Ironhaven Bank Heist
City Streets
"The mirror dimension gives way to the brick and mortar walls of an alleyway, and you watch the shards of glass fly into Elbridges crown." [Perception check: DC 12. {Success: "You notice that the people in the street seem to be angry about something, and most seem to be heading towards the bank".}]Front entrance
"The bank is a massive white marble building with elaborate columns that reach up to the sky, only to stop at the sloped roof." (There are 8 guards at the entance, who will attack the civilians if things get out of hand.) "There is a large crowd amassed at the front of the Bank, in a faceoff with the guards. You gather a general tone of anger from the mob, who have armed themselves with farming tools, wooden weapons, and a variety of foods." Speaking with the locals, you find out that the bank suddenly closed after the king was pronounced dead, and one of his advisors took his place.- If you rile up the crowd "An old man right next to you starts a chant, 'Open up the bank!' the crowd follows suit and starts repeating the phrase.
The Bank
Lobby
"The lobby is even more extravagant than the exterior, with white marble floors and a massive room that goes up about 75 feet to the ceiling.Backdrops
Encounters
Puzzle encounter:
There are going to be enemies in the mirror dimension that you must slay, each of them has an indication of some number, or symbol. There will be sigils on the walls near doors in the mirror dimension, each sigil changes the rules of the doors a little bit.Symbols:
These will appear both above the doors and somewhere on each enemy. Some symbols aren't special, but some have special properties. Sheep: This symbol can either be a sheep, and be picked as the weakest symbol, or be a wolf in disguise, which will usually take the role of strongest. The only way to unmask this symbol is to kill all of the enemies. Wolf: This symbol will be listed as the strongest symbol, unless there is a dragon. Dragon: This will always be the strongest symbol. Random symbols: Rooster, Ox, Ram, Pig, Snake, Tiger.Sigils:
No sigil: This means that you pick the number or symbol that did not appear on the enemies Bunny: Whichever direction the bunny is hopping in, means you go to the door to the side of the door with the missing symbol. Moon: Find a wolf symbol by the door, or kill all enemies to reveal the wolf in sheep's clothing. Star Sigil: The star sigil introduces a wildcard round. The party can choose any door they wish, regardless of the enemies or their symbols. This offers a risk-and-reward choice. Mirror Sigil: This sigil requires that you venture back to the real world in order to pick the door. Sword: This sigil means that you pick the strongest animal sigil. Punishments: If you mess up and choose the wrong door to go through, the dm will roll on a 1d10 table to see what you encounter in the door.1d10 | Punishment |
1 | Spiked Floor: The moment the party steps through the door, spikes emerge from the floor, dealing 2d8 piercing damage to anyone who fails a DC 16 DEX save. |
2 | Blinding Flash: Upon entering the room, a blinding flash of light disorients anyone that fails a DC 12 CON save, imposing a penalty on their next attack or skill check due to temporary blindness. |
3 | Energy Surge: Crossing the threshold triggers a surge of arcane energy that zaps the party, dealing 3d8 lightning damage. Party members can make a Dexterity saving throw to take half damage and avoid slowing their movement. |
4 | Noxious Gas: As the party enters, a noxious gas is released, causing them to cough and take 2d10 poison damage. Party members can make a DC 12 Constitution saving throw to take reduced damage and avoid the poisoned debuff. |
5 | Gravity Spike: Upon opening the door, a sudden shift in gravity causes the party to be slammed against the floor or ceiling, dealing 4d8 bludgeoning damage. Affected party members can make a DC 12 Strength saving throw to take reduced damage and avoid being knocked prone. |
6 | Temporal Distortion: Stepping through the door causes a temporal anomaly that temporarily slows the party's movements and attacks. Party members can make a DC 13 Wisdom saving throw to mitigate the debuff on their initiative and actions. |
7 | Ethereal Drainer: Crossing the threshold drains a bit of the party members' life force, dealing 3d10 necrotic damage. Party members can make a DC 10 Constitution saving throw to take reduced damage and avoid the reduction in maximum hit points. |
8 | Hallucinogenic Vapor: Upon entering, the party inhales hallucinogenic vapors that cause illusions and loss of direction. Party members can make an DC 12 Intelligence saving throw to resist the disadvantage on Perception checks and saving throws. |
9 | Elemental Burst: Stepping through the door triggers an elemental burst that deals 4d10 fire, cold, or acid damage to the party members. Party members can make a DC 10 Dexterity saving throw to take half damage and avoid the elemental vulnerability. |
10 | Disorienting Glyphs: The room is adorned with magical glyphs that disrupt spatial perception. Anyone entering the room becomes disoriented. Party members can make a DC 14 Wisdom saving throw to resist the penalty on their next attack roll/save due to the confusing glyphs. |
Lobby:
"You step into the lobby, passing right through where you saw guards standing just a few seconds ago. The lobby is extremely ornate, with gold carvings on pillars and polished marble floors. On the wall at the far end of the room you see a glowing purple sigil, that shimmers and wavers for your attention. It depicts a coin on it. You touch it, and the doors close behind you, completely disappearing from sight as the wall becomes solid. Where the sigil was, three doors materialise. They are each indistinguishable from each other, apart from glowing symbols etched into them. In the room appear two shrouded figures. They look like ink blots set against a light colored parchment, and from their hoods come sounds of tormented screaming."Damned Husk CR: 8
STR
12 +1
DEX
4 -3
CON
5 -3
INT
6 -2
WIS
24 +7
CHA
3 -4
Grappler. The Damned Husk has advantage on attack rolls against any creature grappled by it.
Actions
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Madness. You speak a celestial word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it either becomes insane or you can choose an obsession or phobia to inflict for 1d10 hours. Otherwise, the spell has no effect. The insane target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the insane condition ends. Life Drain. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Suggested Environments
They can only exist in the mirror dimension, unable to traverse realms.
1st round: Three doors, no sigil. Two enemies.
Doors from left to right: Wolf, Dragon, Sheep. Enemy symbols: Wolf, Sheep.2nd round: Three doors, bunny sigil hopping right. Two enemies.
Doors from left to right: Sheep, Ram, Ox Enemy symbols: Sheep, Ox.3rd round: Three doors, moon sigil. Two enemies.
Doors from left to right: Sheep(Wolf), Sheep, Sheep Enemy symbols: NoneSubfloor 1:
"Roll a wisdom saving throw everyone." "The sigils from each round have now appeared, one on each of you three. You feel... touches at the edge of your mind, whispers in the dark passing you by. You shake it off and venture through the door and down the dark stairs. "1st round: Three doors, sword sigil. Three enemies.
Doors from left to right: Wolf, Ram, Dragon Enemy symbols: None2nd round: Three doors, sword and bunny hopping to the left sigils, Three enemies.
Doors from left to right: Rooster, Ox, Dragon Enemy Symbols: None3rd round: Three doors, sword and moon. Three enemies.
Doors from left to right: Sheep, Sheep(Wolf), SheepSubfloor 2:
"Roll a wisdom saving throw everyone." "The sigils from this latest bout have now joined the others on your skin, and the touches you felt at the edge of your conciousness start to get even closer, whispers become near decipherable speech, and then they echo and fade away. You continue to the stair case just like before."1 round only: Timed round, only 4 times around the table, four enemies.
Subfloor 3:
"The hourglass sigil etches into your skin, and the words become louder."Round 1: Four doors, Mirror sigil. Three enemies.
Doors left to right (mirror dimension): Ox, Sheep, Dragon, Wolf Doors left to right (real): Wolf, Dragon, Sheep, Ox Enemy Symbols: Dragon, Wolf, SheepRound 2: Four doors, Mirror and bunny sigil hopping to right. Three enemies
Doors left to right (mirror dimension): Ox, wolf, dragon, sheep Doors left to right (real): Sheep, dragon, wolf, Ox Enemy symbols: Ox, dragon, sheepRound 3: Four doors, Mirror, bunny hopping to the right, Sword, and Moon sigil. Three enemies
Doors left to right (mirror dimension): Sheep, Sheep, Sheep(wolf), Sheep Doors left to right (real): Sheep, Sheep(wolf), Sheep, Sheep Enemy symbols: NoneVault
"Make a wisdom saving throw" "The sigils once again etch into your skin. The ghostly words can be felt pressing upon your mind, ghastly screams ring in your ears... and then they are silenced. You walk once again down the stairs, and arrive at a massive circular metal door." "You all place your palms onto the door and the runes travel from your skin onto the vault door. You hear the clicks and clanks of metal as the door unlocks and swings open." "What greets you is nothing less than an incomprehensible amount of gold and assorted valuables. The room, or more accurately, what you can actually see of the room beyond the mountains of gold is still massive." "You feel a voice enter your head, pushing hard onto your brain, you feel as though your skull is leagues underwater." All ye welcome, to my hoard, Where flesh and bone turn cold, nothing changed is nothing scored, Among my heaps of gold." "Never seen a Dragon before, have we? I'm going to enjoy this." "At this moment, the massive mountain of gold in front of you rumbles and shifts, as the figure of a massive gleaming dragon rises up out of it. The dragon opens his orange reptilian eyes and locks eyes with you. His snout chuffs and a small amount of gold powder comes out. He stands tall above you, his talons about as big as one of your bodies. Around his neck you see a pendant, as soon as you look at it, you hear whispering surroudn your mind."Fafnir CR: 9
STR
22 +6
DEX
14 +2
CON
20 +5
INT
14 +2
WIS
16 +3
CHA
18 +4
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: +10 to hit, reach 10 ft., one target. *Hit:* 18 (2d8 + 6) piercing damage. Claw: +10 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 6) slashing damage. Tail: +10 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 6) bludgeoning damage.
Legendary Actions
1. Devour: Any creature directly next to the dragon must make a DC 12 DEX save or be eaten by Fafnir. Every round spent inside of Fafnir, the creature will take 4d6 Acid damage. On a successful DEX save at the end of a turn, a creature escapes from the creatures maw. 2. Gold Breath (Recharge 2-3): The dragon exhales a cone of magical golden flames. Each creature in a 60-foot cone must make a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Any non-magical object that fails the saving throw begins to turn into gold, their speed becomes halved, and if they get hit again, their speed becomes 0 and they recieve disadvantage on attacks. If they get hit a third time, they become solid gold, and must start rolling death saves. 3. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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