The trouble with the Chaubrettans......
Background:
A few days ago Gunnar Hasbakk, a Kurlish merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow Kurlish spy.
While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly. Molly caught on that the information Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his florins and the doeskin package containing the information: the orders and information requests for a, not as loyal as he appears, a steward high up in Hadrics court.
Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly back to her parents holdings in Baron Aldreds barony.
Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself and moving up in the esteem of the Kurlish nobility.
He plans on hiring a group to find the information and get it to him so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.
The local Chaubrettan spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the Albish and the Kurlish.
Part 1.The Companions are told through a contact that a gentleman has heard of their prowess and has arranged a table at the Owl and Badger to discuss a new job. It's a simple job:
"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 florins each."
Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.
"Molly is a whore. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed.'
' I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."
"Good Luck."
Eli
Stats: Int: 12, Ref: 8, Psy: 5, Str: 14, Looks: 5,
Combat Stats as 1st rank Barbarian.
Part 2.
The Grey Goose
A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran named John Willson.
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John Willson
Stats:
Int: 18, Ref: 10, Psy: 6, Str: 13, Looks: 13,
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Wilson will at first try to get one of the PCs to "borrow" one of his girls.
When, if?, they don't oblige, he gets really pissed off. Then after a minute or two he collects himself and relaxes. If pressed he will reveal, "Damn you to hell, you bastards are worse than those Chaubrettan scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"
"Wheres she livin? Hells, I don't kn- Wait! I think I remember goin' there once."
" Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?" A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague which houses a large number of itinerent labourers and the like.
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Part 3: Followed by the Chaubrettans
A successful Perception check vs. Jean Croix's Stealth of 10 will alert the PC's that they are being followed. If discovered a short gentleman in a long-coat and unruly hair will be seen to be following about 300m behind.
If the PC's take any action, Croix must make an Perception (17) vs. their Stealth if they are attempting to hide their interest. If successful, he will duck into a nearby building or shopfront and hides.
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Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,
Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).
He will throw knives a few times and escape out the back. He will make use of his climbing abilities to disappear up walls and across rooftops.
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Part 4: A home by any other name......
The PC's get to the warehouse building. A bit of a scare put into any urchins playing in the street or any neighbors will reveal her hovels location.
The door is hanging open, the piece of wood bracing it in splinters. The inside is trashed. A successful Perception check vs. 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.
"Angels, heh heh.....they spoke to me, ! But they, like sounded like demons! Three lovely angels........"
"And they wanted Molly? She must be chosen by the Lord!"
" You got any booze?'
"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsys house'
He lapses into unconciousness. Any PC with knowledge of the local area knows who Betsy is.
As the PCs leave they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Misty is being beaten. A fight should ensue.
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Part 5:
Anya, Kurlish She-wolf.
4th rank Barbarian.
Stats:
Int: 13, Ref: 17, Psyc: 13, Str: 8, Looks: 13,
Skills:
Track, Speaks: Albish, Kurlish, Chaubrettan.
Gear
Chainmail ( Maille)
Two handed Sword.
Maria
2nd rank Knight.
Int: 14, Ref: 10, Psych: 9, Str: 12, Looks: 10.
Padded Armour.
Shortsword.
Slava
1st rank Knight.
Stats:
Int: 8, Ref: 9, Psych: 10, Str: 7, Looks: 9.
Gear:
Padded Armour.
Shortsword.
Owl
2nd rank Mystic.
Stats:
Int: 12, Ref: 11, Psych: 14, Str: 14, Looks: 9
Gear:
Crossbow.
Dagger.
Mace.
Hardened Leather.
Molly.
Stats:
Int: 13, Ref: 9, Psych: 8, Str: 6, Looks: 8,
Note: Misty is a non-combatant in this scenario. After being beaten up she is at 1 hp. Any further damage may kill her.
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Anyas tactics:
Attack the nearest sorceror
Slava attacks anyone with missile weapons.
Maria attacks any one closing.
Owl uses a spell.
Everyone takes off, getting to the next level and splitting up. Owl gets down the hall, behind some cover, and casts a delaying spell.
They've already gotten what they want to know. Mollys daughter has the package and is probably already on her way out of the city headed for home.
Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really bad and will die in 1 to 10 hours without the attentions of a competant leech or magical aid.
The PC's are given a choice, go get the package across from across town or save Molly.
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Part 6: Sweeter than Honey
Anya and her group will regroup near the Grey Goose.
They know:
Molly handed the package to her daughter.
Her daughter must go to someone to fence the goods.
The closest person capable of fencing such information is Betsy.
Their new plan:
Go to Betsy, find out if she still has the package. If so, buy it back for as cheap as possible. If not, contact their employer and have the money raised to be able to purchase it.
If the package is not in her possession, find either the girl or the new owner and take it back, killing the owner if necessary.
They go to Betsys, hoping to find it, only to find the PC's there already.
The PC's should go to Betsys. All weapons are held at the door by three very serious looking cutthroats.
The 3 guards will stop any PC's concealing any weapons ( unless exceptionally well done).
Betsy is inside with Mollys daughter and her 'uncle' Mr. Cellas.
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Betsy Cooper
As normal human.
Stats:
Int: 12, Ref: 15, Psyc: 13, Str: 10, Looks: 9.
Gear:
Padded Armour.
Notes: Betsy is not a fighter and has a group of leg-breakers who devotedly fight to the death for her.
Mr. Cellas
4th level Sorceror
Stats:
Int: 15, Ref: 15, Psy: 15, Str: 12, Looks: 8.
An elderly Emphidian man he disdains violence and will not engage in hand to hand he prefers not to injure his opponents but is VERY protective of Betsy.
Kelly, Mollys daughter.
Normal human.
Int: 13, Ref: 15, Psy: 8, Str: 8, Looks: 10,
Gear:
Crossbow.
Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.
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Betsy will try to bargain for the package. She wants 2000 florins. The PC's, of course, can't pay....if they can why the hell are they taking such piddling jobs?
.. If they try to take it by force the guards will attempt to stop them. Mr. Cellas will immediately cast a delaying spell so that Kelly and Betsy can get away. Otherwise, after a few moments of bickering and dealing, Anya comes in.
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Guard #1, Tyr
1st rank knight.
Int: 8, Ref: 11, Psy: 8, Str: 15, Looks: 10
Gear: Padded Armour, sword.
Guard #2, Ferrow
1st rank knight.
Stats:
Int:9, Ref: 11 , Psy: 8, Str: 14, Looks: 10
Gear: Padded armour, flail.
Guard #3, Edward.
1st rank knight
Stats:
Int: 8, Ref: 14, Psy: 8, Str: 15, Looks: 9.
Gear: mace, hard-leather armour.
Note: The Guards will fight to the death defending Betsys escape.
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Anya and her team are extremely confident. There is really no need for fighting at this scene.
If the PC's describe their employer at any point, Engel laughs. She explains that Eli works for her employer. Unfortunately, she is getting paid much more. She buys the package from Betsy by at least 200 florins over their nearest offer, game over... until the Chaubrettans attack!
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Part 7: Party Crashers
Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,
Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).
Francois
2nd rank knight
Stats:
Int: 9, Ref: 10, Psy:9, Str: 15, Looks: 9.
Hardened leather armour.
Axe.
Pepe
2nd rank knight.
Stats:
Int: 11, Ref: 12, Psy: 9, Str:14, Looks: 10,
Gear: Smoke pot.
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A smoke pot goes off at the stairway. The Chaubrettans are attacking. They don't see why they have to pay for anything they can just take.
Kelly takes her package back from Betsy and disappears into the shadows. She slips out the warehouse door and onto the loading docks in facing the port.
The guards and Anyas mercs. battle each other. Anya, Jean and Betsy all flee the battle to find Kelly. Mr. Cellas casts a delaying spell, blows out the lantern and runs after them.
Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up towards the nearby main streets.
Betsy and Mr. Cellas follow but at a distance, they will not risk further harm to themselves.
If Kelly isn't captured, she will head to the docks across the now crowded morning streets and markets. If she makes it, she will threaten to drop the package into the water unless she is paid 500 florins! and allowed to leave.
If the PC's are smart, they'll get rid of everyone else and deal with Kelly.
Getting Jean and Anya to attack each other will leave the PCs a clear path to the child.
Secretly, Eli is reluctantly willing to pay an addtional 250 florins for the package, though it will take up the entirity of his life savings. He will do it, if he has to, but only if the PC's know what the package contains, only if everyone else has been dealt with, that a little girl has it, and if the PC's know Elis own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the package, he will hire others to kill the PC's, find the girl, kill her, and take the package. If anything happens to him, Gunnar will be after anyone responsible; he has quite the soft spot for his first mate not knowing that he is betraying him.
Once he gets the package, minus his money or otherwise, he'll be happy and leave. He has the goods on his boss, who lost the package to Molly when he hired her. He'll remember the PC's and their attitudes next time he, and the Kurlish crown needs a job done.
If the PC's deal with Kelly, give her at least 100 florins, and help her any other way, they will be in the good books with her family; if they save Molly and Kelly they will have free lodgings and food whenever they venture north ( and some extra xp). If they just kill the girl and hand over the package, they'll get paid their moneyand receive no extra xp.
If the PCs discover what is in the package they must make a choice.....do their loyalties lie with Hadric? What if loyalists find out they assisted Kurlish spies? The Chaubrettans will be looking for payback.
And its never good to have a pissed off Kurlish woman looking for payback.
This is a conversion of a Cyberpunk scenario I've had sitting on my hardrive for a long time........sorry, not sure who the original author is.
Background:
A few days ago Gunnar Hasbakk, a Kurlish merchant, was in town trading furs and, unknown to most of his associates, attempting to relay information to a fellow Kurlish spy.
While he haggled late into the night with his contacts at the Grey Goose Inn, he got more than a little drunk and was persuaded to hire a working girl named Molly. Molly caught on that the information Gunnar was carrying was very important and very valuable. After the merchant lapsed into unconsciousness, Molly slipped out with the majority of his florins and the doeskin package containing the information: the orders and information requests for a, not as loyal as he appears, a steward high up in Hadrics court.
Her plan is to sell the information to Betsy Cooper, a local madam and information broker, take the money and flee with her young daughter, Kelly back to her parents holdings in Baron Aldreds barony.
Hasbakks first mate, Eli, discovered this lapse on his masters part and immediately pounced upon the chance of seizing the ship for himself and moving up in the esteem of the Kurlish nobility.
He plans on hiring a group to find the information and get it to him so that he can humiliate his boss and be the hero. Hasbakk has hired his own team of ne'erdowells, however, to retrieve the package.
The local Chaubrettan spy-ring, however, has also been notified of this debacle through the infamous Betsy Cooper, hoping to make a sale. They have no intention of bargaining, however, when politics are at stake. They plan on taking the package by force and gaining the upper hand on both the Albish and the Kurlish.
Part 1.The Companions are told through a contact that a gentleman has heard of their prowess and has arranged a table at the Owl and Badger to discuss a new job. It's a simple job:
"Retrieve a stolen item from a woman named 'Molly.' Return said item to me in a days time to receive 200 florins each."
Eli is flamboyant and outlandish, he is dressed in bright colors of red and purple and his blue-tinted facial tattoos and ragged, gold ringed ears attract a lot of attention. His smugly sarcastic attitude can barely hide his nervousness.
"Molly is a whore. Her address is unkown. There are no descriptions of her that I have been able to find. She was last seen working at the Grey Goose four nights past. Her fate is inconsequential to the job but it is preferred that she not be harmed.'
' I have to go now, but I will be here tomorrow at this time to collect my package, at which point the money will be handed to you. Please do not try to contact me, follow me, or double-cross me."
"Good Luck."
Eli
Stats: Int: 12, Ref: 8, Psy: 5, Str: 14, Looks: 5,
Combat Stats as 1st rank Barbarian.
Part 2.
The Grey Goose
A few questions in the right ears will reveal that the fellow running the ladies of the night at the inn is an ex-Clysteran named John Willson.
--------------------------------------------------------------------------------
John Willson
Stats:
Int: 18, Ref: 10, Psy: 6, Str: 13, Looks: 13,
--------------------------------------------------------------------------------
Wilson will at first try to get one of the PCs to "borrow" one of his girls.
When, if?, they don't oblige, he gets really pissed off. Then after a minute or two he collects himself and relaxes. If pressed he will reveal, "Damn you to hell, you bastards are worse than those Chaubrettan scum that came by an hour ago! Yeah, I know Molly! She still hasn't paid me for that favour I did her with the guards. She isn't around and she hasn't been working. I'm losing money. If you find her worthless arse, tell her I'm gettin' impatient?"
"Wheres she livin? Hells, I don't kn- Wait! I think I remember goin' there once."
" Little place on the east Side of the Lungbarrows, near the tanneries, I think. Big building, warehouse, kinda run-down?" A successful chat with any lower-class contacts, or lower class PCs will reveal the building as an old warehouse, abandoned due to rumours of plague which houses a large number of itinerent labourers and the like.
--------------------------------------------------------------------------------
Part 3: Followed by the Chaubrettans
A successful Perception check vs. Jean Croix's Stealth of 10 will alert the PC's that they are being followed. If discovered a short gentleman in a long-coat and unruly hair will be seen to be following about 300m behind.
If the PC's take any action, Croix must make an Perception (17) vs. their Stealth if they are attempting to hide their interest. If successful, he will duck into a nearby building or shopfront and hides.
--------------------------------------------------------------------------------
Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,
Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).
He will throw knives a few times and escape out the back. He will make use of his climbing abilities to disappear up walls and across rooftops.
--------------------------------------------------------------------------------
Part 4: A home by any other name......
The PC's get to the warehouse building. A bit of a scare put into any urchins playing in the street or any neighbors will reveal her hovels location.
The door is hanging open, the piece of wood bracing it in splinters. The inside is trashed. A successful Perception check vs. 15 will reveal someone lying under a pile of furniture and trash. It is Mick, blasted out of his skull on cheap booze.
"Angels, heh heh.....they spoke to me, ! But they, like sounded like demons! Three lovely angels........"
"And they wanted Molly? She must be chosen by the Lord!"
" You got any booze?'
"Oh, Molly, right! She said she was goin' out. Said somethin' going to happen. Then...... She's gone!.......Then the Angels came!..........The angels came and asked me where Misty was, then.....then......she sent her little girl to play at Betsys house'
He lapses into unconciousness. Any PC with knowledge of the local area knows who Betsy is.
As the PCs leave they hear a noise on the rear stairs. On the way down, they find Anya and her mercenaries with Molly. Misty is being beaten. A fight should ensue.
--------------------------------------------------------------------------------
Part 5:
Anya, Kurlish She-wolf.
4th rank Barbarian.
Stats:
Int: 13, Ref: 17, Psyc: 13, Str: 8, Looks: 13,
Skills:
Track, Speaks: Albish, Kurlish, Chaubrettan.
Gear
Chainmail ( Maille)
Two handed Sword.
Maria
2nd rank Knight.
Int: 14, Ref: 10, Psych: 9, Str: 12, Looks: 10.
Padded Armour.
Shortsword.
Slava
1st rank Knight.
Stats:
Int: 8, Ref: 9, Psych: 10, Str: 7, Looks: 9.
Gear:
Padded Armour.
Shortsword.
Owl
2nd rank Mystic.
Stats:
Int: 12, Ref: 11, Psych: 14, Str: 14, Looks: 9
Gear:
Crossbow.
Dagger.
Mace.
Hardened Leather.
Molly.
Stats:
Int: 13, Ref: 9, Psych: 8, Str: 6, Looks: 8,
Note: Misty is a non-combatant in this scenario. After being beaten up she is at 1 hp. Any further damage may kill her.
--------------------------------------------------------------------------------
Anyas tactics:
Attack the nearest sorceror
Slava attacks anyone with missile weapons.
Maria attacks any one closing.
Owl uses a spell.
Everyone takes off, getting to the next level and splitting up. Owl gets down the hall, behind some cover, and casts a delaying spell.
They've already gotten what they want to know. Mollys daughter has the package and is probably already on her way out of the city headed for home.
Molly, however, is done for. She has been stabbed, kicked, knocked around a little and punched in the belly. She is hurt really bad and will die in 1 to 10 hours without the attentions of a competant leech or magical aid.
The PC's are given a choice, go get the package across from across town or save Molly.
--------------------------------------------------------------------------------
Part 6: Sweeter than Honey
Anya and her group will regroup near the Grey Goose.
They know:
Molly handed the package to her daughter.
Her daughter must go to someone to fence the goods.
The closest person capable of fencing such information is Betsy.
Their new plan:
Go to Betsy, find out if she still has the package. If so, buy it back for as cheap as possible. If not, contact their employer and have the money raised to be able to purchase it.
If the package is not in her possession, find either the girl or the new owner and take it back, killing the owner if necessary.
They go to Betsys, hoping to find it, only to find the PC's there already.
The PC's should go to Betsys. All weapons are held at the door by three very serious looking cutthroats.
The 3 guards will stop any PC's concealing any weapons ( unless exceptionally well done).
Betsy is inside with Mollys daughter and her 'uncle' Mr. Cellas.
--------------------------------------------------------------------------------
Betsy Cooper
As normal human.
Stats:
Int: 12, Ref: 15, Psyc: 13, Str: 10, Looks: 9.
Gear:
Padded Armour.
Notes: Betsy is not a fighter and has a group of leg-breakers who devotedly fight to the death for her.
Mr. Cellas
4th level Sorceror
Stats:
Int: 15, Ref: 15, Psy: 15, Str: 12, Looks: 8.
An elderly Emphidian man he disdains violence and will not engage in hand to hand he prefers not to injure his opponents but is VERY protective of Betsy.
Kelly, Mollys daughter.
Normal human.
Int: 13, Ref: 15, Psy: 8, Str: 8, Looks: 10,
Gear:
Crossbow.
Kelly is just an innocent little girl, but she's not stupid. She knows that what she's carrying is valuable and knows how to exploit the situation for a profit, or at least for survival.
--------------------------------------------------------------------------------
Betsy will try to bargain for the package. She wants 2000 florins. The PC's, of course, can't pay....if they can why the hell are they taking such piddling jobs?

--------------------------------------------------------------------------------
Guard #1, Tyr
1st rank knight.
Int: 8, Ref: 11, Psy: 8, Str: 15, Looks: 10
Gear: Padded Armour, sword.
Guard #2, Ferrow
1st rank knight.
Stats:
Int:9, Ref: 11 , Psy: 8, Str: 14, Looks: 10
Gear: Padded armour, flail.
Guard #3, Edward.
1st rank knight
Stats:
Int: 8, Ref: 14, Psy: 8, Str: 15, Looks: 9.
Gear: mace, hard-leather armour.
Note: The Guards will fight to the death defending Betsys escape.
--------------------------------------------------------------------------------
Anya and her team are extremely confident. There is really no need for fighting at this scene.
If the PC's describe their employer at any point, Engel laughs. She explains that Eli works for her employer. Unfortunately, she is getting paid much more. She buys the package from Betsy by at least 200 florins over their nearest offer, game over... until the Chaubrettans attack!
--------------------------------------------------------------------------------
Part 7: Party Crashers
Jean Croix
5th rank Assasin.
Stats:
Int: 9, Ref: 18, Psyc: 14, Str: 7, Looks: 9,
Gear:
Leather armour.
Shortsword.
Throwing knives(shuriken).
Francois
2nd rank knight
Stats:
Int: 9, Ref: 10, Psy:9, Str: 15, Looks: 9.
Hardened leather armour.
Axe.
Pepe
2nd rank knight.
Stats:
Int: 11, Ref: 12, Psy: 9, Str:14, Looks: 10,
Gear: Smoke pot.
--------------------------------------------------------------------------------
A smoke pot goes off at the stairway. The Chaubrettans are attacking. They don't see why they have to pay for anything they can just take.
Kelly takes her package back from Betsy and disappears into the shadows. She slips out the warehouse door and onto the loading docks in facing the port.
The guards and Anyas mercs. battle each other. Anya, Jean and Betsy all flee the battle to find Kelly. Mr. Cellas casts a delaying spell, blows out the lantern and runs after them.
Kelly heads down the ramp, around the corner, over the short wall, and runs for the stairs back up towards the nearby main streets.
Betsy and Mr. Cellas follow but at a distance, they will not risk further harm to themselves.
If Kelly isn't captured, she will head to the docks across the now crowded morning streets and markets. If she makes it, she will threaten to drop the package into the water unless she is paid 500 florins! and allowed to leave.
If the PC's are smart, they'll get rid of everyone else and deal with Kelly.
Getting Jean and Anya to attack each other will leave the PCs a clear path to the child.
Secretly, Eli is reluctantly willing to pay an addtional 250 florins for the package, though it will take up the entirity of his life savings. He will do it, if he has to, but only if the PC's know what the package contains, only if everyone else has been dealt with, that a little girl has it, and if the PC's know Elis own boss wants it far worse than he does. If the PC's don't know all that, or if they don't have possession of the package, he will hire others to kill the PC's, find the girl, kill her, and take the package. If anything happens to him, Gunnar will be after anyone responsible; he has quite the soft spot for his first mate not knowing that he is betraying him.
Once he gets the package, minus his money or otherwise, he'll be happy and leave. He has the goods on his boss, who lost the package to Molly when he hired her. He'll remember the PC's and their attitudes next time he, and the Kurlish crown needs a job done.
If the PC's deal with Kelly, give her at least 100 florins, and help her any other way, they will be in the good books with her family; if they save Molly and Kelly they will have free lodgings and food whenever they venture north ( and some extra xp). If they just kill the girl and hand over the package, they'll get paid their moneyand receive no extra xp.
If the PCs discover what is in the package they must make a choice.....do their loyalties lie with Hadric? What if loyalists find out they assisted Kurlish spies? The Chaubrettans will be looking for payback.
And its never good to have a pissed off Kurlish woman looking for payback.
This is a conversion of a Cyberpunk scenario I've had sitting on my hardrive for a long time........sorry, not sure who the original author is.