2

Casing Hollowspire Manor

Scouting and planning phase - gather intel on security and layout

Session 1 Session 3

Session Goals

  • Players scout the Duke's manor and surrounding area
  • Learn about guard patrols and security measures
  • Identify potential entry/exit points
  • Discover information about the vault and magical wards
  • Possibly make contacts (servants, guards, guild members)
  • End with a preliminary heist plan

Scouting Missions

Present these options to players. They likely can't do everything - choices matter!

Option 1: Infiltrate as Servants

Disguise as delivery workers bringing supplies for the ball. Allows direct observation of manor interior.

Requirements: Disguise kit, Deception DC 13 to enter, Stealth DC 12 to explore without suspicion.

Rewards: Layout of ground floor, kitchen/servant areas, possibly spot the vault door location, chance to befriend staff.

Risks: If caught, raises suspicion before the heist. Head Steward is paranoid.

Comedy Option

One PC ends up actually helping peel potatoes for an hour to maintain cover. They overhear servant gossip about "Lord Voss's strange late-night meetings."

Option 2: Observation from Afar

Stake out the manor from a vantage point - rooftop or rented room across the street.

Requirements: 5 sp for room rental, Perception DC 14 to note patrol patterns.

Rewards: Guard patrol schedule, exterior security, carriage arrival patterns, shift change times.

Risks: Minimal, but only external information.

Intel Gained:

  • Guards patrol in pairs, 15-minute circuits
  • Shift change at 10pm - 5 minute window of reduced coverage
  • East wall has more shadow coverage from trees
  • Servant's gate in rear used for deliveries

Option 3: Social Engineering

Befriend or manipulate someone with manor access - nobles, servants, or the fired kitchen worker.

Targets:

  • Fired Servant (Tomlin): Found at the Broken Dagger tavern, bitter about dismissal. Persuasion DC 12 + 5gp gets manor layout info.
  • Noble at Bathhouse: Lord Ashworth frequents Sable Hollow Baths. Loves gossip. Persuasion DC 15 reveals which rooms are off-limits during ball.
  • Off-duty Guard: Found drinking at taverns. Persuasion DC 14 + drinks reveals there's "something special in the cellar vault."

Option 4: Thieves' Guild Intel

Contact the Night Cloaks for professional intelligence on the manor.

Requirements: Guild connection (mention Marcel) or Persuasion DC 16.

Rewards: Rough floorplan sketch, basic guard stats, introduction to Nix (rival thief).

Cost: 20% cut of profits or a future favor owed.

Nix the Rival

Introduce Nix, a braggart rogue who wanted the Gem job. He mocks the PCs: "Two thieves against the Duke's vault? Hah!" He might attempt his own heist during the ball - wild card for Session 4.

Duke's Manor Layout

Grounds & Exterior

  • 10-foot wall with iron spikes surrounds the estate
  • Manicured garden with hedges, fountain, statues
  • Main gate (guarded) - checks invitations
  • Servant's gate in rear - less scrutiny during deliveries
  • Two-guard patrols circle perimeter every 15 minutes

Ground Floor

  • Grand Entry Hall: Two-story foyer, sweeping staircase, chandelier
  • Ballroom: Main event space, marble floors, where masquerade occurs
  • Formal Dining Hall: Adjacent to ballroom
  • Drawing Room: Quieter conversation space
  • Kitchen & Servants' Quarters: Back area, off-limits to guests
  • Wine Cellar Access: Locked door under main staircase leads to vault

Upper Floor

  • Duke's Study & Library: May contain secret documents
  • Gallery: Balcony overlooking ballroom, used by guards/musicians
  • Duke's Bedchamber: Private quarters
  • Guest Rooms: For VIP overnight guests
  • Access: Guards posted at stairs during party

Basement

  • Wine Cellar: Doubles as vault room
  • The Vault: Steel-reinforced, arcane lock (key + passphrase)
  • Hidden Tunnel: Connects to city sewers (escape route)

Security Measures

Security Details How to Bypass
Guards (~20) Perimeter patrols (pairs), gate sentries, ballroom guards (masked), vault guards (2) Timing, disguises, distractions, bribes
Locks Vault: Arcane lock (key + passphrase). Interior doors: DC 15-20. Windows: barred on ground floor Thieves' tools, stolen key, Knock spell scroll
Magical Wards Alarm spell on vault door & servant's gate. Glyph of Warding on Gem's pedestal (sleep effect) Detect Magic, Dispel Magic, careful avoidance
Traps Pressure plate before Gem (triggers cage/gas). Hidden crossbow in private wing hallway Investigation DC 15 to find, Thieves' tools DC 14 to disarm
Social Scrutiny Nosy nobles (Lady Seraphine), cabal agents in crowd, questions about identity Good cover story, etiquette, quick escapes

What Players Can Learn

Based on their scouting method, reveal appropriate information:

  • Servant infiltration: Interior layout, staff routines, location of vault door
  • Observation: Patrol patterns, exterior security, shift change timing
  • Social engineering: VIP guest list, which nobles are influential, rumors of magical protection
  • Guild intel: General floorplan, "there are magical alarms," existence of hidden tunnel

Potential Encounters

The Fired Servant - Tomlin

Found at The Broken Dagger, drowning his sorrows. Bitter about being dismissed for a minor mistake.

  • Persuasion DC 12 + 5gp = basic layout info
  • Persuasion DC 15 + 10gp = detailed info including staff schedules
  • Mentions "Lord Voss has his own key to everything"
  • Knows Selise the lady-in-waiting is kind and might help if approached right

Guild Fixer - "Whisper"

Night Cloaks contact found in the Rat's Asylum (sewer-accessed den).

  • Provides hand-drawn floorplan (80% accurate)
  • Warns: "That vault has magic on it. Don't trigger the alarms."
  • Mentions Nix is "planning something" - competition
  • Cost: 20% of take or future favor

Close Call - Guard Patrol

While scouting exterior, a guard patrol approaches unexpectedly.

Stealth DC 13 to hide, or Deception DC 14 to explain presence ("Lost, looking for the Merchant's Quarter").

Failure doesn't blow the heist but guards will be slightly more alert (one extra patrol on ball night).

The Heist Plan

By session's end, encourage players to formulate their plan. Key questions:

Entry Method

  • Front gate as masked guests (have invitations)
  • Servant's entrance disguised as staff
  • Scale the wall during patrol gap
  • Hidden tunnel from sewers (if discovered)

Reaching the Gem

  • Where is the Gem? (Vault in cellar, or displayed during ball?)
  • How to access restricted areas?
  • What about guards and locks?
  • Who creates distractions while who grabs the Gem?

Exit Strategy

  • Same way they came in?
  • Hidden tunnel to sewers?
  • Blend into fleeing crowd if alarm raised?
  • Pre-positioned getaway (horses, wagon)?

DM: Write Down Their Plan

Note the players' plan! In Session 4, you'll need to know what they expect so you can introduce appropriate complications. A good heist rewards planning but requires adaptation.

Session Checklist

  • Players chose at least one scouting method
  • Learned about guard patrols / security
  • Have some idea of manor layout
  • Discovered vault location (cellar)
  • Learned about magical wards (at least hint)
  • Possibly met helpful NPC (Tomlin, guild contact)
  • Have preliminary entry/exit plan
  • Know they need equipment/preparation

Transition to Session 3

Two days remain before the masquerade. You've seen the manor's walls, learned its secrets, begun to understand its defenses. But knowing and doing are different things. You'll need the right tools for this job - and perhaps some allies who can tilt the odds in your favor.

Session 3 focuses on acquiring specialized equipment and potentially enlisting allies before the heist.

DM Session Notes