The People’s Plea
The party arrives in the burg in order to help solve the mysterious disappearance of the lord. The residents have a small informal council that gathers from time to time at the Brawler’s Cauldron. They are good folk that have the best interest of the town at heart and wish for the expulsion of the embedded criminals.
The criminals care little for the “council”. They have no power to enforce their deliberations and have no force to collide against them, therefore representing no threat. The fact that the owner of the tavern is a member also plays a big role on the lenience they show, for he is a well-respected former adventurer that, even in his old age, commands respect.
A group of strangers entering the town, however, could certainly affect the frail balance of powers that reside there.
As they enter the palisade, read or paraphrase:
Whatever they call it, “Gutter Town” is the name screamed by the pungent odor as soon as you enter the limits, as if the walls were containing the carrion from spreading outwards. The stink, mixed with the visible decay of what erstwhile was an architectural marvel is offensive in itself. The inhabitants can’t really be told apart easily, since everyone is half covered in filth. Watching eyes full of sorrow and malice follow your movements inquisitively as you take your path to what seems to be the only building visible that’s not a ruin. “The Brawler’s Cauldron,” says the sign. A tavern, ironically, is the only building forgiven by whatever curse was set upon the place, or maybe it was the only source of alcohol around, and that’s why the miscreants spared it from destruction.
Your escort takes you through a dark alleyway beside the tavern and knocks a code on a window while continuing to walk. A door up ahead opens, and the escort signals you to enter. A wide corridor leads to the inside of a small and well-kept shop that is organized as a lab, the door and windows boarded up from inside. A half-elf wearing glasses is tidying up the place, apparently embarrassed by the tiefling woman’s teasing. A table at the center is there with the exact number of seats needed, and the fey man carefully places test-tubes and bottles in the shelves, flustered while she tickles him with her tail. As they notice you, he opens his arms in a courteous invitation for you to take your place at the table while the tiefling seems a little startled and assumes a serious façade.
“Welcome my friends, please, let’s talk! My name is Ashur Ivaako, your host, and this is my dear friend Bell! Please, take a seat!”
The leader of the people’s council, Francis, the eldest in the room, raises his hand emphatically and the room subdues in deep and respectful silence. He stands up straight with surprising vigor and examines everyone in the room slowly. His civilian clothes are decorated with medals and sigils of his prime, when he has the city’s captain. His receding hairline frames the wrinkled forehead of a man full of sorrow and concern as he declares with a solemn voice:
With all due respect, friends, I don’t mean to be ungrateful for the priceless services you so valiantly came here to offer, but the shadows are not the area in which you want to operate in this city. The shadows, corners, and gutters here are taken, overflowing with countless bottom-feeders, dangerous people that have no herald, no identification, no face, and no respect for life. One can’t tell them apart from the innocent residents, and their silent blades can come from anywhere. What you want here is to solve the disappearance of the lord, enter that castle, and march right on its heart, a direct approach, brute force, straight to the point, foot-on-the-door-punch-on-the-face kind of heroism, not a reproduction of the underhanded methods of the scum we already have here. With a brief bow of the head, he sits silently, with an expression of half-embarrassment for failing his people, depleted of the vigor he just displayed.
At the end of his speech, any character that is suspicious of him can attempt a Wisdom (Insight) check with the following discoveries:
- DC 15. Francis seems to voluntarily choose when to display his vigor and when to appear frail
- DC 20. Francis has an agenda of his own that he’s not sharing and is trying to influence the acts of the party, dressing up his wishes as heroism to manipulate the party.
Note for the GM only
In truth, Francis is the leader of the organized crime in town. He intends to use the party as cannon fodder to further his interests inside the castle. He has no true intention of ridding the town of criminals, but instead, solidifying his control.
Among the information in the town, Ashur highlights three things that he believes to be important:
- He believes there’s some sort of curse or dark magic at play. Yllbella, a Druid that lives in the surrounding forest, has come to him asking for help. She describes it as if some unnatural corruption is taking over the forest from underneath, and according to her, the source seems to irradiate from beneath the castle.
- The criminals organized in town extorting the residents have a hidden leader. No one knows the leader’s identity, but they are obviously organized in a hierarchical structure, although one can only identify lieutenants giving orders. Whoever it is has privileged information and is always interfering with the solution of the issue. Ashur’s father had a suspicion but never shared. “Too serious to make claims without solid evidence,” he used to say. Ashur warns the party to expect trouble from the thugs at any moment.
- Lord Zuulpa Thall had a daughter that had an accident that left her needing a wheelchair a few years before his disappearance. The elders say that the event deeply scarred him, and his personality gradually changed to a taciturn and dark demeanor. Right after the accident, he spent fortunes turning the city into a more accessible place, so that she could be more comfortable, but both vanished suddenly.
Possible Outcomes
- The party decides to go with Yllbella to gather more information on the dark/cursed aspect that might be present in order to be more prepared and maybe recruit her help.
- The adventurers decide to investigate/confront the criminals, looking for the leader that might have more information on the disappearance of the Lord.
- The group goes straight to the castle doors to investigate the location in a direct approach, in which case, Francis will walk with them to the door, and no criminals will attack.
Optional encounter – The Criminal Deterrence
When the party decides what approach to take towards the issue and leave the Brawler’s Cauldron, they are likely to have a group of criminals waiting for them outside. Their attack depends on the behavior of their leader, Francis. Francis wants to remain in power, while remaining in secret. His façade of a respectful upstanding citizen is precisely what allows him to be on both sides of the struggle and have intel on his enemies. The party will be ambushed if they confront Francis on his lies or express the intention of directly investigating the criminals instead of going towards the castle. If the party chooses any approach other than going right away towards the castle, Francis “goes home”. That signals the criminals to attack and dissuade our heroes off the investigation. In that case, the party is attacked by five thugs that have nothing other than death and violence to deliver.