Wulf Ratbane
Adventurer
Blind Rage, Blind Justice
An adventure for 2nd-4thth level PCs.
Background
Life is slow and lazy in the small village of Bostwick. Some two dozen folk live within the confines of the ‘town’ proper, and several dozen more work the farms for miles around. They are ostensibly ruled by Lord William de Marc, but if he has ever done anything with the peoples’ taxes to improve their lives or provide for their defense, it certainly doesn’t show. His manor house is fine enough, but the nearby fort lies unfinished and unmanned. Folk say it is a testament to de Marc’s miserly ways that he never even bothered to hire a tax collector; he always just sent his son instead.
Almost a year ago, just around tax time, a child went missing from the fields near Bostwick. There was no proper constable, only a largely honorary (and unpaid) position elected by the people themselves. As it was, the child’s disappearance was never solved; that is, never solved beyond a half-hearted suggestion that some wild animal must have grabbed the child, and a general consensus grudgingly achieved. Folks grumbled again, but what could they do?
When the next child went missing, just a few months ago, folks grumbled louder—but what could they do?
A third child went missing, just two weeks ago. When the child was found later—and it was clear that no wild animal could be responsible for what had been done—the people shouted to shake the walls of de Marc’s manor. They refused to pay their taxes, pooling their money instead to post a 250 gp bounty for those responsible.
Finally, de Marc has stepped up, matching the bounty with 250 gp of his own if the culprit can be captured and brought to justice. Notices have been sent to the nearby towns, and already adventurers, fortune seekers, and bounty hunters have started to arrive…
Hooks
The DM is provided with two of the strongest hooks, particularly for low-level adventurers: money and justice. If the PCs balk, events will move along without them, increasing the potential reward as detailed in Development, below.
de Marc’s Problem
Unfortunately, de Marc has a problem. He already knows that the culprit is his own son. He hopes, of course, that some unscrupulous bounty hunters will turn up someone (probably dead…) on whom he can hang the blame—and no one will be any the wiser. Still, he’s made sure to draft the reward to encourage capture, not killing; he figures he’ll either be able to save his son, or save himself some coin.
Johnn Wainwright
Johnn’s been feeling strange lately. Where once he was content to simply be the best at his craft, supplying wagons for all the nearby villages, for the last few weeks he’s felt a stronger sense of justice and duty tugging at his breast. Whether or not the PCs arrive in Bostwick in search of the bounty, Johnn’s decided to go after it himself—though it’s not so much the money he’s after, as seeing the right thing done. In the back of his shop, he’s put together a masterfully constructed wagon of wood and iron—strong yet silent—to hold his quarry, wherever he may catch him, and carry him back to justice, wherever that may be.
The PCs have no real reason to seek Johnn out, but if they cross his path, there’s no missing him. Johnn’s a bull of a man; he looks like he could pull his wagons himself (and he often does, when he’s delivering to a customer in town!) Johnn’s big hands clench and his hairy knuckles crack when he thinks or talks about catching the culprit.
Johnn also knows who the culprit is. It was Johnn who found the last victim, and although he couldn’t say why, he knows that de Marc’s son is guilty. It’s as if he can… smell it on him.
Fred Shepherd
The PCs may seek out or stumble across Fred, particularly if they ask about the countryside around the village or go exploring. Fred can guide them to where the last victim was found (just a couple of miles away, about halfway between Bostwick and the lord’s manor in the hills) as well as tell them about the local wildlife. Fred “was never convinced that a wild animal had grabbed them kids; been shepherdin’ around here for years and never had to run off nothin’.” If pressed on the matter, Fred might admit to seeing a black bear once—but that was years ago.
Fred is a good friend of Johnn Wainwright; Johnn often passes through Fred’s fields, either leaving town on a delivery or coming back. Several times Johnn’s made use of one of Fred’s small, thatched huts that dot the countryside. They’re not much to look at—not even furnished—but it’s better than sleeping in the rain.
Fred can attest to Johnn’s gentle nature. “Johnn’s not real smart—good with his hands, mostly—and he can sure lose his temper. But ain’t no way Johnn’s gonna hurt a child. He’s got a kind heart, Johnn does.”
Constable Buldin
Constable Buldin is an older gentleman. He’d be useless as a constable even if he wasn’t taking money from de Marc to keep quiet.
He'll admit to the PCs that, "...unlike the first two, which I figure was a wolf or a bear... well, I suppose a bear didn't do this, no..."
Buldin is adamant that the perpetrator be taken alive and brought to justice in town.
Ostensibly, de Marc just wants Buldin to ‘keep the peace.’ Buldin’s feeling guilty, though, for his silence a year ago; if he can be persuaded that he’s not to blame, he might be willing to talk.
Development
The PCs aren’t meant to find de Marc’s son—and they won’t. Instead, while they get the feel of the town, Johnn Wainwright heads out after the killer, de Marc’s son. On a dark night, in the pouring rain, Johnn tracks the killer down. He subdues him easily, placing him securely in his traveling prison-cart.
But something goes wrong. Johnn is spectacularly unsuccessful as a bounty hunter, because just before he gets back into Bostwick, he kills de Marc’s son, leaving him on the road: strangled, his back broken almost in half. As the rain continues to pour down on the road, a crowd gathers around the grisly scene. Lord de Marc himself arrives in short order.
The ante is upped for the PCs now. Lord de Marc doubles the bounty to 1000 gp. “My son… he left here last night, sure he knew who the killer was. I guess… I guess he thought he could save me the price of the bounty if he could bring him in himself…” de Marc will find the PCs and personally ask them to bring “the killer” to justice before he kills again.
From the time that Johnn first set out on his course, until the PCs conclude with the Shodwdown, the rain falls relentlessly from the overcast sky. The days are grey and the nights are pitch black.
Tracking the Big Man
There are a few clues the PCs can use to track Johnn down.
1) It would take someone of unusual strength to have perpetrated this ‘crime’: de Marc’s son is bent over backwards and broken nearly in half. If they are very observant, they may also notice a strange bruise that runs down the side of his face, his arm, and his side; an intelligent PC may deduce that he was held very forcefully against the bars of a cage.
2) The next morning, Fred Shepherd will sneak into Johnn’s kitchen, to prepare a meal for his friend on the lam. If the PCs search Johnn’s shop, they may notice a lingering smell of minted lamb from his adjoining house. The PCs might be able to make the connection between the lamb and Fred, and surmise that Fred is somehow helping Johnn. Fred will eventually admit that Johnn is holed up in one of his thatched huts; if the PCs can coerce Fred into leading them to him, Johnn will be gone before they get there. “Guess he ain’t here…” Fred will insist. It may seem as if Fred is lying, but an astude PC may sense that Fred is surprised to find Johnn missing.
3) If the PCs search around the hut, they may be able to spot the unique tread of Johnn’s masterwork wagon wheel. It is not an easy Track check, but they should be able to follow the unique tread of this wagon wheel to another hut for a showdown with Johnn.
4) If the PCs cannot find Johnn, eventually Fred will come to them to suggest that he’s concerned that his friend Johnn is now planning to go after de Marc himself—and in this case, the PCs can catch Johnn as he approaches the manor house.
The Showdown
When the PCs finally confront Johnn (either near one of Fred’s thatched huts or near the manor house), the rain will finally relent. The clouds will part, and the full moon will illuminate many things.
Johnn will step out from behind his masterwork wagon for a final showdown with the PCs.
If the PCs give him an opportunity for a soliloquy, Johnn will explain what happened—and if not, he’ll clue them in as much as possible in short bursts while combat rages.
“I knew it was de Marc’s son… I knew it. I could smell him on the child… And the dead child on him! All those children… Lambs to the slaughter… I meant to bring him to justice… I meant to… but he would not stop… laughing… mocking… didn’t matter how good my cage was, he said… His father would set him free. He would go free. I knew he was right and… I wanted justice. I was so angry… So angry! I will not hang for this! You will not stand in the way of justice!”
If he has not already, Johnn will begin to rage now; and one round after he begins his rage, he will transform into a hybrid werebear, and one round after that, he will assume bear form.
Along with his commoner levels, Johnn is a Bbn1 with the werebear template (about CR6). Part of Johnn’s problem is the stress brought about from transforming from chaotic good to lawful good; he wants to do good, he means to do good, he’s just having a little trouble controlling his temper—and his strength. Fortunately for Johnn, if he is ever able to control the transformation, he’ll become fully lawful good (and subsequently lose his ability to rage).
However, he is currently enraged, and if the PCs press the attack, he will give them no quarter. If the PCs relent, he will try to flee.
Johnn should have scent instead of Run; and (if you are feeling kind) Improved Bull Rush instead of Multiattack (which he will use to try to escape).
The Loose Ends
1) The PCs will have to decide how best to serve true justice. If they know anything of werebears, they will know that, even if Johnn isn’t good, he will be. Even without that knowledge, one hopes that PCs will have the wits to know the truth when they hear it and let Johnn go. Good-aligned PCs shouldn’t be held accountable for ignorance in this case, but keep a careful watch on PCs who place a premium on “the law” as opposed to “good” or “justice.” At any rate it will be very difficult for the PCs to actually kill Johnn; they’ll have to really be trying to kill him, and so should pay the consequences of such an action.
2) It will be almost impossible to prove that Lord de Marc knew that his son was responsible; it will be almost as difficult to convince him to pay any kind of reward. In fact, if the PCs do not turn Johnn over to de Marc, they may bear the brunt of de Marc’s wrath as well. Fortunately, de Marc’s political reach is rather limited. Still, who is to say how willing he will be to open his coffers, and put a price on the PCs, with the vengeance of his own son on the line?
3) If Johnn survives, he’ll “retire” from bounty hunting and offer his masterwork bounty huntin’ wagon to the PCs. (It might just be the D&D equivalent of the Batmobile…)
4) Urged on largely by Fred Shepherd, the people of Bostwick will pony up their 250 gp reward, no matter what de Marc decides (assuming they have a chance to deliver the reward to the PCs).
· Unsuccessful Bounty Hunter – Johnn Wainwright
· Masterwork Wagon Wheel – a clue leading to Johnn
· Lamb – a clue that connects Fred to Johnn and thus to Johnn’s hiding place
· Rain – erases clues, makes tracking more difficult, and hides the moon until the right time
· Strength – a clue that points to Johnn; his major attribute (raging werebear)
· Thatched Hut – one of Fred Shepherd’s huts, Johnn’s hiding place
An adventure for 2nd-4thth level PCs.
Background
Life is slow and lazy in the small village of Bostwick. Some two dozen folk live within the confines of the ‘town’ proper, and several dozen more work the farms for miles around. They are ostensibly ruled by Lord William de Marc, but if he has ever done anything with the peoples’ taxes to improve their lives or provide for their defense, it certainly doesn’t show. His manor house is fine enough, but the nearby fort lies unfinished and unmanned. Folk say it is a testament to de Marc’s miserly ways that he never even bothered to hire a tax collector; he always just sent his son instead.
Almost a year ago, just around tax time, a child went missing from the fields near Bostwick. There was no proper constable, only a largely honorary (and unpaid) position elected by the people themselves. As it was, the child’s disappearance was never solved; that is, never solved beyond a half-hearted suggestion that some wild animal must have grabbed the child, and a general consensus grudgingly achieved. Folks grumbled again, but what could they do?
When the next child went missing, just a few months ago, folks grumbled louder—but what could they do?
A third child went missing, just two weeks ago. When the child was found later—and it was clear that no wild animal could be responsible for what had been done—the people shouted to shake the walls of de Marc’s manor. They refused to pay their taxes, pooling their money instead to post a 250 gp bounty for those responsible.
Finally, de Marc has stepped up, matching the bounty with 250 gp of his own if the culprit can be captured and brought to justice. Notices have been sent to the nearby towns, and already adventurers, fortune seekers, and bounty hunters have started to arrive…
Heroes Needed!
Whether ye seek fortune, fame, or justice, read on!
500 gold piece reward for the capture of person or persons responsible for the death and defilement of the children of Bostwick. Justice must be served! A rich reward awaits those of true heart and stout arm.
Inquire further with the constable of Bostwick.
Hooks
The DM is provided with two of the strongest hooks, particularly for low-level adventurers: money and justice. If the PCs balk, events will move along without them, increasing the potential reward as detailed in Development, below.
de Marc’s Problem
Unfortunately, de Marc has a problem. He already knows that the culprit is his own son. He hopes, of course, that some unscrupulous bounty hunters will turn up someone (probably dead…) on whom he can hang the blame—and no one will be any the wiser. Still, he’s made sure to draft the reward to encourage capture, not killing; he figures he’ll either be able to save his son, or save himself some coin.
Johnn Wainwright
Johnn’s been feeling strange lately. Where once he was content to simply be the best at his craft, supplying wagons for all the nearby villages, for the last few weeks he’s felt a stronger sense of justice and duty tugging at his breast. Whether or not the PCs arrive in Bostwick in search of the bounty, Johnn’s decided to go after it himself—though it’s not so much the money he’s after, as seeing the right thing done. In the back of his shop, he’s put together a masterfully constructed wagon of wood and iron—strong yet silent—to hold his quarry, wherever he may catch him, and carry him back to justice, wherever that may be.
The PCs have no real reason to seek Johnn out, but if they cross his path, there’s no missing him. Johnn’s a bull of a man; he looks like he could pull his wagons himself (and he often does, when he’s delivering to a customer in town!) Johnn’s big hands clench and his hairy knuckles crack when he thinks or talks about catching the culprit.
Johnn also knows who the culprit is. It was Johnn who found the last victim, and although he couldn’t say why, he knows that de Marc’s son is guilty. It’s as if he can… smell it on him.
Fred Shepherd
The PCs may seek out or stumble across Fred, particularly if they ask about the countryside around the village or go exploring. Fred can guide them to where the last victim was found (just a couple of miles away, about halfway between Bostwick and the lord’s manor in the hills) as well as tell them about the local wildlife. Fred “was never convinced that a wild animal had grabbed them kids; been shepherdin’ around here for years and never had to run off nothin’.” If pressed on the matter, Fred might admit to seeing a black bear once—but that was years ago.
Fred is a good friend of Johnn Wainwright; Johnn often passes through Fred’s fields, either leaving town on a delivery or coming back. Several times Johnn’s made use of one of Fred’s small, thatched huts that dot the countryside. They’re not much to look at—not even furnished—but it’s better than sleeping in the rain.
Fred can attest to Johnn’s gentle nature. “Johnn’s not real smart—good with his hands, mostly—and he can sure lose his temper. But ain’t no way Johnn’s gonna hurt a child. He’s got a kind heart, Johnn does.”
Constable Buldin
Constable Buldin is an older gentleman. He’d be useless as a constable even if he wasn’t taking money from de Marc to keep quiet.
He'll admit to the PCs that, "...unlike the first two, which I figure was a wolf or a bear... well, I suppose a bear didn't do this, no..."
Buldin is adamant that the perpetrator be taken alive and brought to justice in town.
Ostensibly, de Marc just wants Buldin to ‘keep the peace.’ Buldin’s feeling guilty, though, for his silence a year ago; if he can be persuaded that he’s not to blame, he might be willing to talk.
Development
The PCs aren’t meant to find de Marc’s son—and they won’t. Instead, while they get the feel of the town, Johnn Wainwright heads out after the killer, de Marc’s son. On a dark night, in the pouring rain, Johnn tracks the killer down. He subdues him easily, placing him securely in his traveling prison-cart.
But something goes wrong. Johnn is spectacularly unsuccessful as a bounty hunter, because just before he gets back into Bostwick, he kills de Marc’s son, leaving him on the road: strangled, his back broken almost in half. As the rain continues to pour down on the road, a crowd gathers around the grisly scene. Lord de Marc himself arrives in short order.
The ante is upped for the PCs now. Lord de Marc doubles the bounty to 1000 gp. “My son… he left here last night, sure he knew who the killer was. I guess… I guess he thought he could save me the price of the bounty if he could bring him in himself…” de Marc will find the PCs and personally ask them to bring “the killer” to justice before he kills again.
From the time that Johnn first set out on his course, until the PCs conclude with the Shodwdown, the rain falls relentlessly from the overcast sky. The days are grey and the nights are pitch black.
Tracking the Big Man
There are a few clues the PCs can use to track Johnn down.
1) It would take someone of unusual strength to have perpetrated this ‘crime’: de Marc’s son is bent over backwards and broken nearly in half. If they are very observant, they may also notice a strange bruise that runs down the side of his face, his arm, and his side; an intelligent PC may deduce that he was held very forcefully against the bars of a cage.
2) The next morning, Fred Shepherd will sneak into Johnn’s kitchen, to prepare a meal for his friend on the lam. If the PCs search Johnn’s shop, they may notice a lingering smell of minted lamb from his adjoining house. The PCs might be able to make the connection between the lamb and Fred, and surmise that Fred is somehow helping Johnn. Fred will eventually admit that Johnn is holed up in one of his thatched huts; if the PCs can coerce Fred into leading them to him, Johnn will be gone before they get there. “Guess he ain’t here…” Fred will insist. It may seem as if Fred is lying, but an astude PC may sense that Fred is surprised to find Johnn missing.
3) If the PCs search around the hut, they may be able to spot the unique tread of Johnn’s masterwork wagon wheel. It is not an easy Track check, but they should be able to follow the unique tread of this wagon wheel to another hut for a showdown with Johnn.
4) If the PCs cannot find Johnn, eventually Fred will come to them to suggest that he’s concerned that his friend Johnn is now planning to go after de Marc himself—and in this case, the PCs can catch Johnn as he approaches the manor house.
The Showdown
When the PCs finally confront Johnn (either near one of Fred’s thatched huts or near the manor house), the rain will finally relent. The clouds will part, and the full moon will illuminate many things.
Johnn will step out from behind his masterwork wagon for a final showdown with the PCs.
If the PCs give him an opportunity for a soliloquy, Johnn will explain what happened—and if not, he’ll clue them in as much as possible in short bursts while combat rages.
“I knew it was de Marc’s son… I knew it. I could smell him on the child… And the dead child on him! All those children… Lambs to the slaughter… I meant to bring him to justice… I meant to… but he would not stop… laughing… mocking… didn’t matter how good my cage was, he said… His father would set him free. He would go free. I knew he was right and… I wanted justice. I was so angry… So angry! I will not hang for this! You will not stand in the way of justice!”
If he has not already, Johnn will begin to rage now; and one round after he begins his rage, he will transform into a hybrid werebear, and one round after that, he will assume bear form.
Along with his commoner levels, Johnn is a Bbn1 with the werebear template (about CR6). Part of Johnn’s problem is the stress brought about from transforming from chaotic good to lawful good; he wants to do good, he means to do good, he’s just having a little trouble controlling his temper—and his strength. Fortunately for Johnn, if he is ever able to control the transformation, he’ll become fully lawful good (and subsequently lose his ability to rage).
However, he is currently enraged, and if the PCs press the attack, he will give them no quarter. If the PCs relent, he will try to flee.
Johnn should have scent instead of Run; and (if you are feeling kind) Improved Bull Rush instead of Multiattack (which he will use to try to escape).
The Loose Ends
1) The PCs will have to decide how best to serve true justice. If they know anything of werebears, they will know that, even if Johnn isn’t good, he will be. Even without that knowledge, one hopes that PCs will have the wits to know the truth when they hear it and let Johnn go. Good-aligned PCs shouldn’t be held accountable for ignorance in this case, but keep a careful watch on PCs who place a premium on “the law” as opposed to “good” or “justice.” At any rate it will be very difficult for the PCs to actually kill Johnn; they’ll have to really be trying to kill him, and so should pay the consequences of such an action.
2) It will be almost impossible to prove that Lord de Marc knew that his son was responsible; it will be almost as difficult to convince him to pay any kind of reward. In fact, if the PCs do not turn Johnn over to de Marc, they may bear the brunt of de Marc’s wrath as well. Fortunately, de Marc’s political reach is rather limited. Still, who is to say how willing he will be to open his coffers, and put a price on the PCs, with the vengeance of his own son on the line?
3) If Johnn survives, he’ll “retire” from bounty hunting and offer his masterwork bounty huntin’ wagon to the PCs. (It might just be the D&D equivalent of the Batmobile…)
4) Urged on largely by Fred Shepherd, the people of Bostwick will pony up their 250 gp reward, no matter what de Marc decides (assuming they have a chance to deliver the reward to the PCs).
· Unsuccessful Bounty Hunter – Johnn Wainwright
· Masterwork Wagon Wheel – a clue leading to Johnn
· Lamb – a clue that connects Fred to Johnn and thus to Johnn’s hiding place
· Rain – erases clues, makes tracking more difficult, and hides the moon until the right time
· Strength – a clue that points to Johnn; his major attribute (raging werebear)
· Thatched Hut – one of Fred Shepherd’s huts, Johnn’s hiding place