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Template metadata

id: module_heist title: Heist Module type: module_heist level: module purpose: Planning and execution adventure with infiltration, complications, and getaway author: Mimir Team

Module-specific metadata

module_number: 1 theme: “[Theme]” tone: “Thriller” estimated_hours: 6

Catalog references (machine-readable)

monsters:

Heists focus on guards and security, not monsters

  • encounter: perimeter_guards name: Guard source: MM quantity: 4 notes: “Exterior patrols”
  • encounter: interior_security name: “[Elite Guard Type]” source: MM quantity: 2 notes: “Protect the prize”
  • encounter: alarm_response name: Guard source: MM quantity: 6 notes: “Reinforcements if alarm raised”
  • encounter: getaway_pursuit name: “[Pursuit Force]” source: MM quantity: 4 notes: “Chase sequence enemies”

npcs:

The mark, crew contacts, and complications

  • role: mark name: “[The Mark]” source: campaign location: “[Their Territory]” notes: “The target - wealthy, powerful, dangerous”
  • role: contact name: “[The Fixer]” source: campaign location: “Underworld” notes: “Provides the job and intel”
  • role: specialist name: “[Hired Expert]” source: campaign location: “Available for hire” notes: “Specialty: [Their skill]”
  • role: wild_card name: “[Rival or Insider]” source: campaign location: “[Location]” notes: “Complicates the job”

items:

  • location: target_vault name: “[The Prize]” source: campaign quantity: 1 notes: “What they’re stealing”
  • location: bonus_loot name: “[Unexpected Treasure]” source: DMG quantity: 1 notes: “Found during heist”

variables:

  • name: target_name type: string description: Name of the heist target default: “[Target Name]” required: true
  • name: module_number type: number description: Module number in campaign sequence default: 1 required: true

Module {{module_number}}: The {{target_name}} Job

Planning and execution adventure


1. Overview

Pitch: [One sentence describing the heist]

The Score: [What they’re stealing]

The Mark: [Who they’re stealing from]

The Stakes: [What happens if caught]

Estimated Play Time: [X hours - 2 planning, 2-3 execution, 1 aftermath]

The Hook

Who’s Hiring: [The fixer/contact who brings the job]

Why These PCs: [Why they were chosen for this job]

The Payout: [What they get if successful]

The Catch: [Complication or hidden agenda]

Module Structure

[PROPOSITION] → [PLANNING] → [EXECUTION] → [GETAWAY] → [AFTERMATH]
   (hook)        (intel)      (heist)      (escape)    (consequences)

2. The Target

The Prize

What It Is: [Specific item, information, or person]

Current Location: [Where it’s kept - vault, safe, display, etc.]

Why It’s Valuable: [To PCs, to employer, to others]

Who Else Wants It: [Competing interests that might interfere]

The Mark

AspectDetails
Name[Full name and title]
Public Face[How they appear to society]
True Nature[What they’re really like]
Resources[Wealth, guards, political power]
Weakness[Exploitable flaw - schedule, vice, blind spot]
If Crossed[How they retaliate - ruthless? Legal? Criminal?]

3. The Location

Overview

Type: [Mansion, vault, fortress, museum, etc.]

Neighborhood: [Surrounding area - rich district, industrial, etc.]

Public Access: [When/if civilians can enter]

Private Hours: [When the mark is present]

Security Layers

Layer 1: Perimeter

ElementDetailsWeakness
Physical Barriers[Walls, fences, gates][Gap or vulnerability]
Guards[Number, equipment, schedule][Shift change, blind spot]
Detection[Alarms, dogs, magic][Method to bypass]

Layer 2: Building Exterior

ElementDetailsWeakness
Entry Points[Doors, windows, roof][Least defended option]
Surveillance[Magical, mechanical, patrols][Coverage gaps]
Alarms[Type and triggers][Disarm method]

Layer 3: Interior

ElementDetailsWeakness
Staff[Servants, guests, family][Routines and blind spots]
Inner Guards[Elite security near prize][Vulnerability]
Final Barrier[Vault, safe, wards][Key, code, or bypass]

4. Approach Options

Plan A: Stealth

Entry: [How they get in unseen]

Path to Prize: [Route through building]

Acquisition: [How they get past final barriers]

Exit: [How they escape undetected]

Requirements: [Skills and resources needed]

Risk: [What could go wrong]

Plan B: Deception

Cover Story: [Their pretense for being there]

Entry: [How they’re invited in]

Access to Prize: [How the cover gets them close]

Exit: [How they leave naturally]

Requirements: [Disguises, forged documents, allies]

Risk: [What could expose them]

Plan C: Smash and Grab

Entry Point: [Direct assault method]

Speed Required: [How fast they must move]

Opposition: [Expected resistance]

Exit: [Fighting retreat route]

Requirements: [Combat readiness, escape vehicle]

Risk: [Casualties, witnesses, pursuit]


5. Adventure Content

Part 1: The Proposition

Setup: The PCs are approached with the job

Read Aloud: “[Description of where and how they’re contacted. The fixer’s demeanor. The tension of being offered something dangerous and lucrative.]”

The Pitch:

  • What they’re asked to steal
  • Why the employer wants it
  • What they’ll be paid
  • The deadline

Red Flags: [Warning signs about the job - if any]

Negotiation: [What terms can be adjusted]

Outcomes:

  • Accept: Move to planning phase
  • Decline: [What happens - employer angry? Job goes to rivals?]
  • Counter-offer: [Modified terms possible]

Part 2: Planning Phase

Setup: Gathering intel and resources for the job

Read Aloud: “[Description of their planning space - safehouse, tavern back room, etc. The tools and maps spread out. The clock ticking toward the deadline.]”

Intelligence Gathering

MethodWhat They LearnDC/Cost
SurveillanceGuard schedules, routinesTime + Stealth DC 14
Social EngineeringStaff habits, alarm codesDeception DC 15
ResearchBuilding plans, historyInvestigation DC 12
BriberyInsider information100+ GP
MagicScrying, divinationSpell slots

Key Intelligence Checklist

  • Guard numbers and schedules
  • Alarm systems and triggers
  • Exact location of prize
  • Emergency response protocols
  • Hidden defenses

Recruiting Specialists

SpecialistSkillCostLoyalty
[Name][Locks, forgery, etc.][GP or favor][Reliable? Might betray?]
[Name][Skill][Cost][Loyalty]

Part 3: The Heist

Setup: Execution night - everything they planned comes together (or falls apart)

Read Aloud: “[Description of the moment before they commit - the target location at night, the last deep breath, then they move.]”

Phase 1: Infiltration

Encounter: perimeter_guards

Approach Execution:

  • [How their chosen plan plays out]
  • [First obstacle and how to overcome it]
  • [Entering the building proper]

Heat Level: Start at 0

Phase 2: Navigation

Moving Through the Building:

  • [Obstacles between entry and prize]
  • [Staff to avoid]
  • [Checkpoints or barriers]

Potential Complications:

TriggerComplicationHeat Increase
Failed stealthGuard alerted+1
Wrong doorEncounter unexpected occupant+1
Time pressureRushed action, disadvantage

Phase 3: Acquisition

Encounter: interior_security

The Final Barrier:

Read Aloud: “[Description of the vault/safe/display - the prize within reach. The last obstacle between them and success.]”

Overcoming the Barrier:

  • [Lock/puzzle/ward to bypass]
  • [DC or requirements]
  • [Time required]

The Moment of Truth:

  • [Taking the prize]
  • [Any alarms triggered]
  • [Discovery of bonus loot or complications]

Part 4: The Getaway

Setup: They have the prize - now they have to escape

Read Aloud: “[The moment of success - prize in hand. But the night isn’t over. The building looms behind them. Safety is still far away.]”

If Undetected:

Clean Exit:

  • [Retracing their entry path]
  • [Avoiding discovery of the theft]
  • [Getting clear before sunrise]

If Alarm Raised:

Encounter: alarm_response

Fighting Retreat:

  • [Combat in confined spaces]
  • [Emergency exit routes]
  • [Sacrifices and hard choices]

The Chase

Encounter: getaway_pursuit

  • [Urban chase mechanics]
  • [Obstacles and shortcuts]
  • [Losing the pursuers]

Part 5: Aftermath

Setup: The immediate aftermath and long-term consequences

Immediate

Read Aloud: “[The safehouse after the job. The prize on the table. Catching their breath - did they really do it?]”

Fencing the Goods:

  • [Meeting the buyer]
  • [Getting paid]
  • [Any complications with payment]

Laying Low:

  • [How long they need to hide]
  • [What the mark is doing in response]

Long-Term Consequences

OutcomeIf Clean HeistIf Messy Heist
Mark’s ResponseDoesn’t know whoHunting them
Law EnforcementNo investigationActive search
Underworld RepSkilled professionalsDangerous but sloppy
Future JobsBetter offersMight be blacklisted

6. Complication Table

Roll when things go too smoothly (d12):

RollComplication
1-2Nothing - smooth sailing
3-4Minor delay - small obstacle
5-6Unexpected guard - wrong place/time
7Rival crew - someone else is here!
8Changed layout - intel was wrong
9Double security - special event tonight
10Alarm triggered - time pressure!
11Betrayal - inside man flips
12It’s a trap - they knew you were coming

7. Heat Tracking

Heat Level: Track growing awareness during the heist

HeatStatusEffects
0UndetectedNormal security
1-2Something’s offExtra patrols, locked doors
3-4Active searchingGuards investigating areas
5-6Full alarmAll guards mobilized
7+LockdownNo escape, reinforcements called

Actions That Increase Heat:

  • Failed stealth check: +1
  • Guard eliminated but not hidden: +1
  • Alarm triggered: +2
  • Explosion or loud combat: +3
  • Witness escapes: +2

8. DM Notes

Pacing

  • Planning should feel thorough but not endless
  • Execution should be tense - dice rolls matter
  • Complications should challenge, not destroy plans
  • Getaway should be thrilling climax

Player Agency

  • Let their plans work (mostly)
  • Reward preparation with easier DCs
  • Complications from dice, not arbitrary “gotchas”
  • Multiple solutions to every obstacle

Tone Variants

  • Ocean’s Eleven: Stylish, clever, always a twist
  • Heat: Professional, intense, things go wrong
  • Pink Panther: Comedic chaos, everything goes wrong hilariously
  • Mission Impossible: High-tech, setpieces, last-second saves

Common Pitfalls

  • Over-planning: Set a deadline, call for action
  • Too easy: Add complications, security surprises
  • Too hard: Let clever plans bypass obstacles
  • Murder-hobos: Heat system punishes violence

9. Connections

From Previous Module

[How they got connected to this job - past contacts, reputation, favors owed]

To Next Module

[Consequences of the heist - new enemies, new opportunities, what the prize reveals]

Campaign Themes

[How this heist fits larger narrative - factions affected, power shifted]


10. Post-Module Notes

What Happened

  • Which approach did they take?
  • What complications occurred?
  • Clean getaway or messy escape?
  • Full payment or complications?

Continuity Notes

[New enemies, allies impressed, reputation changes]

Heat Status

[Are they being hunted? By whom? For how long?]


Status: [Planning / Ready / Active / Complete] Started: [Date] Completed: [Date]