Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2009 - all matches
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sparky" data-source="post: 4971823" data-attributes="member: 13681"><p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Apples, peaches, pumpkin pie,</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Eat them and you’ll cry, cry, cry.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">In the alley, in the sky,</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Like a dagger fly, fly, fly.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Find your sweetheart, find him nigh,</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Through the window spy, spy, spy.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">If he’s faithless, if he’s sly,</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Stab him in the eye, eye, eye.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Never, always never, lie.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Never, always never, lie.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Never, always never, lie.</span></span></em></p> <p style="text-align: center"><em><span style="font-family: 'Verdana'"><span style="color: white">Apples, peaches, pumpkin pie.</span></span></em></p><p></p><p><span style="font-family: 'Verdana'"><span style="color: white">--- A childrens’ rhyme from Niadelaar* </span></span></p><p> </p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 15px"><span style="color: white">Woes in Niadelaar</span></span></span></strong></p><p><em><span style="font-family: 'Verdana'"><span style="color: white">A D&D 4e adventure for 3-5 players of mid-heroic tier.</span></span></em></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">People are falling ill in Niadelaar. That’s nothing new, really. People have always fallen ill in Niadelaar -- it is a miserable, smelly, low-lying, backwater province with a history of trickery, deceit and betrayal that stretches back to the village’s founding. A fine place for adventure and adventurers!</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Niadelaar was founded by Zvarten Jacobus, a notorious thief who bribed, bullied and blackmailed his way into the aristocracy. He earned a title and, to his chagrin, a fief in a swamp infested by a murder of pestilent harpies. Determined to further spite the Crown for this slight, Lord Jacobus decided to make his dream of respectability happen <em>at any cost</em>. By the time Lord Jacobus died, Niadelaar was well-established and – using the methods the crafty thief adopted to drain the swampy land – growing.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Campaign Info</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Today, there is no proper Lord in Niadelaar. Lord Jacobus was never able to produce an heir. The Crown was especially pleased to be free of that entanglement and allowed administration of the fief fall to the Church. The Church viewed Niadelaar in the same way the crown did, as a dumping ground. Forty years ago, the Church has assigned rabblerousing Father Frerik to this remote backwater parish and the young man found he liked the village, its people and its freedoms. Once a year the Church sends an official to check in on the parish (and collect tithes).</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">These days the village pretty much fends for itself on the edge of civilization. The people of Niadelaar are stubborn, hardy and untrusting. Niadelaar can be placed in any marsh-, fen- or bog-like area where you’d find windmills and where ‘peat cutter’ would be a common occupation. Peat is, in fact, the chief export of Niadelaar, and its primary source of fuel and building material. If your setting is in warmer climes, adobe construction would be a suitable, but not ideal, substitute.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">In a Nutshell</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The ghost of a harpy queen, Talons-like-Steel, murdered over a hundred years ago by the founder of the remote village Niadelaar, has returned to seek vengeance on the village. Through dreams and visions, the ghost harpy has manipulated a young woman, Morja, into doing her bidding. ENTER: The PCs.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Getting the PCs to Niadelaar</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">A selection of hooks to get the PCs into the troubled village. Mix and match.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Devotees of Ioun may wish to make a pilgrimage to the Shrine of Saint Kennis, creator of the Flying Dagger of Niadelaar.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The PCs are sent to collect Niadelaar’s annual tithe and to collect and to deliver some mail.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">PCs stop in on the way from A to B.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The Crown is considering reestablishing Niadelaar as a fief and sends the PCs and some Crown officials to survey and evaluate the village.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">PCs discover a strange steely harpy talon and are directed (or drawn) to Niadelaar.</span></span></p><p> </p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="color: white">Adventure</span></span></span></strong></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">On the Road</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The road to Niadelaar crosses bleak, gray-green moorlands (or marsh, fen or bog). The road is somewhat well-traveled. If they’re travelling along a trade route, the PCs should see caravans of wagons loaded with earthy-smelling peat bricks headed the opposite direction. Any wagons headed toward Niadelaar will be carrying foodstuffs. Inquiring PCs will learn that Niadelaar needs to import a substantial portion of its food because the crops that grow in the area are often diseased. Closer to Niadelaar, windmills dot the countryside.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Niadelaar itself is a low-slung village with several windmills. Almost all of the buildings are built from peat cut into slabs and stacked. The buildings are butted up against one another. If not for the windmills, this might look like an extra lumpy part of the moors. The whole village smells earthy and damp. The smell is mostly pleasant, but makes frequent forays into both ‘mildewy’ and ‘like-death.’ When the PCs arrive in Niadelaar, things are mostly normal. Mostly. </span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">At the Red Rose</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">At the Red Rose Inn the PCs might learn:</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Something strange happened at the graveyard. </span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Tomb of Jacobus (Niadelaar’s founder) attacked.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Attacker was Sem, a peat cutter. Sem is sick with the Singing Sickness. </span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Not normal behavior for the sick man, or for Singing Sickness.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Sem is at the Shrine.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs do not have a talon, they should find one sitting in the open on the tavern floor, amidst the rushes on the floor. The talon is cold to the touch, powdery and hard like metal. Any regular patron who sees or is shown a talon will recoil, make a holy sign and tell the holder to take it to the Shrine.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja, a barmaid or servant, seems particularly upset at the PCs having a talon.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">VERY observant PCs will note that her dismay is different.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">On the Street That Very Night</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The PCs might see: </span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">A villager, Juriaan, wandering in a strange, lurchy fashion down the street (he is dominated).</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">If the PCs stop Juriaan, he makes conversation, but seems distracted, sickly and disoriented. If needed, an Insight check will reveal that Juriaan is not drunk (easy DC).</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Gets angry if pressed and tells the PCs to mind their own business.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Left to his own devices, Juriaan lurches to the graveyard and attempts to batter his way into the tomb of Jacobus. He makes basic attacks against the tomb door.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">If approached at the tomb, Juriaan attempts to flee. If caught he begs for help, asking to be taken to the Shrine. </span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Juriaan isn’t hard for the PCs to subdue or kill. If the PCs do subdue or kill Juriaan, as he loses consciousness, they momentarily feel a scalding breeze (no damage).</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">If the PCs seek help for Juriaan, they are directed to the Shrine.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">If the PCs flee the scene, a witness reports them to Father Frerik and he visits them at mid morning (or before they leave town) to reproach them for leaving the villager (mildly if they left him alive, angrily if they killed Juriaan). But mostly he wants to ask the PCs for help (offers reward if it seems they’re the type who need a reward – Shrine has a variety of Wondrous Items, Father Frerik can perform Enchant Magic Item at level 6). He asks them to accompany him to the Shrine, they can talk on the way.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">At the Shrine</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Father Frerik is a gentle, soft-spoken man. He seems worried about the strange turn of events. If the PCs haven’t learned of any strange events, he fills them in on the two attacks on Jacobus’ tomb by people who’d succumbed to Singing Sickness, Sem and Juriaan. He’s worried that the village’s food stores, thought to be clean, are tainted with the disease that plagues the earth nearby (they’re clean, easy-to-moderate Nature checks). He’s especially troubled by the strange behavior of the two most recent cases.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs wonder aloud why anyone would want to live in such a remote, terrible, disease-ridden cesspit, Father Frerik laughs and tells the PCs that the citizens of Niadelaar like their freedoms, freedoms from demanding Lords, freedom from the Crown’s taxes.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Sometime during the visit, the PCs will meet Father Frerik’s precocious acolyte, Katrien. The young girl is very composed and serene, eerily so. She doesn’t speak much, only if prompted. Father Frerik seems very proud of her. She tells Father Frerik that two more villagers have been brought to the Shrine with Singing Sickness. They are Viona, the Innkeeper’s wife and Menno, a young peat cutter. Viona is accompanied by Morja.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">PCs may notice (in order of increasing difficulty to detect):</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja is stiff and formal. (easy DC)</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Father Frerik looks sad when he looks at Morja. (easy DC)</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja looks puzzled to see Menno. Worried. (moderate DC)</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja’s face contorts briefly with rage when she sees Katrien. (hard DC)</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">What’s Happening</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Morja, some time ago, came into possession of a steely talon. These talons are found from time to time in the peat cut from the surrounding bogs, remnants of the village’s brutal founding. Most villagers find the talons unsettling and comply with the Church’s (Father Frerik’s) request to bring them to the Shrine when they are discovered. Morja, embittered at Father Frerik, and strangely, not unsettled by the talon, kept it. The talisman gave her visions at night. Dark, violent visions of vengeance. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Morja grew obsessed with the talon and the visions it granted her. She longed for vengeance against the people she blamed for her fall from grace as Father Frerik’s acolyte. She had been his favorite once. That privilege was that self-righteous brat Katrien’s now. Eventually the visions communicated to her how she might exact her revenge. Guided by dark visions, Morja created an earthen jar with mud and ashes from the site where Niadelaar’s founder Zvarten Jacobus had burned the harpy queen, Talons-like-Steel over a hundred years before. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">After cutting her hand with a steely talon and bleeding into the jar, Morja whispers the name of the harpy queen and the name of the person that Morja wants the harpy queen to attack. The smoldering rage of the ghostly harpy queen boils out of the jar in a burning mist that seeps into the walls and travels swiftly to the target of Morja’s ire. Talons-like-Steel has 1 hour to find her target and deliver her Dominating Kiss, thus inflicting a special Singing Sickness on them – one that when they succumb, will allow her to dominate them. When a victim succumbs to Singing Sickness, Talons-like-Steel can dominate them for 1 hour. They harpy queen’s plans are her own and she has not shared her actual goals with Morja. Nor will she.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Morja has 6 people on her ‘hitlist:’</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Sem</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Juriaan</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Viona</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Sjors</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Katrien</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><span style="font-family: 'Symbol'">· </span>Father Frerik</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">NOTE: Menno is <em>not</em> on this list, he’s got regular Singing Sickness</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Sem, Juriaan, Menno, Viona, Sjors and Morja are around the same age. They were all children together, half-raised by Father Frerik after a terrible fire orphaned all of them. Sadly, orphans aren’t terribly rare in Niadelaar. Morja was Father Frerik’s favorite, he chose her as his acolyte. The others teased her incessantly about Father Frerik’s attentions and Morja, an impulsive girl, attacked and hurt Sem. She was unrepentant, maintaining that she was defending Father Frerik. He suspected (correctly) that she wanted revenge on the other children more than she wanted to defend Father Frerik. Because she was entirely unrepentant, Father Frerik dismissed her from his service.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">She has wanted revenge on them all since her childhood. </span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">More Clues for the PCS</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs haven’t worked out that Morja is behind the strange Singing Sickness:</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja has a gash on her palm that the PCs notice. She tries to keep this concealed.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The next day, when they see her next she has another gash on her other hand – so now both hands are gashed.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">They can find a much-folded, much-handled note with the names of Morja’s targets on it. Depending on how much time Morja has had to summon Talons-like-Steel, some or all of them will be sick. </span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">If the PCs show the note to Father Frerik, he will be able to discern that these are all people that Morja might blame for their falling out.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">At Morja’s Place</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs suspect Morja and seek out her home, they find a small, messy, one-room place.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">It smells metallic (like blood, steel).</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The room’s small table has drops of blood on it.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">A trained Arcana check to Detect Magic (moderate DC) reveals a trace aura in a concealed alcove behind a bookshelf.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">A Perception check (moderate DC) reveals a piece of the peat brick behind a shelf that sits differently than the rest.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">The peat sits differently because it is only a relatively thin plug that covers a secret alcove within the wall.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Within the alcove is the Jar of Steam.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">If Morja suspected the PCs were on to her, the Jar is not here.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">It’s at the Inn, hidden hastily in plain sight on the wall behind the bar with bottles along it. A Perception check (moderate DC) reveals its presence.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Morja might have simply feared the PCs were on to her and moved the Jar. Use this if the PCs are freaking Morja out, or if they need some help finding the Jar and moving the plot.</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">NOTE: If the PCs just aren’t getting it, lower the Perception DCs to sniff her out. Or, alternately, have Morja somehow discern Talons-like-Steel’s plan to annihilate the whole village and approach the PCs herself, asking them to stop Talons-like-Steel.</span></span></em></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Morja’s Next Steps</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Barring DM intervention because the PCs are stuck, Morja’s only goal (she’s obsessed) is to finish punishing those she blames for the life she didn’t get to spend with Father Frerik. She has to be within Niadelaar to use the Jar, so she won’t flee. She can only use the Jar once a day, so she needs two more nights to infect the two remaining people on her hit list (she infected Sjors the night before the PCs came into town). She will move the Jar again if she needs to, but each suspicious move might draw the PCs down on her.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If Morja is confronted and does not have the Jar she will flee Niadelaar. If the PCs run her down she surrenders, seemingly meekly. If she is confronted and has the Jar and can summon Talons-like-Steel, she does so and speaks the name of one of the PCs (the dimmest looking one) and flees under cover of the steam cloud. If she can’t summon Talons-like-Steel (because she has already used the power), she will break the Jar and flee under the concealment of the steam and let the PCs deal with Talons-like-Steel. Breaking the Jar will cause it to summon Talons-like-Steel immediately (close burst 1 steam and all). All of Talons-like-Steel’s powers will be refreshed.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">The PCs Get the Jar, Now What?</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The PCs have followed all of your excellent clues and recovered Morja’s Jar. Now what do they do? There are three chief contingencies to prepare for:</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">They break the Jar</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Let them break it.</span></span></p><p><span style="color: white"><span style="font-family: 'Wingdings'">§ </span><span style="font-family: 'Verdana'">Breaking the Jar will cause it to summon Talons-like-Steel immediately (close burst 1 steam and all).</span></span></p><p><span style="color: white"><span style="font-family: 'Wingdings'">§ </span><span style="font-family: 'Verdana'">If Talons-like-Steel can immediately use her Ghostly Kiss, she does so. If not, she uses her Ashes to Ashes power to dissipate into the walls and make for the Tomb. After the Jar breaks, she has an hour. This is her last shot at getting the dagger out of the village!</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The PCs use the Jar to summon Talons-like-Steel.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Same as breaking the Jar, except they can command her to attack an individual.</span></span></p><p><span style="color: white"><span style="font-family: 'Wingdings'">§ </span><span style="font-family: 'Verdana'">If they do not, Talons-like-Steel acts as above.</span></span></p><p><span style="color: white"><span style="font-family: 'Wingdings'">§ </span><span style="font-family: 'Verdana'">If they do, Talons-like-Steel travels as close as she can to the target, attacking if she is able. </span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">If the target is not in Niadelaar, Talons-like-Steel moves to the place in Niadelaar that is as close as possible to that person. After doing so, she is free to do as she pleases for the remainder of the hour she is summoned. She will use Ashes to Ashes to travel swiftly through the village. She is likely to use her Dominating Kiss on a hapless villager of her own choosing and vanish hoping to be summoned again.</span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja recovers the jar from the PCs, she wasn’t finished exacting her revenge.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Cat and mouse with hiding the Jar, the village isn’t huge and folks are bound to know something’s up by now. </span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">The villagers may come down on Morja’s side ‘against the outsiders,’ or they may come down on the PCs’ side, ‘against that nutter, Morja.’ Or a mix of the two.</span></span></p><p><span style="color: white"><span style="font-family: 'Wingdings'">§ </span><span style="font-family: 'Verdana'">Good opportunity for a skill challenge mixing of physical skills for the actual chasing and mental skills for navigating any social obstacles.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">They Didn’t Get the Jar</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The PCs didn’t take the bait or didn’t see the clues. They didn’t get Morja’s Jar. She hid it too well. Or she infected all of her intended targets. Since she’s done, she hides the Jar in the hidey-hole in her home, or, if she really fears the PCs nosiness, she buries it outside town. </span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">REPEAT NOTE: If the PCs just aren’t getting it, lower the Perception DCs to sniff out the Jar. Or, alternately, have Morja somehow discern Talons-like-Steel’s plan to annihilate the whole village and approach the PCs herself, give them the jar asking them to stop Talons-like-Steel’s plot (which they start by breaking the Jar or summoning Talons-like-Steel). </span></span></em></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Talons-like-Steel’s Plot</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The harpy queen wants to burn the village down. This won’t be terribly difficult. The whole village is built out of fuel. Incidentally, this is why a setting in a warmer clime using adobe construction is less ideal than a setting that uses peat. Peat bricks are used as fuel. As in <em>for fires</em>. Talons-like-Steel wants to burn Niadelaar to the ground and then piss on the ashes. If she had a body to do so, she would. Harpies are crass like that.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">In order to have free rein in the village Talons-like-Steel needs to get Zvarten Jacobus’ Flying Dagger out of the village. The dagger repels both living and undead harpies and is especially harmful and repellant to Talons-like-Steel. It was crafted from her own severed hand after all.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">A Brief Expository Digression</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">In his campaign to establish his unsavory new fief, Lord Zvarten Jacobus found that he would first have to rid himself of a rather more than irksome infestation of harpies. He didn’t have the resources to assault them head on, so he did it the very, very hard way – he attempted to seduce the harpy queen, Talons-like-Steel. <em>At any cost,</em> right? He fell, instead, under her spell. She in turn fell for him. Though in a moment of candor, he admitted to his beloved his intentions, to seduce her and then kill her and her kinfolk. Talons-like-Steel didn’t take the news well. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Her subsequent attack on Zvarten broke the spell she had over him and he escaped, barely, the harpy queen’s severed talon still clutched and twitching, around his neck, her excoriating cries burning after him – literally.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Zvarten retreated to the bosom of an old ally, Kennis, a famed Cleric of Ioun. Kennis tended Zvarten and the two devised a plan. They crafted (Kennis mostly, but with Zvarten’s fiscal support) a flying dagger, unique in all the world. Kennis was surprised, and somewhat dismayed, by the results – an intelligent dagger that would, at need, protect Zvarten like a jealous lover and spirit him away from danger. It also had a devastating, repelling effect on harpykind. Armed with that dagger and Kennis’ support, Zvarten was able to annihilate the harpies. He burned their bodies and the ash spread out over the land. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Talons-like-Steel burned last, cursing the deceitful Zvarten with her last breath, “The ashes of my people will be like salt to this earth, and the ground will yield only my spite for you. And as the ground will never yield its bounty to you, so shall your own seed never grow.”</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Lord Zvarten Jacobus was the first and last of his line. He died without issue and his fief passed into the hands of the Church through Kennis who, with some appreciation for what the dagger he’d created would do to keep Niadelaar safe, interred it with his friend. He established a small temple in the village and spent the remainder of his days in study, writing papers and trying to duplicate his results with the Dagger. He was canonized after his death by the faithful of Ioun for creating the Flying Dagger of Niadelaar.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Bac</span></span></u></strong><strong><u><span style="font-family: 'Verdana'"><span style="color: white">k to Talons-like-Steel’s Plot</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">It is very painful for Talons-like-Steel to be anywhere near the Flying Dagger. The summoning ritual blunts the pain for a short while, but only long enough for her to cause mischief, not rampant destruction. And rampant destruction is all that will do for Talons-like-Steel. Each of the NPC victims of her Dominating Kiss will eventually succumb unless the PCs intervene (by tending the sick with awesome Heal checks and beating the disease back, or by getting the Jar away from Marja before she can infect everyone on her list). </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">By the time the PCs arrive in Niadelaar, two victims (Sem and Juriaan) have already succumbed, two are one failed check away from succumbing (Viona and Sjors), and two have yet to be given the Dominating Kiss (Katrien and Father Frerik). Depending on how the PCs play it, they may act to keep Viona and Sjors from succumbing, or they may let Katrien and even Father Frerik fall sick and succumb to the harpy’s domination.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Talons-like-Steel used her first puppets to attack the tomb, hoping to use force to bully her way in and take the dagger that way. That didn’t work out. So her next puppets will try to find and steal the key to the tomb (it’s in Father Frerik’s office). If the PCs do not intervene, Sjors will open the tomb and then has to contend with the Flying Dagger of Niadelaar (he is ill equipped to do so). Katrien and Father Frerik are better suited to beating the Dagger.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Father Frerik is a Cleric of the PCs level. Little Katrien is an Avenger of the PCs level minus 2.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><em>NOTE: If the PCs have broken the Jar or otherwise forced Talons-like-Steel’s hand (her one remaining hand), then she will make for the tomb herself and brave the Dagger’s painful warding.</em></span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">The Tomb</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Zvarten Jacobus’ tomb is protected by the Flying Dagger of Niadelaar. The Dagger was commanded by Zvarten on his deathbed to protect him and so the Dagger has since. Zennis insisted that no one disturb the dagger, but it was a touchy thing convincing the Dagger that preparing Zvarten’s body for the funeral was a friendly act. It was doubly trying to get Zvarten into his sarcophagus. Eventually that task was left entirely to Zennis. What mourners there were mourned from a safe distance.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">The Dagger is no less vigilant now than it ever was.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If one of Talons-like-Steel’s dominated puppets succeeds in opening the tomb, the Dagger is, at first, happy to see someone. When the puppet tries to grab the Dagger, it quickly grows angry, attacking immediately. The Dagger must stay in the six squares that contain Zvarten’s sarcophagus. If it is pushed or batted outside of those six squares it returns immediately to its sheath at Zvarten’s side inside the sarcophagus.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Bonfire</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The adventure should in two slightly different flavors of the same ending. Those flavors are, If the Jar is broken or if Talons-like-Steel disposes of the Dagger.</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">If the Jar is Broken</span></span></em></p><p><span style="font-family: 'Verdana'"><span style="color: white">If they are near the Tomb, Talons-like-Steel immediately attempts to use her Ghostly Possession power on one of the PCs. If her attack is successful, she uses the PC as a puppet just like all the rest – to get the Dagger out of the Tomb and out of Niadelaar. If it is not she uses Ashes to Ashes to move through the village to the Tomb where she will lay in wait for up to half-an-hour for someone to Possess (preferably a hardy PC). If no Posession target presents itself Talons-like-Steel will enter the tomb and suffer the Dagger’s auras. She is a match for the daggers Defenses and bats it away quickly. She opens the sarcophagus, takes the dagger and now has to begin the slow march out of the stony prison.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">It will take her 5 turns to get adjacent to peat so she can use her Ashes to Ashes power to travel quickly through the walls, to the edge of town. If her hitpoints drop to 50 while she has the Dagger she will throw it as far as she can and then attempt to Possess another someone who can get it the rest of the out of Niadelaar.</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">The Dagger is Disposed Of</span></span></em></p><p><span style="font-family: 'Verdana'"><span style="color: white">As soon as the Dagger is clear of Niadelaar, Talons-like-Steel roars in triumph and the rise where the harpies were burned bursts into flame. In the center of the rise is a wholly different (Solo version) Talons-Like-Steel. This one is fire resistant and can lob fireballs in addition to her other attacks. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">She attacks the PCs, but focuses her attacks on the on village. Each quadrant of the village has 50-100 hp. This is a combat ‘skill challenge.’ The PCs need to contain Talons-like-Steel, fight her and banish her. The dagger will still hurt her, but it no longer slows her. If a PC recovers it and approaches, she will attempt to take it and throw it as far as she can away from her.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Resolution</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">If the village or Talons-like-Steel gets to 0 HP the Harpy blazes up a huge incandescent torch of victory or agony (depending) and then explodes into a shower of sparks (burst 10, 1d12+8 fire damge).</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs have managed to keep the total damage to the village above 2/3 of the village’s total HP, they are very successful. Between 1/3 and 2/3, they are reasonably successful, beneath 1/3 then they fail. If they wish, they can redeem failure by helping to rebuild the town, heal the burned, sick.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">If the PCs are very successful, the Dagger may choose one of them as its new wielder. It has a 25% of doing so if the PCs are only reasonably successful. The remainder of any treasure due them comes from the store of items and services offered by Father Frerik, if he’s alive.</span></span></p><p> </p><p>If the PCs shortcircuit the adventure, Talons-like-Steel will try again, she's not particularly patient, but she'll manage...</p><p> </p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="color: white">Items and Adversaries</span></span></span></strong></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Jar of Steam</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Marja’s Jar behaves like a normal Jar of Steam, with a change. She created the Jar of Steam as a means of summoning the Harpy Queen, Talons-like-Steel. She made the rough earthen pot from ash and earth dug from where Jacobus burned the harpy witches. Using the talon she found, Marja scrawled arcane symbols into the surface of the pot. These symbols are what allow the summoner to speak the name of a target to Talons-like-Steel’s vengeful ghost. Once a day the jar can be used to summon Talons-like-Steel. </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">The jar is otherwise like a normal Jar of Steam (fills an area - close burst 1 - with steam, provides concealment, burns those in the zone that did not activate it).</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Flying Dagger</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">This is the Flying Dagger of Niadelaar. This dagger gives its wielder protection from harpykind – living and undead – and specifically the harpy queen Talons-like-Steel. It was made from Talons-like-Steel’s severed claw by Jacobus’s ally, Saint Kennis. It also acts as a ward against Talons-like-Steel and harpykind, keeping Niadelaar safe from Talons-like-Steel’s wrath.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Flying Dagger +2,</span></strong><span style="font-family: 'Verdana'"> Intelligent Item</span></span></p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Body and bane of the Harpy Queen. When flying the dagger sings to itself in a soft, raspy voice. When attacking, its song becomes shrill and screechy.</span></span></em></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Weapon: </span></strong><span style="font-family: 'Verdana'">Dagger</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Enhancement:</span></strong><span style="font-family: 'Verdana'"> +2 attack rolls and damage rolls</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Critical:</span></strong><span style="font-family: 'Verdana'"> +2d8 damage</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Property:</span></strong><span style="font-family: 'Verdana'"> Aura (Harpy Bane): Harpies who begin a turn adjacent to the dagger take 5 damage and are slowed. If Talons-like-Steel begins her turn adjacent to the dagger, she takes 10 damage and is slowed.</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Power (Encounter):</span></strong><span style="font-family: 'Verdana'"> Minor Action. Speak the command word and toss the dagger into the air. The dagger flies into the air behaves as a sentient Cloud of Daggers (PHB 159). The dagger moves at your Speed and moves during your Move Action, attempting to stay adjacent. You cannot be flanked by someone standing in the square the dagger occupies. If the dagger does not stay adjacent, it returns to its sheath. While under this power, the dagger may be attacked in an attempt to knock it out of adjacency. Use these defenses to determine the success or failure of an attack on the dagger. <strong>AC</strong> 25, <strong>Fort</strong> 21, <strong>Ref</strong> 25, <strong>Will</strong> 23</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Power (Encounter):</span></strong><span style="font-family: 'Verdana'"> Minor Action, Personal. Speak the command word and hang on tight. Until the end of your next turn, you gain a fly speed of 7, and you can hover.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Summoning Ritual</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">The foci for this ritual are the Jar of Steam and a harpy talon. The ritual caster cuts her palm with a harpy talon and bleeds into the jar, speaking the name of the Harpy Queen ‘Talons-like-Steel.’ After speaking the Harpy Queen’s name, the summoner smears the blood from her hand around the jar and speaks the name of her intended target. The runes around the jar will glow and the Harpy Queen, after being summoned, will move with all speed to the intended victim (using her Ashes to Ashes power if possible). If no target is spoken, Talons-like-Steel is free to do as she pleases (for the duration of the ritual’s effects – 1 hour). At the end of an hour, the ritual will end and the dagger’s aura will drive Talons-like-Steel’s spirit away.</span></span></p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Advanced Singing Sickness</span></span></u></strong></p><p><em><span style="font-family: 'Verdana'"><span style="color: white">An ailment found amongst the inhabitants of Niadelaar, those afflicted become disoriented and feverish, often describing singing that no one else can hear.</span></span></em></p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Disease Track</span></span></strong></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The target is Cured.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The initial effect’s penalty becomes –1.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Initial Effect (sickness starts here) The target takes a –2 penalty to attacks and checks until cured (or dominated).</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The target is weakened.</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Final State (+12 vs Will) </span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Hit: The target is dominated and does Talons-like-Steel’s will.</span></span></p><p><span style="color: white"><span style="font-family: 'Courier New'">o </span><span style="font-family: 'Verdana'">Miss: The target is dazed.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Attack:</span></strong><span style="font-family: 'Verdana'"> (as Talons-like-Steel’s Dominating Kiss)</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Endurance/Heal Check:</span></strong><span style="font-family: 'Verdana'"> Improve DC 23, maintain DC 18, worsen DC 17 or lower (it’s meant to quickly progress on NPCs lower leval than the PCs and to scare and inconvenience the PCs)</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Normal Singing Sickness has lower DCs and doesn’t have dominate as a possible Final State. Regular Singing Sickness is caused by ingesting the still pestilent remains of the harpies that were burned in Niadelaar decades ago.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">In 4e diseases follow a ‘Track.’ Endurance checks, or ally’s Heal checks, move the disease along the track (up or down) until the disease is Cured or in its Final Stage. Once in its final stage, a disease can usually only be removed by a Cure Disease ritual.</span></span></p><p> </p><p> </p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Dramatis Personae</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Frerik, <em>Priest of Ioun (Human male, mid sixties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Marja, <em>Fallen Avenger (Human Female, young woman, early twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Katrien, <em>New Avenger (Human Female, pre-teen)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sem, <em>First Victim (Human Male, mid twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Juriaan, <em>Second Victim (Human Male, mid twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Viona, <em>Third Victim (Human Male, mid twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sjors, <em>Fourth Victim (Human Male, early twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Menno<em>, Fifth Victim (Human Male, mid twenties)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Talons-like-Steel (<em>Undead Harpy Female, ageless)</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Zvarten Jacobus <em>(Human Male, dead)</em></span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Locations</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Niadelaar,<em> a remote farming village</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">The Red Rose, <em>an Inn in Niadelaar</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Shrine of Saint Kennis, <em>a Shrine of Ioun</em></span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">[sblock=Dutch words]I liked the use of Jamaican words and names in Some additional Dutch names and words if you want to continue the flavor</span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Male</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Adlar (eagle)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Caspar (treasure bearer)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Dries (man, warrior)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Frerik (peaceful ruler) <em>used for the Priest</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Ignaas (unknowing)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jacobus (supplanter)<em> used for the village’s founder</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jurriaan (earthworker, farmer)<em> used for a victim</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Karel (man)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Menno (might, strength)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sem (mark, name, signature, stigma)<em> used for a victim</em></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sjors (earthworker, farmer)<em> used for a victim</em></span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Female</span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Angelien (angel, messenger)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Ans (favor, grace)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Heleen (torch)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Katrien (pure)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Marja (obstinancy, rebellion)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Roos (rose)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sanne (lily)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Sterre (star)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Theresia (harvester)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Viona (vine)<em> used for a victim</em></span></span></p><p> </p><p><strong><u><span style="font-family: 'Verdana'"><span style="color: white">Other </span></span></u></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Adelaar (eagle), inspiration for name of Niadelaar, a reference to the eagle-ness of the harpies</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Kennis (knowledge), use for Saint’s name if Niadelaar’s church is dedicated to Ioun</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Maan (moon), use for Saint’s name if Niadelaar’s church is dedicated to Sehanine</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Bouw (construction), use for Saint’s name if Niadelaar’s church is dedicated to Erathis</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Zvarte (black), modified to be the first name of the village’s founder[/sblock]</span></span></p><p><strong><span style="font-family: 'Verdana'"><span style="font-size: 12px"><span style="color: white">Ingredients</span></span></span></strong></p><p><span style="color: white"><em><span style="font-family: 'Verdana'">Inside the Walls</span></em></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The harpies from Talons-like-Steel’s tribe in the walls of Niadelaar</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The Jar in Morja’s home</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Talons-like-Steel herself as she uses her Ashes to Ashes power to move through the village</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Flying Dagger</span></span></em></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The Flying Dagger of Niadelaar</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Childhood Avenger</span></span></em></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Morja, a former Avenger in training (acolyte of Father Frerik), driven by her desire for revenge and her resentment of her childhood foes precipitates the whole adventure</span></span></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">Katrien, a young Avenger in training (acolyte of Father Frerik).</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Talons like Steel</span></span></em></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The name of a harpy queen who is the chief villain in the story.</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Jar of Steam</span></span></em></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The Jar Morja created to summon Talons-like-Steel.</span></span></p><p> </p><p><em><span style="font-family: 'Verdana'"><span style="color: white">Unending Plague</span></span></em></p><p><span style="color: white"><span style="font-family: 'Symbol'">· </span><span style="font-family: 'Verdana'">The ongoing plague that Talons-like-Steel inflicted on the village of Niadelaar, no crops can or ever will grow – the village will always have to import food.</span></span></p><p> </p><p> </p><p> </p><p> </p><p>* Mysteriously absent from the village's travel brochures...</p></blockquote><p></p>
[QUOTE="Sparky, post: 4971823, member: 13681"] [CENTER][I][FONT=Verdana][COLOR=white]Apples, peaches, pumpkin pie,[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Eat them and you’ll cry, cry, cry.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]In the alley, in the sky,[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Like a dagger fly, fly, fly.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Find your sweetheart, find him nigh,[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Through the window spy, spy, spy.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]If he’s faithless, if he’s sly,[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Stab him in the eye, eye, eye.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Never, always never, lie.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Never, always never, lie.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Never, always never, lie.[/COLOR][/FONT][/I] [I][FONT=Verdana][COLOR=white]Apples, peaches, pumpkin pie.[/COLOR][/FONT][/I][/CENTER] [FONT=Verdana][COLOR=white]--- A childrens’ rhyme from Niadelaar* [/COLOR][/FONT] [B][FONT=Verdana][SIZE=4][COLOR=white]Woes in Niadelaar[/COLOR][/SIZE][/FONT][/B] [I][FONT=Verdana][COLOR=white]A D&D 4e adventure for 3-5 players of mid-heroic tier.[/COLOR][/FONT][/I] [FONT=Verdana][COLOR=white]People are falling ill in Niadelaar. That’s nothing new, really. People have always fallen ill in Niadelaar -- it is a miserable, smelly, low-lying, backwater province with a history of trickery, deceit and betrayal that stretches back to the village’s founding. A fine place for adventure and adventurers![/COLOR][/FONT] [FONT=Verdana][COLOR=white]Niadelaar was founded by Zvarten Jacobus, a notorious thief who bribed, bullied and blackmailed his way into the aristocracy. He earned a title and, to his chagrin, a fief in a swamp infested by a murder of pestilent harpies. Determined to further spite the Crown for this slight, Lord Jacobus decided to make his dream of respectability happen [I]at any cost[/I]. By the time Lord Jacobus died, Niadelaar was well-established and – using the methods the crafty thief adopted to drain the swampy land – growing.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Campaign Info[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Today, there is no proper Lord in Niadelaar. Lord Jacobus was never able to produce an heir. The Crown was especially pleased to be free of that entanglement and allowed administration of the fief fall to the Church. The Church viewed Niadelaar in the same way the crown did, as a dumping ground. Forty years ago, the Church has assigned rabblerousing Father Frerik to this remote backwater parish and the young man found he liked the village, its people and its freedoms. Once a year the Church sends an official to check in on the parish (and collect tithes).[/COLOR][/FONT] [FONT=Verdana][COLOR=white]These days the village pretty much fends for itself on the edge of civilization. The people of Niadelaar are stubborn, hardy and untrusting. Niadelaar can be placed in any marsh-, fen- or bog-like area where you’d find windmills and where ‘peat cutter’ would be a common occupation. Peat is, in fact, the chief export of Niadelaar, and its primary source of fuel and building material. If your setting is in warmer climes, adobe construction would be a suitable, but not ideal, substitute.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]In a Nutshell[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The ghost of a harpy queen, Talons-like-Steel, murdered over a hundred years ago by the founder of the remote village Niadelaar, has returned to seek vengeance on the village. Through dreams and visions, the ghost harpy has manipulated a young woman, Morja, into doing her bidding. ENTER: The PCs.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Getting the PCs to Niadelaar[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]A selection of hooks to get the PCs into the troubled village. Mix and match.[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Devotees of Ioun may wish to make a pilgrimage to the Shrine of Saint Kennis, creator of the Flying Dagger of Niadelaar.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The PCs are sent to collect Niadelaar’s annual tithe and to collect and to deliver some mail.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]PCs stop in on the way from A to B.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The Crown is considering reestablishing Niadelaar as a fief and sends the PCs and some Crown officials to survey and evaluate the village.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]PCs discover a strange steely harpy talon and are directed (or drawn) to Niadelaar.[/FONT][/COLOR] [B][FONT=Verdana][SIZE=3][COLOR=white]Adventure[/COLOR][/SIZE][/FONT][/B] [B][U][FONT=Verdana][COLOR=white]On the Road[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The road to Niadelaar crosses bleak, gray-green moorlands (or marsh, fen or bog). The road is somewhat well-traveled. If they’re travelling along a trade route, the PCs should see caravans of wagons loaded with earthy-smelling peat bricks headed the opposite direction. Any wagons headed toward Niadelaar will be carrying foodstuffs. Inquiring PCs will learn that Niadelaar needs to import a substantial portion of its food because the crops that grow in the area are often diseased. Closer to Niadelaar, windmills dot the countryside.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Niadelaar itself is a low-slung village with several windmills. Almost all of the buildings are built from peat cut into slabs and stacked. The buildings are butted up against one another. If not for the windmills, this might look like an extra lumpy part of the moors. The whole village smells earthy and damp. The smell is mostly pleasant, but makes frequent forays into both ‘mildewy’ and ‘like-death.’ When the PCs arrive in Niadelaar, things are mostly normal. Mostly. [/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]At the Red Rose[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]At the Red Rose Inn the PCs might learn:[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Something strange happened at the graveyard. [/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Tomb of Jacobus (Niadelaar’s founder) attacked.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Attacker was Sem, a peat cutter. Sem is sick with the Singing Sickness. [/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Not normal behavior for the sick man, or for Singing Sickness.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Sem is at the Shrine.[/FONT][/COLOR] [FONT=Verdana][COLOR=white]If the PCs do not have a talon, they should find one sitting in the open on the tavern floor, amidst the rushes on the floor. The talon is cold to the touch, powdery and hard like metal. Any regular patron who sees or is shown a talon will recoil, make a holy sign and tell the holder to take it to the Shrine.[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja, a barmaid or servant, seems particularly upset at the PCs having a talon.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]VERY observant PCs will note that her dismay is different.[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]On the Street That Very Night[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The PCs might see: [/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]A villager, Juriaan, wandering in a strange, lurchy fashion down the street (he is dominated).[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]If the PCs stop Juriaan, he makes conversation, but seems distracted, sickly and disoriented. If needed, an Insight check will reveal that Juriaan is not drunk (easy DC).[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Gets angry if pressed and tells the PCs to mind their own business.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Left to his own devices, Juriaan lurches to the graveyard and attempts to batter his way into the tomb of Jacobus. He makes basic attacks against the tomb door.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]If approached at the tomb, Juriaan attempts to flee. If caught he begs for help, asking to be taken to the Shrine. [/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Juriaan isn’t hard for the PCs to subdue or kill. If the PCs do subdue or kill Juriaan, as he loses consciousness, they momentarily feel a scalding breeze (no damage).[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]If the PCs seek help for Juriaan, they are directed to the Shrine.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]If the PCs flee the scene, a witness reports them to Father Frerik and he visits them at mid morning (or before they leave town) to reproach them for leaving the villager (mildly if they left him alive, angrily if they killed Juriaan). But mostly he wants to ask the PCs for help (offers reward if it seems they’re the type who need a reward – Shrine has a variety of Wondrous Items, Father Frerik can perform Enchant Magic Item at level 6). He asks them to accompany him to the Shrine, they can talk on the way.[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]At the Shrine[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Father Frerik is a gentle, soft-spoken man. He seems worried about the strange turn of events. If the PCs haven’t learned of any strange events, he fills them in on the two attacks on Jacobus’ tomb by people who’d succumbed to Singing Sickness, Sem and Juriaan. He’s worried that the village’s food stores, thought to be clean, are tainted with the disease that plagues the earth nearby (they’re clean, easy-to-moderate Nature checks). He’s especially troubled by the strange behavior of the two most recent cases.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]If the PCs wonder aloud why anyone would want to live in such a remote, terrible, disease-ridden cesspit, Father Frerik laughs and tells the PCs that the citizens of Niadelaar like their freedoms, freedoms from demanding Lords, freedom from the Crown’s taxes.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sometime during the visit, the PCs will meet Father Frerik’s precocious acolyte, Katrien. The young girl is very composed and serene, eerily so. She doesn’t speak much, only if prompted. Father Frerik seems very proud of her. She tells Father Frerik that two more villagers have been brought to the Shrine with Singing Sickness. They are Viona, the Innkeeper’s wife and Menno, a young peat cutter. Viona is accompanied by Morja.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]PCs may notice (in order of increasing difficulty to detect):[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja is stiff and formal. (easy DC)[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Father Frerik looks sad when he looks at Morja. (easy DC)[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja looks puzzled to see Menno. Worried. (moderate DC)[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja’s face contorts briefly with rage when she sees Katrien. (hard DC)[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]What’s Happening[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Morja, some time ago, came into possession of a steely talon. These talons are found from time to time in the peat cut from the surrounding bogs, remnants of the village’s brutal founding. Most villagers find the talons unsettling and comply with the Church’s (Father Frerik’s) request to bring them to the Shrine when they are discovered. Morja, embittered at Father Frerik, and strangely, not unsettled by the talon, kept it. The talisman gave her visions at night. Dark, violent visions of vengeance. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Morja grew obsessed with the talon and the visions it granted her. She longed for vengeance against the people she blamed for her fall from grace as Father Frerik’s acolyte. She had been his favorite once. That privilege was that self-righteous brat Katrien’s now. Eventually the visions communicated to her how she might exact her revenge. Guided by dark visions, Morja created an earthen jar with mud and ashes from the site where Niadelaar’s founder Zvarten Jacobus had burned the harpy queen, Talons-like-Steel over a hundred years before. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]After cutting her hand with a steely talon and bleeding into the jar, Morja whispers the name of the harpy queen and the name of the person that Morja wants the harpy queen to attack. The smoldering rage of the ghostly harpy queen boils out of the jar in a burning mist that seeps into the walls and travels swiftly to the target of Morja’s ire. Talons-like-Steel has 1 hour to find her target and deliver her Dominating Kiss, thus inflicting a special Singing Sickness on them – one that when they succumb, will allow her to dominate them. When a victim succumbs to Singing Sickness, Talons-like-Steel can dominate them for 1 hour. They harpy queen’s plans are her own and she has not shared her actual goals with Morja. Nor will she.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Morja has 6 people on her ‘hitlist:’[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Sem[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Juriaan[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Viona[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Sjors[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Katrien[/COLOR][/FONT] [FONT=Verdana][COLOR=white][FONT=Symbol]· [/FONT]Father Frerik[/COLOR][/FONT] [FONT=Verdana][COLOR=white]NOTE: Menno is [I]not[/I] on this list, he’s got regular Singing Sickness[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sem, Juriaan, Menno, Viona, Sjors and Morja are around the same age. They were all children together, half-raised by Father Frerik after a terrible fire orphaned all of them. Sadly, orphans aren’t terribly rare in Niadelaar. Morja was Father Frerik’s favorite, he chose her as his acolyte. The others teased her incessantly about Father Frerik’s attentions and Morja, an impulsive girl, attacked and hurt Sem. She was unrepentant, maintaining that she was defending Father Frerik. He suspected (correctly) that she wanted revenge on the other children more than she wanted to defend Father Frerik. Because she was entirely unrepentant, Father Frerik dismissed her from his service.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]She has wanted revenge on them all since her childhood. [/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]More Clues for the PCS[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]If the PCs haven’t worked out that Morja is behind the strange Singing Sickness:[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja has a gash on her palm that the PCs notice. She tries to keep this concealed.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The next day, when they see her next she has another gash on her other hand – so now both hands are gashed.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]They can find a much-folded, much-handled note with the names of Morja’s targets on it. Depending on how much time Morja has had to summon Talons-like-Steel, some or all of them will be sick. [/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]If the PCs show the note to Father Frerik, he will be able to discern that these are all people that Morja might blame for their falling out.[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]At Morja’s Place[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]If the PCs suspect Morja and seek out her home, they find a small, messy, one-room place.[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]It smells metallic (like blood, steel).[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The room’s small table has drops of blood on it.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]A trained Arcana check to Detect Magic (moderate DC) reveals a trace aura in a concealed alcove behind a bookshelf.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]A Perception check (moderate DC) reveals a piece of the peat brick behind a shelf that sits differently than the rest.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]The peat sits differently because it is only a relatively thin plug that covers a secret alcove within the wall.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Within the alcove is the Jar of Steam.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]If Morja suspected the PCs were on to her, the Jar is not here.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]It’s at the Inn, hidden hastily in plain sight on the wall behind the bar with bottles along it. A Perception check (moderate DC) reveals its presence.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Morja might have simply feared the PCs were on to her and moved the Jar. Use this if the PCs are freaking Morja out, or if they need some help finding the Jar and moving the plot.[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]NOTE: If the PCs just aren’t getting it, lower the Perception DCs to sniff her out. Or, alternately, have Morja somehow discern Talons-like-Steel’s plan to annihilate the whole village and approach the PCs herself, asking them to stop Talons-like-Steel.[/COLOR][/FONT][/I] [B][U][FONT=Verdana][COLOR=white]Morja’s Next Steps[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Barring DM intervention because the PCs are stuck, Morja’s only goal (she’s obsessed) is to finish punishing those she blames for the life she didn’t get to spend with Father Frerik. She has to be within Niadelaar to use the Jar, so she won’t flee. She can only use the Jar once a day, so she needs two more nights to infect the two remaining people on her hit list (she infected Sjors the night before the PCs came into town). She will move the Jar again if she needs to, but each suspicious move might draw the PCs down on her.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]If Morja is confronted and does not have the Jar she will flee Niadelaar. If the PCs run her down she surrenders, seemingly meekly. If she is confronted and has the Jar and can summon Talons-like-Steel, she does so and speaks the name of one of the PCs (the dimmest looking one) and flees under cover of the steam cloud. If she can’t summon Talons-like-Steel (because she has already used the power), she will break the Jar and flee under the concealment of the steam and let the PCs deal with Talons-like-Steel. Breaking the Jar will cause it to summon Talons-like-Steel immediately (close burst 1 steam and all). All of Talons-like-Steel’s powers will be refreshed.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]The PCs Get the Jar, Now What?[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The PCs have followed all of your excellent clues and recovered Morja’s Jar. Now what do they do? There are three chief contingencies to prepare for:[/COLOR][/FONT] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]They break the Jar[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Let them break it.[/FONT][/COLOR] [COLOR=white][FONT=Wingdings]§ [/FONT][FONT=Verdana]Breaking the Jar will cause it to summon Talons-like-Steel immediately (close burst 1 steam and all).[/FONT][/COLOR] [COLOR=white][FONT=Wingdings]§ [/FONT][FONT=Verdana]If Talons-like-Steel can immediately use her Ghostly Kiss, she does so. If not, she uses her Ashes to Ashes power to dissipate into the walls and make for the Tomb. After the Jar breaks, she has an hour. This is her last shot at getting the dagger out of the village![/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The PCs use the Jar to summon Talons-like-Steel.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Same as breaking the Jar, except they can command her to attack an individual.[/FONT][/COLOR] [COLOR=white][FONT=Wingdings]§ [/FONT][FONT=Verdana]If they do not, Talons-like-Steel acts as above.[/FONT][/COLOR] [COLOR=white][FONT=Wingdings]§ [/FONT][FONT=Verdana]If they do, Talons-like-Steel travels as close as she can to the target, attacking if she is able. [/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]If the target is not in Niadelaar, Talons-like-Steel moves to the place in Niadelaar that is as close as possible to that person. After doing so, she is free to do as she pleases for the remainder of the hour she is summoned. She will use Ashes to Ashes to travel swiftly through the village. She is likely to use her Dominating Kiss on a hapless villager of her own choosing and vanish hoping to be summoned again.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja recovers the jar from the PCs, she wasn’t finished exacting her revenge.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Cat and mouse with hiding the Jar, the village isn’t huge and folks are bound to know something’s up by now. [/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]The villagers may come down on Morja’s side ‘against the outsiders,’ or they may come down on the PCs’ side, ‘against that nutter, Morja.’ Or a mix of the two.[/FONT][/COLOR] [COLOR=white][FONT=Wingdings]§ [/FONT][FONT=Verdana]Good opportunity for a skill challenge mixing of physical skills for the actual chasing and mental skills for navigating any social obstacles.[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]They Didn’t Get the Jar[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The PCs didn’t take the bait or didn’t see the clues. They didn’t get Morja’s Jar. She hid it too well. Or she infected all of her intended targets. Since she’s done, she hides the Jar in the hidey-hole in her home, or, if she really fears the PCs nosiness, she buries it outside town. [/COLOR][/FONT] [I][FONT=Verdana][COLOR=white]REPEAT NOTE: If the PCs just aren’t getting it, lower the Perception DCs to sniff out the Jar. Or, alternately, have Morja somehow discern Talons-like-Steel’s plan to annihilate the whole village and approach the PCs herself, give them the jar asking them to stop Talons-like-Steel’s plot (which they start by breaking the Jar or summoning Talons-like-Steel). [/COLOR][/FONT][/I] [B][U][FONT=Verdana][COLOR=white]Talons-like-Steel’s Plot[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The harpy queen wants to burn the village down. This won’t be terribly difficult. The whole village is built out of fuel. Incidentally, this is why a setting in a warmer clime using adobe construction is less ideal than a setting that uses peat. Peat bricks are used as fuel. As in [I]for fires[/I]. Talons-like-Steel wants to burn Niadelaar to the ground and then piss on the ashes. If she had a body to do so, she would. Harpies are crass like that.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]In order to have free rein in the village Talons-like-Steel needs to get Zvarten Jacobus’ Flying Dagger out of the village. The dagger repels both living and undead harpies and is especially harmful and repellant to Talons-like-Steel. It was crafted from her own severed hand after all.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]A Brief Expository Digression[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]In his campaign to establish his unsavory new fief, Lord Zvarten Jacobus found that he would first have to rid himself of a rather more than irksome infestation of harpies. He didn’t have the resources to assault them head on, so he did it the very, very hard way – he attempted to seduce the harpy queen, Talons-like-Steel. [I]At any cost,[/I] right? He fell, instead, under her spell. She in turn fell for him. Though in a moment of candor, he admitted to his beloved his intentions, to seduce her and then kill her and her kinfolk. Talons-like-Steel didn’t take the news well. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Her subsequent attack on Zvarten broke the spell she had over him and he escaped, barely, the harpy queen’s severed talon still clutched and twitching, around his neck, her excoriating cries burning after him – literally.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Zvarten retreated to the bosom of an old ally, Kennis, a famed Cleric of Ioun. Kennis tended Zvarten and the two devised a plan. They crafted (Kennis mostly, but with Zvarten’s fiscal support) a flying dagger, unique in all the world. Kennis was surprised, and somewhat dismayed, by the results – an intelligent dagger that would, at need, protect Zvarten like a jealous lover and spirit him away from danger. It also had a devastating, repelling effect on harpykind. Armed with that dagger and Kennis’ support, Zvarten was able to annihilate the harpies. He burned their bodies and the ash spread out over the land. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Talons-like-Steel burned last, cursing the deceitful Zvarten with her last breath, “The ashes of my people will be like salt to this earth, and the ground will yield only my spite for you. And as the ground will never yield its bounty to you, so shall your own seed never grow.”[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Lord Zvarten Jacobus was the first and last of his line. He died without issue and his fief passed into the hands of the Church through Kennis who, with some appreciation for what the dagger he’d created would do to keep Niadelaar safe, interred it with his friend. He established a small temple in the village and spent the remainder of his days in study, writing papers and trying to duplicate his results with the Dagger. He was canonized after his death by the faithful of Ioun for creating the Flying Dagger of Niadelaar.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Bac[/COLOR][/FONT][/U][/B][B][U][FONT=Verdana][COLOR=white]k to Talons-like-Steel’s Plot[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]It is very painful for Talons-like-Steel to be anywhere near the Flying Dagger. The summoning ritual blunts the pain for a short while, but only long enough for her to cause mischief, not rampant destruction. And rampant destruction is all that will do for Talons-like-Steel. Each of the NPC victims of her Dominating Kiss will eventually succumb unless the PCs intervene (by tending the sick with awesome Heal checks and beating the disease back, or by getting the Jar away from Marja before she can infect everyone on her list). [/COLOR][/FONT] [FONT=Verdana][COLOR=white]By the time the PCs arrive in Niadelaar, two victims (Sem and Juriaan) have already succumbed, two are one failed check away from succumbing (Viona and Sjors), and two have yet to be given the Dominating Kiss (Katrien and Father Frerik). Depending on how the PCs play it, they may act to keep Viona and Sjors from succumbing, or they may let Katrien and even Father Frerik fall sick and succumb to the harpy’s domination.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Talons-like-Steel used her first puppets to attack the tomb, hoping to use force to bully her way in and take the dagger that way. That didn’t work out. So her next puppets will try to find and steal the key to the tomb (it’s in Father Frerik’s office). If the PCs do not intervene, Sjors will open the tomb and then has to contend with the Flying Dagger of Niadelaar (he is ill equipped to do so). Katrien and Father Frerik are better suited to beating the Dagger.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Father Frerik is a Cleric of the PCs level. Little Katrien is an Avenger of the PCs level minus 2.[/COLOR][/FONT] [FONT=Verdana][COLOR=white][I]NOTE: If the PCs have broken the Jar or otherwise forced Talons-like-Steel’s hand (her one remaining hand), then she will make for the tomb herself and brave the Dagger’s painful warding.[/I][/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]The Tomb[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Zvarten Jacobus’ tomb is protected by the Flying Dagger of Niadelaar. The Dagger was commanded by Zvarten on his deathbed to protect him and so the Dagger has since. Zennis insisted that no one disturb the dagger, but it was a touchy thing convincing the Dagger that preparing Zvarten’s body for the funeral was a friendly act. It was doubly trying to get Zvarten into his sarcophagus. Eventually that task was left entirely to Zennis. What mourners there were mourned from a safe distance.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]The Dagger is no less vigilant now than it ever was.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]If one of Talons-like-Steel’s dominated puppets succeeds in opening the tomb, the Dagger is, at first, happy to see someone. When the puppet tries to grab the Dagger, it quickly grows angry, attacking immediately. The Dagger must stay in the six squares that contain Zvarten’s sarcophagus. If it is pushed or batted outside of those six squares it returns immediately to its sheath at Zvarten’s side inside the sarcophagus.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Bonfire[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The adventure should in two slightly different flavors of the same ending. Those flavors are, If the Jar is broken or if Talons-like-Steel disposes of the Dagger.[/COLOR][/FONT] [I][FONT=Verdana][COLOR=white]If the Jar is Broken[/COLOR][/FONT][/I] [FONT=Verdana][COLOR=white]If they are near the Tomb, Talons-like-Steel immediately attempts to use her Ghostly Possession power on one of the PCs. If her attack is successful, she uses the PC as a puppet just like all the rest – to get the Dagger out of the Tomb and out of Niadelaar. If it is not she uses Ashes to Ashes to move through the village to the Tomb where she will lay in wait for up to half-an-hour for someone to Possess (preferably a hardy PC). If no Posession target presents itself Talons-like-Steel will enter the tomb and suffer the Dagger’s auras. She is a match for the daggers Defenses and bats it away quickly. She opens the sarcophagus, takes the dagger and now has to begin the slow march out of the stony prison.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]It will take her 5 turns to get adjacent to peat so she can use her Ashes to Ashes power to travel quickly through the walls, to the edge of town. If her hitpoints drop to 50 while she has the Dagger she will throw it as far as she can and then attempt to Possess another someone who can get it the rest of the out of Niadelaar.[/COLOR][/FONT] [I][FONT=Verdana][COLOR=white]The Dagger is Disposed Of[/COLOR][/FONT][/I] [FONT=Verdana][COLOR=white]As soon as the Dagger is clear of Niadelaar, Talons-like-Steel roars in triumph and the rise where the harpies were burned bursts into flame. In the center of the rise is a wholly different (Solo version) Talons-Like-Steel. This one is fire resistant and can lob fireballs in addition to her other attacks. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]She attacks the PCs, but focuses her attacks on the on village. Each quadrant of the village has 50-100 hp. This is a combat ‘skill challenge.’ The PCs need to contain Talons-like-Steel, fight her and banish her. The dagger will still hurt her, but it no longer slows her. If a PC recovers it and approaches, she will attempt to take it and throw it as far as she can away from her.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Resolution[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]If the village or Talons-like-Steel gets to 0 HP the Harpy blazes up a huge incandescent torch of victory or agony (depending) and then explodes into a shower of sparks (burst 10, 1d12+8 fire damge).[/COLOR][/FONT] [FONT=Verdana][COLOR=white]If the PCs have managed to keep the total damage to the village above 2/3 of the village’s total HP, they are very successful. Between 1/3 and 2/3, they are reasonably successful, beneath 1/3 then they fail. If they wish, they can redeem failure by helping to rebuild the town, heal the burned, sick.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]If the PCs are very successful, the Dagger may choose one of them as its new wielder. It has a 25% of doing so if the PCs are only reasonably successful. The remainder of any treasure due them comes from the store of items and services offered by Father Frerik, if he’s alive.[/COLOR][/FONT] If the PCs shortcircuit the adventure, Talons-like-Steel will try again, she's not particularly patient, but she'll manage... [B][FONT=Verdana][SIZE=3][COLOR=white]Items and Adversaries[/COLOR][/SIZE][/FONT][/B] [B][U][FONT=Verdana][COLOR=white]Jar of Steam[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Marja’s Jar behaves like a normal Jar of Steam, with a change. She created the Jar of Steam as a means of summoning the Harpy Queen, Talons-like-Steel. She made the rough earthen pot from ash and earth dug from where Jacobus burned the harpy witches. Using the talon she found, Marja scrawled arcane symbols into the surface of the pot. These symbols are what allow the summoner to speak the name of a target to Talons-like-Steel’s vengeful ghost. Once a day the jar can be used to summon Talons-like-Steel. [/COLOR][/FONT] [FONT=Verdana][COLOR=white]The jar is otherwise like a normal Jar of Steam (fills an area - close burst 1 - with steam, provides concealment, burns those in the zone that did not activate it).[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Flying Dagger[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]This is the Flying Dagger of Niadelaar. This dagger gives its wielder protection from harpykind – living and undead – and specifically the harpy queen Talons-like-Steel. It was made from Talons-like-Steel’s severed claw by Jacobus’s ally, Saint Kennis. It also acts as a ward against Talons-like-Steel and harpykind, keeping Niadelaar safe from Talons-like-Steel’s wrath.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Flying Dagger +2,[/FONT][/B][FONT=Verdana] Intelligent Item[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Body and bane of the Harpy Queen. When flying the dagger sings to itself in a soft, raspy voice. When attacking, its song becomes shrill and screechy.[/COLOR][/FONT][/I] [COLOR=white][B][FONT=Verdana]Weapon: [/FONT][/B][FONT=Verdana]Dagger[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Enhancement:[/FONT][/B][FONT=Verdana] +2 attack rolls and damage rolls[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Critical:[/FONT][/B][FONT=Verdana] +2d8 damage[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Property:[/FONT][/B][FONT=Verdana] Aura (Harpy Bane): Harpies who begin a turn adjacent to the dagger take 5 damage and are slowed. If Talons-like-Steel begins her turn adjacent to the dagger, she takes 10 damage and is slowed.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Power (Encounter):[/FONT][/B][FONT=Verdana] Minor Action. Speak the command word and toss the dagger into the air. The dagger flies into the air behaves as a sentient Cloud of Daggers (PHB 159). The dagger moves at your Speed and moves during your Move Action, attempting to stay adjacent. You cannot be flanked by someone standing in the square the dagger occupies. If the dagger does not stay adjacent, it returns to its sheath. While under this power, the dagger may be attacked in an attempt to knock it out of adjacency. Use these defenses to determine the success or failure of an attack on the dagger. [B]AC[/B] 25, [B]Fort[/B] 21, [B]Ref[/B] 25, [B]Will[/B] 23[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Power (Encounter):[/FONT][/B][FONT=Verdana] Minor Action, Personal. Speak the command word and hang on tight. Until the end of your next turn, you gain a fly speed of 7, and you can hover.[/FONT][/COLOR] [B][U][FONT=Verdana][COLOR=white]Summoning Ritual[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]The foci for this ritual are the Jar of Steam and a harpy talon. The ritual caster cuts her palm with a harpy talon and bleeds into the jar, speaking the name of the Harpy Queen ‘Talons-like-Steel.’ After speaking the Harpy Queen’s name, the summoner smears the blood from her hand around the jar and speaks the name of her intended target. The runes around the jar will glow and the Harpy Queen, after being summoned, will move with all speed to the intended victim (using her Ashes to Ashes power if possible). If no target is spoken, Talons-like-Steel is free to do as she pleases (for the duration of the ritual’s effects – 1 hour). At the end of an hour, the ritual will end and the dagger’s aura will drive Talons-like-Steel’s spirit away.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Advanced Singing Sickness[/COLOR][/FONT][/U][/B] [I][FONT=Verdana][COLOR=white]An ailment found amongst the inhabitants of Niadelaar, those afflicted become disoriented and feverish, often describing singing that no one else can hear.[/COLOR][/FONT][/I] [B][FONT=Verdana][COLOR=white]Disease Track[/COLOR][/FONT][/B] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The target is Cured.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The initial effect’s penalty becomes –1.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Initial Effect (sickness starts here) The target takes a –2 penalty to attacks and checks until cured (or dominated).[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The target is weakened.[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Final State (+12 vs Will) [/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Hit: The target is dominated and does Talons-like-Steel’s will.[/FONT][/COLOR] [COLOR=white][FONT=Courier New]o [/FONT][FONT=Verdana]Miss: The target is dazed.[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Attack:[/FONT][/B][FONT=Verdana] (as Talons-like-Steel’s Dominating Kiss)[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Endurance/Heal Check:[/FONT][/B][FONT=Verdana] Improve DC 23, maintain DC 18, worsen DC 17 or lower (it’s meant to quickly progress on NPCs lower leval than the PCs and to scare and inconvenience the PCs)[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Normal Singing Sickness has lower DCs and doesn’t have dominate as a possible Final State. Regular Singing Sickness is caused by ingesting the still pestilent remains of the harpies that were burned in Niadelaar decades ago.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]In 4e diseases follow a ‘Track.’ Endurance checks, or ally’s Heal checks, move the disease along the track (up or down) until the disease is Cured or in its Final Stage. Once in its final stage, a disease can usually only be removed by a Cure Disease ritual.[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Dramatis Personae[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Frerik, [I]Priest of Ioun (Human male, mid sixties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Marja, [I]Fallen Avenger (Human Female, young woman, early twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Katrien, [I]New Avenger (Human Female, pre-teen)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sem, [I]First Victim (Human Male, mid twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Juriaan, [I]Second Victim (Human Male, mid twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Viona, [I]Third Victim (Human Male, mid twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sjors, [I]Fourth Victim (Human Male, early twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Menno[I], Fifth Victim (Human Male, mid twenties)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Talons-like-Steel ([I]Undead Harpy Female, ageless)[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Zvarten Jacobus [I](Human Male, dead)[/I][/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Locations[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Niadelaar,[I] a remote farming village[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]The Red Rose, [I]an Inn in Niadelaar[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Shrine of Saint Kennis, [I]a Shrine of Ioun[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white][sblock=Dutch words]I liked the use of Jamaican words and names in Some additional Dutch names and words if you want to continue the flavor[/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Male[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Adlar (eagle)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Caspar (treasure bearer)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Dries (man, warrior)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Frerik (peaceful ruler) [I]used for the Priest[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Ignaas (unknowing)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jacobus (supplanter)[I] used for the village’s founder[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jurriaan (earthworker, farmer)[I] used for a victim[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Karel (man)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Menno (might, strength)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sem (mark, name, signature, stigma)[I] used for a victim[/I][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sjors (earthworker, farmer)[I] used for a victim[/I][/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Female[/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Angelien (angel, messenger)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Ans (favor, grace)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Heleen (torch)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Katrien (pure)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Marja (obstinancy, rebellion)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Roos (rose)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sanne (lily)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Sterre (star)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Theresia (harvester)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Viona (vine)[I] used for a victim[/I][/COLOR][/FONT] [B][U][FONT=Verdana][COLOR=white]Other [/COLOR][/FONT][/U][/B] [FONT=Verdana][COLOR=white]Adelaar (eagle), inspiration for name of Niadelaar, a reference to the eagle-ness of the harpies[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Kennis (knowledge), use for Saint’s name if Niadelaar’s church is dedicated to Ioun[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Maan (moon), use for Saint’s name if Niadelaar’s church is dedicated to Sehanine[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Bouw (construction), use for Saint’s name if Niadelaar’s church is dedicated to Erathis[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Zvarte (black), modified to be the first name of the village’s founder[/sblock][/COLOR][/FONT] [B][FONT=Verdana][SIZE=3][COLOR=white]Ingredients[/COLOR][/SIZE][/FONT][/B] [COLOR=white][I][FONT=Verdana]Inside the Walls[/FONT][/I][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The harpies from Talons-like-Steel’s tribe in the walls of Niadelaar[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The Jar in Morja’s home[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Talons-like-Steel herself as she uses her Ashes to Ashes power to move through the village[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Flying Dagger[/COLOR][/FONT][/I] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The Flying Dagger of Niadelaar[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Childhood Avenger[/COLOR][/FONT][/I] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Morja, a former Avenger in training (acolyte of Father Frerik), driven by her desire for revenge and her resentment of her childhood foes precipitates the whole adventure[/FONT][/COLOR] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]Katrien, a young Avenger in training (acolyte of Father Frerik).[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Talons like Steel[/COLOR][/FONT][/I] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The name of a harpy queen who is the chief villain in the story.[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Jar of Steam[/COLOR][/FONT][/I] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The Jar Morja created to summon Talons-like-Steel.[/FONT][/COLOR] [I][FONT=Verdana][COLOR=white]Unending Plague[/COLOR][/FONT][/I] [COLOR=white][FONT=Symbol]· [/FONT][FONT=Verdana]The ongoing plague that Talons-like-Steel inflicted on the village of Niadelaar, no crops can or ever will grow – the village will always have to import food.[/FONT][/COLOR] * Mysteriously absent from the village's travel brochures... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2009 - all matches
Top