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The Crimes of Silas Dergal

Plot points/Scenes

Silas Dergal is a merchant that has been using the Charm Eye to advance in business. When the party first meets him, he will assume they are spelljammers looking for a contract. He will not try charming the party unless he thinks it is necessary. If the party takes him up on the offer of a contract, he will ask them to deal with another business owner in the city, an elf named Rhodian Windbreath. He will claim Rhodian is a cheat and produce some evidence of it. If the party does not, then he will ask them to help him in exchange for some serious coin.     A bill for services, written in common and signed by Rhodian, lists the price for ship repairs. A DC 10 investigation/history check will reveal the prices to be overpriced. (Forgery)   A price book that Dergal got ahold of from a friend in Rhodian's company that show that Rhodian charges far less for repairs from other ships. (Stolen by Dergal's inside man who is in on the plot)   Rhodian had to leave Toril to escape a murder charge (true, but out of context).     If the party ask about the artifact, Dergal will get cagey and say he has a lot of artifacts, but only brings them out to show people who demonstrate friendship. Doing this job for him would do that.     Dergal doesn't want anyone to get hurt, but wants the party to sabotage Rhodian's business somehow. He recommends setting fire that will destroy his tools and machinery. If the party report back to Zaufanie, he will recommend investigating more into the issue.     If the party tries to break into the repair yard, Rhodian will be there in a trance and ask them why they are breaking in. If they go in normally, he thinks they are customers and can be steered toward the conversation of the row with Dergal. If they go during business hours, Rhodian's assistant Yermak Ganderholt will greet them. If they ask him about the dispute, he will act confidential and confirm Dergal's story.     Rhodian does not know common. He speaks exclusively Elvish. If he is shown the bill, he recognizes the signature but says he did not write the order.   If confronted with the price book, he will admit that the prices are correct and that it is a copy of his price book.   He can be persuaded to show the copy of the bills he sent Dergal. They are written in Elvish and conform to the price book.   He will admit that he was charged for murder, but was allowed to accept exile on Bral in lieu of punishment because of the extenuating circumstances.     If the party confronts Dergal with their suspicion that Rhodian is not guilty, he will try to charm the party. If all of the party is charmed, Dergal will tell them to burn down Rhodian's workshop and meet Zaufanie on the way. He will ask them what they are doing and tell them that burning down Rhodian's workshop was a bad idea. The party probably will not all get charmed and see through Dergal. When pressed, he will get angry and demand they leave his shop, calling for the city guard.     If the party fight, they need to beat Dergal and his bodyguard before the guards arrive, who will join Dergal's defense. If the party leave, Zaufanie will eventually find them and, upon being briefed on the situation, will suggest sneaking in at night. When sneaking in, the party will find Dergal with the Charm eye. In the light of the eye, he takes a more beholder-like appearance: buggy eyes and pointed teeth.  
  1. Entry Room - A large entry of tiled floor stands largely devoid of decoration, save a pair of benches, wall sconces and a rich carpet leading from the southern door toward a pair of broad double doors to the north.
  2. Guard Room - A guard post lay to the west of the entry room, providing an out of sight location for men to watch the flow of traffic outside, as well as keep an eye on the entry itself, as well as the jail across the hall.
  3. Small Jail - A small jail containing cells lay to the east of the Entry Room, an easy place to imprison Silas's debtors. They are all elves because Silas cannot charm them.
  4. Official's Office - A modest office lay southwest of the audience chamber, where the city official keeps his private desk and papers. It also has a secret door behind the bookcase leading toward a small chamber and trapdoor out of the compound.
  5. Hall of Records - A library contains maps, records, deeds and other paperwork related to the official work of the city.
  6. Dining Hall - A small dining room provides the city official with a place to meet with important visitors, guests or employees should he wish some privacy and comfort outside of his personal home.
  7. Kitchen & Larder - A small kitchen here provides meals for the guards, city officials, clerks and other employees.
  8. Audience Chamber Guard Room - A small chamber for guards lay on the east side of the Audience Chamber, allowing men to be hidden away unless needed.
  9. Record Keeper's Office - A small bedchamber lay here, belonging to the head record keeper of the city office.
  10. Main Audience Chamber - A large chamber lay here, with high ceilings supported by stone pillars and a floor bearing the rich black and green color of the city. A wooden platform, desk and chair stand upon the northern end, where the city official presides over daily business, flanked by clerks, messengers and guards.
  11. Guard Barracks - A large guard barracks lay here, providing ample room for the men stationed to this facility that oversee the jail, daily business and local town business outside the building.
  12. Armory - A small armory provides arms and armor for its local guards.
  13. Guard Captain's Office - A small bedchamber lay here for the captain of the guard, providing room to meet with his men in private and plan patrols.
  Silas Dergal has glyphs of warning set around the shop at night and will attack the party on sight. If the party subdue him and ask him about artifacts, he will tell his story of the eye. He was consumed by it and felt controlled by it. He will give up the eye. If the party kill him, he will have it on his body. Zaunfanie will then suggest disposing of the body by taking it to the ship and throwing it in the brig. He pulls out a bag of holding with a wide mouth and tells them to put the body in.     When back the ship, the party may have questions for Zaufanie. Bellwether will greet them and then go back to his cabin, not to be disturbed again. Zaunfanie can only tell the party that Bellwether contracted him to be the commander on the ship and that he will handle expenses and incidents like Silas, proffering the body bag. (Kark eats the dead bodies).     Whoever is the helmsman will get a note via one of the crew from Bellwether. He will ask them to come to the cabin. Bellwether will tell them to set course for Selune but to keep away from the moon's orbit and circle it. They are looking for a pirate named Highboots. After giving this info, Bellwether will transform into a bear and act embarrassed, not realizing he was going to turn this soon. He will explain he is a werebear and tries to stay from the crew to protect them if he goes berserk, something that has happened before. He will then tell the person to go and not tell anyone.

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