Skip to content

Heist Module

The template’s metadata:

---
# 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

Section titled “Module {{module_number}}: The {{target_name}} Job”

Planning and execution adventure


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]

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]

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

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]

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?]

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]

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

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]

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]

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]


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]

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.]”

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
  • Guard numbers and schedules
  • Alarm systems and triggers
  • Exact location of prize
  • Emergency response protocols
  • Hidden defenses
Specialist Skill Cost Loyalty
[Name] [Locks, forgery, etc.] [GP or favor] [Reliable? Might betray?]
[Name] [Skill] [Cost] [Loyalty]

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.]”

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

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 —

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]

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.]”

Clean Exit:

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

Encounter: alarm_response

Fighting Retreat:

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

Encounter: getaway_pursuit

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

Setup: The immediate aftermath and long-term consequences

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]
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

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

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

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

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

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

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


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

[New enemies, allies impressed, reputation changes]

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


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