The Heist of Hollowspire
A D&D 5e Campaign for Two Level 5 Rogues
Campaign Overview
Embark on a 10-session dark fantasy caper in the corrupt city-state of Hollowspire. Two rogue adventurers are hired to steal a priceless artifact – the Gem of Vhal'Zar – during a grand masquerade ball at the Duke's manor.
What begins as a daring heist unfolds into a deeper conspiracy of betrayal and secret societies manipulating the city from the shadows. The sentient Gem has its own agenda and will influence events to ensure its escape.
Tone & Style
- Dark Fantasy - Intrigue-heavy (PG-13)
- Light Humor - Moments to break tension
- Stealth & Roleplay - Emphasized over combat
- Player Choice - Consequences matter
Campaign Arc
Act 1: The Setup
Act 2: The Heist
Act 3: The Conspiracy
Key NPCs
Lord Cedric Voss
Duke's advisor. Secret leader of the Hidden Hand cabal.
Marcel "Silvertongue"
Half-elf crime boss who hires the PCs. Plans to betray them.
Duke Orlond Haverfort
Ruler of Hollowspire. Vain and greedy, but not evil.
Captain Yelena Arden
City Watch Captain. Honor-bound. Can become a powerful ally.
Selise Montclair
Lady-in-waiting at the manor. Can provide inside help.
Gem of Vhal'Zar
Sentient artifact. Cunning and self-interested. Has its own agenda.
Key DM Reminders
All-Rogue Party
Players excel at stealth and infiltration but lack durability. Design encounters to reward clever tactics. Provide alternatives to direct combat. Keep fights short and high-stakes.
The Sentient Gem
The Gem is an NPC under your control. It can activate powers on its own, project illusions, and manipulate events. It wants freedom and will help or hinder as suits its goals.
Faction Dynamics
Keep track of faction relationships. Every favor or betrayal should ripple through later sessions. At least 3 major power groups should always be in play.
Tone Balance
Dark fantasy with light humor. Include comedic NPCs (sarcastic innkeeper, dramatic town crier) to break tension. PG-13 - danger without gore.