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Looking for input - wilderness adventure.

doghead

thotd
This is an adventure I have been tinkering with, on and off, for a few years. It has been the basis for two pbp games I have run, but neither of them finished unfortunately. So it exists mostly in my head. I wanted to get it all down on paper (so to speak) so if I ever do get the chance to run another game (which is not likely at the moment), it is all pretty much there ready to go.

I thought I would post it up here so in order to get some feedback. I like getting other peoples input on things, it helps me sort out my thoughts as well as gives me new perspectives on things.

It all pretty rough at the moment. I had hoped to have it a little more developed before posting it, but I kind of hit a wall. So, please, feel free to get stuck in. I would like to know what you think, what you like and what you don't, what you think will work and what won't.

doghead
aka thotd
 

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doghead

thotd
Adventure So Far

adventure - Duvik - outline

- PROLOGUE -

The seed for this adventure comes from the WotC web-module, A Burning Plague. I have changed things a bit. The plague reduces Int, rather than Con. The town is a village. It is not located in a pass, so their is little through traffic. I have also zoomed out a bit, and incorporated some of the surrounding players into the drama.

- SETTING -

The adventure requires two competing cities within a few days travel of some mountains. I last ran this as a Living EN World (LEW) adventure, so I have used the original names here for simplicity. A map of Orrusus can be found at the Living Enworld pages.

- Locations -

Duvik, a small mining village set in the Stonepike Mountains. Population approx. 300 (100 young, 140 adult, 60 elderly), about 50 households. There are three mines around Duvik, a large one (20 workers - including cook, animal handlers, carpenters.) and two smaller ones (12 workers). Near the entrance to each mine there is an encampment where the workers live.
[[population significantly reduced from original module (pop. 1500).]]
[[Given the remoteness and difficulty of life, a priest would probably have a few levels under his belt. Remove Disease is Cl 3, needs caster level 5th (once or twice a day.) So likely to be overwhelmed by number of cases. People can catch the disease after being cured.]]

Orussus, a major city several days travel from Duvik. The majority of Duvik's silver trade is with Orussus.

Fallon, another city also several days travel from Duvik. Fallon and Orussus are rivals.

The Bainlunder Hills lie somewhere between Orussus and the Stonepike mountains.

- BACKGROUND -

Many years ago the village of Duvik was established by the a group of Vikian people fleeing persecution and oppression in Fallon. The village is located in a small valley, about a days travel into the mountains. The initial years of the settlement were hard. The land was tough and unforgiving. There were times when it looked like the settlement wouldn't survive.

The discovery of silver in the surrounding mountains changed the fortunes of the village in more ways than one. It gave them something to trade for the things they couldn't produce themselves. It also drew the attention of the local orc tribe. The people of Duvik fought hard to protect their village and mines from the orcish raiders. But the orc tribe was strong and well established. In desperation, several appeals were made to Fallon for assistance. All were ignored. Instead it was from Orussus that help eventually came, in the form of mercenaries (adventurers) hired by the city through the Guild of Merchants. Nominally Duvik was part of the territory claimed by Fallon. So Orrusus could not risk officially supporting the people of Duvik. To do so would risk sparking a conflict beteeen the two cities which were already not on the best of terms. But the merchants of Orussus wanted access to the silver of Duvik, and the city authorities were keen to help them get it.

Eventually, the orc tribe was overcome and the valley secured. The villages and the siler mines were secured, and it was to the merchants of Orrusus that the people of Duvik sold their silver in the years following.

- TIMELINE -

*** an orcish shaman/priest returns to the Duvik village in order to get revenge on the village. He is one of the remaining members of the tribe that once raided the village and was eventually destroyed. The orc calls upon dark forces and in return for his service, is granted the power to corrupt the waters of the valley, poisoning the minds of those that drink it, slowing destroying their ability to think and reducing them to the state of animals [ie - Int loss].

*** the people of Duvik start to fall ill. The slowly become more and more beastial. Initially it is the weak and infirm that become ill, but over time, more and more people are afflicted. Initially the people of Duvik are reluctant to flee. The hesitation leads to most being infected. Eventually a few survivors do so, out into the forest or down to the village at the foothills of the mountain.

[[time scale of infection - chance of infection is approx. 50%. chance of natural recovery is 25%, but can be re-infected. Life expectancy is about 8-10 days, say two weeks. If sick double in number every 2 days, then approx. 20 days to infect entire population (not including natural recovery, but also not counting re-infection). First week, 10 infected, second week 100, third week 1000. Initial symptoms are minor - absent minded, a bit moody. Then increasingly disinterested in complex tasks, lack of planning. Then focus only on immediate needs, lack restraint. Eventually, only focus on food, shelter and possibly sex (this would definitely give the game an M rating. It would also make for a nasty conclusion, with numerous unplanned pregnancies, lots of emotional scars). Eventually, the victim is reduced to 'animal' state (Int 2).

So, approx. three to 4 weeks after initial infection, the villagers have been reduced to the state of animals. Most remain in the area, scavenging for food, sheltering in the buildings. Some casualties, result of fighting between victims, usually over food or shelter.]]

*** a shipment of silver is late in arriving at Orrusus. The wagon drivers and guards talk of problems in the village. [[need to work out how the timing of the shipment corresponds o the the timing of the orcs actions.]]

*** news of the problems in Duvik reach Fallon. Seeing an opportunity to bring Duvik under into its area of influence, Fallon sends out troops to 'assist the people of Duvik'. The troops set up camp in a village at the base of the mountains.

*** a shipment of silver does not arrive at all.

*** The troop commander sends a band of soldiers up into the mountains investigate. Half way up they set up a camp and send a patrol the rest of the way. The patrol does not return. The commander does not want to risk any more men, so he sends a runner to the main camp asking for reinforcements.

*** a merchant sends some retainers to find out what has happened to it. The retainers return with stories of monsters and zombies infesting the valley of the Duvik village.

*** the merchant sends a more robust party to investigate. its goals are to find the missing shipment and if possible, find out what is happening and deal with it.

*** By the time that the party arrive at the base of the mountains, the Fallon forces have established a camp and a quarantine area. People from Duvik are being kept in isolation.

- OTHER POTENTIAL PARTICIPANTS -

Orc Tribe (potential resource/problem): The orc shaman has called upon forces forbidden by his people. Troubling omens (or something) brings the shaman's actions to the attention of another tribe, who send a small band to investigate. These orcs have no love for humans, but they may be willing to work with them in order to overcome the rogue shaman.

Dwarf Tribe (potential resource/problem): The Stonepike mountains are largely controlled by the dwarves. As originally written, the dwarves have very little to do with the human cities. The dwarves could either be an ally, willing to help fight the orcs, or an adversary - perhaps the people of Duvik have been encroaching into dwarven territory.

Bainlunder people (potential resource): One group of people the dwarves do have good relations with are the herders of the Bainlunder hills. The Bainlunder people could be useful friends to have. The have a good knowledge of the region (the best routes, hiding places etc) as well as close relations with the dwarves.

- IC MATERIAL -

- Initial Pitch by Ashin -

"As I mentioned I am a merchant here in Orussus. I have a contract with one of silver mines in Duvik. Duvik is a village, well small town really, in the Stonepike mountains. The silver comes in from Duvik once a month. About 6 weeks ago when a shipment came in we were told there had been some illness in Duvik. Over the next few weeks, I began to hear stories, rumours of terrible things; plague, madness, monsters the walking dead, demons. So a week before the next shipment was due, I sent one of my people with a couple of stout men up to Duvik to look around, and see that the next shipment came back safely. That was three weeks ago.

"A few days ago I had the opportunity to talk to someone from Duvik. Apparently, many have fled the town. The persons recall of events was hazy, but in accord with the stories that I had heard. They spoke of a plague, madness, monster stalking the streets and the dead working the mines driven by devils with whips.

"Something is going on in Duvik. I think that that is clear enough. But I think that the stories are as much a product of the superstitions and imagination of the people as anything. Duvik is an isolated place, far from the centres of learning and politics. The people are simple folk, and superstitious. They see kobolds under the bed and elementals in the every water pool. I think the answer is more mundane than they think, but perhaps more complicated.

"For that reason there is something I need to do."

Ashin takes a small leather tube from his belt and slides off the top third, revealing a plain iron rod. The rod is about 8 inches long and about half an inch in diameter.

"This is a truth rod; it prevents the holder from lying. Before we go any further, I am going to ask those who are interested to answer a simple question."

Ashin holds up his hand to forestall any questions.

"I perfectly understand if you do not wish to do it, and I will tell you the question before asking any of you to make your decision. The question is this: Do you own allegiance or debt to the Lord of Fallon, or to any that themselves own allegiance or debt to the Lord of Fallon.

"If you answer 'yes', then I must ask you to leave, with my thanks for your time."

Ashin give those who wish to leave time to do so. To those that remain he hands the rod and asks the question to each in turn.

***

"Duvik was settled about 60 years ago by refugees fleeing presecution in Fallon. The people of Duvik are mostly Duviknics, originally from the north and east of here. Their religious tenants did not match those of the people of Fallon, and well anyway, they fled into the Stonepike mountains where they settled and stayed.

"About 30 years ago silver was discovered in the mountains around Duvik. It was not a rich seam, but it has been a steady one over the decades. The town grew a little, and began to shake off the poverty that it had struggled with since it was founded. A few years years later, the orcs arrived. The people of Duvik banded together to defend their valley. They were hardy people, hardened further by a tough life. But they were no match for an experienced warband. The people of Duvik sought aid from Fallon, but their pleas were ignored. Orussus was also approached, and although the city did not send its militia, adventurers were hired from this very tavern to train and lead the people of Duvik. Hansforth Paltin* was among that number, and it was in Duvik that he discovered his genius for tactics that would later bring him much fame on Brentwidge Plains and at Cooramok."

* Knowledge (history or local) DC 10: Hansforth Paltin is a famous ranger, many of whose early adventures began in the Red Dragon Tavern. *

Ashin's eyes gleam brightly as he recounts this part of the tale, and his voice becomes noticeably more animated.

"Eventually the orcs were driven back and an truce made. But the people of Duvik never forgot Fallon's silence, and so they turned their backs on Fallon and their faces to Orussus for their trade.

"Over the last ten years, Fallon have been making overtures to Duvik, trying to bring the town into their area of influence. In response, group of merchants from Orussus has been pressing the council here to offer an alliance to Duvik. Initially the council was slow to see the need, but the tide of opinion is turning. Fallon knows this, and I suspect that the events in Duvik are in some way tied to this struggle for Duvik. I will not say that the rumours are true, but I suspect that Fallon is behind this in one way or another. A disaster offers Fallon the opportunity to make up for the persecution that drove the people out of Fallon and Fallon's failure to assist Duvik in its early years.

"And even if they are not behind this, then it still is an opportunity that they will be unlikely to pass up I believe."
 

Herobizkit

Adventurer
I love it, myself.

Keeping the Orc Shaman's involvement under wraps is an excellent strategy. If players learn that there's an Orc Shaman behind what's happened, they'll automatically assume "magic" and they'll immediately start seeking him out, completely ignoring your bestial town.

Having the locals misconstrue the infected humans as "zombies" or "beasts" will have the PC's wade in swinging before they realize their folly. Smarter PCs will watch and wait. And, if/when the PC's get infected, it will create a sense of panic and urgency that will spur them to action if they watch and wait too long.

For what level range is this adventure intended to be?
 

doghead

thotd
Thanks.

I tend to play at the lower levels, so I was thinking somewhere in the 1-5 range. But it could equally be scaled up I suppose. At this point, I don't think I will go as far as stating up all the participants. That way it remains more easily adapted to different levels, and systems I suppose.

I think that there are two key things I need to do. 1) Establish what kind of information the party can potentially gather before they arrive. 2) Establish the mechanics of the shaman's plan.

Other thoughts.

**** Perhaps the disease should be accompanied by some physical symptoms. A fever of sorts? Otherwise the players only have out of character knowledge that their character is ill.

*** Few in the town are literate. But the cleric likely is. A diary or record of events? There are likely to be few if any able minded people left in the town when the PC's show up, so their need to be something to give them an idea as to what is happening.

*** What if the villages have taken to some form of observance that the cleric disagrees with - ie. a witch/druid has moved into the area, perhaps an old shrine the villages have taken to leaving little gifts at. The cleric might see the events as some form of divine punishment, either by his own god or the other.

It would be nice to have a group to run this with. Play testing is the best way to iron out wrinkles.

*sigh*

doghead
aka thotd
 

Aholibamah

First Post
I like the idea of having physical symptoms, even if they aren't a big deal. It makes things more worriesome, especially if they are just debilitating enough to be a constant reminder. Things like twitching, coughing, itching, stuff like that.

I like the idea of the disgruntled priest as a red herring. Make him not a crackpot but someone quiet and intense and convincing--more of an Oliver Stone type of character, someone who has a theory that you may not agree with but makes a disturbing amount of sense. When he makes a speech, have it be less thud and blunder and more of something you have built up to with what seems like the good sense of a misunderstood man.
 

Herobizkit

Adventurer
I think physcial symptoms should include stiffening of the joints, hunching of the back, and two others that should drive PC's crazy: speech impairment (reduced to moaning and drooling - makes spellcasting difficult) and Disabled status (only take a partial action each round).

... and maybe an uncontrollable desire to eat brains...
 

doghead

thotd
New material
- outline of Fallon troups and orc shaman and band, Bainlunders
- outline of disease progression
- expanded timeline, added details. Actually, will hold off on this until it is more developed.

- PARTICIPANTS -

- Orc Shaman -

1 orc shaman: driven by his hunger for revenge, he has turned to the darkest of the old gods - more primal forces than old man with beard.
half dozen orc hunters/warriors: The shaman recruited a number of malcontents from the surrounding tribes. They are moderately experienced. They are enthusiastic when things are going well and they get to beat-up on the weak. But have little loyalty to the cause beyond self interest. They have little stomach for a fight.

- Fallon Troops -

Commander: A young career soldier. Has little liking for the task. But proud, and likely to be stubborn.
2 Lieutenants:
2 infantry squads: basic soldiers, perhaps one or two more experienced members.
1 skirmisher squad: generally more experienced, but a bit cock sure. Similar fighting skills to the above squads, but with some stealth/survival stuff as well.
2 priests of some un-dead butt kicking deity.

- Bainlunders -

During their fight from Fallon, the Bainlunders helped the refugees, and were instrumental in helping the Vikians establish their village. The Bainlunders are mostly herdsmen. In subsequent years, there was significant trade between the two people, the Bainlunders selling cattle, the Vikians crafted goods.

- DISEASE PROGRESSION -

The progression of the disease depends upon a number of factors; initial intelligence, daily Int loss, periods of recovery. But for an average person with 10 Int.

* Int 8 (2 days after infection)
no real behaviour change except perhaps some frustration with loss of ability with craft, knowledge tasks.

* Int 6 (4 days after infection)
less inclined to tasks without immediate benefit, some loss of social restraint, increased interest in food and sleep.

* Int 4 (6 days after infection)
no interest in things without immediate benefit, tendency to use aggression to settle conflicts, tendency to wonder off and sleep, speech becomes broken/simplified, more sexually aggressive.

* Int 2 (8 days after infection)
behaves much as an animal, interests limited to food, shelter and sex, conflicts resolved by displays of aggression, fighting.


[[Rant #1 - religion and village priests]]

This is where D&D seems a bit of an odd cludge to me. It tries to mix the 'church in every village' idea of Christian Europe with the pantheon of gods of the ancient world. So what would they have in a small village like Duvik. It would seem to me that the Healing and Plant domains would be popular, with Earth and Animal also up there. Weather would be good if they had it, as would Fertility. Of course, the domains are more geared towards adventurers than village priests. So anyways, to cut a long story short, do what I do and make the setting monotheistic. Failing that, choose whichever god works for you.

[[Aside #1 - the Bainlunders]]

This adventure was last attempted in LEW. LEW is a shared setting, so if someone says 'such and such is here' and your party goes there, then they will see 'such and such'.

The Bainlunders were a creation of Uriel. According to Uriel, they won't accept coin, only barter. They are also one of the few people on friendly terms with the dwarves of the Stonepike Mountains (also one of Uriel's creations I believe). The dwarves call them Stonebrother or something similar.

If you go with this, then the Bainlunders would be a natural intermediary between the Vikian's and the dwarves, in whose territory the Vikians ultimately settled. I imagined some sort of treaty between the two people, establishing limits on the Vikians territory (and perhaps activities). Also, given that the Vikians probably had little coin when the fled, then the Bainlunders would be natural trading partners, given that the majority of the Vikians were originally artisans and craftspeople.

Edit: Hey Hero, Aholibamah, thanks for the input. I've added some details of physical symptoms. I did include language, although not the desire to eat brains :)
 

doghead

thotd
adventure - duvik - update 2.

* added some details to Orc contingent
* expanded on the Fallon contingent's objectives.

- Orc Shaman -

1 orc shaman: driven by his hunger for revenge, he has turned to the darkest of the old gods - more primal forces than old man with beard.
half dozen orc hunters/warriors: The shaman recruited a number of malcontents from the surrounding tribes with promises of loot, as well as positions of power in the new tribe that will be formed to re-take possession of the valley. They are moderately experienced fighters and hunters. They are enthusiastic enough supporters when things are going well and they get to beat-up on the weak. But have little loyalty to the cause beyond self interest. They have little stomach for a fight.

Alternatives to orc followers - bugbears, gnolls, goblins (good for scouts and sentries).

In an effort to hide his actions and spread confusion, the shaman has had his warriors paint their armour red, as well as wear face masks and wigs designed to give the warriors a hellish or demonic appearance. While the disguise would not be hard to see through in normal circumstances, in heat of battle, or in poor light conditions it is reasonably effective. Through in a few smoke bombs and thunder-stones, and it gets even more effective.

- Fallon Troops -

The Fallon contingent has been tasked with assisting the people of Duvik. It consists of around 30 individuals.

The commander has also be tasked with getting the people of Duvik to formally acknowledge Fallon as the rightful ruling authority over Duvik village and valley. Along with this would come, of course, the obligation to pay taxes to Fallon.

This acknowledgement would also make Duvik subject to Fallon's laws. One law of particular significance is Fallon's right to restrict trade with those outside Fallon. This law would allow Fallon to cut Orussus out of the silver trade with Duvik in favour of Fallon's own merchants. [[or instead of a law prohibiting sales, they could simply increase the duty on the silver until it is priced out of the market for anyone outside Fallon.]]

The Fallon commander expects to be able to use his assistance as leverage in 'negotiating' an agreement. This is largely what is expected of him by his superiors. Of course, the commander is working on the assumption that there will be someone to negotiate with.

Commander: A career soldier. Has little liking for the task. But proud, and likely to be stubborn. Especially if he feels that he is being bested by mere 'opportunists and sell swords'.
Commander's aide:
2 Lieutenants:
2 infantry squads: 6-8 basic soldiers, perhaps one or two more experienced members.
1 skirmisher squad: 6-8 generally more experienced soldiers. A bit cock sure. Similar fighting skills to the above squads, but with some stealth/survival stuff as well.
3 priests of some angry un-dead butt kicking deity. One mid level, two lower level acolytes.
 

doghead

thotd
adventure - duvik - update 3

* re-worked the timetable. Got the first two weeks done, but then kind of ran out of steam. I have tried as much as possible to 'put myself in the shoes' of the various individuals. But I would really appreciate any input here. Does this seem like a realistic portrayal of how the villagers would act? The Bainlunders? The Shaman?

* I think when I have the events mapped out, I might look at outlining several alternate ways into the adventure. Originally the PC's were sent by an Orussus merchant.

* big question - if villagers reach the plains below, and some are likely to be contagious, then the plague will spread very quickly given the way it is set up at the moment. Too much? Perhaps just an initial period of contagion?

- TIMELINE -

*** (day -7) an orcish shaman/priest returns to the Duvik valley in order to get revenge on the village. He is one of the remaining members of the tribe that once raided the village and was eventually destroyed. The orc calls upon dark forces and in return for his service, is granted the power to corrupt the waters of the valley, poisoning the minds of those that drink it, slowing destroying their ability to think and reducing them to the state of animals [ie - Int loss]. His plans take about a week to set in motion. The first step is the creation of a number of small shrines, which he locates upstream of the village on several of the tributaries of the stream that runs through the village. To keep the magic active, he needs to place bloody offerings at each shrine each night.

During the first few days, the shaman keeps out of the way. He sends the bulk of his warriors to watch the path into the village. Their job is to keep any visitors away without being identified. They have thunder stones and smoke wands (?) as well as 'whistling arrows' to help with deception.

Once the bulk of the villagers are incapacitated, the shaman will gather his warriors and go into the village (mostly at night), hunting down those who appear to be resisting the disease. He will desecrate the temple/shrine at the first opportunity. The priest will be high on his list of those to kill.

[[other options: summon monsters, create undead to prowl the streets.]]

*** (day 1 - midnight) The shaman begins the ritual.

About half of the village population are infected through drinking the water. The only symptom at this stage is a slight fever.

*** (day 2) Most of those not infected will become so, either by contact or by drinking the water. A few of the infected experience some difficulties with day to day [[Int based]] tasked. Some cases of slight behaviour change, but nothing that couldn't be explained by a fever. The infection is carried to the mines by workers returning from town.

*** (day 3) Those hardest hit (possible 6-8 points of Int loss) by the disease are starting to display distinct behaviour changes. Priest discovers remove disease works, but only has a few spells/scrolls, and those cured are often re-infected by others who are contagious. He tries to keep the worst of effects quiet to avoid creating panic.

*** (day 3) Priest sends a messenger to the nearest temple of his faith, asking for help/advice. Expected to return in about 4 - 6 days. Messenger is killed by orcs. [[alt: uses sending spell (scroll probably)]] ???

*** (day 3) Many others are suffering little, a bit of a fever, a bit of difficulty concentrating on tasks. Many are still unaware that they are infected. People starting to get worried a bit worried about 'this fever everyone seems to have come down with'. Reassured that the priest has taken steps.

*** (day 4) A few of the worst affected reach the 'bestial' state (possible 10-12 Int loss). They are relatively harmless so long as fed and kept happy. One or two wonder around the village or into the forest.

*** (day 4) Messengers from the mines arrive in the village asking for the priest. He has too much on his hands, and can't really do anything, sends advice.

*** (day 5) (evening) Three Bainlunders bringing up a herd of goats/sheep whatever for sale are attacked a couple of miles out of the village. One is killed, two flee back down the mountain. The animals wonder off.

*** (day 6) The bulk of the villagers are by now obviously sick. Dozens have reached bestial state' - unless provided for, they simply raid houses and fields for food, taking whatever they find.

*** (day 6) Villagers start to panic. Many (say dozens?) flee into the woods or down the trail. Those taking the trail are attacked by orcs. Many killed. Some escape into the woods.

*** (day 6) The two herders get back to the Bainlunder hills and tell others about what happened.

*** (day 6) By now the infection has spread through the mines. A number of accidents have resulted as a result of the loss of Int (leading to skill check penalties).

*** (day 7) A small group of Bainlunders (3) sets off to the village to see what they can find out. They stay off the main (only path), travelling through the forest instead. Much slower, takes nearly two days travelling.

*** (day 8) Almost a third of the villagers have reached the bestial state. Another third are severely incapacitated. Of the remainder, most show symptoms. About a dozen or so have recovered or seem to be immune. Lead by the priest, the healthy and not so bad pull back into one of the great halls [[the first buildings built when the village was settled were two great halls]], stock up on food, try and aide the sick.

*** (day 8) Several fights break out at mines as the sickest raid food. Several just wonder off, many back to town.

*** (day 8 - afternoon) The Bainlunder scouts reach the site of the attack. They keep their distance. Spot the attackers, watch a little. Hard to identify at distance, but one thinks 'monsters' are speaking 'orcish'. They are spotted and flee.

*** (day 8) Word reaches the Bainlunders tribal elders. Word is sent to the dwarves, who have long been allies of the Bainlunders.

*** (day 10) By now only a small number of functioning villagers remain holed up in one of the great halls.

*** (day 10 - night) the orc shaman launches an attack on the hall. Spells and effects used to create a demonic effect. They attempt to set the hall on fire. They succeed but those inside manage to put it out. Several villagers healthy are killed.

*** (day 11) A group of villagers attempt to break out and make it too the plains below. They split up into several smaller groups and take different route out of the village.

*** (day 12) driven by hunger, villagers who have reached the plains below raid Bainlunder settlements for food. Ragged, dirty and stripped of the ability to do anything more than howl, scream and grunt, they terrify the Bainlunders. To the layman, they would appear to be possessed or zombies. The Bainlunders do recognise the villagers as from Duvik. Several villagers are killed, the rest flee.

*** (day 13) One of the breakout groups from Duvik reaches the plains. They tell a tale of a terrible curse and demons.

*** (day 14) News of the problems in Duvik reach Fallon.

*** (day 14) News of the problems in Duvik reaches Orrusus.

*** (day 16) Seeing an opportunity to bring Duvik under into its area of influence, Fallon sends out troops to 'assist the people of Duvik'.

*** (day 17) The troops set up camp in a village at the base of the mountains.

*** (day 18) The troop commander sends a band of soldiers up into the mountains investigate.

doghead
aka thotd
 

doghead

thotd
adventure - Duvik - Update 4

* expanded on rival orcs and dwarf clan. Introduced the possibility of an artefact. Good for getting a little rivalry going maybe.

- OTHER POTENTIAL PARTICIPANTS -

- Orc Tribe -

The renegade orc shaman has called upon forces forbidden by his people. Troubling omens (or something) brings the shaman's actions to the attention of another tribal shaman, who send a junior shaman along with a few warriors to investigate. In the dream there is some indication that they renegade has an artefact of some power. The tribal shaman wants it, if it exists. Given its nature, he will probably destroy it. But he doesn't know for sure what it is, or even if there is an artefact at all.

These orcs also have no love for humans, but they may be willing to work with them in order to overcome the renegade shaman. But its not the sort of thing they will be easily convinced to do so. Initially, they will somewhat unfriendly. It will take some effort to change that. Nor will they be very reliable as allies. If they see an opportunity to achieve their aims, they will take it.

NPC Descriptions

Junior Shaman, lowish-middle level.
3-4 orc warriors: reasonably experienced hunters and warriors. Very capable in the wilderness and mountains. short spear, hand weapon, dagger, light armour.

Timeline additions:

*** (day 11) The small band arrives in the valley. They spend a couple of days scouting the valley and watching the village.

*** (day 12) They spot the renegade orcs raiding the village. They follow the renegades, but ...

- Dwarf Clan Hyborus -

The Stonepike mountains are largely controlled by the dwarves. The closest Clan to the Duvik valley is Clan Hyborus. As originally written, the dwarves have very little to do with the human cities. Clan Hyborus are little different from their fellow dwarves in this regard.

The dwarves are reluctant to get involved. Caution plays a big part in this. But there are other reasons for them holding back. The dwarves have little love for humans. Although the current mining falls within the agreement between the dwarves and the Vikians, elements with the dwarven society are concerned about the possibility of the human mining activities expanding into the dwarven territory. Elements within the Clan would be happy to see the humans leave the valley and their mountains.

Of course, they do not want to see an orcish tribe re-establish itself in the valley. If the dwarves learn that orcs are involved, elements of the clan would become more keen to help. Not all however. Some of the more committed isolationists think it is better to let the orcs drive the humans out, then the dwarves can deal with the orcs later.

Like most clans, Hyborus have a network of tunnels that allow them to travel through the mountains without having to come to the surface. Clan Hyborus have a hidden gate about six hours march from the village. It is secured by a solid locked door. Guards are not usually stationed at this gate. From the gate to the centre of the clan stronghold is another day's march via tunnels through the mountains.

The location of the gate is not known to the villagers, but they know that there is a gate somewhere, and its approximate direction from the village.

Upon receiving news of the problems in the Duvik valley, the dwarves will send a small garrison to man the Duvik valley gate. It will be lead by a minor clan noble, and include a priest and a dozen warrior/scouts. Once established, a small band of about 4 will be sent into the valley to see what is happening.

NPC Descriptions

Noble: traditional, cautious. reluctant to make decisions without consulting the council first. Messages take about 48 hours to do a round trip. several hand weapons, medium armour, shield.
Priest: ...
Mage (?)
8-10 Warriors: hand weapon, crossbow, medium armour, heavy shield
3-4 Scouts: hand weapon, crossbow, light armour (scouts)

Timeline Additions

*** (day 16) Dwarves arrive at the gate and set up the garrison.
*** (day 17) The priest and 3 scouts are sent to the village.
 

Voidrunner's Codex

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