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Handful of Heists

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"There are some excellent, imaginative touches in the adventures, and I expect you'll find it worth investigating. Recommended." -Merric Blackman, Merric's Musings.

Attention scoundrels!

Run riot over Waterdeep with this collection of five low prep/no prep "Pick up and play" heist adventures, along with six hand drawn, full color detailed battle maps, one full color hand drawn dungeon maze map, and a player handout treasure map. (Scroll on down for some art samples!)

Within these pages:

Caverns of the Sunken Queen: The Sea Goddess Umberlee demands tribute from all who sail her harbors....which means there's a nice cache of gold in underwater caverns, just waiting for a thief bold enough to steal the tithe of a god. This adventure contains a player handout treasure map, an underwater cavern dungeon maze map (one keyed for DM use, another blank for player exploration) and a "boss fight" battle map. (The battlemap has a gridded, non-gridded, and a version outputted to print on two 11 by 17 pieces of paper)

It's Always Sunny in Waterdeep: For too long, Frewn and his bar has been a thorn in the side of Trollskull Tavern. He's been trying every dirty deed in the book- but can he take it as well as he dishes it out? It's time to settle up with Frewn for good.

Husteem's Vault: Prove there's no honor among thieves by breaking into the vault of the most notorious fence in Waterdeep. Get past the guards using combat, stealth, or social maneuvering, navigate the tricks and traps, and get out before alerting the attention of the Xanathar Guild! This adventure contains a full color battle map of the three room vault- one keyed for DM use, one player facing version with grids, and one player facing version without grids.

The Lock Blocker: Give social based characters a chance to shine in this con, set in the Yawning Portal. A wealthy knight makes for an easy mark, if you can drive a wedge between him and his adoring savvy squire.

Tower Heist: In the centerpiece caper, team up with Black Viper, put together a crew of willing and unwilling participants, and pull a job on the most impenetrable building in Waterdeep- Aghairons Tower. This adventure contains four full color battle maps- The Tower Supply Room, the Tower Study, The Tower Summoning Room, and Aghairon's Tomb. These come in two versions- one keyed for DM use, and one player facing gridded. 

A battlemap for Umberlee's Cache

Vault Map preview

Printed Battlemap

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Reviews (16)
Discussions (5)
Customer avatar
Cameron E October 03, 2022 6:16 pm UTC
Question, are there estimated lengths for the adventures? I'm looking for oneshot ideas that would be played in about 4 hours and wanted to see if some of these might fit that idea.
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Customer avatar
James M October 05, 2022 2:32 am UTC
CREATOR
Hey there, thanks for checking this out!

Caverns of the Sunken Queen and Husteems Vault would both run about four hours each. Lock Blocker and Always Sunny are short drop ins, and "Tower Heist" is fairly involved and would likely take multiple sessions.
Customer avatar
Elijah V June 05, 2021 10:07 pm UTC
PURCHASER
I'm currently prepping the Cavern of the Sunken Queen adventure and I feel like I may have missed something. The Deepwater Beacon is described and its location is briefly mentioned, but with no instruction of how to get it. Are the players meant to just walk into the underwater lighthouse and grab it? Or is there meant to be something more to it?
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Customer avatar
James M June 06, 2021 3:11 am UTC
CREATOR
Hey, thanks for checking this out, hope you enjoy!

In terms of the Deepwater Beacon- the main challenge the characters must face to grab the Deepwater Beacon is dealing with the Merfolk guards. Once the Merfolk are dealt with by whatever methods the characters decide to use, they can grab the beacon and get on with the adventure. Have fun :)
Customer avatar
Dave M March 07, 2021 4:04 pm UTC
PURCHASER
I'm prepping to run the Tower Heist scenario, and I'm running into a logical issue -- Tower Stewards have a token to get past the Force Cage, and a passcode to get past the Time Stop spell, but how would they normally get past the Prismatic Wall and Alarm? If the token worked for the Prismatic Wall, the Black Viper wouldn't be concerned about it.

Are they blood-coded to Ahgharion's Apprentices?

(I'm not necessarily looking for a hard and fast answer, but spitballing because I believe my party will ask these questions.)
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Customer avatar
James M March 07, 2021 5:03 pm UTC
CREATOR
Hey, thanks for checking this out! Let me know how the adventure goes, I always love hearing how the Tower Heist shakes out for people :)

It's mentioned perhaps too briefly in the adventure, I may make an edit to clarify further. Shamus (the steward the characters are able to get in touch with) has a pass-code to get into the Time Stop spell. Normally, when he enters the Tower, he is entering with other stewards. The other stewards have pass-codes for the alarm and prismatic wall spell respectively- the idea is, stewards can't enter alone, they each have one passcode and thus must enter as a group. There is reliable intelligence that Shamus is a steward, but currently no one is aware who the other two stewards are.

If you would like to add content, you could add a side quest to have characters attempt to discover their identities as well, but Black Viper would likely discourage this- every additional steward is an added complication. It's also easy enough to say the extra Stewards...See more
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Customer avatar
Dave M March 13, 2021 2:11 am UTC
PURCHASER
Thanks! "Prohibitively far away" works perfectly for me. :)
Customer avatar
MARK V August 29, 2020 7:31 pm UTC
PURCHASER
I'm prepping the Husteem's vault heist for a few lvl 3 characters and it seems like the first room is a deadly encounter. This assumes that the gazars only gaze at the party (or were one shoted from outside the door)
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Customer avatar
James M August 29, 2020 8:12 pm UTC
CREATOR
Thank you for taking the time to check this out, I hope you and the players enjoy!

In terms of combat difficulty- one thing to remember is, encounter CR is based on the idea of 5-7 combats a day. Since there is only one fight in the adventure (the rest is clever thinking, skills, ect), that means the players aren't stretching their resources thin, and they can handle a harder fight.

In Playtesting, I always found the challenge level of that room to be adequate. That said, if you're concerned about the players getting wrecked there's a few ways you can "cheat" the room.

-Feel free to have the Gazers only act as "security cameras", and not attack unless defending themselves. Their narrative intent is security cameras anyway, so you can lean into it.

-Remember the two arm wrestling characters don't join into the fight until they're done arm wrestling! That essentially has the combat operating in "waves", which can give heroes a...See more
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Customer avatar
MARK V November 30, 2020 3:49 pm UTC
PURCHASER
I forgot to send the reply to this. It turned out well!
Reply
Customer avatar
James M November 30, 2020 5:23 pm UTC
CREATOR
Glad to hear it, cheers!
Customer avatar
Matt Y May 22, 2019 8:20 pm UTC
PURCHASER
Do you have suggested character levels for these scenarios? I couldn't find them in the document. I'm eager to drop these into my WDH game, but would love that clarification! Thanks!
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Customer avatar
James M May 22, 2019 8:54 pm UTC
CREATOR
Thanks for taking the time to check this out! The heists are for level 3 characters.
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Customer avatar
Matt Y May 26, 2019 5:50 am UTC
PURCHASER
Thank you so much!
Reply
Customer avatar
Colin D July 04, 2022 9:43 pm UTC
PURCHASER
Thanks and can you say how many characters it's balanced for? I tried searching within the PDF but all the pages are images so I can't find if it's listed.
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File Last Updated:
March 18, 2019
This title was added to our catalog on March 18, 2019.