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Summary:
The party has a year of "between adventures" time based in Dwillingir during the Year 5536 (22 N.S.).
Assumptions:
The party is in the employ and/or service of House Riverine.
Location:
The northern half of the Far Coast.
Historical Date:
Commencing early 22 N.S. (5536), Early to Mid Winter.
GM's Introduction:
This "sceanario" is actually a detailing of a year's worth of campaign events that occured or could have occured during the historical Riverine Campaign. The PCs had a year of "downtime", and I polled the players as to what they might want to do during that year. In addition, I designed some short adventures of my own, many suitable of a portion of the party. I also provided rumours to spark the player's imaginations, keep them tied to the campaign plots developing, and to provide some diverions.
As such, a good deal of the information presented here is very specific to the historical Riverine Campaign, and no attempt has been made to genericize the material herein. Nonetheless, I believe a lot of what is presented here would be quite useful to DMs running other campaigns. First, this provides a good example how to deal with a year's campaign time in a couple of gamiong sessions. It also provides an example of a mechanism to introduce rumours to the PCs. Finally, some of the mini-adventures can be lifted whole cloth or used with a little modification as a side trek in any campaign world.
Scenario Contents:
Vignette #1 - The
Bacchae
Vignette #2 - Undead
on the Border
Vignette #3 - Vengeance
upon Mercur
Vignette #4 - Orc Hunt
Vignette #5 - The Barghest
Vignette #6 - Hunting
Spiders
Vignette #7 - The Haunting
of Hill House
Vignette #8 - Return
of the Agents of Veribor
Vignette #9 - Similak
and Marinto Resolution
Vignette #10 - Murder
Most Foul in House Riverine
Vignette #11 - A Thief
in the Market
Vignette #12 - A Hero
at Large
Section One - Rumours:
There are two types of rumours, active and passive. Passive rumours will generally come to the PCs without any special effort on their part. Active rumours require actions like Gather Information. In addition, active rumours can be given to PCs specifically investigating their subject matter.
All rumours are given a letter and number in brackets in order to identify them in further text.
Passive Rumours:
These should be administered 1D3 to each PC at varying times during the year (duplicates are encouraged if rolled for). Passive rumours represent general scuttlebutt and gossip, often simply overheard. These rumours are widely known and many are wildly false or inaccurate (though which ones are true or not is not indicated the DM can decide). One way is to check for each PC each month, with a 20% chance a passive rumour is learned. Some rumours, if duplicated at varying points in time, might have to be reworded slightly to reflect the passage of time. The DM can choose with rumours are introduced, or he can roll randomly. There are 21 passive rumours presented. If you need to roll 1-21 randomly, you can roll a D3-1 and multiply the result by 7 and then add a D8 roll to that, ignoring any rolls of 8.
Letters and number combinations in brackets represent the code of the rumour, in case the DM wants to create rumour cards and hand them out. The cards can have the rumour on one side and the code on the other for easy identification.
| 1 | The Green Arrows have sacked several caravans over the last few weeks, including a Mercur caravan laden with iron ore, which has become a valuable commodity due to the orc uprising. [P1] |
| 2 | The orcs have fully blockaded Hegzeril, the other dwarven city in the region. [P2] |
| 3 | Thaneeri barbarians have raided the central and southern coasts heavily recently (this rumour will occur early in 5536 during the winter or spring). [P3] |
| 4 | The arena master in Dwillingir has an owlbear captured from the mountains and he is going to offer a magic dagger to any single person who fights it and wins. [P4] |
| 5 | The hero Terraf is due to arrive in Dwillingir as liaison of the 3rd Imperial Legion to the Imperator of the Far Coast. It is said he will conduct some bloodless duels in the arena (this should be administered before Vignette 12). [P5] |
| 6 | It is said that a great beast attacked the hero Morg in his very festhall! The Heroes of the Gem slew the creature, and it is said they went off to find the beast's master and have not yet returned. [P6] |
| 7 | Someone's been shaving Imperial coins again. There's going to be hell to pay when they're caught! [P7] |
| 8 | A slave slew his master in his bed and raped his wife. The bastard was caught and is to be drawn and quartered on the Hill in a week. [P8] |
| 9 | The insane prophet Rawquirins is ranting that the Deceiver was not taken into Slumber, but possessed the body of Eracuss and now bides his time before rising up once again. [P9] |
| 10 | A dozen folk said they saw a dragon of some sort fly over the town late at night. Its shadow crossed both moons, but no one could tell what colour its scales were. [P10] |
| 11 | Strange things been coming out of the Cursed Lands lately, and more frequently too. Maybe those Morakki are trying to soften us up. [P11] |
| 12 | The Thaneeri are being united by a wild-eyed berserk strongman and may descend on us in ravaging hordes! [P12] |
| 13 | Sailors report sightings of some large sea creatures in the southern Oto Sea. One says he saw a large white worm. I hope Captain Creele doesn't find out about it! [P13] |
| 14 | The raft people have gone away and will not return next year. No one knows why. [P14] |
| 15 | Someone tried to poison the Trade Lord of House Tempus down in Noscrused. It is said his tongue swelled to the size of a man's arm, but somehow he survived. [P15] |
| 16 | All of the whores at the Bregin House are unclean with disease. It is said they did not please a stranger to his liking and he cursed the place. [P16] |
| 17 | A man in a house in the Shambles died of plague. They should burn his house! [P17] |
| 18 | The Temple of Mustiglior will hold a Free Day soon. Wives lock up your husbands! [P18] |
| 19 | Bantar the jailmaster has an important prisoner locked up, but everything is all hush-hush. [P19] |
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A fire near the docks was suspicious, though I don't know if anything was burned. Why is it suspicious? I dunno, but that's what I hear tell. [P20] |
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An owlbear was sighted down south near Churl. Killed a farmer and his family before being hunted down and slain. [P21] |
Active Rumours:
These can be checked for either once per month if general inquiries are being made, or more often if specific inquiries are being made about a given topic. With specific inquiries, the rumour desired should be chosen and then the roll made to see if it is found. With general inquiries, the roll should be made and then a random rumour rolled up in that category (or two in a lower one).
DC 5:
| 1 | A bounty has been placed on Pike's head. Apparently, a man named Halavarn wants him dead or alive. The bounty is currently 500 gp. [A1] |
| 2 | Something or someone is behind this orc uprising. I hear it's a guy named Pork or something like that a real ugly guy they say! [A2] |
| 3 | The head of the Woolly Boys, Rockim, has been very grumpy lately and is taking out on everyone. [A3] |
| 4 | The bard Redondo is smitten with that new priestess in House Riverine. When he sings love ballads at the Rusty Mage you can tell he is thinking of her. But I tell you this, it's made his performances even better! [A4] |
| 5 | Orcs have been seen prowling the Feyindir Forest and even as far as Hosfel Orchard! I think maybe they might start attacking towns in the lowlands. I hope the Emperor will do something soon. [A5] |
| 6 | Dominus of House Commus led an expedition north to blaze a trade route to the Ice People through the mountains last year and has never been heard from since. [A6] |
DC 10:
| 1 | The Green Arrows have been hitting House Mercur caravans very hard lately. [A7] |
| 2 | Lady Malavar is seeking to marry her daughter into one of the Merchant Houses as a means to improve their family's fading fortunes. Her daughter, Pabisma, is beautiful but rather demanding. [A8] |
| 3 | The Emperor will send an army to crush the orc uprising once he squeezes enough terms from the dwarves. [A9] |
| 4 | House Mercur's warehouse was broken into recently. I don't know what was in there but it is said thieves got away with everything. [A10] |
| 5 | Brankos the drunk was found dead outside of town last morning. His skin was pale white and his eyes vacant and not a mark was upon him. [A11] |
| 6 | The Imperator has put up a bounty of 50 gp for the head of any Green Arrow and 5000 gp for the head of the leader of the bandit group. Double these for any brought in alive. [A12] |
DC 15:
| 1 | It is said the leader of the Green Arrows is an elf sorcerer of great power who can change his shape at will. [A13] |
| 2 | Traders speak of strange sounds at night on the Thaneeri border moans and wails and distant shrieks and strange winds (this should be administered before Vignette 2). [A14] |
| 3 | Several rough men have been crossing the Thaneeri border and going on illegal slave raids. Expect reprisals from the cuinilots. [A15] |
| 4 | The Imperator has requested funds for another warship to be added to the Oto Sea fleet, but the Emperor has so far balked at his request. [A16] |
| 5 | A delegation of halfling merchants from Onlor is due to arrive in Dwillingir shortly to discuss trade opportunities. [A17] |
| 6 | A parasite is infecting the silk spiders of Gerilong, and the silk crop next year is expected to be quite low. [A18] |
DC 20:
| 1 | House Mercur must have built up a large stockpile of iron ore and gems and dwarf-made goods, because they are making a killing selling large amounts of such goods to clients desperate in the face of the dwarven blockade. [A19] |
| 2 | The leader of the Green Arrows is named Aramith, and he is a refugee from the Heartland who bears the Emperor ill will. [A20] |
| 3 | The Dwillingir Thieves' Guild is in the pay of all of the Merchant Houses. [A21] |
| 4 | The magus Mordekai is thinking about building a College of Invocation in the Far Coast and is meeting with the Imperator to discuss this proposal. It is said Queequeg himself might oversee its construction. [A22] |
| 5 | An elderly Morakki man has been asking about someone named Amhalla. He is staying in the poorest inn in the town, but there is something about the man that makes me respect him. [A23] |
| 6 | The Chowdered Fish gambling hall is crooked. The games are rigged! (in a low voice looking over his shoulder) I know because I used to work there. It's a front for the Thieves' Guild. [A24] |
DC 25:
| 1 | The Green Arrows have attacked House Mercur caravans quite a bit lately, likely due to the fact that Mercur has been transporting a lot of iron ore and other metals recently. [A25] |
| 2 | House Mercur pulled off some grand scheme against House Riverine last year, and House Riverine has been too afraid to strike back. Methinks the old Riverheads are losing their edge. [A26] |
| 3 | There is a traitor in House Mercur. House Riverine turned this person and now Mercur is being compromised. That House Riverine has one of the best enforcers in the Empire. [A27] |
| 4 | Ghannistros the Tax Collector is addicted to a certain drug and can be paid off with small doses instead of paying one's taxes. I don't know which drug it is but I'd love to find out! [A28] |
| 5 | The Thieves' Guild is going to "kobold" the marketplace sometime soon. "Kobolding" means to flood a place with so many thieves simultaneously that the guards cannot catch anyone in the resulting confusion. I hear that was done down in Horzuth and they near cleaned out the entire market square! [A29] |
| 6 | There's unsavory things a-lurkin' down in the sewers beneath the town. Centipedes the size of a horse, rats as big as a large dog, and worse. But I hear tell that above 'em all is a monstrosity that floats in the air and has a dozen eyes that hex you! [A30] |
DC 30:
| 1 | House Mercur has been using its stockpile of iron ore to secure long-term contracts with desperate customers who used to buy from the dwarves. [A31] |
| 2 | (From a House Veritas member) Ever notice how the thieves' guild takes it easy on Riverine shops and merchants? Seems a bit suspicious to me. [A32] |
| 3 | Not all the slaves purchased by Hammunil at the auctions are seen in the households of Dwillingir. Some say he sells them to foreign buyers. [A33] |
| 4 | It is said that House Riverine is paying those close to the Emperor to thwart the building up of the Imperial Fleet on the Oto Sea, especially Grand Admiral Higguros. Captain Creele has written a letter to the Heroes of the Gem to intercede on his behalf. [A34] |
| 5 | It is said the previous priest of Indolle at House Riverine did not retire but was forced to leave due to an alleged affair between him and that lovely wife of Barnabus'. [A35] |
| 6 | A Flupnir priest was murdered in his cave nearby. No one knows who did it, but people are worried that the Tricksters are going to have their revenge on Dwillingir (this should be administered before Vignette 1). [A36] |
Section Two - Vignettes:
These are small adventures that reflect the stated desires of the PCs or are keyed to some of the rumours above. DMs can use them as side treks or even full-blown adventures.
Introduction:
A group of Bacchae, spirits of Flupnir, has taken up residence outside of Dwillingir, having been sent by a priest of Flupnir (using Monster Summoning III and a cult ritual) in retribution for the recent murder of a priest of the cult (see rumour A 36). The bacchae have seduced the bard Redondo into their revel. Redondo now threatens to bring a PC into the mix.
Action:
The proprietor of the Rusty Mage Inn sends a boy asking the PCs (or whichever single PC is closest to Redondo) to come and speak with him. Once at the inn, Bannador tells the PCs that the bard Redondo has not shown up for two nights in a row, when he is supposed to be entertaining his guests. He has no idea where the bard has gotten off to.
If the patrons of the inn are questioned, a regular may (with a Gather Information check DC 10) remember that the bard seemed taken with a pretty young lass a couple of nights ago and left with her, out the door, even though he keeps a room at the inn. The lass was dressed in plain peasant clothes and she wore a small leather thong with a small brownish/black bit of fur dangling from the end (a Knowledge (religion) check (DC 10) will tell that this is a symbol to Flupnir, the god of tricks, intoxication and merrymaking, and it is actually a burnt rabbit's foot. The woman appeared a bit disheveled, her hair messed up and her clothing unkempt and stained. In fact, the innkeeper can state that he has seen that women in his inn frequently over the last two weeks, but he had never seen her before then.
Asking around the town in general may turn up the fact that there is some sort of faire going on in the woods to the south of the town, about a mile or two outside of town towards the verges of the Arvorn Woods (Gather Information DC 15). A check of DC 20 will turn up someone who says she attended a revel happening to the south of the town last night. She will say that there were about a dozen folks there, including a bard (whom she will describe to fit Redondo) who played and danced and (giggle) until sunrise. She intends to go back soon with some of her friends.
Otherwise, the PC may have to hang out in the inn. That night (or whatever night the PC hangs out at the inn), the woman will return. She is a bacchae and she will attempt to entice people using her Charm Person ability to join her at the revel. Likely this will not be a PC, but another NPC at the inn. After a bit of flirtation and some drink, the person will leave with the woman and the party can attempt to follow or shadow them as they drunkenly stagger out the town gate and south into the night.
Eventually, by hook or by crook, the party will come upon the revel. It is in a wooded verge of the Arvorn, thickly treed enough that their firelight does not show out into the night. The sound of laughter and music and the moans of intimacy pierce the night a fair distance from the clearing.
The clearing is about 75 ft in diameter. In the centre is a large bonfire approximately 8 ft in diameter. About a dozen persons revel in the clearing. Redondo is there, his shirt off and sitting on a boulder, his instrument in his hands while he plays a lively jig (though not too well) and his hair a tussle and his eyes red as if from lack of sleep. A beautiful scantily-clad woman sits next to him (wearing the burnt rabbit's foot), blowing into his ear and serving him wine from a mug. Other folks are here, copulating, dancing, drinking, singing, etc. Several barrels are in the clearing, a few tipped over and empty, the rest filled with wine.
If the party chooses to watch, some five bacchae hiding outside the southern edge of the clearing (the party approached from the north) emerge about an hour later and join the revel. These bacchae have horns and pointed ears and a couple even have hooves. The revel becomes more and more intense, and if the party still observes, one of the revelers will suddenly yell orgasmically and horns will sprout from her head and her ears will point and the rest of the bacchae will let out a rowdy "huzzah" as they welcome a new convert to their band.
If the party enters the clearing, they will be initially welcomed by the bacchae and the other revelers and invited to joint he debauchery. Should any decide to do so, they may be subject to the effects of the revel. Should the party refuse, the bacchae will tell them to leave. Should the party attempt to take any reveler with them (e.g. Redondo), then the bacchae will threaten the party and, ultimately, fight them furiously, with the revelers joining in.
It is assumed Redondo has made his Will saves to resist turning into a bacchae but has failed his initial saves and been caught up in the revel. Once the party arrives at the clearing, however, all bets are off and saves should be made normally for Redondo.
Redondo and the other non-bacchae will resist disruption of their revel to the best of their ability, though they will not use lethal force against friends or loved ones.
The bacchae, if fighting, will not attack downed foes or chase foes that flee. They simply wish to disable their foes enough to continue the revel.
Should a party member be transformed into a bacchae, then the DM is encouraged to devise a quest the party can undertake to gain a Heal spell to restore the PC.
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* Bacchae (11): CR 2; Medium outsider (extraplanar); HD 2D8+4; hp 13; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1D4+2 [x2], claws) or +3 ranged (1D6+3, rock); SA debauch, rage, rend 2D4+3; SQ acid resistance 10, electricity resistance 10, darkvision 60 ft, immunity to polymorph, spell-like abilities; SR 11; AL CN; SV Fort +7, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 14. Height between 5 ft and 6 ft. Skills and Feats: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform (sing) +6, Perform (dance) +6, Perform (wind instrument) +6, Perform (string instruments) +6, Spot +5, Survival +5, Tumble +7; Great Fortitude. Special Attacks: Debauch (Su): Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through beguilement, must make a Will save (DC 10 + 1 per 3 bacchae engaged in the revel, to a maximum of DC 20) or lose all track of time and start carousing alongside the bacchae. A victim ensnared will not willingly leave the mob. At the next sunrise, the victim must make a second Will save or be transformed into a bacchae. If successful, the victim recovers his senses and may leave, if the bacchae let him. A transformed victim abandons his previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of the bacchae mob. The victim can be restored by Heal, Limited Wish, Miracle, or Wish. Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds, the bacchae gains a +4 bonus to Str and Con a +2 morale bonus to Will saves, and a -2 penalty to AC. A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2 Str, -2 Dex, can't charge or run) for the duration of the encounter. Rend (Ex): If a bacchae hits with both of its claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2D4+3 damage (2D4+6 if the bacchae is raging). Spell-like Abilities: 3/day - Charm Person, Tasha's Hideous Laughter; 1/day - either Crushing Despair, Good Hope, or Rage. Caster level 7th; save DC = 11 + spell level. |
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* Revelers (5): Commoner 1; CR ½; Medium humanoid (human); HD 1D4; hp 3; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10; Atk +0 melee (1D4, dagger); AL N; SV Fort +0, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 13. Height between 5 ft and 6 ft. Skills and Feats: Craft (various) +3, Handle Animal +2, Listen +2, Profession (various ) +3, Spot +2; Alertness, Skill Focus (profession or craft). Possessions: clothing, dagger, belt pouch, 2D6 cp, 2D6 sp. |
Redondo is exhausted and suffers a -6 to Str and Dex, moves at half speed, and cannot run or charge. These are not reflected in his statistics.
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* Redondo: Male human Bard 2; CR 2; Medium-sized humanoid (human); HD 2D6; hp 10; Init +2; Spd 30 ft; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1D6, shortsword) or +3 ranged (1D4, dagger); SQ bardic music 2/day (inspire courage, counter song, fascinate), bardic knowledge +4; AL CG; SV Fort +0, Ref +5, Will +4; Str 11, Dex 15, Con 10, Int 14, Wis 12, Cha 16. Height 5 ft 10 in. Skills and Feats: Balance +4, Bluff +5, Climb +4, Concentration +2, Diplomacy +5, Gather Information +4, Hide +5, Jump +2, Listen +3, Move Silently +4, Perform (oratory) +8, Perform (singing) +8, Perform (stringed instrument) +8, Perform (wind instrument) +6, Spellcraft +3, Spot +2, Tumble +5; Dodge, Weapon Finesse. Possessions: lute, shortsword, dagger (4), traveler's outfit, leather, belt pouch, spell component pouch, songbook, 16 cp, 20 sp, 6 gp. Spells Known (cast 3/1): 0 - dancing lights, daze, flare, light, mage hand; 1 - charm person, cure light wounds. Base DC = 13 + spell level. |
Introduction:
The party raided the tomb of a Thaneeri champion in the course of the scenario entitled "A Gem in the Hand". The champion's undead soul was laid to rest, but the theft of his axe has angered the spirits of the Thaneeri, and these have called up more undead to wreak revenge upon the decadent Imperials. This is reflected in rumour A 14.
Action:
Should the PCs travel along the border at night, they will eventually come upon the sounds and sensations mentioned in the rumour. This may take days or weeks. Eventually, they will encounter a wight. The wight is dressed in Thaneeri furs and will demand the surrender of the champion's axe in Thaneeri. Surrendering the axe (a +1 battleaxe) will cause the wight to retreat and it will trouble the area no more. Otherwise, the wight will have to be defeated. If hostilities proceed, the wight will raise its hands and the ground around the PCs will burst forth with undead (skeletons and zombies). These will have to take a movement to arise from the ground and stand, subjecting them to possible attacks of opportunity.
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* Thaneeri Skeletons (12): CR 1/3; Medium undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D8+1, battleaxe) or +1 melee (1D4+1 [x2], claws) or +3 ranged (1D6+1, javelin); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1. Height 5 ft 8 in. Skills and Feats: Improved Initiative. Possessions: battleaxe, heavy wooden shield, javelins (3), furs. |
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* Thaneeri Zombies (12): CR ½; Medium undead; HD 2D12+3; hp 16; Init +0; Spd 30 ft (cannot run); Space 5 ft; Reach 5 ft; AC 13 (touch 9, flat-footed 13); Atk +3 melee (1D8+2, battleaxe) or +3 melee (1D6+2, slam); SQ single actions only, DR 5/slashing, darkvision 60 ft, undead traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 15, Dex 9, Con -, Int - Wis 10, Cha 1. Height 6 ft 2 in. Skills and Feats: Toughness. Special Attacks: Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. Possessions: rotted furs and hides (equivalent to leather armour), battleaxe. |
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* Thaneeri Advanced Wight: CR 4; Medium undead; HD 5D12; hp 36; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +3 melee (1D4+1 plus energy drain, slam); SA create spawn, energy drain; SQ darkvision 60 ft, undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15. Height 5 ft 11 in. Skills and Feats: Hide +8, Listen +8, Move Silently +16, Spot +8; Alertness, Blind-Fight. Special Attacks: Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wight's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points. |
Introduction:
Barnabus wants the PCs to devise and implement vengeance upon House Mercur for their schemes as divulged in the scenario entitled "Shattered Trust".
Action:
Barnabus summons the PCs to his audience chamber, where he, Abrinda and Veribor await them.
Barnabus speaks:
| Is the place clear and secure Veribor? (Veribor nods). Well then, welcome and good morn ladies and gentlemen. I have summoned you to discuss a matter somewhat overdue, but of great import. You have milady Abrinda to thank for this meeting, for she has convinced me, somewhat to poor old Veribor's chagrin, that you be allowed to undertake the task at hand. |
Abrinda chimes up:
| Yes milord. I think it would be a good test of these fine folk, for we know they are surely brave and skilled they have proven that. But can they play the Game of Houses? Can they move in that refined circle? |
Barnabus continues:
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Indeed my love. As often you have injected a great deal of sense into my silly old head, for this is indeed a great chance to divine your true potential. And indeed, most of you were involved in the beginning of the whole affair, so who better suited after all? Well, you are a bit in the dark aren't you? As you may remember, and for those who were not present, House Mercur devised a scheme to try and alienate our House from the Vardekii Clan, a rogue clan of Thaneeri who trade Ice People goods with us exclusively. With some good luck and a bit of blood and sweat, we were able to foil Mercur's plans. We even captured two of their mages, and though I shall not say whether we were able to turn them, I will note that we kept them here long enough for House Mercur to become suspicious and perhaps blunt their activities for a time. In any event, the mages were eventually ransomed back to Mercur for a tidy sum. But, of course, that is not the end of it. All we did was thwart their scheme. And while that is good, it is not sufficient, for if it became known that the only price for taking such bold action against House Riverine was that your plan would be thwarted and your mages ransomed back to you, why we would have every House plotting against us without a second thought! No there must be more. There must be a revenge. And that is where you come in. I want you to devise and implement a revenge against House Mercur. Yes indeed. We have waited long enough. Yes we have. Had we acted too quickly, Mercur would have had its guard up against reprisal and it would have been very difficult. But, if we wait too long, we disassociate our revenge from the original act, and that can have bad consequences, for it will make other Houses think we are afraid to act or hesitant, and it might be regarded as an initiation of new action rather than retaliation of an old act. So, it must be now. Well of course not right now. But I would think you should plan it for sometime in the next year, NS 23 by the new reckoning. Now, before you run off planning to dump fireballs into the Mercur Guildhouse or start swinging that big axe I keep hearing about, understand that this is a test for you because the revenge must be undertaken within the rules of the Game of Houses. You are aware of the Game no? Hmmm well I think then that our resident expert on that should speak. Veribor, there are none in this Province whom I would rather have playing the Game of Houses. Please be so kind as to enlighten these folk as to its mores and rules. |
Veribor gruffly stands forward, places his hands behind his back, and begins to lecture as he paces up and down the audience chamber:
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The Empire is founded upon six pillars. Some number them five, but I say there are six. These pillars hold up the foundation of the Empire, and when the Empire is healthy, each is in balance, though each would like to have more influence than the other. The pillars are: The Emperor Some count the Emperor and his army as one pillar, but if you know anything about Imperial politics you know they are separate. In any case, we of House Riverine are a part of the sixth pillar the Merchant Houses. We are constantly competing against the other Houses. But at the same time, we are, as a whole, always trying to preserve the power we do have and to make sure none of the other pillars intrudes upon our turf or tries to grab power from us. Because of that, the Game
of Houses developed. Do not be fooled by this term. This is no
game. It is serious
sometimes deadly serious. And there
are rules, but they are not written anywhere, and sometimes the
rules change, and sometimes they are broken
sometimes for
good and sometimes for ill. Parts of the Game are schemes and revenge. Schemes you have some familiarity with. You have thwarted two such now, House Mercur and their scheme against the Vardekii, and House Commus and their scheme with the fire rats. Revenge is where your concern lies. There are rules to revenge according to the Game. Heed these well. But keep in mind they are ideals. Most revenges fall far short of these, even as they strive to meet them. · A House should take
revenge against another House that acts against it. To fail to
do so will weaken the House and encourage others to scheme against
it and will cause prospective members to seek protection from
a stronger house. Now, are there any questions? |
After questions have been asked and answered, Barnabus concludes:
| Now, put much thought into this, and keep in mind you have more than a year to complete this, so do not rush where time and preparation will serve you. I expect good things from you, and to fail would be to disappoint milady Abrinda, who has spoken for you and who believes that you are capable of handling this task. We will say no more about this. |
The PCs now have until the end of the year NS 23 to enact a Revenge upon House Mercur.
Introduction:
Some of the PCs may want to attack the orcs blockading Nirzumbil.
Action:
Below are presented two orcish groups suitable for raids and attacks by PCs desiring to attack the orcish blockaders.
It can be assumed that a group of PCs traveling into the mountains around Nirzumbil and actively looking for orcs will eventually find them. Whether the PCs are attacked on the road, or they come across an orc encampment, or they come upon orcs raiding a caravan, the two groups encountered below can be used.
The orc groups below use the same statistics as presented on the D&D Harbinger Miniatures Quick Reference Cards.
Orc Group #1:
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* Orc Archers (4): Male orc Warrior 2; CR 1; Medium humanoid (orc); HD 2D8+2; hp 11; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +5 melee (1D6+3, handaxe) or +3 ranged (1D6+3, composite shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +4, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 3 in. Skills and Feats: Climb +4, Intimidate +1; Weapon Focus (composite shortbow). Possessions: studded leather, handaxe, composite shortbow (+3 Str bonus), arrows (20), belt pouch, 1D8 cp, 1D6 sp, 1D4 gp. |
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* Orc Warriors (10): Male orc Warrior 1; CR ½; Medium humanoid (orc); HD 1D8+1; hp 6; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +4 melee (2D4+4, falchion); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 3 in. Skills and Feats: Listen +1, Spot +1; Alertness. Possessions: studded leather, falchion, belt pouch, 1D8 cp, 1D6 sp, 1D4 gp. |
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* Half Orc Fighter (1): Male half-orc Fighter 2; CR 2; Medium humanoid (orc); HD 2D10+2; hp 19; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +7 melee (2D6+4, greatsword); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +1, Will +3; Str 17, Dex 13, Con 13, Int 8, Wis 12, Cha 6. Height 6 ft. Skills and Feats: Intimidate +3; Dodge, Iron Will, Weapon Focus (greatsword). Possessions: banded mail, masterwork greatsword, potion of Cure Moderate Wounds at 3rd level, potion of Bear's Endurance at 3rd level, darkrock, belt pouch, 4D8 cp, 4D6 sp, 4D10 gp. |
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* Darkrock: This inky black rock is enchanted so that when thrown, it bursts into a sphere of magical darkness that operates exactly like a Darkness spell cast by a 3rd level caster. The rock only functions once and dissolves when used. Faint evocation; CL 3; Craft Wondrous Item, Darkness; 300 gp + 12 XP. |
Orc Group #2:
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* Orc Archers (6): Male orc Warrior 2; CR 1; Medium humanoid (orc); HD 2D8+2; hp 11; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +5 melee (1D6+3, handaxe) or +3 ranged (1D6+3, composite shortbow); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +4, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6 ft 3 in. Skills and Feats: Climb +4, Intimidate +1; Weapon Focus (composite shortbow). Possessions: studded leather, handaxe, composite shortbow (+3 Str bonus), arrows (20), belt pouch, 1D8 cp, 1D6 sp, 1D4 gp. |
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* Orc Spearfighters (8): Male orc Fighter 2; CR 2; Medium humanoid (orc); HD 2D10+2; hp 17; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 13); Atk +6 melee (1D8+6, longspear) or +6 melee (1D6+4, handaxe); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +4, Ref +1, Will +1; Str 19, Dex 13, Con 12, Int 8, Wis 12, Cha 6. Height 6 ft 4 in. Skills and Feats: Climb +4, Intimidate +2,, Listen +3, Spot +3; Alertness, Endurance, Power Attack. Possessions: studded leather, longspear, handaxe, belt pouch, 2D6 cp, 4D6 sp, 2D8 gp. |
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* Cleric of Gruumsh: Male orc Cleric 4; CR 4; Male humanoid (orc); HD 4D8+4; hp 26; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 15); Atk +8 melee (1D6+4, shortspear); SA rebuke undead 1/day (-2); SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +5, Ref +2, Will +6; Str 19, Dex 13, Con 12, Int 8, Wis 14, Cha 6. Height 6 ft 4 in. Skills and Feats: Concentration +5, Diplomacy +5; Power Attack, Skill Focus (diplomacy), Weapon Focus (shortspear). Possessions: scale mail, light wooden shield, shortspear, scroll of Cure Moderate Wounds at 3rd level, potion of Divine Shield at 3rd level, potion of Longstrider at 1st level, spell component pouch, belt pouch, bone unholy symbol to Gruumsh, 4 beryls worth 25 gp each, 16 gp, 42 sp. Spells Prepared (5/4/3): 0 - create water, detect magic (2), read magic, resistance; 1 - doom (3), summon monster I; 2 - bear's endurance, hold person, lesser restoration. Domains: Evil, War. Domain Spells (1/1): 1 - protection from good; 2 - desecrate. Base DC = 12 + spell level. |
Introduction:
A PC needs a barghest skin to craft levitation boots. He seeks to find the whereabouts of one.
Action:
First, it will require some research or a Knowledge (planes) check of DC 15 to know that barghests are servants of Maglubiyet, the Maug lord of goblinkind. Texts speak of barghests being summoned by goblin clerics, where they come to Therra to grow fat on the souls of their victims before returning from whence they came.
Second, the party must locate goblins. Tribes of these are known to exist in the Aynayjor Mountains, but the orc uprising has disrupted the normal goblin society and will likely make finding a goblin cleric capable of summoning a barghest difficult at best. However, rumours of goblins closer at hand can be heard around Dwillingir. These are often secondhand rumours, but they place the goblins consistently in the Feyindir Forest.
The most likely method to proceed is to travel to the village of Feyintir and speak with Aristole, the friendly ranger who has appeared in the scenarios entitled "A Bit of Blood" and "A Gem in the Hand". If the party instead stops at Wayward and inquires about goblins in the forests, they will be directed to Feyintir to speak with Aristole.
Aristole has gained a level since he met the PCs previously. He is now a 3rd level ranger, and the statistics below reflect his new level and therefore differ from the statistics given previously.
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* Aristole: Male human Ranger 3; CR 3; Medium-size humanoid (human); HD 3D8+3; hp 21; Init +1; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +3 melee (1D8+2, longsword) and +3 melee (1D4+1, dagger) or +5 melee (1D8+2, longsword) or +5 ranged (1D8, longbow); SA combat style (two-weapon combat), favoured enemy (humanoid [reptilian] +2); SQ wild empathy; AL NG, SV Fort +5, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 11. Height 6 ft 1 in. Skills and Feats: Climb +5, Handle Animal +3, Heal +5, Hide +6, Jump +5, Knowledge (nature) +3, Listen +6, Move Silently +6, Spot +6, Survival +7; Alertness, Dodge, Endurance, Track, Weapon Focus (longbow). Possessions: leather armour, longsword, dagger, longbow, arrows (12), silver arrows (12), explorer's outfit, belt pouch, 100 cp, 34 sp, 29 gp. |
Aristole will tell that even though his specialty is hunting down kobolds and keeping them away from farms and villages, he has some truck with goblins, especially a weasely one named Midas. Aristole will lead the PCs into the forest for a day and a half, traveling roughly southwest towards the foothills. When a small creek is reached, Aristole will hang a leather bag filled with 50 copper pieces on a tree branch that hangs over the water's edge. He will then tell the PCs to hide out of sight, and he will do the same.
Aristole will then make some loud birdcalls. A few hours later, a goblin will appear. The goblin will look about carefully, and then begin to climb the tree to gain the pouch. At this, Aristole will step out, startling the goblin. The ranger will place his sword at the goblin's neck and a sort of well-worn ritual will take place, with the goblin begging for his life and Aristole pretending to consider killing him. A Sense Motive check of DC 5 can see through the ruse.
Aristole will ask the PCs to come forth, which will scare Midas for real. As the goblin quakes in his boots, Aristole will question him in Common, asking him where the big goblin priest of the forest lives. Midas will be very reluctant to tell, for he will claim that if he tells the priest will summon the barghests to eat his soul and he will not pass on to the side of Maglubiyet.
Eventually though, Midas can be made to divulge that some 15 miles from here is a massive oak tree. A goblin community has hollowed out the tree and dwells within. They are led by a fearsome priest of Maglubiyet named Glirkashnix. When Aristole demands that Midas lead him and the PCs to the tree, Midas again hems and haws and must be cajoled and intimidated into agreeing. Likely it will take closer to 100 sp to get him to agree.
The Great Tree is indeed a massive, old oak. It has no leaves on it, as the goblin' burrowing through its heart has long ago killed it, and for certain the goblins must have rigged props and supports from within to keep the thing standing.
The tree is approximately 30 ft round and some 70 ft tall to the top of its bare branches. Many goblin-sized holes pierce the trunk, especially higher up, and these lead out onto wide branches, some of which are equipped with wooden platforms, ladders, and swinging ropes.
No map is provided. The DM can concoct a formal map of the Great Tree if desired or the map can be devised on the fly as needed. The interior of the trunk includes many ladders up through various levels inside the tree.
A total of 150 adult male goblins dwell in the tree, with another 100 or so noncombatant females and 50 noncombatant young.
The PCs are welcome to attempt to frontally assault the place. The goblins will rise to the defense, fleeing only if their cleric is slain and the situations looks completely hopeless. They are adept climbers and will try to force the PCs to ascend the tree where they can be knocked off of branches or will be hindered by the low ceilings and cramped halls.
Most of the interior of the tree is goblin-sized. This means ceilings are low (about 4 ft) and halls narrow (about 2 ft). Medium creatures will suffer the effects of squeezing when fighting within the interior of the tree. Large creatures cannot fight or traverse the confines at all.
If the PCs end up assaulting the place, the cleric will, indeed, summon up a barghest, sacrificing his wife and daughters to do so. Such a ritual takes 1 minute to enact, and requires the casting of a Monster Summoning III spell in addition to the sacrifices. A Knowledge (religion) check of DC 15 must be made to ensure the sacrifices are done properly. The barghest so summoned actually arrives through a Gate opened at the site of the sacrifice. A single barghest will come through usually a whelp who has never fed before, but for every point over which the Knowledge (religion) check is made, there is that percentage chance that a larger barghest will arrive.
For example: Glirkashnix performs the ritual and sacrifices his wife and 2 daughters. He ends up with a Knowledge (religion) check of 24. That is 9 over what he needed, so there is a 9% chance that a more powerful barghest arrives.
If a more powerful barghest arrives, consult the table below:
01-50 = 7 HD
51-75 = 8 HD
76-90 = 9 HD (Greater Barghest)
91-95 = 10 HD (Greater Barghest)
96-99 = 11 HD (Greater Barghest)
00 = 12 HD (Greater Barghest)
If a greater barghest arrives, there will be a very obvious clue that something is wrong, for the barghest will immediately turn upon the summoner, and then begin to indiscriminately kill everything it can. Non-greater barghests will, instead, obey the dictates of the summoner.
On the other hand, the PCs can instead attempt to bargain with the goblins. In this case, should they offer suitable treasure/deliver suitable threats, the priest may agree to a summon up a barghest. If he does so, he will require that a spectacle be put on. This means the goblins will expect the barghest to fight the PCs for the amusement of the goblins. The priest will allow up to three PCs to fight the barghest.
If this is agreed to, the goblins will rig a strange round wooden platform from ropes tied to many strong branches of the tree. These ropes dangle some 25 ft down to a 30 ft diameter wooden platform. In the center of the platform is painted in blood the unholy symbol of Maglubiyet, a bloody axe. The fight will take place on the platform. The three PCs will be lowered by rope to the platform. The priest will then conduct the ritual, sacrificing three random female goblins. Assuming it works and a greater barghest does not appear, the beast will orient itself, leap down to the platform, and attack. The goblins, watching from branches above the platform, will bet and cheer and have a great old time. Magic is allowed in the combat, but only from the combatants. The barghest will use all of the abilities at his disposal.
The platform is 25 ft above the ground level, and anyone falling off will likely take damage. They can get back on, as the goblins will lower ropes for them to climb back up to the platform.
The barghest will fight to the death.
Only statistics for a normal barghest are given. If a large one appears, the DM should adjust accordingly.
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* Goblin Males (150): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 13); Atk +2 melee (1D6, small Morningstar) or +4 ranged (1D6, small light crossbow); SQ darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft. Skills and Feats: Balance +3, Climb +3, Hide +5, Listen +0, Move Silently +6, Ride +6, Spot +2; Treetopper. Possessions: leather armour, small morningstar, small light crossbow, crossbow bolts (20), belt pouch, 1D6 cp, 1D4 sp. |
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* Goblin Priest: Male goblin Cleric 5; CR 5; Small humanoid (goblin); HD 5D8+5; hp 31; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 14); Atk +4 melee (1D6, small morningstar); SA rebuke undead 3/day (+0); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +3, Will +6; Str 11, Dex 14, Con 12, Int 12, Wis 14, Cha 10. Height 3 ft 5 in. Skills and Feats: Balance +5, Climb +5, Concentration +6, Knowledge (religion) +12, Move Silently +6, Ride +6, Spellcraft +5; Skill Focus (Knowledge [religion]), Treetopper. Possessions: small morningstar, leather armour, light wooden shield, spell component pouch, masterwork sacrificial dagger (+2 on sacrifice checks), wooden unholy symbol to Maglubiyet, fear head. Spells Prepared (5/4/3/1): 0 - cure minor wounds, detect magic, detect poison, guidance, resistance; 1 - bane, bless, cause fear, cure light wounds; 2 - cure moderate wounds, hold person, sound burst; 3 - dispel magic. Base DC = 12 + spell level. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Disguise and Hide are class skills). Domain Spells Prepared (1/1/1): 1 - protection from good; 2 - invisibility; 3 - magic circle against good. |
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* Fear Head: This shrunken head can cast the spell Cause Fear once per day when presented to a victim as if cast by a 1st level cleric. It may only be wielded by goblins. Faint necromancy; CL 3; Create Wondrous Item, Cause Fear; 400 gp + 16 XP. |
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* Barghest: CR 4; Medium Outsider (evil, extraplanar, lawful, shapechanger); HD 6D8+6; hp 33; Init +6; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +9 melee (1D6+3, bite) and +4 melee (1D4+1 [x2], claws); SA feed, spell-like abilities; SQ change shape, DR 5/magic, darkvision 60 ft, pass without trace, scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14. Length 6 ft. Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks); Combat Reflexes, Improved Initiative, Track. Special Attacks: Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act. Spell-Like Abilities: At wil - blink, levitate, misdirection, rage; 1/day - charm monster, crushing despair, dimension door. Caster level 4th. Base DC = 12 + spell level. Special Qualities: Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack. Pass Without Trace (Ex): A barghest in wolf form can use Pass Without Trace (as the spell) as a free action. * A barghest in wolf form gains a +4 circumstance bonus on Hide checks. |
Introduction:
One of the PCs wishes to craft a wand of Web. He has most of the ingredients, but needs a final one.
Action:
The PC will locate a formula for creating a wand of Web. It reads as follows:
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Genjediros stole the following from the pages of a book or arcane lore that he pried from the dead hands of a drow priestess during the battle of the Ancient Coast in 5514. I implored him to allow me to copy it, for it was known that the drow often send assassins after those who possess their lore, and by having a copy hopefully the lore would not die with any one victim. Here, for posterity, is a drow formula for a wand of Web [game notes in brackets]. Take a single forelimb from a giant spider. The more powerful the spider, the more potent the magic that may be contained within [to a level equal to the HD of the spider]. The foreleg must be in excellent shape, with no damage from battle or undue blemish. It must be followed of all meat and innards. Runes of power invoking the web magic must be traced along the leg in giant spider silk A spider silk gland, unblemished and of a potency matching the desired power of the wand [to a level equal to the HD of the spider], must be obtained and kept fresh. The gland must be cut into precise 1-inch cubes, with the edges discarded. Every evening at dusk (the drow specified some time of day called Eriqwil, but from my knowledge, dusk will work), an incantation of the Web spell must said over the gland cube, which must then be inserted into the hollow foreleg. Blood from a sentient being must then be drained through the foreleg so that it permeates the cube (no doubt the drow used the blood of slaves; I have managed to use the blood of dogs and cats and other higher order mammals). When the process is completed, the final pouring of blood into the foreleg will suddenly coagulate and harden, and none of the blood will drain. This is a sign that the wand is ready and has inculcated itself with the web power desired. I crafted a wand of the lowest order by this method and it took me almost a month once I had the process perfected. Interestingly enough, Geneidiros went missing a few years ago and has not been heard from since. |
The PCs need to locate and hunt down giant spiders. A bit of inquiry (Gather Information DC 5) will have a Thaneeri slave tell of a place in the Raider Woods, just across the border, which is known to have giant spiders in it. The slave says it is in a series of caves against the foothills of the Cilligh Highlands. And the spiders are the children of the spirit of the caves.
The caves are easy to find with the directions of the slave, who can draw a crude map. As the PCs trek through the forest, they start to enter an area where they see remnants of giant spider webs hanging from trees like torn draperies.
Finally, the PCs will come to a huge rounded ridge, composed of perhaps three dozen massive boulders. Where the boulders meet are a dozen or more cracks and spaces, some of them wide enough to admit a medium size creature.
The PCs can crawl into the mound. There are no actual passageways, just the spaces between massive rocks, many of them damp and overgrown with moss. Husks of creatures, mostly forest mammals and vermin, litter the floor.
There are a total of two dozen monstrous spiders here, crawling around the spaces within the rocks. These are led by an ettercap who acts as lord and master to these spiders, though the ettercap often has to sleep lightly and barricade his little den at the very bottom and centre of the mound.
Footing is generally treacherous, and attacks can come from above or below. Some of the spaces within are large enough to house a couple of large spiders. Webbing is omnipresent, often containing wriggling prey, and occasionally an entire space between rocks is walled off with the webs.
Assume after a few rounds within the PCs will encounter a group of spiders. Consult the table below. After 2D4 rounds, another group will arrive, and so forth until fully 24 spiders (not counting tiny spiders) have been encountered. The ettercap will likely be with the final group of spiders.
D8:
1-2 = Tiny monstrous spiders (2D6)
3-5 = Small monstrous spiders (1D8)
6-7 = Medium monstrous spiders (1D4)
8 = Large monstrous spider (1)
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* Tiny Monstrous Spider: CR ¼; Tiny vermin; HD ½ D8; hp 2; Init +3, Spd 20 ft, climb 10 ft; Space 2.5 ft; Reach 0 ft; AC 15 (touch 15, flat-footed 12); Atk +5 melee (1D3-4 plus poison); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 1 ft. Skills and Feats: Climb +11, Hide +15*, Jump -4, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Fort DC 10, 1D2 Str. Web (Ex): May launch webbing up to 50 ft eight times per day with a range increment of 10 ft. Webbing will affect a victim no more than one size larger than the spider. The webbing has an Escape Artist DC of 10, a break DC of 14, and 2 hit points. * +8 racial bonus on Hide and Move Silently checks when using webs. |
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* Small Monstrous Spider: CR ½; Small vermin; HD 1D8; hp 4; Init +3, Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 14, flat-footed 12); Atk +4 melee (1D4-2 plus poison); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Diameter 3 ft. Skills and Feats: Climb +11, Hide +11*, Jump -2, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Fort DC 10, 1D3 Str. Web (Ex): May launch webbing up to 50 ft eight times per day with a range increment of 10 ft. Webbing will affect a victim no more than one size larger than the spider. The webbing has an Escape Artist DC of 10, a break DC of 14, and 4 hit points. * +8 racial bonus on Hide and Move Silently checks when using webs. |
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* Medium Monstrous Spider: CR 1; Medium vermin; HD 2D8+2; hp 11; Init +3, Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 12); Atk +4 melee (1D6 plus poison); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 5 ft. Skills and Feats: Climb +11, Hide +7*, Jump +0, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Fort DC 12, 1D4 Str. Web (Ex): May launch webbing up to 50 ft eight times per day with a range increment of 10 ft. Webbing will affect a victim no more than one size larger than the spider. The webbing has an Escape Artist DC of 12, a break DC of 16, and 6 hit points. * +8 racial bonus on Hide and Move Silently checks when using webs. |
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* Large Monstrous Spider: CR 2; Large vermin; HD 4D8+4; hp 22; Init +3, Spd 30 ft, climb 20 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 11); Atk +4 melee (1D8+3 plus poison); SA poison, web; SQ darkvision 60 ft, tremorsense 60 ft, vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Diameter 8 ft. Skills and Feats: Climb +11, Hide +3*, Jump +2, Move Silently +3*, Spot +4; Weapon Finesse. Special Attacks: Poison (Ex): Fort DC 13, 1D6 Str. Web (Ex): May launch webbing up to 50 ft eight times per day with a range increment of 10 ft. Webbing will affect a victim no more than one size larger than the spider. The webbing has an Escape Artist DC of 13, a break DC of 17, and 6 hit points. * +8 racial bonus on Hide and Move Silently checks when using webs. |
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* Ettercap: CR 3; Medium aberration; HD 5D8+5; hp 27; Init +3; Spd 30 ft, climb 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 11); Atk +5 melee (1D8+2 plus poison, bite) and +3 melee (1D3+1 [x2], claws); SA poison, web; SQ low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8. Height 6 ft. Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack. Special Attacks: Poison (Ex): Fort DC 15, 1D6 Dex initial and 2D6 Dex secondary. Web (Ex): May launch webbing up to 50 ft eight times per day with a range increment of 10 ft. Webbing will affect a victim no larger than medium size. The webbing has an Escape Artist DC of 13, a break DC of 17, and 6 hit points and takes double damage from fire. |
Within the ettercap's den is a bloody ermine fur cape (worth 20 gp if cleaned up) and a human skull upon which rests a diadem of silver studded with amethysts and garnets (worth 160 gp).
Introduction:
The PCs took care of the hengeyokai crone from the scenario entitled "Love's Labour Lost" last year. But even though her throat was cut in the dungeons of the Keep, her dread spirit lingers on, now as undead.
Action:
A messenger reaches House Rivering bearing a note sealed with the seal of the sergeant in charge of the House's keep near Churl. The message reads:
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Lord Barnabus - Master of House Riverine in Dwillingir: My lord, something is amiss! Strange happenings have occurred. Nothing at first, perhaps a bottle suddenly being knocked over when no wind is present, then a full flame in the hearth going out of a sudden. At night the sounds came. First the distant sound of rattling chains, then far off moans and groans. 'Tis a foul spirit to be sure! Our steeds will not approach near to the keep anymore, and Haverin cast his bones and told us that what ails us comes from below. We sent Brunder down into the cellars and dungeon to investigate, and he never returned, though we saw blood on the floor of the cellar. We have barricaded the ways below and I have sent Chalm with this missive to alert you of these happenings. We hope you can advise us or send some aid. Perhaps that pretty new priestess can aid us? Your servant in commerce, Sergeant Bruckle |
What has happened is that the spirit of the old crone who was slain in the dungeons of the keep has lingered, for it was powerful and motivated by a longstanding hatred of the Pashek Davalapong and now, by proxy, of the PCs.
Refer to the Keep Map from the scenario "Love's Labour Lost".
When the PCs arrive, they will see easily determine something is amiss. Although the front gate is locked, no guards come forth to welcome or challenge them. In fact, the gate will have to be opened somehow or the walls surmounted. The portcullis to the keep is also locked, as are all of the trapdoors on the roof.
Once inside, the PCs will find things are not well. Furniture is overturned, crossbow bolts stuck into wood, and dried bloodstains on the floor.
As the keep is explored, the PCs will come upon several scenes of guardsmen dead, with sword slashes, spear thrusts, and crossbow bolts. Eventually, towards the end of the investigation, the PCs will come upon a scene of the commander of the keep, Sergeant Bruckle, slumped dead against a wall. His sword is stuck deeply into the stomach of a dead guardsman nearby. But Bruckle's face is pallid and stretched thin over his skull and his lips are blue and there is a rictus of horror across his face.
The hengeyokai crone has returned to unlife as a darnoc (from Tome of Horrors). She used her incorporealness to escape her grave, and now seeks to wreak revenge on the living and claim this keep as her own.
The DM can have the darnoc appear whenever it is most dramatic. She generally spends her time down in the dungeon where she was slain, but she can go anywhere in the keep. The darnoc appears as the old crone, complete with her mouldering kimono. She will likely recognize the PCs and attack them in an undead rage, screeching and then attempting to sow discord.
The darnoc has not bothered to create spawn, as she wishes to rule her demesne on her own, but she may be willing to enslave the PCs as her spawn due to her special hatred of them.
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* Darnoc: CR 6; Medium undead; HD 8D12; hp 52; Init +6; Spd 30 ft; Space 5 ft; Reach 5ft; AC 16 (14 while incorporeal) (touch 12, flat-footed 14); Atk +5 melee (1D6+1, slam); SA create spawn, frightful presence, hit point drain, scream of discord; SQ darkvision 60 ft, ghost form, turn resistance +2, undead traits; AL NE; SV Fort +2, Ref +4, Will +7; Str 12, Dex 14, Con -, Int 12, Wis 12, Cha 14. Height 5 ft 2 in. Skills and Feats: Hide +12, Intimidate +12, Listen +11, Search +11, Spot +11; Blind-Fight, Combat Reflexes, Improved Initiative. Special Attacks: Frightful Presence (Ex): This ability takes place automatically whenever the darnoc attacks or charges. Creatures within a 30 ft radius and with less HD than the darnoc become shaken for 4D6 rounds if they fail a Will save (DC 16). If the save is successful, that creature is immune to the frightful presence of that darnoc for 24 hours. Hit Point Drain (Su): On a successful attack, damage dealt by the darnoc's slam attack is permanent. It does not heal naturally and cure spells and potions have no effect. A Remove Curse, Restoration, Heal, Miracle, or Wish spell can cure the permanent damage. Scream of Discord (Sp): Once per day the darnoc can scream and babble horribly, causing all within a 20 ft spread to make a Will save (DC 17) or become subject to the effects of a Song of Discord spell cast at 12th level. Create Spawn (Su): At its option, any humanoid slain by a darnoc becomes a darnoc in 1D4 rounds. Spawn are under the command of the darnoc that created them and remain enslaved until its death. Special Qualities: Ghost Form (Su): For 10 minutes per day, a darnoc can become incorporeal as a standard action. While incorporeal, a darnoc has an AC of 14 (touch 14, flat-footed 12) and its slam attack can affect both corporeal and incorporeal targets and retains its use of its Str bonus. |
8. Return of the Agents of Veribor
The agents of Veribor, sent to investigate Halavarn, return with their report. Here is what Veribor divulges to Pike:
· Halavarn is a ranger and a priest of Firlott.
· Halavarn's father was slain by orcs when he was a child.
· Halavarn's wife and children were captured by orcs and sacrificed to Gruumsh. His wife died in his arms and he vowed revenge.
· Halavarn has invested the spirit of his father into his sword, which is called Orcbane.
· Halavarn seems to have fought Pike in the past, and was given his scar by Pike.
· Halavarn seems to genuinely believe Pike is behind the orc uprising.
· Halavarn has moved from Far Dereth and is rumoured to be hunting orcs around Nirzumbil or Hegzeril.
9. Marinto and Similak Resolution
Introduction:
Some of the PCs wish to try and arrange for the marriage of Marinto and Similak from the scenario entitled "Love's Labour Lost".
Action:
Pashek Davalapong has succeeded in putting down the rebellion. A ship has already arrived from Gerilong, with a guard of two dozen soldiers of the Pashek to escort Marinto back to Gerilong. These soldiers are currently barracked in tents in the Riverine House compound. The leader of these men has the remainder of Riverine's payment in a strongbox that has accompanied them.
When the PCs return to Dwillingir, Barnabus will greet them and ask to see Lady Marinto. Similak will, of course, linger outside of the town, not wishing to show himself to the Gerilong soldiery, though Marinto's bodyguards will alert the soldiery commander that Similak is about and tried to abduct her.
Payment will be made. Barnabus will offer to host the commander and the Lady tomorrow and give them a dinner of honour, but he will refuse, stating that his orders are to return Marinto to him as soon as possible and that the ship leaves at dawn.
If the PCs want to help Marinto, they are going to have to either arrange for a rescue at sea or at the docks, or to convince Barnabus that seeing the two married will profit him more than good relations with Pashek Davalapong.
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* Pashek Soldiery (23): Male human Fighter 2; CR 2; Medium humanoid (human); HD 2D10+4; hp 19; Init +6; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +4 melee (1D10+3, halberd) or +4 ranged (1D6+2, composite shortbow); AL LN; SV Fort +5, Ref +2, Will +3; Str 14, Dex 15, Con 14, Int 11, Wis 12, Cha 10. Height 5 ft 8 in. Skills and Feats: Climb +5, Jump +5, Listen +2, Sense Motive +3, Spot +5, Swim +5; Attention to Detail, Combat Reflexes, Improved Initiative, Power Attack. Possessions: halberd, ashigaru armour, short composite bow (+2 Str bonus), arrows (20), soldier's outfits. |
The commander speaks pidgin Common. He only fights with his sang kauw as a single weapon, as he lacks the Two-Weapon Fighting feat and prefers to avail himself of the +1 shield bonus.
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* Commander Hanzuko: Male human Fighter 5/Devoted Defender 1; CR 6; Medium humanoid (human); HD 5D10+10 plus 1D12+2; hp 52; Init +6; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 12, flat-footed 17); Atk +9/+4 melee (1D8+3, sang kauw) or +8 ranged (1D6+2, short composite bow); SQ harm's way; AL LN; SV Fort +8, Ref +5, Will +2; Str 14, Dex 15, Con 14, Int 15, Wis 13, Cha 12. Height 5 ft 8 in. Skills and Feats: Climb +4, Diplomacy +7, Jump +6, Listen +7, Sense Motive +10, Spot +7, Swim +4; Alertness, Combat Reflexes, Dodge, Exotic Weapon (sang kauw), Improved Initiative, Mobility, Weapon Focus (sang kauw). Special Qualities: Harm's Way (Ex): The devoted defender may choose a charge once per combat when initiative is rolled. Thereafter, at any time as a free action before an attack roll is made against the charge, if within 5 ft, the devoted defender may switch places and be subject to the attack in his place. Possessions: sang kauw, brigandine armour, dastana, chahar-aina, short composite bow (+2 Str bonus), soldier's outfit. |
10. Murder Most Foul in House Riverine
Introduction:
A house slave is killed in House Riverine, found bloody in the Storage Room (2nd level Room R), her neck twisted and her nude body raked with claw marks. Hammunil has inadvertently allowed a devil to enter the material plane. He had hoped to use the devil to enhance his sexual pleasure with a dalliance he was having with a purchased Thaneeri slave, but his infernal bargain went awry and allowed the devil to enter House Riverine. Now, the devil must be found out and slain or driven back to its own plane.
Action:
Screams break the night in House Riverine. Bannastra, House Servant, has opened the Storage Room to retrieve something and has come upon the mangled body of Lilicuin, a House Slave. Her neck is twisted so that her head faces her back, and her nude body is raked with claw marks and strange abrasions.
The house will be a tumult, at least initially. Speculation will abound that some sort of monster is about. Veribor will arrive and quickly take charge. He will request that Barnabus and Abrinda return to their quarters and remain there. He will then ask the House Commander to organize a strong guard around the Lord and his wife.
Veribor will then order some of the House Guard to conduct a search of the grounds outside the building, in the courtyard and stables. He will also request a third group of House Guards stay in the barracks as a ready reserve.
Veribor will then order all of the merchants and non-combatants to return to their chambers and lock the doors until the all-clear is given or unless something is amiss within.
Finally, Veribor will ask Curinax and the PCs to conduct a search of the House, excluding those rooms that are inhabited currently.
Veribor, meanwhile, will begin to investigate things on his own.
The devil, a bearded devil, is hiding in the Pantry (Room M of the Basement Level). If investigators come into that room, it will try to hide amongst the boxes and crates and barrels unless a single person has arrived, in which case it may attack.
The devil is likely, if attacked by a number of people, to summon up 2D10 lemures with a 50% chance of success.
If sorely pressed, the devil will use Greater Teleport to flee and may then choose to haunt the town or perhaps become involved in some mischief until quelled.
If the devil decides to teleport away, or when it feels it is about to be vanquished, it will laugh and say "Hah! I thank thee Hammunil for allowing me a taste of blood!"
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* Bearded Devil: CR 5; Medium outsider (baatezu, evil, extraplanar, lawful); HD 6D8+18; 45; Init +6; Spd 40 ft; Space 5 ft; Reach 5 ft (10 ft with glaive); AC 19 (touch 12, flat-footed 17); Atk +9/+4 melee (1D10+3 plus infernal wound) or +8 melee (1D6+2 [x2], claws); SA battle frenzy, beard, infernal wound, spell-like abilities, summon baatezu; SQ DR 5/silver or good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 17; AL LE; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10. Height 6 ft. Skills and Feats: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9; Improved Initiative, Power Attack, Weapon Focus (glaive). Special Attacks: Battle Frenzy (Ex): Twice per day a bearded devil can enter a battle frenzy for 6 rounds, which operates exactly like barbarian rage except there are no ill effects afterward. Beard (Ex): If a bearded devil hits a single opponent with both claws, it automatically hits with its beard. The affected creature suffers 1D8+2 damage and must make a DC 16 Fort save or be affected with devil chills (incubation period 1D4 days, damage 1D4 Str, damage is dealt each day until 3 consecutive saves are made, the disease is cured, or the victim dies). Infernal Wound (Su): Damage dealt with a bearded devil's glaive causes a persistent wound. Injured victim loses 2 hit points per round. A DC 16 Heal check or successful application of a Cure or Heal spell will stop the bleeding. Heal or Cure spells must succeed on a DC 16 caster level check to have an effect. This ability is a function of the devil, not the glaive. Spell-like Abilities: at will - greater teleport (self plus 50 pounds of objects only) at caster level 12th. Summon Baatezu (Sp): Once per day either 2D10 lemures with a 50% chance of success or another bearded devil with a 35% chance of success. Possessions: glaive. |
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* Lemures: CR 1; Medium outsider (baatezu, evil, extraplanar, lawful); HD 2D8; hp 9; Init +0; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 10, flat-footed 14); Atk +2 melee (1D4 [x2], claws); SQ DR 5/good or silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, mindless, see in darkness; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5. Height 5 ft. Skills and Feats: none. |
It is likely he will be banished from House Riverine, and this may make him an enemy. It is possible that Veribor will want him assassinated soon after, so that he doesn't turn to another House. The PCs might be asked to perform this deed.
Introduction:
One of the wealthier PCs is ripped off in the marketplace.
Action:
A child attempts to steal from a PC. This child is part of a faganist group loosely associated with the Thieves' Guild of Dwillingir. However, the child is inexperienced (hence his choosing the wrong mark) and, if caught, will end up fleeing back to his den, breaking one of the cardinal rules of his group.
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* Pickpocket Child: Male human Rogue 1; CR 1; Small humanoid (human); HD 1D6-1; hp 3; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 12, flat-footed 11); Atk -1 melee (1D4-2, dagger); SA sneak attack +1D6; SQ trapfinding; AL CN; SV Fort -1, Ref +4, Will +0; Str 7, Dex 15, Con 9, Int 9, Wis 10, Cha 8. Height 4 ft 2 in. Skills and Feats (only receives half the normal 1st level skill points): Balance +4, Bluff +1, Climb +2, Jump +2, Sleight of Hand +4, Tumble +4; Run. Possessions: dagger, peasant's outfit. |
If tracked or pursued back to his den, or captured and threatened, the PCs can arrive at the den, a concealed entrance which provides access to an unused cellar. A back alleyway leads to a building where several stones can be moved, providing a crawl space down into the basement. These bricks can be noticed on a Search check (DC 20).
In the basement are a dozen other pickpocket children, somewhat more experienced, and the Fagan, named Tralium. Tralium is an aged man, an ex-thief who now relies on children to do his bidding.
The basement contains cots, some provisions, and a good deal of stolen loot, mostly trinkets, jewelry, plates, and other such items. The total haul would be worth no more than 500 gp.
There is a bolt route in the basement, wooden stairs lead up to a cellar door that is blocked by barrels and crates. It would take 4 man rounds to clear a path to allow the door to be opened, though the door is also warped and stuck (Str DC 10). The door opens into a currently abandoned building.
If Tralium is caught and threatened, he can divulge that he fences his goods with the Thieves' Guild, and that they also take a share of his items as protection money. He will claim he doesn't know much of the guild, and that he meets his fences at a tavern called the Jolly Bugbear, once a month on the night of the full moon. Tralium has been out of the guild proper for over a decade now, and he knows little of its current hierarchy. He doubts the guild is located in the same place it was years ago when he was a member, but back then it was headquartered in the basement of the Boarshead Inn.
Most of the children will not fight. 1D4 hotheads will possibly try to defend Tralium if it comes to blows, but if Tralium is defeated they will also flee or surrender.
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* Elder Pickpocket Child: Male human Rogue 1; CR 1; Small humanoid (human); HD 1D6-1; hp 3; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 12, flat-footed 11); Atk -1 melee (1D4-2, dagger); SA sneak attack +1D6; SQ trapfinding; AL CN; SV Fort -1, Ref +4, Will +0; Str 7, Dex 15, Con 9, Int 9, Wis 10, Cha 8. Height 4 ft 2 in. Skills and Feats (only receives 3/4 the normal 1st level skill points): Balance +4, Bluff +3, Climb +2, Jump +2, Sense Motive +4, Sleight of Hand +5, Tumble +5; Run. Possessions: dagger, peasant's outfit. |
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* Tralium: Male human Rogue 5; CR 5; Medium humanoid (human); HD 5D6-10; hp 22; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +0 melee (1D4-3, dagger) or +0 melee (1D6-3, quarterstaff); SA sneak attack +3D6; SQ evasion, trapfinding, trapsense +1, uncanny dodge; AL N; SV Fort -1, Ref +4, Will +3; Str 5, Dex 10, Con 6, Int 16, Wis 15, Cha 16. Height 5 ft 4 in. Skills and Feats: Appraise +12, Bluff +15, Climb +2, Decipher Script +7, Diplomacy +15, Disguise +7 (+9 acting), Forgery +5, Gather Information +12, Hide +3, Intimidate +7, Knowledge (local) +8, Listen +6, Move Silently +4, Open Lock +4, Search +9, Sense Motive +10, Sleight of Hand +7, Spot +8, Swim +0, Use Magic Device +8; Alertness, Silver Palm, Street Smart. Possessions: quarterstaff, dagger, peasant's outfit, potion of Expeditious Retreat at 1st level, belt pouch, 34 cp, 120 sp, 64 gp, 10 pp. |
Introduction:
Terraf, one of the Heroes of the Gem, arrives in Dwillingir.
Action:
Consul Terraf arrives as the liaison of the 3rd Imperial Legion and there is plenty of fanfare. A parade is held, with trumpets and fanfare greeting him as he rides into Dwillingir escorted by a dozen legionnaires. Terraf stays at the Governor's mansion and has several long meetings with the Imperial Governor and the Imperator. There are also various dinners of state, and the hero does dine at House Riverine and there is a party thrown in his honour on the third floor of the Riverine Guildhouse. Terraf also visits and dines with House Mercur and House Caravansary.
On Sunday he attends the gladiator events in the arena, resplendent in his bejeweled helm that seems to reflect light from its gems into small rainbows. He shows no sign of flinching, distaste, or squeamishness at the bloody spectacles.
Towards the end of the event, he speaks a bit with the Imperator and the Governor and then leaves the Imperial Box. A herald then announces that Terraf will make a display of the arts of war taught to the elite of the Imperial soldiery and he invites a dozen challengers to face him simultaneously in non-lethal combat. He offers 100 gp to any twelve who best him. Anyone in the party may take part, though no magic will be allowed. All participants will be given wicker and bamboo covers, with padding inside, for their weapons, and no missile weapons may be used. Allow up to 6 PCs to join the fun, and the remainder of the dozen will come from the crowd. All of the NPC contestants should be generally rogues, fighters, and warriors of levels 1-3. For sport a single Thaneeri barbarian of the Cilligh Clan can be thrown into the fun.
The covered weapons work like normal, except they do non-lethal damage. Such weapons do not suffer the usual -4 penalty for attacking non-lethally with lethal weapons, since the covers allow the wielders to strike in the accustomed manner.
After the fight, Terraf will spend a last night with the Imperator in his keep, and then, to another parade and fanfare, will leave Dwillingir to return to the Imperial Heartland.
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* Terraf: Male human Fighter 12; CR 12; Medium-sized humanoid; HD 12D10+48; hp 136; Init +1; Spd 20 ft; AC 25 (touch 11, flat-footed 24); Atk +17/+12/+7 melee (1D10+4, +2 katana) or +14/+9/+4 ranged (1D8, light crossbow); SQ enhanced sense of smell (+1 to Craft [alchemy] checks), AL LN; SV Fort +12, Ref +5, Will +3; Str 15, Dex 12, Con 18, Int 11, Wis 8, Cha 10. Height 5 ft 10 in. Skills and Feats: Balance +2, Climb +6, Craft (crossbowmaking) +1, Gather Information +2, Intimidate +2, Jump +7, Knowledge (geography) +2, Listen +2, Profession (sailor) +1, Ride +2, Spot +2, Survival +0, Swim +10, Use Rope +5; Alertness, Athletic, Combat Reflexes, Dragon's Toughness, Dual Strike, Exotic Weapons (katana), Far Shot, Improved Critical (katana), Point Blank Shot, Precise Shot, Rapid Reload, Sharp-Shooting, Weapon Focus (light crossbow). Possessions: +5 light steel shield, helm of brilliance (2 prismatic sprays, 4 walls of fire, 7 fireballs, 20 lights), greater bolt of slaying (drow elves), +2 katana, light crossbow, +2 banded mail, dagger, crossbow bolts (19), whetstone. |
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