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DMDave - Dungeons & Lairs 50 - Doppelganger City - Full Version

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0% found this document useful (0 votes)
88 views13 pages

DMDave - Dungeons & Lairs 50 - Doppelganger City - Full Version

Uploaded by

zyfjyzyj139
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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DUNGEONS & LAIRS #50:

DOPPELGANGER CITY
Doppelganger City is a Fifth Edition plug-in
adventure for four characters with an average CREDITS
party level (APL) of 3, 5, 8, or 11. This docu- The following creators made this adventure
ment offers a general guideline on how to scale possible:
the adventure for each level. The characters Writing and Design. DMDave, John K. Webb
stumble into a murder scene with supernatural Cartography. Tom Cartos, John K. Webb
elements while heading into town, and must Artwork. Matias Lazaro, Paper Forge, Shutter-
unravel an old-fashioned mystery to catch the stock
killer.

DUNGEONS & LAIRS #50 1


PLUG-IN ADVENTURE Level Selection
As a plug-in adventure, the adventure content Before play, be sure to know the level at which
serves as drop-in material for game masters who you wish to run the adventure. Overall, the loca-
wish to add a dungeon to a preexisting campaign tions and their descriptions in the adventure remain
or need a side quest. If you need a hook for this unchanged throughout the levels. However, most
adventure or already have a similar hook, the Dop- of the encounters, hazards, traps, and treasure
pelganger City Hooks table on the next page offers scale with each level of the adventure. The keyed
details for introducing this adventure to your players. locations will present the differences between each
Some of these hooks simply lead the characters to level.
Winkey Port where they will become involved when Also, the adventure works for more than just the
they arrive at the scene of the murder. The rest of listed levels. If you wish to run this adventure for
the hooks give additional reason to investigate the levels other than 3rd, 5th, 8th, or 11th, the chart be-
murder once the characters already know about it. low shows you which version of the adventure you
These hooks may double as clues. should select for each level. A given adventure ver-
Gold Rewards. To further incentivize the party to sion might be easier or harder for a given party. It’s
travel to the seaside city of Winkey Port and solve not recommended that you run this adventure for
a murder mystery, the party’s patron might offer characters with an average party level of less than
them a gold reward. If you aren’t sure how much to 3 as it may pose too much of a challenge. Similarly,
reward the party for completing the adventure, pay a party with an average party level of 13 or greater
them a total of 200 gp per level of the adventure so might find the adventure too easy.
long as their patron is wealthy enough to afford such
a price.
Scaling the Adventure

Recommended
RUNNING THE ADVENTURE Average Party Adventure Relative
To run the adventure, you need the three Fifth Level Version Difficulty
Edition core rulebooks. If you don’t have a copy, 3 3rd-level Hard
you can access a free basic ruleset from the official
source. 4 3rd-level Medium
5 5th-level Hard
Text that appears in a box like this is meant to
6 5th-level Medium
be read aloud or paraphrased for the players
when their characters first arrive at a location 7 8th-level Deadly
or under specific circumstances, as described 8 8th-level Hard
in the text.
9 8th-level Medium
When a creature’s name appears in bold type, 10 11th-level Deadly
that’s a visual cue pointing you to its stat block as 11 11th-level Hard
a way of saying, “Hey, game master, make sure you
get this creature’s stat block ready—there’s going 12 11th-level Medium
to be an encounter!” If the stat block appears in the
Appendix of this adventure, the text tells you so;
otherwise, you can find the stat block in the core
rulebook.
Spells and non-magical equipment mentioned in
the adventure are described in the core manual for
players. Magic items are described in the core man-
ual for game masters unless the adventure’s text
directs you to an item’s description in the Appendix.

2 DOPPELGANGER CITY
Doppelganger City Hooks

d8 Side Quest Type Details


1 Fetch Quest A merchant has ordered a shipment of wares that is set to arrive in
Winkey Port within the week. They hire the characters to travel to
Winkey Port and then ensure the wares arrive in the merchant’s city with
no trouble.
2 Recover Stolen Item Going through the books of Waterford Company, 5,000 gp were retrieved
by Barnabe before he died. An employee approaches the characters and
offers a reward for finding out where the money ended up.
3 Receive Information Another town wants to take up trade relations with Winkey Port. They re-
ceived two negotiation offers, from Waterford, and from Grayvale Compa-
ny. The characters are supposed to visit both Companies and report back
on which of them seems like the better business partner.
4 Rescue Mission After Roland Grayvale supposedly confesses to the murder, he pleads
with the characters to prove him innocent so he doesn’t get punished for
a crime he did not commit.
5 Find a Missing NPC A friend of the characters’ has not heard from a pen pal of theirs, Maline
Elisot, for a few weeks. As she is normally a very conscientious letter
writer, the friend asks the characters to find out what happened to her.
6 Monster Hunt Waterford Company, after the murder of Barnabe, offers a reward for
whoever brings his murderer to justice. While they do not explicitly say
so, it is implied that they do not care if the murderer is brought in dead or
alive.
7 Supernatural Investigation The longer the characters stay in Winkey Port, the more they hear of
people seemingly being in two places at once. Such curiosity deserves
investigation.
8 Secure Aid If the characters are reluctant to aid Inspector Jacque with the investiga-
tion, he promises the watch’s and the town’s support in the characters’
main quest.

WINKEY PORT - A VISITOR’S GUIDE North Docks. Visitors to Winkey Port often mis-
take the North Docks (and by extension, the Wa-
Winkey Port is a pastiche of Victorian London, terford Company) for the city’s original port, when
specifically Sherlock Holmes’s London. It is a dirty, in actuality the company’s presence in the city is a
seedy city where the rich live large and the poor live relatively recent development. The company was so
in cramped squalor. It is broken into several districts: successful that it drove its sister company Grayvale
Milk Orchard. Home to the middle class of Winkey into financial ruin.
Port—the merchants, innkeepers, and business South Docks. These are the original docks of
owners—Milk Orchard is a pleasant enough place, if Winkey Port, home of the Grayvale Company. Once
not particularly noteworthy. Adventurers looking for a prominent and central hub of the city, the area has
equipment would likely find it here. since descended into abject poverty.
Old District. As the name implies, this is the old The Hook. Over several generations, the families
core of Winkey Port, from before it expanded into a who had relied on the Grayvale Company for work
walled city. Its inhabitants are a mix of Wine Or- were slowly priced out of the Old District. Reluctant
chard’s gentry and Milk Orchard’s younger business to leave, these families instead expanded northeast,
owners. erecting their own homes and establishing impromp-
Wine Orchard. By far the wealthiest part of tu neighborhoods that soon became ridden with
Winkey Port, Wine Orchard houses the city’s most crime, disease, and starvation. Though Winkey Port
influential figures. The houses are large, the streets doesn’t recognize it as an official district—i.e., there
are cobbled, and magical lamps ward off would-be are no public services available here—the locals refer
thieves at night. to it as “The Hook,” because once it gets into you,
there’s no getting out.

DUNGEONS & LAIRS #50 3


General Features characters walk about outside of Wine Orchard, they
may see any or all of the following:
The following features are common throughout all ▶ Animal blood washing down a cobblestone street
areas of Winkey Port and are printed here for ease ▶ Buckets of urine and feces being thrown from a
of reference: window into an alley
Size & Dimensions. Winkey Port is a medium-sized
▶ Dirt-covered street urchins kicking a ball around
walled settlement, and this adventure document
delineates nine locations within it, each with its own ▶ Drunken louts having a midday brawl
map(s). These maps are meant to be a “snapshot” Barriers. Several doors and windows throughout
of a particular part of the city, not an exhaustive the city are locked and/or boarded up. All of the
layout. barriers are made of wood and have AC 15, 18 hit
Illumination. The city follows a typical day-night points, and immunity to poison and psychic dam-
cycle. At night, treat every district except the South age. A lock can be picked with a successful DC 15
Docks and The Hook, which are dark, as being dimly Dexterity check made using thieves’ tools, or any
lit by magical gaslight. barrier can be forced open with a successful DC 20
Surface Detail. Winkey Port is a grimy city. As the Strength check.

4 DOPPELGANGER CITY
SUPERNATURAL MURDER MYSTERY
As the characters enter the city, they come across a
crime scene currently being investigated by Inspec-
tor Jacque. A small crowd has gathered around the
scene, including one (very loud, very drunk) witness
who insists that the person was murdered by their
own twin.
Mystery Overview
Here is the solution to the mystery, for the GM’s
convenience.
Who? Barnabe Waterford, owner and operator of
the Waterford Company, was found dead near the
city’s entrance, halfway between the North Docks
and Milk Orchard. He was carrying a large parcel of
gold to Rosalind Elisot (NE female human common-
er), the innkeeper of the Marigold Pub & Inn. The
parcel is currently in area 3d. He was murdered by a
doppelganger.
What? Rosalind Elisot has a child—a changeling.
While most changelings leave home to find their
own kind, this one stuck around and grew into a Investigation
full-grown doppelganger. It currently lives and works Over the course of this adventure, the characters
in area 3 alongside Rosalind. will investigate a number of leads. Through their
When? Barnabe’s murder occurs in the early morn- sleuthing, they’ll hopefully be able to solve the
ing hours, before the characters arrive in Winkey murder of Barnabe Waterford. Red herrings abound,
Port. Other relevant events happened in the weeks however, and they’ll have to work to separate fact
leading up to the murder. from conjecture. Make it clear to your players that
Why? Rosalind’s sister, Maline Elisot, was found information should be scrutinized.
dead outside a well-known bathhouse in Wine Or- As the characters investigate leads, important
chard some time ago. Officially, she tripped and fell information that they should take note of will be
out of a third-story window, but in actuality, Barn- denoted in one of two ways:
abe Waterford pushed her in a drunken fury. It’s well Clue. Barnabe was seen in two places last night.
documented that Barnabe was the last person to see Red Herring. Barnabe was seen heading toward
Maline alive—it was recent enough that people are the South Docks last night.
still talking about it —and Rosalind wants revenge. Once the characters know a piece of information,
How? Rosalind’s doppelganger-child has been im- remind your players to write it down.
personating Barnabe Waterford around town, getting
him into trouble and sullying his reputation. Rosalind Noir-velopments
contacted Barnabe and told him that these incidents As the characters collect clues (not red herrings),
would increase in frequency and intensity unless Rosalind and the doppelganger will grow desperate
he agreed to pay her a large sum of gold. He acqui- and try to stop them from solving the mystery. Keep
esced to her demands. The doppelganger murders track of the number of clues your players have col-
Barnabe as he delivers his blackmail payment—jus- lected. Whenever a new clue threshold is reached,
tice for Maline, and a tidy sum of gold for Rosalind. consult the following table:

Noir-velopment

Clues
Collected Development
3 The next time the characters take a long rest, the doppelganger, in disguise as Inspector Jac-
que, will visit them and request they take a look at the Grayvale Company. Its impersonation of
the inspector is good, but not great.
5 The doppelganger impersonates Roland Grayvale, owner of the Grayvale Company, at a tavern.
It gets drunk and starts confessing to Barnabe’s murder, then disappears into the night. Again,
its impersonation isn’t great. The characters hear about it the next day.
7 Rosalind hires thugs to waylay the characters (see encounter information below).

DUNGEONS & LAIRS #50 5


Hired Thugs Encounter AREAS OF WINKEY PORT
After the characters have gathered eight major The following locations, shown on pages 10-12, are
clues, Rosalind grows desperate and hires a group keyed to the map of Winkey Port on page 4.
of thugs via a criminal acquaintance of hers, Declan,
to murder them. The thugs all wear hand-stitched in-
1 - City Gates
signias (made by Rosalind herself) declaring them as
part of the Grayvale Company. A crowd has gathered just inside the gates
Where this encounter takes place is ultimately up of Winkey Port. Officers in crisp uniforms
to you, but four separate battle maps have been pro- and custodian hats are urging the crowd to
vided for your convenience. Each map corresponds disperse, but to no avail. Lying on the ground
to a major district: behind them is a gnarled and twisted body,
▶ Milk Orchard: area 4 a male human—blood is slipping through the
▶ Old District: area 5 cracks in the cobblestone.
▶ Wine Orchard: area 6
▶ The Hook: area 9 Return Visit. If the characters return to this area
after at least eight hours have passed, read or para-
The creatures begin in hiding and will attempt to phrase the following:
get the drop on spellcasters first if possible.
Hired Thugs The crime scene has been cleaned up by In-
spector Jacque and his officers, but you can
Version Statblocks still tell where the body lay by the dark color
of the stones.
3 4 thugs, 1 bandit captain
5 2 spies, 3 veterans 1A - Crime Scene. Barnabe’s body lies on the cob-
8 1 assassin, 4 thugs blestone street, surrounded by a throng of twenty
commoners, six guards holding the crowd at bay,
11 2 assassins, 3 thugs
and Inspector Jacque (LG male human scout). A DC
14 Wisdom (Medicine) check confirms that the vic-
Thugs and spies run away once their hit points are
tim died of blunt force trauma and reveals bloodied
reduced to under half, but the other creatures are
fingernails, indicating a hand-to-hand struggle.
more scared of Declan than death, and thus stick
Inspector Jacque will gladly accept any help the
around until the bitter end.
seasoned adventurers can offer him.
If one of these ne’er-do-wells is captured alive and
Clue: Killer Twin. In the crowd of commoners is
interrogated, they (truthfully) say that they don’t
a very drunk dwarf named Morrun Boneback who
know who hired them, but that Declan (see area 9B)
claims to have witnessed the murder. He says that
acted as the middleman between them and their
Barnabe was murdered by his twin, and that the
unknown employer.
killer fled through the east alley.
1B - Bloodied Footprints. Any character with a
passive Perception of 11 or higher notices bloodied
footprints leading up the stairs along the rampart
wall.
Clue: Changing Feet. A DC 14 Intelligence (Inves-
tigation) check reveals that the killer’s footprints
suddenly change midstride as if they’d taken off
their bloody shoes and begun walking barefoot. This
is the result of the doppelganger reverting to its true
form.
1C - Disposed Items. The doppelganger ran up
onto the ramparts and tossed the clothes it was
wearing into the moat below.
If the characters don’t discover the clothes here,
they may find them washed up below the Old Dis-
trict Bridge in area 5A.
Clue: Doppelganger’s Clothes. The killer’s bloodied
clothes appear identical to what Barnabe was wear-
ing. A successful DC 14 Intelligence (Investigation)
check, however, reveals that the clothes are hand-
made imitations.

6 DOPPELGANGER CITY
2 - The North Docks 3 - Marigold Pub & Inn
The north docks are immaculate and brand The air is rich here with warmth and the smell
new. The Waterford Company logo, a simple of food and drink. A human woman is tending
ocean wave set against an impressionistic the bar, but seems preoccupied with a smudge
sunrise, greets your eyes at every turn. in the wood; she’s scrubbing vigorously with
a washcloth.
If the characters visit between 7 AM and 5 PM,
read or paraphrase the following: The Usual Suspects. Rosalind is busy with her
scrubbing as the characters arrive, and hardly no-
Dock workers and fishermen crowd the pier, tices them at first. Once engaged in conversation,
busy with their daily work. The pleasant she’s terse and to the point. If Barnabe’s murder is
sounds of coins and commerce fill the air. mentioned, she lies and says she’s been too busy to
indulge in local gossip.
2A - The Pier. Between the hours of 7 AM and 5 Working alongside her is the doppelganger, dis-
PM, the pier is occupied by twenty-four common- guised as a human man named Roffery; the dop-
ers working or plying their wares. Word has spread pelganger keeps quiet and doesn’t like to engage in
fast about Barnabe’s demise; as the characters walk conversation.
along the pier, they hear snatches of conversation If either Rosalind or the doppelganger is asked
that may pique their interest. where they were during Barnabe’s murder, they
Red Herring: Belligerent Barnabe. A few nights cover for one another by saying they were both here
ago, Barnabe was seen causing a drunken ruckus at the inn.
along the pier, and even fired one of his oldest and Confronting Rosalind. If the characters success-
most reliable crews. He got so drunk in fact that he fully pinpoint Rosalind as the architect of Barnabe’s
claimed to have no memory of the event the next murder and confront her, she breaks down into tears
day. and tells them the whole story. She begs them to
2B - The Waterford Company. Between the hours understand that it was justice for her sister and that
of 7 AM and 5 PM, this small office is home to Wa- she and her doppelganger child will never hurt any-
terford Company’s fiduciary and logistical officers, one again.
named Odilia (NG human female commoner) and A Penchant For Knitting. In the early hours of
Trar (NE human male commoner), respectively. The the morning (5 AM to 7 AM) and between rushes,
office remains locked outside of these hours. Rosalind likes to knit at the bar. She always keeps
Clue: Gold Withdrawal. While speaking with Odilia, her knitting supplies on a shelf below the bar, close
it’s clear that she has something to hide. However, at hand.
out of respect for Barnabe’s privacy, she doesn’t of- Clue: Roffery’s Old Friend. If the characters par-
fer an explanation willingly. With a successful DC 18 take in some drinking at night, they witness a com-
Charisma (Persuasion) check, Odilia confesses that moner call out to “Roffery” and claim that he’s an
she was asked by Barnabe to withdraw a large sum old friend. He says that he thought Roffery moved
of gold, 5,000 pieces, from the company’s coffers away some months ago. Roffery acts unfriendly and
the day before the murder. She says (truthfully) that avoidant, leaving the commoner visibly confused.
she was not told why, but adds that Barnabe ap- Clue: Sympathetic Drinker. Two days after the
peared to be in great distress. characters begin their investigation, they may run
Characters who break into the office outside of into Noramola (LG female dwarf commoner) drunk
business hours can spend an hour searching the at the bar, who tells them the story of Rosalind’s
premises; they find the company ledger, with the sister. She also says “good riddance to that drunk-
5,000 gold pieces withdrawal listed and dated. en brute Barnabe.” Rosalind is appreciative of the
Red Herring: Gambling Debts. If asked about the kind words but tells her she’d rather not discuss the
murder, Trar reluctantly tells the characters that tragedy further.
Barnabe had been gambling with the sharks in The Red Herring: Rosalind’s Advice. If the characters
Hook. He posits that Barnabe may have accrued a press Rosalind for her opinion of the murder, she of-
sizable gambling debt. Trar does not know about the fers that Roland Grayvale in the South Docks would
5,000 gold pieces withdrawal. have the most to gain from Barnabe dying.
3A - The Doppelganger’s Room. The doppelganger
sleeps in this room, and always keeps it locked. On
the left wall is a swing-away panel that leads to area
3B. While searching the room, the characters may

DUNGEONS & LAIRS #50 7


4 - Milk Orchard Way
Hired Thugs Encounter. If the characters are am-
bushed by Rosalind’s hired thugs (see page 6) near
Milk Orchard, it occurs on Milk Orchard Way. Re-
gardless of the characters’ APL, six guards arrive
after three rounds of combat have passed to quell
the violence. They do not fight to the death and pre-
fer to use non-lethal damage to subdue both sides of
the conflict. After the fight is over, Inspector Jacque
shows up and vouches for the characters’ innocence
(so long as they didn’t murder any of his people).
5 - Old District Bridge
This stone bridge is as old as the city itself
but remains in excellent condition. The river
below snakes all the way to the ocean.

Hired Thugs Encounter. If the characters are am-


bushed by Rosalind’s hired thugs (see page 6) near
Old District, it occurs on the Old District Bridge.
Regardless of the characters’ APL, six guards arrive
after three rounds of combat have passed to quell
the violence. They do not fight to the death and pre-
fer to use non-lethal damage to subdue both sides of
the conflict. After the fight’s over, Inspector Jacque
shows up and vouches for the characters’ innocence
(so long as they didn’t murder any of his people).
5A - Disposed Items. If the characters didn’t find
the doppelganger’s clothes in area 1C, they may
instead find them here below the Old District Bridge.
Characters on the bridge with a passive Perception
of 14 or greater notice something floating in the
water below. The clothes are caught on bits of iron
and rock.
perform a DC 14 Intelligence (Investigation) check Refer to area 1C for the clue information.
as a group. On a success, they find the panel.
3B - Hidden Stairway. This stairway is only acces- 6 - Wine Orchard Way
sible from the doppelganger’s room and leads down Hired Thugs Encounter. If the characters are am-
to area 3D. bushed by Rosalind’s hired thugs (see page 6) near
3C - Trick Barrel. This barrel is filled with filthy Wine Orchard, it occurs on Wine Orchard Way.
water and only serves as a mechanism to open the Regardless of the characters’ APL, six guards arrive
stone passageway to area 3D. Twisting the tap after three rounds of combat have passed to quell
sideways activates the mechanism. While search- the violence. They do not fight to the death and pre-
ing the room, the characters may perform a DC 14 fer to use non-lethal damage to subdue both sides of
Intelligence (Investigation) check as a group. On a the conflict. After the fight’s over, Inspector Jacque
success, they activate the mechanism. shows up and vouches for the characters’ innocence
3D - Secret Room. Though the doppelganger (so long as they didn’t murder any of his people).
sleeps upstairs, it really lives here in this secret
room. The area is lived in, furnished, and contains 7 - Summit Bath House
books, art supplies, and incriminating evidence.
Clue: Barnabe’s Gold. Barnabe’s parcel of gold is
The Summit Bath House is a palatial three-sto-
on the table, identifiable by Waterford Company’s
ry building in Wine Orchard, the richest dis-
wax seal on the parchment. Regardless of when the
trict of Winkey Port. From the outside, it is
characters discover it, much of it has been spent.
nothing more than a fancy hotel.
Only 3,107 gp remains.

8 DOPPELGANGER CITY
Regulars. No matter what time of day the charac-
ters visit, the building is humming with business and
9 - The Hook
is occupied by no less than 4d6 workers (common-
ers) and 2d4 customers (nobles). This maze of makeshift, shoddy homes is
Asking Around. If the characters ask Summit em- made all the more unpleasant by the smell of
ployees about Barnabe, they share some or all of the animal waste and the suspicious eyes of its
following: people.
▶ Barnabe was known to get excessively drunk
▶ Barnabe had a reputation for sudden bursts of No Help For You. No matter what time of day the
anger characters visit, there are always at least 2d6 com-
▶ Barnabe always requested Maline Elisot moners hanging around the area. The inhabitants
of The Hook don’t speak to outsiders nor cooper-
7A - Bar. Aelria (NG female elf commoner) tends
ate with the authorities. It would take a substantial
the bar in the Summit Bath House. If asked about
bribe to get a word out of anyone, and even if that
Barnabe’s murder, she says “he deserved it for what
were to happen, all they’d say was that Barnabe
he did to Maline.” Aelria happily cooperates with the
“might have” come here from time to time.
characters’ investigation by giving them the key to
Waterford’s Suite on the third floor.
7B - Waterford’s Suite. This lavish hotel room was
once Waterford’s personal suite. The window on the
north wall was broken recently and has since been
boarded up.
Clue: Bloodied Wine Glass. While searching the
room, the characters may perform a DC 14 Intelli-
gence (Investigation) check as a group. On a suc-
cess, they find a bloodied and partially broken wine
glass that had rolled under the bed.
8 - The South Docks
What was once the pride of Winkey Port has
since been reduced to squalor and decay. The
people here watch you with wary eyes.

8A - The Grayvale Company. Between the hours


of 7 AM and 5 PM, this small office is home to
Grayvale Company’s sole employee, Roland Gray-
vale (NG male dwarf commoner). The office remains
locked outside of these hours.
If confronted about Barnabe’s murder, Roland
truthfully says he had nothing to do with it. If intim-
idated or otherwise placed under duress, he admits
to “wanting Barnabe dead,” but remains adamant
that he wasn’t the murderer. He cannot prove an
alibi for that morning.
Red Herring: Losses Report. Characters who
search the office outside of business hours find the
company ledger. It clearly lists massive year-over-
year losses beginning with Waterford Company’s
arrival in Winkey Port.
8B - Doppelganger’s Stash. The doppelganger
keeps a small “outpost” of sorts across from Ro-
land’s office, to observe the man in his day-to-day
routine.
Clue: Spyglass & Clothes. Characters who search
this area find a spyglass and clothing identical to
Roland’s clothing. A successful DC 14 Intelligence
(Investigation) check reveals that the clothes are
handmade imitations.

DUNGEONS & LAIRS #50 9


Hired Thugs Encounter. If the characters are am-
bushed by Rosalind’s hired thugs (see page 6) near
LOCATION MAPS
The Hook, it occurs in this area. Other NPCs out- Each keyed area within Winkey Port corresponds to
lined here take shelter until the fight is over. one of the maps below. They can all be found on
9A - The Card Table. Hagen (NE male elf spy with Tom Cartos’s Patreon, in his Into the Wilds Urban
expertise in Sleight of Hand) runs an outdoor gam- series, or as part of Dorran - The Big City.
bling den at the center of The Hook. He is protected
by Declan’s Crew. Hagen offers to play the charac-
1 - City Gates
ters for information. During the card game, he at-
tempts to cheat using Sleight of Hand; a successful
opposed Perception check unveils his ruse.
Red Herring: Gambling Woes. If caught cheating,
Hagen concedes the game and says that Barnabe
did in fact come here to gamble and that he “wasn’t
very good at it, as if he were intentionally trying to
lose.” He also laments that he “never paid his debts
to me.”
9B - Declan’s Crew. Declan (NE male human spy)
resides in this corner of The Hook, along with his
crew (the creatures outlined in the Hired Thugs En-
counter on page 6), that remains in the surrounding
buildings until trouble starts.
If approached before Rosalind hires his crew, De-
clan truthfully says that he doesn’t know anything
about Barnabe’s murder. If approached after Rosa-
lind’s hiring, he is reticent to give up his employer,
but hopes that the characters understand that “it
was just business.” Whoever in his crew was injured
but escaped will be present during this confrontation
as well.
Clue: Rosalind. Declan isn’t willing to die for Rosa-
lind, but he does have a reputation to uphold. It will
either take a substantial bribe, a substantial beating,
or a combination thereof for him to reveal Rosalind
as his employer.

CONCLUDING THE ADVENTURE:


FORGET IT, JACQUE; 2 - North Docks
IT’S WINKEY PORT.
Once the characters are confident that they’ve
pinpointed the culprit of Barnabe’s murder, they
may report their findings to Inspector Jacque. If you
as the GM believe the characters made a convinc-
ing enough argument, Jacque sets out to make an
immediate arrest. If, however, the characters lack
evidence, they’re either sent back out into the field
or ordered to stand down.
If the characters decide to spare Rosalind from
prison and the doppelganger from certain death,
they stay true to their word and don’t commit any
more crimes… for the most part. The doppelganger
might hustle drunk nobles out of some coin from
time to time, but nothing that would attract the at-
tention of Inspector Jacque. Ω

10 DOPPELGANGER CITY
3 - Marigold Pub & Inn 4 - Milk Orchard Way

5 - Old District Bridge

DUNGEONS & LAIRS #50 11


6 - Wine Orchard Way 7 - Summit Bath House

8 - South Docks

9 - The Hook

12 DOPPELGANGER CITY
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DUNGEONS & LAIRS #50 13

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