MERCANTILE MISSIONARIES #1:
FASHION CONSCIOUS
PART 1 OF A MINI-ADVENTURE TRILOGY IN BALDUR’S GATE
In the metropolis of Baldur's Gate, a garment-thieving outlaw gang runs rampant, raiding
seafront stores and stripping merchants of money. Itis your patron's tum to be struck by the
outlaws, and you have been called upon to stop them!
A TWO-HOUR ADVENTURE FOR 1ST LEVEL CHARACTERS
By F.A. HADDOW, ROLLBINGETM
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Matec 1FASHION CONSCIOUS
INTRODUCTION
In the metropolis of Baldur's Gate, a garment:
thieving outlaw gang runs rampant, raiding
seafront stores and stripping merchants of money. It
isyour patron's turn to be struck by the outlaws,
and you have been called upon to stop them!
‘This adventure is best played by a group of three
to five player characters, with one Dungeon
Master. Thisadventure isthe first part of the
Mercantile Missionaries trilogy, however itis
designed to be easily adapted fora one-shot
adventure, or as part of your own campaign. The
adventure is set in Baldur's Gate, in the official
Forgotten Realms D&D setting,
AREA INFORMATION
Baldur's Gate is a bustling centre of trade, with
goods coming from north and south by wagon.
along the Trade Way and by ship on the Sea of
Swords, and from the east along the River
Chionthar and from Cormyr and Sembia. Baldw’s
Gate is situated ona prominent bluff next to the
river, overlooking an excellent natural harbour.It
is divided up into three distinct segments: the
Upper City where the richest and most influential
citizens live and where the city’s marketplace (the
Wide) is located, the Lower City, which surrounds
the harbour andwhere most of the city’s
‘merchants live and conduct their business. and the
Outer City, which lies outside the walls and where
most of the city’s labourers reside in conditions
that vary from crowded but clean to squalid,
= Extract from Tyranny of
Dragons: Hoard of the Dragon
Queen
KEY CHARACTERS
Kristof Swiftfinger. A very successful merchant
situate din Baldur's Gate. He inherited his father’s
‘merchant business, Swiftfinger’s Mercantile, many
years ago, and has since grown it toa substantial
size. He evenhas influence in government and
political matters within Baldur's Gate.He is a well-
dressed, dignified man in his later years. He keeps
both his friends and enemies close. (see appendix)
Jack Elmon. Owner ofa hatters businessin the
Lower City on the seafront. His business supplies
Swifffinger’s Mercantile with various fashionable
hats. He is a relatively small man who tends to
avoid social encounters with strangers, spending
‘most of his time crafting hats, some of which he
wears himself. (commoner)
Grimm McSmiles.Leader ofthe Bentsword
Band; a group of self-proclaimed ‘pirates’ that raid
seafront stores for fashionable clothing iterus. He
isa dim-witted and lonely half-ogre, and does not
find his crew to be valuable company because of
the racial differences. (see appendix:)
BACKSTORY
Nearly a decade ago, the half-ogre Grimm
‘MeSmiles was exiled from his ogre tribe in the
Evermoors after inciting the wrath of its leader
with an insult. He reamed the Sword Coast alone in
search of a purpose, until he managed to band
togethera group of outlawsin Scornubel,
convincing them he hada plan to make them rich.
‘They stole.a small unguarded caravel moored on
the River Chionthar and sailed to Baldur's Gate,
christening themselves the Bent sword Band (the
name came from the shape of their scimitars).
Grimm suggested the idea that they raid seafront
clothing storesin the Lower City, then sail back to
Scornubel and sell the stockpile of stolen goods on
the black market, However, Grimm hasa hidden
agenda: he plans to ditch the outlaws once they
reach Scornubel and take the clothing to the
Evermoors, find his tribe, and offer it asa gift with
hopes they will welcome him back in,
Player Character Backstories
Since the hook in this adventure is based on the backstory
of the player characters, i isimportant to discuss with the
players how they could have become involved with Kristof
‘Swiftinger. The player characters could be:
+ Members of Kristot's private guard. Kristof employs
several men as guards and security for his residence The
close proximity between Kristof and his guards means
he has knows all of them quite well
+ Old friends of Kristof Kristof was part ofthe city guard.in
Baldur's Gate before he inherited his father’s business
He developed good friendships during this time, some of
‘which persist even to this day
+ Advisors or merchants within Swiftfinger’s Mercantile,
Potential with an adventuring or military past
However, asthe DM itisyour choice whether you go with
this backstory hook Itis purely forthe purpose of
Continuation into the next adventure inthe Mercantile
Missionaries trilogy. Ifyou are running this adventure as a
‘one-shot or as part of your own campaign, the characters
could simply be employed by Kristof as mercenaries or
Investigators for a short period of time.
THE SWIFTFINGER RESIDENCE
luxurious three-story stone building nestled
amongst the other large buildings in the Upper
City. Kristof Swiftfinger, his wife Jane, his daughter
Alesia and several servants, maidsand cooks ll
live within the residence. There are several guest
roomsand a large hall, entering into.a dining room
fit for any event. Kristof Swiftfinger’s enormous
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Matec 2‘wealth has allowed him to buy a relatively large
area of expensive land in the Upper City, despite
the population- swelling situation affecting all of
Baldur's Gate.
ADVENTURE
During their time at the Swiftfinger Residence, the
player charactersare approached by one of
Kristof’s servants (either together or individually),
asking that they visit Kristofin his office. Once the
characters enter his office, read
Youall enter lavishly furnished chamber. To one side,
ahubristic painting of Kristof Swiftinger, and below it
logs crackle in the hearth. Kristofhimself sits ata desk
onthe far side ofthe chamber, with stacks of parchment
piled around him, He welcomes youalland directs you
to sitona long bench draped in colourful animal hides.
Kristof then explains the situation withJack
Elmon's hatter’s store being repeatedly robbed by
a group of outlaws calling themselves the
Bentsword Band. As ack supplies Swiftfinger’s
Mercantile with a variety of fashionable hats that
make a lot of money for the business, his store
cannot be allowed to fail. If the robberies persist,
the store wil be forced to close down. Kristofasks
the characters that they visit Jackand investigate
the robberies, and offers a rewardor bonus for
doing so.
THE HaTTer’s TRAP
‘The characters should proceed to the Lower City.
His store lies on the seafront, just behind boat
docks where goods are unloaded and brought into
Baldur's Gate on foot.
Once they enter the hatter's store, read:
‘The building you enter has fashionable hate stackedon
shelves either side of you. Ahead of youisa counterand
large mimror hangs to one side, However, younotice
the ol! amps hanging from the ceiling are all unlit,
despite the gloomy, shadow stricken halflight inside
the store. The hatter you seekappearsto be absent.
Falling Net Trap. Concealed above a ceiling trap
door isa large 10-foot- square net, just several
steps from the entrance. Allow the player
characters to attempt aDC 15 Wisdom
(Perception) check. If successful, the characters
notice a disguised trap door inthe ceiling. When it
falls, anyone trapped under the net is restrained,
and those that fail a DC 10 Strength saving throw
are also knocked prone. A character can use their
action to make a DC 10 Strength check, freeing
themselves or any other character within their
reach ona success. The net has AC 10 and 20 hit
points. Dealing 5 slashing damage to the net
destroys a §-foot-square section of it, freeing
anyone trapped in that section. jack equipped this
trapafter the previous Bentsword Band robbery,
with hopes to catchthem next time. The trap is
triggered when Jack pulls the cord inhis hand,
«Ifthe characters trigger the trap, Jack Elmon
will burst out from behind the counter
exclaiming that he has “got you now!" He
believes the characters are from the Bentsword
Band and are attempting to raidhis store. The
player characters can convince him otherwise
with a DC 10 Charisma (Persuasion) check.
Otherwise, he will run out of the store and call,
for help. 4 guards will rush into the store a few
‘moments later (the characters have time to
escape before the guards artive, if they choose
to do so), The guards will take the characters to
holding cells, but Kristof swiftfinger will arrange
for their release the following day, unless the
charactersattack the guards, at which point they
fail the assignment and become felons. The
characters may return to complete the
assignment, however the falling net trap will
have been removed, and Jack will be running the
store ashe usually would. Jack will have been
made aware of the full story and will apologise
to the characters. Continue the adventure as
before from this point.
«Ifthe characters detect the trap door and
actively avoid it, Jack will stay hidden. Ifthe
player characters choose to search the room,
they can attempt a DC 10 Wisdom (Perception)
check to discover him behind the counter.
Otherwise, they discover nothing of particular
importance. If Jackis discovered, he will appear
frightened, saying "take what you want." The
character's must explain they are nota threat,
which will take a DC 10 Charisma (Persuasion)
check because of Jack's panicked state. If they do
not manage to convince him, he will stay
frightened but will not attempt to flee
UNEXPECTED CUSTOMERS
‘An ornately dressed man and several servants
enter the store quietly and roam around,
seemingly in search of a particular hat. If the
character's attempt a DC 10 Wisdom (Insight)
check, they sense something odd or disguised
about the strangers. These menare in fact 4
Bentsword Outlaws (see appendix).
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Matec 3Tu Discuisz Drops
‘The Bentsword Outlaws will attempt to move into
a favourable position without arousing suspicion.
Once they have roughly surrounded both Jack
(unless he has not been discovered/revealed
himself up to this point, in which case the outlaws
automatically discover him) and the characters,
the outlaws drop their disguise.{f the outlaws
have not yet raised suspicions, they have around
of surprise, In this case, two of them grab Jackand
holdhim at knifepoint, ordering the characters to
lay down their weapons. The two others rush
around the store hastily, each filling large sacks
with hats.
AHasty RETREAT
Ifthe characters attack and the odds turn against,
the men, they will attempt an escape with
whatever loot they have.No more than one or two
‘men should escape, but if none of them escape the
characters see another man running past out front
with a large bag of loot, towards the hidden
Bentsword Band's caravel. Otherwise, if the
characters choose to interrogate a defeated
outlaw, he will tell them there are more of them
aboard a caravel outside with aDC 10 Charisma
(Intimidation or Persuasion) check. The characters
receive advantage to their roll if they choose to
knock him about a bit firs.
THE CARAVEL
‘Mooredat a dock just out of sight of the hatter’s
store isthe Bentsword Band's caravel. Itisa
sturdy but seemingly outdated style. It is 60 feet in
length with a 15-foot beam. Ifthe characters are
chasing any retreating outlaws, they see the
caravel as the outlaws reach the end of the dock,
who then go to jump aboard.
BATTLE ON THE DECK
Grimm McSmiles (see appendix) and2
Bentsword Outlaws (see appendix) await the
return of their coruradeson the deck ofthe
caravel. Any retreating outlaws will jump aboard
from the dock and join Grimm. Add these to the
encounter, unless you feel the fight would be too
difficult for the characters, in which case reduce
the number of outlawsalready on deck.
Mounted Crossbow. This improvised weapon is
fixed to the stern section of the deck, raised above
the ground on a fully-rotating turret.Itacts the
same as. regular Heavy Crossbow, however small
characters have no disadvantage on attack rolls.
‘There isa chest containing 10 Crossbow bolts
beneath the turret. It is unmanned as Grimm and
hismenare at the bow end of the deck. Once the
charactersare aboard, at least one outlaw will
attempt to run the length of the deck and mount it.
‘There are stairs leading down below-deckat the
bow endof the deck near Grimm.
BrLow Deck
4 Bentsword Outlaws (see appendix) lie sleeping
in bunks below deck. At the sternendis.a small
‘wooden door, behind which lies several barrels of
stolen garments, anda chest containing 50gp. If
the characters attempt to take either the barrels or
the chest, have them attempt a DC 10 Dexterity
(Stealth) check. f they fail, the noise of them
passing the sleeping outlaws wakes them. The
‘outlaws try to attack, however the characters get a
round of surprise over them automatically. The
‘outlaws are not equipped with armour (AC 11
instead of 12), but their weapons lie on the floor
beneath the bunks andare easily within reach.
Making the Chest a Plot Point
Instead of having the chest contain monetary treasure,
there are several alternatives you as the DM could choose;
‘making the chest a plot point leading on to further
adventures With the concept thatthe Bentsword Band
never opened this chest butin fact discovered it in arecent
raid, some ideas include:
+ The chest is magically sealed and requires high-level
magic to open. This could result in the characters using
Kristof s connections to find a suitable arcanist, of
venturing toa distant place where someone with the
required arcane silsis said to be located.
+ The chest contains several old maps marking the
locations of treasures across the Western Heartlands
The treasures could have no connection to each other
‘and act as aseries of one-shot adventures, of the
treasures could be different parts of an ancient artefact
oF connected treasures that come together in some way
~for better ot for worse
+ The chest could in and of itself be extremely valuable to
someone of a group of people unknown to the
characters (and the Bentsword Band). This unknown
peerson/group could be searching forth chest, and i
they hear ofthe characters possession of it, they may
be prepared to them kilt retrieveit
Otherwise, continuation from this adventure into the next
adventure in the Mercantile Missionaries tilogy can be
{ound in the conclusion.
CONCLUSION
‘The characters have successfully thwarted the
plans ofthe Bentsword Band and saved Jack
Elmon’s store.
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Matec 4Ifthe player characters return the barrels of
garments from the caravel to Jack, award each of
thema bonus of 25 XP.
Ifthe player characters decide to turn Grimm in
to the authorities instead of killing him, award
each of them 20gp as a reward, as well asa bonus
of 25 XP each,
‘The characters return to Kristof who rewards
them each a 25gp silver signet ring with the
Swiftfinger’s Mercantile emblem engraved onit for
their troubles.
CONTINUATION
Kristofreminds the characters that his daughter
Kristina’s wedding isinone week. Because of their
troubles, he would like them to attendand gives
them each a letter of invitation. Only use this ifyou
intend to follow this adventure with Mercantile
Missionaries #2: The Gunpowder Plot.
APPENDIX: BESTIARY
stat blocksare listed in alphabetical order
BENTSWoRD OUTLAW
‘Medium humanoid (human), neutral evil
‘Armour Class 12 (padded armour)
Hit Points 9 (2d)
Speed 30 ft
'STRI2 (1)
DEX 13 (+1)
CON 11 (+0)
INT 10 (+0)
WIS 10 (+0)
CHA.10 (+0)
‘Senses passive Perception10
Languages Common
Challenge 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach ft,
one target. Hit:S (Ld6 +1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reachS ft or range 20/60 ft, one target Hit:4 (Ld4 +
1) piercing damage
Grimm McSmites
Large giant (half-ogre), chaotic neutral
‘Armour Class 12 (leather armour)
Hit Points 30 (40 +8)
Speed 30 ft
STRI6 (3)
DEX12 (+1)
CON 14 (+2)
INT7 (2)
Wis 9 (-1)
CHAO (40)
‘Skills Intimidation +2
Senses darkvision60 ft, passive Perception
Languages Common, Giant
Challenge 1 (200 XP)
ACTIONS
‘Rapier. Melee Weapon Attack: +5 tohit, reach ft,
one target. Hit: 12 (248 + 3) piercing damage
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft, one target Hit:5 (Ld8 +1) piercing
damage
KRisTor SWIFTFINGER
‘Medium humanoid (human), lawful neutral
‘Armour Class 12
Hit points 27 (Sa8 +5)
Speed 30 ft
‘STRI3 (1)
DEX14 (+2)
CON 12 (+1)
INT11 (+0)
Wis 13 (+1)
CHAI2 (-1)
‘Skills Insight +3, Persuasion =3
Senses passive Perception 11
Languages Common, Elvish
Challenge 1/2 (100 xP)
AcTIONs
‘Multiattack. Kristof makes two melee attacks
Shortsword. Melee Weapon Attack: +4 to hit, reach
ft, one target Hit:6 (Ld6 +2) piercing damage.
‘REACTIONS
Parry. Kristof adds2 to his AC against one melee
attack that would hit him, To do so, he must see the
attacker and be wielding a melee weapon
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Matec 5