Return to the Therran Scenario Page

Witness Protection
A Therran 3rd Edition Scenario
For 4-8 Characters of Level 3-5

 

Summary:

The party is assigned as part of a set of decoys to safely transport a captured bandit lord to Dwillingir. Unfortunately, even the decoys have been decoyed!

Assumptions:

The party is in the employ and/or service of House Riverine.

Location:

The northern half of the Far Coast.

Historical Date:

Early 23 N.S. (5537), Late Winter or Early Spring.

GM's Introduction:

This scenario relies heavily on some rather complex machinations native to the historical Riverine Campaign. As such, DMs running this scenario should take great care to adapt the background circumstances to fit their own campaign. Further details regarding the parties maneuvering in this scenario can be found in the piece entitled "The Secrets of the Riverine Campaign".

The bandit lord Aramith has been the scourge of the Far Coast for years now. His band is known as the "Green Arrows", due to their use of arrows with green feathers marked by an orange blotch at the end. Evidence of his band's deeds have likely been encountered by the party before now (as mentioned in various Therran scenarios previously published including "A Bit of Blood" and "The Ring of Truth") and his name is enough to strike fear in the hearts of most merchants and traders.

But recently, he was captured; victim of an ever-increasing bounty, a beautiful but greedy woman, and a potent sleep poison. Now, Aramith is imprisoned in the village of Aldervel by the garrison of the Imperial Army that is stationed there. He awaits transport to Dwillingir, for trial and dispensation of the Emperor's justice.

The capture of Aramith has sent ripples throughout the power structures of the Far Coast, especially in Dwillingir, for a man as successful as Aramith does not but make a great many friends as well as enemies, and of a certain Aramith can implicate or embarrass many powerful figures in the Far Coast hierarchy.

It is the Imperial Governor's desire to hold a grand trial for Aramith in Dwillingir. Politically, this will raise his stature and the stature of the Imperial Army in the province as well as to cast an insult to those who were allied to the bandit lord. As such, Governor Meragon the Blessed has ordered that the prisoner be transported with all due haste from Aldervel to Dwillingir.

Meanwhile, the thieves' guild of Dwillingir is quite distressed. Aramith and the guild had forged strong ties, with the latter providing the former with intelligence and advance reports of both caravans leaving Dwillingir and of Imperial patrols and also fencing many of the stolen goods captured by Aramith. Should the bandit lord be tortured and talk, or should he cut a deal with the Governor, then the Dwillingir thieves' guild could be compromised, its agents uncovered, and life made either miserable or short for the head of the guild.

But there is even more to lose here for the head of the Dwillingir Thieves' Guild, for he is a doppelganger who also doubles as Barnabus, the head of House Riverine in Dwillingir. Since assuming Barnabus' identity, the doppelganger has used his Thieves' Guild position to subtly guide Aramith away from Riverine interests. This diversion has not been overt, lest outside observers become suspicious, but it has been enough to give House Riverine an advantage in overall trade and profitability over other houses in the region.

Should Aramith be questioned too thoroughly, there is the risk that House Riverine could come under suspicion, for even Aramith grew to realize that there was some connection between Riverine and the thieves' guild, though he likely assumed it was some sort of financial arrangement or blackmail.

For this reason, the doppelganger head of House Riverine desires that Aramith not arrive at Dwillingir.

That would be simple were that the end of it. But many wheels spin in the region. While the doppelganger poses as Barnabus, his wife Abrinda is actually a succubus tanar'ri. She is no imposter per se, for she was always a succubus and was so even when she wooed and then married the real Barnabus. But soon after the doppelganger replaced her husband, she realized something was amiss, for she read the doppelganger's thoughts with her Detect Thoughts ability, and, as well, noted that her feminine wiles did not always work on her "husband". A bit of investigation turned up the fact that the doppelganger had replaced her husband. She has since learned that the doppelganger is also the head of the thieves' guild.

Now, Abrinda the succubus is a deep agent of House Mercur. House Mercur has long been the fiercest rival of House Riverine throughout the Empire. But after the War, the House was infiltrated by the drow, specifically drow of House Vrielsevri led by the matron N'araktheel.

N'araktheel led an abortive coup attempt against the Lolth Priesthood of the drow in the aftermath of the War of the Gem. But the fact that Lolth herself was not captured by the Gods and placed into Slumber meant that the power of the Priesthood had not sufficiently diminished, and when Lolth herself showed up to return order to her kingdom, N'araktheel packed up and fled, instead turning her attentions to the surface.

The drow matron had vowed to the Heroes of the Gem, when she had them captured (see the 2nd edition scenario "Quest of the Gem), that she would seek to dominate the surface world. She felt that the war weakened surface dwellers would be easy pickings for her people. However, her visions of conquest had been predicated on first conquering and uniting her fellow drow. As such, due to her failure to conduct a coup of the drow, N'araktheel's dreams of surface conquest now must start small. But the matron is a crafty, patient elf with a long lifespan ahead of her…

The drow of House Vrielsevri have infiltrated House Mercur in the Far Coast completely, and now seek to spread their influence not only throughout the Far Coast but also to the other branches of House Mercur in the Imperial Heartland.

The succubus Abrinda was sent to woo Barnabus, the head of House Riverine, and to wed him. Having such a well-placed agent in the most powerful merchant house in the province provided House Mercur with invaluable intelligence, influence, and access to power and information.

Abrinda is quite distressed that a doppelganger has replaced Barnabus. This doppelganger cannot be easily influenced by her, and is an unknown quantity. Whom does he serve? Why is he here? Her orders are currently to observe the doppelganger, continue her charade as the wife of Barnabus, and to learn what she can about the imposter. So far her Detect Thoughts ability has not fathomed any motive for the doppelganger other than simple lust for power and wealth.

So, when Abrinda learned that her "husband" was quite worried about the capture of Aramith and had passed on information regarding Aramith's transport to his old band as well as hired assassins to kill the bandit leader, she determined to thwart his efforts, so that perhaps in doing so the doppelganger would lose his base of power in the Thieves' Guild. He might even expose a link to House Riverine, which could give her the opening to have the doppelganger removed entirely. More importantly, her real husband might be rescued, for Abrinda believes the real Barnabus is alive, possibly somewhere in the thieves' guild.

And there you have it. Three factions with two goals:

1. The Imperial Governor wants to transport Aramith safely to Dwillingir to question him and hold him for trial.

2. The doppelganger desperately does not want Aramith to reach Dwillingir as a prisoner. He wishes to either set the bandit lord free or kill him before he arrives.

3. Abrinda the succubus wants Aramith to reach Dwillingir alive so that the doppelganger will possibly lose a portion of his powerbase, the real Barnabus might be rescued, and the doppelganger might be exposed.

Part One - The Plans:

The Imperial Governor:

The Imperial Governor is no fool. He realizes that Aramith's band is likely to attempt a rescue of their leader and that they and/or possibly others might wish to kill him as well. However, the Governor is short of troops, for it is late winter, the height of the Thaneeri raiding season, and most of his troops are garrisoned in the coastal communities ready for Thaneeri dragonships.

Therefore, the Governor has decided that the best course of action is to send three caravans, along three separate routes, to confuse potential rescuers/attackers and to split their forces. His rationale is that a ragtag and leaderless group of bandits will be unlikely to be able to assault three guarded caravans simultaneously.

One of these caravans will contain the actual bandit lord, while the other two contain minor criminals. The Governor has placed his representative in Aldervel in charge of the operation, one Cordon Falustus. It is Cordon's duty to arrange the three caravans, choose the alternate criminals, assign caravan guards and commanders, and to determine which caravan will bear the real Aramith.

The caravans will leave simultaneously, so as to not allow the bandits time to conduct sequential raids on all of the caravans. The routes of the caravans are discussed later in this scenario.

The criminals in each caravan are to be bound and their face hidden in a hood with a hole for the mouth and nose only. At most times, except for feeding and drinking, the mouth is to be gagged.

When Barnabus of House Riverine offered some of his own house guard to help escort Aramith to Dwillingir, Cordon Falustus eagerly accepted, for who would like more to see Aramith brought to justice than one of the very merchant houses he had victimized?

Only a few persons know what Aramith looks like. Certainly the ordinary Imperial troopers have no idea what the infamous bandit lord looks like. Only the jailmaster at the Aldervel garrison and Cordon Falustus have a good idea what Aramith looks like.

False Barnabus:

While it is generally known around the Far Coast that Aramith has been captured and that the Governor intends to try him publicly in Dwillingir, Barnabus has learned, from the lieutenant at Aldervel, the Governor's intentions to use three caravans to transport the bandit lord.

Barnabus has bribed the lieutenant, by way of his Thieves' Guild, into informing him as to which of the three caravans will contain Aramith. Armed with this knowledge, Barnabus has used his thief contacts to roust Aramith's bandmates to attempt a rescue, providing them the proper caravan and the route. These bandits will attempt to rescue their master and spirit him away to safety in some other land.

In addition, Lieutenant Broscus, who is responsible for organizing the guards for the caravans, will also take personal command of the caravan escorting Aramith, and will arrange for some key men who are corruptible and also loyal to him to serve under him for this duty. The lieutenant and his men are under instructions to turn on the rest of the caravan guards when the bandits attack. Barnabus has promised these turncoats enough gold to keep them in good coin for the rest of their lives, under the proviso that they spend it far from this land once the caravan in sacked. The plan is for the lieutenant and his loyal men to create a ruse as if they had died in the bandit attack, while they actually slip away with the bandits and retire to foreign lands.

However, Barnabus is nothing if not thorough. He has also assembled a group of assassins who are ordered to attack the caravan and kill Aramith should the caravan survive the bandit attack. These assassins will concentrate on slaying Aramith and will make sure they cut off his head or slay him so that he cannot be revived with a Raise Dead spell.

Finally, in order to fully deflect any suspicion on House Riverine or himself, Barnabus has offered to lend some of his best people to help the Cordon bring Aramith to Dwillingir. He has sent the PCs to Aldervel, ordering them to report to Lieutenant Broscus, who is under instructions to assign the PCs to one of the decoy caravans. So assigned, the PCs will not be in a position to thwart Barnabus' plans, yet it will appear to all concerned as if Barnabus and House Riverine did its best to help bring Aramith to justice.

Succubus Abrinda:

Abrinda has, by way of her wiles and her Detect Thoughts ability, learned that Barnabus is afraid of Aramith's arrival in Dwillingir. She can guess rightly enough that Barnabus fears that Aramith will talk under questioning and this will expose the Dwillingir Thieves' Guild to Imperial scrutiny and might ultimately lead to House Riverine.

Abrinda has also learned that Barnabus has compromised Lieutenant Broscus and that he intends to have assassins of some sort attack the caravan. She knows that Broscus intends to turn against the caravan and that Barnabus has sent the PCs to Aldervel with full knowledge that they will not be placed into the true caravan.

Abrinda cannot act overtly against Barnabus, for she does not wish to blow her cover nor to let the doppelganger know that he has been found out (fortunately for the succubus, she is able to easily thwart the doppelganger's weak attempts to Detect Thoughts upon her). Therefore, her efforts to thwart Barnabus must, by necessity, focus upon the PCs. Abrinda intends to divert the PCs into guarding the true caravan and hopes they will be sufficient to thwart Barnabus' schemes.

To this end, Abrinda has, in disguise, wooed the lieutenant over the last week or so, posing as a beautiful tavern wench new to the village. In their bed sessions, she has drained him of energy and used her Suggestion ability to get Broscus to brag about the details of Barnabus' plans to his lover. The succubus has pretended to be in love with the lieutenant and willing to elope with him once he makes his fortune from the bribes he has taken.

When the party sets out for Aldervel, Abrinda will track their progress and, the night before the caravan leaves, she will teleport to Aldervel and bed the lieutenant while using Suggestion (lasting 12 hours) to suggest that the lieutenant would be better served to assign the PCs to his caravan and to instead assign some of his soldiers to the decoy caravan, for certainly the PCs are merely house rabble and no match for seasoned bandits and his loyal soldiers. Thus, the presence of the PCs will make his treachery all the easier and the rescue of Aramith even more likely. The lieutenant, a weak-willed man who has been energy drained, will not be able to resist the powerful Suggestion and will assign the party to the true caravan.

Part Two - Enter the Party:

The party has been called to meet with Barnabus in his audience chamber in Dwillingir. With him are Veribor, the House Spymaster, and Lady Abrinda, his wife.

Barnabus welcomes the PCs and then gets down to business.

I assume you are familiar with the bandits known as the Green Arrows yes? For many years they have been the scourge of the merchant houses, including our own. And now, we have learned that their mysterious leader, Aramith, has been captured! Indolle be blessed! And it has come to my attention that the Imperial Governor has ordered that Aramith be transported to Dwillingir for questioning and a public trial.

This is certainly interesting no doubt, but this matter involves you directly, for the Governor is worried that Aramith's mates will attempt a rescue of him. Therefore, Aramith is to be transported under heavy guard from his current location to Dwillingir. In fact, so great is the catch and so likely is a rescue attempt that the Governor has decided to send three caravans to Dwillingir, only one of which will actually have Aramith. The other two will be decoys.

It is in our House's interest that the dread outlaw Aramith be brought to trial. Therefore, I have generously offered your services to the Governor to guard one of these caravans. I cannot say whether you will end up with the real caravan or one of the decoys, nor do I wish to know. And, in fact, it is unlikely you will know as well. You will be expected to treat whatever caravan you guard as if it did indeed carry Aramith and you are to see him safely to Dwillingir for trial.

Do any of you have any objections to this assignment? 

Assuming none of the party members object, then Barnabus will continue.

Here I have a sealed letter by me introducing you to Lieutenant Broscus, who is commander for Cordon Falustus in Aldervel, from whence the caravans will depart. You will need to hie there post haste in order to arrive in time to depart with the caravans, which depart in 32 days. I wish you good luck! Do not fail in this, for Aramith's capture is vital to the interests of trade in the Far Coast. Do not speak of your errand to anyone, for who knows what ears may be listening outside of this room. Instead, you are merely on some assignment for the House that takes you to the far south of the Province. 

With that, Abrinda will wish the party luck as well, and Veribor will take the sealed letter from Barnabus and give it to the party. The letter is legitimate, informing Lieutenant Broscus that the party, described by look and name, are in his service and will lend their strength of arms to help guard the caravans transporting Aramith.

Journey to Aldervel:

The journey to Aldervel can be as eventful or uneventful as the DM desires, though there are no set encounters presented for this adventure. There are two main routes to Aldervel from Dwillingir.

The longer, western route takes the road from Dwillingir to Wayward, then south to Spiralle, then returns to the coast following the Urgramm River to south of Far Dereth, and thence back west to Aldervel. This is a journey of approximately 350 miles and will take between 25 and 30 days' journey at a movement rate of 30 ft depending upon the level of precipitation and snowfall. At a rate of 20 ft the journey will take between 36 and 45 days, which will cause the party to miss the caravans (though in theory they could catch up to one).

The shorter route is to take to coast road south from Dwillingir, through Far Dereth, and then across to Aldervel. This route is 250 miles long, taking 18 to 21 days at a movement rate of 30 ft depending upon the precipitation level and will take 24 to 30 days at a rate of 20 ft.

Aldervel:

The party can present their sealed letter to the Imperial garrison at Aldervel. The garrison is located in a large stone fortress situated at the centre of the village. Within, the party will be directed to Cordon Falustus, an older, imposing man who wears many Imperial decorations of war upon his satin sash. Cordon will briefly question the party, remarking on the importance of this mission and the need to bring Aramith to justice. He will tell the PCs that he expects everyone to do their duties as loyal Imperial citizens and to serve their Emperor well.

The Cordon will then turn the party over to Lieutenant Broscus. The Lieutenant will tell the party when the caravans are due to leave (32 days from whenever the party was sent by Barnabus) and give them leave to put themselves up in one of the several inns in the village. He will remind them of the sensitivity of their mission and to make sure they don't talk too much or divulge that they are a part of the caravan guards. Broscus will command the party to show up ready to travel at the mustering grounds within the fortress at dawn on the proper day.

In the village, the party is welcome to spend the days available to them how they wish. Many Imperial guards are apparent, patrolling the small village and very evident manning the fortress walls. Clearly this is a larger Imperial presence than normal and likely designed as a display of force to forestall any efforts to spring Aramith directly from his prison.

If the party elects to try to listen to rumours around the village, they may be able to garner some information. The rumours below are presented for those making Gather Information checks, with DCs presented. However, PCs should be careful about what questions they ask and how many they ask, lest they come under suspicion to Imperial authorities and potential rescuers of Aramith.

The DM can compare the final result to the tables presented. Results of higher DCs will also turn up 1-2 rumours of the lower DC categories.

DC 10 Rumours:

1. Aramith the bandit lord is no longer in Aldervel. He has been teleported to Dwillingir by some powerful magician (false).

2. Aramith is actually a woman! (false).

3. Aramith is born of half demon blood and has mysterious powers and a cloven hoof (false).

4. Without Aramith, the Green Arrows are finished. He was the brains and inspiration behind their operation (very likely true).

5. Aramith was captured by a woman…all women are treacherous creatures! (true and…um…ahem).

6. Aramith will be sprung from jail by a wizard in his employ, and the wizard will bring destruction down on Aldervel (false).

DC 15 Rumours:

1. Cordon Falustus will try to use decoy caravans to throw off rescuers (true).

2. The Green Arrows were known to have half orcs amongst its members (true).

3. Rootless Thaneeri were members of the Green Arrows (true).

4. The Green Arrows have a mage as a member (true).

5. The Governor wishes to try Aramith in Dwillingir rather than Aldervel in order to bolster his own status and send a message to the Merchant Houses of the strength of the Imperial Army (true).

6. Aramith is a male human…the jailmaster told it so to one of his workers who told it to me! (true).

DC 20 Rumours:

1. Lieutenant Broscus has a hot little number he's been bedding of late. Boy is she a looker! (true).

2. Cordon Falustus is leaving the details of transport to Lieutenant Broscus and is not accompanying the transport because he is a coward and fears for his own life (false).

3. Cordon Falustus has shuttered himself in his keep and refuses to emerge as he fears an assassination attempt by the angry Green Arrows (false).

4. One of the Merchant Houses has sent mercenaries to help guard the prisoner during transport. The other Houses refused to help as they feared retaliation, especially should Aramith be rescued (true and false).

5. Some of the Green Arrows have been seen in the village in disguise (true).

6. Lieutenant Broscus has called in some soldiers from his old war days to help him guard the prisoner (true, but false).

The Encounter:

The DM can throw this encounter at the party should they be less than discrete in their inquiries and it becomes known they are the mercenaries from House Riverine helping to deliver Aramith.

One or more party members are in a tavern or inn common room gathering information or simply resting up for the coming journey. This encounter should take place no more than 2 days before the start of the journey. They are approached by a slender figure in a deeply hooded cloak who speaks in a low female voice and wishes to sit and speak with the PCs present. Should they allow her to do so, she will seat herself and throw back her hood, revealing a good-looking female half elf.

This half elf is actually an agent of the Green Arrows named Salantia. She is in disguise, and has taken 10 on her Disguise skill of +15 (counting her synergy bonus for Bluff, her penalty for impersonating a different race, her bonus for the Deceptive feat, and her bonus for using a disguise kit) for a total of 25 on her check.

Salantia will claim that she knows why the PCs are in Aldervel and that she will offer to pay them a great deal for them to abandon their mission and slip out into the night or return from whence they came. If asked how much she is offering, she will produce a small pouch and discretely dump out some glittering diamonds and rubies of decent size and even allow the PCs to hold them and examine them.

While the PCs are so distracted, Salantia will attempt to slip a poison into their drinks or meals. She will use her Mage Hand spell to assist her in this endeavour. Salantia's Sleight of Hand skill is +16 (counting her synergy bonus for Bluff, and her Deft Hands feat). She will have to make a skill check for this action, and it will take a check for each drink or meal so poisoned, though anyone seeking to Appraise the gems will suffer a -5 to their opposed Spot check to see her Sleight of Hand.

If Salantia's disguise is noticed, she will simply shrug and state that she needs to be in disguise in order to avoid detection by the authorities.

The gems are expert forgeries. What's more, they are coated with contact poison. Salantia is wearing gloves, though this won't be specifically noticed unless asked for or with a Sense Motive check of DC 28. The gems are crafted with a DC of 25, which will be set against Appraise checks. It will take a Spot of DC 25 to see the thin sheen of liquid on the gems. Each gem's poison will be rubbed off by a single handling. There are at least twenty gems in the pouch.

Salantia will have to use her Bluff skill to hide her concentration on the Mage Hand spell. This should be made only once, when conversation first begins, and then only after ten minutes or so (which should be longer than this encounter).

Should the party accept, she will allow them to keep the gems, and warn the party that should they not leave Aldervel immediately and stay away from the transport caravan, they will be marked for death by the Green Arrows.

Should the party refuse, she will bargain with them, seeking to gain enough time to poison them. After that, she will hold open her gem pouch and scoop the gems into it, requesting the party place any gems they hold in as well. She will not count the gems and will not bat an eyelash should a PC attempt to steal on or palm it away. She will then tell the PCs they are making a grave mistake, cluck her tongue, pull her hood up and leave the tavern or inn.

No matter what the party's choice, once Salantia has poisoned the food and drink, she will excuse herself and depart. She will then use her skills to foil pursuers and make her way over the village walls and out into the wilderness. Should the party try to follow her, they will be noticed by the village watch and this will be reported to Cordon Falustus, who will be most displeased. It is up to the DM to eventually present Salantia and two accomplices in an encounter with the party at their rendezvous point.

If Salantia is caught poisoning the PCs, she will attempt to flee at once, leaping on bar tables and trying to foil pursuit. She will use the village rooftops to try to evade pursuers and eventually will make her way over the walls if possible and into the night, eventually meeting with her accomplices awaiting her return.

There is no real way for the party to follow a trail after Salantia and her accomplices are dealt with. Each bears a token identifying them as agents in the service of the Green Arrows, but none of the three knows anything more of any rescue plans of the Green Arrows. Salantia was told that some persons fitting the party's description were arrived in Aldervel to aid in Aramith's transport and she was ordered to poison them.

* Salantia: Female human Rogue 5/Wizard 1/Fighter 1; CR 7; Medium humanoid (human); HD 5D6 plus 1D4 plus 1D10; hp 40; Init +4, Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 14, flat-footed 18); Atk +10 melee (1D6+1, rapier) or +8 ranged (1D4+1, dart); SA sneak attack +3D6; SQ trapfinding, evasion, uncanny dodge, trapsense +1; AL CN; SV Fort +3, Ref +8, Will +5; Str 12, Dex 19, Con 10, Int 16, Wis 14, Cha 16. Height 5 ft 3 in.

Skills and Feats: Balance +10, Bluff +13, Climb +12, Concentration +4, Diplomacy +7, Disguise +15, Forgery +5, Hide +10, Intimidate +5, Jump +9, Listen +8, Move Silently +6, Sense Motive +8, Sleight of Hand +16, Spellcraft +5, Spot +8, Swim +7, Tumble +16, Use Rope +6; Deceptive, Deft Hands, Dodge, Scribe Scroll, Weapon Finesse, Weapon Focus (rapier).

Possessions: +1 leather armour, amulet of natural armour +1, wand of Ray of Enfeeblement at 1st level with 35 charges remaining, masterwork rapier, dark reaver powder (4 vials), darts (8), potion of Cure Serious Wounds at 5th level, potion of Jump at 1st level, potion of Expeditious Retreat at 1st level, traveller's outfit, spell component pouch, belt pouch, gem pouch, forged gems, 180 sp, 36 gp, 10 pp, Green Arrow token (a green arrow feather with an orange blotch) hidden with a Sleight of Hand of +16.

Spells Prepared (3/2): 0 - daze, mage hand, message, ray of frost; 1 - color spray, shield. Base DC = 13 + spell level.

Spellbook (19/8): 0 - all in the PHB; 1 - color spray, feather fall, hold portal, identify, magic weapon, mount, shield, shocking grasp. 

The contact poison and the ingested poison Salantia uses are listed below. She only has 4 doses of her ingested poison, so she may not be able to poison the entire party.

* Nitharit: Contact DC 13, initial damage 0, secondary damage 3D6 Con. 

* Dark Reaver Powder: Ingested DC 18, initial damage 2D6 Con, secondary damage 1D6 Con + 1D6 Str. 

Salantia's two accomplices are simple bodyguards who serve her (they are also her lovers, though she cares little about them personally).

* Accomplices (2): Male human Ranger 3; CR 3; Medium humanoid (human); HD 3D8+6; hp 25; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +6 melee (1D8+2, longsword) or +4 melee (1D8+2, longsword) and +3 melee (1D6+1, shortsword) or +5 ranged (1D8, longbow); SA favoured enemy (humans +2); SQ two-weapon combat style, wild empathy; AL CE; SV Fort +5, Ref +5, Will +2; Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10. Height 6 ft 1 in.

Skills and Feats: Climb +8, Heal +7, Hide +8, Listen +7, Move Silently +8, Search +7, Spot +7, Survival +7, Swim +4; Dodge, Endurance, Track, Twin Sword Style, Two Weapon Fighting (light or no armour only), Weapon Focus (longsword).

Possessions: longsword, shortsword, longbow, arrows (20), belt pouch, traveller's outfit, chain shirt, backpack, hooded lantern, oil (4 pints), 16 sp, 45 gp, Green Arrow token (a green arrow feather with an orange blotch) hidden with a Sleight of Hand of +2. 

Part Three - The Caravans:

When dawn comes, the caravans will be assembled. There are three such, each mustering in separate portions of the keep yard. Each caravan consists of three large covered prisoner wagons, each pulled by four heavy riding horses. Each prisoner wagon is 7 ft wide by 10 ft long and is made of wood with a thin steel interior. The doors at the back are of steel, with two iron barred windows. A lock openable from the outside is present (DC 30). Within are two benches, and steel eyelets are forged into the walls to allow manacles and chains to be fitted to a prisoner and then locked through these eyelets.

On the side of the wagon, at floor level, is a 6 inch tall and 3 ft wide slot locked from the outside which can be used to slide in food and water and remove waste. At the front of the wagon is space for a driver and a rider on a covered bench, and a single barred window with a metal shutter is here so that the driver and/or rider can peek into the prison compartment.

The horses towing the wagons are laden with supplies and provisions, including food, drink, feed, and ammunition.

When the muster is called, Broscus will initially assign the party to caravan number two, led by Lieutenant Harascus. But as the party heads to caravan two, Broscus will reconsider (due to Abrinda's Suggestion) and redirect the party to caravan three. If the party questions the reassignment, Broscus will say that he wants unproven mercenaries under his watchful eyes. He will be adamant that the party accompany his caravan. Instead, Broscus will send six soldiers from caravan three to caravan two.

Each wagon has a driver and a rider. In addition, a complement of soldiers guards each caravan. These number two dozen soldiers in the case of two of the caravans and 18 in the case of the third. Each caravan is led by a commander. Lieutenant Broscus is the leader of the third caravan.

Each leader has an iron key ring that contains the keys to unlock the back door of each prison wagon, the feed slot of each, and the chains and manacles of the prisoner.

A prisoner is loaded into one of the prison wagons of each caravan. The prisoner is hooded, gagged (except when eating), and legs and arms are manacled to eyelets with little mobility.

In the other two prison wagons are similarly chained and hooded corpses. These are loaded into a sitting position so that it will not be immediately apparent which wagon holds the prisoner.

The prisoners in the two decoy caravans (numbers one and two) are merely low level convicts unlucky enough to serve in this capacity. Aramith is prisoner in convoy three. He is placed in the middle prison wagon, though this order is shifted throughout the journey.

Prisoners are fed twice per day, usually by way of the back doors rather than the feed slots (which are used for dangerous prisoners). A guard opens the back doors that are unlocked by the caravan commander, and the food and water is brought in and the prisoner is allowed to relieve himself in a waste bucket. The prisoner is fed by hand by the guard and about 10 minutes later the guard exits with the bucket and plates and cups. A guard performs the same actions in the wagons holding the corpses, though, of course, he eats the food himself and there is no waste in the buckets.

The feeding charade with the corpses is done so that observers of the caravan will not know which wagon contains the prisoner and which the corpses.

Routes:

Caravan One will be taking the long route, basically cutting across country to the northwest to Spiralle, then up the road to Wayward, and then east to Dwillingir. Caravan Two will be taking the coast road, heading east to Far Dereth and then up the coast to Dwillingir. Caravan Three will take the middle route, crossing the Urgramm River at Dornsted, then taking a pass through the Northern Highlands, and thence to Urnstead, Hosfel Orchard, and finally Dwillingir.

The remainder of this scenario deals only with Caravan Three.

The journey from Aldervel to Dwillingir is detailed on a daily basis in Part Four.

Caravan Personnel:

* Drivers (3): Male human Fighter 1/Expert 1; CR 2; Medium humanoid (human); HD 1D10+1 plus 1D6+1; hp 12; Init +1; Spd 30 ft; Space 5 ft; Reach 10 ft; AC 13 (touch 11, flat-footed 12); Atk +2 melee (1D6+1, shortsword) or +2 ranged (1D10, heavy crossbow); AL LN; SV Fort +3, Ref +1, Will +2; Str 13, Dex 13, Con 12, Int 10, Wis 13, Cha 10. height 5 ft 8 in.

Skills and Feats: Handle Animal +8, Listen +6, Ride +8, Spot +6, Survival +1; Alertness, Dodge, Skill Focus (handle animal).

Possessions: shortsword, heavy crossbow, crossbow bolts (20), leather armour, traveller's outfit, belt pouch, 16 sp, 13 gp. 

* Riders (3): Male human Fighter 1; CR 1; Medium humanoid (human); HD 1D10+1; hp 8; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +2 melee (1D6+1, shortsword) or +4 ranged (1D10, heavy crossbow); AL LN; SV Fort +3, Ref +2, Will +0; Str 12, Dex 15, Con 13, Int 12, Wis 10, Cha 11. Height 5 ft 9 in.

Skills and Feats: Climb +3, Handle Animal +3, Listen +2, Ride +3, Spot +2; Rapid Reload, Weapon Focus (heavy crossbow).

Possessions: heavy crossbow, crossbow bolts (20), shortsword, leather armour, traveller's outfit, belt pouch, 16 sp, 13 gp. 

* Soldiers (14): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 19; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 10, flat-footed 20); Atk +3 melee (1D6+2, shortsword) or +0 ranged (1D6+2, javelin); AL N; SV Fort +5, Ref +2, Will +0; Str 14, Dex 10, Con 15, Int 11, Wis 10, Cha 11. Height 5 ft 10 in.

Skills and Feats: Heal +1, Jump +4, Listen +2, Spot +2, Survival +1, Swim +3; Combat Reflexes, Hold the Line, Weapon Focus (shortsword).

Possessions: shortsword, splint mail, tower shield, javelins (6), traveller's outfit, belt pouch, backpack, bedroll, torches (3), flint and steel, waterskin, whetstone, 16 cp, 10 sp, 2 gp. 

Four of the eighteen soldiers are allies of Lieutenant Broscus and are set to turn against the rest of the caravan upon Broscus' orders. Their stats reflect their status after they have discarded their tower shields (which they will do when they turn traitor). Until that time, they gain +4 AC and -2 to attack rolls while wielding the tower shield.

* Turncoat Soldiers (4): Male human Fighter 2/Rogue 1; CR 3; Medium humanoid (human); HD 2D10+4 plus 1D6+2; hp 25; Init +3; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 16); Atk +5 melee (1D6+2, shortsword) or +4 ranged (1D6+2, javelin); SA sneak attack +1D6; AL NE; SV Fort +5, Ref +6, Will +0; Str 14, Dex 15, Con 15, Int 12, Wis 10, Cha 11. Height 5 ft 10 in.

Skills and Feats: Bluff +5, Heal +1, Jump +4, Listen +2, Spot +2, Sense Motive +5, Survival +1, Swim +3; Combat Reflexes, Dodge, Hold the Line, Weapon Focus (shortsword).

Possessions: shortsword, splint mail, tower shield, javelins (6), traveller's outfit, belt pouch, backpack, bedroll, torches (3), potion of Cure Light Wounds at 1st level, flint and steel, waterskin, whetstone, 16 cp, 10 sp, 2 gp. 

* Lieutenant Broscus: Male human Fighter 4 (level lost from 7); CR 4; Medium humanoid (human); HD 4D10+12; hp 41; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 18); Atk +8 melee (1D10+2, bastard sword) or +6 melee (1D8+2, lance) or +5 ranged (1D8, light crossbow); AL NE; SV Fort +7, Ref +2, Will +1; Str 14, Dex 12, Con 17, Int 14, Wis 8, Cha 13. Height 6 ft.

Skills and Feats: Climb +3, Diplomacy +4, Gather Information +4, Heal +0, Intimidate +8, Jump +5, Listen +0, Ride +8, Sense Motive +0, Spot +0, Swim +5; Combat Expertise, Exotic Weapon (bastard sword), Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (bastard sword).

Possessions: lance, banded mail, heavy steel shield, masterwork bastard sword, dagger, potion of Cure Moderate Wounds at 3rd level, light crossbow, crossbow bolts (20), traveller's outfit, belt pouch, key ring with keys, 100 sp, 120 gp, 15 pp, map to the bandit's lair (hidden in a secret part of the pouch, Search DC 20). 

* Broscus' Heavy Warhorse: CR 2; Large animal; HD 4D8+12; hp 32; Init +1; Spd 35 ft; Space 10 ft; Reach 5 ft; AC 19 (touch 10, flat-footed 18); Atk +6 melee (1D6+4 [x2], hooves) and (+1 melee (1D4+2, bite); SQ low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 5. Length 7 ft.

Skills and Feats: Listen +5, Spot +4; Endurance, Run.

Possessions: military saddle, chainmail barding, bit and bridle, saddlebags. 

Part Four - The Journey:

The journey is broken down day-by-day below. However, a brief description of the overall journey characteristics is given below.

Lieutenant Broscus is a capable but arrogant leader. He is a bit irritable both at having to leave his new love (the disguised succubus Abrinda) and because he is suddenly feeling his age these days (as a result of Abrinda's energy draining). In addition, he has always looked down on non-soldiery. As a result, he will be short and condescending with the PCs, obviously considering them mere levies as compared to his trained soldiery.

The soldiers are professional, but they do not feel themselves to be on a military mission per se and their discipline is somewhat lax. Most of the soldiers seem to be comrades who know each other, but a very discrete bit of observation by the PCs might reveal that four of the soldiers are newcomers and are not always in on the inside jokes and gossip told by the rest of the Imperial soldiers.

Lieutenant Broscus will make it very plain, in answering idle chat from his men, that he doubts the bandits will make any sort of rescue attempt against the caravans. He feels that Cordon Falustus' idea to send three caravans is brilliant because he views the bandits as a mod of rabble led by a few capable elites, whereas the soldiery is comprised fully of expertly trained combatants. As such, the bandits can really only afford to mass their power against a single caravan, and he doubts that any group of bandits wishes to risk life and limb or capture for at best a 1/3rd chance of success. So, he feels that this journey will likely be uneventful. Nevertheless, he extols his men not to let their guard down.

The caravan travels 8 hours a day, though the journey lasts 12 hours per day. There are four rest periods during the travel that last for an hour each.

While the caravan is heading off the Imperial roadways, they are still following well traveled paths and dirt roadways. It is just that these are of the normal quality, muddy after rains and dusty in the summer, and are not the finely engineered Imperial roads that the other two caravans are taking.

At night, the three wagons are parked in the centre of the encampment, surrounding a central fire where the lieutenant and some of the soldiers are. The remainder is deployed in a ring around the wagons, with several fires for warmth and light. Watches are in four hour shifts and include both wandering and static sentinels.

Food consists of rations and water, with each soldier also allowed a pint of ale or beer before nightfall.

Even though the caravan passes dwellings and even some inns, it always avoids entering habitations and makes camp out of sight of any dwellings.

Day One:

The caravan sets out from Aldervel, each leaving an hour after the other and escorted by a force of fifty Imperial troopers for the first half hour. The PCs' caravan is the third to leave, and the entire village lines the streets, straining against soldiers with spears held horizontally to push the throng back. Children throw soft candy, but the soldiers ignore it. Cordon Falustus salutes the departing caravan from the balcony of his keep.

The morning is cloudy, bespeaking of rains to come, and there is a sharp chill in the air, causing the soldiers to pull their furred cloaks around their necks and arms.

The caravan begins a slow descent down the foothills of the Aynayjor Mountains towards the coast. The way is fairly bumpy, and the roads have muddy spots where depressions are poorly drained. The caravan is following a set of well worn wheel ruts that bespeak of many a merchant that has elected to take the more direct route to the main road than heading east to Far Dereth.

That night, the temperature becomes quite chill.

Day Two:

The caravan continues to descend the hills. Rims of ice now coat puddles of morning dew, and a new coast of snow can be seen higher up in the mountains behind the party.

At night a light rain falls.

Day Three:

The road is a bit muddy, slowing the caravan down somewhat, but by sundown the Imperial roadway can be seen crossing the caravan's path. This road runs from just below Far Dereth to the east, to Spiralle to the northwest. As the sun dips behind the Aynayjors, the twinkling lights of Dornsted can be seen in the distance off to the east.

That night, on a random watch (use a D3 to determine which), a pair of winter wolves driven down from the mountains by the orc uprising, attack the camp, seeking to grab a free meal. They will sneak up as close as they can and attack from two directions simultaneously, using their breaths incapacitate victims. The wolves will attempt to freeze a victim into unconsciousness and then run off with it to consume it at its leisure.

* Winter Wolves (2): CR 5; Large magical beast (cold); HD 6D10+18; hp 51; Init +5; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 10, flat-footed 14); Atk +9 melee (1D8+6 plus 1D6 cold, bite); SA breath weapon, freezing bite, trip; SQ darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. Length 8 ft.

Skills and Feats: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*; Alertness, Improved Initiative, Track.

Special Attacks: Breath Weapon (Su): 15 ft cone once every 1D4 rounds, damage 4D6 cold. Reflex DC 16 for half damage.

Freezing Bite (Su): A winter wolf deals an extra 1D6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

* Natural colouration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent. 

Day Four:

A light snow falls in the early morning hours, dusting the ground in white.

By the end of the day's travel, the party has reached the southern verges of the North Coast Highlands. The path becomes a foot trail that winds through a valley between two spurs of the Highlands, keeping to the west of Tereimson Woods.

Day Five:

The party ascends the Highlands. The going is strenuous, and in some places the wagons have to be pushed up the trail, especially in mushy spots where the light snow has melted from exposure to the sun.

At night, a light snowfall endures until just before dawn.

Day Six:

More light snowfall at night as the caravan trudges through the Highlands.

Day Seven:

A successful Spot check (DC 15) will cause the lead person in the caravan to notice some humanoid footprints in the snow. These appear to be booted and travel in the direction the caravan is headed. The snowfall soon wipes out the trail, implying that the tracks were made before dawn.

The night is clear, though somewhat windy.

Day Eight:

The dawn brings a winter landscape before the caravan, with a few inches of snow in most places and drifts as high as a foot. Movement is slowed to half speed.

At about midday, as the party crests the top of the valley trail, the attack occurs

The Attack:

The attack is the ambush of Aramith's band mates. Most of the band is hidden out of sight, so that they cannot be spotted, and there are two scouts who are engaged in hiding and watching for the caravan. As the caravan is rather large, it will be impossible for the caravan itself to sneak up on the ambushers. The caravan is making no attempt at being stealthy and can be seen against the white snow for quite some distance.

However, if the caravan has scouts (i.e. PCs elect to scout ahead), then there is a chance the scouts can spot the ambushers before the ambushers strike. The ambush is designed to attack the caravan proper, so scouts taking point will be allowed to pass unmolested, as the ambushers await the arrival of the main body of the caravan.

If the ambushers are spotted, they will raise a cry and hue and leap down after the caravan, though in this case it is likely the caravaners will not be surprised and will have time to arrange a defense.

In general, however, the two ambushing scouts will remain hidden and when the main body of the caravan passes between two outthrust rocks in a narrow portion of the valley pass, they will sound the ambush.

The Ambush:

The ambush will consist of two groups of bandits stationed atop each of the rock outcroppings. These groups are charged with peppering the caravan with missile fire and lobbing spells on the caravaners.

Meanwhile, from around the outcroppings will charge the foot troops, some from each side.

The rock outcroppings jut out from the hillsides on either side of the pass. They are 50 feet above the level of the pass floor and reach to within 100 feet of each other, though since they reach up and towards each other their bases are a full 150 feet apart at the level of the pass floor.

Flanking each outcropping is the hillside slope, a moderate slope of approximately 30 degrees that is treated as a steep slope (refer to DMG page 89, attackers gain a +1 bonus for attacking downhill, costs 2 squares to move uphill [which means 4 squares in the snow], charging or running downhill requires a DC 10 Balance check in the first slope square entered [failure means movement stops 1D2 x 5 ft later, failure by 5 or more means they fall prone in the square in which they end movement], DC of Tumble checks increased by 2).

Of course, the snow on the ground makes each square entered count as two squares and also increases Tumbling DCs by 2.

These slopes begin to descend at the outcroppings and end to form a flat valley in the center of the pass some 25 ft wide.

The ambush will begin with a horn blown by the ambush scouts. At this, the groups hiding on the outcroppings completely out of sight will advance to the edge of the outcropping (a move action). Meanwhile, the groups on the slopes will shout and begin to move down the slope.

On the next round (likely the first non-surprise round), the groups on the outcropping will attack, using missile weapons to attack unengaged characters, especially, at first, other missile users and spellcasters. The spellcasters on the outcroppings will cast their spells to best effect, though likely using the surprise round to cast a defensive spell. Of course, the arrows these bandits use have green feathers with orange blotches at the ends. Many wear green feathers in their caps.

The ambushers seek to capture the prison wagons. Although they do not know which of the three Aramith is in, Lieutenant Broscus does. During the first round of combat, Broscus will move towards the wagon with Aramith in it. His four turncoat soldiers will do likewise. On the second round, Broscus will attempt to surreptitiously unlock the wagon door and step inside. He will then attempt to free Aramith, taking 10 rounds to do so. His men will guard the wagon, two of them attempting to quietly kill the driver and rider on the wagon while the other two guard the doorway.

The ambushers know that there are traitors within the caravan. Once they see Broscus opening the wagon door, they will avoid attacking him, instead attempting to cause enough of a diversion that the PCs and loyal soldiery do not realize what is happening.

If Broscus is caught, he will try to sow discord by suddenly yelling and claiming that the PCs are traitors trying to free the prisoner and will order the loyal soldiers to attack the party. This will likely require some Bluff checks and Sense Motive checks as the party tries to gain control of the loyal soldiery and get them to see that Broscus is the traitor.

If Aramith is freed, he will grab a weapon from the nearest fallen foe and then attempt to flee to the largest group of bandits. These will then attempt to cover his trail as he flees the combat. Once he is safely gone, the bandits will withdraw.

The Green Arrows are by no means "Robin Hoods" and can be classified as a mixture of alignments, mostly CN and N and NE and CE. However, most of them are not bloodthirsty, and are interested primarily in freeing their leader. As such, they will not attack downed opponents nor administer coup de graces, unless the PCs or loyal soldiers do so, in which case the Green Arrows will give as good as they get.

Once Aramith is free, Lieutenant Broscus and his traitorous men will attempt to flee with the bandits, so that they can collect the remainder of their payment and flee the Province.

If needed, the bandit leader with Entangle will cast it either to stop the wagon with Aramith in it from fleeing or to foil pursuit.

The Ambushers:

West Outcropping:

* Bandit Archers (6): Male human Rogue 1/Ranger 1; CR 2; Medium humanoid (human); HD 1D6+1 plus 1D8+1; hp 13; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +2 melee (1D8+1, longsword) or +4 ranged (1D8, longbow); SA sneak attack +1D6, favoured enemy (humans +2); SQ trapsense, wild empathy; AL NE; SV Fort +3, Ref +6, Will +0; Str 12, Dex 15, Con 13, Int 13, Wis 10, Cha 11. Height 5 ft 8 in.

Skills and Feats: Balance +7, Bluff +5, Climb +6, Craft (fletching) +4, Heal +3, Jump +6, Knowledge (nature) +2, Listen +3, Sense Motive +3, Spot +4, Survival +4, Swim +3, Tumble +7; Precise Shot, Track, Weapon Focus (longbow).

Possessions: longbow, arrows (20), longsword, studded leather armour, traveller's outfit, belt pouch, 25 sp, 13 gp. 

* Bandit Sorceress: Female half elf Sorcerer 4; CR 3; Medium humanoid (elf); HD 4D4; hp 12; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 12, flat-footed 10); Atk +2 melee (1D8, heavy mace) or +4 ranged (1D8, light crossbow); SQ alertness when familiar within arm's reach, empathic link with familiar, immune to sleep spells and effects, +2 racial bonus to saves against enchantment spells and effects, low-light vision, AL CN; SV Fort +1, Ref +3, Will +5; Str 10, Dex 15, Con 11, Int 13, Wis 12, Cha 17. Height 5 ft 2 in.

Skills and Feats: Bluff +5, Concentration +7, Diplomacy +5, Gather Information +5, Knowledge (arcana) +6, Listen +5, Search +2, Spellcraft +10, Spot +2; Combat Casting, Combat Expertise.

Possessions: heavy mace, mage robes, wand of Acid Splash at 1st level with 14 charges, potion of Cure Light Wounds at 1st level, potion of Bear's Endurance at 3rd level, light crossbow, crossbow bolts (20), spell component pouch, belt pouch.

Spells Known (cast 6/7/4): 0 - daze, flare, light, ray of frost, read magic, resistance; 1 - mage armour, magic missile, shield; 2 - Melf's acid arrow. Base DC = 13 + spell level. 

* Bat Familiar: CR n/a; Diminutive magical beast; HD 1/4D8; hp 6; AC 18 (touch 16, flat-footed 16); Atk +0 melee (touch); SQ blindsense 20 ft, low-light vision, improved evasion, share spells, empathic link, deliver touch spells; AL N; SV Fort +2, Ref +4, Will +6; Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4. Wingspan 15 in.

Skills and Feats: Bluff -1, Concentration +7, Hide +14, Knowledge (arcana) +3, Listen +8*, Move Silently +6, Search +0, Spellcraft +7, Spot +8*; Alertness.

* +4 racial bonuses that are lost if blindsense is negated. 

East Outcropping:

* Bandit Archers (6): Male human Rogue 1/Ranger 1; CR 2; Medium humanoid (human); HD 1D6+1 plus 1D8+1; hp 13; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +2 melee (1D8+1, longsword) or +4 ranged (1D8, longbow); SA sneak attack +1D6, favoured enemy (humans +2); SQ trapsense, wild empathy; AL NE; SV Fort +3, Ref +6, Will +0; Str 12, Dex 15, Con 13, Int 13, Wis 10, Cha 11. Height 5 ft 8 in.

Skills and Feats: Balance +7, Bluff +5, Climb +6, Craft (fletching) +4, Heal +3, Jump +6, Knowledge (nature) +2, Listen +3, Sense Motive +3, Spot +4, Survival +4, Swim +3, Tumble +7; Precise Shot, Track, Weapon Focus (longbow).

Possessions: longbow, arrows (20), longsword, studded leather armour, traveller's outfit, belt pouch, 25 sp, 13 gp.

* Bandit Wizard: Male human Rogue 1/Wizard 3; CR 4; Medium humanoid (human); 1D6 plus 3D4; hp 15; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 10); Atk +4 melee (1D6, rapier) or +4 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ trapfinding; AL NE; SV Fort +1, Ref +6, Will +6; Str 10, Dex 17, Con 11, Int 16, Wis 13, Cha 14. Height 6 ft 2 in.

Skills and Feats: Balance +10, Bluff +7, Climb +2, Concentration +7, Decipher Script +5, Diplomacy +5, Intimidate +3, Jump +7, Hide +5, Knowledge (arcana) +9, Listen +6, Move Silently +5, Sense Motive +6, Sleight of Hand +10, Spellcraft +12, Spot +6, Tumble +10; Dodge, Iron Will, Scribe Scroll, Weapon Finesse.

Possessions: rapier, traveller's outfit, light crossbow, crossbow bolts (20), spell component pouch, potion of Protection from Arrows at 3rd level, wand of Ray of Enfeeblement at 1st level with 20 charges, scroll of Monster Summoning II at 3rd level, spellbook.

Spells Prepared (4/3/2): 0 - acid splash, daze, ray of frost, resistance; 1 - mage armour, shield, magic missile; 2 - web, mirror image. Base DC = 13 + spell level.

Spellbook (19/10/4): 0 - all in PHB; 1 - alarm, charm person, comprehend languages, detect secret doors, disguise self, hold portal, mage armour, magic missile, ray of enfeeblement, shield; 2 - darkvision, mirror image, obscure object, web. 

West Slope:

* Bandit Footmen (8): Male human Ranger 1/Fighter 1; CR 2; Medium humanoid (human); HD 1D8+2 plus 1D10+2; hp 16; Init +1, Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D6+2, throwing axe); SA favoured enemy (magical beasts +2); SQ wild empathy; AL CN; SV Fort +6. Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 12. Height 5 ft 11 in.

Skills and Feats: Climb +5, Hide +6, Jump +5, Knowledge (nature) +3, Listen +7, Move Silently +3, Spot +7, Survival +5, Swim +5; Alertness, Dodge, Mobility, Track, Weapon Focus (longsword).

Possessions: studded leather armour, heavy wooden shield, traveller's outfit, throwing axes (3), longsword, belt pouch, whetstone, 13 cp, 14 sp, 9 gp. 

* Bandit Leader: Male half orc Ranger 4; CR 4; Medium humanoid (orc); HD 4D8+8; hp 30; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +5 melee (1D8+3, dire flail) and +5 melee (1D8+1, dire flail) or +6 ranged (1D8+2, composite longbow); SA favoured enemy (humans +2); SQ wild empathy, two-weapon combat style; AL CE; SV Fort +6, Ref +6, Will +2; Str 16, Dex 14, Con 15, Int 11, Wis 12, Cha 8. Height 6 ft 5 in.

Skills and Feats: Climb +8, Heal +4, Hide +3, Jump +8, Knowledge (nature) +3, Listen +4, Move Silently +3, Search +2, Spot +6, Survival +6, Swim +5, Tumble +5; Endurance, Exotic Weapon (dire flail), Track, Two Weapon Defense.

Possessions: dire flail, studded leather, composite longbow (+2 Str bonus), arrows (20), explorer's outfit, belt pouch, spell component pouch, cloak of hiding, potion of Cure Light Wounds at 1st level, 34 sp, 47 gp, 12 pp.

Spells Prepared (2): 1 - entangle, longstrider. Base DC = 11 + spell level. 

* Cloak of Hiding: This cloak is made of a grayish weave that tends to shade itself to mimic the colours of its background. It grants its wearer a +2 competence bonus on Hide checks.

Faint Illusion; CL 3; Craft Wondrous Item, camouflage; Price 400 gp; Weight 1 lb. 

East Slope:

* Bandit Footmen (8): Male human Ranger 1/Fighter 1; CR 2; Medium humanoid (human); HD 1D8+2 plus 1D10+2; hp 16; Init +1, Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1D8+2, longsword) or +3 ranged (1D6+2, throwing axe); SA favoured enemy (magical beasts +2); SQ wild empathy; AL CN; SV Fort +6. Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 12. Height 5 ft 11 in.

Skills and Feats: Climb +5, Hide +6, Jump +5, Knowledge (nature) +3, Listen +7, Move Silently +3, Spot +7, Survival +5, Swim +5; Alertness, Dodge, Mobility, Track, Weapon Focus (longsword).

Possessions: studded leather armour, heavy wooden shield, traveller's outfit, throwing axes (3), longsword, belt pouch, whetstone, 13 cp, 14 sp, 9 gp. 

* Bandit Leader: Male half orc Ranger 4; CR 4; Medium humanoid (orc); HD 4D8+8; hp 30; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +5 melee (1D8+3, two bladed sword) and +5 melee (1D8+1, two bladed sword) or +6 ranged (1D8+2, composite longbow); SA favoured enemy (humans +2); SQ wild empathy, two-weapon combat style; AL CE; SV Fort +6, Ref +6, Will +2; Str 16, Dex 14, Con 15, Int 11, Wis 12, Cha 8. Height 6 ft 5 in.

Skills and Feats: Climb +8, Heal +4, Hide +3, Jump +8, Knowledge (nature) +3, Listen +4, Move Silently +3, Search +2, Spot +6, Survival +6, Swim +5, Tumble +5; Endurance, Exotic Weapon (two bladed sword), Track, Two Weapon Defense.

Possessions: two bladed sword, studded leather, composite longbow (+2 Str bonus), arrows (20), explorer's outfit, belt pouch, spell component pouch, boots of the snow, potion of Cure Light Wounds at 1st level, 34 sp, 47 gp, 12 pp.

Spells Prepared (2): 1 - longstrider, summon nature's ally I. Base DC = 11 + spell level. 

* Boots of the Snow: These boots are made of winter wolf fur and allow the wearer to walk atop snow as if it were the same terrain devoid of snow. These boots do not allow the wearer to walk on thin ice.

Faint Alteration; CL 3; Craft Wondrous Item, cat's grace; Price 800 gp; Weight 1 lb. 

Aftermath:

The bandits are very determined to rescue Aramith, but they will not fight to the death or throw away their lives to rescue their master. They expect their superior numbers and the turncoats to sway the tide. It is bad luck for them that the PCs were assigned to guard this caravan.

If Aramith flees, the scenario should effectively be over. Aramith is very good at eluding pursuit, and the DM should simply rule that he escapes despite whatever dogged pursuit the party gives. The caravan will have to travel to Dwillingir, and the assassins presented later in the scenario will not attack.

Aramith's statistics are given at the end of this scenario.

With the lieutenant gone, one of the soldiers, an older fellow, will assume military command, though he will defer to the highest ranking-seeming of the PCs.

If Broscus is captured, he will certainly tell what he knows in order to save his life, though he will not do so without the proper assurances. Of course, some physical persuasion can be effective as well.

Efficient questioning of the traitorous lieutenant can determine that he was offered a great deal of gold by a contact of the Dwillingir Thieves' Guild. Additional questioning can turn up that this contact, one Raddolf by name, met him in Aldervel and offered him great sums of money to turn on the caravan when the bandits attacked it to rescue Aramith. The lieutenant does not know the whereabouts of Raddolf, but does know that he was supposed to meet him at the bandit's lair shown on his hidden map once it was determined Aramith had been freed.

Exceptional questioning that focuses on his new lover and on why he assigned the PCs to the caravan will cause some confusion to the lieutenant, who will then possibly remember that the idea to assign the PCs was initially his lover's idea. The lieutenant will remark that he has no idea why he listened to her advice, but that he did feel that it would be easier to rescue Aramith if some of his crack troopers were replaced by Merchant House rabble. Any implications by the PCs that Broscus was somehow enchanted to make the switch will be met incredulously by the lieutenant, who fancies himself a man with an iron will.

Day Nine:

There is now a light snow during the entire day. The caravan begins to descend out of the highlands. By midnight, the snow has stopped.

Day Ten:

The caravan descends out of the highlands, reaching level terrain by mid afternoon and making north towards Urnstead.

Day Eleven:

The hard ground makes travel faster along the rolling grasslands that lead to Urnstead. By late afternoon, the Dun River is reached and the caravan stops within sight of the eaves of Dunwood, waiting until the next day to find a place to ford the river.

Day Twelve:

The caravan passes west of Urnstead and the Dun Woods and head north towards Hosfel Orchard. A light rain commences at noon and continues into early evening.

Day Thirteen:

The day is chilly, with a sharp wind coming off of the sea from the northeast. At around noon, the caravan is attacked by assassins.

The Assassins:

These assassins are a last ditch effort sent by Barnabus to silence Aramith. The rescue of Aramith having failed, these are elite assassins whose only mission is to slay Barnabus. They will, as much as humanly possible, ignore the rest of the party and the caravan, only attacking them if they are a direct impediment to their mark. Even then, they may choose to trip of use non-lethal attacks on caravan members.

The assassins do not know which wagon Aramith is in, so they will have to pick a wagon, gain access, and then determine if the occupant is a corpse or the bandit leader. If the assassins succeed in slaying Aramith, they will chop off his head and flee with it (as a token of their success and to prevent Raise Dead). Once again, they will not attack caravan members when withdrawing unless directly prevented from doing so.

These assassins are expensive members of an elite cadre of assassins that operates in the Imperial Heartland known as Mergurr's Fingers. Each has his left ring finger stripped of flesh and muscle to the bone, though the finger still functions as if unhurt. This is a mark of these assassins and this mutilation is a ritual all true members of Mergurr's Fingers go through. Anyone with an Imperial background can make a DC 15 Intelligent check, or anyone with a Knowledge (Antorium) can make a DC 10 check to see if they recognize the mark or have heard of the group Mergurr's Fingers.

If captured, an assassin will not speak, even if threatened, and will attempt to kill himself unless released. He will say that releasing him will grant those doing so a 25% discount on any single job for which Mergurr's Fingers are hired. The Fingers are not based in the Far Coast and would have to be contacted in the Imperial Heartland.

DMs should keep in mind that these assassins are very powerful. However, as they will tend to ignore most party members, this should not present too much of a problem.

The Assassination:

The assassins will have noted the caravan's approach. They are wearing white fur cloaks with grey splotches on it and blend into the snowy background quite well. They will then cast Invisibility on themselves and plant themselves right in the caravan's path, waiting until they are in amongst the wagons. They will then try to silently grab onto a wagon, two to each, and then pick the locks. The assassins will then attempt to sneak inside and, in the wagon with Aramith, slay him and take his head.

Rolls will be required as follows (counting adjustments for snow on the ground):

To get onto a wagon: Jump DC 7.

To get onto a wagon silently: Move Silently check at -5.

To pick the lock to a wagon: Open Lock DC 30.

To pick the lock to a wagon silently: Move Silently check.

To sneak into a wagon without the opening wagon door being seen: Hide check at +5.

To attack Aramith silently: Move Silently.

To exit the wagon unseen: Hide check at +5.

To get off a wagon: Jump DC 7.

To get off a wagon silently: Move Silently check at -5.

The assassins who get into Aramith's wagon will perform a coup de grace on the helpless bandit leader. They will use their poisoned daggers on him, so that even if their coup de grace attack fails to slay him, the poison will.

Once slain, it will take a round to chop his head off. Thereafter, the assassins will quaff their potions of Invisibility and attempt to escape.

A timeline will be as follows:

Round One: The assassins leap onto the backs of the wagons.

Round Two to Twenty One: The assassins take 20 and pick the locks.

Round Twenty Two: Assassins enter the wagons.

Round Twenty Three: Assassins determine occupants of the wagons.

Round Twenty Four: Assassins in Aramith's wagon perform a coup de grace. The other assassins wait six rounds before leaving or until they hear a commotion.

Round Twenty Five: Assassins in Aramith's wagon chop off Aramith's head.

Round Twenty Six: Assassins quaff potions of Invisibility.

Round Twenty Seven: Assassins in Aramith's wagon leap from the wagon.

Round Thirty: Other assassins leap from the wagon.

If the assassins in Aramith's wagon need more time to slay the leader, they will use rounds Twenty Seven through Twenty Nine to finish him off with additional coup de grace attacks.

* Assassins (6): Male human Rogue 4/Fighter 1/Assassin 3; CR 8; Medium humanoid (human); HD 4D6+8 plus 1D10+2 plus 3D6+6; hp 50; Init +4; Spd 35 ft; space 5 ft; Reach 5 ft; AC 16 (touch 14, flat footed 16); Atk +9 melee (1D8+2, masterwork longsword) or +8 melee (1D4+2 plus poison, dagger) or +10 ranged (1D8, light crossbow); SA sneak attack +4D6, death attack; SQ trapfinding, trapsense +1, evasion, uncanny dodge, improved uncanny dodge, +1 save against poison, poison use; AL LE; SV Fort +6, Ref +11, Will +6; Str 14, Dex 19, Con 14, Int 16, Wis 14, Cha 12. Height 5 ft 10 in.

Skills and Feats: Balance +10, Bluff +9, Climb +10, Diplomacy +5, Disguise +9, Escape Artist +8, Hide +12, Intimidate +5, Jump +10, Listen +8, Move Silently +10, Open Lock +15, Sense Motive +8, Sleight of Hand +10, Spot +8, Swim +8, Tumble +17, Use Magic Device +5; Combat Reflexes, Dash, Dodge, Iron Will, Mobility.

Special Attacks: Poison (huge centipede venom, injury, DC 18, 1D6 Dex initial and secondary).

Possessions: masterwork longsword, leather armour, dagger, light crossbow, crossbow bolts (20), white camouflage cloak (+5 circumstance bonus to Hide checks against a snowy background), traveller's outfit, belt pouch, vials of huge centipede venom (4), potion of Invisibility at 3rd level, potion of Cure Moderate Wounds at 3rd level.

Spells Known (cast 3/1): 1 - disguise self, jump, obscuring mist; 2 - invisibility, pass without trace. Base DC = 13 + spell level.

Two of the assassins have wands as well:

1 - wand of Cure Light Wounds at 1st level with 19 charges.
2 - wand of Colour Spray at 1st level with 10 charges.
 

Aftermath:

Tattooed on the back of each assassin are his orders. This is customary of the Mergurr's Fingers. When they complete their mission, the tattoo disappears. If they tarry or abandon the mission, the writing burns into their back, causing them great agony for a year.

The orders read:

Slay the bandit lord Aramith, who travels with the middle caravan. Remove his head that he may not be returned from the dead. Bring the head to your home and present it before me. May Mergurr bless thy venture and curse thy failure. 

The assassins do not know who hired them. They were given the job by their superiors and had a good deal of advance warning, though they had their loyal wizard transport them so far north of the Heartland.

Once they have succeeded, the assassins will flee back to the Heartland, to resume their duties for their superiors.

The caravan can continue on for the remainder of the day.

Day Fourteen:

By the end of the day, the party will encamp just out of sight of the light of Hosfel Orchard.

Day Fifteen:

This day there is a light rain in the morning and a low fog until noon. At night the baying of wolves can be heard, far off.

Day Sixteen:

At noon the road appears, traveling northeast to Dwillingir and west to Negelton. The going is easier now that the road is struck. At night, the caravan camps just off of the road.

Day Seventeen:

The caravan continues along the roadway. Merchants traveling the road give a wide berth and soldiers on patrol salute the Imperial Soldiers who remain before riding past.

Day Eighteen:

Before noon, the walls of Dwillingir come into view. Another two hours finds the caravan arriving at the town and through the gates.

Part Five - Aftermath:

If Aramith has escaped or been killed, then Barnabus will act distraught but will actually be most pleased. Abrinda will be genuinely distraught. It should be apparent to the party that someone had ratted out the caravans, due to the fact that the bandits attacked the right caravan as did the assassins.

Aramith, if he was rescued, will resume his career against the caravans of the region, and perhaps the PCs can one day assault his lair directly.

If Aramith is successfully brought to Dwillingir, then he will be presented to the Imperial Governor there. The Governor will, the next day, call in Barnabus and will thank him and the PCs for their service to the Empire.

Within a few weeks, a public trial will be called. A great many citizens and notables from the area will witness a public trial for Aramith. At this trial, the bandit lord, obviously tortured and in bad shape, will be executed by a greataxe.

The political ramifications of Aramith's capture will be subtle but profound. The Governor and the Imperator of the local Perastor now knows that the Dwillingir Thieves' Guild was in cahoots with the bandit lord. However, he does not wish to be too overt in his hunt for the guild, for fear that his prey will fly the coop. However, word will get around that the Imperator will pay well for information about the Guild, and many agents of the Empire will filter into Dwillingir and begin to press for information through discrete channels. A few taverns and inns thought to be fronts for or friendly to the Guild will be shut down for non-payment of Imperial taxes.

The Imperator will slowly ratchet up the pressure on the Guild, hoping to force a desperate Guildmaster to make a mistake and expose himself.

If the party learns of the location of the bandit's lair, the DM can design a scenario revolving around the party assaulting the lair and rousting the remainder of the Green Arrows. Within the lair will be further evidence allowing the PCs to eventually gain the location of the Dwillingir Thieves' Guild and perhaps rescue the real Barnabus.

These further events are presented in the scenario entitled "Green Raid". Broscus' map is presented in that scenario.

Aramith the Bandit Lord:

Statistics here are presented in his captive state. One might wonder why such a powerful lord has rescuers of such lower level than himself. This is partially answered in the scenario "Green Raid", wherein several of his lieutenants are back at the lair awaiting news of the rescue attempt. These leaders did not wish to risk themselves in a rescue attempt...a few perhaps even hoping the attempt fails so that they could take over the band. In addition, the Green Arrows was mostly Aramith and many of its greatest deeds were borne of his daring-do. As such, Aramith does indeed tower heed over heels above the rest of his men.

* Aramith: Male human Barbarian 1/Ranger 1/ Rogue 5/Outlaw 6; CR 13; Medium humanoid (human); HD 1D12+1 plus 1D8+1 plus 5D6+5 plus 6D6+6; hp 71; Init +8; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 14); Atk +11 melee or +13 ranged; SA favoured enemy (dwarves +2), rage 1/day, sneak attack +3D6, ambush +3D6; SQ evasion, improved evasion, fugitive's luck, trapfinding, trapsense +1, outlaw code; AL CN; SV Fort +11, Ref +13, Will +7; Str 15, Dex 18, Con 13, Int 16, Wis 14, Cha 15. Height 6 ft 2 in.

Skills and Feats: Appraise +8, Balance +6, Bluff +12, Climb +10, Decipher Script +5, Diplomacy +8, Disguise +10, Escape Artist +11, Gather Information +10, Handle Animal +7, Hide +10, Intimidate +10, Jump +10, Knowledge (nature) +7, Listen +10, Move Silently +9, Open Lock +8, Ride +10, Search +8, Sense Motive +10, Spot +6, Survival +10, Swim +10, Tumble +15, Use Magic Item +8; Combat Expertise, Dodge, Exotic Weapon (net), Improved Disarm, Improved Feint, Iron Will, Leadership, Mobility, Quick Draw, Spring Attack, Track.

Special Qualities: Outlaw Code: Will not rob Thaneeri. 

Aramith was born a Thaneeri and taken into slavery illegally by a group of slavers who slew his parents and took him as a young child. He was sold to a veteran soldier and was treated brutally. In his sixteenth year, he slew his master and escaped, eventually falling in with a group of bandits. His talent and intelligence saw him rise within the ranks and eventually, when the old lord died, he formed the Green Arrows, and has since built an effective and powerful group of commerce raiders.

While he is not evil and will not needlessly slay the innocent or even those he robs, Aramith is still concerned mostly for himself, and he will not hesitate to remove anyone who gets in his way.

He can speak Common, Thaneeri, Dwarvish, and Morakki.

Experience:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

· Aramith is safely brought to Dwillingir: +150 XP.
· Party learns the location of the bandit's lair: +100 XP.

Return to the Therran Scenario Page