The Bluff Watch tavern is loud tonight — miners and ferrymen arguing at full volume. Tankards slam on the tables as Tavin Marrick, the innkeeper, waves a gloved hand to quiet everyone.

“Look at this,” he growls, holding up a small, brilliant-cut gem that glitters red in the firelight. “Found it under the bench this morning. And now the whole hamlet’s at each other’s throats over who’s been hiding wealth.”
Several of the Flan farmers mutter about the gnome gemcutters, while the dwarves glare into their mugs. The tension is thick enough to cut with a knife — and if someone doesn’t step in, fists (or worse) are about to fly.
Quest Giver (NPC)
Tavin Marrick (Innkeeper): Gruff but fair, Tavin wants this solved quietly before Cragford turns into a blood feud. He asks the PCs to find the truth — and to keep the peace if tempers boil over.
Obstacle & Objective
Tavin believes the gem was planted deliberately to spark suspicion and needs more than suspicion that its a cover a smuggling operation. PCs must:
Question Locals: Insight or Persuasion (DC 13) to calm tempers and get leads. Examine the Gem: Investigation or History (DC 12) reveals the gem was cut in Highmere, not Cragford. Follow the Trail: Leads to Ardel Veyne, a ferryman and smuggler, who has been using ore shipments to mask contraband trade.
This can be solved through clever diplomacy (pressing Ardel into confession), or through combat if the smugglers lash out to silence the PCs.
Encounter Areas
Tavern Brawl: Chairs fly, fists swing. PCs can subdue aggressors without lethal force. Ferryman’s Shack: Hidden crates under a false floor reveal smuggled gems and a route ledger linking to Highmere and Narleon. River Ambush (Optional): At higher levels, smugglers try to flee by boat, leading to a chase or fight on the ferry.
Scaling Encounters
Lv 2: Tavern brawl – 2 Bandits (non-lethal). Lv 3: Smuggler Captain + 2 Bandits. Lv 4: Smuggler Captain + Scout + Berserker (muscle for hire).
Rewards
Base: 30–50 gp from recovered contraband, and Tavin offers free room and board for a week. Bonus: The crate’s markings reveal a smuggling network connected to Highmere, seeding future investigation or linking to WH9.3 (The Missing Ore).
Stat Blocks (Condensed)
Bandit – AC 12, HP 11, Scimitar +3 (1d6+1), Light Crossbow +3 (1d8+1).
Smuggler Captain – AC 14, HP 32, Multiattack (Scimitar +4 1d6+2, advantage on water checks).
Scout – AC 13, HP 16, Shortsword +4 (1d6+2), Longbow +4 (1d8+2).
Berserker – AC 13, HP 67, Greataxe +5 (1d12+3), Reckless Attack.
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