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Shadows in the Dock Ward

The city of baldurs gatedark Lv. 1 · 4 players

Shadows in the Dock Ward

The party arrives in Baldur's Gate seeking fortune but quickly entangles themselves in the brutal politics of the Dock Ward. A missing child, a gang of slavers, and a murdered informant draw them toward a conspiracy that reaches into the city's highest ranks. They must navigate shifting allegiances, dark secrets, and the constant threat of the Flaming Fist to survive the night.

corruptiondesperationintrigue

Read Aloud

The Broken Anchor tavern smells of spilled ale, brine, and something fouler beneath—rot that soap cannot reach. You sit in a corner booth where lamplight barely penetrates, the water-stained wood beneath your fingers still tacky from last night's commerce. A hooded figure slides into the seat across from you without invitation. Her trembling hands grip a half-empty cup. "My daughter," she whispers, not meeting your eyes. "Taken three nights past from our cellar. The Flaming Fist won't help. The City Guard answers to people I can't reach." Tears streak through the grime on her weathered face. "They say you're capable. They say you ask no questions."

Description

The party is approached in the Broken Anchor by Marta Kellam, a fishmonger from the cramped tenements of the Dock Ward. Her daughter, Elena (9 years old), vanished during the night three days ago. She has 3 gold pieces as payment and knows only that the Flaming Fist patrols visited her building the morning after Elena disappeared. She has seen hooded figures meeting near the docks at night. The tavern itself is a neutral ground for thieves and sellswords—no violence is permitted by house rule, maintained by the bartender Sergius Kade (a retired mercenary with one eye and no patience for chaos). Marta will reveal under gentle questioning that her late husband was a dock foreman who "knew things about smuggling routes" and died under "unclear circumstances" two years prior. The hook is personal and desperate.

DM Notes

This is the emotional hook. Marta is not a negotiator—she's terrified and near breakdown. Allow players to ask questions and gather information: DC 10 Insight (Wisdom) to sense she's telling the truth; DC 12 Insight to realize she's more frightened of someone specific than of Elena's fate. The tavern enforces the "no combat" rule strictly—if violence erupts, Sergius (NPC, use Guard stat block) will personally eject them. Point toward the docks as the obvious starting point for investigation. Marta knows the names of three merchants who might have seen something: Torvin (dock master, gruff but honest), the widow Elsbet (runs a net-mending shop), and Rellen (a dock rat who sells information to anyone with coin).

Read Aloud

The Dock Ward sprawls before you in the dying light—a maze of warehouses, moored vessels, and cramped tenements leaning against each other like drowned men. The air tastes of salt, fish waste, and tar. Fishermen's songs drift across the water, almost cheerful against the backdrop of shouted orders and the creak of rope. You spot the net-mending shop: a cramped storefront with peeling paint and windows dark save for the flicker of candlelight. Across the narrow street, a group of rough-hewn dock workers load cargo by lantern light onto a vessel bearing an unfamiliar sigil—a serpent wrapped around a crown. A scarred man with a missing eye supervises, tallying items on a slate. When he glances your way, his hand drifts to the cudgel at his belt.

Description

The docks are an open investigation area where the party can pursue multiple leads. The widow Elsbet runs the net-mending shop and will reveal that she saw hooded figures carrying a "bundle" (which fits Elena's size) toward the abandoned Harborside Warehouse three nights ago—a place locals fear. The dock workers loading cargo work for Harwin Callabus (a smuggler aligned with the Zhentarim), and they're moving contraband: cages of restrained people intended for the slave markets. A DC 14 Perception check on the cargo reveals chains and hears faint weeping. The scarred man is Grax (Hobgoblin captain, use a variant Thug stat block with 18 AC, 32 HP), Callabus's enforcer. He will not engage unless provoked directly, but will follow the party and report them to Callabus. Rellen the dock rat can be found begging near the ship and will sell information about the "children's trade" for just 2 silver pieces—he's terrified and nearly incoherent, mentioning "the Tower" and "the Pale Lady."

DM Notes

This is an open-ended scene designed for player agency. Multiple paths forward exist: confronting the dock workers directly (dangerous; Grax will call for reinforcements if combat starts), following the lead to the warehouse, or seeking the Tower through Rellen's cryptic information. If the party investigates Callabus's cargo and finds it incriminating, they gain a potential ally in Torvin the dock master, who despises the Zhentarim's influence but is too afraid to act alone. Use Grax's presence as a subtle threat—he's clearly dangerous but doesn't attack unprovoked. DC 12 Sleight of Hand to steal a cargo manifest showing deliveries to the "Pale Tower"; DC 15 Stealth to follow the dock workers without being noticed. The widow Elsbet will not leave her shop but will offer the party healing potions (50 gp value) if they promise to "save the children."