CAC01.07 Metal on Metal

The sound of clanging metal rings out from a workshop on the north side of the square. The sign above the doorway suggests the occupant is some sort of weapons maker, so Suilven decides to wander over and take a look.   When Suilven steps inside, he finds the banging is coming from a stout and intense dwarf, who’s in the middle of a heated argument with a tall, intimidating human dressed in mercenary garb. The mercenary is shouting about a promised weapon, while the dwarf slams his hammer on the anvil in frustration, insisting it isn’t ready.  
Try to help resolve the argument
Suilven roll for Persuasion DC15 - failure
  "Ach aye! Appreciate ye trying to help, but this imbecile just doesn’t understand. When I say there’s issues with this repeatin’ crossbow I’m trying to design, then there’s not much I can dae to fix it without more research. I don’t do magic! Maybe now’s no’ a gid time, brother."   With that, you take the hint that, while your intention was appreciated, the dwarf needs to sort this out himself.   from **Barrik Forgeflint's Workshop**, a renowned weapon designer known for his inventive and sometimes dangerous creations. The shop, located near the market square, is a cluttered haven of experimental weaponry, half-finished prototypes, and exotic materials.   If the party intervenes, the mercenary storms out, threatening Barrik. The dwarf, visibly shaken, reveals his plight.   ---   #### **Barrik’s Tale** 1. **The Prototype Weapon**: Barrik has been commissioned by a wealthy patron—possibly a noble, a mercenary leader, or even the thieves’ guild—to design a highly experimental weapon (e.g., a repeating crossbow, a hand cannon, or a flaming sword). However, the weapon is unstable and dangerous in its current form. 2. **The Deadline**: The patron is demanding immediate delivery and has sent the mercenary to collect it. If Barrik refuses, the patron has threatened his life and business. 3. **The Sabotage**: Barrik suspects someone tampered with his workshop, making the weapon unstable. He needs help fixing it or finding out who’s behind the sabotage before the patron’s forces return.   ---   #### **Adventure Options**   1. **The Workshop Mystery** - The party can help Barrik investigate the sabotage. Clues in the workshop (misaligned components, damaged blueprints, or foreign substances in the forge) suggest foul play. - A rival weaponsmith, hired by the same patron, could be behind the sabotage, hoping to discredit Barrik and secure future commissions. - The party must track down the saboteur, infiltrate their shop, and uncover proof of their involvement while fending off traps or hired thugs.   ---   2. **The Mercenary Threat** - The mercenary and their crew return to collect the weapon before Barrik can finish repairs. They demand the party step aside or face violence. - The party must decide whether to fight the mercenaries, bluff their way out, or negotiate for more time. - If combat ensues, the mercenaries may use a similar prototype weapon, providing a glimpse of the power—and danger—of Barrik’s designs.   ---   3. **The Patron’s Game** - If the party investigates the patron, they uncover that the weapon is meant for a sinister purpose: an assassination, a coup, or an experimental arms race that could destabilize the city. - The party must decide whether to deliver the weapon, destroy it, or steal it and hide it elsewhere. - The patron might send more agents or attempt to bribe the party to secure their cooperation.   ---   #### **Additional Encounters**
  • **The Testing Grounds**: If the party helps Barrik repair the weapon, he insists on testing it in a secluded area. During the test, something goes wrong (e.g., the weapon misfires or attracts a dangerous creature), forcing the party to intervene.
  • **A Desperate Apprentice**: One of Barrik’s apprentices confesses to sabotaging the weapon under duress from a rival or guild, begging the party for protection.
  • **The Guild’s Interest**: The local Artisans’ Guild hears about the party’s involvement and demands an explanation, warning them against interfering in guild business.
  • ---   #### **Potential Outcomes** 1. **Barrik’s Success**: With the party’s help, Barrik completes the weapon and delivers it. He earns the patron’s favor (for now) and rewards the party with a unique weapon or discount on future designs. However, this might lead to moral dilemmas if the weapon is used for nefarious purposes. 2. **Sabotage Revealed**: The party exposes the saboteur, saving Barrik’s reputation and workshop. This earns them the dwarf’s gratitude and possibly a guild favor, but may anger the saboteur or their backers. 3. **The Weapon’s Destruction**: If the party destroys the weapon, they provoke the patron’s wrath but potentially prevent greater harm. Barrik, though relieved, may fear for his safety and livelihood, leading to further entanglements. 4. **Moral Dilemmas**: If the party delivers the weapon but later learns of its destructive use, they could feel compelled to track down and neutralize it—or live with the consequences of their actions.   ---   This adventure offers a mix of mystery, combat, and moral choices, while introducing the party to the complexities of city guilds, shady patrons, and the ethical implications of advanced weaponry.

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