Return to the Therran Scenario Page
Summary:
The PCs become entangled in a web of intrigue and deceit as they attempt to save true love.
Assumptions:
The PCs are in the town of Leaf Port in the land of Relum on the Isle of Onlor. One of the PCs is a member of the Asthurti Clan of gypsies.
Location:
Leaf Port, Onlor
Historical Date:
N.S. 31, Month of Harvest (fall)
DM's Introduction:
Note: This scenario is formatted a little like a stage play. This is for the DM's enjoyment and to help him get into the spirit of the scenario. While the scenario is designed to be a farce in the style of the Shakespearean farces, despite the similiarity in the name of this scenario to a famous play by the Bard, there is not intended to be any further correlation between the two. This scenario is NOT meant to mimic the play in any way, shape, or form.
In addition, this scenario is designed to be very heavy on role playing. If your players are not into this, it would be better not to run it, and simply blundering through the situations will not be very enjoyable (or productive). Clever DMs will schedule this scenario after a very combat intensive one, so as to provide a nice contrast. Historically, this scenario was played right after the scenarios Sins of the Brother and Raiders of Relum.
If there is no gypsy PC in the party, then the DM should change Reminey to simply be a rogue who has an old relationship with one of the PCs. This could be a childhood friendship, or Reminey could even be a relative, the black sheep of the family. The only real requirement is that the PCs care about Reminey and wish to aid him.
Finally, elements of this scenario require a bit of bending of the law and lines of authority. If the PCs have a paladin or other very straight-laced PC in their group, the DM should consider carefully about running this scenario, and perhaps excluding those PCs. Of course, this scenario is also about true love and the greater good and a Lawful Good PC can certainly simply favour his goodness over his sense of law in this instance.
Dramatis Personae:
Note that in many cases statistics are not provided for the below, as there should be no need for them to enter combat situations. Nevertheless, there is enough here for the DM to adjudicate statistics should the circumstances require it.
Duke Eliaas Fordner: N human male Aristocrat 6. Duke of Arvoria and the preeminent noble of central Wenestria. He has three daughters and a wife. The Duke is middle aged, 52 years of age, and has a stern countenance with shoulder-length dark brown hair and a well-trimmed moustache and goatee. He is used to having his way, and is known to be aggressive in business, with occasional rumours of underhanded dealings, though nothing that would be beyond the pale of the nobility. Aside from the King of Wenestria, he is the most powerful secular figure in Wenestria.
Lady Artessa Fordner: N human female Aristocrat 1/Expert 2. Eldest daughter of Duke Forder, betrothed of Master Perrink. She is 24 years of age and fair looking, with pale skin and long blond hair bound into a ponytail. She has led quite a pampered life, even on the rather rustic Isle of Onlor, as her father always dreamed of marrying her to an important noble on the Continent. Artessa is in love with Tymiron Evandy, and they have stolen some moments together during their childhood years and even recently. However, she has been raised to be a dutiful daughter and has reluctantly accepted her betrothal to Master Perrink, though this will change when she believes she learns the extent of Tymiron's love for her and when that same devotion is proven later.
Master Perrink Aunnog: N human male Aristocrat 2. Eldest son of Lord Mayor Briskol, betrothed of Lady Artessa. He is 25 years of age and somewhat pale in complexion, having lived a sheltered life. He knows little of any trade, though he fancies himself something of an amateur poet and playwrite. He is clean shaven with sandy brown hair and is somewhat tall and lanky. Speaks in a deep baritone voice that could be trained to a decent signing voice.
Lord Mayor Briskol Aunnog: LN human male Aristocrat 3/Expert 2. Count of Mostul in southwestern Algol. He has a single son and a wife. An older man, with grey hair and a grey beard. Briskol is proud of his family's illustrious history, and is a competant manager of the port of Mostul and the city's affairs. His family has been in charge of Mostul for centuries, and some wags even call the reigning Aunnog the King of Mostul. Though proud, Briskol is not haughty or arrogant and is prone to deal with things calmly and logically.
Reminey: CN human male Rogue 3. Member of the wain-riding Asthurti clan, secret lover of Master Perrink. He is trim but a bit short in stature, and has short dark brown hair and a tiny goatee under his lower lip. His dark brown eyes sparkle when he laughs. He is an impulsive lad, impulsive even for a young man and even for a gypsy. He tends to act out of emotion and deal with the consequences later, and even he is sometimes amazed at his luck.
Waddel Epifastori: CG human male Cleric 14 (Flupnir). Priest of the Temple of the Laughing Grape in Arvoria. He is a pudgy old man with a balding head and silver beard and cherub-like cheeks that end in slight jowls. His eyes are somewhat rheumy-seeming but can still sparkle with mirth when aroused. Like most of his ilk he loves a good jest, and specializes in complicated schemes that accomplish multiple goals. Humiliating the arrogant and pointing out the flaws of those in power are his specialities, as is bottling expert wines and drinking them.
Grimmon Evandy: Hetman and Mayor of Alonda. He has a son and a daughter and a wife. Grimmon does not figure directly into this scenario except in the background as the father of Tymiron.
Tymiron Evandy: NG human male Aristocrat 2/Warrior 2. Eldest son of Grimmon Evandy. He is a ruggedly handsome though still quite youthful looking 20 year old, clean shaven and with short cropped dusky brown hair and piercing green eyes. He is a youth with a fire in his belly, somewhat impulsive and gullible, but well-meaning and very brave, almost to a fault. There is every chance he would have been an adventurer had he not been the eldest son of his family.
A Note on Homosexuality in Therra:
Homosexuality is not widely practied on Therra. It is known and accepted amongst the nobility of some societies, including the Morakki Lands and the Empire of Antoria (much as it was in ancient Japan, Rome, and Greece). Nevertheless, it is still quite rare and regarded by most folk not as a sin per se, but as something that is not quite natural or normal.
This does not mean homosexuals are persecuted in Therra, but rather they are estranged, in the same way a Mordanti might be estranged from others not of his beliefs. Technically, an openly homosexual PC should suffer a -2 penalty to all Charisma based checks when interacting with most non-homosexual NPCs. This is even truer in Onlor, which tends to have a more colloquial world view. This explains why Perrink and Reminey have taken great pains to keep their relationship a secret. While this may seem prejudiced or unfair to the reader, keep in mind that Therra is not designed to be a politically correct world. In many instances, women are not treated equally in Therra as well, especially in the majority patriarchal societies. Amongst humanoids such as orcs and goblins this gender prejudice is even more pronounced, whereby the females are reduced to mere chattel.
Nevertheless, as the reader can plainly see, the purpose of this scenario is not to make fun of homosexuality, but actually to point out to the players their own preconceived notions as to what constitutes true love!
The Story so Far:
When it was proposed to Lord Mayor Briskol that his eldest son marry the daughter of Duke Fordner, he jumped at the chance. Such a marriage could improve the fortune of the Aunnog family quite a bit, solidifying trade relations between Mostul and Wenestria. Of course, it never occurred to Briskol that there was no love between his son and the Lady Artessa and it was a rather lame explanation when Duke Fordner said that he wanted this marriage because he wanted to marry his daughter to an honest and humble Algol noble family in order to secure favoured use of the small port at Mostul.
What Duke Fordner really wanted was to have the Ring of Aunnog come into his family's hands. The Ring of Aunnog, a family heirloom of the Aunnog family, is thought to be simply a minor magic item with a magic mouth ability to, once per day on command, recite a short poem that is an ode to the first noble of the Aunnog family. The poem is delivered as a song, sung by a stunningly beautiful man's voice:
In later days of Onlor
Who shall not recall
Garrick's fight amid the swamp
Ere his final fall?
When he saved Algol's King!
However, this power is really a facade to conceal another enchantment placed on the item. This is a magic aura trap, that triggers once every 7 days at midnight. This trap casts a magic aura spell at 7th level on the ring itself. This trap, in turn, conceals the true power of the ring, for it is a ring of three wishes with a single wish spell left in the form of a large ruby set slightly off center. Because of the magic aura spell, the true strength and school of the ring (evocation, as it was created using a miracle spell) is hidden except for a single round at midnight at the end of each calendar week when the spell is recast by the trap onto the ring. The trap itself is magical and detects as faint illusion, but that is masked by the magic mouth effect, so that the ring would be expected to generate a faint illusion aura due to the magic mouth spell.
When Garrick's widow was presented the ring by the King of Algol himself in gratitude, it had 3 charges and 3 rubies. The widow kept the true power of the ring a secret, and only informed her heir, her eldest son, when she bequeathed it to him and he presented it to his wife. Unfortunately, that heir died after siring a son but before he could tell his son or wife of the ring's true powers, and so the use of the ring was lost and it reverted to a charming curiousity and a valued family heirloom.
Both Garrick's widow and his son each used a charge from the ring during their lives. Garrick's widow also commanded that the ring be valued as the primary heirloom of the Aunnog family and that it should always be presented to the heir of the family. It is also given by the heir of the family to his wife as a part of the wedding ceremony, in honour of Garrick's widow having been presented it by the old King.
The ring was created by an high priest of Flupnir of eld, who dwelt in Algol City and had the favour of the King as court jester. Flupnir is the source of power for the wish spell, and as such his temple had the secret and lore to craft such a powerful item. Only recently, the high priest of Flupnir in Arvoria, the Temple of the Laughing Grape, came upon lore that revealed the true nature of the Ring of Aunnog. Delighting in this knowledge, and thinking how best to sow a little discord and, at the same time test the bounds of his Duke's greed, he informed Duke Fordner of his finding. The Duke, desirous to have at his beck and call a wish spell, thereby commenced to arrange the marriage of his daughter Artessa to Perrink Aunnog, knowing that the ring would be presented to his daughter and since no one knew of its powers but he, the wish would be available to him by way of his daughter. He had merely to visit his daughter in Mostul and ask to see the ring for a moment.What use he would put to the ring he has not yet decided. Perhaps he plans to save it for an emergency. Or perhaps to elevate his status or his wealth or to take down a rival.
And so, Artessa was betrothed to Perrink. But there are complications. For Perrink is not, shall we say, a ladies' man. He rather fancies the men...a certain man in particular in the form of one Reminey, a member of the wandering clan of gypsies called the Asthurti Clan, who came to Onlor after having been driven out of Jaggarth. Reminey met Perrink in Arvoria when the Lord Mayor and his wife and son came to the Duke's keep about two months ago to negotiate the formalities of the nuptials. At the time Perrink was not aware of the purpose of the journey to Arvoria, and so he could not tell Reminey of it. Reminey was wroth when he finally learned that his beloved Perrink was being married off to Artessa. And so he contrived to steal the Ring of Aunnog in order to prevent the wedding. While the ring is technically not required by any law of Wenestria or Algol to validate the wedding, it is a time honoured Aunnog family tradition that it be given to the wife as a token of the wedding bond. More importantly, the Duke Fordner is absolutely adamant that the ceremony include the ring. Ostensibly, his excuse is because he wants the wedding to be perfect, and for the people of Mostul to properly accept the marriage and any later heirs the wedding must be seen as completely legitimate. Of course, in actuality it is because Duke Fordner has no reason to marry his daughter to the Aunnog family without the ring. So, no ring...no marriage.
Meanwhile, Artessa is actually in love with and loved by Tymiron Evandy, eldest son of the Mayor of Alonda, a small village within the borders of Duke Fordner's duchy. However, Tymiron's station is so below that of Artessa's that there is no hope that Duke Fordner would ever consent to a marriage between her to him.
So it is that you have two parties very interested in finding the ring...Duke Fordner and Briskol Aunnog. You also have four parties that technically want the ring never to be found, Artessa, Perrink, Reminey, and Tymiron. However, Reminey and Perrink are reluctant to divulge the true nature of their relationship. Furthermore, Artessa and Tymiron have also kept their desires secret, out of the hopelessness of their desire for each other and Artessa's wish not to anger her father.
Of all of the parties, only the Duke Fordner and Waddel, the priest of Flupnir know of the ring's true powers.
-----------------------
Reminey has taken the ring and fled east into Relum, eventually coming to Leaf Port. He seeks a member of his clan that is known to dwell in that town and might be able to aid him. He is pursued by the Duke's men as well as bounty hunters. The gypsy's identity was determined by questioning the staff of the Lord Mayor (he was a well-known friend of Perrink during their time in Arvoria, though he would go by the name of Glouster when visiting Perrink and the Duke's keep) and the use of divinatory magic. Duke Fordner cannot figure out precisely why Reminey stole the ring and is worried that the lad has somehow found out the power of the ring. Therefore, the Duke has encouraged his men to slay Reminey so that the secret of the ring dies with him. Of course, the Duke is worried that Reminey might use the ring in extremis, but figures that this risk is worth it.
The Tickster's Dealings:
Waddel the Flupnir priest will be present at various points of this scenario, manipulating events and generally trying to see it to its conclusion. His motivation for this whole scenario is to subtly guide and manipulate all parties so that everything works out to his satisfaction, including the return of the ring to its rightful owner, the exposure of the Duke as only interested in the ring (despite the fact that it was Waddel himself who first informed the Duke of the powers of the ring!), the blossoming of two instances of true love, and a nice dose of chaos and surprise before the end.
There is no need for the DM to even bother to play out his interactions. He is high enough level that the DM can reasonably simply rule he can move around undetected. Nevertheless, most of what he accomplishes is by means of spells like invisibility, nondetection, and word of recall and if the PCs can somehow defeat these measures, the DM can feel free to actually game out Waddel's machinations. Remember, however, that Waddel gains a +5 caster level check bonus when casting nondetection on himself, and as such has an effective DC of 29 against caster level checks to pierce the effect. There is almost no chance the PCs will be able to do this.
Specifically, Waddel first follows Reminey, and in fact was helpful in allowing him to steal the ring and escape from his hunters. More to the point, it was Waddel's whisperings in various guises that gave Reminey the idea to steal the ring in the first place! When Reminey makes contact with the PCs, he learns of their plan by eavesdropping and then magically transports back to Arvoria, where he then causes the bit of clothing to fall from Artessa's handmaiden's basket at the precise spot where she can espy the note in the well. The priest then convinces Tymiron that the PCs have abducted Artessa. He then alerts Perrink that his love awaits him at a secret location and to head east with all due haste in disguise along the coast road towards Leaf Port East and helps the lad leave the keep unseen. He tells Perrink to remain in Leaf Port at a certain inn until he comes for him. Finally, the priest meets up with Tymiron and accompanies the youth on his journey to track the PCs, making sure he keep on their trail and that the PCs cannot double back on the youth or await him in ambush. When Tymiron finally nears Leaf Port, Waddel leaves to fetch Perrink and leads him to the ruins where the final scene takes place.
ACT ONE - SOMETHING NICKED THIS WAY COMES
In this act the PCs save Reminey from a group of hunters, and are introduced to his plight and recruited to aid him by bearing a letter to Arvoria in his stead.
Scene One (EL 4):
Reminey comes into town fearful, out of breath, and in a sweat. He approaches the gypsy PC and makes the secret signs of his clan signifying greeting and need of aid. Shortly after doing so (a mere matter of a round or so), some hired hunters will burst into the area and advance on Reminey. They are quite angry at Reminey, as he has not only given them the slip many times in their chase across Wenestria, but he has managed to humiliate them as well, taunting them and leaving tokens of his disdain behind for them to find. As such, they will be out for blood.
Creatures: The following encounter assumes that Reminey is with the gypsy PC and no one else, perhaps at the PC's place of employment. If the DM wants, he can have them come on the PC in the company of one or more of the other PCs, perhaps dining at a tavern or at worship services. If so, the DM should add more hunters so that the EL of the encounter is equal to the party level of the PCs and Reminey plus 2.
| REMINEY CR 3 Male human Rogue 3 CN Medium humanoid (human) Init +2; Senses trapfinding; Listen +4, Spot +4 Languages Common, Elf, Wain AC 13, touch 12, flat-footed 11; trap sense +1 hp 16 (3 HD) Fort +3, Ref +5, Will +2; evasion, trap sense +1 Spd 30 ft (6 squares) Melee shortsword +3 (1D6+1) Melee shortsword +1 (1D6+1) and dagger +1 (1D4) Ranged sling +4 (1D4+1) Space 5 ft; Reach 5 ft Base Atk +2; Grp +3 Atk Options sneak attack +2D6 Combat Gear shortsword, sling, bullets (10), dagger, potion of expeditious retreat (CL 1), potion of cure light wounds (CL 1) Abilities Str 13, Dex 15, Con 14, Int 14, Wis 13, Cha 14 Feats Skill Focus (bluff), Skill Focus (sleight of hand), Two-Weapon Fighting Skills Appraise +8, Bluff +11, Diplomacy +10, Disguise +6 (+8 when observed), Escape Artist +6, Gather Information +4, Hide +6, Listen +4, Move Silently +6, Open Lock +6, Search +6, Sleight of Hand +13, Spot +4, Swim +3, Tumble +8, Use Magic Device +4 Possessions combat gear plus padded armour, leather sack, belt pouch (with hidden flap DC 25 containing 5 pp and a 55 gp garnet), hollow lead-lined boot heel (DC 25) containing the Ring of Aunnog, 10 cp, 13 sp, 4 gp, waterskin |
| HUNTERS (2)
CR 2 Male human Ranger 2 N Medium humanoid (human) Init +1; Senses Track; Listen +4, Spot +4 Languages Common, Halfling AC 15, touch 11, flat-footed 14; Two-Weapon Defense hp 13 (2 HD) Fort +5, Ref +4, Will +3 Spd 30 ft (6 squares) Melee longsword +4 (1D8+2) Melee longsword +2 (1D8+2) and dagger +2 (1D4) Ranged composite longbow +3 (1D8+2) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Atk Options favoured enemy (+2 magical beast) Combat Gear longsword, dagger, composite longbow (+2 Str bonus), arrows (20) Abilities Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 11 SQ combat style (two-weapon combat), favoured enemy (+2 magical beast), wild empathy +2 Feats Skill Focus (survival), Track, Two-Weapon Defense, Two-Weapon Fighting Skills Climb +4, Heal +5, Hide +4, Jump +5, Knowledge (geography) +3, Listen +4, Move Silently +4, Ride +6, Search +6, Spot +4, Survival +9, Swim +3, Use Rope +6 Possessions combat gear plus chain shirt, belt pouch, backpack, bedroll, waterskin, flint and steel, wooden holy symbol to Firlott, bounty scroll, 45 cp, 20 sp, 16 gp, 4 pp, manacles, key to manacles |
Tactics: As mentioned, the hunters are angry and are out for some payback. They are not, however, evil or cold-blooded murderers, but they will draw their arms and attack. They have already determined during their long pursuit that Reminey will not come quietly, and so won't bother to ask him to surrender yet again. They will demand that any bystanders stay out of their business with Reminey. If pressed as to why they seek him, they will simply say that they have a writ from the Duke, and that will be that. They will not bother to show their bounty scrolls to any PCs, figuring Reminey will use that distraction to flee them yet again. In fact, any parley will be a sentence or two at most before they simply attack Reminey.
As long as the PCs only interfere verbally, the hunters will ignore them. If they interfere otherwise, the hunters will attack, though only to remove the PCs from being in the way of Reminey.
These hunters are brave, but not foolish, and they will not throw away their lives, even for the reward offered. If necessary, they will flee.
As bounty hunters pursuing an offer from a lord of Wenestria, the local authorities will not lift a finger to punish the hunters.
Developments: The hunters will not slay Reminey if he is defeated. Instead, having released some of their wrath, they will begin to search him thoroughly, and will find his hidden heel compartment after taking 20 (they need to roll a 19 to find it). They will not bother to bind his wounds unless a DC 15 Diplomacy check is made, though they will allow others to bind his wounds. Assuming Reminey is defeated and the PCs back down, they will allow hostilities to cease. At that point all they really want is the ring and their reward. They will then attempt to take the ring and Reminey back to Arvoria. However, if the PCs want to keep Reminey they will do so if offered 500 gp in compensation for their lost reward. If the PCs seem relatively able to offer a fight, the hunters can be persuaded to accept less, or even nothing in exchange for leaving Reminey. Reminey, if he is able, will beg the PCs to take back the ring, explaining his plight as per Scene Two below (out of hearing of the bounty hunters if possible). Should the PCs refuse to stop the bounty hunters, then Reminey will basically try to convince the PCs to travel to Arvoria faster than the bounty hunters and convince his beloved to come to him anyways...before news of the ring's recovery reaches Arvoria.
The hunters do not know anything beyond what is written in the bounty scrolls.
Depending upon where the fight occurs, eventually the town watch will respond. This will take at least 2 minutes (by which time the fight should be over). If the PCs are still around, they will be marched off to speak with the sheriff. If the PCs can Bluff or use Diplomacy to make the sheriff friendly (normally he will begin as indifferent unless he has reason to dislike the PCs or if they harmed bystanders or were particularly bloodthirsty in their battle with the hunters, in which case he might be unfriendly), then he will be willing to regard this whole affair as beyond his jurisdiction and let the PCs and Reminey go, as long as the latter promises to leave town by the next midday. If the sheriff cannot be convinced, then he will attempt to lock up Reminey and send word to the Duke. In this case, the DM can try to have Reminey speak with the PCs from his jail cell and tell his story (see Scene Two below), though some parts of the rest of the story may not quite work as planned. Alternatively, the DM can simply let events happen, whereby eventually the Duke's men come for Reminey, take him and the ring away, and the scenario is effectively over.
Treasure: The bounty scrolls bear the seal of Duke Fordner (Knowledge [nobility and royalty] DC 15) and read:
2000 gp for the return of the Ring of Aunnog which has been stolen from the Lord Mayor of Mostul by one Glouster. 500 gp for the return of Glouster. Reward offered by Duke Fordner of Arvoria. The document is then signed "HIS GRACE FORDNER OF ARVORIA"
Scene Two:
Assuming the PCs defeat the hunters, Reminey will ask them for a place to hide out momentarily to catch his breath and explain things before the town watch arrives. The PCs can choose any suitable place, and assume that it will take at least another 10 minutes for the watch to find them even if it is a known place (like a church). If the PCs take him to a well-hidden spot where none of the PCs is known to frequent, then they can remain unmolested for as long as they like.
Once safe for the moment, Reminey will thank the gypsy PC in Wain before explaining his situation:
|
I am Reminey of the Romani. I wish to thank you my brother and your friends for rescuing me from those hunters. I will not deny what is in the bounty scrolls carried by those men. A name I have gone by is Glouster, and I have indeed stolen something. But I assure you, I have acted not out of greed, but out of love! You see, the ring I have stolen is an heirloom of the Aunnog family of Mostul in Algol. It is has been used by generations of that family as a wedding ring between the eldest heir of the Aunnog family and his bride. It is, in fact, required for such nuptials to take place. But the marriage between the daughter of Duke Fordner of Arvoria, the Lady Artessa, and the son of Briskol, the Lord Mayor of Mostul, who is called Master Perrink, is a loveless marriage, perpetrated by the uncaring Duke Fordner and the ambitious Lord Mayor Briskol with no care our thought as to the true heart and affections of their children. But I care. For my interest here is one of true love...mine and my most precious beloved. I could not allow this wedding to happen...it is a travesty to the Goddess Mustiglior herself and a lie against the very words of the marriage ceremony to be said by the priestess! I know I have done a crazy thing. And I know I have put myself in danger. But for true love I care not. I would risk everything for my beloved. What I have done now...that is I think a great sign to my beloved of the depth of my affections. If I could but speak to my love, I know that I could convince my dear to call off this wedding, despite parental pressure, and to instead come with me. But the Duke...he is quite angry. I am sure he wants to see me dead. I cannot even dare to approach Arvoria, for he scours the countryside for me and I am sure there are many men who wish to collect in this reward. You! How would you like to perhaps collect the reward for yourself? Yes! All could be put right again with your help, and you could come out with 2,000 gold pieces in the bargain. The ring is returned, you are wealthy, and I am with my lover! The Gods MUST be willing to smile on that...even old Flupnir himself! |
With that Reminey will see if the PCs are willing to aid him. If asked when he stole the ring, he will say it was about three weeks ago.
If so, he will suggest that he write a letter to his beloved and the PCs merely have to travel to Arvoria with it. He will then ask for parchment and a quill and ink and begin to spend a few minutes penning a letter and occasionally thinking for a moment before continuing to write. If the PCs attempt to read what he is writing, he will request that they give him a bit of privacy.
If the PCs refuse to aid him, then the scenario is effectively over. Of course, the PCs can certainly alter some of the specifics of the plan without endangering the scenario. For example, they could insist on taking possession of the ring, to make sure Reminey isn't lying about all of this and intending to flee with the ring when the PCs go to Arvoria.
Reminey's Instructions to the PCs:
Once finished, he will sign the letter, seal it in another piece of parchment with some wax, and hand it to the PCs. He will instruct them as follows:
|
Thank you for helping me! The gods will smile on you for this, of that I am certain! And you will be richly rewarded. Please take this note and go to Arvoria. There is a well nearest the northern gate of the Duke's keep and there is a crack at the base of the north side of the well. you should place the letter in the crack...and do so at night so as to be unseen. Every morning, a friend of mine knows to check for secret missives I have left to pass onto my lover. This friend will check the well every morning, and finding the letter will pass it on. The letter shall instruct my love to come to the same well the next night to meet you. To identify yourself, you should say the word "ravenhawk" and my beloved will respond with "saint and sinner". This will identify the two parties to each other. You should only refer to my beloved as Marvya, so as to avoid anyone overhearing any names and knowing who is with you. You should then escort my lover back here, to a place nearby to Leaf Port that I know of where I can hide out. I have drawn a map to my hideout in the letter, so my beloved shall know where to find me. Once you return with my beloved, I will give you the ring, which I will have no further use for, and you can return it to the Duke for your reward! I and my dear heart will elope and love shall prevail. |
If asked about using the name Glouster, Reminey will say he had to use false names in order to meet his beloved in secret liaisons.
Once all is in order he will thank the PCs and repair to his hideout, a hidden place in the nearby woods to the northwest of the town (near or perhaps in the ruins mentioned in the scenario entitled One if by Land).
Reminey's Note:
The sealed note that Reminey gives to the PCs to place in the well in Arvoria is not supposed to be read by the PCs. Nevertheless, inquisitive PCs may wish to do just that, and it should not be too difficult to open the seal carefully and then reseal it (assume a DC 15 Forgery check or a DC 15 Sleight of Hand check is needed to successfully do this, and the PCs can take 10).
The note reads as follows:
|
My dearest beloved. Please know that my absence does not mean that my love for you has diminished in any way. I have gone not to extingiush our flame but to kindle it into a roaring blaze of passion. I have taken the ring. I and no other. Not for profit...no. But I have risked all to stop this loveless sham of a wedding. Sleeping Mustiglior must be weeping in her dreams at the thought of you being thrust into a lifetime of marriage to one for whom it is not possible for you to love. I love you, my dear, and I hope my deed has shown you the depths of my feelings for you. I have left you this message in the hope that you will allow your heart to rule and you will come to me. I know a ship that we can get passage on and we can go to a new life together in Jerranq...unfettered by the bonds of parents, politics, or society. Please come to me, my darling! The time is now...or never. If you come to me, I will return the ring; I want no other treasure but you. There is a group of friends who await you at the message place this very night at midnight. They will recognize you by your saying "saint and sinner" to them and you will know them because they will respond "ravenhawk" to you. You must come in disguise...you know the one I like. For you must not be recognized on the road. Stay in disguise the entire time...for the Duke's men are already scouring the land looking for me and the ring. If they find you I don't guess to think what might happen but surely we...our hope...will be lost forever! In fact, use a false name while on your journey to me. Call yourself Lady Marvya. Ask your companions to only refer to you by this name at all times. For all intents and purposes on this journey you do not exist...only your new identity. This is important because of the many eyes and ears that will be open and searching for you. Even an idle misspeak can mean doom! Insist in this discipline from your companions from the start. Trust none but the companions I have sent...and keep a loose eye even on them. They will escort you to Leaf Port in Relum. I await you at the hidden spot indicated on the map below. The companions will bring you to me...and then I will have them return the ring to the Lord Mayor and you and I can go to bliss. Please make due haste and use all care, my beloved. I count the days until we are together. (signed) [a map follows showing the hideout near Leaf Port] |
Developments: Reminey is striving not to inform the PCs of the true nature of his beloved. In fact, the missive obliquely instructs Perrink to disguise himself as a woman. Nevertheless, a clever PC may notice that Reminey refuses to use any sort of gender-based words when referring to his beloved. He hopes the PCs will simply assume his lover is the Lady Artessa, will drop off the note, and will not know enough to realize that the person who meets them is not Lady Artessa and not even a female.
If asked point blank whether Lady Artessa is his lover, or if he is cornered into confirming his lover's identity, he will lie and say it is Lady Artessa. If under the sway of any sort of truth-sensing magic, then it is possible he will be exposed, though remember that every bit of his story is true...so unless the PCs ask him specifically if the Lady Artessa is his lover, he may be able to slip by.
The PCs can also attempt to use Sense Motive here. A DC 20 Sense Motive check is required for a PC to get a hunch that Reminey is nervous. If questioned, he will try to Bluff by stating that he is nervous that the PCs will simply give the Duke the letter, accompany the Duke to his hiding place, and try to copllect the full 2,500 gp reward at the cost of his freedom or his life. A second Sense Motive check against Reminey's Bluff check (the DM can assume a roll of 10 or roll it himself) will confirm that Reminey is lying as to the source of his nervousness. The PCs can then question him further, but he will do everything in his power to avoid admitting that his beloved is actually Master Perrink.
If push comes to shove and Reminey is cornered or his mind is read (for example using a detect thoughts spell) and he must admit the nature of his lover, then the key plot twist in the scenario will be revealed earlier than intended, and without the desired effect. Nevertheless, the DM should not pervert the actions of the PCs and the persistence of the players by short-circuiting this course of events. The DM still has one last chance to have some fun by having Reminey let the PCs read his missive, which instructs Perrink to come out in drag so as to avoid recognition and refer to himself as the Lady Marvya. As such, when Lady Artessa arrives instead of Perrink, and the PCs call her by her code name in the letter (Marvya), Artessa will accept that as her code name and will agree to accompany the PCs. In the end, the sexual orientation of Reminey will not be a surprise twist, but the PCs will have still brought the wrong lover back to Leaf Port and they will still have to deal with Tymiron Evandy!
Scene Three:
The journey to Arvoria will take about 2 weeks and should be quite uneventful. For a more detailed description of the journey, DMs can refer to the scenario entitled Worth a Thousand Words, which describes the journey from Leaf Port to Jaynith, which is the village just before Arvoria.
It is possible, staying in inns along the way, that the PCs will encounter local gossip about the stolen ring and busted nuptials, including how angry the Duke seems to be, and how disappointed the Lord Mayor is. In addition, the PCs should come across wanted posters with vague sketches of Reminey detaling a reward for the capture of Glouster (500 gp) and return of the Ring of Aunnog (2,000 gp).
The DM should also have groups of hunters appear on the road, looking for Reminey/Glouster. These will be a mixture of the Duke's men (mounted in chainmail and with livery) and a variety of bounty hunters, some reputable-seeming and others of dubious appearance. The DM can have some fun with the various types of groups and even have them perhaps shouting at each other or even coming to blows in an inn.
The PCs should basically get an idea of how much of a stir Reminey has caused in the region and how much heat is on him. Beyond this, however, the PCs will arrive at Arvoria unmolested.
ACT TWO - ALL ISN'T WELL THAT ENDS AT THE WELL
In this act, the PCs place the letter from Reminey in the well, but the wrong person finds it. She, a maidservant of Lady Artessa, brings the letter to the Lady. The Lady believes the letter is from Tymiron and eagerly goes to meet the PCs. The PCs return with her to Leaf Port, eluding patrols that are now searching for the missing Lady as well. Meanwhile, Tymiron, believing the Lady to be abducted by the PCs, follows them while sending for help from his father.
Scene One:
Arvoria is described in The Onlor Gazetteer, but its description is reproduced here:
|
The second largest city in Wenestria, Arvoria boasts a population of about 12,500 persons. For the most part the inhabitants are human, as the halflings are rather prevalent in the various villages scattered throughout the Duchy of Arvoria. The Duchy is the largest in Wenestria, owing to the fact that at the time of the ducal division of lands, the area between Jaynith and the Enstenearth River was a wilderland. Over time, humans and halflings have migrated into and populated the area, and the Duke of Arvoria, who was granted the lands initially as more of a burden than a blessing, now has perhaps the largest Duchy or County on the island. The Dukedom extends along the entire central lowlands from hills in the north to coast in the south. To the west, it includes Plowton, Alonda, Udarch, Matavilch, Goodsail, Beida, and Quaend. To the east it counts Teln, Bar Hole, Jaynith, Shunt Meadow, Hunthold, and Bosch as within its precincts. The city is partially walled, in that there is the central castle complex of the Duke on a hill at the centre of the city and another wall set further out in a ring around that. About 3/4th of the population is surrounded by these high stone walls. The remainder of the population lives in houses outside of the city walls. Arvoria is situated in an excellent natural harbour, sheltered by two rocky spurs of land which keep the Bay of Arvoria calm and sheltered. Fishing is plentiful in the bay, as are oysters and clams. In addition, much of the wares grown in the villages of the Duchy make their way to the huge market of Arvoria for offloading onto ships in the large harbour or to sell directly in the marketplace. Of course, farmland is also harvested around the city itself. The Duke of Arvoria trains his soldiery well, and the Silver Shafts are an elite and well respected body of pikemen said to be so disciplined that they once stood up to a charge of wyverns in a battle against the Deceiver on the Continent many centuries ago. As the main community of central and eastern Wenestria, Arvoria has many temples, which serve as headquarters for the various shrines and smaller temples scattered through the lowland villages. Such temples present within the city include churches of Aghorrit, Cotrunul, Dhalis, Erinhoru, Flupnir, Hastaffor, Heleniarr, Hindarr-quag, Hotor, Indolle, Melinna, Meredros, Mergurr, Mustiglior, Pindar, Ringkol, Ularinn, Vastalla, and Vinstarria The Flupnir temple is overtly situated outside the walls amid some vast vineyards where Flupnirian wine is brewed. The temple here attempts to maintain a veneer of respectability, emphasizing the wine aspect of the Trickster god, but many folk suspect this is merely a front for less noble pursuits. The Hastaffor temple is adjunct to the Arvorian Thieves' Guild; a clandestine operation that is occasionally subject to rousting when thefts get out of hand, but usually is situated somewhere in the portion of the city outside of the city walls. Arvoria has a small community of magical colleges. These include a School of Conjuration, and a School of Abjuration. There is also a medium sized church of Mordant here, which is basically an outpost of the main churches in Lochnirr. Although the King of Wenestria does not station any of his navy here, the Duke of Arvoria is wealthy enough to afford a small navy of his own to protect against pirates and the like. It is also known that if necessary, the Schools of Abjuration and Conjuration can team up to have air elementals lift and fly specially made airboats, which are about the size of a small longship and can fly as high as its controller wishes. |
The PCs will have no problem making their way to the assigned well. The Duke's keep atop the central hill is surrounded by a wall and moat, but citizens are allowed to approach the keep without molestation, especially in the daytime. In the daylight, the area around the keep is well-trafficked, and it would be difficult at best to plant the note during the day. A DC 20 Sleight of Hand check would be needed to do so, though frankly, even if a citizen saw the PCs slip a note into the crack in the well, at the very worst they would assume something slightly shady was going on but it would be none of thier business. The presence of the thieves' guild is known here, and few normal citizens care to get involved. As long as the PCs did not attempt to slip in the note in the presence of the city constabulary, they should be fine.
Nevertheless, at night the area is quite deserted, and presents a much easier opportunity to convey the note anonymously.
Scene Two:
At some time very early the next morning, if the PCs observe the well they will notice a buxom, blond-haired middle-aged matron with a basket of clothing in her hands come by the well. As she passes by the well, an article of clothing drops out of the basket right by the north face of the well. The matron bends down, picks up the sock, and looks at the base of the well for a moment. She then picks up the note, opens it, reads the note, and gets a look of joy on her face. She quickly looks around as if trying to make sure she has not been noticed, and then tucks the letter into her basket and quickly heads into the keep with a little spring in her step.
The lady is not the maidservant of Master Perrink. She is, in fact, the maidservant of Lady Artessa. What to the PCs might have seemed to have been a clever ruse to pretend to drop the article of clothing in order to cover her retrieving the letter is actually an accident fomented by Waddel! When the lady reads the letter, she assumes it is left here by Tymiron for Artessa. After all, the contents of the letter leave little doubt that it refers to the marriage of Artessa and Perrink.
Two hours after the maidservant leaves, the maidservant of Master Perrink arrives...a youngish lady with red hair made up into a bun. She strolls by the well pretending to read a book, absently twirling a little copper chain which she will drop at the north face of the well. She will bend down to pick up the chain, look in the crack at the base of the well, and seeing nothing, will simply move on about her business...another day like most days without any message from Glouster to Perrink.
If the PCs simply leave the letter in the crack and then retire until the next night, then of course there is nothing to observe, and the action should proceed to Scene Three. However, should the PCs stay to observe the well in the morning (out of suspicion, curiousity, or whatever) then they will observe the blond maidservant of Artessa find the letter. They may find it curious that she unseals the letter and reads it, but her reaction to the letter should convince them that she is familiar with the events mentioned in the letter. If the PCs attempt a Sense Motive check when she drops the clothing, any result will simply turn up that it appears for all intents and purposes that she dropped the article by accident. Of course, this will probably simply convince the PCs that the maidservant is quite canny.
The only real reason for suspicion would be the very unlikely chance that the PCs observe the first maidservant and then see the second once two hours later. In this case the DM needs to play it by ear. The PCs will no doubt worry that the wrong person may have gotten their letter. Should they immediately accost the second maidservant, they will find that she is not very forthcoming, as she is sworn to Reminey/Glouster and her master Perrink not to divulge their forbidden love. That said, if sufficiently threatened, convinced, or charmed by magic she will reveal whatever she is asked and is able, including that she is the maidservant of Master Perrink and that she picks up messages in the well left by Glouster. If pressed further by PCs starting to understand the situation, she will admit that the letters are for Master Perrink and that the two are lovers. Of course, this effectively ends the revelations of the scenario, and in this case the DM can simply revert the scenario to a simple escort mission for a disguised Perrink should they reveal Reminey's instructions or desires to the maidservant or her master. Even then, Artessa will also show up the next evening, which the PCs should suspect might happen, and they will have to explain the situation to her as well.
Nevertheless, the chances of the PCs sticking around 2 hours after the first maidservant should be remote at best.
Should any of the PCs use mind reading magic (such as detect thoughts) on either maidservant, the DM must adjudicate appropriately.
The first maidservant will express some astonishment at finding the letter, curiousity at what it might say, and then delight when she reads it. She will then think thoughts of joy that her mistress, the Lady Artessa, may finally agree to follow her heart and elope with Tymiron.
The second maidservant will be thinking that she must drop her chain to cover her movements, and will then note there is no letter and then move on.
Scene Three:
Leaving Arvoria:
The next night at midnight the PCs will see two forms in cloaks at the well, crouching behind it so as to be unseen to casual passersby. If the PCs have staked out the well before midnight, then they will note two cloaked figures emerge from the keep and travel along the moat road to the well.
The two figures are the Lady Artessa and her maidservant. She will be well cloaked, trying to avoid anyone recognizing her, and also wears a disguise she has used before to slip beyond the keep gates and meet in rare trysts with Tymiron when he has come to the city. The disguise is by no means complete, being a simple matter of a wig of red hair covering her brown tresses, and only a far off casual observer would mistake her for another. The Lady Artessa will come forward to the PCs once they present themselves to her and she will whisper "saint and sinner". Should the PCs give the countersign "ravenhawk", then she will whisper that her name is Lady Marvya and she is anxious to be off before her father misses her and calls out the guard. The maidservant will be seen to be carrying a small chest and a leather sack over her shoulder, both of which contain some personal effects, toiletries, keepsakes, and clothing for her mistress.
Lady Marvya will say that she and her servant have horses ready for them at a nearby inn (perhaps the one at which the PCs are staying) and will urge haste so that they can be as far as possible from Arvoria by dawn before her father finds her missing.
With that, unless the PCs have other ideas, the group will retrieve their mounts and exit the city. Should the PCs mention Reminey's name (or Glouster), Lady Marvya/Artessa will simply assume that is a code name used by Tymiron and will act in all ways as if she is in love with person named by the PCs. Indeed, a detect thoughts cast on her at this point will show that she is indeed in love with the person mentioned by the PCs, though she seems to know him as Tymiron. Even should the PCs describe Reminey to her, Tymiron and Reminey are close enough in looks that a very general description will fit either. However, should the PCs get detailed or, for example, cast a silent image spell to show a picture of Reminey, then she will be confused and say that this is not her lover, though it looks a bit like him...and she will suggest that perhaps, like her, he is in diguise.
No stats are provided for Lady Artessa or her maidservant. If necessary, statistics for Lady Artessa and her maidservant Igistyia (NG, Commoner 1/Expert 1) can be created by the DM.
Enter Tymiron:
As the group leaves the city, they will pass the hidden campsite of Tymiron. He, the love of Lady Artessa, has been camped outside of Arvoria trying to think of some way to stop the wedding and be united with his true love. Pining away at his hopeless situation, he is surprised to see his beloved travelling in the middle of the night with a group of shady looking characters. His youthful fancy causing him to jump to conclusions, he immediately suspects that the PCs are abducting the Lady. Perhaps they seek to ransom her to her father, the Duke. Perhaps these are even the same ruffians who stole the Ring of Aunnog!
When an old man happens by a moment later and informs him that he saw the PCs grab her and handling her roughly and forcing her and her maidservant to mount a horse and follow them, this will clinch the deal for Tymiron. The old man will explain that having seen this he was trying to follow them at a distance, but his old bones will not allow him to go any farther. This old man is really Waddel in disguise. In fact, should the PCs hide Artessa so that she is not visible to Tymiron, then the old man will simply come and tell of the abduction and describe the PCs and tell which way they left the city.
Tymiron now sees his oft prayed for chance. If he could be instrumental in rescuing Artessa and returning her to her father, then perhaps he would be worthy of asking for her hand in marriage! Of course, Tymiron is not capable of tackling half a dozen rough looking persons by himself. And so he quickly rouses his sleeping friend and tells him the situation...that the Lady Artessa is being kidnapped and that he intends to rescue her. He urges his friend to get help, but as his friend states his intention to tell the Duke within the nearby city, Tymiron halts him and instead commands him to travel to Alonda and alert his father instead. He tells his friend to have his father gather a force of men capable of travelling fast and handling half a dozen ruffians. Tymiron informs his friend that he will leave marks and signs behind to allow his father's men to follow his trail and catch up to him, while he will tail his beloved's abductors and find where they are taking her.
With that, Tymiron will mount his horse and begin to discretely tail the PCs.
Things Begin to Happen:
Now various wheels are set into motion.
First Tymiron trails the PCs, leaving behind marks and signs that his father's men will be able to follow (using the Survival skill as outlined in Races of the Wild).
Second, the next morning the Lady Artessa is found to be missing. The Duke conducts a search of the keep and the surrounding city for her, and sometime that afternoon consults a priest of Cotrunul, who conducts a divination and is able to tell the Duke that his daughter is outside the city and seems to be, along with her maidservant, in the escort or capture of the PCs (his priest receives a description of the PCs from the divination). The priest believes his daughter is heading or being borne eastward. The Duke immediately sends out fast couriers who have access to relays of light horses to all of the towns and villages east of Arvoria. Meanwhile, a group of his own enforcers sets out from Arvoria ranging eastward. Both the Duke and Lord Mayor Briskol ride with them (the latter despite the Duke's insistence that he stay at the keep for his own safety...the Duke really wants to confront his daughter without Briskol present).
Meanwhile, Tymiron's friend rides his own horse almost to death and arrives in Alonda in a day and a quarter. He gives the news of Artessa's abduction to his father, and summons some of his friends to find his son and effect a rescue of Artessa. These set out at once and begin to pick up Tymiron's trail around Arvoria.
As the couriers of the Duke fan out, they also post new notices offering a reward of 2,000 gp for the rescue of the Lady Artessa from her abductors (with a rough description of the PCs...such descriptions including basically only race and gender). As such, many of the bounty hunter groups out looking for Reminey/Glouster now have a second target...the PCs.
The Long Road Home:
The PCs can decide what route they wish to take on the way home. Of course, they need to head back to the Leaf Port area as soon as possible, but it may be that the PCs wish to take a more inland route, either to simply pursue a different route than before, or perhaps to throw off anyone searching for them. It is likely the PCs will not want to take the main roads or stay at inns. The Lady and her maidservant, having never lived in the wild before, will initially protest and complain at not lodging nights in a warm inn with palatable food, but both can be made to see reason when it is explained that the Duke will be looking for her.
Throughout the journey, Artessa/Marvya will express eagerness to be united with her lover. She will say that he has proven his true love for her by stealing the ring, and she will elope with him to a life of bliss together on the continent. She will constantly reread the letter and often hold it to her heart or put it to her nose as if to try to smell her lover's essence. She and the maidservant will also often whisper to each other and giggle and laugh like two giddy schoolgirls.
Also at various points during the journey, the DM should have the PCs espy a lone horseman far in the distance. At first this may not even be remarkable, and the DM might want to simply mention occasional travellers even if the PCs are travelling off road. But eventually the PCs should notice that a lone horseman is often seen on their trail. Of course, the PCs can attempt to thwart pursuit by various means, including trying to hide their trail, but Waddel will, in various guises and using spells and magic, always be able to track the PCs and guide Tymiron to them, though the youth will never realize he is being so guided. Similarly, any attempts by the PCs to actually double back and confront Tymiron or ambush him will not be successful as Waddel warns the youth away from trouble or simply casts invisibility and nondetection on him. Should the PCs have some way of confronting him en masse and faster than he can evade them, then the DM should have Waddel invoke a more serious opposition, for example in the form of summon monster spells or planar ally spells where the minions called forth have orders to scare, intimidate, or drive the PCs away but not slay them. Nevertheless, Waddel will attempt to remain out of direct contact with the PCs, as he does not wish to reveal his part in this play...yet.
If the PCs take a route that has them staying in inns or passing through settlements, then they will hear that Lady Artessa has been kidnapped and that the Duke now has a reward out for her return. Eventually posters will be seen with vague descriptions of the PCs and Lady Artessa (the latter will be her real description and not her disguised appearance of course).
If the PCs should somehow have a means of travelling as a whole much faster even then the Duke's fast couriers riding relays of fresh horses, then the DM will have to adjudicate the scenario accordingly. At 5th level, the PCs should not have access to sustained flight or teleportation as a whole, but if they somehow do outdistance all possible and conceivable pursuit, then the DM will just have to have the reveal between Reminey and Artessa and then decide what happens thereafter. Refer to the final section of the scenario for more details.
No matter what route the PCs take to make the two week journey back to Leaf Port, they will encounter at least two groups of people seeking for them and the Lady. Word of the Lady's missing has gone out from the Keep, and the Duke has spared no expense to have his men and fast couriers scatter throughout his Duchy to search for her.
These encounters will generally transpire in two ways. If the PCs are not really disguising themselves and their races and numbers, then the encounters will simply involve the groups charging to attack the PCs. They are under extreme motivation not to harm the Lady Artessa, and as she is in disguise, they will generally refrain from attacking any adult human females (or even female elves in hooded cloaks) unless under extremis. They do believe that the PCs are abductors, and will tend to treat them roughly, though they will accept surrenders. They will also not fight to the death, and if it looks as if they will not prevail, they will flee and try to gather reinforcements.
If the PCs are in disguise (for example, hidden in a covered wagon with only one or two visible driving the wagon), then the encounter will begin with the group approaching the PCs and demanding to search the wagon. Judicious use of magic such as suggestion spells as well as skills like Bluff can be used by the PCs to try to avoid any trouble. Otherwise, the groups will attempt to search the PCs and likely a combat will ensue.
Each encounter can occur at any time during the journey home...whether on the road, or even at an inn. It is probably best to have the encounters occur during day time while the PCs are travelling.
Each encounter is presented below.
Encounter #1 - The Bounty Hunters (EL 9):
This is a group of halfling bounty hunters who are native to Wardria but are in the region looking for Reminey. They have now decided to first search for Lady Artessa as that is likely to be the most immediate prize.
| FOSCCO CR 3 Male halfling Ranger 3 CN Medium humanoid (halfling) Init +2; Senses Track; Listen +6, Spot +6 Languages Halfling, Common, Elven AC 18, touch 13, flat-footed 16 hp 17 (3 HD) Fort +7, Ref +6, Will +4; +2 vs fear Spd 20 ft (4 squares) Melee lance +4 (1D6) Melee longsword +4 (1D6) Ranged sling +7 (1D3) Ranged sling +5/+5 (1D3) Space 5 ft; Reach 5 ft Base Atk +3; Grp -1 Atk Options favoured enemy (+2 human) Combat Gear longsword, sling, bullets (10), dagger, lance, potion of cure light wounds (CL 1), wand of entangle (CL 1, 27 charges) Abilities Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10 SQ combat style (archery), favoured enemy (+2 human), wild empathy +5 Feats Endurance, Rapid Shot, Skill Focus (survival), Survivor, Track Skills Climb +2, Handle Animal +6, Heal +6, Jump +2, Knowledge (nature) +8, Listen +6, Move Silently +4, Profession (bounty hunter) +6, Ride +10, Search +6, Spot +6, Survival +13 (+2 in aboveground natural environments, +2 to follow tracks) Possessions combat gear plus chain shirt, light wooden shield, belt pouch, 120 cp, 24 sp, 16 gp, 2 pp |
| BRECCO, GRECCO,
and ALOCCO CR 3 Male halfling Fighter 3 N Medium humanoid (halfling) Init +1; Senses Listen +2, Spot +0 Languages Halfling, Common AC 19, touch 12, flat-footed 18 hp 24 (3 HD) Fort +7, Ref +3, Will +2; +2 vs fear Spd 15 ft (3 squares) Melee lance +5 (1D6+1) Melee longsword +6 (1D6+1) Ranged sling +7 (1D3+1) Space 5 ft; Reach 5 ft Base Atk +3; Grp +0 Atk Options Spirited Charge Special Actions Mounted Combat, Ride-By Attack Combat Gear longsword, sling, bullets (10), +1 sling bullets (5), dagger, lance, potion of cure light wounds (CL 1) Abilities Str 12, Dex 13, Con 14, Int 11, Wis 10, Cha 10 Feats Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (longsword) Skills Climb +3, Listen +2, Jump +7, Move Silently +3, Ride +7 Possessions combat gear plus banded mail, light steel shield, belt pouch, 55 cp, 37 sp, 12 gp, 2 pp |
| JUNDO and PROFUNDO
CR 3 Male halfling Rogue 3 CN Medium humanoid (halfling) Init +3; Senses trapfinding; Listen +4, Spot +2 Languages Halfling, Common, Dwarven, Elven AC 16, touch 14, flat-footed 13; Dodge, Mobility, trap sense +1 hp 14 (3 HD) Fort +3, Ref +7, Will +4; +2 vs fear, evasion, trap sense +1 Spd 20 ft (4 squares) Melee shortsword +3 (1D4) Ranged sling +7 (1D3) Space 5 ft; Reach 5 ft Base Atk +2; Grp -2 Atk Options sneak attack +2D6 Combat Gear shortsword, sling, bullets (10), dagger, potion of cure light wounds (CL 1), potion of cat's grace (CL 3) Abilities Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 12 Feats Dodge, Mobility Skills Appraise +6, Balance +10, Bluff +5, Climb +2, Disable Device +4, Forgery +4, Gather Information +7, Hide +13, Jump +7, Listen +4, Move Silently +8, Open Lock +7, Ride +6, Search +2, Sleight of Hand +5, Tumble +11 Possessions combat gear plus leather armour, thieves' tools, belt pouch, 60 cp, 55 sp, 34 gp, 4 pp, 2 sets of manacles, keys to manacles |
|
RIDING DOGS (6) CR 1 * Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. |
Tactics: This is an experienced team of bounty hunters that has worked together for quite some time. As such, they use impeccable tactics, and have signs, whistles, and signals to coordinate tactics. They will tend to stay out of melee, peppering their foes with slings and using their dogs for mobility. These halflings are rough individuals, not the usual jolly, laughing halflings, but they are not evil and will accept surrenders and treat their prisoners fairly.
The two rogues will imbibe their cat's grace potions prior to combat, and the ranger will use his entangle wand liberally, to keep foes separated and tied down.
Developments: These are mercenary bounty hunters, not fanatics. Initially they will be confident in victory, even despite the fact that their numbers are close to or equal to the PCs. However, if they believe they are faced with a losing battle, they are happy to simply turn and flee to fight another day or to go home and wait for another job.
If captured and questioned, these halflings have no purpose beyond trying to collect the two rewards...one for returning Lady Artessa to Duke Fordner and the other for finding the Ring of Aunnog.
Should the bounty hunters prevail, they will simply take Lady Artessa. She will resist, yelling that she wants to go see her true beloved, but to no avail. They will disarm the PCs (taking everything of use or value) and then leave them behind.
Encounter #2 - The Duke's Men (EL 9):
This is simply a patrol of the Duke's men, searching for Artessa (and the ring, but mostly Artessa at this point). The horses are a special, prized breed imported by the Duke. They have +2 Str which allows them to be a bit more effective in combat and, more importantly, to carry an armoured man at full speed.
| ANGWAR CR 3 Male human Fighter 3 LN Medium humanoid (human) Init +0; Senses Track; Listen +1, Spot +1 Languages Common AC 17, touch 10, flat-footed 17 hp 24 (3 HD) Fort +6, Ref +1, Will +2 Spd 20 ft (4 squares) Melee lance +5 (1D8+2) Melee mwk battle axe +7 (1D8+2) Ranged shortbow +3 (1D6) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Atk Options Power Attack Special Actions Mounted Combat, Stand Still Combat Gear masterwork battle axe, shortbow, arrows (20), dagger, lance Abilities Str 15, Dex 11, Con 14, Int 10, Wis 12, Cha 13 Feats Mounted Combat, Power Attack, Stand Still, Track, Weapon Focus (battle axe) Skills Climb +5, Ride +6, Swim +5, Survival +4 Possessions combat gear plus chainmail, heavy steel shield, belt pouch, 44 cp, 16 sp, 16 gp, 2 sets of masterwork manacles, keys to manacles |
| DUKE'S MEN (12)
CR 1 Male human Fighter 1 LN Medium humanoid (human) Init +0; Senses Listen +0, Spot +0 Languages Common AC 15, touch 10, flat-footed 15 hp 7 (1 HD) Fort +5, Ref +1, Will +1 Spd 30 ft (4 squares) Melee lance +2 (1D8+1) Melee battle axe +3 (1D8+1) Ranged shortbow +1 (1D6) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Atk Options Power Attack Special Actions Mounted Combat Combat Gear battle axe, shortbow, arrows (20), dagger, lance Abilities Str 13, Dex 10, Con 14, Int 10, Wis 11, Cha 10 Feats Mounted Combat, Power Attack, Weapon Focus (battle axe) Skills Climb +4, Ride +6, Swim +4 Possessions combat gear plus studded leather, heavy wooden shield, belt pouch, 14 cp, 6 sp, 1 gp |
| STRONG LIGHT
WARHORSES (13) CR 1 N Large animal Init +1; Senses Listen +4, Spot +4 AC 16, touch 10, flat-footed 15 hp 22 (3 HD) Fort +6, Ref +4, Will +2 Spd 60 ft (12 squares) Melee 2 hooves +5 (1D4+4) and bite +0 (1D3+2) Space 10 ft; Reach 5 ft Base Atk +2; Grp +10 Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +4, Spot +4 Possessions leather barding, bit and bridle, riding saddle, saddlebags, 50 ft silk rope |
Tactics: These are relatively unbattle-tested troops, as major combat is relatively uncommon on Onlor. They are still fairly well trained and brave and will fight hard until sorely pressed, in which case they will retreat, not willing to throw their lives away even for their Duke. These troops will generally ride up to their foes and then count on their warhorses and their prowess with the battle axe to carry the day.
Developments: These soldiers are not evil or blood thirsty and will not slay their foes unless their own have been slain.
Should the bounty hunters prevail, they will simply take Lady Artessa. She will resist, yelling that she wants to go see her true beloved, but to no avail. They will also bind and take to Arvoria for the Duke's justice any PCs captured.
ACT THREE - TWO GENTLEMEN OF ARVORIA
In this final act, the PCs bring Artessa to Reminey's hiding place. Reminey is shocked and proclaims that this is not his beloved. Meanwhile, Artessa is also shocked and proclaims that this is not her beloved. As everyone stand confused, Tymiron and his father's men arrive and attempt to "rescue" Artessa from the PCs. Shortly thereafter, the Duke's men arrive, along with some bounty hunters, and all hell breaks loose. Finally, Perrink himself arrives in drag. He pulls off his wig and proclaims his love for Reminey. Everyone stops in shock. The priest Waddel appears and then reveals the true nature of the ring. The two lovers walk hand in hand into the sunset, after tossing the ring to the PCs so that they can claim their reward. The other two lovers also go off into the sunset hand in hand.
This Act is all about timing, and the DM should take care to keep the pacing proper. There are suggested breaks of 5 rounds between the arrival of each group of antagonists, but the DM should feel free to lengthen or shorten the time, depending upon the state of the session and the perceived desires of the players. The DM should not turn this Act into a tedious fest of rolling attack rolls for all of the many NPCs. Probably, Scene One should be gamed out, as the PCs are battling directly with a group of perceived foes. But, for example, the arrival and attack of the Duke's men should probably be merely described by the DM except when the Duke's men are directly interacting with the PCs.
Scene One (variable):
When the PCs bring Artessa near to the ruins where Reminey is hiding, she will begin to get giddy with anticipation, urging the PCs to hurry and even occasionally hyperventilating and fanning herself.
As the PCs pull up at the ruins, she will bound off of her mount and run towards the ruins. At the same time Reminey will emerge from the ruins and run towards Artessa, both will shout "My beloved!"...then slow...and as they get within about 50 ft of each other will stop.
Reminey will turn to the PCs and announce that this is not his beloved. Meanwhile, Artessa will turn to the PCs and ask who this is, pointing towards Reminey.
As the PCs begin to ponder this situation, bounding into the area will come Tymiron and his father's men. Tymiron is wearing a helm, and so is not instantly recognizable to Artessa. Tymiron will shout "There are the abductors! Do not harm the woman!" and his men will leap to the attack. Reminey and Artessa will both bolt towards the ruins to take cover.
| TYMIRON CR 3 Male human Aristocrat 2/Warrior 2 NG Medium humanoid (human) Init +1; Senses Track; Listen +1, Spot +1 Languages Common AC 16, touch 11, flat-footed 15 hp 26 (4 HD) Fort +5, Ref +1, Will +4 Spd 30 ft (4 squares) Melee spear +5 (1D8+2) Ranged shortbow +3 (1D6) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Atk Options Point Blank Shot Combat Gear spear, shortbow, arrows (20), dagger Abilities Str 14, Dex 13, Con 14, Int 10, Wis 12, Cha 14 Feats Point Blank Shot, Track, Weapon Focus (spear) Skills Climb +6, Handle Animal +5, Jump +4, Ride +6, Survival +8, Swim +6 Possessions combat gear plus studded leather armour, heavy wooden shield, belt pouch, 10 cp, 16 sp |
| TYMIRON'S MEN
(8) CR 1 Male human Warrior 2 NG Medium humanoid (human) Init +1; Senses Listen +1, Spot +1 Languages Common AC 15, touch 11, flat-footed 14 hp 13 (2 HD) Fort +5, Ref +1, Will +1 Spd 30 ft (4 squares) Melee spear +5 (1D8+2) Ranged shortbow +3 (1D6) Space 5 ft; Reach 5 ft Base Atk +2; Grp +4 Atk Options Point Blank Shot Combat Gear spear, shortbow, arrows (20), dagger Abilities Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 10 Feats Point Blank Shot, Weapon Focus (spear) Skills Climb +6, Jump +4, Ride +6, Swim +6 Possessions combat gear plus leather armour, heavy wooden shield, belt pouch, 10 cp, 16 sp |
| LIGHT WARHORSES
(9) CR 1 N Large animal Init +1; Senses Listen +4, Spot +4 AC 16, touch 10, flat-footed 15 hp 22 (3 HD) Fort +6, Ref +4, Will +2 Spd 60 ft (12 squares) Melee 2 hooves +4 (1D4+3) and bite -1 (1D3+1) Space 10 ft; Reach 5 ft Base Atk +2; Grp +9 Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +4, Spot +4 Possessions bit and bridle, riding saddle, saddlebags |
Tactics: Tymiron and his men are basically good guys, but the young man is smitten and truly believes the PCs abducted his love. As such, he has spent the entire time following the PCs imagining they have been doing all sorts of foul things to her. Therefore, he and his men are quite angry at the PCs and will attack with a vengeance. Tymiron will gladly sell his life in defense of his beloved, though his men are less willing to do so.
Developments: The PCs can protest their innocence all they want, and even Artessa calling out that she is not harmed will meet with skepticism that the PCs have enchanted her (especially if, by then, they have shown themselves capable of casting spells). In theory the PCs can try a rushed Diplomacy check, but given the -10 penalty and the fact that Tymiron is decidedly hostile, the PCs would need an unadjusted check of 30 to reduce him to unfriendly, and that state will not stop the attacks.
There will not be time enough for a full Diplomacy check, as Scene Two will begin after about 5 rounds of combat.
Scene Two (variable):
About 5 rounds after Tymiron and his men arrive, another group of hostiles burst into the area. This is the Duke, the Lord Mayor, and his men. As he comes upon the scene, he is not sure what is going on and he simply bellows for his men to get his daughter and kill anyone who gets in their way.
| VISKOYR CR 3 Male human Fighter 3 LN Medium humanoid (human) Init +0; Senses Track; Listen +1, Spot +1 Languages Common AC 17, touch 10, flat-footed 17 hp 24 (3 HD) Fort +6, Ref +1, Will +2 Spd 20 ft (4 squares) Melee lance +5 (1D8+2) Melee mwk battle axe +7 (1D8+2) Ranged shortbow +3 (1D6) Space 5 ft; Reach 5 ft Base Atk +3; Grp +5 Atk Options Power Attack Special Actions Mounted Combat, Stand Still Combat Gear masterwork battle axe, shortbow, arrows (20), dagger, lance Abilities Str 15, Dex 11, Con 14, Int 10, Wis 12, Cha 13 Feats Mounted Combat, Power Attack, Stand Still, Track, Weapon Focus (battle axe) Skills Climb +5, Ride +6, Swim +5, Survival +4 Possessions combat gear plus chainmail, heavy steel shield, belt pouch, 44 cp, 16 sp, 16 gp |
| DUKE'S MEN (12)
CR 1 Male human Fighter 1 LN Medium humanoid (human) Init +0; Senses Listen +0, Spot +0 Languages Common AC 15, touch 10, flat-footed 15 hp 7 (1 HD) Fort +5, Ref +1, Will +1 Spd 30 ft (4 squares) Melee lance +2 (1D8+1) Melee battle axe +3 (1D8+1) Ranged shortbow +1 (1D6) Space 5 ft; Reach 5 ft Base Atk +1; Grp +2 Atk Options Power Attack Special Actions Mounted Combat Combat Gear battle axe, shortbow, arrows (20), dagger, lance Abilities Str 13, Dex 10, Con 14, Int 10, Wis 11, Cha 10 Feats Mounted Combat, Power Attack, Weapon Focus (battle axe) Skills Climb +4, Ride +6, Swim +4 Possessions combat gear plus studded leather, heavy wooden shield, belt pouch, 14 cp, 6 sp, 1 gp |
| STRONG LIGHT
WARHORSES (13) CR 1 N Large animal Init +1; Senses Listen +4, Spot +4 AC 16, touch 10, flat-footed 15 hp 22 (3 HD) Fort +6, Ref +4, Will +2 Spd 60 ft (12 squares) Melee 2 hooves +5 (1D4+4) and bite +0 (1D3+2) Space 10 ft; Reach 5 ft Base Atk +2; Grp +10 Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +4, Spot +4 Possessions leather barding, bit and bridle, riding saddle, saddlebags, 50 ft silk rope |
Tactics: The Duke and Lord Mayor will hang back. Statistics are not given for them, as they will try not to be involved directly in the combat. Both the Duke and Lord Mayor are mounted on strong light warhorses as above.
The Duke's men will be especially fanatic in the presence of their master. They will shout various things like "Where's the girl? Find the girl!" and "I don't know what's going on...swing at anyone who gets near you!".
Developments: In theory the PCs can try a rushed Diplomacy check, but given the -10 penalty and the fact that the Duke and his men are decidedly hostile, the PCs would need an unadjusted check of 30 to reduce him to unfriendly, and that state will not stop the attacks. The Lady Artessa, quite afraid of her father and his wrath, will remain hidden in the ruins and will not come out. If she was already emerging in Scene One she will run back in immediately during Scene Two.
Tymiron's men will protest their innocence and defend themselves against the attacks of the Duke's men.
Their will not be time enough for a full Diplomacy check, as Scene Three will begin after about 5 rounds of combat.
Scene Three (variable):
Finally, a single mounted person will burst through the foliage and into the area. This is Perrink, disguised in drag. The PCs will see a single human bound into the middle of things on a horse. The person will flip the hood from its cloak and reveal a woman in garish make-up. The horse will stop and the woman will call out in a hoarse voice "Glouster, my beloved!". As this happens, another strange figure will bound into the area. This is a pudgy old man with balding head and silver beard and he is riding on what can only be described as a miniature donkey (size Small). The donkey is clearly too small to bear its rider, and even more strangely, the donkey's feet seem to be moving in a rapid blur yet the donkey itself barely skates along at a speed of 15 ft.
At this the entire combat will cease, and all eyes will be on the newly arrived figures. As all watch, the female figure dismounts. Meanwhile, Reminey will emerge from the ruins and, espying the figure, will shout with glee and run towards her. The figure will espy Reminey and will bound towards him in joy.
As the Duke notices the strange old man he glares at him and yells "Waddel! What are YOU doing here?"
The old man merely smirks and nods towards the two figures who now meet in an embrace. As they begin to embrace, the woman brings her hand to her hair, grabs a chunk of it, and pull off a blonde wig, which she throws to the ground, exposing herself as a man! The man and Reminey kiss deeply and lovingly, and then turn to the assembled, and now stunned crowd.
Lord Briskol, now getting a good look at the interloper and his eyes wideining in shock, proclaims "Perrink...my son! What is the meaning of this!?"
As Artessa slowly emerges from the ruins and she queries "Perrink?", Tymiron dismounts and takes off his helmet and begins to run to her. Artessa sees him and calls out his name as the two meet, embrace, and begin to kiss deeply.
Now the Duke calls out to his daughter and wonders who this is that she is kissing. Briskol is still flustered and demanding to know why his son is kissing a strange man. Some of the soldiers are snickering, and the Duke is getting angrier and angrier.
Into this rides Waddel. He then dismounts and starts guffawing until all eyes turn to him.
"What manner of trickery is this Flupnir priest?" asks the Duke.
At this Waddel will explain everything.
Begin Dialogue
WADDEL: Ah Flupnir be praised! The chaos I have caused and the results thereof are worthy of my lord.
Lord Mayor Briskol. Your son, Master Perrink, is in love. He is in love with this man, Reminey, who is known to you as Glouster. Reminey stole your ring...the Ring of Aunnog. He did so not out of greed, but because he loves your son and did not want the wedding to proceed without a last chance to prove his love and convince your son.
And, my Duke, your daughter the Lady Artessa is in love with this young lad Tymiron, himself the son of Grimmon, the mayor of Alonda, a small burg in your Duchy.
DUKE: I know the details of my own Duchy fool!
WADDEL: Really my lord? That is surprising, considering how your attentions are usually turned outward to expanding your holdings rather than dealing with the details of your domain.
DUKE: Watch your tongue Trickster! Or I will cut it out!
WADDEL: You will do nothing of the sort milord. I am your official jester, and as such I am under the protection of the Church of Flupnir as long as I am operating in that capacity, and this qualifies. If you harm me you will incur the wrath of Flupnir, and may I remind you of the Heroes of the Gem and their visit to Flupnir's Isle, wherein they saw firsthand the punishments awaiting those who anger my god?
Your greed is immense milord, and when I learned the truth about the Ring of Aunnog and told that truth to you, I sought to test the bounds of that greed. Alas, you proved worthy of the task, as you agreed to marry your daughter away in order to satisfy the merest chance of it.
LORD MAYOR: My ring? What do you mean the truth of my ring?
WADDEL: Your ring, Lord Mayor, is a ring of great power. It was created by an ancient high priest of my order as thanks to one of your ancestors. It is, in fact, a ring of three wishes, though I daresay two of those were used in yore. But one remains, and that one was desired by the Duke, though I do not know how he intended to use it.
LORD MAYOR: But that ring has been examined by many mages and priests. They have always said it has merely minor Illusion within it...the magic of the singing voice.
WADDEL: No Lord Mayor, you see, your ancestor desired that the true nature of the ring be a secret, for reasons that should be obvious. And so he had a spell of magic aura cast upon it. But of course, that concealing spell itself radiates faint illusory magic, and so to cover that the magic mouth enchantment was added, which also has a faint illusory magic, so that a caster perceiving the ring would attribute its aura to the magic mouth and not to the magic aura. Ah my predecessors were clever!
End Dialogue
With this the die is cast. Perrink steps forward and announces to his father that he is certain of Reminey's love for him and that he will be leaving with him to the continent and the Empire of Antoria, where, he has heard, a love like his is not so forbidden.
Similarly, the Lady Artessa will step forward with Tymiron and express her dismay that her father would try to marry her to a man who not only did not love her, but would likely not be able to give him an heir, just so he could grab the use of a wish spell, and that under false pretenses. She will denounce her father and agree to come to Alonda with Tymiron to wed him.
The Duke will forbid his daughter to leave him, and will warn Tymiron that his father will likely not wish to incur the wrath of his Duke.
At this Waddel will remind the Duke that he will consider it his duty to announce the Duke's treachery and falsehood throughout Onlor unless he consents to allow his daughter to marry Tymiron. To this the Duke will reluctantly agree.
Tymiron and Artessa will leave with his men and head towards Alonda. Meanwhile, Reminey will thank the PCs, giving each a hug and peck on the lips (no matter if male or female) and tossing the Ring of Aunnog to one of them before he and Perrink head off to the southeast, hand in hand.
Lord Mayor Briskol will tell the Duke that the only thing keeping him from publicly denouncing him is the shame of his son, and that alone will cause him to keep the whole thing quiet and hope this incident is done and gone. He will demand the return of the ring, and will offer the same reward that the Duke offered for its return. Should the PCs balk, claiming that the ring is worth much more now, he will remind them that the ring is stolen property, and that he did not set the bounty on it and could demand the ring returned to him for nothing. If the PCs try to abscond with the ring, Waddel will intervene and procure it for the Lord Mayor, scolding the PCs for being greedy when the entire point of his object lesson was to speak against greed!
The Lord Mayor will then order the Duke's men to leave the area and escort him back to Arvoria with the Duke. The Duke will glare at Waddel (who will wink at him) and announce to him that his official capacity as his jester is now at an end. To which Waddel will nod solemly and then burst into laughter. The Duke will glare at the PCs and then ride to catch up with his own men and Briskol.
Waddel will compose himself and thank the PCs for their unwitting part in a great jest and a lesson in the varied ways of love and its triumph over greed. Should the PCs have any questions, he will answer them before mounting his strange donkey and riding off to the west.
| WADDEL EPIFASTORI
CR 14 Male human Cleric 14 (Flupnir) CG Medium humanoid (human) Init +0; Senses Listen +4, Spot +4 Languages Common Aura chaos, good AC 14, touch 10, flat-footed 14; evasion, no penalty when prone hp 24 (3 HD) Immune alignment reading, detect thoughts, discern lies Fort +13, Ref +7, Will +16 Spd 30 ft (6 squares) Melee +1 dagger +11/+6 (1D4+1) Ranged dart +10/+5 (1D4) Space 5 ft; Reach 5 ft Base Atk +10; Grp +10 Special Actions turn undead 10/day (+2 synergy bonus) Combat Gear +1 dagger, darts (10), holy water (2), anarchic water (2), potion of barkskin +2 (CL 3), wand of invisibility (CL 3, 16 charges), divine scroll of raise dead (CL 9), divine scroll of raise dead (CL 9), divine scroll of heal (CL 14) Cleric Spells Prepared (CL 14 [CL 15 chaos or illusion spells], melee touch +0, ranged touch +0): 7th - ethereal jaunt, triple mask (DC 22), word of chaos(d) (DC 21) 6th - animate objects(d), greater dispel magic, planar ally, word of recall 5th - chaav's laugh (DC 19), doomtide (DC 20), spell resistant, symbol of sleep(d) (DC 19) 4th - air walk, confusion(d) (DC 18), freedom of movement, hand of the faithful (DC 18), skull of secrets (DC 19), summon monster IV 3rd - blindness/deafness (DC 17), dispel magic, heart's ease, invisibility purge, nauseating breath (DC 17), nondetection(d) 2nd - bewildering substituion (DC 17), bewildering visions (DC 17), hold person (DC 16), invisibility(d), manifestation of the deity (DC 17), resist energy, silence (DC 17) 1st - cause fear (DC 15), disguise self(d), entropic shield, moon lust (DC 16), protection from evil, sanctuary (DC 15), shield of faith 0 - anarchic water, detect magic, detect poison, guidance, mending, resistance Domains: Chaos (+1 CL chaos spells), Illusion (+1 CL illusion spells), Sloth (no penalty to AC when prone against melee), Trickery (Bluff, Disguise, and Hide are class skills) Abilities Str 10, Dex 11, Con 12, Int 15, Wis 19, Cha 16 Feats Divine Defiance, Divine Metamagic, Extra Turning, Silent Spell, Spell Focus (illusion), Still Spell Skills Bluff +20, Concentration +15, Disguise +13, Heal +5, Hide +10, Knowledge (religion) +12, Sense Motive +9, Spellcraft +12 Possessions combat gear plus bandolier, bracers of armour +4, ring of mind shielding, ring of evasion, cloak of protection +3, masterwork potion belt, spell component pouch, wooden holy symbol (Flupnir), belt pouch, powdered iron and silver (5 lbs., component for anarchic water), 5 silver ingots (component for moon lust), 50 pinches of diamond dust (component for nondetection), scroll organizer, masterwork disguise kit (10 uses) |
DENOUMENT
If the Plot Fails:
In a plot so complex and full of moving parts, many things can go wrong, and it will be up to the DM not to railroad the PCs into the desired course, but rather to nudge them in that direction and then if they still deviate from the plot, to adjudicate accordingly. Below are some things that might go wrong and how to possibly deal with them.
A. The PCs refuse to aid Reminey - If the PCs simply refuse to get involved with Reminey or decide to turn him in, then the scenario is effectively over before it really begins. There is really nothing to do in this case but have Reminey plead his case and, as a DM, possibly remind good-aligned PCs that this may not be the most "good" course of action to take.
B. The PCs use detect thoughts at various points - The DM should not try to purposefully defeat divination magic, if the PCs attempt to use it. After all, they have allocated resources to such magic and away from powerful damage-causing magic and should be rewarded accordingly. Remember that anyone being subjected to detect thoughts is entitled to a Will save, even if they are unaware of the attempt or have no reason to resist it. Such saves are automatic and cannot be avoided except by conscious effort of the target (which then of course defeats the purpose of the casting the spell, since the aware target can then shape his surface thoughts accordingly). At the worst, use of detect thoughts will reveal the fact that Reminey is really in love with Perrink. So be it. Even if this happens during the First Act of the scenario, the PCs still have to proceed to Arvoria and are still likely to pick up the wrong person, thinking Artessa is Perrink in disguise. Should they then use detect thoughts to determine Artessa is not Perrink, then the outcome becomes a matter of adjudication for the DM. Do the PCs attempt to get Artessa to return to the keep and get word to Perrink? Does Artessa threaten to alert her father if the PCs take Perrink from her? Or does she acquiesce? Should the PCs leave with Artessa (and Perrink) or even leave just with Perrink, Tymiron will still have every reason to pursue the PCs, thinking they have abducted Artessa (either because Artessa is with the PCs or because he mistakes the disguised Perrink for Artessa). Of course, if the PCs do not have Artessa then they will not be attacked by bounty hunters, but at the ruins near Leaf Port, Tymiron and his men will attack thinking to rescue Artessa, only to find it is Perrink here and Artessa is safe at home! Perhaps then a further scenario could involve the PCs helping Tymiron win the love and hand of Artessa, now that Perrink is gone. There are many possible satisfactory outcomes here, and the DM should feel free to take a few minute break to rethink the scenario should the PCs run it askew.
C. The PCs can outdistance all pursuit from Arvoria to the Leaf Port ruins - This shouldn't happen, unless the PCs have been given some powerful magic in previous scenarios. Of course, there is a chance some of the PCs can travel quickly (for example, a 5th level druid can wild shape into a fast avian), but it should be another matter entirely to transport all of the PCs or, more importantly, the Lady Marva in such a fashion. Should it happen anyways, then the natural result will be that the PCs learn they have the wrong couple together at the ruins well in advance of all of the folks coming crashing into the ruins clearing. In this case, after some confusion, Artessa will either demand to be taken back to her father and demand that the PCs capture Reminey, or she will wish Reminey and Perrink well and try to get the PCs to escort her to Alonda to meet with her beloved Tymiron. In this case, the PCs will possibly have to fight the bounty hunters on the way back as well as Tymiron. Possibly the first fight would be with Tymiron and his men, and then when that matter is settled and Artessa is revealed to Tymiron (and vice versa...likely after only a short fight of a few rounds), the next battle would be the PCs and Tymiron and his men against the Duke's men and the Duke, trying to reclaim his daughter. In this case, after some rounds of this large melee, Waddel and Perrink will still arrive to end the fight and explain things.
D. Tymiron is slain or incapacitated - It is possible that Tymiron is slain in the brief combat that occurs at the end of the scenario. If so, then when Perrink and Waddel reveal themselves, one of Tymiron's men will call out his name, and hearing that, Artessa will rush to him and, seeing him slain, curse the PCs and her father and mourn her love. Fortunately, Waddel has the ability to cast raise dead and he will do so. The DM can roll for Tymiron's Touch of Mergurr check or can simply rule the lad returns to life. Should Tymiron be incapacitated but not slain, the DM can have one of his men call his name and thus reveal to Artessa that he is present.
E. The PCs are defeated - If either of the bounty hunting groups defeats the PCs or gains Artessa, they will head to Arvoria to collect the Duke's reward or to return Artessa to their liege, though not before questioning the PCs about Glouster and the ring (in case they know anything about that). Any PCs captured by the Duke's men will also be brought back to the Duke in chains or rope bindings. The halfling bounty hunters will strip captured PCs of their valuables and useful items and then take Artessa to the Duke.
F. PCs are slain - At the end of the scenario, Waddel will offer to cast raise dead on up to three PCs. If Tymiron has to be raised that will leave two for the PCs. He will not offer to raise any Duke's men unless the Duke will pay for the components. If any of Tymiron's men have fallen he will use his raise dead spells on them after using any for the PCs.
Afterwords:
This section assumes the events of the scenario have progress more or less as anticipated.
The Duke will be angry with the PCs, though the warnings of Waddel and Briskol will have checked him for now. However, the PCs have a powerful enemy near them now and this could be the basis of future scenarios. Briskol will simply view the PCs as pawns of Waddel and will not accord them any extra thanks or enmity. Reminey and Perrink will indeed sail to Antoria and will likely never be heard of again. Artessa and Tymiron will marry in Alonda some months later. The PCs will all be invited to attend the nuptials, which will feature quaint rural festivities befitting the mayor of a small village like Alonda. Waddel will return to his temple in Arvoria, pack up his belongings, and leave, knowing he has worn out his welcome. Whether he is heard of again is up to the DM. His temple will be confiscated by the Duke and used to continue harvesting his vineyard.
Experience Points:
In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows: