 a successful one.
20