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<blockquote data-quote="Tinner" data-source="post: 2354721" data-attributes="member: 19667"><p>Round 3, Match 3 Entry</p><p></p><p><strong>BAA, BAA, BLACKSHEEP</strong></p><p>A “mid-level” adventure for four PC’s of approximately 10th level. </p><p></p><p><strong>NOTE</strong></p><p>This adventure makes substantial use of “non-core” books. The DM may find it handy to have the following books available when running this adventure, in addition to the three core rulebooks.</p><p>Book of Vile Darkness <em>(Strength Sapping Weapon Special Ability p. 112)</em></p><p>The Tome of Horrors <em>(Ram, Sheep and Lamb stats p. 288)</em></p><p>Complete Warrior <em>(Variant Ranger p. 13, Justiciar Prestige Class p.47)</em></p><p>Unearthed Arcana <em>(Cleric Variant: Cloistered Cleric p. 50)</em></p><p>Arms & Equipment Guide <em>(Controlling vehicles p. 44, Masterwork Controls i.e. wheels p. 49, Wagon stat block p.57)</em></p><p></p><p><strong>SUMMARY</strong></p><p>A simple job escorting a shepherd’s wagon reveals an insidious cult at work. The PC’s are caught between the cult leader and his relentless foe.</p><p></p><p><strong>BACKGROUND</strong></p><p>Bandits have been a plague on the capital city for over 20 years. Brigands and outlaws have disrupted local shipping time and again, stealing rare books, supplies and goods with impunity. No matter where the goods are shipped to or from, it seems as if the thieves are always able to locate precisely the items they seek, and steal them away. After twenty years, it has almost become accepted. The local rulers and magistrates have given up making more than a token effort to stop these thefts, looking at the matter as simply a cost of doing business.</p><p>But this was not always their attitude.</p><p></p><p>When the problem first began those twenty years ago the local rulers took the matter very seriously. In fact, as the thefts continued, they went so far as to decree a bounty on bandits. Each bandit taken during a raid was worth a tidy sum to the bounty hunter that brought him in. It was hoped that with a little luck, and a few captures, these captured bandits would lead the forces of justice back to the leader of this crime ring. Sadly, not a single bandit was captured alive in the first five years of the bounty program. In fact only a single bandit was ever held alive for any amount of time.</p><p></p><p>Ten years ago, Haraldur Eysteinner, a dwarven bounty hunter managed to interrogate a mortally wounded bandit after one particularly brutal raid on a trade wagon. Plying his tools of intimidation, all Haraldur managed to get from the dying man was the phrase “We are all the Maimed Lord’s Lambs” Haraldur doggedly pursued this meager clue, and after two years of searching, he was convinced that the bandits were no common thieves, but rather an insidious cult worshipping some dark and secretive master. This opinion made him the laughingstock of the bounty hunter community, as well as amongst the rulers of the city.</p><p>Undaunted Haraldur continued, unsuccessfully, to try and prove his theory, and redeem his good name. For the last eight years, Haraldur has neglected everything he once held dear, in the thus far vain hope that he would one day expose this cult, and prove his theories. That day may well be nigh. Now known as “Filthy Haraldur” for his lapse in hygiene, this bounty hunter thinks he may finally have a clue as to the whereabouts of these Lambs.</p><p></p><p>Haraldur’s tip leads him correctly enough to the town of Lambswheel. There, a cloistered cleric of Vecna known as Glynn Sawyl has established a secret cult which has been responsible for the thefts over the years. Sawyl has used his magical wagons and wagon wheels to aid in his thefts, and passes notes and instructions to his cronies in other town through specially tattooed lambs. Sawyl possesses a magical tattooing kit that allows him to tattoo the lambs’ skin, through their fleece. When the cult receives a lamb, they can sheer it and receive their instructions from their leader. The cult, known as The Maimed Lord’s Lambs has few members, and they are scattered throughout the countryside between the capital and Lambswheel. Only Sawyl knows the exact location of each member.</p><p></p><p>The PC’s are drawn into this web of lies and secrets when they have a chance encounter along the road to Lambswheel.</p><p></p><p><strong>SETTING</strong></p><p>This adventure can be easily set into any setting that has two major features. A large capital city and a smaller town set far enough away from the capital that regular wagon traffic occurs between the two. The smaller town should ideally be in a remote, mountainous or hilly area with plenty of hiding spots for bandits, as well as rough roads full of ruts and rocks just waiting to shatter a wagon wheel. Lambswheel is considered a temperate mountain environment (alpine meadow).</p><p></p><p>Lambswheel’s primary industry is sheep, and each spring they hold a festival when the new lambs are born. Prizes are awarded to the most skillful shepherds, as well as the finest sheep. The only other businesses of note in town are Sawyl’s Wheelwright Shop, and the a medium sized coaching inn known as “The Lamb’s Rest”</p><p></p><p><strong>Lambswheel </strong>(<em>Thorp</em>): Conventional/Monstrous; AL NG/NE; 40 gp limit; Assets 114 gp; Population 57; Isolated (Human 95%, Halfling 1%, Dwarf 2% Elf 1%, Gnome 1%).</p><p>Authority Figures: Nesta Tegan, Mayor (NG female human, commoner 4); Iefan Iwan, Guard Captain (NG male gnome warrior 4), Glynn Sawyl (NE male human cleric 11)</p><p></p><p><strong>SCALING THE ADVENTURE</strong></p><p>While the main encounters in this adventure are designed with 10th level PC’s in mind, the adventure could easily be scaled back for weaker parties. Simply drop the class levels of all appropriate parties (the bounty hunter and the wheelwright) by enough levels to make them a suitable challenge for the party. Altering the number of henchmen accompanying Filthy Haraldur can also help scale the adventure down.</p><p></p><p>To increase the difficulty of the adventure, just reverse the process, adding levels to both Haraldur and Glynn. Additionally, it would be a simple matter to substitute standard Cleric levels for Glynn’s Cloistered Cleric levels if you want to make him more of a stand-up fighter. Adding levels of either will also increase the number of wagon wheels he can animate in the Wagons Ho! Encounter below. Likewise, f you want to make Haraldur more dangerous magically, consider swapping his variant Ranger levels with standard Ranger levels. An appropriate animal companion can also add to his threat.</p><p></p><p>The DM has a lot of flexibility in the trip from the capital to Lambswheel. If the party is quite strong, or above 10th level, the DM can add a variety of random encounters along the way to increase the challenge of the adventure as well. The Temperate Hills and Temperate Mountains tables from p. 97 of the DMG provide many encounters that could challenge the party before the face the “<strong>None Shall Pass</strong>!” encounter below.</p><p></p><p><strong>HOOKS</strong></p><p>If the PC’s are currently acting as traveling merchants, then no hook is needed for this adventure. Just make Lambswheel the next stop on their travels, and proceed directly to the <strong>"None Shall Pass!"</strong> Encounter.</p><p></p><p>The standard “Hired to defend the caravan” technique would work well with this adventure. With the history of bandit raids, most merchants traveling between the capital and Lambswheel will often hire at least some bodyguards, at least as a deterrent, if not assurance of safety. A merchant carrying a load of rare books might approach the adventurers and ask for their protection as he travels. This will lead to the <strong>"None Shall Pass!"</strong> encounter.</p><p></p><p>If your PC’s are the traveling types, they might book passage through the area with a traveling caravan. If so, this will conveniently be the caravan confronted by Filthy Haraldur in the <strong>"None Shall Pass!"</strong> encounter below.</p><p></p><p>If your PC’s are wandering the wilderness, consider having them stumble upon the scene at the beginning of the None Shall Pass encounter. A merchant wagon being shaken down by a gang of armored thugs should motivate your PC’s to at least stop and observe the situation. You guessed it, head straight to the <strong>"None Shall Pass!"</strong> encounter.</p><p></p><p>A group of evil PC’s might be seeking for the Maimed Lord’s Lambs for their own nefarious purposes. If the party contains a follower of Vecna, they might well be interested in learning the identity of the Lamb’s leader. It’s also conceivable that an evil group may have heard rumors of the easy pickings the bandits have along the trade routes to Lambswheel. In that case, allow them to ambush a merchant wagon just before beginning the <strong>"None Shall Pass!"</strong> encounter below. If Haraldur catches the PC's looting a merchant wagon, it will be impossible to negotiate with him. He will fight until all his enemies are dead/incapacitated, or he dies.</p><p></p><p>Lastly, sooner or later most adventuring companies find themselves in need of a wagon. Whether it is for transporting loot, or just simple transportation, the party may have heard that an excellent wheelwright plies his trade in Lambswheel, and his wagons are reported to be of the finest quality and very competitively priced. This hook works even better if you run this adventure immediately following a dungeon crawl where much of the loot consists of large works of art, heavy tapestries, and other bulky, hard to transport goods. Move on to the <strong>"None Shall Pass!"</strong> encounter.</p><p></p><p><strong>INFORMATION</strong></p><p>Gather Information and Bardic Knowledge checks about Lambswheel reveal the following information.\</p><p>DC 10 - Lambswheel is renowned for its fine wool and mutton, as well as its top-of-the-line wagons and wheels. The trade routes between the capital and Lambswheel are known to be full of bandits, brigands, thieves and murderers.</p><p>DC 15 – Lambswheel is home to a master wheelwright named Glynn Sawyl. His wagons and wheels are known for their high quality, as well as affordability.</p><p>DC 20 – Most of the merchants that travel between the capital and Lambswheel either purchased their wagons from Sawyl, or have them serviced there regularly.</p><p></p><p><strong>ENCOUNTERS</strong></p><p></p><p><strong>None Shall Pass!</strong></p><p>The trek from the capital to Lambswheel covers some fairly dangerous terrain. Rocky hills and treacherous low mountain passes offer numerous ambush sites for random encounters, as mentioned above in the “Scaling the Adventure” section. The roads are pitted with ruts, and many rocks. The road is treacherous, counting as a Hill Road. Should the driver wish to move at more than half speed, he will need to make a DC 10 Handle Animal check for each hour of travel. (See Arms & Equipment Guide p 44). </p><p></p><p>Approximately midway through the trip, at sundown, it will begin to rain, and the weather will continue to be wet for the remainder of the encounter, and until the following day. Rain reduces visibility by half, and imposes a -4 penalty on all Spot and Search checks. Additionally, the wet weather will reduce the rough road to slippery treacherous mire. Raising the Handle Animal DC to 20, or 10 if proceeding at half speed. The muddy conditions of the road increase the likelihood of the wagon becoming stuck. In addition to the effects shown on p. 44 of A&EG, change results 2 and 5 on table 3-6 Failed Control Check 5+ points to read “Vehicle has become mired in mud, and cannot move until a DC 20 Strength check is made.” While the wagon is pulled by two Heavy horses, even their 16 strength is likely to require a little pushing on the part of the PC’s to get the wagon moving again. The rain and wind will also douse unshielded lights (50% chance) and imposes a -4 penalty to all Listen Checks as well as any ranged attacks. (See DMG pp. 94-95)</p><p></p><p>After the PC’s have suffered for a while, or as soon as the wagon becomes damaged or otherwise hopelessly stuck, Filthy Haraldur makes his move.</p><p></p><p><strong>"Filthy" Haraldur Eysteinn</strong> (CR 11, HD 2d6+5d8+4d10+22) </p><p>Dwarf (Hill) Rog2/RgrCw5/Just4</p><p>LN Medium Humanoid (Dwarf) </p><p>Init +7 Spd 20 </p><p>Senses Darkvision (Ex): 60 ft., Listen +4, Spot -1 </p><p> </p><p>AC 18 (FF 15, Touch 13) </p><p>hp 86 (Disabled -2/Dying -14/Injury 14) </p><p>Saves: Fort +7, Ref +11, Will +4</p><p>+2 Saves vs. Poison; +2 Saves vs. Spells and Spell-like Effects; Evasion; </p><p> </p><p>Atk +12/+7 base melee, +13/+8 base ranged; Grapple +12; +9/+4 Melee (+1 Warhammer 1d8+3/crit 20/x3) and +9 Melee (Manacles, Masterwork 1d8+1/crit 20/x2) </p><p>SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +4 Dodge Bonus to AC vs. Giants, Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex) </p><p>Rogue Features: Sneak Attack +1d6, Traps, Evasion; Ranger (CW) Features: Favored Enemies (2), Track, Wild Empathy (5+Cha.Mod), Ranger Combat Style, Endurance, Animal Companion, Spells, Two-Weapon Combat, Two-Weapon Fighting, Favored Enemy: Humanoid (Human) (+4), Favored Enemy: Undead (+2); Justiciar Features: Bring`em Back Alive (Ex), Nonlethal Strike +2d6 (Ex), Crippling Strike (Ex), Improved Grapple, Street Savvy +2 (Ex), Exotic Weapon Proficiency (manacles); </p><p> </p><p>Abilities: STR 15, DEX 16, CON 14, INT 13, WIS 8, CHA 8</p><p>Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Grapple, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Gather Information, Track, Two-Weapon Defense, Two-Weapon Fighting.</p><p>Skills: Climb +7, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Decipher Script +6, Diplomacy +4, Disable Device +4, Forgery +6, Gather Information +16, Handle Animal +4, Heal +4, Hide +8, Intimidate +10, Jump -4, Listen +4, Move Silently +8, Open Lock +6, Profession (Miner) +1, Ride +8, Search +6, Survival +11. </p><p> </p><p>Weapons: +1 Warhammer: Strength Sapping; Manacles, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%). Goods: Manacles, Masterwork.</p><p>Note: Haraldur has not called an animal companion</p><p></p><p>Haraldur and his henchmen will stealthily move to surround the wagon. Haraldur is normally accompanied by three 8th level Rogues, or as many as the DM needs to ad to make the encounter challenging for his party. Haraldur suspects that this wagon is somehow connected to the cult he is seeking. Clearly his attempt to catch the cultists he seeks will be unsuccessful when encountering the wagon bearing the PC’s However, Haraldur has become so obsessed with proving his theory, he is more than willing to shoot first and ask questions later.</p><p></p><p>Haraldur starts the encounter Hostile to the PC’s, but quick thinking PC’s may be able to improve his attitude and avoid conflict. Should battle erupt, keep in mind that the rain is still falling, hindering missile fire, as well as visibility. Additionally, with everything soaking wet, movement through the area will be difficult, adding a +2 penalty to any Balance or Tumble checks.</p><p></p><p>Haraldur’s henchmen do not share his obsession with finding the cult. They are simply hired muscle. If the battle starts to go against them, they are very likely to simply flee. Haraldur himself will not flee under any circumstance. He is completely convinced that this wagon holds the key to unraveling the mystery of this bandit cult of the Maimed Lord’s Lambs.</p><p></p><p><em>Troubleshooting</em></p><p>If the PC’s are defeated by Haraldur and his group, they will be taken directly to Lambswheel to be turned over to Iefan Iwan the captain of the guard. Iefan will immediately recognize the driver of the wagon, and release the entire group, apologizing for Haraldur’s foolish mistake. In any case, the PC’s will realize that their wagon is in need to repairs, and any townsfolk can direct them to Sawyl’s Wheelwright shop. Proceed to “The Wright Stuff” encounter.</p><p></p><p>If the party should capture Haraldur, they will likely interrogate him. Not that interrogation will prove difficult. Haraldur’s obsession will ensure that he rants and raves about exposing the PC’s as the Maimed Lord’s Lambs. Even while raving such lines as “Admit it! It was you what done it! I knows it was you!” (I recommend playing Haraldur with the personality of Ernest T. Bass from the Andy Griffith show.) Haraldur will still manage to convey the background that led to his attack on the PC’s merchant wagon. .Leave it up to the PC’s as to if they believe him, but both magic and Sense Motive tests reveal that he is telling the truth as he knows it. Whatever the PC’s decide to do with Haraldur, they will have been tipped off hat strange things are afoot in the Lambswheel area. Again, the party will eventually find a need to continue to Lambswheel, and head to Sawyl’s shop either to purchase a new wagon, or repair an old one. Proceed to “The Wright Stuff” encounter.</p><p></p><p>Should the PC’s actually kill Haraldur, the DM can either allow one of the henchmen to pass along the story of the cult to the PC’s, or the PC’s could use Speak with Dead to get the story from Haraldur himself. Once again, all roads lead to Lambswheel, and <strong>“The Wright Stuff”</strong> encounter.</p><p></p><p><strong>The Wright Stuff</strong></p><p>A DC 10 Gather Information check will reveal that Glynn is known about the town as a shrewd businessman who minds his own business, and provides excellent wares at great prices. Scoring a 15 on the check reveals that Glynn Sawyl has served Lambswheel as a wheelwright for the past 22 years. He also raises prize winning lambs. A 20 on the check will reveal that in addition to his skill as a wheelwright, Glynn is incredibly well educated, and almost fanatical about protecting his sheep, selling the lambs only to a few select buyers, no matter what others offer.</p><p></p><p>Glynn runs a wheelwright’s shop, which is the largest business in Lambswheel. The area is composed of four buildings. The main building is the wheelwright’s shop itself. The grounds surrounding this long low building are littered with a wide assortment of wagon parts, especially wheels. An Appraisal test DC 15 will reveal that the wheels seen here are masterwork wagon wheels. A pair of these would give any wagon a +2 bonus on all Handle Animal checks to keep control of the vehicle.</p><p></p><p>The other three buildings are a trio of small thatched huts, which are literally surrounded by a flock of 150 black sheep – 10 rams, 90 ewes, and 50 small lambs. These huts clearly serve as sheep folds for Sawyl’s flock. Should a PC’s take the time to examine these huts, a Spot check DC 20 will allow them to notice that the middle hut is never entered by any sheep. A Handle Animal or Appraise test DC 15 will reveal that the black sheep all have thick full fleece, and would fetch a fine price if sold. A result of 25 on the test reveals that there is something odd about the lambs’ fleece. Detect Magic reveals that the lambs radiate faint Transmutation magic. This magic is from the magical tattoos Sawyl has placed on these lambs.</p><p></p><p>Should anyone enter the fenced in sheepfold and approach the huts, the rams will attack.</p><p></p><p><strong>Ram </strong>(CR 1/4, HD 3d8+3) </p><p>N Medium Animal </p><p>Init +1 Spd 40 </p><p>Senses Low-light Vision (Ex) | Listen +0, Spot +0 </p><p> </p><p>AC 13 (FF 12, Touch 11)</p><p>hp 16 (Disabled -1/Dying -12/Injury 12) </p><p>Saves: Fort +4, Ref +4, Will +1</p><p> </p><p>Atk +3 base melee, +3 base ranged; Grapple +3; +3 Melee (Butt 1d6+1/crit 20/x2) or -2 Melee (Bite 1d4/crit 20/x2); </p><p> </p><p>Abilities STR 12, DEX 13, CON 12, INT 1, WIS 11, CHA 4 </p><p>Skills: Listen + 5, Spot +5</p><p></p><p>Disturbing the sheep in any way will bring an angry Sawyl running with a harsh word for the perpetrator. While Sawyl’s attitude is normally Indifferent to visitors to his shop, he will be Unfriendly toward anyone who disturbs his sheep.</p><p> Should a PC actually enter the middle hut, proceed directly to the “Hut One. Hut Two. Hut Three. Fight!” encounter below.</p><p></p><p>Assuming the PC’s do not upset Sawyl he greets them professionally, and they can begin haggling over any needed goods or services that might pertain to a wagon. Sawyl can outfit the PC’s with a pair of Masterwork Wagon Wheels at the bargain price of 75 gp. He also carries a few magical wagon accessories, such as Speedy Wheels (A&EG p. 50) for 100gp, and can even provide them with a Self Propelled Wagon (A&EG p. 50) at the ridiculously low price of 100,000 gp.</p><p></p><p>Sawyl can provide such items at such low prices because the items are enchanted to serve in his crimes committed in Vecna’s name. Any vehicle fitted with any of Sawyl’s wheels can be called to him from a distance of 5 miles. Additionally, the Self Propelled Wagons can animate as a huge animated object and attack their occupants upon Sawyl’s command, again at a range of 5 miles. The combination of bad roads and great prices means that nearly every merchant traveling through the town has at one time or another been outfitted by Sawyl’s Wheelwright Shop.</p><p></p><p>Give the PC’s plenty of time to interact with Sawyl. If asked about the thefts, he is non-committal, but a successful Sense Motive test will reveal that he is not telling all he knows. If the PC’s make comments about a secret cult, or question his wares, Sawyl becomes angry, moving one step closer to Hostile. If the PC’s accuse Sawyl of being involved, try to magically examine his wares, or annoy him to the point he becomes Hostile, Sawyl will maneuver himself into the doorway, and then launch his attack.</p><p></p><p><strong>Glynn Sawyl </strong> (CR 12, HD 12d6) </p><p>Human CloClr12</p><p>NE Medium Humanoid </p><p>Init +3 Spd 30 </p><p>Listen +5, Spot +5 </p><p> </p><p>AC 15 (FF 15, Touch 10) </p><p>hp 57 (Disabled 0/Dying -11/Injury 11) </p><p>Saves: Fort +8, Ref +3, Will +13</p><p> </p><p>Atk +4/-1 base melee, +5/+0 base ranged; Grapple +4; </p><p> +5/+0 Melee (+1 Dagger 1d4-1/crit 19-20/x2) </p><p> +6/+1 Ranged (+1 Dagger 1d4-1/crit 19-20/x2) </p><p>Cleric, Cloistered Features: Lore (+11), Domain Access (Knowledge Domain) (3), Turn or rebuke undead (3+Cha.Mod/day), Spontaneous casting, Knowledge Domain domain power (All Knowledge skills are class skills), Evil domain power (You cast evil spells at +1 caster level), Magic domain power (Use magic devices as a wizard). </p><p> </p><p>Abilities: STR 7, DEX 9, CON 11, INT 15, WIS 21, CHA 14</p><p>Feats: Armor Proficiency: light, Simple Weapon Proficiency, Quicken Spell, Improved Initiative, Eschew Materials, Diligent, Run, Improved Turning</p><p>Skills: Concentration +15, Craft (Wheelwright) +17, Decipher Script +10, Diplomacy +11, Heal +20, Knowledge (Arcana) +17, Knowledge (History) +17, Knowledge (Religion) +17, Knowledge (Undead) +17, Spellcraft +17. </p><p> </p><p>Cleric, Cloistered Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1): .</p><p> </p><p>Weapons: +1 Dagger: Ghost Touch. Armor: +1 Mithral Chain shirt. (Spell Failure 10%). Magic: Darkskull; Periapt of Wisdom +2; Ring of Protection +1, Magic Tattoo Kit (This kit allows the user to inscribe a tattoo on a subject through any hair or fur the subject might have. The image sinks through the fur directly to mark the skin. The hair or fur is dyed black in the process.)</p><p></p><p>Sawyl's initial action will be to cast Animate Objects on the Wagons and Masterwork Wagon Wheels in the area. As a 12th level caster, he can animate one wagon, which will fight as a Huge Animated Object (hp 84, MM p. 14), and 4 wheels, which will fight as small animated objects (hp 15, MM p. 13).</p><p>As soon as the PC’s are busy fighting the wagon and wheels, Sawyl will make a run for the middle thatched hut, where his Darkskull is. If the PC’s follow him, proceed to the <strong>“Hut One. Hut Two. Hut Three. Fight!”</strong> encounter below.</p><p></p><p><strong>Hut One. Hut Two. Hut Three. Fight!</strong></p><p>The center hut has been built to serve as Sawyl’s unholy shrine to his divine patron Vecna. The presence of the Darkskull makes the area unhallowed. Depending on how much time Sawyl has to prepare, he will cast a Quickened Desecrate, followed by an Antilife Shell. If he was injured in the previous encounter, he will cast healing spells to restore himself as much as possible. Whether Sawyl has actually been found out or he merely assumes he has, he intends to make his last stand here. He will be aided by two Greater Shadows (hp 58, MM p. 221) that serve him as guardians of this shrine.</p><p></p><p>In combat, the shadows target the strongest looking opponent with their Strength Damage attacks. Sawyl will add in a Bestow Curse to apply a -6 penalty to the Strength of anyone hit by the shadows. Sawyl’s other spells have been left open to the DM’s judgment, so that he can be tailored to the party.</p><p></p><p>The only way the party can negotiate with Sawyl at this point is to offer him the chance to leave in one of his self propelled wagons, with his Darkskull, and without pursuit. Even offering that will require some masterful Diplomacy skill, as well as a level or moral flexibility that would allow a multiple murderer and worshipper of a dark god to flee the scene.</p><p></p><p><strong>WRAPPING IT UP</strong></p><p>This adventure is perfect for a DM wishing to begin a campaign against a widespread cult. Even if Sawyl is destroyed, the rest of the Maimed Lord’s Lambs are still out there, and a new leader will arise.</p><p></p><p>Additionally, should the DM want to add more adventures in Lambswheel, there are several options. First, it’s a simple matter to say that the thatched hut that contained Sawyl’s shrine to Vecna also contained the entrance to an underground dungeon headquarters. As a 12th level caster, Sawyl had over 20 years to stock this dungeon with traps and undead. The sixth level spell Create Undead would have allowed him to populate this dungeon with ghouls, ghasts, mummies and mohrgs.</p><p></p><p>The other possibility is that as a servant of the Master of All That is Secret and Hidden, Sawyl could have left behind some nasty surprises for the town of Lambswheel. For starters, all those wagons and wheels could now become fatal dangers. Who’s to say that Sawyl didn’t plan ahead, and leave a failsafe device behind that will sicken and corrupt the local flocks? Poisoning the sheep and killing all the lambs for years to come?</p><p></p><p><strong>INGREDIENT SUMMARY</strong></p><p></p><p><strong>Unsuccessful Bounty Hunter</strong> – "Filthy" Haraldur Eysteinn is an ill-tempered, odious brute. He is a Bounty Hunter obsessed with proving that his encounter with a bandit years ago was proof of the existence of a secret cult preying upon the merchants traveling between the capital and Lambswheel. He has been seeking the ringleader of the local cell of the Cult of Vecna for some time, in pursuit of a bounty, but has been completely unsuccessful thus far. Haraldur has received a tip that a recent shipment being sent to the remote village, might contain clues to the identity of the ringleader. Haraldur intends to intercept that shipment, placing him in conflict with the PC’s.</p><p></p><p><strong>Masterwork Wagon Wheel</strong> – These are the excellent craftsmanship wheels created by Glynn Sawyl. While the wheels are well made and affordable, they hold a terrible power to lead wagons into the clutches of the cult of Vecna known as the Maimed Lord’s Lambs.</p><p></p><p><strong>Lamb </strong>– Sheep, i.e. lambs are the principal economy in Lambswheel. Additionally, the village holds a lambing festival each year. The cult of Vecna calls itself “The Maimed Lord’s Lambs”. Glynn Sawyl’s lambs are the method the cult uses to deliver messages from the leader to other cult members. As a minor use, Lambswheel's only inn is called "The Lamb’s Rest"</p><p></p><p><strong>Rain </strong>– The PC’s first encounter with “Filthy Haraldur” will take place during a rainstorm. The rain will impede movement, vision, and sound. The battle will be greatly complicated by the rain, as will any travel.</p><p></p><p><strong>Strength </strong>– Used to free wagons that have become stuck in the mud. Strength is sapped by Haraldur’s warhammer. Haraldur’s Crippling Strike ability also damages Strength. Strength is the target of both the attacks of the Greater Shadows, as well as the curse Sawyl will bestow in the final battle.</p><p></p><p><strong>Thatched Hut</strong> – Two thatched huts serve as sheep pens on Sawyl’s property, while the third is the site of Sawyl's shrine to Vecna. That hut is likely to be the site of the final encounter in this adventure.</p></blockquote><p></p>
[QUOTE="Tinner, post: 2354721, member: 19667"] Round 3, Match 3 Entry [B]BAA, BAA, BLACKSHEEP[/B] A “mid-level” adventure for four PC’s of approximately 10th level. [B]NOTE[/B] This adventure makes substantial use of “non-core” books. The DM may find it handy to have the following books available when running this adventure, in addition to the three core rulebooks. Book of Vile Darkness [I](Strength Sapping Weapon Special Ability p. 112)[/I] The Tome of Horrors [I](Ram, Sheep and Lamb stats p. 288)[/I] Complete Warrior [I](Variant Ranger p. 13, Justiciar Prestige Class p.47)[/I] Unearthed Arcana [I](Cleric Variant: Cloistered Cleric p. 50)[/I] Arms & Equipment Guide [I](Controlling vehicles p. 44, Masterwork Controls i.e. wheels p. 49, Wagon stat block p.57)[/I] [B]SUMMARY[/B] A simple job escorting a shepherd’s wagon reveals an insidious cult at work. The PC’s are caught between the cult leader and his relentless foe. [B]BACKGROUND[/B] Bandits have been a plague on the capital city for over 20 years. Brigands and outlaws have disrupted local shipping time and again, stealing rare books, supplies and goods with impunity. No matter where the goods are shipped to or from, it seems as if the thieves are always able to locate precisely the items they seek, and steal them away. After twenty years, it has almost become accepted. The local rulers and magistrates have given up making more than a token effort to stop these thefts, looking at the matter as simply a cost of doing business. But this was not always their attitude. When the problem first began those twenty years ago the local rulers took the matter very seriously. In fact, as the thefts continued, they went so far as to decree a bounty on bandits. Each bandit taken during a raid was worth a tidy sum to the bounty hunter that brought him in. It was hoped that with a little luck, and a few captures, these captured bandits would lead the forces of justice back to the leader of this crime ring. Sadly, not a single bandit was captured alive in the first five years of the bounty program. In fact only a single bandit was ever held alive for any amount of time. Ten years ago, Haraldur Eysteinner, a dwarven bounty hunter managed to interrogate a mortally wounded bandit after one particularly brutal raid on a trade wagon. Plying his tools of intimidation, all Haraldur managed to get from the dying man was the phrase “We are all the Maimed Lord’s Lambs” Haraldur doggedly pursued this meager clue, and after two years of searching, he was convinced that the bandits were no common thieves, but rather an insidious cult worshipping some dark and secretive master. This opinion made him the laughingstock of the bounty hunter community, as well as amongst the rulers of the city. Undaunted Haraldur continued, unsuccessfully, to try and prove his theory, and redeem his good name. For the last eight years, Haraldur has neglected everything he once held dear, in the thus far vain hope that he would one day expose this cult, and prove his theories. That day may well be nigh. Now known as “Filthy Haraldur” for his lapse in hygiene, this bounty hunter thinks he may finally have a clue as to the whereabouts of these Lambs. Haraldur’s tip leads him correctly enough to the town of Lambswheel. There, a cloistered cleric of Vecna known as Glynn Sawyl has established a secret cult which has been responsible for the thefts over the years. Sawyl has used his magical wagons and wagon wheels to aid in his thefts, and passes notes and instructions to his cronies in other town through specially tattooed lambs. Sawyl possesses a magical tattooing kit that allows him to tattoo the lambs’ skin, through their fleece. When the cult receives a lamb, they can sheer it and receive their instructions from their leader. The cult, known as The Maimed Lord’s Lambs has few members, and they are scattered throughout the countryside between the capital and Lambswheel. Only Sawyl knows the exact location of each member. The PC’s are drawn into this web of lies and secrets when they have a chance encounter along the road to Lambswheel. [B]SETTING[/B] This adventure can be easily set into any setting that has two major features. A large capital city and a smaller town set far enough away from the capital that regular wagon traffic occurs between the two. The smaller town should ideally be in a remote, mountainous or hilly area with plenty of hiding spots for bandits, as well as rough roads full of ruts and rocks just waiting to shatter a wagon wheel. Lambswheel is considered a temperate mountain environment (alpine meadow). Lambswheel’s primary industry is sheep, and each spring they hold a festival when the new lambs are born. Prizes are awarded to the most skillful shepherds, as well as the finest sheep. The only other businesses of note in town are Sawyl’s Wheelwright Shop, and the a medium sized coaching inn known as “The Lamb’s Rest” [B]Lambswheel [/B]([I]Thorp[/I]): Conventional/Monstrous; AL NG/NE; 40 gp limit; Assets 114 gp; Population 57; Isolated (Human 95%, Halfling 1%, Dwarf 2% Elf 1%, Gnome 1%). Authority Figures: Nesta Tegan, Mayor (NG female human, commoner 4); Iefan Iwan, Guard Captain (NG male gnome warrior 4), Glynn Sawyl (NE male human cleric 11) [B]SCALING THE ADVENTURE[/B] While the main encounters in this adventure are designed with 10th level PC’s in mind, the adventure could easily be scaled back for weaker parties. Simply drop the class levels of all appropriate parties (the bounty hunter and the wheelwright) by enough levels to make them a suitable challenge for the party. Altering the number of henchmen accompanying Filthy Haraldur can also help scale the adventure down. To increase the difficulty of the adventure, just reverse the process, adding levels to both Haraldur and Glynn. Additionally, it would be a simple matter to substitute standard Cleric levels for Glynn’s Cloistered Cleric levels if you want to make him more of a stand-up fighter. Adding levels of either will also increase the number of wagon wheels he can animate in the Wagons Ho! Encounter below. Likewise, f you want to make Haraldur more dangerous magically, consider swapping his variant Ranger levels with standard Ranger levels. An appropriate animal companion can also add to his threat. The DM has a lot of flexibility in the trip from the capital to Lambswheel. If the party is quite strong, or above 10th level, the DM can add a variety of random encounters along the way to increase the challenge of the adventure as well. The Temperate Hills and Temperate Mountains tables from p. 97 of the DMG provide many encounters that could challenge the party before the face the “[B]None Shall Pass[/B]!” encounter below. [B]HOOKS[/B] If the PC’s are currently acting as traveling merchants, then no hook is needed for this adventure. Just make Lambswheel the next stop on their travels, and proceed directly to the [B]"None Shall Pass!"[/B] Encounter. The standard “Hired to defend the caravan” technique would work well with this adventure. With the history of bandit raids, most merchants traveling between the capital and Lambswheel will often hire at least some bodyguards, at least as a deterrent, if not assurance of safety. A merchant carrying a load of rare books might approach the adventurers and ask for their protection as he travels. This will lead to the [B]"None Shall Pass!"[/B] encounter. If your PC’s are the traveling types, they might book passage through the area with a traveling caravan. If so, this will conveniently be the caravan confronted by Filthy Haraldur in the [B]"None Shall Pass!"[/B] encounter below. If your PC’s are wandering the wilderness, consider having them stumble upon the scene at the beginning of the None Shall Pass encounter. A merchant wagon being shaken down by a gang of armored thugs should motivate your PC’s to at least stop and observe the situation. You guessed it, head straight to the [B]"None Shall Pass!"[/B] encounter. A group of evil PC’s might be seeking for the Maimed Lord’s Lambs for their own nefarious purposes. If the party contains a follower of Vecna, they might well be interested in learning the identity of the Lamb’s leader. It’s also conceivable that an evil group may have heard rumors of the easy pickings the bandits have along the trade routes to Lambswheel. In that case, allow them to ambush a merchant wagon just before beginning the [B]"None Shall Pass!"[/B] encounter below. If Haraldur catches the PC's looting a merchant wagon, it will be impossible to negotiate with him. He will fight until all his enemies are dead/incapacitated, or he dies. Lastly, sooner or later most adventuring companies find themselves in need of a wagon. Whether it is for transporting loot, or just simple transportation, the party may have heard that an excellent wheelwright plies his trade in Lambswheel, and his wagons are reported to be of the finest quality and very competitively priced. This hook works even better if you run this adventure immediately following a dungeon crawl where much of the loot consists of large works of art, heavy tapestries, and other bulky, hard to transport goods. Move on to the [B]"None Shall Pass!"[/B] encounter. [B]INFORMATION[/B] Gather Information and Bardic Knowledge checks about Lambswheel reveal the following information.\ DC 10 - Lambswheel is renowned for its fine wool and mutton, as well as its top-of-the-line wagons and wheels. The trade routes between the capital and Lambswheel are known to be full of bandits, brigands, thieves and murderers. DC 15 – Lambswheel is home to a master wheelwright named Glynn Sawyl. His wagons and wheels are known for their high quality, as well as affordability. DC 20 – Most of the merchants that travel between the capital and Lambswheel either purchased their wagons from Sawyl, or have them serviced there regularly. [B]ENCOUNTERS[/B] [B]None Shall Pass![/B] The trek from the capital to Lambswheel covers some fairly dangerous terrain. Rocky hills and treacherous low mountain passes offer numerous ambush sites for random encounters, as mentioned above in the “Scaling the Adventure” section. The roads are pitted with ruts, and many rocks. The road is treacherous, counting as a Hill Road. Should the driver wish to move at more than half speed, he will need to make a DC 10 Handle Animal check for each hour of travel. (See Arms & Equipment Guide p 44). Approximately midway through the trip, at sundown, it will begin to rain, and the weather will continue to be wet for the remainder of the encounter, and until the following day. Rain reduces visibility by half, and imposes a -4 penalty on all Spot and Search checks. Additionally, the wet weather will reduce the rough road to slippery treacherous mire. Raising the Handle Animal DC to 20, or 10 if proceeding at half speed. The muddy conditions of the road increase the likelihood of the wagon becoming stuck. In addition to the effects shown on p. 44 of A&EG, change results 2 and 5 on table 3-6 Failed Control Check 5+ points to read “Vehicle has become mired in mud, and cannot move until a DC 20 Strength check is made.” While the wagon is pulled by two Heavy horses, even their 16 strength is likely to require a little pushing on the part of the PC’s to get the wagon moving again. The rain and wind will also douse unshielded lights (50% chance) and imposes a -4 penalty to all Listen Checks as well as any ranged attacks. (See DMG pp. 94-95) After the PC’s have suffered for a while, or as soon as the wagon becomes damaged or otherwise hopelessly stuck, Filthy Haraldur makes his move. [B]"Filthy" Haraldur Eysteinn[/B] (CR 11, HD 2d6+5d8+4d10+22) Dwarf (Hill) Rog2/RgrCw5/Just4 LN Medium Humanoid (Dwarf) Init +7 Spd 20 Senses Darkvision (Ex): 60 ft., Listen +4, Spot -1 AC 18 (FF 15, Touch 13) hp 86 (Disabled -2/Dying -14/Injury 14) Saves: Fort +7, Ref +11, Will +4 +2 Saves vs. Poison; +2 Saves vs. Spells and Spell-like Effects; Evasion; Atk +12/+7 base melee, +13/+8 base ranged; Grapple +12; +9/+4 Melee (+1 Warhammer 1d8+3/crit 20/x3) and +9 Melee (Manacles, Masterwork 1d8+1/crit 20/x2) SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +4 Dodge Bonus to AC vs. Giants, Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex) Rogue Features: Sneak Attack +1d6, Traps, Evasion; Ranger (CW) Features: Favored Enemies (2), Track, Wild Empathy (5+Cha.Mod), Ranger Combat Style, Endurance, Animal Companion, Spells, Two-Weapon Combat, Two-Weapon Fighting, Favored Enemy: Humanoid (Human) (+4), Favored Enemy: Undead (+2); Justiciar Features: Bring`em Back Alive (Ex), Nonlethal Strike +2d6 (Ex), Crippling Strike (Ex), Improved Grapple, Street Savvy +2 (Ex), Exotic Weapon Proficiency (manacles); Abilities: STR 15, DEX 16, CON 14, INT 13, WIS 8, CHA 8 Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Grapple, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Gather Information, Track, Two-Weapon Defense, Two-Weapon Fighting. Skills: Climb +7, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Decipher Script +6, Diplomacy +4, Disable Device +4, Forgery +6, Gather Information +16, Handle Animal +4, Heal +4, Hide +8, Intimidate +10, Jump -4, Listen +4, Move Silently +8, Open Lock +6, Profession (Miner) +1, Ride +8, Search +6, Survival +11. Weapons: +1 Warhammer: Strength Sapping; Manacles, Masterwork. Armor: +2 Studded leather. (Spell Failure 15%). Goods: Manacles, Masterwork. Note: Haraldur has not called an animal companion Haraldur and his henchmen will stealthily move to surround the wagon. Haraldur is normally accompanied by three 8th level Rogues, or as many as the DM needs to ad to make the encounter challenging for his party. Haraldur suspects that this wagon is somehow connected to the cult he is seeking. Clearly his attempt to catch the cultists he seeks will be unsuccessful when encountering the wagon bearing the PC’s However, Haraldur has become so obsessed with proving his theory, he is more than willing to shoot first and ask questions later. Haraldur starts the encounter Hostile to the PC’s, but quick thinking PC’s may be able to improve his attitude and avoid conflict. Should battle erupt, keep in mind that the rain is still falling, hindering missile fire, as well as visibility. Additionally, with everything soaking wet, movement through the area will be difficult, adding a +2 penalty to any Balance or Tumble checks. Haraldur’s henchmen do not share his obsession with finding the cult. They are simply hired muscle. If the battle starts to go against them, they are very likely to simply flee. Haraldur himself will not flee under any circumstance. He is completely convinced that this wagon holds the key to unraveling the mystery of this bandit cult of the Maimed Lord’s Lambs. [I]Troubleshooting[/I] If the PC’s are defeated by Haraldur and his group, they will be taken directly to Lambswheel to be turned over to Iefan Iwan the captain of the guard. Iefan will immediately recognize the driver of the wagon, and release the entire group, apologizing for Haraldur’s foolish mistake. In any case, the PC’s will realize that their wagon is in need to repairs, and any townsfolk can direct them to Sawyl’s Wheelwright shop. Proceed to “The Wright Stuff” encounter. If the party should capture Haraldur, they will likely interrogate him. Not that interrogation will prove difficult. Haraldur’s obsession will ensure that he rants and raves about exposing the PC’s as the Maimed Lord’s Lambs. Even while raving such lines as “Admit it! It was you what done it! I knows it was you!” (I recommend playing Haraldur with the personality of Ernest T. Bass from the Andy Griffith show.) Haraldur will still manage to convey the background that led to his attack on the PC’s merchant wagon. .Leave it up to the PC’s as to if they believe him, but both magic and Sense Motive tests reveal that he is telling the truth as he knows it. Whatever the PC’s decide to do with Haraldur, they will have been tipped off hat strange things are afoot in the Lambswheel area. Again, the party will eventually find a need to continue to Lambswheel, and head to Sawyl’s shop either to purchase a new wagon, or repair an old one. Proceed to “The Wright Stuff” encounter. Should the PC’s actually kill Haraldur, the DM can either allow one of the henchmen to pass along the story of the cult to the PC’s, or the PC’s could use Speak with Dead to get the story from Haraldur himself. Once again, all roads lead to Lambswheel, and [B]“The Wright Stuff”[/B] encounter. [B]The Wright Stuff[/B] A DC 10 Gather Information check will reveal that Glynn is known about the town as a shrewd businessman who minds his own business, and provides excellent wares at great prices. Scoring a 15 on the check reveals that Glynn Sawyl has served Lambswheel as a wheelwright for the past 22 years. He also raises prize winning lambs. A 20 on the check will reveal that in addition to his skill as a wheelwright, Glynn is incredibly well educated, and almost fanatical about protecting his sheep, selling the lambs only to a few select buyers, no matter what others offer. Glynn runs a wheelwright’s shop, which is the largest business in Lambswheel. The area is composed of four buildings. The main building is the wheelwright’s shop itself. The grounds surrounding this long low building are littered with a wide assortment of wagon parts, especially wheels. An Appraisal test DC 15 will reveal that the wheels seen here are masterwork wagon wheels. A pair of these would give any wagon a +2 bonus on all Handle Animal checks to keep control of the vehicle. The other three buildings are a trio of small thatched huts, which are literally surrounded by a flock of 150 black sheep – 10 rams, 90 ewes, and 50 small lambs. These huts clearly serve as sheep folds for Sawyl’s flock. Should a PC’s take the time to examine these huts, a Spot check DC 20 will allow them to notice that the middle hut is never entered by any sheep. A Handle Animal or Appraise test DC 15 will reveal that the black sheep all have thick full fleece, and would fetch a fine price if sold. A result of 25 on the test reveals that there is something odd about the lambs’ fleece. Detect Magic reveals that the lambs radiate faint Transmutation magic. This magic is from the magical tattoos Sawyl has placed on these lambs. Should anyone enter the fenced in sheepfold and approach the huts, the rams will attack. [B]Ram [/B](CR 1/4, HD 3d8+3) N Medium Animal Init +1 Spd 40 Senses Low-light Vision (Ex) | Listen +0, Spot +0 AC 13 (FF 12, Touch 11) hp 16 (Disabled -1/Dying -12/Injury 12) Saves: Fort +4, Ref +4, Will +1 Atk +3 base melee, +3 base ranged; Grapple +3; +3 Melee (Butt 1d6+1/crit 20/x2) or -2 Melee (Bite 1d4/crit 20/x2); Abilities STR 12, DEX 13, CON 12, INT 1, WIS 11, CHA 4 Skills: Listen + 5, Spot +5 Disturbing the sheep in any way will bring an angry Sawyl running with a harsh word for the perpetrator. While Sawyl’s attitude is normally Indifferent to visitors to his shop, he will be Unfriendly toward anyone who disturbs his sheep. Should a PC actually enter the middle hut, proceed directly to the “Hut One. Hut Two. Hut Three. Fight!” encounter below. Assuming the PC’s do not upset Sawyl he greets them professionally, and they can begin haggling over any needed goods or services that might pertain to a wagon. Sawyl can outfit the PC’s with a pair of Masterwork Wagon Wheels at the bargain price of 75 gp. He also carries a few magical wagon accessories, such as Speedy Wheels (A&EG p. 50) for 100gp, and can even provide them with a Self Propelled Wagon (A&EG p. 50) at the ridiculously low price of 100,000 gp. Sawyl can provide such items at such low prices because the items are enchanted to serve in his crimes committed in Vecna’s name. Any vehicle fitted with any of Sawyl’s wheels can be called to him from a distance of 5 miles. Additionally, the Self Propelled Wagons can animate as a huge animated object and attack their occupants upon Sawyl’s command, again at a range of 5 miles. The combination of bad roads and great prices means that nearly every merchant traveling through the town has at one time or another been outfitted by Sawyl’s Wheelwright Shop. Give the PC’s plenty of time to interact with Sawyl. If asked about the thefts, he is non-committal, but a successful Sense Motive test will reveal that he is not telling all he knows. If the PC’s make comments about a secret cult, or question his wares, Sawyl becomes angry, moving one step closer to Hostile. If the PC’s accuse Sawyl of being involved, try to magically examine his wares, or annoy him to the point he becomes Hostile, Sawyl will maneuver himself into the doorway, and then launch his attack. [B]Glynn Sawyl [/B] (CR 12, HD 12d6) Human CloClr12 NE Medium Humanoid Init +3 Spd 30 Listen +5, Spot +5 AC 15 (FF 15, Touch 10) hp 57 (Disabled 0/Dying -11/Injury 11) Saves: Fort +8, Ref +3, Will +13 Atk +4/-1 base melee, +5/+0 base ranged; Grapple +4; +5/+0 Melee (+1 Dagger 1d4-1/crit 19-20/x2) +6/+1 Ranged (+1 Dagger 1d4-1/crit 19-20/x2) Cleric, Cloistered Features: Lore (+11), Domain Access (Knowledge Domain) (3), Turn or rebuke undead (3+Cha.Mod/day), Spontaneous casting, Knowledge Domain domain power (All Knowledge skills are class skills), Evil domain power (You cast evil spells at +1 caster level), Magic domain power (Use magic devices as a wizard). Abilities: STR 7, DEX 9, CON 11, INT 15, WIS 21, CHA 14 Feats: Armor Proficiency: light, Simple Weapon Proficiency, Quicken Spell, Improved Initiative, Eschew Materials, Diligent, Run, Improved Turning Skills: Concentration +15, Craft (Wheelwright) +17, Decipher Script +10, Diplomacy +11, Heal +20, Knowledge (Arcana) +17, Knowledge (History) +17, Knowledge (Religion) +17, Knowledge (Undead) +17, Spellcraft +17. Cleric, Cloistered Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1): . Weapons: +1 Dagger: Ghost Touch. Armor: +1 Mithral Chain shirt. (Spell Failure 10%). Magic: Darkskull; Periapt of Wisdom +2; Ring of Protection +1, Magic Tattoo Kit (This kit allows the user to inscribe a tattoo on a subject through any hair or fur the subject might have. The image sinks through the fur directly to mark the skin. The hair or fur is dyed black in the process.) Sawyl's initial action will be to cast Animate Objects on the Wagons and Masterwork Wagon Wheels in the area. As a 12th level caster, he can animate one wagon, which will fight as a Huge Animated Object (hp 84, MM p. 14), and 4 wheels, which will fight as small animated objects (hp 15, MM p. 13). As soon as the PC’s are busy fighting the wagon and wheels, Sawyl will make a run for the middle thatched hut, where his Darkskull is. If the PC’s follow him, proceed to the [B]“Hut One. Hut Two. Hut Three. Fight!”[/B] encounter below. [B]Hut One. Hut Two. Hut Three. Fight![/B] The center hut has been built to serve as Sawyl’s unholy shrine to his divine patron Vecna. The presence of the Darkskull makes the area unhallowed. Depending on how much time Sawyl has to prepare, he will cast a Quickened Desecrate, followed by an Antilife Shell. If he was injured in the previous encounter, he will cast healing spells to restore himself as much as possible. Whether Sawyl has actually been found out or he merely assumes he has, he intends to make his last stand here. He will be aided by two Greater Shadows (hp 58, MM p. 221) that serve him as guardians of this shrine. In combat, the shadows target the strongest looking opponent with their Strength Damage attacks. Sawyl will add in a Bestow Curse to apply a -6 penalty to the Strength of anyone hit by the shadows. Sawyl’s other spells have been left open to the DM’s judgment, so that he can be tailored to the party. The only way the party can negotiate with Sawyl at this point is to offer him the chance to leave in one of his self propelled wagons, with his Darkskull, and without pursuit. Even offering that will require some masterful Diplomacy skill, as well as a level or moral flexibility that would allow a multiple murderer and worshipper of a dark god to flee the scene. [B]WRAPPING IT UP[/B] This adventure is perfect for a DM wishing to begin a campaign against a widespread cult. Even if Sawyl is destroyed, the rest of the Maimed Lord’s Lambs are still out there, and a new leader will arise. Additionally, should the DM want to add more adventures in Lambswheel, there are several options. First, it’s a simple matter to say that the thatched hut that contained Sawyl’s shrine to Vecna also contained the entrance to an underground dungeon headquarters. As a 12th level caster, Sawyl had over 20 years to stock this dungeon with traps and undead. The sixth level spell Create Undead would have allowed him to populate this dungeon with ghouls, ghasts, mummies and mohrgs. The other possibility is that as a servant of the Master of All That is Secret and Hidden, Sawyl could have left behind some nasty surprises for the town of Lambswheel. For starters, all those wagons and wheels could now become fatal dangers. Who’s to say that Sawyl didn’t plan ahead, and leave a failsafe device behind that will sicken and corrupt the local flocks? Poisoning the sheep and killing all the lambs for years to come? [B]INGREDIENT SUMMARY[/B] [B]Unsuccessful Bounty Hunter[/B] – "Filthy" Haraldur Eysteinn is an ill-tempered, odious brute. He is a Bounty Hunter obsessed with proving that his encounter with a bandit years ago was proof of the existence of a secret cult preying upon the merchants traveling between the capital and Lambswheel. He has been seeking the ringleader of the local cell of the Cult of Vecna for some time, in pursuit of a bounty, but has been completely unsuccessful thus far. Haraldur has received a tip that a recent shipment being sent to the remote village, might contain clues to the identity of the ringleader. Haraldur intends to intercept that shipment, placing him in conflict with the PC’s. [B]Masterwork Wagon Wheel[/B] – These are the excellent craftsmanship wheels created by Glynn Sawyl. While the wheels are well made and affordable, they hold a terrible power to lead wagons into the clutches of the cult of Vecna known as the Maimed Lord’s Lambs. [B]Lamb [/B]– Sheep, i.e. lambs are the principal economy in Lambswheel. Additionally, the village holds a lambing festival each year. The cult of Vecna calls itself “The Maimed Lord’s Lambs”. Glynn Sawyl’s lambs are the method the cult uses to deliver messages from the leader to other cult members. As a minor use, Lambswheel's only inn is called "The Lamb’s Rest" [B]Rain [/B]– The PC’s first encounter with “Filthy Haraldur” will take place during a rainstorm. The rain will impede movement, vision, and sound. The battle will be greatly complicated by the rain, as will any travel. [B]Strength [/B]– Used to free wagons that have become stuck in the mud. Strength is sapped by Haraldur’s warhammer. Haraldur’s Crippling Strike ability also damages Strength. Strength is the target of both the attacks of the Greater Shadows, as well as the curse Sawyl will bestow in the final battle. [B]Thatched Hut[/B] – Two thatched huts serve as sheep pens on Sawyl’s property, while the third is the site of Sawyl's shrine to Vecna. That hut is likely to be the site of the final encounter in this adventure. [/QUOTE]
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