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The Labyrinth of Lost Souls (and Questionable Life Choices)

Forgotten realmscomedic Lv. 5 · 4 players

The Labyrinth of Lost Souls (and Questionable Life Choices)

In Baldur's Gate, a weeping man named Aldric Fenwick begs the party to find his missing wife — but as the investigation deepens, it becomes clear that an alarming number of women, men, and beasts from the Outer City slums have vanished without a trace. Following the trail leads the party straight into a goblin ambush, and they wake up inside a devil-realm hedge maze full of riddles, teleporting tiles, hungry monsters, and — eventually — a surprisingly wholesome whorehouse run by a surprisingly principled succubus. Things escalate when a furious nobleman and his goon squad crash the party. Literally.

comedymoral ambiguityfound family

Read Aloud

The cobblestones of Baldur's Gate gleam with the particular sheen of a city that has never once been fully cleaned. The air smells of fish, ambition, and someone's lunch. Your companions Cricket and Crouton — bless their unreliable hearts — spot a sliding wooden panel in the wall of a laundry shop, exchange a glance that needs no words, and disappear behind it with a cheerful wave. A half-eaten meat skewer clatters to the ground where Crouton was standing. You are alone on the cobblestones of the Outer City, and a man in a patched wool coat is staring at you from a stoop across the street with the desperate, red-rimmed eyes of someone who has not slept in three days.

Description

The party has just been abandoned by their two NPC companions, Cricket and Crouton, who have slipped into a speakeasy hidden behind a laundry-front on Stinking Lane in the Outer City district of Baldur's Gate. The party stands in the lower slums, a neighbourhood of cramped tenements, questionable smells, and washing lines strung between crumbling balconies. Aldric Fenwick, the man on the stoop, immediately lurches toward the party, his coat clutched around him. He explains, in increasingly emotional and disorganised detail, that his wife Marta Fenwick went out three days ago to buy bread and never came back. He has been to the Flaming Fist, who laughed at him. He has put up notices, which were used by neighbourhood children as targets for mud. He is at his absolute end. As the party investigates the street, they can speak to locals who confirm that at least six other people have gone missing from this district in the past fortnight: a seamstress, two dockworkers, a goat, a halfling baker, and one very large cat named Buttons. All vanished without witnesses.

DM Notes

DC 12 Charisma (Persuasion) to get Aldric to calm down enough to give coherent information. DC 14 Wisdom (Perception) to notice a faint trail of glittering green dust near the last known location of the missing seamstress — a dead-end alley called Pinch Lane. DC 10 Intelligence (Investigation) when interviewing locals reveals a pattern: all disappearances happened between midnight and dawn, always in Pinch Lane or the adjacent yard. Aldric is genuinely distraught and extremely easy to manipulate emotionally — the Bard can use Cutting Words on him accidentally mid-sentence for comedic effect. The goat and the cat being on the missing list should get a laugh. Lean into the Flaming Fist's utter indifference for satire. The glittering green dust is goblin alchemical knockout powder, a clue to plant for later.

Read Aloud

Pinch Lane earns its name — the alley is so narrow that two of you must turn sideways to walk it at all, and the walls on either side are streaked with moss that has given up pretending to be anything other than moss. At the far end, a wooden fence leans at an angle that suggests it has deeply personal problems. The glittering green dust you noticed earlier runs in a thin line straight to a rusted iron drain cover in the ground. Someone has scratched a small arrow into the cobblestone beside it, pointing down, and someone else — apparently — has written the word SORRY in the same green dust just beside the arrow. You have perhaps one full second to appreciate this detail before the drain cover flies open and something small, green, and smelling powerfully of onions lands on your head.

Description

The party has followed the trail to Pinch Lane and located the ambush site. Hidden in the drain tunnel below the cover and on the rooftops above are eight goblins armed with blowpipes loaded with knockout darts coated in a refined version of the green dust — a goblin-brewed soporific called Snooze Salt. The goblins are working as hired kidnappers for Madame Vexxara, the succubus who runs the Velvet Labyrinth. They have standing orders to snatch anyone nosing around the disappearances. The SORRY scratched in the dust was written by a goblin named Nibbles who felt genuinely bad about it. The fight should feel chaotic and farcical — goblins falling off the roof, one getting stuck in a downspout, one that keeps apologising mid-combat. Eventually, whether the party fights valiantly or not, the darts overwhelm them — each player hit by a dart must make a DC 13 Constitution save or fall asleep. After three hits on the party collectively, all lights go out.

DM Notes

This encounter is designed to be lost narratively — the party can fight well and be funny about it, but the knockout is inevitable for story purposes. Give players a round or two of genuine combat before the numbers catch up. DC 15 Dexterity saving throw to avoid the first dart. If the Ranger uses Hunter's Mark, let them pick off one goblin gloriously before being darted. The Fighter can shrug off one dart with their high Con. The Artificer might try to Detect Magic on the dust — confirm it's alchemical, not arcane. The Bard can attempt Cutting Words against a goblin, causing it to fall off the roof. Award inspiration for the player who roleplays waking up most dramatically in Scene 3. Nibbles the goblin can be found again inside the maze later as a potential comedic ally.