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
| Aspect | Details |
|---|---|
| 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
| Element | Details | Weakness |
|---|---|---|
| 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
| Element | Details | Weakness |
|---|---|---|
| Entry Points | [Doors, windows, roof] | [Least defended option] |
| Surveillance | [Magical, mechanical, patrols] | [Coverage gaps] |
| Alarms | [Type and triggers] | [Disarm method] |
Layer 3: Interior
| Element | Details | Weakness |
|---|---|---|
| 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
| Method | What They Learn | DC/Cost |
|---|---|---|
| Surveillance | Guard schedules, routines | Time + Stealth DC 14 |
| Social Engineering | Staff habits, alarm codes | Deception DC 15 |
| Research | Building plans, history | Investigation DC 12 |
| Bribery | Insider information | 100+ GP |
| Magic | Scrying, divination | Spell slots |
Key Intelligence Checklist
- Guard numbers and schedules
- Alarm systems and triggers
- Exact location of prize
- Emergency response protocols
- Hidden defenses
Recruiting Specialists
| Specialist | Skill | Cost | Loyalty |
|---|---|---|---|
| [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:
| Trigger | Complication | Heat Increase |
|---|---|---|
| Failed stealth | Guard alerted | +1 |
| Wrong door | Encounter unexpected occupant | +1 |
| Time pressure | Rushed 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
| Outcome | If Clean Heist | If Messy Heist |
|---|---|---|
| Mark’s Response | Doesn’t know who | Hunting them |
| Law Enforcement | No investigation | Active search |
| Underworld Rep | Skilled professionals | Dangerous but sloppy |
| Future Jobs | Better offers | Might be blacklisted |
6. Complication Table
Roll when things go too smoothly (d12):
| Roll | Complication |
|---|---|
| 1-2 | Nothing - smooth sailing |
| 3-4 | Minor delay - small obstacle |
| 5-6 | Unexpected guard - wrong place/time |
| 7 | Rival crew - someone else is here! |
| 8 | Changed layout - intel was wrong |
| 9 | Double security - special event tonight |
| 10 | Alarm triggered - time pressure! |
| 11 | Betrayal - inside man flips |
| 12 | It’s a trap - they knew you were coming |
7. Heat Tracking
Heat Level: Track growing awareness during the heist
| Heat | Status | Effects |
|---|---|---|
| 0 | Undetected | Normal security |
| 1-2 | Something’s off | Extra patrols, locked doors |
| 3-4 | Active searching | Guards investigating areas |
| 5-6 | Full alarm | All guards mobilized |
| 7+ | Lockdown | No 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]