Recommended Party Size: 2-4 players
Estimated Duration: 2-3 threads (investigation/making contacts, execution of chosen objective, potential fallout)
Quest Type: Side Quest / Faction Quest (potentially for a thieves' guild, an ambitious gang, or even a desperate noble trying to manipulate events from the shadows)
Prerequisites (If any): A willingness to get their hands dirty. A low reputation might even be beneficial for initial contact, or a known contact in the criminal underworld.
Objective:
Details: "Silas Scab," a wiry, nervous informant with shifting eyes and fingers stained with something unmentionable, has a proposition. He operates out of the darkest corners of the Puddles district in Absalom, a place where even the rats carry knives. A power vacuum is brewing. "One-Eyed" Maeve, the brutal enforcer for the Copper Nails gang, has been... indisposed (rumor says she choked on a fishbone, others whisper poison). This has left a critical "message delivery route" and a few "persuasion contracts" up for grabs, along with control of a grimy, yet surprisingly lucrative, brothel called "The Gilded Cage" – known more for its cheap thrills and information brokering than actual gilding. Silas is too small-time to make a move himself, but he knows opportunity. He's looking for a capable crew to step into the void and choose how they want to profit from Maeve's absence. He can connect them with the right (or wrong) people, for a cut, of course.
Silas lays out three potential paths, each with its own risks and rewards. The party can only choose ONE primary objective path, though completing it might open up further opportunities or draw unwanted attention.
Primary Goal (Choose ONE of the following):
- Path of the Courier Kingpins:
- Identify and secure "One-Eyed" Maeve's three primary "drop points" for illicit goods (e.g., a hollowed-out statue in a forgotten shrine, beneath a loose floorboard in a flophouse, the back room of a shifty pawn shop).
- Convince or intimidate the existing "receivers" at these drop points to now work for the party.
- Successfully complete one "test delivery" of a sensitive package (contents unknown to the party, just "don't ask, don't drop") to a new, high-profile client through this newly established network.
- Path of the Velvet Glove Enforcers:
- Identify two "problem clients" or rivals who were giving the Copper Nails trouble (e.g., a merchant refusing protection money, a rival pickpocket crew encroaching on territory, a snitch talking to the Dock Watch).
- "Persuade" these two targets to cease their problematic activities. Methods can range from strong intimidation, public humiliation, framing them for a minor crime, to non-lethal (but memorable) violence. The key is to send a message that there's a new, effective force in the Puddles.
- Report successful "persuasion" to a representative of the Copper Nails (not Silas directly, but someone he introduces them to) to show their capability.
- Path of the Gilded Cage Masters:
- Infiltrate "The Gilded Cage" brothel.
- Identify and "turn" or remove Maeve's most loyal strong-arm/manager within the brothel (likely a tough but not brilliant individual).
- Subtly (or not so subtly) assert control over the brothel's operations, ensuring the flow of coin and information now benefits the party (or their new "patron" via Silas). This might involve bribing key staff, intimidating dissenters, or making a deal with the "madam."
Secondary Goals (General, applicable to any path):
- Minimize direct confrontation with the Absalom Guard or City Watch (being seen as too disruptive is bad for business).
- Uncover who actually "indisposed" One-Eyed Maeve (optional, high risk/reward).
- Establish a useful contact within "The Gilded Cage" beyond the primary objective (e.g., a specific courtesan with ears everywhere, a disgruntled cook).
- Complete the chosen primary objective without any party member being captured or seriously injured (requiring significant downtime/healing).
Failure Conditions (General):
- Drawing significant, sustained attention from the City Guard that disrupts the Puddles' "normal" level of criminal activity.
- Getting double-crossed by Silas Scab or another underworld figure due to incompetence or letting slip too much information.
- All party members being incapacitated, captured, or killed.
- Grossly failing the chosen primary objective (e.g., losing the package, targets escaping and reporting the party, the brothel burning down due to party actions).
Location: The Puddles district, Absalom. Specific locations include:
- Filthy Alleys and Decrepit Tenements: For clandestine meetings, drop points, and tracking targets.
- The Rusty Mug Tavern: A notorious dive bar where information is traded and shifty deals are made (Silas's preferred meeting spot).
- Shifty Pawn Shops/Hidden Shrines/Dilapidated Flophouses: Potential drop points or hideouts for targets.
- The Gilded Cage Brothel: A surprisingly large, though run-down, multi-room establishment with a common room, private "viewing" rooms, and back offices. Dimly lit, smells of cheap perfume, stale ale, and desperation. Populated by weary workers, rough patrons, and a few lurking enforcers.
Timeline: The power vacuum is fresh. Other groups will be looking to capitalize within a few days. Silas urges swift action (within 2-3 days) to seize the opportunity before it's gone or someone more powerful steps in.
Difficulty Level: CR 4 (The challenge comes from navigating dangerous social encounters, investigation, potential for outnumbered combat if stealth fails, and making morally grey choices).
Useful Skills/Abilities:
Skills:
- Stealth: For infiltration, surveillance, and avoiding unwanted attention.
- Diplomacy/Bluff/Intimidate: Essential for negotiations, persuasion, extracting information, and making threats. Choice of which to use will heavily influence outcomes.
- Perception: Spotting ambushes, finding hidden items/clues, reading people.
- Sense Motive: To discern lies, hidden agendas, and trustworthiness.
- Knowledge (Local - Puddles/Underworld): Understanding gang dynamics, notable figures, safe houses, and local customs.
- Sleight of Hand: For pickpocketing (risky), planting evidence, or discreetly passing messages/items.
- Disable Device: For bypassing simple locks on doors or containers.
- Disguise: To move through hostile territory or get close to targets unnoticed.
Abilities:
- Spells: Charm Person, Suggestion (risky, can backfire if resisted badly), Invisibility, Silence, Disguise Self, Comprehend Languages, Detect Thoughts (powerful but potentially dangerous).
- Class Features: Rogue talents, Bardic knowledge/performances, Investigator's inspiration, Slayer's studied target, Alchemist's extracts (e.g., for disguise, infiltration).
- Non-lethal combat options are highly valuable.
Potential Challenges:
Threats: (GM Note: Encounter budget around 1200 XP if combat occurs, but many challenges are social or skill-based. Opponents will often be humanoids with class levels, not just generic monsters.)
- Rival Gang Members: Copper Nails remnants loyal to Maeve, or members of other small gangs (e.g., "The Silt Striders," "The Alley Cats") trying to make their own move. (Groups of 2-3 Human Thugs (CR 1/2) or a single Gang Leader (Rogue 2 or Warrior 3, CR 1-2)).
- Brothel Enforcers/Bouncers: (Human Warrior 2 or Barbarian 1, CR 1-2). Likely found at "The Gilded Cage."
- Suspicious Dock Watch Patrols: Less equipped than City Guard, but can still cause trouble if alerted. (Human Warrior 1, CR 1/2).
- Informants & Snitches: Who might sell out the party for a few coins.
- Ambushes & Traps: The Puddles are full of desperate people and hidden dangers. Simple pit traps in alleys, muggers.
- Social Obstacles: Distrustful NPCs, NPCs demanding bribes, or those who will only talk if threatened or sweet-talked appropriately.
Environmental Factors
Weather: Absalom's Puddles are perpetually damp and grimy. GM can add:
- Thick Fog/Smog: Rolling in from the bay or from numerous poorly maintained chimneys. Reduces visibility, aids stealth, but can make navigation harder.
- Sudden Downpour: Makes surfaces slippery, noise of rain can cover movement, but also makes people huddle indoors.
Terrain:
- Cramped, Filthy Alleys: Filled with refuse, overflowing gutters, rickety fire escapes, providing cover and ambush spots.
- Dilapidated Buildings: Unstable floors, boarded-up windows, hidden passages.
- Crowded Thoroughfares (for the Puddles): Pickpockets, beggars, hawkers of illicit goods. Difficult to move through unseen but also easy to blend in.
- The Gilded Cage: Dark, smoky, noisy common room. Narrow corridors leading to small, poorly furnished private rooms. A stuffy back office for the manager. Secret peepholes or listening spots might exist.
NPCs:
Allies (Tentative):
- Silas Scab: (See Quest Giver). He will offer initial leads and introductions for his cut, but is ultimately self-serving and cowardly.
Enemies/Obstacles:
- Various members of the Copper Nails Gang (Human Thugs, Warriors, possibly a low-level Rogue or Slayer).
- Rival petty criminals and gangs.
- The manager/strong-arm at The Gilded Cage (e.g., "Knuckles" Grogan, a dim-witted Human Brawler 3).
- The "problem clients" or targets for the Path of the Velvet Glove Enforcers (GM to create specific, low-level NPC stats and personalities).
- Various patrons and workers at The Gilded Cage, who may be hostile, indifferent, or potential informants.
Quest Giver:
Name: Silas "Scab"
Description: A gaunt, sallow-skinned human (or perhaps a halfling trying to look tougher) with darting eyes that never seem to meet yours directly. He's perpetually fidgeting, his clothes are ragged, and he smells of sour ale and desperation. He speaks in hushed, conspiratorial tones, always looking over his shoulder. Despite his wretched appearance, there's a cunning spark in his eyes when he smells profit.
Rewards (Variable based on chosen Path and Success):
- Experience Points (XP): 1200 XP (total) base for completing one Primary Goal path.
- Bonus XP:
- +100-200 XP for exceptional execution of the chosen path (e.g., particularly creative "persuasion," flawless delivery network setup, seizing total control of the brothel with finesse).
- +150 XP for uncovering who truly "indisposed" Maeve and providing proof.
- +75 XP for establishing a truly useful, loyal contact.
- +100 XP for avoiding any City Watch/Guard intervention entirely.
- Gold Pieces (GP) / Equivalent Value: This is highly dependent on the path chosen.
- Path of the Courier Kingpins: Initial payment of 150 GP from Silas. Successful test delivery might yield a direct payment of 200-300 GP from the new client. Ongoing (GM discretion): Potential for 50-100 GP per week/job through the new network, requiring further RP/effort.
- Path of the Velvet Glove Enforcers: 100 GP per successfully "persuaded" target from the Copper Nails representative (total 200 GP). A "signing bonus" of an additional 100 GP if both are handled effectively and impress the gang.
- Path of the Gilded Cage Masters: Minimal upfront GP. The reward is a share of the brothel's weekly take (e.g., 100-250 GP per week, depending on how well they manage it and how much they skim/are officially given). This also comes with the brothel as a potential base of operations or information hub.
- Silas's Cut: Silas will expect 10-20% of any initial cash payouts or the first week's "take." This can be negotiated, or he can be... persuaded otherwise.
- Items:
- From specific objectives/locations (GM discretion):
- A few doses of cheap drugs or stolen minor trinkets from drop points.
- A masterwork weapon or piece of armor from a defeated rival.
- The Gilded Cage might have a hidden safe with 1d4 x 50 GP, a few Potions of Cure Light Wounds, or a ledger detailing "clientele."
- Consumables (as potential loot or given by grateful/fearful NPCs):
- 1-2x Potions of Disguise Self.
- A vial of Contact Poison (Drow Knockout Poison or similar).
- A few Smokesticks or Tanglefoot Bags.
- Reputation/Other:
- Significant reputation shift within the Puddles criminal underworld (positive or negative, depending on actions).
- Potential to make powerful enemies or hesitant allies among other gangs.
- Access to new contacts, information, or illicit goods/services.
- "The Gilded Cage," if taken, can serve as a source of income, information, and future quest hooks.
- Penalties:
- Failure on a chosen path: No significant reward, Silas Scab likely abandons or betrays the party.
- Drawing major Guard attention: Potential bounties, active patrols hunting the party in the Puddles.
- Betraying key contacts without good reason: Will quickly earn a very bad reputation, making future shady dealings difficult or impossible.
- Accidental or intentional killing when non-lethal methods were expected by patrons/Silas could complicate payment or turn allies hostile.