```col-mdflexGrow=2.5===# Outline## Players' Information The players catch a tiefling attempting to make off with several small but valuable items (daggers, coin purses, jewelry, etc.) that belong to one or more of the party. The tiefling, begging and groveling for mercy, will tell them that he knows where a great treasure is hidden, "thousands of gold an' silver bits an' jools an' magic swords!", and would be ever so happy to lead them there, if they will just let him go on his way, "a poor starvin' crittur whot never did nobody harm". Further prodding (and promises of freedom) will garner the following extra bits of information:- the way to the "treasure” is through the underground passages of [[settlement/the-forgotten-city|The Forgotten City]]- the tunnels are not unguarded, but the tiefling assures them that such strong fellows as themselves should have no trouble- the treasure does not seem to belong to anyone, since there are no entrances to the room except the tiefling's peephole, which will have to be enlarged to admit themIf the players listen to the tiefling rather than killing him in cold blood, he may then easily be persuaded to lead them down the tunnels. He will protest greatly if tied or otherwise hindered from free movement, claiming that such restraints hinder his sense of direction, and his memory of the underground ways, etc. The entrance to [[settlement/the-forgotten-city|The Forgotten City]] that the tiefling knows is in an old rotting warehouse on Brandomeyer Street, a 6' diameter pit some 15' deep, that leads to stone stairs going down.## GM's Notes It is common knowledge among Haveners (but not necessarily among players) that anyone who trusts a tiefling deserves what he gets. This particular tiefling, a fast-talking fellow named [[person/chawser|Chawser]], is known for his quick wit and inventive mind when it comes to getting out of tight scrapes. [[person/chawser|Chawser]] is actually telling most of the truth about the treasure. He does know where it is, and it is every bit as valuable as even his silver tongue paints it. What he does not say is that the treasure is located in the private vault of [[person/sulemon-duur|Sulemon Duur]], the Grand Master of Haven's Thieves Guild.[[person/chawser|Chawser]] will lead the players through numerous underground passages of [[settlement/the-forgotten-city|The Forgotten City]], that range in type from rooms and corridors of ancient stone, where going is relatively easy, to rubble-strewn tunnels where players will have to step carefully (DEX ability check DC 15) to avoid a misstep in the poor light (10% chance of 1d4 damage if they fall) and narrow passages that may only be barely a crack, with the ceiling only 2' high. [[person/chawser|Chawser]] will insist, of course, that the route he is indicating is the only way to get to the gold. After a short while, the players will (75% chance, 40% for dwarves) lose all sense of direction. [[person/chawser|Chawser]] will be alert for the chance to escape into the side tunnels (with which he is very familiar) and will do so if given the opportunity, leaving the players lost in [[settlement/the-forgotten-city|The Forgotten City]]. If so deserted, the players have a 10% chance per hour spent searching of finding some way out of [[settlement/the-forgotten-city|The Forgotten City]], and may emerge anywhere in [[settlement/the-labyrinth|The Labyrinth]] the GM chooses.If [[person/chawser|Chawser]] finds escape impossible, he will eventually lead the players to a long corridor ending in a solid wall of stone. There is a 4" hole three feet off the ground through which the players can get glimpses of something reflecting the dim light of their torches. The stone wall is not that hard to break through, if the players thought to bring appropriate tools, in order to admit them into the vault. They will find that the "stone wall" that they broke through looks surprisingly like a heavy oaken door from inside the vault. There are a good number of chests, some of which are open, revealing gold and silver coins, just as [[person/chawser|Chawser]] described.The players have approximately 1d20+10 [roll:1d20+10] melee rounds before they are surprised by six brawny members of [[person/sulemon-duur|Sulemon Duur]]'s private guard, attracted by the alarm that went off up in the Grand Master's quarters when the players broke down the enchanted door. Even without the guards, the players will have a tremendous job getting any substantial amount of the treasure back through the maze of the tunnels, especially since [[person/chawser|Chawser]] will take full advantage of any opportunity to make good his escape.``````col-md**Locations/Start** - [[settlement/the-labyrinth|The Labyrinth]]- The Forgotten City **Key Participants** - [[person/chawser|Chawser]]- 6 brawny guards---### World Anvil Metadata**Id:** 00d3e7e8-e5f1-4089-a0d0-041b789a5ee9<br>**Entity Type:** Article / plot<br>**Category:** Haven Encounters and Scenarios<br>**Tags:** FCoH-plot```