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The Dockmaster's Theft

Forgotten Realms, Athkatlaheroic Lv. 3 · 5 players

The Dockmaster's Theft

The adventurers are hired by the Dock Authority to recover a stolen ledger containing the names of corrupt officials, taken by gnomish smugglers working for a mysterious crime lord. A tense negotiation at the Wailing Wyvern tavern descends into combat, forcing the party to navigate both sword and cunning to retrieve the ledger before the smugglers can smuggle it out of Athkatla via the docks.

intrigueurban explorationmoral choice

Read Aloud

The stench of salt and tar hangs thick over the Athkatla docks as you approach the Dock Authority's limestone warehouse. A weathered human in merchant's finery—Dockmaster Merrick—paces nervously near the entrance, his knuckles white around a ledger. When he spots you, relief floods his face. He pulls you into a side office where three crates of Sembian wine block the window, and his voice drops to an urgent whisper: a ledger containing the names of officials on his payroll—people keeping the dock taxes low in exchange for coin—was stolen three nights ago by the Copper Rats, gnomish smugglers. If that ledger reaches the wrong hands before he can recover it, it won't just be his bribes exposed; his family will be marked for retribution.

Description

Merrick's office is cramped and deliberately shielded from public view. Wooden furniture bears the scars of decades of use; a desk stacked with manifests occupies the north wall. A loose stone beneath the desk conceals Merrick's personal coin purse (50 gp). Outside, dock workers haul cargo and shout orders. Merrick will offer 75 gp immediately and another 75 gp upon successful recovery of the ledger—total 150 gp. He knows the Copper Rats plan to hand off the ledger to a mysterious "Caravan Master" at the Wailing Wyvern tavern (a seedier establishment in the Docks Quarter) this very evening at dusk. He cannot go himself without drawing attention.

DM Notes

DC 12 Insight (Wisdom) check to detect that Merrick is deeply afraid, suggesting powerful people are after him. DC 13 Investigation (Intelligence) check to notice the loose stone and coins. The party might probe Merrick's ethics—reward clever questioning with additional details: the ledger was kept in his office (DC 10 Investigation suggests it was likely inside the locked desk), and the gnomes would need a fast way out of the city. The dusk deadline creates time pressure. Merrick will not follow the party or help directly but can provide a rough description of the Copper Rats' leader: a female gnome named Spry Copperkettle with a scar over her left eye and a fondness for tinny laughter.

Read Aloud

The Wailing Wyvern is a ramshackle tavern wedged between a rope-maker's shop and a boarded-up window. Its sign—a faded red wyvern with one wing torn away—creaks in the sea breeze. Inside, the air is thick with pipe smoke and the sharp tang of spilled ale. A fireplace dominates the western wall, its stones blackened by a century of soot. The bar runs the length of the eastern side, and five wooden tables fill the common room. The patrons are rough folk: dock workers, sailors on shore leave, and the occasional scarred cutthroat. A back door near the kitchen presumably leads to a storage cellar or alley. At a corner table beneath a salt-stained porthole, you spot four gnomes in leather armor, speaking in hushed tones. One of them—a scarred female with sharp eyes and a nervous laugh—matches Merrick's description of Spry Copperkettle.

Description

The Wailing Wyvern is a dive bar designed for illicit dealings. The common room has poor lighting (provided by the fireplace and a few oil lamps), offering shadowed alcoves. The floor is warped pine, sticky with decades of spilled drink. The gnomes are positioned defensively: Spry sits with her back to the corner, flanked by two gnome thugs; a fourth gnome (Fidget, her lieutenant) keeps watch near the back door. DC 12 Perception (Wisdom) reveals the gnomes are occasionally glancing at a ledger on the table between them—confirming this is the target. If the party approaches openly, the gnomes will attempt negotiation first (they don't want a tavern brawl, but are prepared for one). The bartender (a gruff dwarf named Thorin) will call for the town guard if violence escalates, arriving in 3 rounds. This pressure should encourage tactical thinking rather than pure combat.

DM Notes

Approach options: (1) Direct negotiation — Spry is willing to sell the ledger for 200 gp if the party offers it openly (DC 13 Persuasion). Spry will not reveal the Caravan Master's identity, only that the handoff is in one hour at the Eastern Docks. (2) Deception — A DC 14 Deception check convinces Spry the party is mercenaries hired by the Caravan Master to retrieve the ledger. If successful, she'll hand it over. (3) Violence — Combat erupts; use Encounter 1. The party can also attempt a stealth approach to pickpocket the ledger (DC 14 Sleight of Hand), but failure alerts the gnomes immediately. If the ledger is recovered peacefully, Spry will provide a warning: "The Caravan Master doesn't take kindly to broken deals." This is a hook for Encounter 2 or the conclusion.