A Visit to the Madhouse
version 1.0

In this scenario you are assigned to infiltrate a group of outlaws to help the Avernite authorities crack down on smuggling. You must first gain the outlaws' trust and then locate conclusive evidence of their activities.

This scenario is intended for parties level 15 to 20.

Hints and Tips
There are no special requirements for a party to be able to beat this scenario, so as long as your party is reasonably balanced you should have no trouble.
However, one key aspect is how blatant you choose to be when collecting evidence on the brigands. The simplest but hardest method is to just attack and kill them all, but you can also choose to kill only a few here and there leaving the rest ignorant of what is going on. Keep in mind that any brigand who sees you doing something suspicious or openly hostile will warn all of the others with whom he comes into contact. In particular, since a number of the brigands like to wander around the hideout from time to time, you have to be careful not to leave too much evidence of any fights around, or they will carry the news to everyone they meet.
Lastly, in order to find evidence of smuggling, look around and poke through everything. This aspect of the scenario is designed to leave the detective work relatively open-ended.

FAQs
1. How do I get into the Madhouse?
2. How can I get the brigands to trust me?
3. Can I visit anywhere in Avernum besides Mertis and the Honeycomb?
4. Will I have to fight the outlaws?
5. Where is the evidence, and how do I get it?
6. Why do some of the brigands attack me but not others?
7. I left the Madhouse, and when I went back, all the brigands hated me. Why?

Acknowledgments

crimedoor script: Originally written by Nioca
Thanks also to Arancaytar, whose spoiler code I've borrowed for the FAQs.

If you have questions or comments, please email me at niemandcw@gmail.com