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The Grand Theft of Spelljammer's Treasures

Encounter: The Grand Theft of Spelljammer's Treasures

Opponents

NameQuantityChallenge Rating
Gnomish Thief11/2
Gnomish Lookout11/2
Gnomish Enforcer11
Gnomish Fence11

Allies

NameQuantityChallenge Rating
Gnomish Barkeep11/4

Terrain

TypeDescription
TavernThe encounter takes place in a dimly lit, crowded tavern filled with patrons enjoying drinks and conversation. The room is divided into several sections, including a common area, a dining area, and a private booth. The tavern is connected to a kitchen and a storeroom, both of which are off-limits to patrons. The walls are lined with shelves filled with various trinkets and souvenirs, and the floor is covered in a worn, wooden planking.
Back AlleyThe tavern's back door leads to a narrow, cobblestone alleyway that is frequented by patrons looking for a quiet place to discuss business or exchange illicit goods. The alley is lined with tall buildings and is poorly lit, making it an ideal location for clandestine meetings and criminal activity.

Hazards

TypeDescription
Tavern BrawlA group of intoxicated patrons in the common area are engaged in a heated argument, which could escalate into a full-blown brawl at any moment.
Loose CobblestonesThe cobblestones in the back alley are loose and uneven, making it difficult to move quickly and silently.

Conditions

TypeDescription
Low LightThe tavern is dimly lit, making it difficult to see clearly in the shadows and corners of the room.
CrowdedThe tavern is filled with patrons, making it difficult to move around without attracting attention.

Objectives

TypeDescription
PartyThe party must successfully steal a valuable artifact from the tavern's storeroom without being caught by the gnomish criminals or the tavern's patrons.
Gnomish ThievesThe gnomish thieves must prevent the party from stealing the artifact and ensure that it remains in their possession.

Tactics

TypeDescription
PartyThe party should split up to cover more ground and minimize the risk of being detected. One member should engage the gnomish lookout in conversation while another creates a diversion in the common area to distract the patrons. The third member should use stealth to enter the storeroom and retrieve the artifact, while the fourth member provides backup and watches for any signs of danger.
Gnomish ThievesThe gnomish lookout should keep an eye on the party and report any suspicious behavior to the other members of the group. The gnomish enforcer should patrol the tavern and intervene if the party attempts to steal the artifact. The gnomish fence should guard the storeroom and confront any intruders.

Special Abilities

NameTypeDescription
Gnomish EnforcerAbility Score Increase+2 Wisdom
 Nimble EscapeThe gnomish enforcer can take the Disengage or Hide action as a bonus action on each of its turns.
Gnomish ThiefCunning ActionThe gnomish thief can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
 Sneak AttackOnce per turn, the gnomish thief can deal an extra 7 (2d6) damage to one creature he has hit with an attack if he has advantage on the attack roll. The gnomish thief doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the gnomish thief doesn't have disadvantage on the attack roll.
Gnomish LookoutObservantThe gnomish lookout has advantage on Wisdom (Perception) checks and Investigation checks that rely on sight.
Gnomish FenceReliable TalentWhenever the gnomish fence makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Time Limit

TypeDescription
DurationThe encounter lasts for 10 minutes, after which the gnomish criminals will become suspicious and investigate the storeroom.

Rewards

TypeDescription
ArtifactThe party successfully steals a valuable artifact, which can be sold for a significant amount of gold.

Initiative Order

TurnName
1Gnomish Thief
2Gnomish Lookout
3Gnomish Enforcer
4Gnomish Fence
5Party Member 1
6Party Member 2
7Party Member 3
8Party Member 4

Roleplaying Notes

As the party enters the tavern, they should take note of the various patrons and their behavior. The gnomish lookout is seated at a table near the entrance, keeping an eye on the room and sipping a mug of ale. The gnomish enforcer is patrolling the common area, nodding to the patrons as he passes by. The gnomish fence is guarding the storeroom door, which is hidden behind a curtain.

The party should engage the gnomish lookout in conversation and create a diversion in the common area to distract the patrons. One member should use stealth to enter the storeroom and retrieve the artifact, while the fourth member provides backup and watches for any signs of danger.

Once the artifact is secured, the party should make their way back to the tavern's exit and leave as quickly as possible. The gnomish criminals will become suspicious if the party takes too long, and they will investigate the storeroom to ensure that the artifact is still in their possession.

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