The Missing Cargo
A merchant offers payment to recover a stolen chest of shipping manifests taken from the docks during a stormy night.
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A strange tide has begun to seep into a busy harbor town, carrying bits of burned paper, old coin, and a sour chemical sting. Dockworkers vanish. Shipping records are altered overnight. And beneath it all, someone is hunting a ledger said to contain names, debts, and secrets powerful enough to ruin the town’s leadership.
In this campaign preview, the heroes begin at ground level: investigating thefts, following clues through the market and docks, and descending into a flooded archive where a single mastermind is using alchemy, bribery, and violence to bury the truth.
The town of Glasswake depends on its docks, its ledgers, and the trust between merchants and stevedores. Lately, that trust has started to rot.
Tonight, a shipment went missing. A clerk was found unconscious beside a vat of acrid green residue. And someone has been asking about a sealed ledger kept beneath the old archive.
You are strangers, locals, troubleshooters, or hired hands drawn into the same problem: find out who is stealing from the harbor, stop the sabotage, and recover the ledger before it is destroyed or used to ruin the town.
Meet at the flooded market near the quays as a storm rolls in and the town watch struggles to keep order.
Act I is a compact harbor-town mystery that opens with missing records, dockside disappearances, and signs of deliberate sabotage. The party investigates three linked sites: the quay, a waterlogged scribe’s house, and an ancient flood tunnel feeding a submerged archive. The central villain is using stolen ledgers to blackmail merchants and officials while masking movements through the harbor. Keep pressure on the clock: each scene should reveal a new lead that points deeper underground.
A merchant offers payment to recover a stolen chest of shipping manifests taken from the docks during a stormy night.
A frightened town scribe begs the party to find a hidden ledger before masked thieves return to finish the job.
The party enters a storm-battered harbor town where cargo theft, altered records, and alchemical sabotage all point toward a hidden archive beneath the docks. Through investigation and escalating violence, the heroes uncover Mara Voss’s blackmail operation and recover the ledger before it can be burned.
Rain hammers the harbor and lanterns sway on wet rope. Dockworkers argue over missing crates while a clerk kneels beside a smear of green residue and a torn page of shipping tallies.
Open with immediate tension and multiple points of interest. Let the party hear rumors, inspect evidence, and notice that someone is watching them from the crowd.
Paper stacks crowd the room from floor to ceiling. A false bookshelf hangs open, revealing a narrow desk, a lockbox, and pages marked with careful corrections.
This is the investigation scene. The workroom provides proof that the records were altered and that someone used the archive as a laundering point for names and payments.
Cold water swirls around the iron chest as the last lantern sputters. From the dark beyond the shelves comes the scrape of boots and the jingle of a keyring.
This is the climax for Act I. Make the chamber feel cramped and urgent, with the ledger at risk of being burned. The party should be able to win by combat, negotiation, or bold theft.
Milestone: The party reaches level 2 after recovering the ledger or uncovering Mara Voss’s operation.
Mara Voss
Completed
Mara Voss is the sort of villain who never raises her voice because she never needs to. She moves through Glasswake’s docks, archives, and …
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Subscribe NowMara wants control of Glasswake’s trade by collecting debts, secrets, and leverage from the harbor ledger. She sees the town as already corrupt and believes she is simply claiming power before worse predators arrive.
Calm, precise, and never hurried. She speaks like a careful accountant who has already totaled the cost of every life in the room.
Mara avoids direct confrontation until cornered. She sends agents first, then uses prepared terrain, smoke, and narrow corridors to control movement. If defeated publicly, she tries to bargain with names from the ledger and escape through the tunnels.
If defeated, Mara can be arrested once the ledger is recovered. If the party exposes her leverage before a fight, she may surrender to save her own network from collapsing.
Recommended party: 3-5 characters
This campaign preview works best with a grounded mystery tone and low-level street danger. Confirm lines and veils around corruption, blackmail, coercion, and potential harm to civic institutions. Ask players if they want investigation, combat, or social play to be the focus. Establish whether theft from the party is acceptable and whether the table wants the villain to be redeemable or purely antagonistic.
For a weaker party, remove one enemy from each encounter and give the heroes an extra healing potion. For a stronger or larger party, add 1 bandit to the ambush and 1 thug or hazard to the final vault. Keep the final fight dangerous by using terrain, water, and the threat of burning evidence rather than adding too many enemies.
Keep clues visible, redundant, and easy to find. If the players miss a lead, have a witness volunteer it, or let an enemy drop a note. End scenes with a clear next step. The act should feel like one escalating chain: rain, records, tunnels, vault, reveal.
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Suggested Level: 1-2
- Slick wooden docks
- Crates provide half cover
- Narrow gangplank over dark water
- Rain imposes poor visibility at distance
14 gp, a signet scrap from a merchant seal, and a vial of pungent green alchemical residue
If the fight is too hard, remove one thug. If too easy, have one bandit try to shove a target into the water.
Suggested Level: 1-2
- Knee-deep water in places
- Crumbling stone shelves
- Narrow ledges above flooded sections
- A loose grate can be lifted or forced open
A waterproof satchel containing copied cargo pages and 1 potion of healing
Use this as a brief resource drain before the final scene. The bandit may flee if reduced below half hit points.
Suggested Level: 1-2
- Waist-high water in the vault corners
- Collapsing shelving creates difficult terrain
- A brazier can be kicked over to create smoke
- Locked iron ledger chest at the back
The Harbor Ledger, 35 gp in bribes, and a silvered signet ring bearing the villain’s mark
If the party is struggling, have the rats scatter or the thug flee after the ledger is seized. If they are dominating, add one additional bandit from a side corridor.
Ledger-Seal Ring
Completed
Act I, found in the submerged archive vault
False
Lantern of Clear Water
Completed
Act I, recovered from the scribe’s hidden workroom
False
Charm of Tidal Breath
Completed
Act I, hidden in the flood tunnel cache
False
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