ConquerorThe Warehouse of Master Velvet
Three factions, two traitors, one prize no one should have stolen

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Network of Traitors. Once per combat, the Master can, as a reaction to an attack against him, cause a hidden ally to emerge from the shadows, so that the attack hits that ally instead.
Cunning Action. As a bonus action on each of his turns, the Master can take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the Master deals an extra 21 (6d6) damage when he hits with advantage, or when an ally is within 5 feet of his target.
Multiattack. The Master makes three attacks with his poisoned daggers.
Poisoned Dagger. Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft., one target. Hit: 8 (1d4+5) piercing damage plus 7 (2d6) poison damage, and the target must make a DC 16 Constitution saving throw or be weakened for 1 minute.
Smoke Screen (1/day). The Master detonates a cloud of smoke in a 20-foot radius, heavily obscuring the area until the end of his next turn, and then teleports to a shadowy location within 30 feet.
The Story
The stairway leads deeper into the city than you thought possible, and with each level the air grows colder. Gilded goblets and stolen paintings adorn the walls, showpieces of a guild that takes whatever it wants. Hinges click in the dark, traps no one should know of.
A prize has been stolen that was forbidden ground even for the thieves' guild, and now the underworld is ablaze. Within the guild walls three factions vie for power: De Meester met de Fluwelen Handschoenen with his smile that lingers a beat too long, an ambitious lieutenant, and a secret third party pulling strings from outside. Two of them are traitors, and you have arrived just in time to be the spark that blows it all apart.
You move through a warehouse full of false bottoms: hidden walls, listening pipes, masked balls, and back rooms where deals are struck and broken. You can lie, sneak, blackmail, or fight, and every faction offers you a pact they have no intention of keeping. Who you trust decides who stabs you in the back.
At the table strewn with dice waits De Meester met de Fluwelen Handschoenen, and the stolen prize proves to be the key to his whole empire, or to its downfall. When the factions fly at each other's throats, you must choose who falls and who will rule the harbor, in a climax of betrayal, steel, and collapsing secrets below the waterline.
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Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
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