```col-mdflexGrow=2.5===# Outline## Players Information On the south end of [[settlement/trade-island|Trade Island]] are the crumbling ruins of the long-abandoned South Keep. Haveners, especially those who stay on the Island, are certain the ancient ruins are haunted by the soldiers of old and will not venture beyond the remaining shards of the walls. Sometimes ghostly figures are seen patrolling the walls on stormy nights, and weird noises are heard. No one camps within 300 feet of the walls at night, but the spirits are apparently quiet unless disturbed.## GM's Notes The ruins are actually inhabited by a gang of fourteen tieflings, who live in the old barracks and storage tunnels of the outer keep. They roam the Island, begging (and stealing) food and other necessities of life, sometimes even venturing across [[settlement/the-bridges|The Bridges]] in twos and threes to eke their trade on less wary customers. There is some affection and loyalty to each other in this particular group, and if one member is caught or in trouble, the others will try to help by creating a diversion, etc., or even throwing some well-aimed sling stones. But they will not attack directly.The gang's leader is **[[person/slevryt|Slevryt]]** (#321), a nimble fellow with a bit more ego than the average tiefling, and a very good knife-fighter. He walks with a bit of swagger and always wears a feather in his cap and speaks of himself with the royal "we", which the others consider very noble. He "nobly" permits [[person/cinnimon|Cinnimon]] to steal for him. **[[person/kzap|Kzap]]** (#322) Wears a motley collection of flowing robes that drag along the ground, and have mystical runes crudely painted on them. He also wears a tall, pointed cap. [[person/kzap|Kzap]] is an illusionist, and is responsible for some of South Keep's reputation. But his illusions frequently go awry, because his imagination is greater than his skill. [[person/kzap|Kzap]]'s prize possession is a ring of Invisibility, which is the only way he ventures out to "forage", since he is not a good thief. **[[person/cinnimon|Cinnimon]]** (#323) The sharpest wit of the bunch, [[person/cinnimon|Cinnimon]] is named for her curly red hair. She does most of the planning, and then convinces [[person/kzap|Kzap]] and Dagger that it was their idea all along. The least likely to do something stupid, yet she is very loyal to [[person/slevryt|Slevryt]] and will go out of her way to help him should he be in trouble. **[[person/imported|Imported]]** (#324) The only literate tiefling in the gang (he got his name from a packing crate). He has a round, innocent face, and can pass for a human child if he covers his ears. Prefers panhandling to stealing. **[[person/snatch|Snatch]]** and **[[person/dash|Dash]]** (#325, #326) They are both quick on their feet, and specialize in cutting purses and picking pockets. The girls are sisters and frequently work together. **[[person/guzzle|Guzzle]]** (#327) A pickpocket but has a passion for cheap wine. Most of what he garners goes right down the hatch, unless one of the others bullies it out of him first. **[[person/wolfbait|Wolfbait]]** (#328) Has seen more fighting than any of the others, and is nasty with a bow, thrown knife, or shortsword. Has a vicious streak and delights in picking on things weaker than himself, like kittens and squirrels, but is superstitious and afraid of [[person/kzap|Kzap]]'s powers. **[[person/fuzzy|Fuzzy]]** (#329) A curious little tiefling and will follow an interesting party or individual for an hour or more before attempting to get close enough to pick pockets. But woe to her quarry if they set something down for a moment or leave their horses or saddlebags unwatched! **[[person/zipper|Zipper]]** (#330) Knows some sleight-of-hand, and card tricks, etc. Will approach passersby with "Pick a card, any card" or "Wanna see a neat trick!?" and attempt to substitute fake coins for real (if someone is foolish enough to give him a coin for his trick) or simply distract him long enough for him to try to pickpocket. [[person/zipper|Zipper]] can make almost anything disappear once he gets his hands on it. He's the best Pickpocket of the gang. **[[person/bounce|Bounce]]** (#331) - (so called because he has been "bounced" out of more bars than most tieflings see in a lifetime) specializes in the Hard Luck story and selling Dragon Insurance. His stories become more and more elaborate as he goes, attracting an amused audience, which is quietly relieved of valuables by [[person/cinnimon|Cinnimon]], [[person/snatch|Snatch]], [[person/dash|Dash]], and [[person/grabbit|Grabbit]]. **[[person/grabbit|Grabbit]] ** (#332) Got his name from his favored M-O. It is fortunate that he knows every possible hiding place on the Island, and is very good at escaping, since subtle he ain't.There are two other, younger tieflings who are, by tradition, nameless until they prove themselves by an exceptional act. This may involve the player-characters at the GM's discretion, as the two tieflings plan a trick or theft to earn their names. **[[person/tiefling-1|Tiefling 1]]** (#333) Female. Wears flowers in her hair, and is attracted to kittens, horses and elves with wide wondering eyes. She likes to wear green. **[[person/tiefling-2|Tiefling 2]]** (#334) Interested in stealing something really impressive like a riverboat or a coach-and-four, but hasn't figured out the details yet. **Special Note:** The tieflings only inhabit one tower of the outer keep, and never venture any farther into the ruins. This is as well, for the Inner Keep and the barrows are inhabited by various forms of undead. It is quite possible the players could win through the tieflings' illusions, and then run into a REAL spectre that cannot be vanquished by merely disbelieving he's there!``````col-md**Start / Locations** - **Key Participants** - ---### World Anvil Metadata**Id:** 652ff4d1-71f3-44ac-9ac1-57e1b1f881c8<br>**Entity Type:** Article / plot<br>**Category:** Haven Encounters and Scenarios<br>**Tags:** FCoH-plot```