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Summary:
The party seeks out the emerging thieves' guild in Dwillingir and attempts to dissuade them from targeting House Riverine associated merchants.
Assumptions:
The party is in the employ and/or service of House Riverine. They have previously assaulted and dismantled the previous Dwillingir Thieves' Guild (see the scenario "To Catch a Thief").
Location:
The northern half of the Far Coast.
Historical Date:
Late 26 N.S. (5540), Early to Mid Spring.
DM's Note:
This scenario is very light on combat and can be easily modified for fewer PCs or PCs of lower level. The scenario is fairly short in actual content, as it is designed to be a role playing scenario and the DM is left to fill in the NPCs and encounters as he deems fit.
DM's Introduction:
In Harvest 23 N.S. the Dwillingir Thieves' Guild, located in the sewers of the town, was assaulted by the PCs. Therein, they discovered the real Barnabus Quericor and learned that the Thieves' Guild has been infiltrated and taken over by a doppelganger who had also infiltrated and taken over House Riverine. The PCs scattered the Thieves' Guild, slew the doppelganger, and returned the real Barnabus to his rightful place at the head of House Riverine. Many of the thieves were slain, and those who were not were sent packing, with the wizard Raddolf vowing to relocate leagues from the Far Coast, having had his fill of association with thieves.
For several years, Dwillingir has enjoyed its time free of organized crime. Of a certain, freelance thieves still ply the town, picking pockets and breaking into homes and shops, but these thieves are less skilled and have nowhere to flee and lay low except out of town altogether, and so are little more than a nuisance.
But nature abhors a vacuum, and now a group of strangers has come to Dwillingir, having learned of the prior guild's dissolution but not familiar enough to fear those who managed it. This group is somewhat unique, for it is a band of halflings, a thing almost unknown in this part of the world. This band is led by a rather talented little man named Briggo who ran a guild in Lochnirr on the Isle of Onlor before pilfering the wrong lord's jewels and having to flee with his life to the mainland. Alongside Briggo, and in essence the true guiding force of the band, is Harrfot, a dropout from Queequeg the Wise's College of Invocation in the city of Ferrantio in the Duchy of Imtorr. These two have gathered a band of disaffected halflings who variously are evil, greedy, or have a chip on their shoulders against the "Big Folk". Their plan is simple. To come to a land where halflings are unknown and pose as children, using this to enable their thievery.
To this end, the band, known as the Little Runners, came to the Far Coast, where they folk were they felt the folk were provincial enough to be taken in by the halflings' wiles. Here they learned that the main town of the province was sans a Thieves' Guild, it having just been rousted and the constabulary now resing on its laurels and grown lax over the couple of years since. It seemed like the perfect set up for the Little Runners. Now they simply needed a place to call their own...
That place turned out to be Grammer's Orphanage. Grammer is an institution in Dwillingir, she is almost 80 years old and was herself an orphan who was brought up by the previous mistress of the place. Grammer's real name is not known, even by herself, but she is known to have been a nun of Vastalla and has some prowess with healing magic. But her mainstay has been taking in orphans, feeding them, and trying to find good homes for the waifs. Everyone knows of Grammer, and everyone respects her.
But Grammer has been getting on in years, and her faculties, while not senile, are severely blunted. Thus when over a dozen new kids showed up over the last 6 months, she didn't take much notice. And when, during the same six months, every other child in the orphanage had suddenly found loving families to take them away, that also didn't strike Grammer as anything more than the fortune of Vastalla shining down upon her house. And when the influx of loving families suddenly stopped, and the new children remained with her, she didn't mind. After all, these new children were very easy to care for. They seemed very independent and capable and really didn't bother her for much of anything except healing when the ragymoffins would play too rough and get the occasional nasty wound that often looked like blade slices or missile wounds. But surely that was not so. Her eyesight wasn't what it once was, and if the wounds had been as serious as all that...why little children would have been screaming and crying. But these children didn't even whimper...so surely the wounds were never that bad and easily healed by the grace of her goddess.
And so it is now. The Little Runners pose as children at the orphanage. Grammer believes that the Runners are child orphans, and attempts to care for them as such, ignoring or not noticing the inconsistancies in their behaviour that might have rung warning bells had she been 20 years younger. The halflings have turned the orphanage into the new Thieves' Guildhouse and use it as cover for their nefarious schemes.
Player's Introduction:
One or more PCs are summoned by Barnabus into his audience chamber. There they see Barnabus, Abrinda, and a rather nervous, mousy-looking young man wringing his cloth hat in his hands.
Barnabus introduces the man as Krebs Fildermon, a shopkeeper and associate member of House Riverine. He is perhaps 25 years of age, and already balding a bit around the pate.
The Trade Lord then invites the nervous man to tell his story.
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Well milords and ladies, I am Krebs Fildermon...well you know that already don't you? Well...I am a shopkeeper and am current in my dues to House Riverine don't you know. I come from the Empire selling my unique scented candles. They are really quite nice...a family recipe whereby you get waves of different scents coming from a single candle in a sort of symphony of aromas. They are quite unique! I have one here for you to sample. My shop is called the Nubile Nose Emporium and is four blocks south of here [he will give brief directions]. Um...in any event...I am having a problem. I just come here to set up shop almost a year ago, and this town was nice because, in part, it weren't thick with thieves, and I hear tell that's because of you good folk, who ran the Thieves' Guild out of town some years back. But that's all changed now! You see milords and ladies, my shop has been victimized over the last couple of months. And not just mine I assure you, but others as well. Sometimes it is when I am upstairs asleep, for when I open shop and take my counts thins have gone missing. Other times it must be happening even while I tend the store, for if things are aright in the morn, then by the time I close up and take another count, things are missing again. Sometimes it is inventory, and other times coin and valuable spices. Sometimes it is from my showroom up front and sometimes from my workroom in back. Other merchants in the area tell me that they are being victimized as well, and some are whispering that there is a new Thieves' Guild in town...or that the old one has come back. I don't know, being new in town and all as I am. But if these robberies continue I won't be able to remain in Dwillingir and will have to return to Antoria to live with my family. Sure the constabulary's been told...but they don't seem able or willing to take care of the problem. After all, they couldn't find and chase out the last group of thieves now could they? I don't mean no offense good lords and ladies, but I pay my Riverine dues on time and I am now hoping to see some return on them dues and the cut that Riverine takes of my profits. |
Barnabus will smile and assure Krebs that Riverine takes care of its own. He will tell the man not to worry and to return to his shop. However, he will admonish the shopkeeper to breathe no word of this meeting to anyone, nor indicate to anyone that Riverine will be taking action. He must conduct business as normal, and Barnabus will ask Abrinda to have Erricose return to Krebs half of his dues paid into House Riverine for the last three months. Krebs will brighten at this and effusively bow and give his thanks.
Barnabus will then speak to the PCs:
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I know this assignment may seem somewhat beneath you now, for there are likely no dragons to slay or evil wizards to disembowel. But this is exactly the reason the merchant houses exist...to protect its members. And you and your companions have a unique reputation in this town as those instrumental in scattering the last Thieves' Guild. That may give you leverage when trying to find out what's going on here. I want you to locate this new band of thieves and come down on them. I don't necessarily want you to run them out of town. Better a cowed guild that we know than simply inviting the next group to come in and take its place. But I want you to lean on these thieves heavily...to tell them that House Riverine doesn't care if they practice their craft in Dwillingir, but it does care if they practice their craft on Riverine members. That has got to stop! We don't need undue bloodshed; I'd prefer there be no killing unless absolutely necessary, and for Indolle's sake caution your wizards that they cannot toss around fireballs or lightning bolts in pursuit of this mission, even if they only hit the thieves. People get very nervous when wizards toss destructive spells in town. Invite them to prepare more subtle spells like charms or hypnotisms. In any event, that's your mission. There is no urgent need of haste here, but I would like this to be your main priority. Find if there is a new guild forming. Locate the guild. Speak to the leader and crack some heads if you have to. And convince them to avoid Riverine targets scrupulously. |
Barnabus will then ask if there are any questions. Assuming none, he will dismiss the PCs.
Part One - Investigation:
There are a variety of courses the PCs can take to try to investigate the new Thieves' Guild. The main alternatives are outlined below.
Casing Krebs' Shop:
This can apply to casing any shop, but only Riverine shops are likely to cooperate, other shop owners might, in fact, suspect that the PCs are the new thieves if they lurk around suspiciously. As such, a Riverine shop is the best choice and Krebs' is probably the best choice amongst these, since the man had come seeking Riverine help to begin with.
Krebs' shop is shown on the map below. It is a rather plain affair, fronted by a wooden shingle showing a nose breathing in vapour coming up from a candle. While the PCs may wish to take precautions to make sure they meet with Krebs secretly and position themselves without being noted, the fact is that the Little Runners are not constantly watching the place, one shop among many in Dwillingir, and unless the PCs are obviousl over a long period of time they can set up their case without undue notice.
Krebs can relate that the robberies upon his shop and the others in the area are sporadic and intermittant. The last one occured the night before Krebs pled his case to Lord Barnabus, and there were five others during the three months before that. A couple involved his workroom, one involved his bedroom upstairs, and the other three involved his showroom.
The candlemaker lives here with his wife Serrena, who is a buxom 23 year old woman who is also an accomplished candlemaker along with her husband.
The Nubile Nose Emporium:
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The other buildings on the Nubile Nose Emporium map that surround the shop are not detailed in this scenario. The DM can either refer to the Guide to Dwillingir or simply make up the purpose and residents of each location. However, a code has been provided for each building using the same codes as presented in the Guide to Dwillingir.
The code has three characters. The first tells the number of above ground stories. Most buildings in Dwillingir that have more than 1 storey also tend to have a basement or cellar of some type. Some of the larger 1 storey buildings also have a small cellar.
The second character tells what the building is made of. S is stone, W is wood, and M is mixed, meaning usually a stone foundation of from 3 ft to the entire first floor with the remainder of the stories being of wood.
The last character tells how the roof is constructed. S means sloped, usually sharply and usually with wooden tiles, while F means flat, usually with wood or even ceramic or glazed stone tiles. Flat roofs will have gutters and drainage to allow water to runoff but they need to be shoveled in the winter and so almost always have access via a trap door from within (these trapdoors pull downward so as not to be blocked by ice or snow).
The Nubile Nose Emporium is a mixed construction building, with thick glass windows as indicated, these bearing lead strips in random patterns to support the glass (h1, hp 2). Each storey is 10 ft high unless otherwise indicated.
Hanging over the front doorway is a wooden sign showing a candle with fumes rising up to a set of nostrils.
A. The Shop:
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This chamber is the showroom of the Emporium. It contains shelves along the walls displaying an amazing variety of candles of varying shapes and colours, most of them a mixture of various swirls of colours each representing a specific scent or scent blend to be evoked from the candle. Some candles are in recognizable shapes, such as entwined lovers, dragons, and other beings. A few are structures or monuments of the Empire. To the west a wooden counter spans the entire room, from north to south, with a swinging gate to allow access to the main showroom. Set on this counter are a large tome, a quill pen and ink, some partially burned candles, a metal tray of used and unused tindertwigs, and several opened and empty small wooden boxes. Behind the counter is a wooden door. The place is lit by several oil lamps with polished reflectors and is warmed by a pair of brass braziers. |
The door leading out to Rothengiir Street is a strong wooden door (h 5, hp 20, DC 23/25) that is accoutered with a well made lock (Open Locks DC 25) and can be barred from the inside.
The large tome is a ledger where orders are written and a customer signs. Examination of the ledger will show nothing of value or out of the ordinary. The candles and tindertwigs are used to provide customers with samples of the wares.
Behind the counter Krebs keeps a loaded light crossbow and a light mace. Also here is a locked steel strongbox that is bolted to the shelf behind the counter. The strongbox is locked (Open Locks DC 27) and is used by Krebs to keep change (D100 cp, D100 sp, and 2D10 gp) and to store proceeds.
The door to area B (the workroom) is unlocked and is a simple wooden door (h 5, hp 10, DC 13/15).
B. The Workroom:
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Windows in this room allow light to stream in during daylight hours. There are interior shutters designed to close out the light if desired. The place is a workroom, used to create the candles for the Emporium. There are several barrels of water here, with strange wooden contraptions set atop them that dangle plates into the barrels by way of twine. Some worktables contain stone candle moulds, along with various knives and tools for shaping and texturing wax. Shelves hold various blocks of wax, as well as jars of dyes and boxes of exotic spices and bottles of liquid scents and perfumes. A few books and a variety of rolled and unrolled parchments lie strewn about as well, along with a quill pen and ink bottle. A set of wooden stairs leads up to the Upper Storey and area C. |
The barrels are used to make water wax candles. The books contain candlemaking recipes, proprietary secrets of the Emporium that might have a bit of value to a rival candlemaker somewhere. The parchments deal with notes of Krebs and his wife, detaliing the devlopment of new aroma mixtures and tests that have worked to varying degrees of success.
C. The Living Area:
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This chamber seems to be the living quarters for the shopkeeper and his wife. Stairs in the southwest lead down to the first storey, while a rope in the ceiling seems likely to pull down a trap door allowing access to an attic of some sort. The rest of the chamber is given over to simple furnishings, including a feather bed, a plain wardrobe, a simple bathtub, a garedrobe, a small kettle stove, and a table and several wooden chairs. Several oil lamps hang from chains to provide illumination, and the windows can be shuttered from the inside. A pair of brass braziers provide heat. A chest sits at the foot of the bed. |
Krebs keeps his valuables here in two places. The chest is one, and it holds the Fildermons' finer clothing, some pieces of jewelry (nothing too valuable), a pricey bottle of wine, some of the more valuable and exotic spices, a few letters of credit from customers, and approximately 250 gp in mixed coins (each type of coin in a seperate pouch).
The other is in a metal box hidden under the coals of the stove. The box is unlocked, but with a reverse lid (it opens on the "hinged" side) and is often quite hot if the stove has just been used. Within are several valuable gems (worth a total of 275 gp) and a pouch holding 30 pp.
The pull rope to the west does indeed pull down a trapdoor. A set of wooden steps also deploys when the rope is pulled, allowing access to area D (the Attic).
D. The Attic:
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This place is 6 feet tall at its apex, for the sloped wooden roof forms the ceiling of this attic. The north and south ends shrink to about 3 feet tall. Within the place is dark and somewhat musty and dust and cobwebs are omnipresent, especially in the corners. Lots of boxes and crates and barrels are stored here, along with odd bits of furniture, old clothes, and other discards. |
The boxes and crates and barrels contain spare candlemaking tools, lumps of wax, and others materials of the trade. A small plate contains bits of meat and a little tin of water is nearby. A cat lairs in the attic, and the Fildermons have adopted it as a pet. The creature comes and goes through a small hole in the northeast corner of the attic (suitable for Tiny or smaller creatures). The cat may spook the PCs if they venture into the attic.
Waiting for the Runners:
The PCs will have to be very patient in order for a case of the place to work. After all, the Little Runners just hit the place the day before Krebs spoke with Barnabus and given their average of 5-6 times over three months would imply that they would not hit the place again for another 2 weeks or so.
The DM should secretly roll 3D8. The result will be the number of days that go by before the Nubile Nose Emporium is hit again. If it is hit, assume an equal chance of a daylight job or a nighttime job. A daylight job will likely involve a Sleight of Hand attempt at merchandise or coins or an attampt to sneak into the workroom. Only a single grab is attempted, and if things go awry the Runner will, true to his name, run. The DM should choose a Runner or roll randomly to determine which makes the attempt. Whenever a Runner attempts a job, another Runner is always positioned nearby, outside, watching over the joint and prepared to whistle a warning or harry pursuit.
Questioning the Constable or Town Watch:
This will not be a very productive avenue. The constable and the town authorities are convinced that there is no new thieves' guild in Dwillingir and will not take kindly to anyone suggesting otherwise or impuning their ability to maintain justice. If pressed, the figure will admit that he has received more than the usual amount of complaints of robbery and pick pockets recently, but will write that off to street gangs and alley urchins with "spring fever". He might even tell the PCs that he has plans to roust the Shambles and knock a few heads as a warning.
Asking Contacts or Known NPCs:
The DM will have to adjudicate these. If a contact or NPC is streetwise, he may have heard that there are a lot of jobs going on over the last few months and that there is scuttlebutt on the street that a new guild has moved in somewhere, though nobody knows where it is headquartered.
Asking Around the Marketplace:
Asking around the marketplace is a function of the Gather Information skill. Assuming the PCs ask around at stalls and amongst patrons in the square, consult the table below.
| DC 5 | There have been thefts and pick pockets in the marketplace even after the old guild was sundered, but it seems there have been more of late. |
| DC 10 | The watch has rounded up a few freelancers in the marketplace, but they were just wandering scum and were punished and sent out of town. |
| DC 15 | Several children have been picking pockets and stealing in the marketplace recently. Maybe they are working for one of the Shambles gangs. |
| DC 20 | Lord Candora's estate was broken into last month. Several valable jewels had gone missing. The Thaneeri slaves were beaten and searched, but the jewels were never found. |
| DC 25 | There was a ruckus some weeks ago at that wizard Ogzil's tower. Apparently his magical guardians were roused late at night and chased something or someone down the street before being recalled by the wizard. |
| DC 30 | An urchin was caught stealing in the square and was chased by the stall owner he had robbed. The child ran very fast, but the merchant did manage to grab the hood of his cloak and a handful of hair. For a while he always required any child he saw with a cap to remove it, but that was a while ago and the hair has likely grown back by now. |
While none of the above directly points to the orphanage, several do mention children, and if the DC 30 information is gained, then the PCs can talk to the stall owner. He has kept the hood that he grabbed, and within are still some locks of hair. These could be used to trace the Little Runner who was almost caught. See the magical divnination section below.
If the PCs use their Gather Information skill and don't use their Bluff skill to cover their inquiries, then it is likely that the Little Runners will become aware that the PCs are investigating the rash of robberies. They won't immediately take action against the PCs, but they will likely start to have one or another of their members trail the PCs.
In addition, allow a 10% chance that a Little Runner will try to pick pocket a PC while doing so, as they are likely wealthy looking and an interesting mark sure to attract the attention of a Runner. In the market, a single Runner works alone. Once the Runners become aware the PCs are investigating them, they will avoid targeting them as marks.
Asking Various Merchants:
The PCs can attempt to question other merchants, but most affiliated with other merchant houses will not be forthcoming, fearing reprisals from their own houses and supsicious that the PCs may actually be the thieves themselves casing the place or trying to guage merchant counter measures. Of course, the PCs could use the situation to try to pitch their own house to these merchants, for none of their houses has yet begun to take any action to alleviate the sudden scourge of thieves.
Unaffiliated merchants will be less reticent, but still somewhat suspicious. Of course, if the PCs make known their identities and their recent exploits against the previous Thieves' Guild, then they might be willing to bank on the PCs succeeding again and might be willing to talk to them.
Riverine affiliated merchants will be much more forthcoming and will now of the PCs and be happy to speak with them.
There is not much for the PCs to learn here. The thefts have been occurring all over the town, not restricted to any single place or type of local. Taverns, inns, shops, pedestrians, all have been victims recently. Even ships at the docks have come under the recent depredations. The pace of the thefts has not been unbearable, which will suggest to discerning PCs that a single overall force is guiding the thieves. Rather the pattern is one of constant irritating but not devestating snipes all over the town. The sign of a true professional or group of professionals.
Asking Around the Shambles:
The PCs can ask around the Shambles for information. While the poorest part of the town, it often is the best place to gather information as well. As they say, information, like sewage, sinks to the bottom level.
If the PCs have contacts in the Shambles, then the DM should give them a bonus on the Gather Information table presented below.
Conversely, the DM should assess penalties or bonuses based on the PCs' approach to entering and inquiring within the Shambles. The "high and mighty" are not appreciated in the Shambles, and the PCs should have to balance intimidation with humbleness and modesty should they hope to succeed. In any event, the DM should play out several encounters in the Shambles, perhaps with a street gang like the Woolly Boys.
| DC 5 | There isn't a thief guild in the Shambles. But the Lord Mayor is likely to send in the constables and troops to rouse the place and knock a few heads just to show he's doing something about the problem. |
| DC 10 | There's some new group of burglars or thieves in town. Too many small hits to be the local yokels. |
| DC 15 | Word is that someone is using magic to steal in town. You know, invisibility and the like. They say the merchants are going to demand magic wands to spot the criminals. |
| DC 20 | The sewers are clean, as far as anyone knows. Occasionally some locals go down there when they need to hide for a while, and they say there's nothing down there but rats and other vermin. |
| DC 25 | These thieves must have a fence somewhere. They'd have to sell their stuff out of town to avoid getting caught or having someone recognize their own merchandise. |
| DC 30 | There's a fagan somewhere in Dwillingir. He is using children to conduct his jobs. Children have been seen running around at late hours and skulking in shadows. |
Performing Magical Divinations:
The PCs can turn to magic to find out what is going on. The most obvious means are trying to locate a stolen object (perhaps a decoy set by them) or simply casting spells like Divination.
A Divination spell might result in a cryptic phrase such as:
| All is not always
what it seems especially to the rheumy eye that dreams and the hand that has the power to heal can be turned instead to rob and steal. The innocence of youth and daring bold is lost to the sensibilities of old. And lives that on surface go unclaimed are really the ones who should be blamed |
The Little Runners are careful to have Harrfot cast Obscure Object on any distinctive and valuable item that may be stolen. He will usually meet with the Runner who has the object at some pre-designated location and cast the spell, then take the item back to the orphanage.
Of course, various other divination spells can aid the party. The DM should not worry if the party utilizes divination magic to good effect. Such efforts should be rewarded. And even if the PCs use these methods to find out the secret of the Little Runners and where they are located, they still have to go to them, get past Grammer, and deal with the group.
Investigating the Sewers:
The PCs are likely to think that the new thieves' guild might be hiding out in the sewers below Dwillingir. A more detailed treatment of these sewers can be found in the scenario entitled "To Catch a Thief". In reality, the new guild is not located there, but the DM can feel free to run some appropriate encounters in the sewers as the PCs investigate. Of a certain, the tunnels and chambers of the old thief guild is still present and would make a good lair. Perhaps something else has taken up residence there. Or perhaps it is dusty and abandoned and given over to sewer vermin.
Asking Around the Caravansary:
The Caravansary will not turn up much in the way of useful information regarding the location of the new guild itself. After all, most of these traders are not native to Dwillingir and are merely passing to and from other destinations.
However, the PCs may realize that stolen goods must be fenced, and Dwillingir is too small a town for recognizable goods to be fenced within the city. This means such goods have to be sent to a distant location to be sold by way of a fence. In fact, the guild has just such a fence...a merchant who stops by and purchases stolen goods from the group and then sells the goods to the south in the Far Coast.
The best way to find who is the fence is to get a hold of the records of the Caravansary Master. These are kept in the dwelling of the Master, which is just north of the Caravansary. The PCs can either break into the place, or they could try to bribe or otherwise convince the Master to allow them access to the records. The Master's name is Allonsis (Expert 6) and he is bribable if he feels the records will not be used for mischief. He keeps his records in a library in his residence, which is not very well guarded.
Examining the records for the same period of time as the rash of thefts will turn up a certain merchant caravan that only started arriving at Dwillingir a few weeks after the thefts began and has been stopping by frequently ever since. No other merchant stops by as frequently and the manifest notes that the merchant comes with very mundane goods from the local area (especially Wayward) and leaves with pretty much the same quantity of goods.
The fence is a merchant of no house affiliation. He is something of a coward, though a greedy one. He is easy to bribe or lean on, and can be made to divulge what he knows fairly readily once the PCs can get to him. The fence, named Makris, can tell the PCs that his clients in Dwillingir are a group of halflings and that they dwell somewhere in the town, though he doesn't know where. He meets them in the Caravansary, where they pose as urchins. He buys the items from them and then takes the goods to Wayward where he sells them to another fence who takes the goods out of the Province or to the south of the Far Coast. Makris carries enough money to pay for many valuable items, though if the Runners get a truly valuable item, then he must arrange to appraise the item and then promise to return the next time with money enough to buy it. Assume Makris has 1D6x100gp on his person at any time, usually in a hidden moneybelt.
Makris' caravan consists of a single wagon pulled by four horses. He employs four guards who are only as loyal as pay allows. They are charged to guard him on the road and to guard the wagon. Makris usually goes into town to stay while awaiting the Runners to contact him, and in this case he travels into the place alone.
Makris is a short but slender man in his 40s with short dark hair and deep brown eyes and a perpetual frown on his brow. He is dressed in a moderately wealthy fashion, though while on the road he covers his wealth in a cloak and cloth gloves.
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* Makris: Male human Expert 6; CR 5; Medium humanoid (human); HD 5D6; hp 21; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +6 melee (1D4+1, masterwork dagger); AL N; SV Fort +2, Ref +2, Will +7; Str 10, Dex 11, Con 13, Int 16, Wis 15, Cha 14. Height 5 ft 8 in. Skills and Feats: Appraise +12, Bluff +9, Diplomacy +16, Disguise +4 (+6 acting), Forgery +8, Gather Information +11, Handle Animal +6, Intimidate +4, Knowledge (geography) +7, Knowledge (local - Dwillingir) +8, Listen +6, Profession (fence) +11, Profession (trader) +8, Ride +4, Search +7, Sense Motive +13, Sleight of Hand +10, Spot +5; Able Learner, Cosmopolitan, Open Minded, Smooth Talk. Possessions: masterwork dagger, courtier's outfit, belt pouch, moneybelt, 1D6x100gp worth of coins hidden in moneybelt, potion of cure light wounds at 1st level, potion of invisibility at 3rd level, various jewelry on person worth a total of 750 gp. |
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* Makris' Guards (4): Male human Warrior 3; CR 2; Medium humanoid (human); HD 3D8+6; hp 23; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft (10 ft with longspear); AC 16 (touch 11, flat-footed 15); Atk +6 melee (1D8+3, longspear) or +5 melee (1D8+2, longsword) or +4 ranged (1D8, longbow); AL N; SV Fort +5, Ref +2, Will +1; Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 10. Height 6 ft. Skills and Feats: Climb +5, Handle Animal +3, Intimidate +3, Jump +4, Listen +1, Spot +3, Swim +5; Blooded, Dodge, Weapon Focus (longspear). Possessions: longspear, longsword, heavy wooden shield, longbow, arrows (20), belt pouch, traveller's outfit, studded leather, 1D20 cp, 1D20 sp, 1D10 gp. |
Part Two - The Little Runners:
The Little Runners are lairing in Grammer's orphanage. They did are not evil halflings, just very very greedy and possessing a love of adventure and risk. The group did not send the real children of the orphanage into harm. But they did sell them into indentured servitude to various merchants who promised to take them far away in exchange for a few coins.
The Runners are not overly violent. They prefer to avoid conflict, though they are not cowards unless running away suits their purposes. They think they have a good thing here and consider the inhabitants of the Far Coast to be local yokels who are not savvy enough to ever catch them.
If the PCs come looking for the group at the orphanage, the Runners will let Grammer deal with the interlopers initially. Grammer is senile enough and obstinate enough to deflect all but the most pressing of efforts to get into the orphanage, and if the PCs attempt to burst in, one of the Runners is not above yelling out to Grammer that the PCs are bad men out to take her children away and sell them into slavery or abuse them in a most horrific manner. This will cause Grammer to resist, such as she can, all the while croaking to the PCs how Vastalla will curse them and deny them her aid for this affrontery.
If the PCs deal with Grammer violently, they will indeed be in a bit of trouble. Not only will almost every NPC attitude in Dwillingir go down a level, but Vastalla herself will curse the PCs by making all healing spells heal 1 point of damage less than normal until the PCs atone for their crimes.
In any event, should the PCs get past Grammer, the Runners will know that the jig is up. They will attempt to resist the PCs, initially fearing that the party intends to slay them all or send them into captivity. They will also believe that their hideout has been compromised and that they will now have to leave town and put up stakes somewhere else. Thus their efforts will at first be aimed at repelling the PCs so that they can pack up their goods and treasure and leave town. Failing that, they will simply attempt to flee the orphanage, believing they can lose themselves in town and then leave at nightfall.
But if cornered or captured or if the PCs prove their strength and ability and then make it clear they are there to parley, then the Runners will certainly stop fighting and listen to the PCs.
If the PCs can explain the situation, telling the Runners who they are, whom they represent, and why they can remain in town as long as they refrain from hitting Riverine merchants, then the Runners may even agree to remain in Dwillingir and continue to ply their trade on other Houses.
The DM should allow both a forceful approach and a peaceful approach have a chance of succeeding if executed thoughtfully and the PCs are capable and skilled in such endeavours.
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* Grammer: Female human Healer 6; CR 6; Medium humanoid (human); 6D8-6; hp 26; Init -3; Spd 15 ft; Space 5 ft; Reach 5 ft; AC 7 (touch 7, flat-footed 7); Atk +1 melee (1D6-2, quarterstaff) or +0 ranged (touch); SQ cleanse disease, cleanse fear, cleanse paralysis, cleanse poison, healing hands; AL NG; SV Fort +4; Ref -1, Will +6; Str 6, Dex 4, Con 8, Int 6*, Wis 13, Cha 20; Height 5 ft 2 in. Skills and Feats: Concentration +6, Craft (alchemy) +3, Diplomacy +14, Handle Animal +10, Heal +14, Knowledge (nature) +4, Listen -7*, Profession (matron) +6, Ride -1, Search -10*, Sense Motive -2*, Spellcraft +5, Spot -7*, Survival +8 (+10 above ground); Augment Healing, Sacred Vow, Self-Sufficient, Skill Focus (heal), Sudden Extend. Possessions: quarterstaff, peasant's outfit, spell component pouch, belt pouch, wooden holy symbol to Vastalla, hard candy (12), wand of cure light wounds at 1st level with 24 charges. Spell Prepared (5/6/4/4): 0 - create water, cure minor wounds (2), light, mending; 1 - cure light wounds (3), goodberry, remove paralysis, sanctuary; 2 - calm emotions, cure moderate wounds (2), lesser restoration; 3 - cure serious wounds, neutralize poison, restoration. * Grammer is growing senile and suffers a -6 to Int and a -8 to Listen, Searc, Sense Motive, and Spot checks. |
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* Briggo: Male halfling Rogue 5/Guild Thief 2; CR 7; Small humanoid (halfling); HD 5D6+5 plus 2D6+2; hp 33; Init +4; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 15, flat-footed 17); Atk +9 melee (1D4, masterwork shortsword) or +7 melee (1D4, masterwork shortsword) and +7 melee (1D3, masterwork dagger) or +9 ranged (1D3, dagger) or +9 ranged (1D3, sling); SA sneak attack +4D6; SQ doublespeak, evasion, improved uncanny dodge, morale bonus on saves against fear (+2), trapfinding, trap sense +1; AL N; SV Fort +3, Ref +12, Will +4; Str 10, Dex 18, Con 13, Int 15, Wis 14, Cha 12. Height 3 ft 1 in. Skills and Feats: Appraise +7, Balance +6, Bluff +10, Climb +6, Diplomacy +13, Disguise +11 (+13 acting), Escape Artist +12, Gather Information +8, Hide +10, Intimidate +7, Jump +7, Knowledge (local - Dwillingir) +5, Knowledge (local - Lochnirr) +7, Listen +7, Move Silently +6, Search +7, Sense Motive +8, Sleight of Hand +10, Spot +6, Tumble +12, Use Magic Device +10; Blind-Fight, Combat Expertise, Two-Weapon Fighting, Weapon Finesse. Possessions: masterwork shortsword, masterwork dagger, daggers (4), sling, bullets (20), child's outfit, cloak, leather armour, masterwork thieves' tools, belt pouch. |
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*Harrfot: Male halfling Wizard (Evoker [necromancy and conjuration prohibited]) 5/Rogue 2; CR 7; Small humanoid (halfling); HD 5D4+5 plus 2D6+2; hp 33; Init +2; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 11); Atk +4 melee (1D3, dagger) or +7 ranged (1D3, sling); SA +1D6 sneak attack; SQ alertness when familiar near, evasion, morale bonus on saves against fear (+2), trapfinding; AL CN; SV Fort +5, Ref +7, Will +6; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 10. Height 2 ft 11 in. Skills and Feats: Balance +4, Bluff +6, Climb +2, Concentration +9, Craft (alchemy) +6, Diplomacy +3, Disguise +8 (+10 acting), Hide +6, Intimidate +4, Jump +9, Knowledge (arcana) +8, Listen +4, Move Silently +4, Search +7, Sleight of Hand +5, Spellcraft +13, Spot +3, Tumble +9; Combat Expertise, Dodge, Scribe Scroll, Sudden Silent, Spell Focus (evocation). Possessions: dagger, sling, bullets (20), child's outfit, spell component pouch, cloak, belt pouch, spellbook. Spells Prepared (4+1/4+1/3+1/2+1): 0 - detect magic (2), flare, light, mage hand; 1 - charm person, disguise self, expeditious retreat, magic missile, shield; 2 - blur, darkness, flaming sphere, invisibility; 3 - dispel magic, lesser wall of force, mass missile. Base DC = 13 (14 for evocation) + spell level. Spellbook: 0 - arcane mark, cleanliness, detect magic, detect poison, dwelling sense, electric jolt, flare, fool's coin, light, mage hand, minor ward, open/close, ray of frost, read magic, resistance, sober up, stumble, summarize, synchronized alert; 1 - alarm, charm person, disguise self, expeditious retreat, floating disc, identify, mage armour, magic missile, protection from chaos/evil/good/law, restfull sleep, shield, touch of the merchant; 2 - blur, darkness, flaming sphere, force ladder, gust of wind, invisbility, knock, lesser mental unity, misidrection, obscure object, see invisibility, shadow mask; 3 - dispel magic, lesser wall of force, mass missile, suggestion, tongues, watcher retaliation, wave of hesitation. |
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* Rat Familiar: CR 1/8; Tiny magical beast; HD 1/4D8 (treated as 5 HD); hp 16; Init +2; Spd 15 ft, climb 15 ft, swim 15 ft; Space 2.5 ft; Reach 0 ft; AC 17 (touch 14, flat-footed 15); Atk +7 melee (1D3-4, bite); SQ deliver touch spells, empathic link, improved evasion, low-light vision, scent, share spells, speak with master; AL N; SV Fort +2, Ref +6, Will +5; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2. Length 6 in. Skills and Feats: Balance +12, Climb +12, Hide +16, Jump +9, Move Silently +12, Swim +10, Tumble +9; Stealthy, Weapon Finesse. |
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*Runners (12): Male halfling Rogue 4; CR 4; Small humanoid (halfling); HD 4D6+4; hp 21; Init +3; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 16); Atk +4 melee (1D3, shortsword) or +8 ranged (1D3, sling); SA sneak attack +2D6; SQ evasion, morale bonus on saves against fear (+2), trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort +3, Ref +8, Will +4; Str 11, Dex 17, Con 12, Int 14, Wis 14, Cha 10. Height 3 ft. Skills and Feats: Balance +5, Bluff +5, Climb +7, Diplomacy +2, Disable Device +7, Disguise +7 (+9 acting), Escape Artist +10, Gather Information +2, Hide +10, Intimidate +2, Jump +9, Knowledge (local - Dwillingir) +5, Listen +5, Move Silently +8, Open Lock +8, Search +7, Sleight of Hand +10, Spot +5, Tumble +8; Combat Expertise, Distracting Attack. Possessions: shortsword, sling, bullets (20), child's outfit, cloak, belt pouch, thieves' tools, 1D20 cp, 1D20 sp, 1D20 gp, 1D6 pp. |
Catching the Runners:
Possibly the best way for the PCs to find out what they need to learn is by either capturing a Little Runner or by shadowing one as it returns to the orphanage. The Runners are not a fanatical group and its members will talk if threatened sufficiently. If a Runner is actively fleeing from a PC, then he will not lead the party back to the orphanage. Instead, he will head into crowds and alleyways and attempt to lose his pursuers. If pursuit is dogged, he will simply go to some well-attended tavern and simply stop, hoping that the PCs will not try to kidnap him or harm him in front of so many people. He may even use his disguise as a child to evoke sympathy from the crowd and turn them against the PCs. A desperate Runner might even take refuge in the Vastalla Temple posing as a child fleeing "bad men". As the PCs try to convince the nuns to let them in, the Runner will attempt to escape by a back way.
If a Runner is being shadowed (as opposed to active pursuit) and realizes it, then he will lead his shadowers on a leisurely but merry tour of the town, especially its seedier sections in the attempt to throw of his shadowers or to have them become bored. Lacking that, he made have to turn the situation into a pursuit as above.
Grammer's Orphanage:
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The orphanage is located in the Shambles, near the West Wall.
The other buildings on the Orphanage map that surround the shop are not detailed in this scenario. The DM can either refer to the Guide to Dwillingir or simply make up the purpose and residents of each location. However, a code has been provided for each building using the same codes as presented in the Guide to Dwillingir.
The code has three characters. The first tells the number of above ground stories. Most buildings in Dwillingir that have more than 1 storey also tend to have a basement or cellar of some type. Some of the larger 1 storey buildings also have a small cellar.
The second character tells what the building is made of. S is stone, W is wood, and M is mixed, meaning usually a stone foundation of from 3 ft to the entire first floor with the remainder of the stories being of wood.
The last character tells how the roof is constructed. S means sloped, usually sharply and usually with wooden tiles, while F means flat, usually with wood or even ceramic or glazed stone tiles. Flat roofs will have gutters and drainage to allow water to runoff but they need to be shoveled in the winter and so almost always have access via a trap door from within (these trapdoors pull downward so as not to be blocked by ice or snow).
The orphanage is a wooden building, with opens windows as indicated that are closable by wooden shutters that can be latched from the inside. Each storey is 10 ft high unless otherwise indicated.
The front door to the orphanage is a good wooden door (h 5, hp 15, DC 16/18) that is barred from the inside.
A. The Cloakroom:
| This small room's paint is peeling off of the wooden walls. Small unidentifable puddles of liquid sit in the corners of the room. A few oil lamps hang from iron chains to provide illumination at night, and a sparse set of wooden pegs provides a place to hang cloaks, though none are in use. |
The door to the east is a simple wooden door (h 5, hp 10, DC 13/15) that leads to the Common Room (area B).
The door leading outside can be closed by a wooden bar.
B. Common Room:
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This room contains a dingy and well used wooden table and six wooden chairs, some of which have wooden boosters or stacked pillows set on them. Half a dozen place settings of poor quality and mismatched make are upon the table, long with a cracked vase that contains dessicated flowers that must be at least a month old. Various shelves and old, broken cabinets line the walls, containing a variety of cracked pottery, pots, and earthenware. Various foodstuffs are scattered about. A small hearth and stove huddle in the southwest corner, with a brick chimney venting up through the ceiling. Hanging on the mantel of the hearth is a wooden holy symbol to Vastalla. Several lanterns hang on the walls, which show years of peeling paint, smudges, and graffiti. To the south, a set of wooden stairs ascends to the next level. To the northeast is a wooden trap door set into the floor. |
Amongst the foodstuffs are various bottles labelled in large letters things like "MEDICINE" or "CASTOR OIL" or "TONIC" that all contain a variety of alcoholic beverages.
The trap door pulls up by way of a wooden handle and leads to a wooden ladder descneding into the Cellar (area F).
C. Dormitory:
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This chamber takes up the entire floor of the orphanage. Wooden steps to the north lead up to the next storey, while similar steps to the shouth lead down to the Common Room (area B). The western portion of the room is crowded with triple bunk beds, shabby and stained feather mattresses set into wooden frames. A few of the beds have torn stuffed bears and other animals lying casually upon them. The rest of the room is given over to a short wooden table and child-sized chairs. Upon the table is an incongruously fine chess set with pewter pieces set upon a marble and wood board. Some fine ivory playing cards and clay chips are also scattered about. A few pouches of tobacco and several clay pipes are set on a small wooden rack set on a windowsill nearby. |
The tobacco pouches have the word "CANDY" written in large letters with a charcoal pencil upon them. This apparently is enough to fool Grammer.
The twelve Runners domicile here.
D. Study and Bath:
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Wooden steps in the north of this room lead down to the storey below. A plain wooden door with a faded painting of a Vastallan holy symbol stands to the west. This room seems to be a combination classroom and bathroom. Rows of low wooden benches are set across the southern half of the chamber, while wooden desk sits to the southwest behind which hangs a chalkboard. Several moldy and tattered text books lie scattered about, along with writing slates and wooden primers. Written in chalk on the chalkboard are the words "GRAMMER SMELLS OF ELDERBERRIES". The northeast portion of the chamber contain a row of wooden seats with chamber pots set below them and a large copper bathtub and a bag of soap and ratty wooden brushes and stained coarse towels. Several oil lanterns hang about the place, unlit and showing little sign of recent use except for the one hanging above the commode area. |
Hidden under the lid of one of the commodes is a leather sack containing several gems and jewels worth a total of 1D6x100gp and a platinum holy symbol to Aghorrit in the shape of a sword with a ruby pommel. The latter is a true holy symbol of Aghorrit and provides a +2 bonus to turn undead. Its jewelry value alone is 1,000gp (plus another 500gp for its properties). This was stolen recently from the Aghorrit Temple in Dwillingir and the priests there would take kindly to having it returned. A search of the room that specifically targets or includes the commodes will turn up the sack with a DC 15 check.
The door to Grammer's Room (area E) is a simple wooden door (h 5, hp 10, DC 13/15) that bears no lock.
E. Grammer's Room:
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This small room is accessed by a wooden door to the east. Within is a small bedchamber that includes an old wood and feather bed with covers that were probably fine quality before some half a century of constant use. A rickety nightstand is nearby, with a porcelain washbowl set upon it and a small silver mirror hanging nearby. A plain wooden wardrobe sands nearby. Several shelves along the walls hold a few dusty medical books and books on herb lore, obviously not used in many years, as well as a variety of personal items and bric-a-brac. |
The wardrobe holds the strange odour of pot pourri gone rotten, and blackened, mouldy bits of the stuff can be seen strewn about the inside. Several sets of Grammer's robes hang here, along with a pristine white healer's outfit that has a patch emblazoned with the symbol of Vastalla.
F. Cellar:
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This 20 foot square room is accessed by way of a wooden ladder that leads up to a wooden trap door. The ceiling is 10 feet high here, and the walls are made of mortared brickwork. Several stout wooden beams support the ceiling, and three hooded lanterns hang from these on iron chains. A bronze brazier filled with coals sits in the very center of the place, and much of the perimeter of the room is given over to crates and barrels and sacks, some obviously open and empty, others closed. Two small beds are set in the center of the chamber, along with a small table and pair of wooden chairs. Upon the table is a hunk of nibbled cheese, two fine pewter goblets, several bottles of fine wine, some opened and some unsullied, and a rolled up sheet of vellum. |
Briggo and Harrfot dwell here.
The sheet of vellum on the table is a map of Dwillingir and indicates a variety of notes and robbery targets, patterns of the town watch, and a variety of other notations useful to thieves.
The barrels and crates and sacks that are not empty contain foodstuffs (dried grains, fruit, cheese, nuts, etc.) and water, as well as a variety of obviously stolen items, including statuaries, platters, candelaberas, etc. The total haul might be sellable for over 700gp, but is bulky and would need a cart or wagon to transport or require many trips.
Underneath the beds are disguise kits. There are a total of 10 of these here.
Hidden behind a loose set of bricks (Search DC 22) is a small iron box that is locked by a cunningly wrought lock (Open Locks DC 30). The box contains Briggo's stash of 175sp, 360gp, 45pp, and three beads of fog.
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* Beads of Fog: These glass beads contain a swirling grey mist within. When thrown (range increment of 10 ft) they break, discharging a cloud of fog in all ways similar to an obscuring mist spell. Faint conjuration; Craft Wondrous Item, obscuring mist; Base Price 100 gp; XP 4. |
Experience:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:
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