zenld posting before the time limit. i am shocked if i do say so myself.
nemmerle said:
Semi-Final Round - First Match-Up: Dave Turner vs. Zenld
Ingredients
-----------------
Pack of Digesters
Animated Bench
Weeping Herald
Gypsy Camp
Scarab of Death
Avarice
Second to None
An Iron DM Adventure
Summary
As the party approaches the town of Waterfeld, they come across a gypsy camp that has been destroyed. While exploring the camp, the party is beset by a pack of digesters. After defeating the beasts, they discover the digesters are all wearing matching expensive collars. Following whatever clues they can find they end up in the city of Waterfeld. Here they discover a plot of betrayal, regicide, and evil. Where it takes them, remains to be seen…
Introduction
The party needs to be traveling, either between adventures, or with time to spare for a couple days. As they move along the road, read the following.
The road has taken you into moderately settled lands. There are cultivated fields and small outlying villages. In the last one you passed through, several hours ago, one of the residents told you the city of Waterfeld is within a day’s travel. He also warned you to keep an eye on your belongings for a gypsy band had passed through recently headed for Waterfeld.
The road takes you into a small forested area, a mile from the city. You saw the walls as you crested the last rise. As you follow the road through the trees you begin to smell smoke, smoke and burning flesh, the stink of death.
There is a clearing to one side of the road. Obviously artificial, it has been placed here for travelers who cannot get into the city, or do not wish to push through. One such group had obviously camped here recently. The gaudy wagons and scattered clothing gives you a shrewd idea as to who the corpses might be. The gypsies were no longer a threat to anyone’s pockets, it seems.
The camp has been completely destroyed. The corpses are partially eaten and observant PCs (spot20) will notice most of the bodies show signs of acid damage. A check of the area will reveal two things. One (search15), that although carefully done to keep with the damage, someone has searched the camp before, and two (search20), they missed a small wooden box, ornately carved, and tightly sealed.
The box is approximately 6” long, 4” wide and 4” deep. While it shows no obvious lock, the box will not open. It is of course the subject of an Arcane Lock. Should they either dispel, knock or open the box the old fashioned way (get a bigger hammer), inside is a Scarab of Death.
Assualted
While they are in camp, they are beset by 4 digesters (see MM p59). The creatures were hiding around the perimeter of the camp. If they are discovered, or when the party discovers the box, they attack. They open the attack with their cone acid attacks. When possible, they will concentrate any further acid attacks on particularly powerful PCs. If, during the melee, anyone happens to look around (spot30), they may notice a figure, skulking off into the woods.
When defeated, a simple observation (spot10) may be made: the beasts are wearing collars. Well made, expensive leather collars with a ring (obviously for a leash) sewn into the back. Any further exploration of the forest around the camp will reveal signs of a hasty concealment and hastier retreat (spot20 and track20, PCs get +5 to the roll if they spotted the figure during the fight). The tracks appear to be heading towards town. The tracks show the digesters coming as well as the retreat of the one set of boots.
From here there are two avenues of exploration. Following are details of the elements. Please feel free to combine them in whatever order as needed by the avenue of choice for the PCs. Remember, this is a large town/small city (see DMG p137) so feel free to add in any other criminal elements, etc you wish.
If the follow the road, move to A. If they follow the tracks, the characters’ first stop will be the Mile Stop (D).
A. The Road
The road runs to the city gates. The walls are well fortified and surround the city on three sides. The fourth side is protected by a large, fast-moving river, several hundred feet in width. There are several waterwheels in operation along its length and many warehouses fronting onto docks throughout. This open side is also guarded, with several patrols moving up and down its length, and temporary barricades ready to be moved into place.
The guard contingent at the main gate consists of 6 men and a sergeant, who will ask if the PCs passed through the forest and if they know about the smoke. He was about to send a patrol but waits for the PCs answer first. (Sergeant: ftr5; guards: war2/ftr1)
If the party inquires, the sergeant will refer them to the Smoking Dragon Inn. Although not on the main street, it is relatively safe from cutpurses and has good food and drink at reasonable prices as opposed to the gouging of the inns along main street. If asked about the collars, he tells the party he has never seen it before, but there are a dozen craftsmen in town that could have made them.
B. Smoking Dragon
From the road, nothing seems to recommend this building. The swaying sign holds a dragon sitting back with a pipe, blowing smoke rings. The windows are low and covered in years of smoke and grime, but the light coming through is warm and welcoming and as the door opens, the smells of good food fill the air. The loud din of the common room does not abate as you enter, but people glance up then return to their meals, drinks and conversation. Barmaids move through the room, taking orders, joking and avoiding hands with deft movements and velvet tongues. Sitting behind the bar is a grizzled dwarf, beaming over the crowd. Next to him stands an average looking human, also looking quite pleased as he sends drinks over the bar or to the girls for their rounds.
The Smoking Dragon is a low-ceilinged, heavily built building. This suits Drag Fellaxe, just fine. A dwarf with more fondness for wine, women and song than fighting, he left the caverns of his birth, took his small savings and bought into a low class inn. In the process, he discovered he was naturally skilled as a brewer and soon the ale brought people in, of better and better quality. Some time later, Drag bought out his partner and now owns the whole inn. (male dwarf ftr5/exp6)
C. The Theft
If the party chooses this route, that night, they are burglarized. Four thieves will attempt to break into the PCs rooms and find the box or its contents. Should it turn to fighting, the four will flee to the hallway, drawing the PCs after them so that a fifth thief hiding outside the window may sneak in and finish the mission. (thieves rog6) Should this happen, they may report it to the city watch, but little will come of it. Fellaxe, will tell them that if they want info on who attacked them, etc, they can check at the Mile Stop. The proprietor there knows about all illicit activity in Waterfeld.
If the party comes through the back door, someone in the streets (gather info15) will have seen a cloaked figure running into the Mile Stop.
D. Mile Stop
A small seedy bar located well off the main thoroughfares, the mile stop is the kind of place virtually ignored by anyone not a regular. And the regulars aren’t people you want to meet in a dark alley. A well of assassins, thieves, thugs, troublemakers, and other riffraff call the Mile Stop home.
The proprietor of the Mile Stop is known as Sleaze. No one knows where the nickname came from, and no one is likely to ever ask. His greasy hair and ferret-like features seem to frighten off any questioners. But if you need something dark and dangerous done, he’s the man who can hook you up. (male half-elf rog6/ass4)
There are two other occupants of the bar when the players enter. The first is Octang, a huge hulking ugly figure with a giant axe strapped to his back (male half-orc brb7) and a slender woman sitting alone in the far corner. Her name is Altora Milos, but those who know her work call her Death. She is one of the most dangerous people in the city. Even Octang, not-terribly-bright as he is, would hesitate to go one on one with Altora. (female human rog5/ass10)
It is possible to get someone in the bar to tell you where the little hunched figure is, but will most likely involve fighting Octang and Sleaze. Milos will sit it out unless the PCs deliberately target her as well. (Then they will roll up new characters for she is not one to fight to the death, but will instead hunt them down and kill them all.) Sleaze will only fight until it is apparent they are losing and then try to run. The backdoor opens into an alley with several possible exits. After the fight, Altora will inform them that the man they are looking for is called the Handler. He was responsible for training several creatures as attack animals for different people in town. He works out of a warehouse along the river. She will offer no other info and will leave shortly thereafter. If the PCs remain here for any length of time, they may run into trouble as word of their attack on the persons and property of the Mile Stop spreads through town. If they are involved in an attack, no member of the thieves’ guild or other illicit organization will deal with them. They will probably have continuing problems with this while they stay in Waterfeld.
E. Warehouse Nouveau
This building is owned by Wil Rufflehelm, a wealthy merchant who has recently been appointed to the City Council. Here the Handler trains animals and other more exotic creatures to the purposes of various wealthy people around town.
If/when the PCs break into this place, there are numerous safeguards in place. First, all the doors are locked and trapped. Second, all of the animals and beasts the handler is working on (there will be at least 3 varieties, including 3-4 more digesters) will be set upon them. If the PCs survive this and get into Rufflehelm’s office, the furniture itself will attack, including an animated bench, chair and table. When the carnage is over, they party may find (search20) the handler, hidden in a small compartment off of the office. He is a small frightened man, who passes out when the PCs discover him.
The Handler, aka John Steppington, is a simple man with a talent for training animals. Rufflehelm hired him to train some animals and now won’t let him go. If John leaves, Rufflehelm will let the authorities know it was he who has been training illegal creatures in a warehouse, forbidden by city ordinances. John is so terrified he can do nothing but continue to follow orders. (male human com2/exp8)
All he knows was that he was to train certain creatures as attack/guard beasts. Until today, he never really knew what they were for. Watching them destroy the gypsy camp and kill all of the people frightened him beyond belief. His orders were to set the beasts loose to “distract” the camp, then sneak in and find the box. He was looking for it when he heard the party approaching and hid. He ran away when he saw the PCs either kill the digesters or find the box. When he returned to the warehouse, all of Rufflehelm’s things were gone. He remained here to hide.
F. Rufflehelm Manor
A grandiose name for a gaudy and gauche building. The ostentation and accoutrements are in direct competition with each other to see who can make the place look worse. It is a large home, redecorated many times, apparently whenever Rufflehelm felt the need to flaunt more of his wealth. Even the other homes in this area seem to be eyeing the estate somewhat askance.
Rufflehelm is one of the nouveau riche. His steady rise in fortune and prominence has put him squarely on the fast track to power. But not fast enough or powerful enough. His desire for more has driven him to seek means outside the accepted channels, even for politics. His recent appointment to councilman came when his predecessor was found dead. All appearances were natural causes but the rumor mill says otherwise. It appears his lust for power has only grown. (male human exp6/rog2/arist1)
Rufflehelm is with his mistress, Cassandra, when the PCs arrive, at what ever activity is appropriate for the time they get there (ie sleeping, eating, etc). The room they meet Rufflehelm in is a large ballroom. There are several men-at-arms around the room and building. Before the PCs can do more than be greeted by Rufflehelm, a servant comes into the room, announcing a palace herald. The man comes in, saying the High Magistrate is dead. The weeping man is then escorted from the room. If the PCs accuse Rufflehelm, he will laugh and proclaim it all. Then he will say, “But no one will ever here it from you.” He signals and his people attack the PCs. (Cassandra Sor8/Rog2; men-at-arms ftr6)
Rufflehelm will not fight, but will instead, run for it with Cassandra blocking his escape route from the PCs. There are as many men-at-arms as are necessary to make this a challenge for the PCs.
Where does it go from here?
The High Magistrate is dead.
• Rufflehelm is first in line to take over the job. The PCs, knowing of his ambition and greed, can attempt to stop him. However, when he escaped he called the City Watch claiming the party attacked him. They may be incarcerated, banished, etc. Unless they can clear their name…
• The party succeeded in stopping Rufflehelm’s escape. He was captured in the process. After turning him over to the authorities or telling there story, the city rewards them appropriately.
• The party succeeded but Rufflehelm was killed. How does the city take it? Are the PCs heroes or villains?
• The PCs are pursued by the Thieves Guild for the killing of Sleaze. They may be attacked by thugs, assassins, etc. This may be used to plague the PCs for many years throughout all the land, as word spreads through the underworld.
Ingredients
Pack of Digesters – attacks the PCs in the gypsy camp. May be a second pack in the warehouse.
Animated Bench – in Rufflehelm’s office in the warehouse.
Weeping Herald – announces the death of the High Magistrate at Rufflehelm’s Manor.
Gypsy Camp – where the initial attack takes place, as well as where the Scarab is found.
Scarab of Death – the original means of Rufflehelm’s plot to take over the city. Found in the gypsy camp.
Avarice – Rufflehelm’s greed and ambition.