Oneshot: The Backstage Heist
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The Cardsharps by Caravaggio
Overview
The Bragazzi crime family runs one of their gambling dens out of an abandoned warehouse. Abutting it is the Backstage, a theater prop store that serves as a front for the operation.
This location serves as a versatile highly-detailed sandbox for a variety of quick low-level adventures. Statistics are provided for D&D 5E as a reference point for other systems.
Some highlights:
- A booze cruise of fantastical alcohols.
- Planning a heist using floorplans and guard schedules.
- Bribery, arson, and demon summoning.
- Infiltrating through the toilet.
- Invisible guards. Invisible players.
- A cat costume.
Adventure Hooks
Here are two adventures at the Backstage that can be played in a single session.
Papers Please
For 1st through 3rd level.
The Job: “A mystery patron at the Cat’s Cradle has hired you to run a job: lift documents off a courier in the Backstage before they are handed off to Malkeen tonight. They have provided you with an abundance of insider information.”
The Patron: Operates through an intermediary: Vick (goblin woman). Secret: The patron is Maystra, Malkeen’s sister aiming to sabotage and embarrass him.
The Documents: The patron does not reveal what they are. In my campaign, they were records of sale from a private auction where various wealthy nobles purchared a wide range of artifacts and artworks. Which item is Malkeen trying to track down? Will the PCs peek?
The Courier: A halfling named Mallory Thistle. He is carrying a satchel with documents. He will likely be in the restricted upstairs bar.
The Backstage: The patron provides a detailed floorplan with secret doors marked clearly. They offer 4 additional key details:
- The upstairs floor is restricted to members and friends of the Bragazzi crime family.
- Security will be increased for Mallory. An unknown magical security measure was delivered this morning.
- You must escape before Malkeen arrives or things will get a lot more difficult. You only have a few hours.
- Weapons are not permitted inside.
Malkeen: A high-level wizard. The eldest son of the boss Menon Bragazzi and favored heir1.
Making Things More Complicated: With this setup, PCs can beeline straight to Mallory. If you want to increase the complexity of the scenario and force interaction with Nezetta, add a second objective: Mallory is carrying only half of the documents. The other half is in the basement safe. Retrieve both.
Hot Start: Cut to the PCs standing outside the Backstage as the sun sets. A few blocks away people are dining in the Piazza, but this quiet street full of shops is closing for the night.
A Rescue of Unfortunate Coincidences
For 1st through 3rd level.
The Job: “The Bragazzi crime family has kidnapped one Galeazzo Pola. Your job is to rescue him, but there’s a catch. The Bragazzis can’t know that we’re on to him, so the escape must look like a complete accident.”
Galeazzo Pola: A teller at Montanino Bank and a habitual gambler. Unfortunately he isn’t a very good one, and has found himself in deep debt to the Bragazzi crime family. They’ve kidnapped him and plan to extort him into giving up the bank’s security measures.
Can’t Know: The patron of this job doesn’t want to reveal to the Bragazzis that they’ve planted a spy who is leaking information about Galeazzo.
A Complete Accident: Galeazzo Pola doesn’t have the ability to hurt a fly even if he wanted to. That means this rescue can’t involve any bodies AND can’t involve anyone seeing anything out of the ordinary. It must appear to be a series of plausible coincidences.
The Patron: Any enemy of the Bragazzi crime family: a rival gang, law enforcement, etc.
Hot Start: Cut to the PCs standing outside the Backstage as the sun sets. A few blocks away people are dining in the Piazza, but this quiet street full of shops is closing for the night.
The Backstage
General Features
Rooms: The ceilings are 8 feet high. Wall-mounted lanterns light the rooms with bright light. The air is full of pipe smoke, resulting in lightly obscured beyond 30ft (Disadvantage on PER checks, -5 passive PER).
Doors: Wooden (AC 15, 18 HP, DC 15 Str to burst the deadbolt).
- Green Diamond: Unlocked.
- Orange Diamond Locked. Require a key (carried by all thugs) or DC 15 Dex to lockpick.
Secret Doors: Stats as a door. Cleverly built into the wooden walls. Only raised to waist height, denoted by a small keyhole. DC 15 PER to notice, discovered automatically if searching in the correct place.
Windows: All external walls on the upper floor have a window every 10ft. Every window is boarded up on both sides (except one in C5). Canvas packed within to muffle sound. Stats as doors. 1 hour to dismantle quietly.
Employees:
- Nezetta (red circle): Tough Boss (MM ‘25) stats (chain, warhammer). Human woman. Carries the key to the basement safe.
- 7 Thugs (red circle): Tough (MM ‘25) stats (leather armor, mace). All human. All have a tattoo of a winged snake somewhere not publicly visible. All carry a key (for the locked doors). Names: Pietro, Teglia, Ambra, Rovigo, Cosetta, Briola, Vero.
- Bartenders (pink circle): Commoner stats. All human. In white dress shirts. Guards don’t pay attention to them. Names: Presina, Vincenzo, Iseppe, Clara.
What Employees Know:
- The gambling den is run by the Bragazzi family.
- High ranking Bragazzis hold meetings in the private upstairs lounge. They don’t like to be overheard, so employees are discouraged from spending time upstairs.
- The boss’s son is showing up later tonight. They don’t know exactly when.
- Nezetta is the capo in charge of the Backstage. She carries the key to the basement safe where coin is stored.
- There are knockout pills in the basement used to subdue rowdy customers.
Employee Responses:
- Nezetta works in her office after finishing intimidating Galeazzo. She responds slowly to loud noises, assuming her thugs will solve the issue.
- Thugs follow orders. They are on edge tonight as Nezetta wants to make a good impression when Malkeen arrives. They try to solve disturbances quickly by themselves, but run for Nezetta if things get out of hand.
- Bartenders run from violence and report suspicious activity to the closest thug.
Basement
A1: Cellar and Safe
Cellar: "A dark cellar (cold, quiet) cluttered with casks of ale (poorly organized) and shelves of liquor (messy, mismatched)."
If bartender present: A bartender is unloading a crate of wine.
Casks and shelves: The Backstage’s supply of alcohol. A search reveals 4 vials labelled “KNOCKOUT POWDER” with the note “for rowdy customers”.
Bartender: Carries wine and casks here from the delivery entrance.
Door to Safe Room: Banded with iron (AC19, 36 HP).
Alcohol:
| Old Monk’s | 14 kegs (5gp each) | Tasty light beer mixed with honey. |
| Copper Dragon | 15 handles (1gp each) | Strong liquor flavored with cinnamon. |
| Grunge | 22 bottles (1sp each) | Cheap and strong. Terrible smell. |
| Aglianico | 10 bottles (2sp each) | A red wine from Rioja. |
Sleeping Powder: Each vial contains one dose. A creature ingesting this poison must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Safe Room: "A large iron safe (squat, heavy) sits on the floor (flagstones, bare)."
Safe: Locked with an arcane lock (DC +10) and only Nezetta has the key. DC 28 to break the lock, DC 25 to pick. Inside is 468gp, mostly in silver.
A2: Nezetta’s Office
Office:
Sounds through the Door: "The sound of movement and ragged breathing. A conversation: 'I don't think the message has sunk in yet. Try again.' 'Sure, boss.' Then a thud, and cry of pain."
Inside: "A tall woman (bored, impatient) and sneering thug (dim, obedient) stand over a man (babbling excuses) with a bloody nose. A desk and chair are crammed against the wall."
Nezetta: A Tough Boss (MM ‘25). In charge of running the Backstage. Nervous about Malkeen’s visit tonight; everything needs to be perfect. Holds the key to the safe.
Thug: Rovigo. Assigned to keep Galeazzo here overnight.
Galeazzo Pola: Commoner (MM ‘25) stats. Teller at Montanino Bank in deep gambling debt. The Bragazzis want to extort him for information to plan a bank robbery.
Desk: Scattered across the desktop are many papers. An unlocked drawer contains a pouch of 50gp, 4 jasper (blue/black) gemstones (50gp each), and a dusty pellet.
Papers: Mostly bookkeeping and accounting that keeps the business running. A letter stands out:
Letter: "Meeting with a halfling tonight. Mallory Thistle. Take him upstairs and guard him. Potions with special instructions are enclosed so you can keep an eye on him. Expect me around midnight. -Malkeen"
For Your Campaign: Add letters with adventure seeds involving the Bragazzi crime family.
Dusty Pellet: A pellet of Dust of Dryness, used in case of fire.
Secret Weapons Cache: "A stash of weapons (worn, simple) are stacked against the walls of this cramped cache."
Weapons Stash: 6 light crossbows, 4 heavy crossbows, 4 maces, 6 shortswords, 4 longswords, 4 rapiers, 8 shields, and 1 greatsword.
Ground Floor
B1: The Prop Shop Front
"A musty costume shop (cluttered, muffles sound) lit dimly (oil lamps). A woman (scowling, leather armor) watches from a stool as an older gentleman (gray, balding, soft voice) turns to you: 'Ah! I apologize, but the shop is closed.'"
Costumes: Dusty and unworn stage costumes. See costume storage for examples.
Thug: Briola. Pats down customers for weapons or suspicious objects before letting them enter the dressing room.
Gentleman: Simona Saveria. If prompted in any way for the Backstage, directs customers to the thug and dressing room.
Dressing Room: Contains an obvious “hidden door” to the Backstage. Loud shouting and merriment can be heard through it.
B2: Main Bar
"You are hit by a wall of sound, heat, and smell (pungent, rowdy). Gamblers laugh, drink, and smoke as they crowd around card tables. Along one wall is a busy bar (bottles and coins clink). At the foot of a large staircase stand two thugs (alert), watching for trouble."
Gamblers: Roughly 50 patrons jostle for space in the crowded tavern. Taking time to watch the crowd reveals three standouts:
- Mim: A dwarf man covered head to toe in tattoos. He’s set up at a card table challenging patrons to a drinking contest and arm wrestling (5gp stake). He has already defeated two challengers.
- The Contest: First two mugs of ale (DC 10 CON to avoid being poisoned; Mim has +3 and advantage as a dwarf), then arm wrestling (contested STR Athletics check; Mim has +4).
- If Befriended or Beaten: Mim, already heavily drunk, is easily suggestible and will do whatever his new friend asks. “Gimme a DARE, an’ Mim’ll never say nae!”
- Giambattista Bollani leans against a wall, glowering across the room at his rival.
- The Rival: Paulo dalla Corona (Apprentice Wizard (VGM) stats), a minor noble studying at the College of Sorcery. He is playing cards with two friends (Noble (MM ‘25) stats, no weapons).
- The Beef: Giambattista’s ladylove Isabetta Trivisana was stolen by Paulo. If made sufficiently drunk and morose, or promised help, he can be convinced to attack Paulo and start a brawl.
- Prudentia Calafado (Spy (MM ‘25) stats, no weapons) sits with a huge pile of chips. A DC 15 Perception check or an hour of watching notices that she is cheating by palming cards. She has thieves tools hidden up her boot.
Bar: Two bartenders are busy pouring drinks and exchanging coins for chips (5% fee).
Staircase: Faded red carpet, oak banisters. Leads upstairs to the private lounge.
Thugs: Pietro and Teglia. Move to break up fights and catch cheaters. Chatting idly: “Nezetta’s really got her pants in a twist tonight.” “Boss is stopping by. She’s angling for a promotion.”
- Getting Upstairs: “Upstairs is for friends of the house only. I don’t think I’ve seen you around before.”
- Bribes: Can be bribed with 10gp each or higher. If lower: “Special security tonight, sorry. But come back tomorrow and you’ll get in.”
Drinks:
| Old Monk’s | 4cp/mug | Tasty light beer mixed with honey. |
| Copper Dragon | 1sp/shot | Strong liquor flavored with cinnamon. |
| Grunge | 2cp/shot | Cheap and strong. Terrible smell. |
| Aglianico | 2sp/bottle | A red wine from Rioja. |
B3: Alley Entrance
"Coats hang on the wall. A note and keyring are pinned next to them."
Coats: 7 overcoats hang on pegs. Pockets are empty except for 1d6cp.
Note:
Note: "Pietro and Teglia: by the stairs tonight. Rovigo: my office, we've got a mark. Briola: in the shop with Saveria. Ambra and Vero: break room is fine until someone needs help. Benecio: special orders tonight, meet me upstairs. -Nezetta"
Keys: 3 spare keys sit on the ring. These unlock all doors marked with an orange diamond.
Bathroom Break: Every ~30 minutes, a thug uses this exit to urinate in the alley.
B4: Private Room
"A hanging lantern illuminates an empty card table and chairs."
A private room which can be purchased for the night at the bar for 10gp. The thugs in the Main Bar evict anyone who hasn’t paid. Currently unoccupied. A locked door prevents access to the Break Room.
B5: Privy
"A rancid stench and classic sight: a board with a hole in it."
Latrine: A filthy pit that empties directly to the sewers. A grate down the street provides sewer access. The sewers are large enough for a medium creature to move freely, but not without becoming extremely gross.
B6: Break Room
Sounds through the Door: "Clattering and a conversation: 'I don’t see why Benecio gets all the special assignments. I want to try being invisible. They could at least let us trade off shifts.' 'It ain’t fair man. But at least if he fucks it up, he’ll be the only one on the hook.'"
Inside: "Two thugs sit at a small table, having a smoke and playing dice."
Thugs: Ambra and Vero. Evict trespassers. Every ~30 minutes, one gets up and leaves to go to the bathroom in the alley by moving through the basement passageway.
B7: Delivery Entrance
"A bartender carefully unloads several crates of wine (clinking, sloshing). Coats hang on the wall next to a note."
Bartender: Unloading recently delivered crates and moving them down to the cellar.
Wine: Aglianico, a Riojan red wine. 24 bottles, 2sp each.
Coats: 4 overcoats. Pockets empty.
Note:
Note: "Bar better run smooth tonight or we’ll have another accident. If you need muscle, check the assignments by the alley entrance. -Nezetta"
Upper Floor
C1: Costume Storage
"A dark storage room (musty) overflowing with costumes (ridiculous, gauche)."
Costumes: Searching the costumes reveals lamp oil. Some example costumes are: cat, jester, bumblebee, fairy, pirate, princess, red dragon, cheese, beholder, tree.
Lamp oil: Two barrels of lamp oil. Each requires a combined STR of 15 or more to carry.
C2: Upstairs Bar
"Lamps glow (warm, sophisticated) on card tables. Only two are occupied. A bartender (professional, reserved) polishes bottles behind the bar."
If DC 15 Perception: Floorboards creak in an empty corner.
Occupants: Two tables are occupied, the first with a single patron and the second with four talking quietly.
- Mallory Thistle: Male halfling, blond hair. Waiting nervously (fidgeting) for Malkeen. Bored, would like to play cards. Carries a satchel with documents.
- High Rollers: Four minor nobles (Noble (MM ‘25) stats, armed) laughing over a game of Talis (a trick-taking card game). The group is led by Giulia Lombardino. The group is heavily intoxicated and will go out of their way to pick on shoddily-dressed PCs. “Oi you! Bet so poorly you couldn’t afford a proper shirt? There’s a copper in it for you to go get me a drink!”
Bar: Bartender serving drinks on the house. See the fine liquor for a menu. Additionally, several illegal drugs are available.
Invisible Thug: Benecio. Under the effects of a Potion of Invisibility. Ensuring Mallory Thistle stays safe. Every hour visits a back room to drink another potion, then returns.
Drugs:
| Names | Form Factor | Effects |
|---|---|---|
| Somnus/Catnap | Hard resin powder, snorted | A powerful sedative. DC15 CON or unconscious for 1d4 hours. Wake with 3d8 more HP + 1 level of Exhaustion. |
| Agony/Liquid Pain | Clear liquid, rubbed into small cut | Created by torturing a victim, consumption produces a corresponding pleasurable reversal in the user. |
| Shivvel | Dark green flakes, smoked | Highly addictive. Results in terrible smelling breath. |
|
C3: Bragazzi Lounge
"Two robed figures (concentrating) chant and paint a red sigil (harsh, wicked) across the floor."
Robed Figures: Bragazzi cultists (one Cultist (MM ‘25), one Cult Fanatic (MM ‘25)). Carefully priming a ritual circle for Malkeen before his arrival. The elder cultist consults a tome while chanting.
Sigil: Intricate circle and pentagram of tiny Abyssal script (“let the Wasteland vomit its misery” and so forth). Salt and powdered silver at nexus points.
- Disturbing the Circle: Stopping the chanting, changing any part of the current sigil, or preventing the proper next steps in the sigil’s construction result in a destructive misfire.
- Misfire: The sigil combusts, destroying the floor. Everyone in the room takes 3d6 fire damage (DC12 Dex halves) and 1d6 bludgeoning damage as they fall into the main bar. A Vrock (MM ‘25) appears where the sigil was and begins attacking all other creatures.
Tome: “aKzr-aKrzaK” (“On Demons”). Written in Abyssal. A spellbook containing Magic Circle, Summon Greater Demon, and Tongues.
Malkeen’s Plan: Malkeen plans to arrive, get the documents from Mallory Thistle, and then commune with a demon to follow up on the information in the documents.
C4: Fine Liquor
"Wine racks and neat shelves of liquor bottles."
Alcohol:
| Gold Dragon | 5 handles (2gp each) | Strong golden liquor flavored with cinnamon, nutmeg, anise, and cardamom. |
| An Oak Walker | 1 bottle (250gp) | Whiskey aged in barrels of entwood by master dwarvish distillers. |
| The Princess | 2 bottles (5gp each) | A sweet pink spirit with a fruity taste. Classically served with a flower in the glass. |
| Saevherne Invàerne | 3 bottles (10gp each) | “Winter’s Art”. Elvish (allegedly) icewine with honey, wild berries, and pure spring water. |
| Fiorano | 2 bottles (25gp each) | An expensive Riojan white wine. Famously poisoned in the raunchy lowbrow opera “Fatal Fiorano”. |
C5: Snakes and Potions
"2 small winged snakes (writhing, hissing) coil in a cage. 3 vials (untidy) sit on a small table."
Winged Snakes: Stats as Flying Snake (MM ‘25). Cage can be unlatched easily. Used to send messages quickly. Docile if fed.
Vials: A note sits beside them. 2 filled with liquid (clear, blue, thin), one empty (residue). Stats as Potion of Invisibility.
Note: "Invisibility potions. Each potion lasts 1 hour. You’ll feel it start to wear off. Make sure no one sees you go to top back up."
Windows: A seemingly boarded-up window can actually be swung open easily. Used to send messages with the flying snakes.
C6: Drug Den
"A private room furnished with a card table and fine upholstery."
Nothing of note save the marked secret door.
C7: Drug Den
"A man (scarred, greasy) sleeps slumped on a card table while a woman (muscular) snores in an armchair (plush, velvet)."
Occupants: Two high-ranking members of the Bragazzi crime family (Tough Boss (MM ‘25) stats). Daggers on their persons. Under the effects of the drug Somnus.
Handouts
Footnotes
-
Check out the Balacazar crime familiy from Monte Cook’s Ptolus to flesh out Malkeen, Menon, and Maystra. ↩