By the way, since this example is based on an adventure series I wrote some time back, here's the first six or so expanded adventures for that campaign....
Campaign Overview
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The setting is a series of mercenary city-states near a growing kingdom. For centuries, the city-states have always vied against one another for land and power, and over the years, the successful estates had developed well-trained and outfitted armies. War had raged incessantly for centuries between the city-states, and little land has changed hand for long. Hordes of wealth have been lost, won and made as fortunes have shifted among the city-states for years.
In the last decade or so, the Great Kingdom has had a powerful need for the city-states mercenary troops. Far to the West, humanoid raiders had begun to amass and drive toward the heart of the Great Kingdom. Presenting itself as the last bastion between the humanoids and the city-states, the Great Kingdom began a campaign of hiring the warriors of the city-states to fight against the humanoids, even as its own forces held back.
The wealth the city-states mercenaries brought back to their homeland greatly enriched the city-states, and age old rivalries and wars shifted from the brutalization of each other to contests to outdo each other on the battlefields against the hated humanoids. All seemed to prosper, even as the sons (and some daughters) of the city-states marched west to their deaths as the Great Kingdom continued in peace...
Now, the hordes of humanoids have nearly been driven away for good. Among the city-states, a new prince has begun to rise, clamoring for the city-states to organize themselves into their own nation. With fiery speeches, the prince draws up patriotic feeling among the city-state, and anger at how the Great Kingdom grows fat on the peace it has made by sacrificing the lives of those from the city-state. If the war continues, decries the prince, the Great Kingdom itself can decend like a wolf on the unprotected city-states.
The party starts as members of a single household affiliated with one of the city-states. Their first few missions are designed to ready them for the battlefields in the west, and give them a chance to meet the rivals from other city-states they may meet on the battlefield, and a chance to perhaps humiliate them.
As word of the growing movement of the prince reaches the mentor of the characters, the mentor gathers up the characters and chooses to meet the prince and hear of the young man's ideas. If nothing else, perhaps the party's city-state is in danger from the Great Kingdom's greedy gullet - or perhaps the dubious statements of the prince. Whatever the truth, the mentor intends to find out. So the party and the their mentor load up and make the hundred-mile trek to neutral ground to meet the prince.
While at the meeting of the city-states, the mentor and PCs have a chance to meet the prince and make an impression, earning themselves a dinner in the prince's own tent. There, the prince and mentor discuss their ideas and findings, and the party may carouse as they please. Late into the party, drugged wine finds its way into everyone's cup, save a few capable assassins (from the Great Kingdom).
The assassin's goal is to slay the prince and pin the murder on the mentor and the party. With hopefully everyone drugged out away from the scene of the murder, the prince is slain, and the party implicated.
In the confusion of finding the dead prince, the party has a chance to escape. However, now they face a long journey home, through unknown lands and even enemy-held territories. Getting back turns out only to be half the battle however...
Incensed that the party's city-state would assassinate the prince, the other city-states turn on the party's city-state, beseiging it. Flight straight back home is not an option, once the party discovers this. They will need to find the culprits and expose the plot, or be willing to witness the fall of their city state and either become deserters or pretenders to another city state.
While fighter-type characters would probably fit the game better, there would certainly be many opportunitys for all of the classes to shine. Missions could range from straight up fights, to ambushes, to espionage, to hunting the assassins, to secretly doing good deeds to get home, to making allies or enlivening age-old hatreds to disable troublesome city-states enemy to the PCs - and a whole range of other actions. Even the humanoids could become part of the action, with raids into the "weakened" or distracted city-states. Perhaps even the Great Kingdom may use the moment to decend on the city-states, attempting to absorb them into its own as they city-states drown in civil war. Could the whole thing be staged by yet another group, wishing to see the Great Kingdom fall through the collapse of the city-states that defend it? Perhaps the prince isn't really as dead as everyone things - or as humanoid as he appears...
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Adventure 1
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1st adventure - "The Blooding"
Each spring, Timora holds a large festival and tournament where new prospects are presented to the various companies to show their skills, members of the orders can win medals for their skills and all can have a fun time. There is feasting, a parade and a bit of prankery to boot.
To ease play, the PCs have just been accepted into the Ten Hands and the quartermaster gives them their first assignment - a raid against the Majestic Company's stables. While the party is in full swing, the group is to make their way to the Majestic Company's HQ, break into the encampment and make off with as many horses as they can, bringing them to the Ten Hands encampment. As part of the prank, no permanent injury or harm is to befall any member of the Majestic Company. If the party is found out, they are to avoid bloodshed, surrendering if they must.
The Majestic Company lives on the far side of the city, near the city wall. Their headquarters is similarly walled, and consists of a main house, training grounds for horseback riding, archery and rings for melee combat, the stables and barracks. The horses are the prize possessions of the Majestic Company, and the stables lay on the far side of the barracks, with a thin walkway between the barracks and the practice field.
Luckily, most of the Majestic Company's household is at the festival. Only a couple of guards and three to four servants are at the house. A single guard protects the main gate, one patrols the grounds and an ill guardsman rests in the barracks. The servants are all in the main house, cleaning and preparing for the Majestic Company's return in the evening.
The party is at liberty to try any method to get into the complex. They could charm or overpower the guard at the gate (reminding them that killing the guard is out of bounds), sneak over the interior wall or attempt to drop down into the complex from the city wall (though they will need to avoid the wall's guards or bribe them to look the other way). It is also possible to come up into the complex by utilizing the sewer system (there is a covered opening in the compound just to the side of the main house from the sewers).
Once the party is in, they will need to sneak to the stables to start gathering up the horses. However, once they are in the stables, they get a rude surprise.
Apparently, the Majestic Company's recent foray into the humanoid lands rendered them several orc prisoners, who they brought back to the compound for interrogation, torture and humiliation. Unfortunately, one of the orcs, just momemts before the party arrives at the stables, managed to free himself and his comrades from the binds holding them. There are four orcs in the stable. They still wear their motley armor, and will arm themselves with the items they find in the stables (two shovels, a pitchfork, and a haybale hook). When they spot the party, they will rush to attack. The party can attack and kill the humanoids without penalty, but the ruckus may alert the other inhabitants of the household and draw them to the scene.
Once the party has dispatched the orcs, they can attempt to take the horses and secret them out or attempt to bolt out of the compound as they choose (they will probably have to exit via the main gate to the compound, and have some way to open it, as the gate is too tall for the horses to leap without some sort of ramp or other setup). If the party alerts the household guards and does not take all the horses, one of the guards mounts any remaining horse and rides to the host of the Majestic Company and warns them of the theft. If the guard happened to spot the colors or heraldry of the characters, the members of the Majestic Company will move to intercept the PCs, knowing where their eventual goal is (the compound of the Ten Hands). The Majestic Company also calls in some favors to get some additional warriors to help them intercept the party.
Any fight the PCs then face should be against non-lethal force. The Majestic Company understands this is a prank, and they are more interested in foiling it that causing any real harm. If possible, they will attempt to take the PCs prisoner to ransom back to the Ten Hands, thus reversing the prank. The party should encounter at least one attempt to block or imede their progress back, and a lively chase back to the compound with the horses.
If the PCs get the Majestic's company horses back to the Ten Hands compound, they should recieve bonus XP for successfully completing the prank, and a 10% ransom of the horse's value for their trouble. They will have also earned the respect of the quartermaster if they are successful.
If the party fails and is ransomed back to the Ten Hands, they are consoled with a "better luck next time" and treated to a dinner of barley and oats on their return.
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Adventure 2
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2nd adventure - First Battle
About a week after the Timora spring festival, the party gets its chance to participate in its first major mock battle. Timora has planned a skirmish with it's ancient city-state foe, Augden. The mock battle is one that the two city-states heavily wager on, not only with gold, but with materials and foodstuff that are taken by the winner.
The City-State of Augden is known for its spear & shield warriors, as well as its mighty two-hander warriors. Augden warriors traditionally wear silver plumed helms and sport red cloaks. Their city-state's shield heraldry consists of a gold border (Or) with a red background (Gules). In the center of the shield is a coiled serpent of gold preparing to strike. The serpent sits atop a pile of golden wheat [giving the nicknames by the Timora's of "snakes in the grass"].
As is customary for the new bloods, the party is given duty to protect the "supply train" [actually the city-states bets]. While not glamorous duty, it allows the new bloods to witness the fighting and a little "on the job training" in guard duty. In all, there will be some 30-45 new bloods from not only the Ten Hands, but from the other houses of Timora as well. In charge of the Ten Hands new bloods will be the quarter master, and one of the mainstream warriors, by the name of Bombil.
Bombil is rash and arrogant. Normally, he'd be up in the main fight, but following an altercation during last week's festivities with one of the Black Fists, the house leader decided he needed a lesson - and left him with the new bloods. He resents the others, and heaps insults onto them whenever he can, disdaining their martial arts whenever he gets the chance, all the while bemoaning that's he not up in the fight.
The march to war is a pagent of drums, horns and marching legs. Each company, in turn, sings its battle song on the march to the valley where the fight against the Augden will take place.
Also, the " battlehymn of Ten Hands...". All members sing the italized text, the song leader sings the normal lines.
We are the warriors of Timor
With battle lines drawn like a silver sea
Our weapons drip with blood of enemy
Our hearts filled with song and bravery
Our foes cower in fear and envy
For We Are
One Mind
We Are
One Body
But With
One Soul
With but
One Life
To give for country
We sing
One song
We Know
One love
We have
One Desire
We know
One fate
The Death of our Enemy!
We fight with Mace and Sword and Shield
With many hands we fight as one
We Are
Ten Hands
And an enemies death we bring!
An enemies death we bring
When the whole force approaches the valley, from the other side the faint sound of Augden's singing forces can be heard. As the sound rises and the last war song is finished, the govenor of Timora (who leads the force) raises his hand. At the cue of a (snare) drum beat and a trumpet blast, the forces of Timora sing their national anthem at the top of their lungs.
In the distance, the Augden reply with their own roll of (kettle) drums and the deep bassoon of horns, the Augden start into their anthem. For the next few minutes, the two sides, barely within sight of one another, attempt to outsing their foe (This would be a great time for any bards in the group to use their perform skill to attempt to sway the outcome). The side that sings the loudest gains a morale bonus for the fight to come (this effect will also later help the PCs).
At the end of the song, both sides give out a hearty cheer and beat their shields, signalling their readiness for the coming combat. As the clatter rises to a tumult, the Timora and Augden govenors and their generals ride out into the valley to meet. Wizards on both sides use magic to carry the two sides words back to the troops. For a few minutes, both sides attempt to humorously insult each with creative insults hidden in dubious praise. ("Aye, and I hear the governor's wife of Augden gives high praise to his choice of men - both on the field and off"). Encourage the players to come up with a few creative insults for their side, awarding XP if they are expecially biting or humorous.
Afte the "good-natured" ribbing by both sides, the terms of battle are laid out. Each side names the mercenary companies and their numbers (and naming perhaps a few famous/infamous members of the companies) and the "bet" or "tribute" they have brought to battle (to be ransomed with if defeated). Once both sides have named their forces, their lessers announce the terms of battle - non-lethal mock combat and spells, the defeated must march to the rear of victor's army and wait to be ransomed.
When both governors agree to the terms, both sides race back to their own lines. The battle lines are drawn up, and the forces march in. Both baggage trains remain at the opposite crests of the hill, barely in sight of one another, from where the new bloods of both side may watch the fighting below. At some point, the new bloods of the Majestic Company approach the party and harrass them, before the quartermaster sends them away.
To ensure the new bloods are actually learning, the quartermaster occasionally asks the party about what is going on below. He may quiz the party on the heraldry displayed below or have them comment on the tactics of different forces. Bombil mostly rolls his eyes, making lewd comments on how he would have handled much of what he sees so much better.
As some of the defeated Augden walk to the "prisoner" area of the Timora army, several of the new bloods are assigned to bring the "prisoners" refreshments and cloths with which to wipe the mire of the battlefield off themselves. Most of the Augden are cool towards the Timora, but thankful (after all, they just got beaten in battle - few are happy about it). If a character wishes, they may request permission from the quartermaster to "visit" with the prisoners. While it isn't uncommon to rib the defeated Augden - and several of the new bloods are doing so - outright rudeness and pettiness are not tolerated by either side.
After about twenty minutes of battle, a cry suddenly rises from the baggage area behind the characters. It seems several new bloods from Augden have decided to attack the baggage train! An initial onslaught of sleep spells has caught several defenders off-guard. Instantly, the quartermaster orders the characters to defend the baggage area.
The attacking force should outnumber the PCs by about 2 or 3 to 1. Most of the other new bloods are tending to the Augden "prisoners" or have fallen to the intitial attack. A few of the remaining defenders include the PCs and a handful of members of other companies (including a couple warriors from the Majestic Company, now desperate for help). A great cry of laughter erupts from the defeated Augden as the battle plays out; this is definately a time for the player characters to perform heroics, and anyone down among the "prisoner" area will require a round of hard running (or its equivilant) to reach the baggage train. The party must attack to subdue - dealing "real" damage will find the offender suddenly being the focus of everyone's attempt to dogpile and stop.
If all of the defenders are defeated, a great cry issues up from the Augden "prisoners". With the baggage train captured, the Timora must immediately concede defeat. If the party fends off the attack, they may want to propose to the quartermaster a counter-strike against the Augden baggage train (which has about 1/4 of its original defenders still protecting it). However, unless the party is sneaky about getting to the Augden baggage train, at least one company from the valley fight will pull back to defend the Augden baggage train.
If neither side's baggage train is siezed, the battle plays out after an hour or two. Many prisoners are taken on both sides, and the day ends with the exchange of goods from the baggage train to ransom the prisoners. By the time night falls, both sides set up camp at the opposite ends of the valley, has a feast for its warriors, and song and dances are played late into the evening. Just before midnight, the winning side gathers up its band and plays its national anthem. Both sides then retire for the night.
However, the hijinx aren't quite over with yet...the new bloods (at elder warriors urging) gather to "panty raid" the opposing camp. However, as both sides sneak out under cover of darkness, when they reach the half-way point wizardly magic lights the night sky like daytime. Both forces of the new bloods probably stand blinking near the center of the valley, with their elders somewhat further back. Both governors stand at the very center of the valley, with sneering looks on their faces.
"These worthless new bloods know nothing of fighting," states one Govenor.
"I agree," the other snidely remarks. "They are lazy, inept and don't even polish my shoes properly." the Governor states, holding up his sock-feet for all to see and jeer at. After the laughter dies down, the second Governor states, "You can have them."
"I don't want them," the other Governor states. "They keep drinking from my cup," he jeers, clasping his codpiece.
Once again, after the laughter dies down, "Well then," the second Governor states, "Let's let them fight it out to see if they're worth keeping."
There is a blast of trumpets from both sides, and the Governors turn to face the new blood troops. "Earlier today," the Timora governor states, "You witnessed your elder brother's battles. Those of you who paid attention shall now benefit from what you have observed. Again, we fight for honor, not for blood (indicating this is another mock fight). Show them what Timorians are made of!"
While the governor was making his speech, the elder warriors were already moving through the ranks, passing out gear to those who came to the field unprepared to fight. To those who fought in and survived the baggage train attack earlier in the day, small green badges, with a white stripe down the center are pinned to the survivors by the leaders of the companies. They are informed that they have been chosen as commanders, and in many cases now have a command of other company's new bloods under their command.
Each side is given a few minutes to gather their forces, make any plans, prepare spells and the such. Then, a rumble of drums from both sides singles both sides to prepare, and the elders pull back from the field. At the blast of trumpets, the War of the New Bloods begins under the glowing magic of the elder mages.
It is likely to be a somewhat comical fight - many of the new bloods are tipsy from drink and many of the spellcasters might well be out of spells. Both sides are watched carefully, and anyone getting out of hand is quickly taken out of the fight. While the second fight certainly gives the charactes some battle experience, it is mostly for the entertainment of the elders. Anyone "defeated" in the fight is given a smart smack on the rear and sent back in with the encouragement "You don't look dead yet!". The fight lasts little less than an hour, then the sound of trumpets blares once again, signalling the final end of the fight.
Most likely exausted and too weary for any further hijinx, the two sides part and retire to their camps. The next morning, both sides pack up their gear and make the trip home.
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Adventure 3
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Adventure 3 - Messenger
About a week after the mock battle, the quartermaster approaches the party as they are practice. With him is a centaur warrior (with a dappled horse body). The quartermaster and the centaur watch the characters train (allowing a quick fight), and at its completion, call the characters over.
The quartermaster introduces the centaur as Buckhoof, and breifly explains that the centaurs are friends of Timora, sometimes aiding the Timorains in battles in the west. However, Buckhoof has come to the Ten Hands seeking help.
About two days ago, its seems something invaded the woods where the centaurs dwell. It only attacks at night, and has killed several forest animals and badly mauled a centaur warrior. The centaurs believe it is a recently infected werewolf from the city, and have come to ask for Timora's aid in removing the beast, as it has managed to elude the centaurs so far, and proved to be immune to the centaur's weapons.
Once that information has been passed to the party, the quartermaster gives them their job. He wants the party to spend the afternoon quietly performing an investigation, to see if they can discover the identity of the supposed werewolf, perhaps catching it before the last night of the full moon passes. Because the investigation could cause a panic, the quartermaster wants the party to keep a low profile and not reveal their motives for the investigation. The quartermaster would be happy if the party could apprehend the offender and bring them to HQ, but cautions them to careful. If the party requests silver weapons, the quartermaster can round up some silver daggers, but nothing more substansial. Again, he would prefer the characters keep things low-key.
The centaur has one bit of evidence - the lower portion of a heraldic lozenge found in the mauled centaur's hand. Though somewhat obscured with dried blood, a green background and the clawed feet of a hawk can be made out. The hawk seems to have a sickle in it's left foot.
A character can make a DC 10 heraldry check to realize that the heraldic lozenge would be issued to a woman. A DC 17 heraldry check reveals that there are seven coats of arms in the city that this might belong to. If the party does not have anyone versed in heraldry, checking with the city-state's records will reveal this information after an hour of checking.
The seven canidates are as follows: Lady Alustre of the Green Fields, Lady Boengarde of the Silver Blades, Sir Tandor of the Black Fists, Sir Cappelan of the Black Fists, Lady Molstaire of the Majestic Company, Sir Valenswield of the Green Fields company and Sir Copperswallow of the Lightning League.
The lozenge belongs to Lady Alustre. The others can be investigated, but each in turn has alibis that will be as solid as Lady Alustre's.
[The Green Fields are a collection of mercenaries whose roots lay with farmers who beat their swords into plowshares to become warriors in the defense of the city-state. While it is these days filled with warriors of tenacious skill, its roots tend to invoke farming jokes about the company. It doesn't help that members of the green fields often have a love of herbology, plants and growing things. Their company coat-of-arms is a green field with a white hawk holding a sickle in its right talon. Lady Alustre's lozenge shows the same, with a cresent moon above the hawk]
If questioned, Lady Alustre will hesitantly acknowledge the lozenge belongs to her if confronted with the evidence. However, if questioned about her whereabouts she claims that she has not left the city for over three days, and several of the other Black Fists can colaborate her story. A successful sense motive will reveal she is hiding some bit of information, however. If successfully intimidated or with a successful use of diplomacy to get her to confide in the players, she will reveal she gave the lozenge to Sir Tristam the Half-elf of the Black Fists as a token of her affection. However, a little over two days ago, the two had a spat, and she has not seen or heard from him since then. She knows nothing else about Sir Tristam and if the party brings up the notion that Tristam might be a werewolf, she is mightly shocked - possibly to the point of fainting.
If the party is unable to get the secret from Lady Alustre, but asks around, at least one of the servants can reveal that Lady Alustre and the "ranger" Sir Tristam had a thing going, but he partly overheard the spat a few days ago during his chores. He knows Sir Tristam hasn't been seen for at least two days.
Hopefully, the party's next stop should be to investigate with the Black Fists. The Black Fists live an multistoried, though delapidated, manor near the forest side of the city-state. The Black Fists are peery about folks asking questions about its members or spying. At first, the Black Fists will lie and say that Sir Tristam has been pulling guard duty at night for the past few nights, and is now resting and can't be distrurbed. And no, the party cannot search the grounds or question him, good day. If the party manages to make friends with one of the Black Fists, they may get the truth that Sir Tristam hasn't been seen in over two days. The last contact anyone had was before his disappearance and he was to go hunting outside the city with two of his friends. He never did show up. However, short of intimidating the guards or sneaking into the manor, the Black Fists won't let the party search his room.
Searching Sir Tristam's room will yield a few clues. First, on his bed is a (dried) bloody bandage. A successful very difficult healing skill check will tell the characters that the bandage had been wrapped around a hand and the wound it was covering was likely on the back of the hand. Second, Sir Tristam's bow still lies beside his bed - an obvious indication he didn't take it to go hunting. Thirdly, Sir Tristam's iron trunk is still present and locked (superior lock). However, he's trapped the chest so that when it opens, a gas pellet is shattered, releasing a mildly toxic vapor. Inside the trunk is Tristam's journal, and the final clue that about five days ago, he suffered a bite from a stray dog in town that left a wound on his hand that "just won't heal properly." Since that time, his mood, as evidenced by the journal, had grown darker and more suspicious. He blamed his foul temper on the unhealable wound, but those who make the proper Knowledge skill check will realize he was beginning to suffer the first effects of lycanthropy. The last journal entry consists of Sir Tristam rambling on about leaving the city and heading for the woods - that he knows the perfect spot to hide from "his enemies" and is contemplating going there. Just below the entry, half of the page is missing - something was obviously torn out. There is no evidence of what is was in the room, but if charcoal is rubbed over the next page, it will reveal a map to Sir Tristam's "secret place" from the nearby gate.
At this point, the party might want to take the evidence they have back to the quartermaster and ask for help - only the most well-prepared and foolish party would march out directly after Sir Tristam without looking for aid. If they do return to the quartermaster with what they have found, the quartermaster assigns Bombil to assist the party and arm them with silver weapons. Unfortunately most of the experienced warriors have already left for the West, so it falls on the party's shoulders to track down Sir Tristam.
[Note: Bombil is not a knight, and should not normally be addressed as "sir", though he will certainly attempt to coax the characters into doing so. He will also automatically attempt to assume control of the group as he is the elder warrior, though he can be shouted down or intimidated into following.]
Buckfoot accompanies the characters to the outside wall, then notifies the group he intends to return to the centaur glade to inform the others of his kind that the problem is being taken care of. He will meet the characters back at the gate in about an hour.
By this time, the sun should be setting...
Thusly geared up, the party should be able to follow the map to the "secret place" marked on the map. By the time they reach the place, night has fallen, and the full moon is just starting to rise. Sir Tristam's secret place consists of two mighty logs that have fallen against a third tree's stump and are surrounded by a curtain of leaves and vines, forming a sort of lean-to shelter. The enterance shows marks of having been recently dug out. Protecting the entryway to the shelter is a growth of assassin vine that will attack the party. Once dispatched with, it reveals the shelter to have been recently lived in, but Sir Tristim is not present. His armor and long sword lay in the shelter, hastily cast aside and somewhat torn. A few dried, bloody footprints and scratch marks point to what seems to be a bit of dead wood that can be pushed aside - a "secret exit" of sorts that appears to be how Sir Tristam recently exited (fresh tracks). Also in the shelter appears to be another of Sir Tristam's journal. He was apparently writing in it when the change overtook it. While it is mostly filled with rambling paranoia, he makes repeated references to "The Dark Dog of the Wood" and that it keeps calling to him. He also mentions having seen the "The Dark Dog of the Wood" flying across a nearby glade as the sun was setting. ("The Dark Dog of the Wood" refers to the Yeth Hound not far away).
The tracks are fairly easy to follow (even Bombil can do it) and seem to be leading away from the city (towards the centaur encampment, actually). If the party follows the trail, not far away they come upon a brook. Sitting, drinking from the brook is Sir Tristam, bloodied from a recent kill. If the party is quiet and slow, they might be able to sneak up on him and ambush him. If alerted, Sir Tristam snarls in rage and attacks the party savagely. If badly injured (1/4 hit points or less), he attempts to retreat back to his "secret place" via a circular and long route. If Bombil enters the fight, he strikes to kill. The party may choose to stike to kill or subdue Sir Tristam and take him back to the city to be cured (double XP if they do the latter).
If Sir Tristam escapes the initial attack, he purposely takes a path through
a large glade. As the party passes through it, a Yeth Hound (which has been skulking nearby) pounces on the last person to pass through the area. Sir Tristam does not double back to assist the Yeth Hound, but continues on to his secret place, hoping the Yeth Hound will deal with his pursuers. In the nearby brush just outside the glenn, the Yeth Hound has buried a cache of treasure it has accumilated from wanderers in the forest.
If the party returns to the city-state with Sir Tristam, he is taken to the city-state's temple where the priest will attempt to remove the curse. If the party slays the werewolf, the quartermaster asks for the information the party had acquired to prove that Sir Tristam was a werewolf. If the quartermaster is allowed to examine the journals, he deduces (and the party may have already suspected) that the dog that bit Sir Tristam a few days ago must likewise have been a (natural) lycanthrope. While the party has put an end to one problem, there is still another at large, and practically no way to determine where it may be now...
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Adventure 4
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Adventure 4 - Harbringer
The morning after the party has dealt with Sir Tristam, they are gathering for breakfast when a rider gallops into the compound. Once in the compound, the rider quickly dismounts, calling for someone to stable his horse, and calling for the head of the house.
The acting head of household, Sir Justin, comes out to meet the rider, and is given "a most urgent missive" in the form of a sealed letter. Sir Justin open the letter immediately, and upon reading it, curtly nods to the rider. He invites the rider to breakfast, and when the rider asks "And what of your response?", Justin replies, "I must make inquiries first before I may respond."
The rider seems somewhat ruffled by the response, but Justin invites the man to breakfast, who reluctantly agrees.
If the characters wish, they may question Justin about the message at breakfast. Justin is curt in his response, stating that it is a request for a meeting with the Head of House (who is currently with the main force heading west) about the consolidation of the city-states (this should perk up the characters interest, as nothing like this has been attempted in hundreds of years). The rider, who does not give his name, seems annoyed if Justin reveals anything about the letter to these "lessers".
After a rushed breakfast, and realizing Justin isn't going to answer the letter straight away, the rider takes his leave and departs, mentioning he has summons for others who will be more "appretiative of the honor".
The rest of the morning is quiet until shortly after morning practice. Bombil grudgingly comes to gather the characters and escort them to Sir Justin's office. Once there, they are summoned inside and Justin closes the door after them, leaving a purple-faced Bombil outside the door.
"I have a mission for you," Justin starts. He then allows the characters to read the missive, and warns them not to let anyone else see it. If asked why, Justin states that he doesn't want word of the proposed alliance getting out - there are many who might see responding to the prince's word as treason against the city-state, and the spies of the Great Kingdom would most likely take news of new nation forming to its east poorly.
[Note: The message reads...
"Greatings from Prince Taretius of Lunpinberg, heir to the throne of Mercedes, son of the Grand Warlord of Jing."
"As you know, for many years the city-states of Mercedes have long been without king, content to labor and fight in the name of the Great Kingdom. However, the time has now come to announce the return of the blood of the throne of Mercedes. The time has come to cast off the leavings the Great Kingdom has thrown us, the hungry scraps we receive to fight their wars in the west."
"By this letter I wish to summon all loyal warriors who wish to see our eminant glory and honor returned to us. We have fought the wars of a foreign country too long, and now it is time for us to unite and assume our rightful place as the lords of our own destiny."
"By means of this letter, I, Prince Taretius of Lunpinberg, do hearby request the presence of Lord Gullifang, head of the Ten Hands company of Timora. I ask you only bring with you a small entourage of your assistants and no more than two of your household assistants.
"We await your response in the Wastes of Yurmin, at the City of the Weeping Well within a fortnight. We shall know you by name. Made the Gods keep you and bless you until we meet."]
Sir Justin wants the party to take this letter and intercept Lord Gullifang, who has taking the warriors of the Ten Hands west to begin their battles in the humanoid lands. This will take them through the Great Kingdom, and they must not show the letter or discuss it with anyone other than Lord Gullifang. They are to take Bombil with them - he knows the route the warriors have taken, but the party is in charge of ensuring the letter is delivered properly to Lord Gullifang.
With their orders, Sir Justin allows them to gear up, gather whatever supplies they need while he fills in Bombil on what is going on. When the party is gathered to leave, Bombil arrives, with a smug smirk on his face. He proceeds to lead the party on the road to catch up with Gullifang.
Once outside the city, travel is quick, though fairly quiet. The party passes several merchants on their way between cities, and even encounter one merchant who has set his cart up along the road selling sweets and drinks to passer-bys.
If any of the party buys some of his 1 sp treats, he also reveals that he sells charms as well. The supposed charms cover a wide variety of things, from small ribbons that are supposed to improve memory to good luck charms and "orc repellant" and a variety of other dubious materials. Of special interest are the few healing potions and elixirs that can remove fatigue. While these two items are truly magical and helpful items, whether or not the other charms work as purported is up to the DM.
That evening, Bombil has the party make camp in the wilderness - the closest city-state (other than Timora) is still two days away. Bombil attempts to force the party to retire under an old dead oak tree in a large clearing just off the side of the road (obviously used by marching armies in the past), but the characters can attempt to override him if they choose.
Late at night, several bandits attempt to sneak into the camp. They are looking for weapons, armor and any unprotected possessions they can easily steal. If there is a guard, they attempt to surprise them and use a cudgel to knock the guard out. If a fight breaks out, the bandits flee if they lose half their number or more. As they depart, they attempt to take off with the PC's mounts.
If the party has the means to follow the bandits, their trail leads back to a cave not far from the camp. Outside the cave is the remains of a fire and the makings of a kitchen of sorts for the bandits. Inside the cave are three chambers - a small antechamber with a rickety table, chairs and old opened crates that looks to be a "common" room for the bandits, a narrow passage leading off to the left that leads to the barracks filled with makeshift beds - several of them bunk bends converted from old supply crates. The last room has a large open mouth in the common room, and leads down a short bit to the bandit's "treasure room", which is filled with discarded war gear, several stolen suits of damaged armor, unopened supply crates and several small coffers filled with coins (obviously stolen payrolls). Any bandits who survived the intitial raid and fled here will be in the common room, and probably sorting through anything they took from the characters, unless they knew they were followed.
After the party dispatches with the bandits, Bombil urges the party to press on the next morning. If the party is hurt or short on gear, Bombil is so intent on completing his mission he refuses to allow the party to rest and recoup. If the party is obstinate, Bombil finally relents, but remains in a sour mood until the party gets moving again.
Once the party is back on track, the path Bombil keeps the party on passes near to the city-state of Augden, but not through it. When night falls, Bombil has the party camp once again in the wilderness, some distance from the city-state. If the party wants to trek to Augden for some reason, Bombil strongly opposes it and urges the party to keep to the path he's following. If the party does go to Augden, it takes about 4 extra hours on horseback to reach the city-state. They will recieve a somewhat cold greeting, but will be allowed to enter and resupply and/or rest. It should be very clear that the Augden town guard itch for a reason to jail the characters - if they get into trouble, the party will most certainly be blamed for starting the mess, even if it isn't their fault.
[Note: the city-state of Augden is very militaristic. Unlike Timora, the only way to gain citizenship is to serve in a mercenary company for no less than 8 years. The servile - those who haven't signed up with a mercenary group - cannot vote, cannot hold political office, cannot get more than menial jobs and are treated little better than slaves. There is an air of snobbery in Augden that other city-states such as Timora are weak-willed and full of fops who can't pull their own weight. Merchants will charge outsiders outragous prices, and innkeepers have been known to either give outsiders poor, leaky rooms or outright refuse to take "their kind" in. Luckily, characters will be able to retain and wear their armor and weapons as symbols of their status as warriors, but wearing any of their clothing or displaying their affiliation with Timora will bring scorn and sneers of derision even from passer-bys]
If the characters stay in the wilderness, the night passes quietly. In the city, unless the party has stirred up trouble, things are quiet as well. The next day, the party can continue its journey.
Halfway into the next day on their journey, the party encounters an upended wagon. Crates, torn open by force and their contents scattered, litter the area. The crates seem to indicate it was carrying food, and a small scattering of coins indicates there was some sort of treasure chest among the goods that was dragged away. The horses are still harnessed to the cart, but it seems as those their necks have been snapped. There are obvious signs of a struggle, and some splashes of blood dashed about. However, there is no bodies in the area. A thorough examination reveals something big attacked the cart; use of the tracking skill and the appropriate knowledge skill can determine that this was the work of several ogres, and they seem to have head off north, into a nearby group of hills.
If the party wishes to follow the ogre's tracks into the hills, Bombil attempts to command the PCs back to their original mission. However, if they are determined to pursue the ogres, Bombil eventually relents, though he is clearly unhappy with the party's decision. He will however, help with any rescue attempt with much gusto.
The ogre's path does lead into the hills, to a large thatch hut nestled in a glade between two massive oak trees. Outside the hut a huge cauldron has been set up and filled with a oily liquid. A fire blazes under the cauldron. The ogres, four of them, are moving around the open area in front of the cottage, waiting for the cauldron to boil, and talking about "roasting 'em 'umans fer a bit, til 'ere nice un juicy". One of the ogres comments "an don' ye ferget that 'ere elf we caught. It's been ages since I 'ad elf-flesh."
While party could attempt to ambush the ogres, it is also possible and fairly easy to sneak around to the back of the cottage. The back door is unlocked, and the cottage only has three rooms (common room, kitchen and bedroom). Six human prisoners are tied up and scattered through the rooms, and a badly sunburn teenage drow elf lies tied up in the kitchen, having managed to scoot himself into a corner out of the sun. Also in the kitchen, stuffed under a large table is the chest of gold and silver the ogres took from the wagon [the money is coinage from a moneylender the group was transporting to a bank in a nearby city-state. If it is not returned to the wagoneers, the wagoneers will be imprisoned and forced into hard labor to recoup the lost funds. The party will also be considered theives in the eyes of the wagoneers if they keep any of the money for themselves] All of the prisoners are glad to be freed, though the drow elf will attempt to make a break for freedom as soon as he can, disappearing into the hills if he can. The human prisoners ask to accompany the PCs to the nearest city-state, from which they should be able to find their way home.
[Note: The drow elf is Shar-Un, an outcast from his own clan. As part of drow ritual at adolesence in his clan, drow males must murder their father and assume the head of the household, or perish in the attempt. Shar-Un respected and feared his father, and could not take his father's life. He was to be executed as a traitor by one of the priestesses of Lolth, but his mother intervened, having him exiled instead. This sentance shocked Shar-Un, for he would have rather died as a sacrifice to Lolth than be left alive and banished as a traitor. During the past few weeks of his exile, he has been seriously reexamining his life. With some coaxing, he might even be able to put aside his evil heritage]
Past this point, it is a least another two days to the next city-state of Waukeen. Signs of the Great Kingdom begin cropping up near the city-state - formal roads, peasantry and housing outside the city-states, large tracts of agriculture for use by the Great Kingdom guarded by low stone fortresses between the tracts and even guard way-stations every ten miles or so manned by a three-man crew of Great Kingdom guardsmen. Past Waukeen, the land seems filled with the signs of civilization, only growing thicker and more grand as the group passes westward. From Waukeen west, it becomes much easier to find watering holes, rest areas and strings of buildings where characters can find a decent roof over their head to sleep in and a place to stable their horses.
Bombil at each stop along the way, always inquires if anyone has seen the warriors of Timora pass through the area - specifically the Ten Hands. He gets more hits of information than misses, and it seems that the party is now rapidly gaining on the company. They should be caught up to the Ten Hands in as little as a day or two. Bombil tries to press the group on faster, but even by late evening of the first night, the party hasn't caught up to the Timora company.
At about noon the next morning, when the party stops for a short rest, Bombil again asks around for news of the Timora warriors. He however, gets an answer he wasn't expecting. Yes, they were seen, and moving in a hurry. Word has come that a massive force of humanoids has been raiding just to the west, and the forces of Timora have been force-marching to meet the enemy troops and stop them from pushing further into the humanoid lands. If the party gets involved in attempting to gather information, they might be able to learn that the Ten Hands were pushing for the village of Destinstampe, about a hard day's ride west of where they are now.
Bombil urges the party on from this point. If the group attempts to gather supplies, they find that most goods have already been siezed by the passing army in readiness for the fight in the west. Spare weapons and armor are not to be found, and food and other commodities are at least double normal price due to scarcity. As the party presses west, more and more news of the chaos and fighting begins to filter back to them. When the party is within hours of reaching Destinstampe, they begin to encounter evacuees of the town. The describe the fighting as "horrid" and "frightening". Apparently, not only are the Timoras fighting, but the general troops of the Great Kingdom have amassed to help. Several other city-states, such as the Augden, whose forces were just starting the trek west, are moving to help in the growing battle.
Within about ten miles of Destinstampe, the party will start to run into groups of wounded soldiers who are being pulled back from the fighting to safe ground. Small encampments of reinforcements are here and there, girded for war and waiting for the command to head west or word that the humanoids are pushing further east. The ground is stamped flat and civilians are not to be found. Anyone not involved in the fighting has abandoned the area, leaving only the warriors behind. If the party talks to anyone, they confirm the Timora forces are already in Destinstampe, attempting to keep the humanoids from overrunning the town. Dusk will be approaching soon and the general feeling is that just after the dying sun falls, the humanoids will make their big push against the forces. Bombil hopes to reach Lord Gullifang before the fighting begins and deliver the letter, he urges the party to hasten west even faster than before.
By the time the party is less than a mile from Destinstampe, dusk is waning. The din of battle can even be heard from so far away, and the crack and light of magical spells being unleashed by both sides alight the dark sky.
Lord Gullifang has made his headquarters on the far west side of Destinstampe, on the east side of the river that protects the city. The forces of the Great Kingdom have torn down the bridges into the city, hoping to stymy the horde of humanoids. However, the humanoids have logged the western forest and built pontoon-like bridges and rafts to cross. Currently the two forces are battling directly over the waterways, with the Great Kingdom forces dug in on the eastern embankment of the river.
Currently Lord Gullifang is monitoring the Ten Hands, defending what is left one of the bridges over the river. At it stands now, the orc forces are attempting to string a rope bridge across the gap, and Gullifang is deeply immersed in attempting to thwart them. The party can either wait back at his headquarters, or leave the message with a liuetenant and join the battle in aid of their brethren. Bombil pushes for aiding Ten Hands "in their time of need".
If the party assists the ten hands, they become embroiled in a terrible battle. The broken causeway provides plenty of cover for the defending troops, but makes it difficult to see the orcs advance. With the aid of four harpies, the orcs attempt to have the flying beasts take the rope bridge across to the defender's side and anchor it. As a backup plan, the orcs have several warriors who have stripped to their skivvies who will swim rope bridges across and attempt to anchor them. The orcs also have numerous rafts with which to cross, and will use the distraction of the stringing of the rope to cover their crossing. The humanoids easily outnumber the Ten Hands by at least twelve to one, but both the river and open ground they must cross make them fairly easy targets, were it not for the dark (a few light spells illuminating the area could turn the tide against the orcs quickly, but torches don't give off enough light and make the bearer an easy target for orc sharpshooters).
If the party successfully assists the Ten Hands in thwarting the assault, the other forces manage to also hold their ground and the invasion is repelled. Lord Gullifang returns to HQ and congratulates the party on not only completing their mission, but in assisting their brethen at the battle.
If the party fails to stop the tide of the orcs, the forces pour in through the breech and the defending army is forced to abandon the town to the humanoids. The letter will have to wait for later, and the remaining forces prepare to find the next point from which they can stop the humanoid horde.
If the party does not participate, the breech is held, but Lord Gullifang suffers grevious wounds that keep him bedridden for days. The party is thanked for delivering the message, and dismissed to return home.
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Adventure 5
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Adventure 5 - Dangerous Journey
Hopefully, the characters have been involved in keeping the orc horde from crossing the river (if they haven't, you may need to devise an additional adventure before this where the assault is stymied). At this point all that remains of the orc force are small bands raiding and plundering before they flee home into the wastes of the west.
The party is set out on a patrol to find and stop these raiding orcs. While on their patrol, and out of earshot of help, they stumble upon a band of orcs plundering a burning house. The house's occupants lie outside, slain. However, this is no ordinary band of orcs. Each of the warriors is an elite warrior (4th level at least) and they are led by one of the greater lieutenants of the orc horde (at least 7th level himself). They are also accompanied by the orc lieutenant's dire boar mount.
If the PCs can stop the orcs and capture the lieutenant, they have done a great service for the army. If the lieutenant gets away, he swears revenge and attempts to leave the characters for dead. If the party fails and they are lucky, another patrol may encounter them and take them back to safety.
Meanwhile, back at HQ, Lord Gullifang, having now had time to review the message, is organizing three of his veteran lieutenants to accompany him to the meeting place. Also, he wants the characters to come with them. He has three reasons why the party should join him 1) Their heroics on the field, 2) They are aware of the meeting and by having them with him, there is little chance of word getting out to the Great Kingdom, 3) He needs extra eyes to make sure this is a "real deal", and the relative unknown reputation of the party makes them suitable for poking around.
Lord Gullifang has the party brought to his tent, under the ruse of awarding them honors for their actions in the battle. He does congradulate the party for their efforts, but does not yet give out medals. He explains to the party his decision to ride North to the meeting, and that he is taking the party with him (Bombil will not be coming unless the party pointedly asks). He makes a point of making the party realize that he wants them to look for signs of treachery or deciet on the part of the Prince, and to be on the lookout for Kingdom spies.
The party is given time to back, but are told not to say goodbyes or let anyone know where they are going. If Bombil is not accompanying the party, he openly displays his anger, but says nothing about the mission or the letter.
With everything packed, the group strikes out North, feinting a trip back East towards Timora first, only actually swinging North once the party nears the city-state of Waukeen and is well out of Kingdom lands.
Once north of Waukeen, the lands slowly begin to rise into tall mountains. Gullifang, knowing the area to be crawling with trolls and other monsters, has the party take point to ferret out any creatures wishing to ambush the group.
About half-way into the mountains, the party encounters a stout wooden-framed bridge that crosses a steep gap in the mountains. Guarding it appears to be a singular troll, who demands a 10 gp toll for each party member to cross. Furthermore, he tells them they must cross one at a time.
If the party attacks, the troll fights viciously, but if he is reduced to 1/4 hit points or less, he rushes back towards the bridge and his brother attempts to tear the bridge apart before moving to attack the party. (it will take him 4 rounds to dismantle the bridge)
If the party pays the toll, they are allowed to cross one at a time. However, when the last member prepares to cross the troll attacks the individual, and the other troll rises to prevent the others from assisting the lone character. Once the troll has taken its "toll" the two disappear below the bridge (retreating to a cavernous lair beneath the bridge, that has several crude traps defending it).
[Note: the bridge, being wood, can easily be set aflame by careless characters or flame-wreathed trolls if the party is not careful. Also, Lord Gullifang and his three commanders will not arrive at the troll bridge for a least a couple minutes after the party.]
If the bridge is destroyed in the fight, the party will be forced to backtrack for two days to find another route North, and Gullifang will be obviously disappointed with the party.
That night, when the party makes camp, a storm sweeps through the mountain. It brings fierce rain and lightning, and those who do not seek cover risk being washed away in a mudslide or rock avalanche, or struck by the terrible lightning of the storm. Luckily for the party, a nearby cave provides refuge, though something deeper within reeks foully.
If the party inspects the cave, there is a large frontal cavern that has been obviously used in the past. Remnants of a fire pit and a knee-high pile of humanoid bones in the corner of the room definately mark it as a troll lair. But it appears the cave hasn't been used recently.
There are three passages leading deeper into the mountainside, and the foul reek seems to eminate from the central passage. If the party decides to follow the central passage, it leads down a narrow corridor to a small chamber, its walls covered with humanoid skulls thrust into the stone wall. Some of the skulls still have bits of skin attached to the skull, from which the reeking smell comes. About a minute after the party investigates the room, a skeletal Troll rises from the earth and attacks the party. It does not leave the room, but fights viciously. If it manages to drop a character to 0 hit points or less, it spends the next round ripping said character's head off and adding it to the collection in the room.
If characters follow the left passage, it leads to a cavern only slightly smaller than the main antechamber. A wide variety of delapidated items fills the room, most of it being scavanged from past victims and being worthless. Mixed in with the items are four troll skulls, displayed in a circle on a low stone in one corner of the room. They are marked with four finger-sized holes in the back of the skull around a larger fist-sized hole (their brains were consumed by illithid). The rest of the troll's skeletons seem to be absent.
The right passage leads down to a cavern with a natural cistern half-full of water. The water is dark and greasy, and characters who watch its surface for a round or two glint something white stirring in the water below. If the characters are foolish enough to attempt to drink or otherwise disturb the waters, they are attacked by a large albino octopus that attempts to drag them into the water and drown them. (a little present left by illithids who attacked this place).
If the characters investigate the cistern, it leads down at least forty feet before leveling off. At the bottom is scribed a large symbol of an open eye surrounded by eight tentacles and odd waves eminating from the eye in a conical shape (a symbol of the illithid). The waterway at this point runs deeper into the mountain - at least for four hundred feet or more. Unless the party has some sort of waterbreathing magic to continue investigating the waterway they won't find what it leads to (an illithid outpost). Gullifang strongly suggests the party not push their luck to find out where the waterway leads, and instead prefers the characters simply cover the cistern to prevent anything from getting through.
The next day leaves at least three more days of quiet travel to finish passing through the mountains, which opens into highlands that mark the Wastes of Yurmin. The Wastes consists of sparse steppeland that is much cooler than the southlands and has little vegetation or ground cover. Huge boulders, larger than a horse, dot the landscape, and the moss that grows on them provides the only nourishment easily visible to others. Occasionaly a twisted, sickly pine tree can be encountered and there are no real roads to follow. Gullifang luckily knows where the City of the Weeping Well is, and points the group in the proper direction.
The trek across the Wastes takes at least three days. Singular dwellings can occasionally be encountered in the wilderness, set into spots that are easily defensible. The dwellings mostly consists of yurts - tents made of animal hides or bound sticks. Travelers are rarely welcomed by the owner of these yurts, unless they bring gifts of food or other items in return for a night under the warm tent's roof.
Likewise, the land is patrolled by Wemics, who avoid the party unless they hunt the sparse game in the steppes. If the party hunts for food and is spotted by the Wemics, they will be tracked and attacked at dusk as interlopers into their domain.
About a day from the City, the party comes across a large boulder, from behind which they can hear the pained cries of a cat-like creature. If they investigate, they find an injured wemic, his side pierced by a spear (with half the spear still in the wound). At first, the wemic will assume the party has come to finish him off, and will do his best to fight off anyone approaching him, though his actions will quickly cause him to fall unconsious. If the party assists him and heals him, he will greatfully give his kill to the party (consisting of a rather large buck), and tells them he owes him them a great debt. As soon as he can, he departs to return to his clan. If questioned how he was injured, he relates that he and a "steppesman" got into a fight over the kill he made. Though he took a grevious wound, he managed to drive off the steppesman.
If the party decides to track down the steppesman, a successful tracking will lead them to a yurt less than a mile from the attack. The steppesman lives in the yurt with his wife and children, and with the loss of the buck, they are on the verge of starving, and the man has lost his last spear in the fight. He doesn't believe he will be able to finish another in time before one of his children succumbs to hunger. If the party is friendly to him and shares food with the family, he is eternally grateful, and he even offers to put the party up for the night.
Coincidentally, he is also familiar with the City of the Weeping Well, and will offer whatever information about the city that he can. While he is too poor to seek aid from the city, he knows many places where the party can purchase gear and a safe place to sleep in the city. He's also aware of the gathering southerners in the city, though he doesn't know exactly what's going on. He was even offered a job as a guard for the gathering by the local Khanate of the city, though he turned it down as he needed to be near his family to hunt for food for their survival.
If the party thinks of it, and offers the steppesman enough food to get his family through for the duration of the gathering (it will take the whole deer to accomplish this), he will be willing to take the guard posting in the city and ask as an additional spy for the party.
[Note: both of these encounters are designed to help build allies for the party following the next adventure]
The adventure should finish with the characters reaching the City of the Weeping Well. The city is nestled in a caldera formed by an ancient impact crater of some sort, providing a natural protective barrier around the city. The buildings of the city are low at its edge and rise in height and beauty towards its center - it is obvious that city grew from the center outward. At the very center of the city is an enormous (at least 40 feet across) well, filled to brim with cold, clear water. A marble, open-arched "house" has been built over the well, and its walls are always slick with moisture (hence, the "weeping" of the well). While the town mostly consists of steppesmen, there are many companies of southlanders visible in the city, though they tend to remain in groups when moving about.
Likewise, the Prince Taretius is here in a huge encampment just outside the city. While many of the southlanders are staying in the city, many others who have already declared their loyalty to the prince have decided to set up tents in the Prince's encampment. Word on the street among the steppesmen is that the city's Khan, who first openly welcomed the Prince (and his free-flowing gold) to the city is nervous that the Prince may attempt to overthrow him, and thus has been summoning every able-bodied warrior in the vicinity to aid in patrolling the city streets.
Upon arriving in the city, Gallifang sends a messenger (not one of the party members) to let the Prince known he has arrived. Gallifang then has the party scout around for a place to stay in the city - preferably one where the group can have privacy to talk in private when the time comes.
Once the party has secured a place to stay, Gallifang commands the company to retire for the night. In the morning, they will be meeting the Prince at a Grand Audience.
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Adventure 6
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Adventure 6 - Loyalty Test
The next morning, Gullifang has everyone gather for breakfast and gets the characters opinion of the town and what is going on. He also shares what he's happened to learn as well. If the party did not catch onto it, he mentions the large number of steppeman guards posted around the city, especially towards Prince Taretius's tent city. He also makes a note of which mercenary companies from the various cities have already thrown in with the Prince. One of Gullifang's officer reports there are rumors of Kingdom spies in the city as well, attempting to root out who is loyal to Prince Taretius.
At the end of breakfast, Gullifang announces that he wants the party along for the meeting with Prince Taretius. After the meeting, he wants the party to snoop around the city for any signs of brewing trouble. However, he doesn't want the party acting against anyone unless they are forced - things in the city are voliatile right now, and one slip-up could bring everyone crashing down on them.
After breakfast, Gullifang, his two officers and the party travel on foot toward the Prince's encampment. Though there should be no serious encounters on the way, stress to the party the rather subdued atmosphere - as if it is the calm before a great storm. Few of the mercenary companies are willing to talk to one another and many turn sharply away to avoid being recognized. If the party watches anyone with interest, they get surly looks in return.
As the party nears the edge of the city, there are steppeman hawkers (merchants of questionable wares) who have set up near the gates. They are selling meats of questionable origin (and edibility), banners and pennants proclaiming loyalty to the Prince, battle-charms of various sorts (of dubious value), memorabilia from "prominent mercenary company lords" (such as drinking cups, swatches of vestments, rusty daggers and the like reputed to have come from said lords) and even one hawker is attempting to sell slave girls, though his rather butt-ugly girls don't seem to be drawing much attention (and the "slaves" are in fact his daughters...). While the party may likely want to upset or drive off some of the hawkers, Gullifang stays their hand. He doesn't want to cause trouble with the city's Khan, and busting one of the hawker's chops is a sure way to draw the Khan's wrath.
Outside the city gates, there is much hustle and bustle - most of it being soldiers and mercenary troops loyal to the Prince. Most of the action is typical of an army camp - messages being sent to and fro, guards switching out and patrols making their rounds, supplies being moved here and there, off-duty troops heading to the city or coming back, etc.
As the party approaches the outer ring of the encampment, they are intercepted by the "gate guards". They request the party turn over any weapon larger than a knife, and a wizard with the guards performs a semi-covert detect magic to ensure that no malicious magic is being carried by the party. Gullifang is allowed to keep his sword, but must peace-bond it (i.e., tied into the scabbard) Spellcasters are required to have their forefingers and index fingers tied with a quasi-magical bond that prevents them from casting spells (it takes but a round to remove the bond, but sets off an Alarm spell if done inside the encampment). If the party does not agree to the measures, they are not allowed to pass.
Hopefully the party agrees, and once past the outer cordon, they are led to a table just outside the Prince's tent. The table has a beautiful, banner-laden canopy over it, and the guards request they have a seat (and some food and drink) while they wait - it should be only a couple of minutes before they are called.
The table is set with fine cheeses, grapes, fruits and several bottles of moderately good wine. Fresh, clean cups have been placed for those desiring a drink. It looks as those who were seated previously at the table have at least picked at the food and drink, so it seems safe. Al the same, Gullifang neither eats nor drinks, and one of his officers only picks at some cheese (though does remark he's not tasted something like it before - it has a meaty taste to it).
Five minutes pass before a bedecked servant appears from the Prince's tent and requests the presence of Gullifang and his entourage. The party is then brought into the tent, seated in wooden chairs draped with fine furs, with the prince seated opposite them. The prince appears to be unarmed, and the servant disappears into another section of the tent obscured by heavy cloth. (In truth, ten of the Prince's finest guards stand just beyond a thin layer of cloth where the servant disappeared to. They can hear every word, and the servant is quietly observing the party. At the first sign of trouble, the guards can burst through the cloth to attack)
Gullifang, before taking his seat, introduces himself and each of the party members in turn. The Prince then introduces himself, and bids everyone to take a seat.
For about the next thirty minutes, the two sides converse. While Gullifang and the Prince should be the two primary speakers, Gullifang does occasionally ask the opinion of the various party members on certain points (an easy Diplomacy check to know the party members should remain quiet unless directly asked a question or feel a strong urge to point out something that Gullifang should consider or be wary of).
The main discussion first starts opens with Gullifang questioning the Prince's background and motives to start the unification. The questions then drift to what benefit Timora (and a lesser degree the Ten Hands) would gain, and what the Prince intends to do with the power he recieves.
The Prince amiambly replies about his background as the decendant of Mercedes, the would-be King of the city-states, had he not died at the hand of goblinoids several generations past. Because of that fateful death, instead the city-state that was the seed of the Great Kingdom ascended to power, and the remaining city-states continued their struggles against one another. The Prince states that reason he seeks unification is that he sees the potential of the city-states becoming as wealthy and powerful as the Great Kingdom. Furthermore, there would be no need to send warriors of the city-states to battle for the Great Kingdom, to only recieve scraps of payment while the Great Kingdom reaps the full benefit of peace in its own lands. Finally, the Prince believes that a united front of the city-states can crush the humanoid threat for once and for all, rather than simply push it back beyond the borders of the Great Kingdom year after year, bringing final peace to the new kingdom forever after. While the Prince expects to lead the newly founded kingdom, he plans for it to be a wise and just rule, devoid of the corruption and favoritism he's seen taint the Great Kingdom. For all intents and purposes, the Prince seems genuine in his desire to be rid of the hated humanoids of the West and the unification/creation of a kingdom that will be many times better than the "corrupt" Great Kingdom. It appears that the Prince (and Gullifang) have in the past encountered some of the corrupt practices of the Kingdom, though they don't mention anything specific.
After the half-hour has expired, whether or not all of Gullifang's (and the character's) questions have been answered, the servant reappears, reminding the Prince he has other guests to attend to. With that, the Prince thanks Gullifang (and the party) for coming and speaking with him, and asks what Lord Gullifang's answer is to joining the Prince's contingent. Gullifang politely replies that he will take "a day or two" to consider, and then give his answer to the Prince. The Prince commends Gullifang on his open-mindedness, then the servant gracefully sweeps the party out a side exit that will lead them back to the city. Waiting outside the tent is a guard, who asks if the group would like a tour of the encampment. Gullifang replies he would, while giving the party a knowing look (as in "this is a good opportunity to see what's going on around here").
The guard gives the party a tour of the encampment, stopping by most of the mercenary company tents where jovial, relaxing warriors greet the party acting as if the group's already signed on with the Prince. If any of the party corrects the "mistake", most are dismissive, saying they'll come around in time. Only one or two seems taken aback that the group didn't jump at the chance.
This is a great chance for some RP competition and "spying". There are arm-wrestling contests to be entered, weapon/style displays the warriors would enjoy displaying (perhaps even entering into a mock one-on-one with characters to prove whose "technique" is better), armor races (who can don armor the quickest), foot races (through obstacle courses of busy walkways and tents), riding competitions, archery practice/competions and even song competitions. One group even asks the party to dance a Timorian jig for the group (which Gullifang insists one party member attempt, if nothing else for amusement. If no-one volunteers, he "orders" the clumbsiest and most dextrous members to dance together).
Milling through the encampment should take about an hour. If the character does any spying whilst they move around they can learn the following:
1) All the forces allied with the Prince believe in the Prince's desire to make a better, unified nation.
2) There does not seem to be any preparation for war being made; the forces here are relaxed as if on vacation.
3) A small entourage of steppemen are acting as servants in the encampment, at the order of the Khan. They seem nervous around all the southerers. The southerers tend to be dismissive of their presence.
4) Two of the steppemen seem to keep showing up when the party arrives at another company's tent. If looked at, their gaze quickly drops to looking at their feet. If questioned, they deny being involved in any suspicious activity (actually, the Khan has asked the men to keep an eye on "new recruits" but given no reason why). Attacking or otherwise mistreating the steppemen will do nothing more than earn the ire of the city's Khan (and the Prince). Gullifang will oppose the characters mishandling the steppemen, even if they are spying ("Tis better we know they are spying and they see nothing, than to tip our hand and raise their suspicions that we are trying to hide something.")
After the party has toured the encampment, the guard brings them back to the front gate and returns the weapons to the party (as well as unbind the spellcaster's hands where the alarm won't go off). Gullifang gives the party leave to roam the city for the rest of the afternoon, learn what they can and report back in the evening. If asked if he intends to side with the Prince, Gullifang is pensive, he truly wants to have as much information first before deciding.
The rest of the afternoon passes quietly, as long as the party doesn't get into any mischief. In the evening they should return to their quarters where they dine with Gullifang and he asks them about what they found during the day. After dinner, everyone should retire to bed.
That night however, several black-clad steppeman assassins enter Gullifang's house, just before everyone falls asleep. They attempt to off the party and Gullifang, giving no reason for their attack. If captured alive, searching them reveals a tattoo on their right arm of a black dagger behind a blood-red cresent moon. Any assassin slain disappates in black smoke. If captured, the assassin attempts to kill himself rather than be kept alive - forcing the party to kill him if need be. (These assassins were hired from outside the city by the Great Kingdom. Their mission was to kill any mercenary company followers they found. The party happened to be their first target.)
If the party was aware of the steppemen following them at the Prince's camp, they may suspect the Khan (or the Prince) to be behind the attacks, and may wish to confront one of the two about the attacks. Gullifang however, suggests waiting to morning; now that assassins have been thwarted, they should be able to sleep peacefully and fully rested, be better prepared armed with wits to find out who sent them.
However, when morning arrives, there is a large crowd gathering of steppemen growing in the streets. Word reaches the party that the city's Khan was found dead this morning, slain by assassins. Clasp in the dead Khan's hand was the badge of one of the mercenary companies - the exact heraldry being up to debate. However, the steppemen on the street want southerer blood, and are willing to kill any southerners they cross at this point. It is in the best interests of the party to get out of the city and to the Prince's encampment before they are mobbed.
In fact, the growing mob outside is already pounding at the doors to the party's shelter. Luckily, there is another exit out of the building, but the characters will need to navigate the mob-filled street and make their way to the Prince's encampment.
The "chase" to the Prince's encampment outside the city walls should take the party through a variety of terrains and allow for several running combats and the use of creative magic or abilities. Early in the encounter, Gullifang and his two officers should get seperated from the party, leaving the group to find their own way out of the city to the encampment.
The mob doesn't only consist of peasants however. Several armed and trained warriors from the steppelands are mixed in with the peasants, and the local "circus" has had several of its more dangerous creatures liberated to attack the southerners, including a loosed chimera, which the party should encounter somewhere along the way.
When the party reaches the Prince's encampment, the forces there are on high alert. Trenches and make-shift walls are being erected facing toward s the city, but the mob inside the city has not yet attempted to move against the prince's encampment - there's simply too many warriors for an ununified push to be made against the encampment.
However, when the party reaches the Prince's encampment, they are quickly hussled inside, then taken as prisoners. Until the Prince can sort out who killed the Khan, all those who have not sworn their loyalty to the Prince are being held. Though the guards who attempt to arrest the characters are stern, they do not accuse the party of any misconduct - they are simply following orders. If they resist, magic is used to attempt to restrain them and the guards at first fight to subdue. If anyone in the Prince's encampment is slain by the party however, the force turns deadly.
If the party thinks to ask about Gullifang, they see him and his officers, likewise in chains, being escorted to the Princes tent. If he can, Gullifang tells the party to stand down and await his orders. He has a confidence in his voice that he will be back with the characters shortly.
If the party keeps a cool head, they do see Gullifang again shortly thereafter, and they are released from bondage and taken to the Timorians inside the encampment. At least for now, the Prince seems to believe that the Ten Hands had nothing to do with the Khan's death, however, Gullifang has been forced to pledge his allegience to the Prince to remain in the encampment. Word from the city is that the Khan's forces are now gathering in strength, and are preparing to march on the encampment to take it by force.
It looks like the mettle of the coalition is to be tested in short order...
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Adventure 7
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Adventure 7 - City Vs. State
The encampment of the prince is alive with activity. A makeshift wall has been erected facing toward the city, and forces are hastily digging a trench in front of the thin wall to make it harder for the Khan's men to assault the encampment. Servants and hanger-ons have been tasked to gather boulders from the surrounding area to fortify the sides of the encampment, and anyone who can swing a sword has been armed for the inevitable conflict to come.
Gullifang, the Lord of the Ten Hands, his two officers and the party have been escorted to the Timora section of the encampment to prepare. Though Gullifang has swore fealty to the prince, many of the others are suspicious, though the Timorians stand firm in support of Gullifang and the party. This period while the party arms is a great time for the PCs to roleplay the tensions between the Timorians and the Ten Hands, and to throw some salt at the characters with the insinuation of the other city-state legions infering the party to be either traitors or fair-weather friends of the prince -- only joining the legion because their own hides were on the line.
Just before a fight breaks out, or when the party is fully armed, the sound of warning trumpets blare from the front of the encampment. It appears a hastily organized mob of angry city dwellers are attempting to rush the barricade. However, before the party can move up, arrows fly into the encampment from the flanks, followed by a charge of steppe horsemen wielding bows and khopeshes. It is up to the party to help break the horseman's charge into the yet unwalled flank of the encampment!
Luckily, there are not many of the horsemen - about three per PC, and they break off the assault once the are reduced to 1/3 their number or less. The attack was meant more to frighten and test than to actually crush the PCs. Little does the party know that it is also a distraction so that the last surviving assassins from the Great Kingdom can use the battle to enter through the rear of the encampment - and melting into the crowd of warriors.
With the horseman driven off, the need to barricade the sides of the encampment becomes more crutial. Gullifang volunteers the party, along with a handful of servants and a few horses, to assist in bringing large boulders back to the encampment to help form a wall along the side of the encampment. It's an extremely dangerous proposition - the party will be away from the main force where they could be cut off or attacked by a superior force.
Luckily, the characters do not need to travel out of sight of the camp, and have carts with which to load stones into and let the horses do the heavy work of taking the stones back to the camp. Once the party gets rolling, it looks like a few hours of work will give them enough stonework to build a low, but durable defensive wall on the left flank of the encampment. This part of the adventure allows the party to shine in their creative use of magic, skills and ability to organize an efficient work force.
However, it turns out that the area the characters are working in is actually the home of a nest of giant ants. When moving one of the large stones to put it in a wagon, some of the workers accidently uncover a tunnel to the nest, and angry giants ants pour out. The party will need to act swiftly and decively to kill or drive back the ants; the main danger is not so much to the party but to the workers with the characters and the horses.
Once the party has dealt with the giant ant nest, they may begin trasporting the stone to the encampment. Just as they are wrapping up the operation, a steppe sniper sets himself in position and attempts to hamper the character's actions. He is in a fairly protected position between large rocks that makes area attack spells near worthless, and has with him two elite falchion-armed guards to handle anyone who attempts to melee with him.
After dispatching with the sniper, the party is free to finish transporting the stone to the encampment, where the stone is quickly erected into a barrier. By the time the barrier is half complete, the trumpets of the Khan signal the march of the city's army out of the great gates of the city. The army outnumbers the encampment by at least ten to one odds, though Gullifang assures the characters that the southerners have the advantage of skill over these hunters-turned-troops.
Envoys of the city's army and the prince's encampment meet just outside the fortifications. The characters are not sent out to be part of the envoy, but can the exchange from the encampment's edge. The prince's envoys attempts to settle the matter of the Khan's death peacibly, but the Vizier to the Khan will not listen, loudly accusing the prince of treachery most foul. The last words the Vizier speaks are words charged with arcane power, and four fiery meteors fling themselves from the heavens to utterly wipe aside the prince's envoy, leaving only a blasted crater where the envoys once stood. (yes, it is a Meteor Storm)
In a voice that magically carries across the encampment, the Vizier shouts that the envoy's fate will be shared with all those in the encampment. The scions of the traitorous prince have but one evening to make peace with their gods, and in the morning their death will be assured.
With that, the Vizier's army falls back to within the gates of the city. Many of the warriors are disheartened, and though none speak it, desertion is on the mind of many.
After the display, the Prince summons every arcane spellcaster to his tent. In the meantime, the clerics among the southerners organize a service for the evening, for warriors who wish to attend. Arcane caster PCs are ordered to attend the Prince's meeting. Clerics are encouraged to assist in preparing the evening service.
In the Prince's tent, plans are laid out. The Vizier cannot be allowed to bring his magic to bear, and the Prince wants the arcane casters opinions on the best way to counter the Vizier's magic - and possibly any apprentices the Vizier may have available. The Prince is willing to listen to any reasonable plan that can be brought before the group. If the PCs do not put forth a plan of their own, the Prince settles on a plan that has the strongest spellcasters prepare and ready Dispel Magics to counter the Vizier's spells, while the lesser casters are split into two groups - one to harry any other spellcasters in the Vizier's armies, and another group to drop spells on other enemy troops.
Just as the meeting of the arcane casters is about to break up, Gullifang breaks into the tent, with any remaining PCs. He offers a plan of his own - a surgical strike to eliminate the Vizier before tomorrow's battle. At first, the Prince is unwilling, thinking such an assassination would only make the situation worse. However, after Gullifang points out that the alternative is to face the Vizier AND his army in the morning - how could the situation possibly be worse? Eventually, the prince relents. Gullifang selects his group for the task of eliminating the Vizier, along with two warriors of the Prince's choosing.
The Prince agrees, and the two "warriors" he chooses to send along is actually Gallifax the Green, a moderately powerful sorceror himself and Dorian of MontCristo, a cleric that the prince trusts absolutely.
With the group thus chosen, Gullifang, the prince's chosen and the PCs secretly make their way toward the city, nearest where the palace of the dead Khan is closest to the wall. At the wall, Gallifax uses a couple of sleep spells to put the wall's guards to sleep. Then, with the use of mass invisibility and a rope of climbing, the group can easily scale the wall and enter the city.
However, upon touching the stone floor of the wall, a dispel magic targets the group, cancelling the mass invisibility, while an Alarm spell sounds that intruders are nearby. Gullifang, Dorian and his two officers order the party to take Gallifax with them to assault the Khan's palace while they delay the guard. With luck, Gullifang hopes, they will be able to keep the party's exit clear. Before they leave, Dorian gives the party a wand of cure light wounds for their battle ahead.
The party then has to manuever their way to the Khan's palace. Gallifax uses his magic to bypass the Wizard locks protecting the palace, allowing them access into the grand building. However, the party's entrance to the palace springs a Guards and Wards spell, and other protective magics woven into the palace prevent Gallifax's magic from locating the Vizier easily. The party will have to find the Vizier the hard way.
The palace is not only protected by the royal guards who dilligently patrol its corridors, alert that there are intruders about, but there are also several guardians/pets the Vizier, including a charmed gynosphinx, a dragonne and a stone golem that protects the old chamber of the Khan. The Vizier lives in a room adjacent to the Khan's royal chambers, and access to his room requires the characters to pass through the Khan's chambers.
The Vizier has entirely sealed off the door to his room with a wall of iron, using teleport to move into or out of the room as he wills. He's also used Wall of Stone over every window, making it practically impossible to enter his room without the use of magic. If the characters keep Gallifax alive, the sorceror can use dimension door or passwall to get the party into the Vizier's room(Gallifax anticipates the need for this spell, and saves a 5th level slot for the use of either).
(At some point, the party may well wonder how an assassin got in to kill the Khan in the first place. Luckily for the assassins and unfortunately for the party, many of the magical protections were not in place until AFTER the Khan had been slain)
Once inside, the Vizier attacks with all the fury he can muster, but he is alone and has cast some of his most powerful spells already for the day on securing the palace, leaving him somewhat easier prey for the party to take down.
Once the Visier has been dispatched, the party must make its way back to the wall, where they will find Gullifang and the others barely holding their position. Gallifax uses any magical spells he has remaining to create an opening for the entire group to escape back to the Prince's encampment.
If the party is successful, they are treated as great heroes upon their return. The Prince himself invites the party to dine with him, pulling out the best for the party. He warns that the city still outnumbers their forces ten to one, and that they may have only postponed the inevitable for a day or so.
For the first half-hour or so, the party is quite merry and the characters are encouraged to eat and drink. However, after this short period those who continue to partake of the food and wine soon find the room swimming. It quickly becomes clear that something is wrong...even the Prince becomes quite tipsy long before he should. As the party slips into a drug-induced sleep, the Great Kingdom assassins step toward the prince, their ugly, bright blades drawn. One grasps the half-collapsed prince by his hair and pulls back the Prince's head, baring the Prince's neck. Before the blow is struck, the last PC collapses upon the soft pillows of the tent and falls into a labored sleep...
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