Session 4

Masquerade Ball - The Heist

The Centerpiece Session - Where cunning meets consequence

Session Overview

Theme: Tension, Elegance, Infiltration
Tone: Thriller with social intrigue
Primary Challenge: Social & Stealth
Combat Likelihood: Medium (if caught)

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.

8:00 PM
Guests Begin Arriving

Carriages roll up, invitation checks at gate. Captain Arden supervises security.

8:30 PM
Ballroom Opens

Music begins, dancing starts. The Gem is revealed on its pedestal (or Duke wears it).

9:00 PM
First Guard Rotation

5-minute window with fewer eyes on the east wall. Vault guards change shift.

10:00 PM
Duke's First Toast

All attention on the Duke. Prime opportunity for movement. Guard rotation #2.

11:00 PM
Grand Unmasking Ceremony

Traditional moment when masks are removed. Duke plans to showcase the Gem.

Midnight
Ball Concludes

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:

Kitchen Fire

Set a small fire in the kitchen (controllable). Draws 4-6 guards and causes evacuation buzz.

Risk: Servants might get blamed/hurt. Arden investigates thoroughly.

Drunken Scene

Convince Lady Seraphine (or create the appearance) of a dramatic scene - accusations of affair, spilled wine on a duchess, etc.

Benefit: All eyes on the ballroom. Socially contained.

Duke's Toast

Wait for the scheduled 10 PM toast. All attention naturally on Duke.

Timing: 3-5 minute window of reduced vigilance.

Gideon's Gadget

If they acquired smoke bombs or fireworks - spectacular distraction.

Caution: Too dramatic might trigger lockdown.

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:

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 Hybrid

Enemies 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.

STR 10 (+0)
DEX 14 (+2)
CON 11 (+0)
INT 17 (+3)
WIS 12 (+1)
CHA 16 (+3)

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:

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

Front Gate Blend

If the PCs can shed their identifiable features fast, they might blend with panicking guests streaming toward the gates.

  • Disguise: DC 14 to quickly change appearance
  • Deception: DC 15 - "Oh heavens, I'm so frightened!"
  • Risk: Arden is scrutinizing everyone

Garden Chase

Bolt for the servant's gate or scale the garden wall. Guards pursue through the hedge maze.

Skill Challenge (4 successes before 3 failures):
Athletics DC 13 Vault the garden fence
Stealth DC 14 Hide behind hedge at the right moment
Acrobatics DC 12 Slide under closing gate
Nature DC 11 Know fastest path through maze
Deception DC 13 "They went that way!" misdirect guards

Fun Chaos: They crash through the outdoor buffet, disturb fire-breathers, or one rogue grabs a stilt-walker's costume as a bizarre disguise!

Carriage Escape

If they arranged this with the Thieves' Guild in Session 3.

A guild driver waits in a nearby alley with fast horses. "Get in!"

Chase Scene:
  • 2-3 guard horsemen pursue through city streets
  • Driver's roll: d20+4 vs. pursuers' d20+2 each round
  • PC Actions: Throw obstacles (barrels, crates), cut harness lines, mislead at intersections
  • Resolution: After 3 rounds or 2 successful PC actions, they lose pursuit in Old Town's alleys

Sewer Tunnel

If they discovered the secret tunnel from the cellar, they can escape underground.

  • Pro: No pursuit, leads outside city walls
  • Con: Dark, cramped, smells terrible
  • Navigation: Survival DC 12 to find the right path
  • Hazard: One rat swarm if they take wrong turn

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

Cliffhanger Options

End on one of these notes for Session 5:

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

Session Notes

Session 3: Acquiring Tools Session 5: Aftermath