At first the plot seemed a little railroadish to me, until I got deeper into it and noticed there was a lot more freedom of choice (and consequences from those choices) then first apparent.
The plot as written can work great to introduce a thief NPC to the parties group, or even replace the thief NPC with a player character rogue if the GM is feeling especially creative.
The extra system less stats for the NPC's involved were a nice touch and makes it easy for a GM to quickly give them more system specific attributes without needing to come up with them from stats and the initial description.
For those running a higher tech campaign a similar basic plot concept and adventure based off of this can be used with minimal effort. (I can imagine a similar plot unfolding on one of the rim worlds of Firefly or back water markets in Star Wars.)
Nicely done, and a plot I will be using in my Warhammer Fantasy campaign rather soon.
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A nicely adventure to spring on the party after they have become attached to a helpful NPC that accompanied them on adventures in the past. For a variation one could also substitute a relative of one of the PC's to add a more personal touch to the adventure.
A nice place for some lighthearted adventures, and likely to make most characters (and players) rethink their views on goblins being "little better then rats and other vermin."
Good plot hooks as well, and quite a memorable main character, I can see his accent and mannerisms sticking with the party for a long time after the visit.
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More Plot Hooks
One of the more prominent merchants in town accidentally left his wedding ring (or other bit of precious given by his wife) in his clothes when turning them in for a wash; and now he's desperate to get it back.
The hunt is on for the halflings and rogues within the party to sneak in and find the ring before it gets tossed out in the wash water and before the merchants wife notices it's missing.