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The Gilded Auction Heist

magic the gathering setting that isn't ravnica or dominariaheroic Lv. 4 · 4 players

The Gilded Auction Heist

The party is hired to steal a powerful artifact—the Beacon of Eternal Vigilance—from an auction house in Ghirapur during a gala where the city's elite have gathered. What begins as a straightforward heist becomes complicated when they discover the artifact's previous owner was murdered, and the current "buyer" is a planar horror posing as a merchant prince. The party must decide: complete the heist to prevent a catastrophe, or expose the truth to the authorities.

heistintriguemoral ambiguity

Read Aloud

You push through the double doors of the Skyship Tavern and are immediately hit with the clang of gears, the hiss of steam valves, and the smell of roasted nuts and expensive ale. Above you, the tavern's vaulted ceiling opens to the sky of Ghirapur, where airships dock at gleaming mooring poles. The place is crowded with merchants, artificers, and a few shadowy figures who avoid the lamplight. In the far corner, a tiefling woman sits alone at a table draped in deep purple silk, a single glass of wine untouched in front of her. She watches you with the focused intensity of someone used to getting what they want—and paying handsomely for it.

Description

This is the opening scene. The party meets their patron, Lyra Ashford, a wealthy merchant broker who has orchestrated the entire heist. She explains the job with careful precision: the artifact "Beacon of Eternal Vigilance" is being auctioned tonight at the Gilded Volt, the city's most exclusive auction house. It's a legitimate acquisition for her purposes—or so she claims—but acquiring it through normal channels will take too long. She's willing to pay 800 gold pieces upfront and another 1,200 gold pieces upon delivery. The artifact is locked in a secured vault behind the auction block. Lyra provides detailed floor plans of the building, the schedule of the gala, and the names of key security personnel. However, she's oddly evasive about why she needs the artifact and won't answer direct questions about its purpose. If pressed, she simply says: "The less you know, the safer you'll be." The party can gather information about the Beacon, the auction house, or Lyra herself if they perform Insight checks or social investigation.

DM Notes

This is a social scene designed to establish the heist's scope and tone. Let the party ask questions and roleplay negotiation. For Insight checks (DC 12): Lyra is genuinely concerned about something—her hands are steady but her aura projects anxiety. For Investigation or social checks about the Beacon (DC 13): The artifact was once owned by a prominent artificer named Kess Orinn, who died under mysterious circumstances three weeks ago. The artifact disappeared for two weeks before resurfacing on the black market and being seized for auction. High rolls (DC 15) reveal rumors that Kess's death was not natural. For checks about the Gilded Volt (DC 14): It's one of the most secure buildings in Ghirapur, with 12 guards on rotation, magical wards, and a reputation for never having been successfully robbed. This is good for building tension. The party should leave this scene with blueprints, security knowledge, and a sense that something isn't quite right.

Read Aloud

The afternoon sun casts long shadows across Ghirapur's brass-plated streets as you scout the Gilded Volt. The building is a marvel of geometric architecture: a three-story structure of polished white stone and mithral trim, with tall windows that glint like watching eyes. Uniformed guards in crimson-and-gold stand at the main entrance, and you notice the subtle shimmer of arcane wards flickering around the upper floors. Servants in matching livery bustle in and out through a side entrance, carrying floral arrangements and wine crates for tonight's gala. The building seems to vibrate with quiet, expensive importance.

Description

The party has from mid-afternoon until the gala begins at 8 PM to conduct reconnaissance and prepare their approach. They can gather supplies, scout the building's exterior and interior (the auction house has public viewing hours until 5 PM), gather information about staff members, or plan their heist route. Key locations include: (1) The public auction floor on the ground level, where the Beacon will be displayed before being moved to the vault; (2) The vault itself, located in the basement—accessible only via a narrow service corridor that requires either a key, magical knowledge to bypass wards, or stealth; (3) The staff quarters and changing rooms on the second floor; (4) The rooftop, which overlooks the city and has a service ladder leading down to the second-floor balcony. The security layout includes Captain Thorne (see NPC), two rotating patrols on each floor, and a magical alarm system connected to the Ghirapur city guard. This is a puzzle-solving scene where the party's approach matters more than dice rolls. A Rogue can scout ahead and find blind spots. A Bard can gather rumors or social intel. A Paladin can assess guard morale or detect the presence of magical wards. Allow creative solutions.

DM Notes

Lean into the party's class strengths here. The Rogue should feel like they're in their element—offer Stealth checks to identify security blind spots (DC 12 for obvious routes, DC 15 for complex bypasses). The Bard can make Persuasion or Deception checks (DC 13) to learn guard schedules or pose as a vendor. The Paladin can use their Divine Sense to pinpoint magical wards or use Insight (DC 14) to gauge guard alertness. Don't force a specific solution; let them discover that there are multiple ways in: (1) Stealth through the back entrance during servant chaos; (2) Magical bypass of the wards if they've acquired dispel magic or similar; (3) Social infiltration as auction house staff. The vault itself is protected by both a magical lock (dispel magic or a DC 16 Arcana check to understand the mechanism) and a physical lock requiring lockpicks (DC 14 Sleight of Hand). The alarm system can be disabled by cutting the right wire (DC 15 Arcana to identify which one from the main panel in the security office) or by having a caster use counterspell/dispel magic. Plant details that hint at the darker truth: guard chatter about "strange activity near the basement," a notice about Kess Orinn's "mourning period," and the appearance of a well-dressed merchant who arrived early with an unusual aura.