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<blockquote data-quote="Stormborn" data-source="post: 2294817" data-attributes="member: 14041"><p>Blind Loyalty</p><p>By Stormborn</p><p>An adventure for 4th level characters.</p><p>Background</p><p>Mhelack the High King of the Elves was a magnanimous ruler, a puissant mage, and a cunning warrior without equal in the lands of the elf or man. His lineage had ruled the elves and goodly creatures of the Darkling Vale for time out of memory. In them flowed the blood of the fey, strong and terrible, and oft they would take for themselves mates of the Fiannoashide, the wild fey, to better enhance their gifts. None of their line had ever fallen in combat; none had ever succumbed to mortal woes. When their time came they merely walked away into the green, never to be seen again.</p><p></p><p>Mhelack was ages of man away from his last walk; he was yet strong and full of power and majesty. He was also full of pride, and in his pride he did ride out to make war on a band of goblins with only his closest companions at his side. </p><p></p><p>On an as-yet-nameless hill on the far borders of the Vale he fought them. There he fell and his companions, his cousin Bhenazra and several knights, buried him and built a monument to his memory. Nameless no more, it is now called the Hill of Bones, for they left the bodies of the dead goblins to rot on its sides as grim markers for their king.</p><p></p><p>Now his young son Khezedk, a half-fey elf, is to be king. If he is to succeed his father to the throne he must first go on a simple quest. He must retrieve his father’s blade from the tomb where the king lies.</p><p></p><p>In truth, however, Bhenazra took the king’s blade, Blind Loyalty and replaced it with a simple sword from one of the dead knights. Bhenazra knows that anyone who holds the blade can command the unquestioning loyalty of others. The subjects do not feel as if they are being compelled in any way, rather they simply feel like they can trust the person who holds the blade completely, even when what they say and do seems suspicious. Bhenazra has been using the blade to influence the Sage Vhabehr without revealing its existence. He has been playing on his own sterling reputation in the court to put the prince in harms way, so that he may later establish himself as the next king.</p><p></p><p>Hooks:</p><p>- If one of the PCs is an elf the character may be visiting family when Khezedk quest is announced, or may have come to pay last respects to the fallen king and his family.</p><p></p><p>- If there are no elves in the group, but they have made a reputation for themselves, the Sage Vhabehr might contact them and ask for assistance.</p><p></p><p>- If one or more of the PCs is connected to a lawful or good deity they might be sought out by the sage as a trustworthy, but unaffiliated, source of help.</p><p></p><p>- Alternately, the PCs might simply be traveling through the Vale on another errand. If so, skip to Scene 2 where the PCs find the young prince under attack, and most of his defenders dead or dying.</p><p></p><p>Scene 1: Enter the PCs</p><p>Once the PCs have arrived at the court of the elves in the Darkling Vale they are ushered into the library of the elven sage Vhabehr (male elf Wizard 15, N). He explains to the PCs that the elven Council of Elders had decreed that the first stage of mourning has ended and that it is time for the young prince to take his place on the throne. However, Mhelack bore his ancestral sword, Blind Loyalty, when he died. Elven custom forbids any but the king or the king’s heir from bearing the blade, and so his companions placed it in the tomb with him to be retrieved by his son when the time came. Khezedk (male half-fey elf Aristocrat 1,CN) is only a child by elven standards, and his fey blood makes him seem far younger. He cannot go alone, and the sage wants the PCs to accompany him to make sure he is safe. If they can bring him back safe and sound they will be rewarded for their efforts.</p><p></p><p>Development: It should strike the PCs as odd that outsiders would be asked to safeguard an elven prince when so many powerful warrior-mages are available. If need be the DM should include descriptions of the obvious martial prowess of the elves at the court. Should the PCs wonder they can find out more with an appropriate skill check.</p><p></p><p>The sage starts out as Friendly toward the PCs. A DC 20 Diplomacy check will make him Helpful. He will then explain his reasons for sending outsiders. Given the power of the late king, it seems unlikely that a simple band of goblins would have been able to harm, much less kill, him. Vhabehr believes that one or more members of the court may have been plotting against the king to take the throne, and now the young prince is the only obstacle to that. Anyone he might choose who has been at court for while might be allied to the traitor.</p><p></p><p>Given time the PCs might seek information in the court itself. Gather Information reveals the following:</p><p></p><p>DC 10 – The Sage has told everyone that the young prince needs to learn to deal with outsiders, and that this quest is the perfect opportunity to do so in the relatively safe confines of the Darkling Vale.</p><p></p><p>DC 15- Many in the court are unhappy with the Sage’s decision to seek outside help, but Bhenazra, the king’s cousin, has supported the plan. While the Sage’s motives might be questioned, Bhenazra is trusted and loved by all.</p><p></p><p>DC 20 – Several members of the court suspect that the Sage is up to something himself, but are unsure what. Bhenazra has, however, withdrawn himself from the discussion and gone into a period of secluded morning for his lost kin. While some might prefer to see him on the throne, this seems to have settled the matter. </p><p></p><p>DC 30 – While initially unwilling to voice it to strangers, many feel like the king’s death was not simply the chance of battle. People are whispering that he was assassinated. The two powers closest to the throne, the Sage and Bhenazra, seem intent not just on protecting the boy but protecting themselves. If they place no member of their factions close to the child no blame will be cast on them. Should the child die in the PCs care it will seem like a bad decision, but not a malicious one. Such would not be the case if the child died surrounded by various elven factions.</p><p></p><p>A DC 20 Bardic Knowledge check will reveal that the king’s sword is called Blind Loyalty because it has the power to make the person who holds it supremely trustworthy. The effect lasts even after someone has left its presence. The blade does not have to be seen to be used in this manner. </p><p></p><p>The King’s cousin, Bhenazra (Sorcerer 10/Fighter 4, NE), is a highly charismatic and well beloved warrior. He is also a very good liar. He is currently observing a ritual state of mourning in seclusion, but almost any one can tell the PCs where he resides. If the PCs can convince his servants that it is vital to the prince’s safety that they see him, he will give them a brief audience. If the do see him he will be wearing a ring of Undetectable Alignment. He will state his support for the Sage and his plan. He will also offer the PCs an additional reward if they bring the prince back safely. Overall, however, he will keep the discussion very brief. His home his warded against scrying and other forms of magical surveillance, and is heavily guarded to protect against any intrusion.</p><p></p><p>Scene 2: Waylaid in the Wood </p><p></p><p>The Sage will see to it that the party is sufficiently equipped with any mundane gear they might need, as well as a few healing potions for themselves and the prince. The elven craftsmen are also willing to give them a 10% discount on magical items if they identify themselves as the prince’s companions. They are given a map of the quickest path through the Vale to the Hill of Bones. It should take about 6 days round trip on foot. Unfortunately, the twisting paths and thick growth of the Vale make any mount large enough to carry a medium creature impractical.</p><p></p><p>A few members of the palace guard and various well-wishers accompany the party for the first day, at which point they begin to drift off in groups to return home. None of them are exceptional and all seem to wish the prince well on his journey, perhaps even going so far as to offer small gifts of food or useful items on the trail. This leaves only the prince and the party to continue on.</p><p></p><p>At the end of the second day, the party comes to a small lake indicated on the map as a good place to make camp. They should be able to reach the Hill of Bones by the end of the next day. If any of the PCs suggest continuing, or making an alternative camp, the prince will protest. The nature and severity of that protest depends on the way the DM wishes to portray the child. It can be made obvious to the PCs that the prince is young and tired and still grieving and needs his rest, or the prince can simply make life so difficult that stopping by the lake is the most palatable choice.</p><p></p><p>That night, however, they are ambushed by a gnoll hunting party.</p><p></p><p>2 1st level gnoll warriors and 1 2nd level gnoll ranger.</p><p></p><p>Tactics: The gnolls’ plan is simple. The two warriors will attempt to sneak up to the campsite and ambush whoever is on guard. Failing that they will charge in and attempt to scatter the group. Their goal is to get the prince away from his protectors and into the open. The gnoll ranger has approached the camp from the opposite direction. He is armed with a masterwork cold iron crossbow and 10 bolts, as well as a cold iron short sword. His goal is to kill the prince, no matter what. </p><p></p><p>Development: While the PCs can likely make quick work of the gnoll warriors without the ranger to back them up they need to remember their primary mission: protect the prince. The prince will run from the gnolls if he is not stopped by one of the PCs. This may put him exactly where the ambushers want him.</p><p></p><p>Follow-up: If the PCs defeat the gnolls but keep some of them alive they can learn more about what is really going on. The warriors know nothing other than their boss, the ranger, was hired by someone to kill the elf child. The ranger can confirm that he was paid to kill the prince by an elf, but he never got a good look at his patron, whose face seemed to be hidden by both natural shadow and some kind of magic. The elf provided the ranger with cold iron weapons that would be more effective against the fey-blooded elven prince.</p><p></p><p>Scene 3: Looking in Holes</p><p></p><p> The PCs can continue to the Hill of Bones the next day relatively unhindered. Once there they find it as they might have expected, a hill that was obviously once the site of a great battle now littered with bones. Animals have disrupted most of the bodies, and some plant life is growing around them. </p><p></p><p>The king’s tomb is little more than a small cave cut into the side of the hill, widened and shaped by elven magic. A large stone has been placed in front of it and mystically sealed. The prince has been given a magic word that will cause the wards to lower and allow the PCs to move the rock; the word said a second time will reseal the tomb.</p><p></p><p>The PCs aren’t going to have much of a chance to look in the tomb, as the sound of the rock moving has seemingly stirred up one of the local creatures.</p><p></p><p>1 Owlbear</p><p></p><p>Tactics: Owlbears fight to the death once roused. In this case the cave used as the king’s tomb was once a seasonal lair for the creature, and it is fighting to protect its home. As such it is especially vicious, but makes no special effort to attack the prince over a closer target. </p><p></p><p>Follow-up: Once the owlbear is dealt with the PCs can again look to the tomb. While the king is arrayed in all his battle gear, the PCs have been charged with removing only his sword, something that his son will be sure to remind anyone who looks greedy. A masterwork long sword is in the tomb, but the prince is quick to point out that the weapon in question is not his father’s. Detect Magic will reveal the item to be utterly mundane in nature, and not at all the powerful Blind Loyalty.</p><p></p><p>Scene 4: Going Home Empty Handed.</p><p></p><p>Disappointed, the young prince wants to return to the court with all haste to see who has committed this, as it seems to him, sacrilege. The PCs can escort him back as quickly as they like, but it is still likely to take about 3 days. However, as they are only a few hours away from court a herald approaches them. The herald seems to be an elven youth just entering adult hood. He is dressed in the attire of a page and in the colors of the late king. He tells the PCs that Bhenazra has been killed and the Sage wants the prince back immediately. </p><p></p><p>The “elven herald” is, in fact, a 1st level doppelganger rogue sent to kill the prince. He will use his detect thoughts ability to play on the PCs fears and desires, and strike at the prince if any of them begin to have doubts about his identity. If it looks like he cannot complete his mission he will attempt to escape. The doppelganger knows that he was hired by Bhenazra, a fact that he will trade for his life if need be.</p><p></p><p>Scene 5: The Villain Revealed</p><p></p><p>If the PCs return to the elven court they will soon discover that while Bhenazra has not been killed, but is missing. </p><p></p><p>Follow-up:</p><p>It should be obvious by now that the prince has been targeted for assassination, even if the PCs did not obtain any specific information about a mysterious elf that hired the gnolls. </p><p></p><p>If they talk to the Sage about what happened he will reveal that the plan had been Bhenazra’s, including the route that would be taken. The Sage, however, has no reason to suspect Bhenazra and will defend him without question and in the face of any evidence to the contrary.</p><p></p><p>While the PCs did not recover the sword, if they kept the prince safe they will receive their reward. If the PCs have been nice to the prince he will be favorably disposed toward them, providing a hook for future adventures as well as someone who could become a powerful ally or benefactor. Bhenazra is not gone. With the failure of his assassins he has decided to take a more subtle approach to ruling the elves of the Darkling Vale, and will continue to operate in shadows. If the PCs were not nice to the prince, or cast suspicions on the Sage, he may use that to turn the prince against them in the future. </p><p></p><p>· Cold Iron Crossbow: Found as evidence on the gnoll rogue that he was specifically hunting a creature with fey blood and that their attack was not simply random chance.</p><p>· Sage: Vhabehr the elf and primary contact for the PCs.</p><p>· Elven Child-Prince: Khezedk, here a half-fey, the PCs charge in the adventure.</p><p>· Owlbear: The beast appears in Scene 3: Looking in Holes, where it wants its home back.</p><p>· Hill of Bones: The resting place of the elven king and the site of his final battle. </p><p>· Blind Loyalty: The king’s sword, as well as what it inspires in those who come near it.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2294817, member: 14041"] Blind Loyalty By Stormborn An adventure for 4th level characters. Background Mhelack the High King of the Elves was a magnanimous ruler, a puissant mage, and a cunning warrior without equal in the lands of the elf or man. His lineage had ruled the elves and goodly creatures of the Darkling Vale for time out of memory. In them flowed the blood of the fey, strong and terrible, and oft they would take for themselves mates of the Fiannoashide, the wild fey, to better enhance their gifts. None of their line had ever fallen in combat; none had ever succumbed to mortal woes. When their time came they merely walked away into the green, never to be seen again. Mhelack was ages of man away from his last walk; he was yet strong and full of power and majesty. He was also full of pride, and in his pride he did ride out to make war on a band of goblins with only his closest companions at his side. On an as-yet-nameless hill on the far borders of the Vale he fought them. There he fell and his companions, his cousin Bhenazra and several knights, buried him and built a monument to his memory. Nameless no more, it is now called the Hill of Bones, for they left the bodies of the dead goblins to rot on its sides as grim markers for their king. Now his young son Khezedk, a half-fey elf, is to be king. If he is to succeed his father to the throne he must first go on a simple quest. He must retrieve his father’s blade from the tomb where the king lies. In truth, however, Bhenazra took the king’s blade, Blind Loyalty and replaced it with a simple sword from one of the dead knights. Bhenazra knows that anyone who holds the blade can command the unquestioning loyalty of others. The subjects do not feel as if they are being compelled in any way, rather they simply feel like they can trust the person who holds the blade completely, even when what they say and do seems suspicious. Bhenazra has been using the blade to influence the Sage Vhabehr without revealing its existence. He has been playing on his own sterling reputation in the court to put the prince in harms way, so that he may later establish himself as the next king. Hooks: - If one of the PCs is an elf the character may be visiting family when Khezedk quest is announced, or may have come to pay last respects to the fallen king and his family. - If there are no elves in the group, but they have made a reputation for themselves, the Sage Vhabehr might contact them and ask for assistance. - If one or more of the PCs is connected to a lawful or good deity they might be sought out by the sage as a trustworthy, but unaffiliated, source of help. - Alternately, the PCs might simply be traveling through the Vale on another errand. If so, skip to Scene 2 where the PCs find the young prince under attack, and most of his defenders dead or dying. Scene 1: Enter the PCs Once the PCs have arrived at the court of the elves in the Darkling Vale they are ushered into the library of the elven sage Vhabehr (male elf Wizard 15, N). He explains to the PCs that the elven Council of Elders had decreed that the first stage of mourning has ended and that it is time for the young prince to take his place on the throne. However, Mhelack bore his ancestral sword, Blind Loyalty, when he died. Elven custom forbids any but the king or the king’s heir from bearing the blade, and so his companions placed it in the tomb with him to be retrieved by his son when the time came. Khezedk (male half-fey elf Aristocrat 1,CN) is only a child by elven standards, and his fey blood makes him seem far younger. He cannot go alone, and the sage wants the PCs to accompany him to make sure he is safe. If they can bring him back safe and sound they will be rewarded for their efforts. Development: It should strike the PCs as odd that outsiders would be asked to safeguard an elven prince when so many powerful warrior-mages are available. If need be the DM should include descriptions of the obvious martial prowess of the elves at the court. Should the PCs wonder they can find out more with an appropriate skill check. The sage starts out as Friendly toward the PCs. A DC 20 Diplomacy check will make him Helpful. He will then explain his reasons for sending outsiders. Given the power of the late king, it seems unlikely that a simple band of goblins would have been able to harm, much less kill, him. Vhabehr believes that one or more members of the court may have been plotting against the king to take the throne, and now the young prince is the only obstacle to that. Anyone he might choose who has been at court for while might be allied to the traitor. Given time the PCs might seek information in the court itself. Gather Information reveals the following: DC 10 – The Sage has told everyone that the young prince needs to learn to deal with outsiders, and that this quest is the perfect opportunity to do so in the relatively safe confines of the Darkling Vale. DC 15- Many in the court are unhappy with the Sage’s decision to seek outside help, but Bhenazra, the king’s cousin, has supported the plan. While the Sage’s motives might be questioned, Bhenazra is trusted and loved by all. DC 20 – Several members of the court suspect that the Sage is up to something himself, but are unsure what. Bhenazra has, however, withdrawn himself from the discussion and gone into a period of secluded morning for his lost kin. While some might prefer to see him on the throne, this seems to have settled the matter. DC 30 – While initially unwilling to voice it to strangers, many feel like the king’s death was not simply the chance of battle. People are whispering that he was assassinated. The two powers closest to the throne, the Sage and Bhenazra, seem intent not just on protecting the boy but protecting themselves. If they place no member of their factions close to the child no blame will be cast on them. Should the child die in the PCs care it will seem like a bad decision, but not a malicious one. Such would not be the case if the child died surrounded by various elven factions. A DC 20 Bardic Knowledge check will reveal that the king’s sword is called Blind Loyalty because it has the power to make the person who holds it supremely trustworthy. The effect lasts even after someone has left its presence. The blade does not have to be seen to be used in this manner. The King’s cousin, Bhenazra (Sorcerer 10/Fighter 4, NE), is a highly charismatic and well beloved warrior. He is also a very good liar. He is currently observing a ritual state of mourning in seclusion, but almost any one can tell the PCs where he resides. If the PCs can convince his servants that it is vital to the prince’s safety that they see him, he will give them a brief audience. If the do see him he will be wearing a ring of Undetectable Alignment. He will state his support for the Sage and his plan. He will also offer the PCs an additional reward if they bring the prince back safely. Overall, however, he will keep the discussion very brief. His home his warded against scrying and other forms of magical surveillance, and is heavily guarded to protect against any intrusion. Scene 2: Waylaid in the Wood The Sage will see to it that the party is sufficiently equipped with any mundane gear they might need, as well as a few healing potions for themselves and the prince. The elven craftsmen are also willing to give them a 10% discount on magical items if they identify themselves as the prince’s companions. They are given a map of the quickest path through the Vale to the Hill of Bones. It should take about 6 days round trip on foot. Unfortunately, the twisting paths and thick growth of the Vale make any mount large enough to carry a medium creature impractical. A few members of the palace guard and various well-wishers accompany the party for the first day, at which point they begin to drift off in groups to return home. None of them are exceptional and all seem to wish the prince well on his journey, perhaps even going so far as to offer small gifts of food or useful items on the trail. This leaves only the prince and the party to continue on. At the end of the second day, the party comes to a small lake indicated on the map as a good place to make camp. They should be able to reach the Hill of Bones by the end of the next day. If any of the PCs suggest continuing, or making an alternative camp, the prince will protest. The nature and severity of that protest depends on the way the DM wishes to portray the child. It can be made obvious to the PCs that the prince is young and tired and still grieving and needs his rest, or the prince can simply make life so difficult that stopping by the lake is the most palatable choice. That night, however, they are ambushed by a gnoll hunting party. 2 1st level gnoll warriors and 1 2nd level gnoll ranger. Tactics: The gnolls’ plan is simple. The two warriors will attempt to sneak up to the campsite and ambush whoever is on guard. Failing that they will charge in and attempt to scatter the group. Their goal is to get the prince away from his protectors and into the open. The gnoll ranger has approached the camp from the opposite direction. He is armed with a masterwork cold iron crossbow and 10 bolts, as well as a cold iron short sword. His goal is to kill the prince, no matter what. Development: While the PCs can likely make quick work of the gnoll warriors without the ranger to back them up they need to remember their primary mission: protect the prince. The prince will run from the gnolls if he is not stopped by one of the PCs. This may put him exactly where the ambushers want him. Follow-up: If the PCs defeat the gnolls but keep some of them alive they can learn more about what is really going on. The warriors know nothing other than their boss, the ranger, was hired by someone to kill the elf child. The ranger can confirm that he was paid to kill the prince by an elf, but he never got a good look at his patron, whose face seemed to be hidden by both natural shadow and some kind of magic. The elf provided the ranger with cold iron weapons that would be more effective against the fey-blooded elven prince. Scene 3: Looking in Holes The PCs can continue to the Hill of Bones the next day relatively unhindered. Once there they find it as they might have expected, a hill that was obviously once the site of a great battle now littered with bones. Animals have disrupted most of the bodies, and some plant life is growing around them. The king’s tomb is little more than a small cave cut into the side of the hill, widened and shaped by elven magic. A large stone has been placed in front of it and mystically sealed. The prince has been given a magic word that will cause the wards to lower and allow the PCs to move the rock; the word said a second time will reseal the tomb. The PCs aren’t going to have much of a chance to look in the tomb, as the sound of the rock moving has seemingly stirred up one of the local creatures. 1 Owlbear Tactics: Owlbears fight to the death once roused. In this case the cave used as the king’s tomb was once a seasonal lair for the creature, and it is fighting to protect its home. As such it is especially vicious, but makes no special effort to attack the prince over a closer target. Follow-up: Once the owlbear is dealt with the PCs can again look to the tomb. While the king is arrayed in all his battle gear, the PCs have been charged with removing only his sword, something that his son will be sure to remind anyone who looks greedy. A masterwork long sword is in the tomb, but the prince is quick to point out that the weapon in question is not his father’s. Detect Magic will reveal the item to be utterly mundane in nature, and not at all the powerful Blind Loyalty. Scene 4: Going Home Empty Handed. Disappointed, the young prince wants to return to the court with all haste to see who has committed this, as it seems to him, sacrilege. The PCs can escort him back as quickly as they like, but it is still likely to take about 3 days. However, as they are only a few hours away from court a herald approaches them. The herald seems to be an elven youth just entering adult hood. He is dressed in the attire of a page and in the colors of the late king. He tells the PCs that Bhenazra has been killed and the Sage wants the prince back immediately. The “elven herald” is, in fact, a 1st level doppelganger rogue sent to kill the prince. He will use his detect thoughts ability to play on the PCs fears and desires, and strike at the prince if any of them begin to have doubts about his identity. If it looks like he cannot complete his mission he will attempt to escape. The doppelganger knows that he was hired by Bhenazra, a fact that he will trade for his life if need be. Scene 5: The Villain Revealed If the PCs return to the elven court they will soon discover that while Bhenazra has not been killed, but is missing. Follow-up: It should be obvious by now that the prince has been targeted for assassination, even if the PCs did not obtain any specific information about a mysterious elf that hired the gnolls. If they talk to the Sage about what happened he will reveal that the plan had been Bhenazra’s, including the route that would be taken. The Sage, however, has no reason to suspect Bhenazra and will defend him without question and in the face of any evidence to the contrary. While the PCs did not recover the sword, if they kept the prince safe they will receive their reward. If the PCs have been nice to the prince he will be favorably disposed toward them, providing a hook for future adventures as well as someone who could become a powerful ally or benefactor. Bhenazra is not gone. With the failure of his assassins he has decided to take a more subtle approach to ruling the elves of the Darkling Vale, and will continue to operate in shadows. If the PCs were not nice to the prince, or cast suspicions on the Sage, he may use that to turn the prince against them in the future. · Cold Iron Crossbow: Found as evidence on the gnoll rogue that he was specifically hunting a creature with fey blood and that their attack was not simply random chance. · Sage: Vhabehr the elf and primary contact for the PCs. · Elven Child-Prince: Khezedk, here a half-fey, the PCs charge in the adventure. · Owlbear: The beast appears in Scene 3: Looking in Holes, where it wants its home back. · Hill of Bones: The resting place of the elven king and the site of his final battle. · Blind Loyalty: The king’s sword, as well as what it inspires in those who come near it. [/QUOTE]
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[IronDM] Iron DM Returns! Winner announced!
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