Crown Jewel Heist

In this intrigue-heavy D&D 5th Edition campaign, a party of 3rd level adventurers is being recruited by more than one faction of the underworld to steal pieces of the crown jewels as they are transported for repairs.

by Dylan Wolf

Email: dylan.wolf@gmail.com

Mastodon: @dylan@osmcast.social

Bluesky: @dylanwolf.com

DM Overview

This section contains spoilers for the adventure.

Plot Summary

Two different underworld organizations–the Scrivener Syndicate and the Dusk Network–approach the players with a job.

In a few days, a piece of the crown jewels will be transported back from a jeweler’s workshop in Portsmouth (where the players are located) to The Capital. This is a five-day trip, and the players will need to ambush the carriage somewhere on the road.

The Scrivener Syndicate is the first to approach the players. They are looking to steal the jewels for status and (secretly) to humiliate the Royal Court. Their unique offer is a collection of scrolls from the Mages College that will help the players in their quest–but the scrolls contain a magical trap, giving the Syndicate information about what the players are doing.

The Dusk Network makes a counteroffer. Secretly, their client is the Royal Court attempting to foil a potential heist. Their unique offer is a sedating poison and a key to the chest used to transport the jewels.

Don’t give away too much information

The motives of the syndicates described here are primarily for the DM’s benefit. They’re several degrees of separation away from the players, and so they may never learn the full picture.

Factions

Royal Court

The Royal Court is based in The Capital, several days’ journey from Portsmouth, the port city where the players are currently located. While the Court has a great deal of influence in The Capital, it’s just one more organization among the traders, societies, and other factions in Portsmouth.

In this adventure, they have sent a piece of the crown jewels to a world-reknown goldsmith’s shop in Portsmouth. Their eyes and ears in the city know the existence of the heist plot, but not details. And they do not have enough resources in Portsmouth to prevent the heist with any certainty.

Scrivener Syndicate

Scrivener Syndicate logo

Syndicate Logo

A crime organization for which the players have (briefly) worked before. It does not hold much influence in The Capital, and a major player with the Syndicate wants to increase his standing by stealing the crown jewels for himself.

The players’ contact will explain the goal of this job is a point of pride, although the real intentions are to gain further influence. By stealing the jewels and making the theft public knowledge, they can undermine the power of the Court.

To assist in the job, the Syndicate offers the players several scrolls obtained through the Mages College. Secretly, these scrolls are marked with a scrying rune that gives the Syndicate 10 minutes of visibility into the players’ location when a scroll is used.

Dusk Network

The Dusk Network is another Syndicate within Portsmouth, but consider themselves to be more “ethical” than other gangs in that they avoid violence and typically steal prestigious items over necessities to be sold on the black market. As such, they tend to be employed by the more “upstanding” businessmen and those close to the court and town guards.

The Dusk Network makes the players a counteroffer on the crown jewel heist. Unbeknownst to them, the Dusk Network’s client for this job is the Royal Court–however, not everyone involved in the Dusk Network’s offer knows this (including the players’ handler, Aeden Breen). Knowing the heist is likely, they are trying to create a diversion that will further complicate the plan; anything they learn about the various thieves’ guilds capabilities is a bonus.

Mages College

The Mages College in Portsmouth is a prestigious academic institution. It sees itself as above the fray of intrigue in the city, but has too many students and faculty to be completely independent of outside influence.

 

 

Area map

Watercolor of a map of the area where the campaign takes place

 

 

Faction Connections

The Scriveners, Dusk Network, Court, and Mages College are large enough to be interconnected in many ways. For this job, there are only a few people that tie the intrigue together. The players will likely never meet most of these people, but the connections explain how information might be passed between organizations.

  • Octavian Whitewood, Oliver Kottow, Benedict Slyfeld are management at the Scrivener Syndicate. Octavian is the client (though to some degree that is a front for the guild as a whole).
  • Reginald Thorpe, Gregory Betton, Claire Gyll organized and planned the crown jewel heist job for the Scriviner Syndicate. Works with Ellen and Gabriel at the Mages College to arrange the scrolls offered to the players.
  • Gabriel LeStrange is the magical contact at the Mages College, and Ellen Isley is a non-magical clerk at the college who is assisting him.
  • Rafe Brystow is the players’ handler at the Scrivener Syndicate.
  • Oliver Marley is a merchant who works with both Octavian in Portsmouth as well as the Capital Merchants’ Guild. He let slip the existence of the job to Sybil Corley, which is how the Royal Court knows about it.
  • Sybil Corby is a member of the Capital Merchants Guild who works with Oliver Marley. She also has links to the Royal Court.
  • Cornelius Dryden is in the Dusk Network management. He received the counteroffer job from Sybil.
  • James Ermyn, Edmund Norwich organized and planned the crown jewel heist for the Dusk Network.
  • Aeden Breen is the players’ handler at the Dusk Network.

Stealing the jewels

When the players encounter the royal carriage, they will have to work through a series of defenses:

Guards

On the road, the carriage is guarded by a Veteran (Monster Manual, p. 350), a Spy (Monster Manual, p. 349), and four Guards (Monster Manual, p. 347). Two of these will be driving, two will be in the carriage itself, and two serve as lookouts. The players’ best option is to find a way to split them up or pick them off slowly; as soon as they’re attacked they will cry out for the other guards.

In town, the number and placement of guards varies. The players’ best strategy is to find a time and place where the number of guards are minimal. Note that in town (or along a busy roadway), guards might decide not to signal if they think it would draw the wrong kind of attention. This may be to the players’ advantage.

You can use some combination of the following:

  • A Veteran (Monster Manual, p. 350, challenge rating 3), if you want to have a single “main” villain in the encounter.
  • Spies (Monster Manual, p. 349, challenge rating 1), if you want multiple big targets.
  • Guards (Monster Manual, p. 347, challenge rating 1/8) to round out the encounter.

This adventure relies on the fact that some encounters will be impossible for players to brute force their way through. Don’t be afraid to add in more enemies to force players to retreat or bargain.

Subduing the guards

The Dusk Network will include a flask of sedating poison as part of their offer specifically to make this step easier. The poison will knock out the guards with no lasting effects. Plus, it should make it easier to pick them off one by one if done right.

If the players kill any guards, the stakes are raised–if they are caught, they will likely be tried and executed. To be fair to the players, mention this if they discuss what to do about guards, and ask the players if they want to kill or just knock out guards when they reduce them to 0 HP.

This can be a plot hook. If the Royal Court, Dusk Network, or Syndicate (especially through use of the scrying scrolls) learn the players have killed guards, that faction now has a way to blackmail the characters against the other organization(s).

The carriage door

The carriage doors are locked at all times. This is a nonmagical steel lock and there will be a few copies floating among the guards (as they have to get in and out of the carriage). The lock can be picked with Dexterity (Thieves’ Tools) DC 15 or broken with Strength DC 30.

Players can attempt to pick the lock as many times as they want (and as time allows). Each failed attempt to break the lock reduces the DC by 2 (as the lock wears down), but every attempt makes a loud clanging noise that can be heard about half a mile away.

 

 

Building tension

Opening the carriage door and the chest are designed to take quite a bit of time, and there are two ways to play this.

If the players have planned for this–they’ve successfully taken care of all of the guards, bound them securely, and managed to hide the carriage away from the road–reward them! This can play as more of a montage (where they describe what they want to do, and will eventually succeed if it’s a valid approach) than rolling until they get the right number.

If the players have botched their approach–the guards are only temporarily incapacitated or the carriage is not well-hidden–make this a tense scene. Between each roll, describe whether they’re spotted and give the other players a chance to act. In busy areas, the road will have plenty of guards, mercenaries, adventurers, and regular folk who will run to get help in an attack.

The chest

The crown jewel piece is stored in a 3” x 3” chest securely bolted and magically welded to the floor of the carriage.

The chest is locked with a magical lock; only Court agents in Portsmouth and The Capital have a copy of the key. Simply copying the key shape alone won’t open the lock, and copying the magical aura is a complicated process.

For the purposes of game mechanics, think of this as two separate locks.

The physical part of the lock can be opened with a Dexterity (Thieves’ Tools) DC 18, a DC 30 Strength check, a Knock spell, or a physical copy of the key.

The magical part of the lock is a little more complicated, but the players have a few options:

  • A separate Knock spell can open it, but the player must make a spell attack roll against DC 15.
  • A Dexterity (Thieves’ Tools) check of DC 20 can disable the mechanism that the spell is tied to.
  • A Strength check of DC 30 can disable the mechanism that the spell is tied to. Each failed attempt reduces the DC by 2 (as the mechanism wears away), but a trap in the mechanism deals 1d6 lightning damage to everyone in the carriage.

Of course, if the players accepted the Dusk Network’s offer, they have a key that will open the chest automatically.

Closing the chest

If the players want to cover their tracks, they will need to make it look as if the chest was never opened. If they do this, the guards will think that the lock foiled the heist. (This is critical if the players want to pass off the Dusk Network’s replica as the real thing.)

Closing the chest will re-engage the entire locking mechanism, unless the players successfully destroyed either the physical or magical component with a Strength check. (If the players attempted, but did not succeed in, breaking the lock, the guards will still believe the chest is secure.)

Scenes

The offer

The players receive letters delivered by a hired courier. They recognize the wax seal on the envelope as the Scrivener Syndicate, an organization they have done small, questionably legal jobs for in the past.

The offer letter

Greetings,

We have come into the possession of a lucractive job, and you come highly recommended.

Meet at the first bridge outside the west gate of town tonight at midnight for details.

(The letter is signed with the Scrivener Syndicate logo)

A carriage will arrive, and a man will ask them to take a ride.

 

 

The carriage arrives

Once you are inside the carriage, the man locks the door from the outside and draws black shades around the windows. “This job requires trust,” he says gravely, “and you do not have it yet.”

A few minutes later, you hear him hop up on the seat and the carriage takes off at a gallop. You ride for quite a while–without visibility to the outside world, it’s hard to tell just how far, how long, or where you’re going.

As suddenly as it began, you feel the carriage jerk to a stop. Soon after, you hear the sound of a metal scraping along dirt or stone–perhaps a gate opening. Once it’s complete, you feel the carriage move again and the gate slides closed.

Not long after, you come to a stop and another man opens the doors. You’re in a dirt-floored room with rough stone walls just big enough for a few carriages. A few torches illuminate the inside well. The whole thing feels very utilitarian, but seems unusually clean and well maintained for a carriage house. On one end there is a set of wooden double doors. On the other end, the metal gate that you came through.

The man leads them through the double doors and into a small room.

The meeting room

You walk a ways down a short hall, all still the same rough wood and stone as the first room. The man keeps close to you, threatening to stop you if you try to run off. He is an intimidating presence–bearded, not particularly tall, but stocky. He wears a striped suit with a bowler hat, with a thick beard oiled to a point.

He opens a door and silently gestures for you to enter. Inside, there’s a rectangular table made of rough wood, numerous shelves with labeled crates and boxes, and a weapons rack. He shuts the door firmly, and then again toward chairs at the table.

When you sit, he begins.

“You may know that a world-reknown goldsmith operates out of Portsmouth.”

“But what you may not know is that every so often, pieces of the crown jewels are sent to him for maintenance.”

“Now, among the rich an powerful–at least, those who work with our kind–it would be a point of pride to have such as thing in their collection.”

“Conversely, it would be a major embarrassment to the Royal Court to have such a thing stolen.”

“Now, it turns out that we know a man who wants to buy just such a show of power over the Court, by making a piece of the crown jewels disappear.”

“The jewels leave town in a few days, and while on the long journey back to The Capital, they will not be guarded as closely as they are here. That is when we would like you to strike.”

This is Rafe Brystow, the players’ handler for this job at the Scrivener Syndicate.

The man offers the players:

  • 250 gold pieces per player, upfront
  • A steed per player, on loan from the Scrivener Syndicate
  • Scrolls equivalent to 1 day’s worth of spells for a 3rd level Wizard. The players must submit a list of their choices to a contact at the Mages College. The man gives them a piece of Invisibility Paper for this task, which will make all writing appear or disappear using a special phrase.

The man magically copies an illustration of the piece and the carriage, so the players can identify the target. He also shows the players a map of the area, noting they can get similar maps in town.

Players will meet up with a contact on the west end of the Great Forest to drop off the piece.

The caravan leaves in three days from the north gate of Portsmouth. Players will need to follow the caravan.

 

 

The caravan’s trip will take five days to get to The Capital, taking them through the smaller villages of Iverness, Oakheart, and Durmchapel. The Syndicate believes there will be checkpoints in all of these cities that will notify the Court if anything goes wrong.

Interactions

  • Syndicate background and context: Have the players make a DC 12 Intelligence check after Rafe makes his speech. On a success, they know that the Scrivener Syndicate is prevalent throughout Portsmouth and elsewhere in the kingdom, but do not have much influence in The Capital or the Court. As such, this job may reflect some antagonism on their part. On a roll of 20+, the players realize that succeeding at this job might allow the client to gain some leverage over the Royal Court. It would put them on the defensive and require them to cover up such a high profile loss.
  • Why not steal the jewels in town? Because you would be tracked as soon as you were discovered inside the workshop. The client would like to avoid a clear trail back to themselves.
  • How will the jewels be guarded? Surprisingly lightly once they leave town. The Court wants to avoid drawing too much attention to the piece. Knowing that the guards could be overpowered by the right people, the Court prefers secrecy.
  • How do you know all this? The Syndicate has contacts within the Court. Rafe will refuse to reveal any more specifics. This allows him to hide the fact that they’re not particularly close contacts, and that the Syndicate is hedging its bets by putting the risk of faulty information on the players.

When the discussion is done, the players are ushered back the carriage and returned to where they were picked up.

The next day, as the players make preparations, they will encounter the counteroffer.

The counteroffer

While in town, the players should make a DC 12 Wisdom (Perception) check. If they succeed, they will find that someone has bumped into them and left a small envelope in their bag–sort of a reverse pickpocketing. (Otherwise, they will discover it later when they rest.) The message is unsigned.

The counteroffer note

We are prepared to make a counteroffer on the job

If interested, meet our contact at The Boar and Deer in town.

The Boar and Deer is a tavern near the Mages College. A man is waiting in a secluded booth near the back of the common room. When the players get near, he subtly waves them over.

The tavern

You sit down at the booth and notice that the man already seems settled in. There’s an empty mug at each seat and a mostly-full pitcher of ale at the center of the table. A small plate with a pastry sits in front of the man, and he picks at it as he talks to you.

“I’ve been asked to put you in a tough spot, and so I feel I should be upfront with you.”

“I represent a thieves’ guild known as the Dusk Network. We have people throughout the kingdom, and we’ve heard word that you’ve been offered a job. To be frank, we would like to make a counteroffer on the thing you have been asked to steal.”

“Now, I know that your, uh, prospective employer does not entirely trust you. They don’t entirely trust anyone, really, and for good reason–they’ve been involved in some rather ghastly work over the years, even for a criminal enterprise. If you tell them you met with a rival gang about the very same job, well… let’s just say they might not want you on the job.”

“That said, we’d like to leverage what you know from your other offer, and we think we can sweeten the deal enough that you can’t say no.”

“We also have a client that would like to add such a prestigious piece to his collection. However, he benefits a little too much from the status quo and would like to cause as little chaos as possible. Upsetting the Royal Court’s apple cart wouldn’t be good for business.”

“We think we have a more elegant solution. We have a convincing fake for the piece at our disposal, one that only a master craftsman would recognize as a deception. We’d like you to simply swap the two out.”

“We can offer you two things that your, uh, other suitor cannot. One, a flask of sedating poison that should help you in your task without creating a royal incident. Two, a key that will unlock the chest that carries the piece.”

“You will divert the real jewels to the nearby city of Colkirk, while the fakes will continue on to the capital. Easy peasey. No mess until well after the deed is done.”

 

 

The tavern, continued

“And that is the crux of our offer–we can only match the reward they’ve promised you, but we will do our best to keep your hands clean and you out of harm’s way.”

This is Aeden Breen, the players’ handler for this job at the Dusk Network.

Sedating Poison

This is a flask of poison that can be administered into food or drink, inhaled at melee range, or injected through a weapon injury.

If the target fails a DC 30 Constituion saving throw, they become Unconscious for two hours. They can retry this save every 15 minutes.

The bottle contains enough poison for 20 doses.

Chest Key

The chest key looks like an ordinary key, but casting Detect Magic will reveal a transmutation aura. The key is magically paired with the lock on the chest; simply creating a new key in the same shape will result in a useless copy.

Recreating the magic aura is beyond the players’ abilities at this level. Even a master magician would require a week or more–more time than the players have. And since the magical auras are changed out regularly, it will be useless for future jobs, even with the same chest.

If the players ask around the Mages College about copying the key, word may get back to the Syndicate. This could tip the Syndicate off to the players’ plans to double-cross them; the Syndicate may also attempt to steal the key from the players before the job begins.

Interactions

  • Dusk Network background and context. Have the players make a DC 12 Intelligence check after the man makes his speech. On a success, the players know that the Dusk Network considers itself more “ethical” than other gangs in that they avoid violence and typically steal more prestigious items (rather than necessities to be sold on the black market). As such, they tend to be employed by more “upstanding” businessmen, including those close to the court and town guards.

  • What if the players decide to tell the Syndicate? Aeden is bluffing that the Syndicate will rescind the offer. The Syndicate will want to know about the Dusk Network’s interest; however, they’re stretched thin already and on a deadline. The Dusk Network’s scheme will be the players’ problem. At some point during the journey, they will be ambushed by other adventurers who will have the sedating poison and the chest key.

  • How do you know all this? The Dusk Network has contacts with the Syndicate. In Portsmouth, with so many factions struggling against each other, it’s critical to know what your rivals are doing. As with Rafe, Aeden is bluffing the players with this answer; they’re not particularly close contacts.

In two more days, the players will need to begin following the caravan along the road to Iverness.

The road to Iverness

After preparations are complete, the players set off on the caravan’s route. They may either leave before or behind the caravan–it depends upon their strategy for the heist. The first stop on the route is Iverness.

This section of road is primarily flat grassland with very sparse trees, dotted by the occasional farm. The road here is wide and well-traveled (as it’s one of two main thoroughfares out of Portsmouth).

After a day of traveling along the road, the players will arrive in Iverness.

The players have a few options the players may take on the road:

  • Continue pursuit: After a day of traveling along the road, the players will arrive in Iverness.
  • Stealing the jewels for the Syndicate: If the players steal the jewels here and want to deliver them to the Syndicate, they may need to go through (or around) Iverness, up the road to Oakheart, and through the forest to the Syndicate drop.
  • Stealing the jewels for the Dusk Network: If the players steal the jewels here and want to deliver them to the Dusk Network, the straightest route is across the plains to Colkirk. (There are several other circuitous routes they could choose, including backtracking along the road to Iverness or continuing along the road to Oakheart. However, travel along the road is risky with the payload in tow.)

 

 

Traveling through the wilderness

The players may decide to forego the road and travel through the wilderness. This will slow their travel time a bit, but not significantly–terrain is not particularly difficult and they won’t have to deal with the masses of merchants and travelers on the road.

Straying too far from the farms may bring them into contact with small, low-level wildlife, such as:

  • 3-4 Axe Beaks (Monster Manual, p. 317)
  • 2 Cockatrices (Monster Manual, p. 42)

The river is about a half-day’s journey west of the road, and the great forest is about a day’s journey east of the road.

Farmers may not take too kindly to players’ traveling through their land.

Village of Iverness

Arrival in Iverness

The small village of Iverness sits at a major crossroads a day’s travel outside of Portsmouth. There are few permanent structures here, just for the necessities–an inn, a blacksmith, a tannery, and a general store.

However, the village feels like it’s bursting at the seams. Travelers from all across the continent bustle about. In the place of buildings, merchants have set up tents and awnings above their wagons and are hawking their wares.

There are a few possible options the players may take from Iverness:

  • Continuing pursuit: If the players continue pursuing the carriage, they will travel along the road to Oakheart for another day.
  • Stealing the jewels for the Syndicate: If the players steal the jewels here and want to deliver them to the Syndicate, they will need to go through the forest to the Syndicate drop.
  • Stealing the jewels for the Dusk Network: If the players steal the jewels here and want to deliver them to the Dusk Network, they will either need to go through the forest to Walden and on to Colkirk, or across the plains to Colkirk.

The royal carriage in Iverness

If the players follow the royal carriage into town, they will find that it parks itself inside one of the few completely closed-off tents in town. This tent is located by the north edge of the village, just a few doors down from the inn.

The players will also notice a few Royal Guards scattered sparsely in town, but there’s a noticeable patrol that sweeps by the inn every hour or so. They will notice any attempts to get into the tent.

If the players do manage to sneak into the tent, they will find several Royal Guards waiting quietly–a much more intimidating presence than one would expect from the outside.

If the players ask around about the carriage–especially if they show the picture that Rafe gave them–they might attract attention from the Royal Guards.

Road to Oakheart

Into the woods

A little ways north of Iverness, you begin to see deep green forest along the horizon. Soon, copses of trees begin to appear along the plains. Before you know it, you’re beneath a cool, dark tree canopy that stretches onward in every direction.

The land here gets a little rockier and hillier, but the road is still flat and clear. To the west, you can hear the rush of the Pauchaug River echoing through the trees.

The road here is not much different than it was in the plains, but the land around it is much different. There are no farms here; going too far off the road just leads into the lonely wilderness.

There are also limited options for traveling west of the main road. The river is much closer to the road here; under pursuit, the players could become boxed in between the river and the main road.

In the forest, the river’s shores become steeper and rockier. Rushing across the steep and/or wet rocky areas near the river requires a Strength or Dexterity (Athletics) check of DC 20 to avoid falling. A fall off of a steep rock could separate the victim from the party for some time.

Town of Oakheart

Arrival in Oakheart

Oakheart is a town living off the bounty of the forest, and it shows. Every building is made of fine wood with intricate carved details around its edges–the pride of the town’s woodworkers. Hunters and rangers hang herbs and animal hides to dry and cure. Baskets of berries, herbs, and leafy green vegetables spill from merchants’ baskets.

 

 

There are a few possible options the players may take from Oakheart:

  • Continuing pursuit: If the players continue pursuing the carriage, they will travel along the road to Durmchapel.
  • Stealing the jewels for the Syndicate: If the players steal the jewels here and want to deliver them to the Syndicate, they will need to go through the forest to the Syndicate drop.
  • Stealing the jewels for the Dusk Network: If the players steal the jewels here and want to deliver them to the Dusk Network, they will need to go through the forest to Walden and on to Colkirk. (They could also backtrack down the road to Iverness and then across the plains to Colkirk.)

The royal carriage in Oakheart

The carriage is less guarded here than it was in Iverness. It is pulled into one of the sheds behind the inn used to house traveling caravans. Royal Guards patrol around the inn–but not specifically around the carriage, to avoid drawing too much attention to it.

Several of the hunters and rangers hawking their wares here are on the Court payroll, and will jump into action if they see the carriage attacked.

Through the forest to the Syndicate drop

If the players are working the job for the Syndicate (or are trying to stop the Syndicate team), they will need to make their way to the western part of the Great Forest. There’s a few ways they can do this:

The river bridge at Iverness

The players could cross the Pauchaug River near the bridge at Iverness, or hire a boat to help them across somewhere else.

Between Portsmouth and Oakheart, the river is wide and quite deep, so the road or a boat is critical to this strategy. Swimming across the river safely would require a Strength (Athletics) DC 25 (possibly more if the character is burdened by anything they’re carrying).

If they’re already past Iverness, this might require some backtracking. If they’re being pursued, this may make it easier for them to be spotted. Plus, they’re likely to be caught between the main roads and the river, so multiple squads of guards, syndicate thugs, or other pursuers may be able to box them in.

Fording the creeks

The Pauchaug River breaks up into smaller creeks near the Great Forest. Toward the northern end of the forest, these creeks are shallow and gentle enough to ford on foot.

If they’re being pursued, this route becomes risky. Finding an accessible spot for a crossing may take some time. Rushing across the steep and/or wet rocky areas near the river requires a Strength or Dexterity (Athletics) check of DC 20 to avoid falling. A fall off of a steep rock could separate the victim from the party for some time.

Plus, this area is boxed in by the river on one side and the main road on the other. Even though there’s lots of cover provided by trees and rocks, this limits the number of places the players can hide from pursuers.

Off the trail

You flee into the Great Forest, west of Oakheart, until you reach the babbling tributaries of the Pauchaug River.

The ground along the river is uneven. In some places there’s a short, steep cliff down to the water; in others there are a series of rocks that jut out into the water.

Downstream from the river’s fork, the water becomes shallow and relatively still. If you follow it north though the forest, you can easily find a place to cross on foot.

Players might encounter a Grick (Monster Manual, p. 173) or a nest of 3-4 Giant Poisonous Snakes (Monster Manual, p. 327) around the rocks.

Across the plains near Durmchapel

As the creeks end towards the north side of the Great Forest, the players could simply travel north (either by road or along the creek bank) and around.

This is a little more straightforward than the other two options, but it does present risks if the players are being pursued. First, it requires traveling along (or nearby) the road through the entire forest. Then, working around the creeks may require some travel through the plains, which provides less cover than the forest.

Players might encounter an Ankheg (Monster Manual, p. 21) in the plains.

The Syndicate drop

Once the players end up in the western side of the Great Forest, they need to track down the Syndicate drop-off. The drop-off is a fairly standard-looking carriage–nothing fancy, the sort a merchant in a small village might own.

A Wisdom (Survival) check of 12 or Wisdom (Perception) check of 18 will lead the players to the right place.

Three guards in common traveling clothes are with the carriage. One is on the driver’s seat ready to move if necessary; the other are standing watch on either side.

Once the drop is completed, the Syndicate guards get into the wagon, shut the curtains, and head southwest towards Ironport. They will do their best to avoid the players tailing them, as this presents a risk; they expect the players to have been pursued. (The hand-off may help confuse any pursuers, as there will be two fresh sets of tracks leaving the drop-off.)

 

 

When the Syndicate guards reach Ironport, the two guards will hop aboard a fishing vessel and head for Lakeland. (Meanwhile, the carriage will head back to Portsmouth via Iverness, in an effort to further throw off pursuers.) From Lakeland, the two guards will head by horse back to a Syndicate safehouse in the Lowland Marshes, just outside Portsmouth.

From here, the players can head back the way they came and back to Portsmouth. The easiest route is back the road to Oakheart to Portsmouth, but there’s multiple other ways they could go.

Road to Durmchapel

Deeper into the woods

As you leave north out of Oakheart, the deep green boughs of the Great Forest spread before you. Here and there yellowish beams of sunlight make their way through the trees.

Yet within this wilderness, the hustle and bustle of travelers remains unchanged. The road is as wide as it ever was, though its sides are now steep inclines and gnarled roots.

Here and there patches of flat dirt have been carved out of the hills, making spots where travelers can set up camp or merchants can hawk their wares.

To your west, your hear the distant echo of the Pauchaug River through the trees. To your east, the horizon disappears into a blur of green, brown, and gray as far as the eye can see.

There are a few possible options the players may take from the road:

  • Continuing pursuit: If the players continue pursuing the carriage, they will travel along the road to Durmchapel.
  • Stealing the jewels for the Syndicate: If the players steal the jewels here and want to deliver them to the Syndicate, they will need to go through the forest to the Syndicate drop.
  • Stealing the jewels for the Dusk Network: If the players steal the jewels here and want to deliver them to the Dusk Network, they will need to go through the forest to Walden and on to Colkirk. (They could also go back to Oakheart and backtrack to get there.)
Making camp

Travel to Durmchapel or Walden is more than a day’s journey, so players will need to make camp in the woods.

There is plenty of room to make camp at the roadside. There’s always somebody else around, and you’ll likely be sharing a roadside campsite with other travelers. That makes it relatively safe (as monsters and wild animals won’t venture out into the crowds), but it also means the players won’t have any privacy. If they do anything suspicious, it’s likely to be spotted by a curious traveler who will report it (or worse, a guard or Syndicate member).

On the other hand, going too far off the road increases the risk of an encounter.

Possible encounters

Going off the road increases the players’ risk of an encounter with a monster, wild animal, or bandit.

Some encounters you can use here are:

  • A pack of 3 Dire Wolves (Monster Manual, p. 321)
  • A Bandit (Monster Manual, p. 343) and a Bandit Captain (Monster Manual, p. 344)

City of Durmchapel

Entering the city

You make your way into the walled city of Durmchapel, which acts as something of a gateway to The Capital on the south road.

If you were from a small village, you might be fooled into thinking Durmchapel was The Capital. Brick and stone buildings rise three or four stories above you. Shops selling almost everything imaginable are packed into its streets and alleys. The smells of rich food, of herbs and spices, of animals and people all mix together. There is a constant din of conversation is all around. Still, it pales in comparison to much larger hubs of commerce.

As in other towns along your journey, the main roads are packed with travelers coming and going. One obvious difference–it is thick with Royal Guards. The eyes and ears of the Royal Court are everywhere here simply because of its proximity to the walls of The Capital.

There are a few possible options the players may take from Durmchapel:

  • Continuing pursuit: The players have one last shot at stealing the jewels along the short road to The Capital. Once the carriage reaches The Capital, it will be surrounded by a much larger contingent of the Guard, and the players will have failed in their quest.
  • Stealing the jewels for the Syndicate: If the players steal the jewels here and want to deliver them to the Syndicate, they will need to backtrack and head hrough the forest to the Syndicate drop.
  • Stealing the jewels for the Dusk Network: If the players steal the jewels here and want to deliver them to the Dusk Network, they can take the east road to Walden, which takes two days’ journey.

 

 

The carriage in Durmchapel

The carriage is far more open in Durmchapel than it was in previous towns, but that’s only because the Royal Guard has a much stronger presence here.

It will be parked near the inn for the night, in a small alleyway with several other carriages. Two guards flank every entrance to the alley (which isn’t unusual given the number of Royal Guard in town). If the players try to attack the carriage in the alleyway, more guards arrive immediately and box them in.

Through the forest to Walden

If the players’ take the Dusk Network’s offer, one option is to travel east through the Great Forest, to (or near) the village of Walden, and then south down the road to Colkirk. This is more than a day’s journey, so they will have to make camp on the way.

Going off the road also increases the players’ risk of an encounter with a monster, wild animal, or bandit. Some possible encounters include:

  • An Owlbear (Monster Manual, p. 249)
  • An Ettercap (Monster Manual, p. 131) nest, with webs stretched between trees or rocks

Village of Walden

Into the village

You arrive in the village of Walden. If Iverness or Oakheart seemed small, Walden is positively tiny–it feels little more than a wide spot in the road.

Of course, that’s to be expected. The road between Colkirk and Durmchapel that runs through Walden isn’t as well-traveled as the Capital Road.

There’s still the occasional merchant trailer or guard caravan, but they’re few and far between. Mostly, it’s farmers and rangers traveling back and forth between the village and the surrounding wilderness.

The players may stay the night at the inn in Walden. The road to Colkirk runs south out of the village.

Across the plains to Colkirk

Into the plains

You head out into the gently rolling fields. Gusts of wind send waves across the ankle-high gold and green grass that roll as far as the eye can see.

To the north, the tall trees of the Great Forest loom in the distance. To the east, nothing is visible save the mountains far off in the distance, but you know that somewhere out that way lies Colkirk.

Colkirk is about two days’ journey away, whether the players start from the Capitol Road or the south end of the Great Forest. Finding a place to make camp is easy, as the land is very flat with trees and rocks being few and far between.

Eventually, the players end up in Colkirk.

While in the plains, Players might encounter an Ankheg (Monster Manual, p. 21).

Alternate route: the Sea Road

Rather than making the entire journey across the plains, players could travel due south to the Sea Road. This is about one day’s journey, allowing them to set up camp along the road.

While this doesn’t greatly change travel time, it is easier traveling and safer due to the other people on the road.

Road to Colkirk

On the road

You set off on the road south towards Colkirk. At first, the Great Forest looms to the west, strangely imposing due to the fact that the road is set in a low point between the hills.

After a few hours you’re clear of them, and the rolling hills seem to go on forever on both sides. Tall green and gold grass blankets them, flashing and swaying every time a brisk wind sweeps through.

You meet travelers here and there, but Walden is such a tiny hamlet that there really isn’t much traffic. There’s a stark sense of loneliness out here in the middle of nowhere. Portsmouth isn’t more than a few days’ journey from here, but it might as well be on the other side of the world.

A few more hours, and you see the buildings of Colkirk come into view over the horizon.

After a day on the road, the players will arrive at the town of Colkirk.

Possible encounters

Traffic here is very sparse, making it more likely that monsters may wander right up to the edge of the road. However, the area is open and players have a great deal of visibility, making ambushes unlikely.

The players could even veer off-road to avoid an encounter, though this might add to the travel time.

  • An Ankheg (Monster Manual, p. 21)
  • 3-4 Axe Beaks (Monster Manual, p. 317)
  • 2 Cockatrices (Monster Manual, p. 42)

 

 

Town of Colkirk

Into town

You arrive in Colkirk. As the first stop out of Portsmouth along the Sea Road, it’s a big town that feels like a small town. It has neither the walls nor modern buildings of a city.

In fact, its houses and shops–with their decoratively carved wooden beams–feel almost intentionally designed as a counterpoint to the utilitarian factories and warehouses of its neighbor.

It’s a beautiful town. Its buildings are sprawled out across the plains, and its wide streets feel empty even through they’re host to a good number of travelers. In the distance, you can see the cliffs that overlook the sea.

Delivering the jewels

If the players have the jewels, they will find Aeden Breen waiting in the tavern of The Sea Road Inn. They can drop off the jewels and be off. See the Epilogue for how this will resolve.

 

 

Possible Epilogues

Delivery to the Scrivener Syndicate

When the players deliver the jewels to the Syndicate drop in the Great Forest, they are free to do what they want. They may keep the horses and scrolls (though remember, the scrolls still allow the Syndicate to spy).

If the players decided to follow the Syndicate guards delivering the jewels to the safehouse, and they’re being followed, they may unwittingly cause the operation to fail. The Syndicate no loyalty to the players; if they’re caught red-handed, they will certainly give up the players’ identities if they think they can bargain with the Royal Court.

The double-cross

If the players accepted the Dusk Network’s offer, a long term game might cover the fallout of this double-cross. Since the Network is secretly being backed by the Royal Court on this offer, they don’t take this as a personal slight.

The Network will pursue the players, but they will use them to get information about their contacts at the Syndicate. (Both the Network and the Court understand that, for mercenaries contacted about a job, it’s just business.)

If the players committed any serious crimes during their heist–killing Royal Guards, etc.–the Network will pass along this information to the Royal Court, who will pursue the players to be arrested, tried, and possibly executed.

Delivery to the Dusk Network

When the players deliver the jewels (and the key) to the Dusk Network drop in Colkirk, they are free to do what they want.

If the players’ are being tailed by the Royal Court or the Syndicate, this makes the drop a little more complicated. The Dusk Network contact will have to leave town immediately; this is risky, but the players can help run interference.

If the players are not being tailed, the Dusk Network contact will stay in Colkirk for several days until things cool off. During this time, the players must not attempt to make contact again; doing so might tip off the guard.

The double-cross

For a longer campaign, the players will have to deal with the fallout once the Syndicate realizes they have been double-crossed.

A few days after the jewels were scheduled to arrive in The Capital, the Syndicate will get word that a heist was successful. They won’t know it was the players who did the heist and will attempt to make contact to collect information about what happened.

If the players don’t respond, the Syndicate will become suspicious that something bad happened during the heist. (They don’t know what happened, but assume it’s a risk to the Syndicate and the players are trying to hide something by avoiding them.) They will attempt to track down the players, using violence if necessary.

If the players do respond, they can attempt to bluff the Syndicate to hide their involvement. This is tricky, as the Syndicate should watch for:

  • The players giving contradictory information. The Syndicate will know approximately where and when the heist occurred from multiple other sources. If the players make claims that contradict this, they will have some reason to suspect the players.

  • The players giving information they shouldn’t know. The Syndicate will become suspicious if the players give any information that they shouldn’t know–for example, anything that could only come from an eyewitness account of the heist.

One way or the other, the Syndicate will collect enough information to realize that the players double-crossed them–and they will take this personally.

Failure to steal the jewels

For a short game, the game will end once the players escape safely.

For a longer game, there may be fallout:

  • If the players fought and killed any Royal Guards, they may be guilty of crimes. The Royal Guard will hunt them down to arrest, try, and possibly execute the players.

  • A few days after the jewels were scheduled to arrive in The Capital, the Syndicate will get word that a heist failed. They will attempt to contact the players. If the players respond, there will be no serious negative consequences–they’ll probably get yelled at or berated, and will lose reputation for getting future Syndicate jobs. If the players avoid making contact, the Syndicate will take this personally and track them down.