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Using the AdventuresThe Heist Adventures table summarizes the adventures in this anthology.

Each adventure
is designed for four to six characters of a particular level and adheres to the following narrative
structure:Mission Briefing The characters are recruited to undertake a specific job. In most cases, this involves
procuring an object.Plan the Heist The characters investigate the heist location, learn about the obstacles they
need to overcome, and strategize about completing the job. Each adventure includes a way for thecharacters
to create or obtain a map of the target location.Execute the Heist The characters enact their plans. Unforeseen
complications often arise during this stage.

Conclude the Heist The characters' success determines their reward and how the story might progress beyond
the main adventure.These short adventures work best with players who enjoy the heist genre. In addition to
thrills, drama, strategizing, and twists, each adventure includes opportunities for exploration, roleplaying,
andcombat.Running the AdventuresTo run these adventures, you need the fifth edition core rulebooks
(Player's Handbook ,Dungeon Master's Guide, andMonster Manual).Text that appears in a box like this is
meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under
a specific circumstance, as described inthe text.When a creature's name appears in bold type, that's a visual
cue pointing you to its stat block as a way of saying, "Hey, DM, get this creature's stat block ready. You're going
to need it." If the statblock appears elsewhere, the text tells you so; otherwise, you can find the stat block in
theMonster Manual.Spells and equipment mentioned in the adventure are described in thePlayer's Handbook .
Magic items are described in theDungeon Master's Guide unless the adventure's text directs you to anitem's
description elsewhere.Creating a Heist CrewThis book's adventures require the characters to practice
teamwork. Encourage your players to think of their characters as longtime associates or perhaps relatives so
they feel tight-knit from thestart.Similarly, ask your players to consider creating characters suited to
undertaking heists. Combat prowess is less important when sneaking through a guarded complex, for example,
whereas stealth,skill with locks, social skills, clever problem-solving, and versatile character abilities will
shine.Well-outfitted characters are also more likely to succeed at these adventures. Equipment such as thieves'
tools, rope, and a grappling hook might mean the difference between taking a shortcut tothe objective and
getting caught.Characters can accomplish these adventures' missions in multiple ways. As the Dungeon Master,
reward creative thinking!A Campaign of HeistsYou can combine the adventures in this book to form a
campaign. Each adventure would be an episode in the campaign, with you filling in the details of the
characters' stories between jobs.If you go this route, encourage the players to create a crack team and a base
of operations, a supporting cast of allies, and other hallmarks of a heist crew. Have your group decide on these
detailsbefore play begins so the adventures progress seamlessly.To ensure the characters are always prepared
for their next heist, make sure their level matches the heist's level, as shown in the Heist Adventures table. For
example, the characters should be 2ndlevel before undertaking "The Stygian Gambit."Heist
AdventuresAdventureLevelDescriptionThe Murkmire Malevolence1Retrieve a mysterious egg ensconced in a
museum to avert disaster.The Stygian Gambit 2Rob a Nine Hells–themed casino built with stolen money.Reach
for the Stars3Search for The Celestial Codex in a mansion warped by the Far Realm.Prisoner 134Obtain the key
to a vault from a spymaster imprisoned in Revel's End.Tockworth's Clockworks5Liberate a svirfneblin town
besieged by clockwork automatons.Masterpiece Imbroglio5Infiltrate a thieves' guild to retrieve a stolen
painting. Axe from the Grave6Recover a stolen mandolin to lay a dead bard's spirit to rest.Vidorant's Vault
7Retrieve a stolen diadem from the vault of a notorious thief.Shard of the Accursed 8Use a magical shard to
mend a giant's broken heart and save a town from destruction.Heart of Ashes8Retrieve a king's heart to save
his kingdom from a terrible fate. Affair on the Concordant Express9Obtain information from a stranger
traveling aboard an interplanar train.Party at Paliset Hall10Snatch a diamond from an archmage in the
Feywild.Fire and Darkness11Wrest theBook of Vile Darkness from an efreeti and his lackeys.The Golden VaultA
heist crew might have a patron organization that hires the characters to undertake these adventures. If you
wish to use such an organization, consider the Golden Vault.Rumored to be associated with metallic dragons,
the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its
membership and activities are almostimpossible for outsiders to track, but those in the know are aware that
the organization rights moral wrongs, supports virtuous underdogs, and handles delicate situ

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