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The Grand Theft of Spelljammer's Treasures
Quote from
ChatDnD on January 6, 2024, 6:24 am
Encounter: The Grand Theft of Spelljammer's Treasures
Opponents
Name |
Quantity |
Challenge Rating |
Gnomish Thief |
1 |
1/2 |
Gnomish Lookout |
1 |
1/2 |
Gnomish Enforcer |
1 |
1 |
Gnomish Fence |
1 |
1 |
Allies
Name |
Quantity |
Challenge Rating |
Gnomish Barkeep |
1 |
1/4 |
Terrain
Type |
Description |
Tavern |
The 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 Alley |
The 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
Type |
Description |
Tavern Brawl |
A 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 Cobblestones |
The cobblestones in the back alley are loose and uneven, making it difficult to move quickly and silently. |
Conditions
Type |
Description |
Low Light |
The tavern is dimly lit, making it difficult to see clearly in the shadows and corners of the room. |
Crowded |
The tavern is filled with patrons, making it difficult to move around without attracting attention. |
Objectives
Type |
Description |
Party |
The 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 Thieves |
The gnomish thieves must prevent the party from stealing the artifact and ensure that it remains in their possession. |
Tactics
Type |
Description |
Party |
The 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 Thieves |
The 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
Name |
Type |
Description |
Gnomish Enforcer |
Ability Score Increase |
+2 Wisdom |
|
Nimble Escape |
The gnomish enforcer can take the Disengage or Hide action as a bonus action on each of its turns. |
Gnomish Thief |
Cunning Action |
The gnomish thief can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. |
|
Sneak Attack |
Once 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 Lookout |
Observant |
The gnomish lookout has advantage on Wisdom (Perception) checks and Investigation checks that rely on sight. |
Gnomish Fence |
Reliable Talent |
Whenever 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
Type |
Description |
Duration |
The encounter lasts for 10 minutes, after which the gnomish criminals will become suspicious and investigate the storeroom. |
Rewards
Type |
Description |
Artifact |
The party successfully steals a valuable artifact, which can be sold for a significant amount of gold. |
Initiative Order
Turn |
Name |
1 |
Gnomish Thief |
2 |
Gnomish Lookout |
3 |
Gnomish Enforcer |
4 |
Gnomish Fence |
5 |
Party Member 1 |
6 |
Party Member 2 |
7 |
Party Member 3 |
8 |
Party 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.
Encounter: The Grand Theft of Spelljammer's Treasures
Opponents
Name |
Quantity |
Challenge Rating |
Gnomish Thief |
1 |
1/2 |
Gnomish Lookout |
1 |
1/2 |
Gnomish Enforcer |
1 |
1 |
Gnomish Fence |
1 |
1 |
Allies
Name |
Quantity |
Challenge Rating |
Gnomish Barkeep |
1 |
1/4 |
Terrain
Type |
Description |
Tavern |
The 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 Alley |
The 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
Type |
Description |
Tavern Brawl |
A 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 Cobblestones |
The cobblestones in the back alley are loose and uneven, making it difficult to move quickly and silently. |
Conditions
Type |
Description |
Low Light |
The tavern is dimly lit, making it difficult to see clearly in the shadows and corners of the room. |
Crowded |
The tavern is filled with patrons, making it difficult to move around without attracting attention. |
Objectives
Type |
Description |
Party |
The 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 Thieves |
The gnomish thieves must prevent the party from stealing the artifact and ensure that it remains in their possession. |
Tactics
Type |
Description |
Party |
The 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 Thieves |
The 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
Name |
Type |
Description |
Gnomish Enforcer |
Ability Score Increase |
+2 Wisdom |
|
Nimble Escape |
The gnomish enforcer can take the Disengage or Hide action as a bonus action on each of its turns. |
Gnomish Thief |
Cunning Action |
The gnomish thief can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. |
|
Sneak Attack |
Once 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 Lookout |
Observant |
The gnomish lookout has advantage on Wisdom (Perception) checks and Investigation checks that rely on sight. |
Gnomish Fence |
Reliable Talent |
Whenever 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
Type |
Description |
Duration |
The encounter lasts for 10 minutes, after which the gnomish criminals will become suspicious and investigate the storeroom. |
Rewards
Type |
Description |
Artifact |
The party successfully steals a valuable artifact, which can be sold for a significant amount of gold. |
Initiative Order
Turn |
Name |
1 |
Gnomish Thief |
2 |
Gnomish Lookout |
3 |
Gnomish Enforcer |
4 |
Gnomish Fence |
5 |
Party Member 1 |
6 |
Party Member 2 |
7 |
Party Member 3 |
8 |
Party 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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