Masquerade Ball - The Heist
The Centerpiece Session - Where cunning meets consequence
Session Overview
DM Guidance
This is THE session - the payoff for all the planning in Sessions 1-3. Run it like a thriller: tension, elegance, and the impending moment of truth. Keep track of the timeline and NPC movements. Consider running almost in real-time to maintain urgency, with the clock ticking toward the Duke's toast or unmasking hour.
Ball Timeline
Use this timeline to track events and create urgency. Adjust based on player actions.
Carriages roll up, invitation checks at gate. Captain Arden supervises security.
Music begins, dancing starts. The Gem is revealed on its pedestal (or Duke wears it).
5-minute window with fewer eyes on the east wall. Vault guards change shift.
All attention on the Duke. Prime opportunity for movement. Guard rotation #2.
Traditional moment when masks are removed. Duke plans to showcase the Gem.
Guests begin departing. Security tightens. Last chance for escape.
Scene 1: Grand Entrance
Carriages roll up the cobblestone drive, their occupants stepping into pools of torchlight before ascending the manor steps. The night air carries the scent of perfume and excitement. Masked figures in elaborate costumes - peacock feathers, silver filigree, crimson velvet - stream through the grand gates where guards in polished armor check invitations with practiced efficiency.
Beyond the gates, the Duke's manor blazes with magical light. Crystal chandeliers visible through towering windows cast rainbow patterns across the manicured gardens. A string quartet's melody drifts out, mingling with laughter and the clink of glasses.
Captain Yelena Arden stands at the gate, her keen eyes scanning each guest. Her hand rests casually on her sword hilt.
Entering the Manor
How the rogues enter depends on their preparation from Sessions 2-3:
Forged Invitations
Check: Deception DC 13 (DC 15 if Arden scrutinizes them)
Success: Admitted as guests. Must check weapons.
Failure: Arden is suspicious but lets them through. She'll watch them.
Complication: The invitation name might be called out - they need a cover story.
Servant Disguise
Check: Deception DC 12 at servant's gate
Success: Access to kitchen, servant passages. More mobility.
Failure: Head Steward questions them. Must fast-talk or flee.
Benefit: Can carry "serving trays" that hide tools.
Stealth Entry
Check: Stealth DC 16 (DC 14 during guard rotation)
Route: Over wall, through garden, second-floor balcony
Risk: Alarm spell on servant's gate (mental alert to Voss)
Benefit: Weapons intact, no identity to maintain
Security Checkpoint
| Check | What Guards Look For | Bypass Method |
|---|---|---|
| Weapon Check | Swords, daggers, crossbows | Sleight of Hand DC 14 to hide small weapons |
| Invitation Verify | Seal authenticity, name matching | High-quality forgery or stolen invite |
| Face Recognition | Known criminals (if PCs have reputation) | Masks help - Disguise Kit DC 12 |
Nervous Comedy Beat
Consider having one PC momentarily forget their fake name when Arden asks. A quick Recovery (Deception DC 10) smooths it over with "Apologies, Captain - the excitement of the evening!" Arden narrows her eyes but waves them through.
The Ballroom
The ballroom takes your breath away. Polished marble floors reflect a thousand candles from three crystal chandeliers. Masked nobility swirl in an elegant dance - foxes with duchesses, ravens with barons. Servants in silver livery glide between guests bearing champagne and delicacies.
At the far end of the room, elevated on a dais, Duke Orlond Haverfort holds court in a golden mask shaped like a sun. And there - either resting on a velvet pedestal in a glass case flanked by two guards, or gleaming at the Duke's throat - is your target: the Gem of Vhal'Zar.
Even from here, the ruby seems to pulse with inner light, as if aware of your presence.
Gem Location Options
Choose based on difficulty preference:
Option A: On Display (Easier)
- Glass case on pedestal near Duke's dais
- Two guards stationed nearby
- Glyph of Warding on pedestal (DC 15 to detect)
- Can be swapped with replica if PCs prepared one
Option B: In the Vault (Moderate)
- Kept in basement vault until 11 PM reveal
- Arcane Lock + 2 vault guards
- Requires vault key (on Steward) + passphrase
- More private theft, but harder access
Option C: Worn by Duke (Hardest)
- Duke wears it as brooch/necklace
- Must pickpocket from Duke himself
- Sleight of Hand DC 20 (DC 17 if distracted)
- High risk, high reward, memorable
Scene 2: Mingling & Gathering Intel
Before making any moves on the Gem, the rogues should blend in. This builds tension and provides last-minute intel or complications.
Social Encounters
Other Ball Activities
| Activity | Opportunity | Risk |
|---|---|---|
| Dancing | Get close to Duke, overhear conversations | Performance DC 12 to not embarrass yourself |
| Card Games (Side Room) | Loosen noble tongues, win gold | Could get trapped in long game |
| Garden Stroll | Scout exterior, find alternate routes | Perimeter guards patrol here |
| Wine Cellar Visit | "Lost guest" excuse to scout vault area | Suspicious if caught twice |
Scene 3: Infiltrating the Restricted Area
Tension Building
This is the heart of the heist. Slow down, describe details, ask for specific actions. Every creak of a floorboard, every approaching footstep matters. The shift from bright ballroom to dim corridors should feel like entering another world.
Creating a Distraction
PCs likely need to draw attention away from their target area. Options:
Navigating to the Vault
You slip through a side door into a dim corridor. The music fades to a distant murmur. Your footsteps echo on stone - louder than you'd like. Portraits of stern Haverforts watch from the walls, their painted eyes seeming to follow. A single guard stands at the end of the hall, his back to you, examining his nails with boredom.
Corridor Obstacles
Bored Guard
Options:
- Stealth DC 14: Sneak past while he's distracted
- Deception: "The Duke requests you in the ballroom"
- Lure: Throw a coin to make noise elsewhere
- Knockout: Sneak attack (non-lethal) - Stealth DC 16 to approach, then attack with advantage
If knocked out: Can be hidden in a closet. Will be found in 30 minutes.
Stairs to Basement
A locked door under the main staircase leads down to the wine cellar and vault.
- Lock: DC 15 Thieves' Tools (or Steward's key)
- Alarm Spell: On the door frame - Detect Magic reveals it (DC 14 Arcana to identify)
- Bypassing Alarm: Dispel Magic, or very careful opening (DC 18 Sleight of Hand)
The Wine Cellar & Vault
Stone steps descend into cool darkness. The smell of aged wine and damp earth fills your nostrils. Racks of dusty bottles line the walls, but your eyes are drawn to the far end - a heavy iron door, its surface covered in arcane sigils that glow faintly blue. Two guards in ceremonial armor stand before it, more alert than those upstairs.
Vault Security
| Security Layer | Details | Bypass |
|---|---|---|
| Two Vault Guards | Alert, armed with halberds. Won't leave post without direct order from Steward or Duke. | Forged orders, distraction above, combat (noisy) |
| Arcane Lock | Requires brass key AND passphrase ("Haverfort Endures") | Key from Steward, passphrase from intel/Gem |
| Glyph of Warding | On Gem's pedestal inside. Triggers Sleep spell (DC 15 Wis save) | Dispel Magic, careful removal (DC 18), or Gem suppresses it |
| Pressure Plate | 3 feet before pedestal. Triggers cage drop. | Perception DC 15 to spot, Thieves' Tools DC 14 to disable |
The Passphrase Problem
If PCs don't know the passphrase, the Gem can help! As they struggle with the lock, the Gem telepathically whispers the phrase to the nearest PC: "Haverfort Endures... how ironic. Speak it and free me." This establishes the Gem's sentience dramatically.
Taking the Gem
The vault door swings open silently on oiled hinges. Inside, a small chamber lit by a single everburning torch. On a velvet cushion atop an obsidian pedestal rests the Gem of Vhal'Zar.
It's beautiful. Larger than your fist, deep crimson shot through with veins of gold that seem to pulse like a heartbeat. Light moves within its depths - not reflected, but generated, as if something alive dwells inside.
As your fingers close around it, a voice speaks directly into your mind - ancient, sly, pleased:
"Ah, finally... take me from this prison."
The Gem's First Words
This is the players' first direct communication with the sentient artifact. The Gem's tone is:
- Grateful: "I have waited so long for someone worthy."
- Helpful: It suppresses the Glyph of Warding - the trap simply doesn't trigger.
- Mysterious: "We must not tarry. Others seek me - those in this very house."
- Unsettling: "Trust no one but each other... and me."
The Gem of Vhal'Zar
Sentient Artifact (NPC)
Communication: Telepathy 120 ft.
Personality: Cunning, self-interested, mischievous. Not evil, but utterly focused on its own freedom.
Current Goal: Escape Hollowspire with capable protectors.
Powers (DM controlled):
- Minor illusions and whispers
- Can suppress magical effects on itself
- Psychic flash (can daze enemies briefly)
- Sense nearby danger
"Any activated property of the item is under the item's control, not its wielder's."
Scene 4: The Twist - Betrayal in the Dark
You emerge from the vault, prize secured, heart pounding with success - and freeze.
At the end of the corridor, blocking the stairs, stands the man in the silver moon mask. Behind him, two figures in dark clothing materialize from the shadows. The mask comes off, revealing Lord Cedric Voss, the Duke's trusted advisor. His smile is cold.
"I had a feeling we'd have uninvited guests." He claps slowly, mockingly. "Impressive work. But I'm afraid that jewel is safer in my care than yours." He extends a gloved hand. "Be sensible. Hand it over, and perhaps you leave here alive."
Confrontation with Lord Voss
Combat/Social HybridEnemies Present:
- Lord Cedric Voss - Hidden Hand leader, spellcaster (see stat block below)
- 2 Hidden Hand Thugs - CR 1/2 each
- Optional: 1 crossbowman in the shadows (Dex +4, Crossbow +6)
Player Options:
Bluff
"We're working for you, my lord! We have it as you asked!"
Deception vs. Voss's Insight (+7): Success makes him hesitate, thinking perhaps Marcel or another cabal member sent these thieves without telling him. Buys 1 round of confusion.
Smoke Bomb Escape
If they have Gideon's smoke orbs, they can create cover (Fog Cloud effect) and dash past.
Athletics/Acrobatics DC 13 to slip through before Voss reacts.
Fight
2v3 (or 2v4) in a narrow corridor. Challenging but winnable.
Advantage: Tight space limits enemy movement; sneak attack opportunities abound.
Warning: Prolonged fight draws more guards (Captain Arden investigates in 3 rounds).
The Gem Intervenes
During the confrontation, the Gem helps its liberators:
The Gem suddenly flares with crimson light. Voss and his thugs cry out, clutching their heads as a psychic scream tears through their minds. For a precious moment, they're stunned - eyes unfocused, weapons lowered.
The Gem's voice echoes in your skull: "Run. Now. I will not be caged again."
Effect: Enemies stunned until end of their next turn. PCs can flee or press the attack.
Lord Cedric Voss
Medium humanoid (human), lawful evil
Armor Class: 13 (16 with Mage Armor)
Hit Points: 40 (9d8)
Speed: 30 ft.
Skills: Arcana +5, Deception +7, Insight +7, Persuasion +5
Senses: Passive Perception 11
Spellcasting
Voss is a 5th-level spellcaster. Spell save DC 13, +5 to hit.
- Cantrips: Minor Illusion, Mage Hand, Prestidigitation
- 1st (4 slots): Charm Person, Mage Armor, Shield
- 2nd (3 slots): Hold Person, Invisibility, Suggestion
- 3rd (2 slots): Counterspell, Dispel Magic
Actions
Dagger. Melee or Ranged: +4 to hit, 1d4+2 piercing plus 2d6 poison (DC 13 Con save for half).
Reactions
Shield. +5 AC until start of next turn when hit by attack.
Hidden Hand Thug
Medium humanoid, neutral evil
AC: 14 (leather armor) | HP: 22 | Speed: 30 ft.
STR 15 (+2) | DEX 14 (+2) | CON 14 (+2)
Shortsword: +4 to hit, 1d6+2 piercing
Pack Tactics: Advantage on attacks if ally within 5 ft. of target
Aftermath of Confrontation
Whether through combat, trickery, or flight, the PCs should escape with the Gem. Possible outcomes:
- Voss Defeated: He's unconscious but alive (for later plot). His thugs flee.
- Voss Escapes: He teleports away via contingency spell, vowing revenge.
- PCs Flee: Voss pursues but loses them in the chaos above.
The PCs likely slip back into the ballroom from a side door, hearts pounding, the Gem secure. The music still plays - most guests are oblivious. But then...
The Duke's voice cuts through the music, rising to a panicked shriek: "GUARDS! The Gem - it's GONE! THIEVES! Lock the doors! No one leaves!"
The alarm has been raised.
Scene 5: The Getaway
Cinematic Chase
Run this as a skill challenge or series of quick decisions. Keep momentum high - don't let players deliberate too long. "The guards are closing in - what do you do? Quick!"
Escape Routes
Chase Complications
Roll or choose if things are going too smoothly:
| d6 | Complication |
|---|---|
| 1 | Captain Arden herself cuts off their path. Combat or VERY good Persuasion needed. |
| 2 | A wagon blocks the alley - need to go around or over it. |
| 3 | One PC's costume tears, catching on something. Stuck for a round. |
| 4 | Rival thief Nix (if established) tries to intercept and steal the Gem! |
| 5 | The Gem starts glowing visibly - hard to hide! |
| 6 | An innocent bystander gets in the way - do they shove past or help them? |
Session Conclusion
You collapse against a wall in the shadows of Old Town, lungs burning, hearts racing. Behind you, the distant sounds of alarm bells and shouting gradually fade. The city is in uproar, but you've escaped.
You did it. The Gem of Vhal'Zar rests in your hands - warm, pulsing with inner light, undeniably alive.
The Gem's voice whispers in your mind, satisfaction evident: "Excellent, my liberators. Now, we must not tarry - there are others who seek me. Trust no one."
But even as you catch your breath, new worries surface. Marcel expects to meet you soon to claim his prize. Lord Voss - the Duke's own advisor - knows your faces. And the Gem itself... what does it truly want?
The heist is complete. But the adventure is far from over.
What the Players Should Know
- They successfully stole the Gem of Vhal'Zar!
- The Gem is definitely sentient and communicates telepathically
- Lord Voss (Duke's advisor) is part of a conspiracy
- The Hidden Hand cabal wants the Gem for unknown purposes
- Marcel's meeting is next - but can he be trusted?
Cliffhanger Options
End on one of these notes for Session 5:
- The Meeting: "Marcel's note said midnight at the old graveyard. You have two hours to decide - do you show up?"
- Voss's Escape: If Voss escaped, a shadowy figure watches from a rooftop as they flee. "This isn't over."
- Gem's Warning: The Gem suddenly goes cold. "They're already searching for us. The one called Marcel... he intends to betray you."
Experience & Rewards
Session Rewards
- Base XP: 500 XP per character for completing the heist
- Bonus XP: +100 XP if no alarms raised until after Gem taken
- Bonus XP: +100 XP for defeating/evading Voss without help
- Bonus XP: +50 XP for creative distraction
- Treasure: The Gem of Vhal'Zar (sentient artifact - currently allied with PCs)
- Potential Loot: Items from Voss if defeated (signet ring worth 50gp, +1 dagger, spell components)
Quick Reference
Key DCs
- Invitation Check: DC 13-15
- Hide Small Weapon: DC 14
- Corridor Stealth: DC 14
- Vault Lock: DC 15
- Glyph Detection: DC 15
- Pressure Plate: DC 15/14
- Escape Challenges: DC 11-14
Key NPCs Present
- Duke Orlond Haverfort (host)
- Lord Cedric Voss (antagonist)
- Captain Yelena Arden (at gate)
- Lady Seraphine (nosy noble)
- Steward Aldric (has vault key)
- Selise (if allied)
Guard Numbers
- Gate: 4 guards + Arden
- Perimeter Patrols: 2x2
- Ballroom: 4 (disguised)
- Vault: 2 (elite)
- Roaming: 4
- Total: ~20
Passphrase & Key
- Vault Key: Brass, on Steward Aldric's belt
- Passphrase: "Haverfort Endures"
- Backup: Gem can whisper passphrase to PCs