Minding the Store

Set Up

* Between adventures, the PCs are asked by Sennard Porbell to mind his pawnbroker's store while he attends to some important business outside the Free City.

Background

Sennard Porbell is in a bit of a difficult position. He has recently developed an overwhelming passion for gambling. This wouldn't be so bad but for the fact that he is also one of the Thieves' Guild's accountants and he has just managed to lose this month's Guild payment at the gaming tables.

Sennard has decided to cut his losses, take what small amount of cash he has left and the more valuable hocked goods in his store, and see if he can raise the money to pay the Guild off in Dyvers, or Verbobonc, or Veluna City. or Mitrik.

However, the PCs are not aware of this and Sennard most definitely does not want anyone to know his plans. He tells the PCs that he has pressing business to attend to in Hardby and will be gone a few days at the most. The PCs are to carry on business as usual and guard the contents of the store, most especially the safe under the stairs. The safe is locked and Sennard will take the key with him for safety's sake.

In return for looking after the shop in his absence, Sennard agrees to pay the PCs a 50% commission on the price of all goods they manage to sell. Finally. he gives them a large purse containing 50 gp in mixed gold, silver and copper coins with which to make change, and bids them farewell.

Porbell's Pawn shop

The DM should locate the pawnshop in a suitable part of the Free City: the Arti sans', River, or Thieves' Quarters are the most suitable. The PCs will probably want to take a look around the store before opening up the shop.

Minding the Store

Following are two events that occur in any order while the PCs are looking after the Porbell's store. The DM should also create a number of genuine customers, either buying or selling, to get the PCs trading and haggling. Given that Sennard is unlikely to reappear (not for many months at least), just how long the PCs continue to fulfill their obligation to Sennard is up to the DM and the players.

The Adventurers

A band of five advenlurer types stagger into the store. While the mage, thief, priest, and dwarven fighter hang around the door and inspect items on the shelves, the drunken human fighter lurches up lo the counter, slams down a whole sack full of coins and asks for his sword back. The fighter explains that he brought his sword in two weeks ago when lhe party was a bit short of cash, but now they've had a bil of luck and he wants it back. The sword was a magical blade and the sack contains the 1,000 gp asking price (in gold and gems).

Sennard has, however, taken the sword with him for sale elsewhere. With no sword forthcoming the fighter draws his current sword and leaps over the counter to attack the PCs. The rest of the adventuring party immediately joms the fray.

The Fighter: AC 5 (chain MV 9; F2; hp 18; THAC0 19; #AT 1; Dmg 1d8+ 1 (long sword Str 17. Dex 12, Con 15, lnt 9. Wis 8, Cha 12; AL CN; XP 65

The Dwarven Fighter: AC 3 (chain mail + 1, shield): MV 6: F3: hp 26; THAC0 18: #AT 1 ; Dmg 1d6+2 (axe + 1 Str 16, Dex 10, Con 17, Int 11, Wis 12, Cha 8; AL NE; XP 120

The Mage: AC 8 (cloak of protection +2 MV 12; M4; hp 8; THAC0 19; #AT 1; Dmg 1d3+2 (dart +2 Str8, Dex 13, Con 9, Int 16. Wis 13, Cha 13; AL LN; XP 175; Spells: cham person, hold portal, magic missile, scare, stinking cloud

The Priest: AC 3 (splint mail + 1 MV 9; Pr2; hp 12; T HAC0 20; #AT 1; Dmg 1d6 (quarterstaff Str 15. Dex 14. Con 11, Int 15, Wis 17, Cha 10; AL NE; XP 65; Spells: bless, cure light wounds ( x 2), cause fear

The Thief: AC 5 (leather armor, Dex bonus MV 12; T3; hp 9; THAC0 19; #AT 1; Dmg 1d6 +2 (axe + 1 and Str bonus Str 11, Dex 17, Con 13, Int 14, Wis 12, Cha 13; SA double damage from backstab; AL N: XP 120

If the advenluring party seems to be losing then they tactically withdraw out of the shop, informing the PCs in no uncertain terms that thev haven't heard the last of this business yet.

Indeed they haven't. Late the next night, the adventurers come back, determined to get even with the PCs. This time, the party tries to gain entry to the shop via the skylight in Area 6. If any of their band were killed, their numbers are bolstered by three hired thugs (AC 8, MV 9; Fl; hp 6 each; THAC0 20; II AT 1; Dmg 1d6 (clubs AL CN; XP 35 each).

Statistics and equipment are essentially the same as above, except that the mage has memorized the following spells: magic missile ( x 3), knock, flaming sphere. If the group fails to gain entry via the skylight, the mage casts knock at the back door.

The Thieves' Guild

It is not long before representatives of the Thieves' Guild come for their cash. Three individuals enter the store, the last through the door locking it behind him, while one keeps watch out of the store window and the third approaches the PCs behind the counter. Basically the Guild wants its money, and it wants it now! In the absence of the ledgers in which Guild transactions are listed (Sennard took them with him), the leader of the gang estimates the monies outstanding based on seasonal averages-a total of 2,500 gp!

The thieves are not placated by excuses from the PCs. If the PCs haven't got the cash, the leader of the group gives them until the same time the following day to come up with the money, or else.

Sure enough, the lhieves tum up the next day. lf the PCs have not accumu lated the money, the three thieves shake their heads al each and muller, "Oh dear, oh dear," and inform the PCs that the matter is now entirely out of their hands. They then leave the $lore, casually toss mg a brick through the store window as they head off down lhe street. If the PCs attack the thieves, the leader is 4th level (AC 3 [ leather armor + 2, Dex bonus]: hp 20; THAC0 19; #AT 1; Dmg 1d8+1 [ long sword + 1] and his two assistants are 2nd level (AC 5 leather armor, Dex bonus hp 8 each; THAC0 20; #AT 1: Dmg 1d6 [short swords]).

Before the Thieves' Guild takes further action, they want to make sure that there is no cash m the building. The three thieves break into the building (preferably when the PCs are out or at night) and search for money. If they find none, they subsequently attack the store at night (having bribed the City Watch to be elsewhere). The two junior thieves hurl flasks of flaming oil through the windows of the store and attempt to set the building on fire. They then take up positions in nearby alleys and doorways and harass the PCs with missile fire from short bows as they try to extinguish the blaze.

The PCs may save the building, but whatever happens the PCs may have gained themselves some extremely powerful enemies in the Thieves' Guild. However, if the PCs take the trouble to present themselves to the Guild and explain the facts of the matter, they discover the rarely seen forgiving nature of the Guild. (But they may have to under take a small task to prove their sincerity and make reparations to the Guild.)

Terrain: City of Greyhawk

Total Party Levels: 6 (Average 1st)

Total gp: Variable

Monster XP: Variable

Area 1. The Store: This is the actual place of business in the store and the only area to which customers are supposed to have access. Thick iron bars are set into the windows and the door is made of thick ironwood planks bound with iron. The door itself has no lock, but is rather se cured with four heavy iron bolts.

If the PCs have had occasion to visit the store previously, they notice that the shelves around the walls of the store seem rather more empty than is usual. Characters with Appraisal proficiency who spend a turn examining the various odds and ends here will realize that, with out exception, it is all practically worthless junk with little or no viable sales potential.

If necessary the DM should create an inventory of the goods here awaiting sale, most of which are either pretty trivial, useless or simply bizarre, for example: tin candlesticks. hourglasses with no sand left in them, scales that don't balance, paper wizard hats (the big pointy ones covered with moons and stars), etc. The locked storage cabinets beneath the counter, where more valuable items are generally stored, are all empty.

Area 2. Storage Room: This room is generally used for the storage of adventuring equipment and items of special interest. Such items that are here at the moment include a dented suit of bronze plate mail, a badly rusted two-handed sword, several hundred feet of frayed rope, etc.

Area 3. Kitchen: The kitchen is moderately well equipped with several large iron and copper pots.

Area 4. Secret Safe: This is where Sennard usually stores his gold, gems, valuable items of jewelry and magical items. The door is locked and trapped, although Sennard does not bother to mention the latter. Anyone attempting to pick the lock is struck for 2d10 points of electrical damage (successful save for half damage). This is only a one-shot trap, so subsequent attempts are not subject to further attacks. The safe is, of course. completely empty.

Area 5. Back Door and Hallway: The back door opens onto an alleyway that runs by the side of the shop. This door is also made of hornwood with iron banding. This door does have a lock (Sen nard gives the PCs the key to this one).

Area 6. Storage Room: This room was used for extra storage when the stock room downstairs overflowed, but is now empty, apart from a few empty crates. A skylight opens onto the roof of the house next door.

Area 7. Bedroom: This room contains a small hard bed.

Area 8. Living Area: This room contains nothing but a small table and a single chair (Sennard had to pawn the drapes to finance his gambling habit).


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