Episode 29 - Inevitable Confrontation
Transcription
Episode 29 - Inevitable Confrontation
EPISODE XXVIX: An Inevitable Confrontation By: Adam Beattie Someone has let slip the location of a hideout of the Eldritch Underground, and the Wizards’ Cabal is rushing to take prisoners. The Eldritch Underground has sent a force to intervene. It's only a matter of time until they meet with explosive results. A Dave Arneson’s Blackmoor adventure for heroes levels 2-8. Part Four of the Arcane Enmity series. Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode XXVIX: An Inevitable Confrontation is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new gaming experience where every player could be both a fantastic hero and a winner. The game Episode XXVIX: An Inevitable Confrontation- 2 - that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous superbeing, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?: Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players (and up to 7 players when necessary) in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting www.dablackmoor.com. Written by: Adam Beattie Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook. The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players including EL racial adjustments (such as Westryn +1EL), followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL. Time Units: The Blackmoor calendar has thirty-seven (37) Episode XXVIX: An Inevitable Confrontation- 3 - weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit. Playtesters Blackmoor Background: The Wizards, Cabal The Wizards’ Cabal was founded in Vestfold in the Year 900. It is a wizards’ organization dedicated to maintaining structure and order for arcane casters and an educational organization to apprentice and develop wizardly and bardic skills of arcane casting. It has no organizational presence within Heronport at the time of this episode. The Eldritch Underground The Eldritch Underground is a seemingly indestructible brotherhood devoted to the preservation of freedom for sorcerers. This socalled Eldritch Underground consists of sorcerers, non-spellcasters, and even a few sympathetic wizards, scattered throughout all communities and governments of the North. They do not move against the Wizards’ Cabal directly, for they are neither powerful enough to do the Cabal any serious harm, nor to survive the inevitable counterattack should they make their true strengths known. Rather, they offer fugitive sorcerers a place to hide, false identities, and hidden means of transportation to other parts of the Thonian Empire, or even the lands beyond. Episode Background Ruddy Rock is a small settlement in the southern reaches of Dragonia. It was originally founded by a half-Elf, half-Peshwah wokan named Attadi, as a trading post for traveling Thonians and interested Peshwah. Attadi is an older Elf-Peshwah. He is a hard person who does not flinch from combat, and does not tolerate the presence of evil. A community council runs the settlement. Tomas, a Thonian, heads the council and acts as the town sheriff. Most of the settlers are farmers and ranchers. Three years ago, the Eldritch Underground discovered Ruddy Rock and approached Attadi to see if he would be amenable to allowing Written by: Adam Beattie runaway sorcerers and rogue wizards to hide from the Arcane Inquisition in Ruddy Rock. Attadi agreed, and now Ruddy Rock often plays host to as many as thirty members of the underground. Among the many who have come to Ruddy Rock and decided to stay are two High Thonian brothers named Jenn and Jott. Jenn and Jott are twin brothers and powerful arcanists. Jenn is a rogue wizard, while his brother Jott is a potent sorcerer. They have long squabbled between themselves as to whom should inherit the title and lands of their father, a minor noble with lands in Ten. However, their struggle is subject to a set of rules their father gave them. Jenn and Jott built a large manor up on the massive outcrop of blood red stone for which Ruddy Rock is named. Each morning, Jenn and Jott battle for control of the manor through spells, constructs, and summoned monsters. By their father's orders, neither is allowed to harm the other, and they cannot allow or encourage anyone else to kill their brother. The first to submit shall become a vassal of the other; the winner receiving the manor at Ruddy Rock and a reasonably large stipend. Three months ago, a young sorcerer named Abel Cutrofellow killed a fellow sorcerer after the two began arguing over a loaf of bread. While there is plenty of food available, Abel is unstable and distinctly evil. Attadi heard of the incident and tried to kill Abel, but the sorcerer managed to escape Ruddy Rock. Attadi offered to help settle the dispute between Jenn and Jott magically if they went after Abel. The brothers made an attempt, but succeeded only in badly wounding Abel before returning to their game. Ismoth intends to capture as many of the sorcerers in Ruddy Rock as possible. He honestly believes some of them can be brought under control and taught to be “proper” mages. Along these lines, Ismoth hopes to hire a small group of adventurers to precede him into Ruddy Rock, find the sorcerers, and hopefully flush them out into the open where they can be captured without endangering the locals. Meanwhile, the Eldritch Underground has learned of Ismoth's mission through their contacts within the Cabal, and they have dispatched Arron - a sorcerer who specializes in killing Cabalists. Arron intends to follow Ismoth to his target (the Underground does not know which of their hideouts has been compromised) and slaughter Ismoth and his allies. Arron is really looking forward to the kill. In the meantime, he also seeks to recruit the players to kill Ismoth, giving him an edge in the inevitable confrontation. Episode Hook All that is worthwhile in Boggy Bottom can be distilled into one word: mesok. The sweet liquor that tastes like a mix of ale and honey helps to take the edge off of the stench and grime of the town's only inn worthy of the name. The Soggy Bog doesn't boast much in the way of amenities, but the meals are hot and the mesok flows freely. As usual, you find yourself pushed off toward a table in the corner. Barret, the owner, swears it's “so the locals won't bother you.” But, somehow, it always sounds a little hollow. Abel became obsessed with exacting revenge on the people of Ruddy Rock. He put on his trusty hat of disguise and set out to find the inquisition. Abel walked up to an arcane warrior and told her all about Ruddy Rock, who immediately sent word to the Cabal. Now they have dispatched a group of arcane warriors led by an Inquisitor known as Ismoth “the Redeemer.” And so it is that you find yourself sitting with a small group of adventures, waiting for one of the barmaids to come take your order. In the meantime, you might as well strike up a conversation. Ismoth and his warriors are now on the march toward Ruddy Rock. While Ismoth doesn't trust Abel, he put him to the question under a zone of truth; Abel managed to hide his true intent with cunning half truths. Unfortunately for Abel, Ismoth still plans to arrest him, just to be thorough. Read or paraphrase the following: Episode XXVIX: An Inevitable Confrontation- 4 - At this point, allow the players to introduce their characters. Encourage them to give at least a name, and a brief physical description. Finally, the barmaid named Carli comes over to your table. To your surprise, she comes bearing several plates of food, including a whole baked chicken, sausages still sizzling on the plate, a Written by: Adam Beattie rack of pork ribs, two fresh loaves of dark brown bread, a crock of smooth whipped butter, a huge salad of fresh greens, and, of course, a big flagon of mesok for each of you. If there are any members of the Wizards’ Cabal in the party, the package contains a small sealed letter for each of them (give the Cabal members Player Handout 1). Smiling at your surprise, she nods toward a tall figure by the bar wearing a dark brown oilcloth cloak that hides his features. “The gent' by the bar bids you a good eve', and wants to know if'n he may join ye briefly before ye eat. The meal's on him,” she says, with a nervous half smile. “Very mysterious in‘it?” she asks, looking at you all hopefully. Within the package there is a note, and a number of small sacks of gold (one for each player) containing 100 gp x ATL per player. Give the party Player Handout 2. When it becomes clear that no explanations are forthcoming, Carli quickly sets out the meal and scurries off toward the kitchen, pausing to give a shallow curtsy to the figure by the bar. The man at the bar is Ismoth, an Inquisitor of the Wizards’ Cabal (See Appendix 3). He will approach before the party begins their meal in earnest. If the party refuses the food, or otherwise shows a disinterest in meeting with him, he comes over anyway, raising a hand to stifle objections as he makes his pitch and then leaves. When Ismoth approaches, read or paraphrase the following to the players: Turning from the bar, the cloaked figure approaches. It wears a heavy oil-cloth cloak which is stained in places and threadbare at the edges. Deep shadows pool in the hood of the cloak, drawn down to hide the face of the wearer. A simple bronze medallion bearing the seal of the Wizards’ Cabal serves as a clasp holding the cloak closed. From beneath the cloak, a hand appears motioning you to silence. A man's voice says, “My apologies for interrupting your evening, but I have a job for a party of adventurers.” He pauses a moment, swinging his head around slowly to look at all of you, “You will suffice. I leave at first light. If you want the job, meet me by the ferry, if not, leave this package with the innkeeper and speak to no one of its contents.” He stops again, looking around the room, “I don’t mean to be rude, but my business is pressing. I cannot stay to answer your questions now, but there will be time for that tomorrow.” With that, he places a small package on the table and turns to go. Episode XXVIX: An Inevitable Confrontation- 5 - Bards may make a Bardic Knowledge check (DC 20) to recognize the name Ismoth from a popular elven poem about a heroic wizard who saved a noble from a marauding pack of sorcerers. (Give elves and half-elves a +2 racial bonus on this check.) Others may make a Knowledge: Blackmoor check (DC 20) to recognize Ismoth as a young Inquisitor with a surprisingly good reputation among the common people. He is known for capturing, rather than killing, his quarry. (Wizards’ Cabal members receive an additional +2 circumstance bonus on these checks.) Characters who seek to question Ismoth in the bar are rebuffed. He asks them simply to read the packet and to reach a decision with the others, as lone travelers will not be able to assist him. When he exits the tavern, he casts invisibility and makes his way back to the camp he shares with his followers on the edge of town. Gathering Information: A man named Barret runs the Soggy Bog, with assistance from his three waitresses: Carli, Mindelin, and Ariana, a competent, if uncomely, bunch. He seems to run an efficient inn, as the place seems to have a good deal of business. Current patrons are as follows: 1) A trio of half-orcs named Skarrta, Burthra and Gheyo. They work a variety of odd jobs in town and have come for a good meal. They are brash and rude, except to female half orcs who they invite to sit at their table and enjoy spending time with. 2) A Thonian man, who calls himself Whysper sits in the back corner of the establishment. He wears a dark hooded robe and avoids all eye contact. If approached, he invites folks to sit down. After a few moments, he then leans across the table and, in a whisper, asks if they are looking to make a purchase. Written by: Adam Beattie With any reply but yes, he immediately informs them they should they be interested in doing so, the market is a good place to do so. For a price, he can sell an arcane scroll of mind fog for only 2,250gp. “Do you know how hard it is to find an arcane scroll of this level? An adventurer like you may never know when something like this could come in handy!” (Players may make a Knowledge: Blackmoor check DC 5 to know that a scroll of this magnitude would not normally be granted by the Wizards’ Cabal.) 3) A buxom middle-aged Thonian woman, named Meliiya, with shoulder length black hair. It can easily be determined that she was likely quite attractive in her younger days. Players who have the Attention of Meliiya are recognized by Meliiya instantly and succeed at a Gather Information DC 31 automatically as Meliiya is willing to share all the information she gathers as a regular bar fly at the Soggy Bog. If no one has the Attention of Meliiya, she is looking for a good man to take care of her. If any human PC with a Charisma of 10 or higher chats with her in a nice, friendly manner have them make a Diplomacy check. The first human PC to make a successful DC 10 Diplomacy check gains Meliiya’s attention. Gather Information check results: DC 5: Hey, mesok’s good stuff! Let’s toast to mesok! DC 8: Is it true that King Uther appointed a half orc as the Top Performer of the Realm? DC 11: Have you heard that there have been several pockets of undead that have sprung up in the Redwood? Seems like the more undead they exterminate, the more walking dead pop up. Maybe the Dungeon of Castle Blackmoor has sprung a leak. Where do you think they are coming from? DC 15: Well, I’ve heard that the Docrae are working with the gnomes to develop some strange new magical technology to secure an underground and above ground kingdom of their own... DC 19: Some Westryn elf, in a moment of madness, assisted an Orc matron and her children who were attacked by brigands in the West last week DC: 22: The Cultists of Inselegath have been searching the North for some person or artifact the might be the key to defeating the Afridhi. DC 25: A partner of mine was traveling to Dragonia to deliver supplies when dragons attacked his wagon! Lucky for him, he had a spare mule with him that he cut loose. The Episode XXVIX: An Inevitable Confrontation- 6 - dragons swooped in and ate the mule. He owes that poor animal his life. DC 28: While many people believe the supernatural in the city of Blackmoor is contained within the dungeon, there are actually several supernatural hotspots within the city including the city cemetery which has a supernaturally inhabited catacomb underneath. DC 31: Some noble houses are blaming the defeat of the Battle of White Horse on King Uther because he did not offer the full support of the Kingdom of Blackmoor to the Peswah and the Brothers Greenwood. Players may also want to shop while in Boggy Bottom, particularly at the venues they have visited before. The Pious Beliefs shop is under renovations and is boarded up. The trapper shop is still open with bullseye lanterns out front. The Trapper This general store with a heavy swamp theme is owned and run by Dundee Crogfelder. Dundee is a slender but muscular Thonian man with a reddish tan. He has light brown hair that has been sun-bleached. He wears a large straw hat, snakeskin boots and a vest made of crocodile hide. He has a thick Cajun-like accent and likes to use words that end in “ion”. All simple weapons from Table 7-5, light armor from Table 7-6 and adventuring gear from Table 7-8 of the Player’s Handbook can be purchased along with the following items: Type Armor Oil Potion Potion Potion Potion Potion Weapon Weapon Weapon Weapon Weapon Description +1 Crocodile Hide Armor Shillelagh Endure Elements Hide from Animals Magic Fang Aid Barkskin +2 +1Trident +1 Arbir +1 Longspear +1 Shortspear +1 Spear Cost 1,165 gp 50 gp 50 gp 50 gp 50 gp 300 gp 300 gp 2,315 gp 2,695 gp 2,305 gp 2,301 gp 2,302 gp Once the party retires for the night, read or paraphrase the following: Entering your room for a long night's rest, you are surprised to see a blackbird resting on the post of your bed. Before you can take a step into the room, it cocks its head to the side and Written by: Adam Beattie begins to speak. “I represent the oppressed,” it says in a voice far too deep and somber for its small body. “My master wants wizard blood to pay for sorcerer blood. My master would cut the throat of the proud peacock inquisitor and let the Cabal tainted blood flow and see if it tastes of the foulness of Skelfer. My master would open the belly of the inquisitor and use his entrails to spell out the name of every sorcerer he has murdered on the ground before him for him to read as he dies. My master would strike a bloody blow to begin the end of the Cabal. If you are of a like mind, tie a red token to the pommel of your saddle on the morrow, so that my master will know you are prepared to assist him in this inevitable confrontation. It pecks at the edge of the sill for a moment before continuing. “Of course, you will be rewarded. Pretty things for useful people. Shiny, pretty things. Blood money for blood...” With that, it turns to fly away. If they players want to kill the bird, allow each character a ranged attack roll against AC 25 (Touch is also 25). If the party successfully deals 18 points of damage to the bird in one round before it disappears into the night, it dies, and Arron has lost his familiar. Any attempt to attack the familiar causes Arron to view the party as enemies. “I want to introduce you to my friends before we get going, but there isn't much time. I'm sure you'll get to know one another on the road,” he says. He turns to the five people behind him and points to a Thonian woman in her mid thirties, “That's Sandra, a cleric of Phelia.” He points to a skinny man, still young enough to be called a boy standing next to Sandra, “That's Du'lan, and these,” he says sweeping his arm past two men wearing chain mail and longswords, “are Jace and Jack. Watch them, they have a bit of an odd sense of humor.” The shorter of the two men cracks a smile and shrugs, while the taller one, Jack, frowns and crosses his arms over his chest. Finally, Ismoth points to a jumble of cloth and limbs that lies in a heap off to the side. “And that… is Abel. You'll have to forgive his appearance; he's gotten drunk again. We try to keep him away from the stuff, but he managed to steal a bottle of distilled dragon sweat last night.” Ismoth frowns, “He'll be leading us to the sorcerers.” He then quickly introduces each of you to his friends, ignoring any expressions of surprise you might display over his unexpected knowledge of your names and professions. (He uses each character's preferred name, not their true names.) Q&A Chapter One: The Long Road There In the morning, Ismoth and his team of four are waiting on the edge of town. Read or paraphrase the following: Ismoth's camp is already broken down and packed up by the time you arrive, and he is standing around chatting and joking goodnaturedly with his companions. When he sees you approach, he turns to greet you. In the early morning light you can see that Ismoth is a slight man, with long blond hair hanging limply around a narrow face, deeply scarred along the right side of his jaw. Episode XXVIX: An Inevitable Confrontation- 7 - What are you doing in Boggy Bottom? Sandra nods and says, “A few months ago we captured a sorcerer on the edge of the bogs. He claimed to have escaped from a group of slavers in the swamp. We came back to investigate, but if they were ever here, they’ve moved on.” Where are we going? Du’lan grins. “We’re going down near the Peshwah lands, southwest of Dragonia, right on the border!” He seems eager. What is it that you need us to do? “I am a recognized inquisitor and my party members and I have reputations. You may go in as unrecognizable or ordinary travelers passing though, and then bring back information so we can pinpoint the sorcerers and bring them back for re-education. You are welcome to join us when we go in to arrest them. Don’t worry; we Written by: Adam Beattie try not to harm anyone. We just want to bring them in for help.” Who is Abel? Jace says “He claims to be a trader.” Jack leans in and whispers conspiratorially, “But we don’t entirely trust him.” Jace shrugs, “Sandra says he’s evil, and she’s pretty good at that kind of stuff.” “Well, usually,” replies Jack. “Anyway, we don’t trust him,” they say in unison. Why do you travel with an evil man? Ismoth sighs before answering. “I know, I don’t like it either, but the Cabal wants me to look into his story, and I must obey orders. They’ve also asked me to bring him back in chains if I find any evidence that he’s actually done something wrong. Don’t worry,” he says nodding to you, “we won’t let him hurt anyone.” Do you know there is a plot to murder you? “That’s unfortunate, but not unusual. It is these types of behaviors that cause the instability in our world. We’ll keep our eyes and ears open for any potential attacks.” How about supplies (or compensation)? “That is a good question. I have given you a small token. I can also help you turn in your favors to the Wizards’ Cabal. If you have no st nd favors, I can get you access to 1 and 2 level arcane scrolls. If you are willing to burn your favors, I can get you much better. I am not trying to hold back on access, but the Cabal has some strict rules on who may own powerful items. (Provide players with the Wizards’ Cabal Access certificate to make selections.) Provide me with your needs, and I can request provisions and they will be delivered at our next stop over.” Over the week it takes to travel to Ruddy Rock, Ismoth and his crew socialize with the party. They don't feel a need to keep any secrets, and they're all proud of Ismoth's many accomplishments (see appendix 5) The party travels along the road to Ramshead, avoiding other travelers whenever possible. About a day out from Ramshead, the items are delivered from the Wizards’ Cabal, if any were ordered. At this time, Ismoth turns the party south and heads for the straits separating Bass Lake from Rate Lake. Here the party boards a flatbottomed ferry, and crosses to the swamps north of the Dragon Hills. Episode XXVIX: An Inevitable Confrontation- 8 - Read or paraphrase the following: As you march through the shallow swamps that form the delta of the Wurm River, Du'lan silences everyone with a gesture. He has an uncharacteristically serious expression on his face. “Does anyone else hear that?” he asks. Indeed, in the sudden silence, you hear a distant chanting, softly at first but growing in strength. The world seems to warp around you slightly, almost as if reality was thinning. Suddenly there is a tremendous roar, as if the earth itself were screaming. Muscular forms of iron, copper, and steel rise up out of the swamps, surrounding you. “Metal elementals!” Ismoth screams as one swings a massive arm at him. Behind him Jace and Jack are dismounting to face off against another. Yet another towers over your small party, its terrible fists reaching out for you. This is a battle with summoned monsters, summoned from a scroll of Summon Nature’s Ally. After 13 rounds, the spell will end, and the elementals will fade back into the swamp. ATL 3 (EL 5): Large Metal Elemental (1) hp: 76; see DAB pg 190194. ATL 5 (EL 7): Huge Metal Elemental (1)hp: 152; see DAB pg 190194. ATL 7 (EL9): Huge Metal Elemental (2) hp: 152 each; see DAB pg 190-194. After the battle, the party can search the area. There is evidence of a used scroll (ash, and a magical residue that can be detected with Detect Magic or Arcane Sight), but Cynthia was able to use her Wild Shape ability to escape as a giant owl while the party battled the summoned elementals. There are no tracks, since Cynthia benefits from her Trackless Step ability. Ismoth has no illusions that this was a random attack. He is convinced that the Eldritch Underground sent the attack, and warns the party that they may expect to face whoever summoned the elementals when they reach Ruddy Rock. Written by: Adam Beattie Chapter Two: Ruddy Rock Read or paraphrase the following to the players: The ride around the Dragon Hills provides plenty of opportunity to see the rolling plains of the Eastern Hak far to the south. As Ismoth leads you south and east, following the line of the hills, the grasses of the plains turn a deep golden brown under the summer sun. One day, far out on the plains, you spot a speck of red glinting in the light of the setting sun. Ismoth waves to Abel, who rides his black mare up to join you. “That's it,” he says, leaning over his saddle to spit on the dry ground beneath his mount, “that's the town. The locals call it Ruddy Rock, cuz of the outcropping.” Ismoth turns to your party. With a wry grin he says, “I guess we're here. Let's rest up the night, and you can head down in the morning when you're fresh.” Turning his wolf's eyes to Abel he continues, “Abel will answer any questions you have as best he can.” Abel cringes under Ismoth's stony look, but nods and smiles toward your group in a way that would be reassuring, if his upper lip didn't keep slipping toward a sneer. How many? “Oh, about.. twenty.. er maybe just five.. could be ten. I don't really know, I've been traveling with you lot for a few weeks.” Who are they? “The worst of ‘em are a bloke named Attadi, and his friend Tomas. After them it's these two kids Jenn and Jott De'Bellum. There's a few others hidin' around town, in dark places under buildin's and such.” Where are they? “Where you'd expect a bunch of slimy scum and cowardly worms to be, hidden under the biggest rock they kin' find.” He looks pointedly toward the outcropping that gives Ruddy Rock its name. What with the locals do? “Farm mostly. Some of ‘em trade with them soulless witch-doctorin' Peshwah. Watch out for that lot, they'll drink your blood while it's warm and feed the rest o' ye to their 'orses.” How did you find this place? “I'm a trader, ye idiot. Ain't it obvious from my Episode XXVIX: An Inevitable Confrontation- 9 - massive pile o' wares?” (He indicates two loops of hemp rope, and a bag of cutlery he has strapped to his mount.) “Just.. runnin’ a little low on supplies is all.” When the party is ready to go down to the town of Ruddy Rock, read or paraphrase the following: Leaving Ismoth behind for the first time in several weeks, your party moves down a narrow path toward the distant red outcropping. The first rays of morning light strike the far off stones, shading them a deep red the color of blood. It seems a dismal omen. A few hours pass swiftly as your mounts churn their legs beneath you. The dry grass of the plains whips at you and threatens to trip your mounts as the bloody stones of Ruddy Rock grow closer. The sun is near its zenith, when a welcome breeze washes over you from the north, cooling you as it races past toward the approaching town. The wind helps to spur you on, and you soon find yourself nearing the craggy back of the stone outcropping. Standing at the base, you are surprised by the massive size of the stones. Towering above the surrounding plains, dozens of spires of stone rise up hundreds of feet toward the sky. Each spire in turn has been smoothed and shaped by the forces of wind and rain. Taken together, they look much like a gathering of hooded men gathered around the base of a massive tower. Riding to the east around the outcropping, you see a small settlement typical of those common elsewhere in the north. Wide fields of oats and wheat spread out from a central cluster of barns and homes. Farmers work the fields, fix irrigation systems, cut weeds, and put up fences in the sweltering summer heat. There are four encounters that will occur as the party explores Ruddy Rock. Each time the party visits a new location, one of the encounters is triggered. When the party first arrives, run Encounter One: Meet The LAW. Encounter One: Meet The LAW. Encounter One takes place just as the party arrives at Ruddy Rock. Read or paraphrase the following as the characters approach the town: As you ride down the dusty main street of Ruddy Written by: Adam Beattie Rock, a dog howls in the growing noon-day heat. Several locals cluster around one of the larger sod buildings, under a sign depicting a pair of crossed daggers. One of the men breaks loose from the crowd and saunters to the middle of the road in front of you. He is a short Thonian man, with short-cropped hair with a hint of gray at the temples. His arms are heavily tanned and scarred, crossed over a slightly bulging gut. His plain brown jerkin and boots stand in sharp contrast to the gleaming steel of his chain shirt. “Halt, strangers,” he says as he loops his thumbs behind his belt, from which hang two very sharp and deadly looking blades. “M'names Tomas, an’ I'm the law ‘round these parts. You all's gonna have ta state yer business in th’ fine upstandin’ township o’ Ruddy Rock.” Tomas listens intently, but as long as the players don't express an interest in laying waste to the town, he nods and then tells them: “There are only two rules ‘round here, strangers. Don't kill anyone, an’ don't steal. If ya do, I'll kill ya. Now I guess you’ll be wanting the three copper tour o’ the town. This ’ere’s th’ center of town. My shop, and Binn’s are here, up the way is the old barn. We let folks crash there on their way through town, Attadi’s hut is back behind Binn’s Bargain Bin, and o’ course th’ manor house is up on th’ hill, but th’ Lords Da’Bellum don’t much like visitors.” Where are we? “This is th’ town of Ruddy Rock. That,” he points at the rocky outcropping north of town, “is th’ rock. This is th’ town. Got it?” Encounter Two: Tumbleweed As you cross the street on your way to your next destination, a lonely tumbleweed blows down the street, bounding from building to building in a sudden breeze. This is nothing special; just a plant. Encounter Three: The Raven Returns If the players attacked the bird in their first encounter, or failed to tie a stocking to their saddle horns, skip this encounter. If the players did not kill the raven familiar during the introduction, and if they tied a stocking around their saddle horns as instructed, read or paraphrase the following: As you cross the street, a blackbird lands on the ground in front of you. In its beak it bears a slip of paper. It drops the slip and flies away. The note says simply, “Come to the Old Barn.” The players may again choose to attack the bird. Refer to the earlier encounter for details. Encounter Four: Get Outta Here. As the sun begins to set, Tomas comes out from his shop and approaches you. “Some o’ the locals tell me they saw a group leaving town, toward th’ north” he says, “Word is ya came from up that way. If you have friends up there, ya may wanna go help ‘em. I think somebody means to bring ‘em trouble.” Locations: Where's the store? “I run a good gen’ral store. That crazy Peshwah Bin runs a tannery. He often has some leather gear fer sale – some of that weird Peshwah stuff, too, if he likes you. Is there an inn here? “No. No. No! Why does everyone expect an inn? We're a farmin’ town. Ask one o’ th’ farmers if you want a bed fer the night. That er th’ old barn over yonder.” Any place worth seeing around here? “Eh… Ask Attadi. He likes talking to strangers.” Episode XXVIX: An Inevitable Confrontation- 10 - Attadi's Hut: This simple sod hut is barely 10 ft. on a side. There is a hutch nearby in which an old Peshwah Charger rests out of the sun; it is several feet taller than the hut. You hear a soft murmuring and sporadic whistling coming from within the hut. As you approach, a thin voice with tones of age and wisdom comes forth. “Hello, strangers. They told me you'd be coming to see old Attadi, they did.” The voice’s owner, an ancient half-elf with some Peshwah blood, comes out of the hut. His eyes, a sharp crystal blue eye, pause on each of your faces before he continues. “Come to ask Written by: Adam Beattie me questions, eh? Maybe you want something from an old Wokan of the Horse Tribes?” Attadi is a nice old man who counsels the players to keep the peace, and remember that everyone has a role to play in nature. If pressed, he attacks the party rather than submit to captivity. He will gladly address their concerns and admit that he is a sorcerer. He will invite them to bring anyone back to question him if they wish, but he will not leave his home. If they reveal Arron's plot to kill Ismoth to Attadi, he will ride out to warn Ismoth and defend him from “that reckless sorcerous bastard.” Attadi has been keeping to himself lately, and so doesn't know that Arron is in town. If asked about anyone else in town, he tells the players that if they want to know the truth, they should go to the person they're asking about. Possible Q&A to aid with the conversation with Attadi: Who are you? “Peshwa na Attadi am Zah. Who are you?” What are you? “I'm the founder of this town. I'm a half elf, half Peshwah, and my mother was a wokan of the Zah. I got her powers, and my dad's long life. Go figure.” are all one family. You ask if I know my cousin, my daughter, myself.” He pauses and gives you a playful wink. “Well, that and we rode together for many years. But, all that other stuff is true too.” Are you a sorcerer? “No. Are you a fool? Let me answer that for you; Does the sun rise and set with the passing of the day? Do the stars yearn to be quenched in the sea? Does a dog bark when death rolls by? And there you go. Abel says you're a sorcerer (or any other Q about Abel) Abel? That murderous lout? If I catch him around here again, I'll bury him in the earth with my own two hands. And I may not bother to make him dead first. That son of a gun murdered another traveler over a damned loaf of bread! There were three other loaves right there! That sorcerous bastard is a murdering psychopath. I'd kill him if I were you. Abel is a sorcerer? “Uh… yeah… I think I just said that. He's a finger wiggling, wizard hating, town burning, black hearted murderer. You know, a sorcerer.” Anything to do around here? “Yes. Go talk to the twins up on the rock. They need some help; you all could do a good job, I think. Don't provoke them though, they're potent arcanists.” The Old Barn: What do you do here? “Mostly I keep the dragons away and help Shepro bring the Thonians and the Peshwah closer together. Well, that and taking in the fresh air.” He breaths in a deep lung-full of air, blinking slightly as his eyes water and he begins to cough. “Or else… >cough< I would be… >hack< …if that stupid Binn would keep his tannery from stinking up the place.” Do you know Peshwah na Sulla? “I have heard of Sulla. Ikiru speaks well of him. I do not know if he is the son of Hak, but I tend a hope in my heart that he might be.” You know Peshwah na Ikiru? “All Zah know Ikiru, as all Zah know me. The wind and earth speak to us, and carry our words. We are all the children of Hak, and so we Episode XXVIX: An Inevitable Confrontation- 11 - This is where Arron's group is camped out. Before Encounter Three, Arron and Cynthia are still making their way back from attacking the players in the swamp, and the barn is quiet. With the Cabal: Read or paraphrase the following: Just off the road, near the center of town, is an old gray barn. Many of the outer timbers are rotting or fallen off, and the barn door lays flat on the ground, its hinges long rusted away. Inside you hear the soft whicker of a horse. Inside the barn, Gurrin, Thorg, and Claire are laying low, waiting for Arron to come back. Thorg drank too much last night and is passed out in one of the empty stalls. Gurrin is teaching Written by: Adam Beattie Claire how to field dress a rabbit as the players enter. Since they don’t recognize the party, they assume they are other members of the Eldritch Underground come to use the safe house. They talk openly with the party until given reason to suspect they are here to help Ismoth. Gurrin and Claire will warn the party to leave or hide before Arron returns, explaining that he’s a right bastard and a dangerous man to trifle with. At the mention of Arron’s name, members of the Eldritch Underground may make an Intelligence Check or players with Knowledge: Blackmoor may make a check to determine what they know about Arron. Eldritch Underground members receive a +2 circumstance bonus to this check. With a check of DC 20, they are aware that Arron is a troublesome member of the Eldritch Underground accused of heinous murders and merciless butchering of both Wizards’ Cabal members and innocent bystanders alike. If the players try to convince Gurrin and Claire to leave, they will have to succeed in changing them from Unfriendly to Friendly using Diplomacy or Intimidation. If the players use Diplomacy, Thorg will attack. If they used Intimidation, Thorg will attack the players and then Gurrin and Claire will join in with Thorg. With the Blackbird: If the party comes to the old barn after Encounter Three, read or paraphrase the following: Just off the road near the center of town is an old gray barn. Many of the outer timbers are rotting or fallen off, and the barn door lays flat on the ground, its hinges long rusted away. Inside, you hear the soft whicker of a horse. There is a man standing beside the gaping entrance to the barn wearing a dark black cloak and a hat that obscures his features. In his hand is a bloody knife, which he is wiping clean with a scrap of cloth. As you approach he looks up, revealing a wicked grin and bloodshot green eyes in a heavily tanned face. “Can I help you folks find something?” he asks, sheathing his knife. This is Arron. Claire, Gurrin, and Cynthia have been sent to scout the road to the north. Thorg is still passed out in a stall. Arron stayed behind to rest, and (if the players never attacked his bird) to instruct the players. Episode XXVIX: An Inevitable Confrontation- 12 - Once they meet Arron, members of the Eldritch Underground may make an Intelligence Check or players with Knowledge: Blackmoor may make a check to determine what they know about Arron. Eldritch Underground members receive a +2 circumstance bonus to this check. With a check of DC 20, they are aware that Arron is a troublesome member of the Eldritch Underground accused of heinous murders and merciless butchering of both Wizards’ Cabal members and innocent bystanders alike. If the players tied a stocking to their saddle horns, he tells them that he will be attacking a little after sundown tonight, and that the players are expected to help. If the players chose not to tie a stocking to their mounts, Arron warns them to “get lost before you get hurt.” If there is a fight, Arron uses his most powerful magical attacks in an attempt to utterly destroy the party. On the third round of combat, a raging Thorg joins the battle. Ismoth’s associates also spot the arcane activity and move into the town to join in the combat. If the players defeat Arron here and now, the attack on Ismoth fails. Proceed to the finale: Ismoth Wins! If the players die in battle against Arron, he will be able to ambush Ismoth and his party, but the result will be a draw. Proceed to the finale: No Winner. Tomas's Store: (The Crossed Blades) The sign over the door of this wooden building depicts a pair of crossed swords over a boar’s head. Through the door, you can see Tomas stocking shelves and dusting his merchandise. Tomas is the local sheriff; his store sells general goods, food stores, and farming equipment at 10% above book price. He doesn't like strangers generally, but welcomes the party, if roughly. Old Binn's store: (Binn's Bargin Bin) This small sod building smells horrible. An old Peshwah stands outside over a boiling vat filled with grazer skins that he is stirring with a large wooden paddle. He smiles as you approach, showing a shocking Written by: Adam Beattie lack of teeth, “Hello, heroes. Want leather goods? I make saddles, armor, packs, belts, coats, and the like. If you tell me what you want, I can go see what I’ve got in the shop.” Binn is an old Peshwah who sells leather goods and a few specialty items. He can sell any light armor, piece of tack, or other leather item from Chapter 7 of the Player’s Handbook at a 10% discount. He will sell Peshwah goods to Peshwah characters or those with a Peshwah trade tattoo. The Manor: Built in the shadow of the Ruddy Rocks, the Da’Bellum manor is a simple one-story manor house constructed of wood and stone. In a fine city like Vestfold or Blackmoor it would blend in, here on the wide plains, the manor house seems ostentatiously grand. Attached to the front door is a sign that says, “Knock once, then wait. Be patient, we’re terribly busy.” If the players knock, read or paraphrase the following. A mouth appears on the door and says, “The Lords Da’Bellum welcome you to the Da’Bellum manor. Please enter and proceed directly to your right. Do not touch anything. Not…one… thing. Got it?” Without waiting for a response, the magic mouth disappears and the door swings open into a small room. The only door out of the room is on the right wall. This is a small one story manor built around a central courtyard. The door opens on a room with 3 doors. Two of the doors are covered by illusions of solid walls (DC 25 to break). The wood paneling of this room is a pale blond wood. The walls are oddly blank, except for the door you came in and one door on the eastern wall. Through the eastern door is a small study. This large room runs thirty feet from east to west, and is fifteen feet wide. The walls are lined with shelves of texts and small knick-knacks. Episode XXVIX: An Inevitable Confrontation- 13 - Facing you from across the room are two men with dark hair and deep blue eyes. One of them, slightly taller than the other, is gazing out a wide window in the southern wall as you enter. The other turns at your appearance, lowering the book he is reading. "Welcome," he says, closing the text, "I am Jenn, this is my brother Jott. What can the nobles of house De'Bellum do for you? If anyone in the party is obviously a member of the Wizards' Cabal, they will politely answer their questions, but will not ask them for help. If the party does not contain any obvious Cabal members, Jott will say the following: "I see that you are adventurers. My brother and I have a problem. Our father raised us both to be powerful arcanists, but he did not choose one of us to be his heir. Now that he is gone, the de'Bellum lands are without a lord. Attadi has suggested a spell duel, but I will not harm my brother. We were hoping two of you might be willing to stand in." Jenn frowns and continues. "Of course, there is some risk of death, but we have a powerful magical scroll and the materials to use it to raise the dead.” “If one of you should die, I will use this scroll to bring you back." Q&A Why do you need to duel, why not just pick? Our lands are in Ten. The winner must be strong enough to take our lands back from the flame loving Afridhi. Unfortunately, we promised the Baron Shepro that one of us would stay here to guard this territory from the dragons up in the mountains. Isn't there another way? Can you propose one? (If the players make a reasonable suggestion, go with it. The brothers are not disposed to a spell duel. A reasonable solution should include a sustained test of magical prowess that allows each brother to test the other's defenses and tactics.) What's in it for us? My brother and I shall each make you a magical tool to help your party in your endeavors. This Written by: Adam Beattie will take a few days, but we'll deliver it to you if you cannot wait. goes to a study, while the one directly ahead leads to the central garden/arena. If the players attempt to charge the brothers, attack them, or arrest them, they will find that a wall of force (under the effect of a permanency spell) has been cast across the room. The brothers, using scrolls made by Jott, teleport away for a few weeks and return once things have settled down. If the players open the right door and go in, read or paraphrase the following: Through the western door is an empty ball room. This 60' by 120' room has simple walls paneled in pine, and lacks any furniture or decoration. A door at the far end of the room provides access to further rooms. The door is firetrapped (varries by ATL) The next room is the kitchen/dining space. This room is clearly a kitchen. Wide counters are covered in dirty plates and partially eaten food. A hound dog lies in the corner. It raises its head to regard you briefly before laying its head back down. There is a scroll lying on the tall butcherblock table in the center of the room. The scroll says simply "I'm glad I memorized exploding runes today." The scroll is trapped with the exploding runes spell, as cast by Jott. Through the central door of the entry way is a 50' by 50' courtyard. This wide courtyard is paved with bricks. Three doors open off the courtyard, one leads back to the foyer. The other two lead to the eastern part of the manor. Behind those doors are bedrooms, they are simple and lack any signs of long-term habitation (the brothers carry bags of holding). Two nearly identical High Thonian men are standing in a room without furniture or adornment. They both have bright blue eyes, and lustrous black hair. the plain wooden walls lack any sign of a window, and only two exits are visible from the room: the door you entered through, and one behind the two men. They turn as you enter, and introduce themselves. “I am Jott,” says the man on the right, “and this is my brother Jett,” indicating the other man. “We are so glad you have decided to pay a visit… We have a need of a third party… Well, two third parties actually, to settle a dispute between us. You’ll do wonderfully. You’ll help us won’t you?” They are willing to grant the party any one favor they should ask, if the players will participate in a game of magic. Each brother will take up one side of the manor's central (30ft x 30ft) courtyard. One player must stand to be a champion for each of the brothers. Each brother will attempt to kill the other brother's champion. The brother whose champion survives, wins. (This is the plan suggested by Attadi when the brothers returned from trying to slay Abel.) While the brothers cannot guarantee the survival of their champion, they will use their considerable library of divine potions and healing wands to heal the party after the battle. If pressed, they will jointly agree to use a scroll of wish they purchased as a consolation prize for the loser, to resurrect the loser's champion. Chapter Three: Ismoth’s Camp This room contains a wide bed with silk sheets and a comfortable pillow. Otherwise, it is empty. When the players return to Ismoth’s Camp, read or paraphrase the following: There is a fire trap on the inside of the second bedroom. It only triggers when someone closes the door from the inside, and then attempts to leave without saying the password (which is De'Bellum). Rushing back to Ismoth’s camp, you arrive to find two parties facing each other with weapons drawn. There are two more doors out of the room. They are covered by illusions. The one on the left Episode XXVIX: An Inevitable Confrontation- 14 - As you approach, both groups turn to you. Ismoth says, “Your timing is impeccable. Quickly! Help us capture these sorcerers!” Written by: Adam Beattie Across from him, the leader of the sorcerers says, “Don’t listen to him; help us cleanse this place of these cabalist scum.” If the players decide to do nothing: The battle takes place in front of them. Both sides survive, and both are forced to retreat. The players earn the Enmity of Ismoth and Arron. Proceed to the No Winner! If the players join Ismoth: ATL 3 (fighting with Ismoth) Gurrin: Dwarf Sorcerer 4 hp 18; see appendix 3. Claire: High Thonian Sorcerer 3 hp 11; see appendix 3. Thorg: Thonian Barbarian 3 hp 37; see appendix 3. Cynthia: Thonian Druid 4 hp 32; see appendix 3. ATL 5 Gurrin: Dwarf Sorcerer 4 hp 18; see appendix 3. Claire: High Thonian Sorcerer 3 hp 11; see appendix 3. Thorg: Thonian Barbarian 3 hp 37; see appendix 3. Cynthia: Thonian Druid 4 hp 32; see appendix 3 ATL 7: (with Ismoth) Arron: High Thonian Sorcerer 11 HP 35; see appendix 3. If the players decide to help Arron: ATL 3: (with Arron) Jace and Jack Thonian Arcane Warrior 3 (2) hp 35 each; see appendix 2. Du'lan, Thonian Arcane Warrior 1/Ranger 3 hp 32; see appendix 2 Sandra: Thonian Cleric (phelia) 4 hp 40; see appendix 2 ATL 5: Jace and Jack Thonian Arcane Warrior 3 (2) hp 35 each; see appendix 2. Du'lan, Thonian Arcane Warrior 1/Ranger 3 hp 32; see appendix 2 Sandra: Thonian Cleric (phelia) 4 hp 40; see appendix 2 ATL 7: (with Arron) Ismoth High Thonian 10/Inquisitor 1 hp 60; see appendix 2 Wizard Episode XXVIX: An Inevitable Confrontation- 15 - Finale: Ismoth Wins! Ismoth grins at you over the scorched remains of his camp. “Chain ‘em up” he says to his men, “We’ve done good here. These were the dangerous ones.” Du’lan walks up with a slight limp, “Sandra thinks she can heal the captives well enough to travel by dawn.” He pauses to look down at the far off settlement. “What about the rest of them?” Ismoth shrugs. “I’m sure the Cabal will send another inquisitor here eventually, but we’ll have our hands full with this lot. Besides, the dangerous ones probably all came with this group.” Du’lan smiles at you. “No doubt about it, the cabal owes you all a favor.” He grins through the mask of dried blood and dust on his face. “Maybe you can join us again!” and then he goes back to hog-tying sorcerers. Each member of the party receives the Hatred of Arron Mage Killer (if Arron is subdued and not slain), the friendship of Ismoth, the Friendship of Du’lan, and a Favor of the Wizards’ Cabal. Arron Wins! Arron grins as he lifts the severed head of Ismoth up to eye level. Gazing deeply into the Inquisitor’s eyes, he asks, “Anybody home?” He cackles madly before throwing the head aside. “Somehow, I didn’t think so.” He then turns his bloodshot eyes to your party, causing you to shiver involuntarily. “And now for you lot, right?” He pulls out his knife and looks at you for a minute. “I guess you can go your own way. Have fun.” Each member of the party receives the Undying Hatred of Du’lan, and the Hatred of Ismoth the Redeemer (if Ismoth and Du’lan is subdued and not slain), and a commendation of the Eldritch Underground. No Winner! In the distance, Ruddy Rock burns. The battle was hard fought. But when it spread into the town, the locals got involved in the fight, some joining on each side. You watch from a distance as Arron and Ismoth’s parties each flee from the flames, going off to regroup. Written by: Adam Beattie Assign certificates outcome. as appropriate to the Experience Points: Thonian woman named Meliiya, who resides in the town of Boggy Bottom. Perhaps future encounters with Meliiya might lead to other opportunities. Reward the player characters experience points for items completed below: Chapter One Receive Package: 50xp Keep or return Package: 50xp Encounter Blackbird: 50xp Go with Ismoth: 100xp Survive summoned elementals: 100xp Solve Jenn and Jott's dilemma: 50xp Encounter Tomas: 50xp Survive Final Encounter: 300xp Total: 750 XP Mementos: List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificate) is as follows: ATL 3: 750 gp ATL 5: 1,000 gp ATL 7: 1,250 gp Episode Hook Funds from Ismoth 100gp X ATL Purchase from The Trapper (6) This player character has purchased the following checked items: • Crocodile Hide Armor +1 (1,165 gp) • Oil of Shillelagh (value 50 gp) • Potion of Endure Elements (value 50 gp) • Potion of Hide from Animals (value 50 gp) • Potion of Magic Fang (value 50 gp) • Potion of Aid (value 300 gp) • Potion of Barkskin +2 (value 300 gp) • Arbir +1 (value 2,695 gp) • Longspear +1 (value 2,305 gp) • Shortspear +1 (value 2,301 gp) • Spear +1 (value 302 gp) Any items not purchased during the episode should be crossed out before the judge signs the certificate. Attention of Meliiya: This human PC has gained the initial interest of the middle-aged Episode XXVIX: An Inevitable Confrontation- 16 - Wizard’s Cabal Access: For coming to the aid of the Wizards’ Cabal you are granted access as follows during this event only: st One arcane scroll of 1 level: Scroll name: _____ Scroll Value _____gp nd One arcane scroll of 2 level: Scroll name: _____ Scroll Value _____gp At a cost of two Wizards’ Cabal favors this player gains access to one of the following: rd • One arcane scroll of 3 level: Scroll name: _____ Scroll Value _____gp • Ring of Protection +2 (8,000gp) • Amulet of Health +2 (4,00gp) • Cloak of Resistance +2 (4,000gp) • Headband of Intellect +2 (4,000gp) At a cost of four Wizards’ Cabal favors this player gains access to one of the following: th • One arcane scroll of 4 level: Scroll name: _____ Scroll Value _____gp • Ring of Protection +3 (18,000gp) • Ring of Counterspells (4,000gp) • Metamagic Rod, enlarge, lesser (3,000gp) • Metamagic Rod, extend, lesser, (3,000gp) At a cost of eight Wizards’ Cabal favors this player gains access to one the following: th • One arcane scroll of 5 level: Scroll name: _____ Scroll Value _____gp • Bag of Holding Type II (5,000gp) • Ring of Counterspells (4,000gp) • Pearl of Power 3 (9,000gp) As favors are used, the certificates should be marked as used and attached to this certificate. The favors used are NOT cumulative and each favor requires new favors to be used. Commendations may be used in lieu of favors. Circle the items purchased. Total value: _______gp Attacking Ismoth or his party: Mark of the Wizards’ Cabal You have attacked one of the Wizards’ Cabal’s most respected members. For that you have been marked openly by the Wizards’ Cabal. Check the penalty that applies: Assault: You attacked a member of the Wizards’ Cabal. Cost is one (1) Time Unit. Murder: You murdered a member of the Written by: Adam Beattie Wizards’ Cabal. Cost is four (4)Time Units. The time unit penalty should be marked on the character log sheet. Chapter Three: Ismoth’s Camp ATL 3-5 Dragonhide plate This suit of green dragon scale, full plate armor is designed to be worn by a medium sized female humanoid. This armor can be resized by an armorer at the cost of 1TU and 100gp. (value 3,300gp) Slicer +1 Greatsword This sword has a reputation for causing chaos. The hilt is painted a garish red. (value 2,350gp) Cloak of Resistance +1 (2) (value 1,000gp each) st Pearl of Power – 1 Level (value 800gp) This pearl has been chipped from use but is still functional. Wand of Magic Missile (Caster Level 3) 50 charges – cross out any charges that have been used. (value 2,250gp) ATL 7 (Cumulative with ATL 3-5) Potion of Cure Moderate Wounds (value 300gp) Ring of Protection +2 (value 8,000gp) Amulet of Natural Armor +2 (value 8,000gp) Cloak of Charisma +2 (value 4,000gp) Finale: Ismoth Wins! Each member of the party receives the Hatred of Arron Mage Killer (if Arron is subdued and not slain), the friendship of Ismoth, the Friendship of Du’lan, and a Favor of the Wizards’ Cabal. 350 gp – miscellaneous treasure. Arron Wins! Each member of the party receives the Enmity of Du’lan, and the Enmity of Ismoth the Redeemer (if Ismoth and Du’lan is subdued and not slain), Friendship of Arron, Mage Killer, and a commendation of the Eldritch Underground. All treasure is confiscated in reparation for damages caused to the Wizards’ Cabal and Blackmoor. No Winner. Assign certificates outcome. as appropriate to the Episode XXVIX: An Inevitable Confrontation- 17 - Written by: Adam Beattie Appendix 1: Notables of Ruddy Rock Attadi: Half-Elf Wokan 7; CR 7; medium sized humanoid (half-elf); HD 7d6; hp 32; Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 Bracers of Armor +2); Base Atk +5; Grp +4; Atk +4 melee (1d6-1/x3, handaxe), missile +7 (1d6+1/x3, shortbow +1); Full Atk +4 melee (1d6-1/x3, handaxe), missile +7 (1d6+1/x3, shortbow +1); Space/Reach 5 ft./5 ft.; SA: Wild empathy, Free thought, Woodland stride, Borrow nature's power (2/day), Wild Shape (1/day); AL CG; SV Fort +6, Ref +4, Will +9; Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 14. Skills and Feats: Concentration +10, Handle Animal +12, Knowledge (nature) +11, Spellcraft +11, Survival +13; Natural Spell, Extend Spell, Empower Spell, Brew Potion; speaks peshwah, common, and cumasti. Spells Prepared: (7/5/4/2/1, save DC 13 + Spell Level) 0- Detect Magic, Detect Magic, Light, Ray of Dirt, Resistance, Detect Poison, Create Water, 1- Shield, Protection From Evil, Mud, Magic Missile, Magic Missile, 2- Protection From Energy, Bull's Strength, Invisibility, Detect Thoughts, 3- Elemental Ball (Air), Empowered Magic Missile, 4- Summon Nature's Ally IV. Possessions: 13gp – Hand Axe, adventurer's outfit, 50' of hemp rope, 20 arrows, 5 torches, 3 small topazes (12gp, 18gp, 25gp). Magic Items: Shortbow +1, Bracers of Armor +2, Cloak of Resistance +1 Description: Attadi is a hard man with dark skin and deeply carved lines in his brow and around his eyes. His slightly pointed ears are pierced with a half dozen gold and silver rings, and he wears a hemp necklace set with three small topazes around his narrow neck. He wears his hair back in a thick gray ponytail. Attadi has lived on the lands at the edge of the High Hak all his life, though he journeyed to help defend the north against the armies of the empire, and the second invasion by the Egg of Coot. Attadi enforces the peace of Ruddy Rock with an iron fist. The small town cannot afford to keep guilty men captive, so punishment consists of death or exile. Attadi allowed the Eldritch Underground to come into Ruddy Rock because he felt sympathy for the sorcerers. Since then he has had to kill many sorcerers who have broken his law. He begins to wonder if the organization cares about the character of its members at all. Tomas: Thonian Rogue 2/Fighter 1; CR 3; medium sized humanoid (thonian); HD 2d6 + 1d10; hp 20; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Chain shirt +1); Base Atk +2; Grp +3; Atk +3 melee (1d8+2/19-20x2, Longsword +1), missile +6 (1d6/x3, Masterwork shortbow); Full Atk +3 melee (1d8+2/19-20x2, Longsword +1), missile +6 (1d6/x3, Masterwork shortbow); Space/Reach 5 ft./5 ft.; SA: Sneak attack +1d6, trapfinding, Evasion; AL NG; SV Fort +2, Ref +6, Will +3; Abilities: Str 12, Dex 17, Con 10, Int 8, Wis 13, Cha 14. Skills and Feats: Appraise +4, Bluff +7, Escape Artist +7, Hide +7, Move Silently +7, Open Lock +7, Ride +4, Sense Motive +6, Spot +6; Iron Will, Parry Arrows, Weapon Focus (Longsword), Deflect Spells; speaks common, and thonian. Possessions: 19gp, Masterwork Shortbow, 20 arrows. Magic Items: Chain shirt +1, Longsword +1 Description: Tomas is the head of Ruddy Rock's community council. He is also the current proprietor of the trading post that has always been the heart of the small settlement. He is a short man with a bit of a gut. His hair is close cropped and graying at the temples. Tomas' chief duty is to deal with outsiders who come to Ruddy Rock. He has become very efficient at killing spellcasters, as many of the troublemakers who come to Ruddy Rock are members of the Eldritch Underground. He only attacks those who have broken the rules. If anyone breaks the rules of Ruddy Rock Tomas and Attadi put them down with brutal efficiency. Of course, there aren't many rules in this rugged settlement. The rules are: don't kill anyone, and don't steal. Tomas is fond of taking a pose and pronouncing these rules unto newcomers whenever possible. Episode XXVIX: An Inevitable Confrontation- 18 - Written by: Adam Beattie Jenn De'bellum: High Thonian Sorcerer 9; CR 9; medium sized humanoid (high thonian); HD 9d4; hp 20; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 mage armor); Base Atk +4; Grp +4; Atk +4 melee (1d4/19-20x2, dagger); Full Atk +4 melee (1d4/19-20x2, dagger); Space/Reach 5 ft./5 ft.; SA: [special abilities]; AL NG; SV Fort +2, Ref +3, Will +7; Abilities: Str 10, Dex 10, Con 8, Int 16, Wis 13, Cha 19. Skills and Feats: [skills]; [feats]; speaks [languages]. Possessions: 11,999gp, dagger. Magic Items:[Magic Items] Spells per Day: 6/7/7/7/5, save DC 14 + Spell Level. 8/5/4/3/2 Spells Known: 0- 1- Mage Armor, 2- , 3- , 4Jott De'Bellum: High Thonian Wizard 9; CR 9; medium sized humanoid (high thonian); HD 9d4; hp 20; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 mage armor); Base Atk +4; Grp +4; Atk +4 melee (1d4/19-20x2, dagger); Full Atk +4 melee (1d4/19-20x2, dagger); Space/Reach 5 ft./5 ft.; SA: [special abilities]; AL NG; SV Fort +2, Ref +3, Will +7; Abilities: Str 10, Dex 10, Con 8, Int 19, Wis 13, Cha 16. Skills and Feats: [skills]; [feats]; speaks [languages]. Possessions: 11,999gp, dagger. Magic Items:[Magic Items] Spells Prepared: (4/5/5/4/3/1, save DC 14 + Spell Level) 0- , 1- , 2- , 3- , 4- , 5- Wall of Force. 25 (11) Spells Known: 0- All, 1- Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp, 2Scorching Ray, 3- Arcane Sight, Fireball, Lightning Bolt, 4- Charm Person, , 5- Cone of Cold, Dominate Person, Permanency, Wall of Force Episode XXVIX: An Inevitable Confrontation- 19 - Written by: Adam Beattie Appendix 2: Ismoth and his Allies Inquisitor Ismoth “The Redeemer”: High Thonian Wizard 10/Inquisitor 1; CR 11; medium sized humanoid (high thonian); HD 10d4 + 1d8; hp 60; Init +1; Spd 30 ft.; AC 19, touch 13, flat-footed 18 (+1 Dex, +2 natural, +2 deflection, +4 Extended Mage Armor); Base Atk +6; Grp +5; Atk +6 melee (1d8-1/19-20x2, Longsword), missile +8 (1d8/19-20x2, Light Crossbow); Full Atk +6 melee (1d8-1/19-20x2, Longsword), missile +8 (1d8/19-20x2, Light Crossbow); Space/Reach 5 ft./5 ft.; SA: Arcane Defense +1, Detect magic (at will); AL LG; SV Fort +5, Ref +4, Will +11; Abilities: Str 8, Dex 13, Con 14, Int 19, Wis 10, Cha 14. Skills and Feats: Concentration +15, Craft (alchemy) +17, Decipher Script +17, Knowledge (arcana) +17, Ride +7, Spellcraft +17, Spot +6, Survival +7; Empower Spell, Extend Spell, Iron Will, Racial Reputation (cumasti), Scribe Scroll, Skill Focus (concentration), Spell Focus (enchantment), Track; speaks chale, common, celestial, draconic, and cumasti. Possessions: 55 gp., Masterwork Longsword, Masterwork Light Crossbow, Light Warhorse, and a Military Saddle. Magic Items: Potion of Cure Moderate Wounds, Ring of Protection +2, Amulet of Natural Armor +2, and a Headband of Intellect +2. Wizard Spells Known (in spell focus): 0- all level 0 spells, 1- Charm Person, Elemental Bolt (water), Elemental Bolt (air), Mage Armor, Sleep, 2- Darkness, Invisibility, Mustang's Speed, Touch of Idiocy, 3Deep Slumber, Elemental Ball (air), Elemental Ball (earth), Hold Person, Suggestion, 4- Charm Monster, Confusion, Elemental Summons I, Lesser Spell Turning, 5- Cabal's Curse, Dominate Person, Elemental Summons II, Feeblemind. Inquisitor Spells Known (in spell focus): 1- True Strike, Shield, 2- Bull's Strength, Cat's Grace Wizard Spells Prepared: (4/5/5/4/4/2, save DC 15 + Spell Level, +1 to DC for enchantment spells) 0Breeze, Breeze, 1- Charm Person, Elemental Bolt (water), Elemental Bolt (water), Elemental Bolt (air), Elemental Bolt (air), 2- Darkness, Touch of Idiocy, Extended Mage Armor, Extended Sleep, Extended Sleep, 3- Deep Slumber, Elemental Ball (air), Empowered Elemental Bolt (water), Empowered Elemental Bolt (air), 4- Charm Monster, Confusion, Elemental Summons I, Lesser Spell Turning, 5- Cabal's Curse, Dominate Person. Inquisitor Spells Prepared: (2/1, save DC 15 + Spell Level, +1 to DC for enchantment spells) 1- True Strike, Shield, 2-Bull's Strength. Description: Ismoth is a pale man with thin limbs and fine golden hair that hangs loosely about his shoulders. His narrow face bears a deep scar along the left side of his jaw. He tends to stalk about, his eyes always moving, watching for signs of danger or duplicity. Ismoth has long been a member of the Wizards Cabal and a defender of the helpless. Two years ago he was approached by the Arcane Inquisition, and drafted as an Inquisitor. Ismoth now hunts for dangerous sorcerers. He focuses on sorcerers who have killed innocents, or those who have actively broken the cabal's laws of magic in ways other than their mere existence. His utter devotion to the safety of others has earned the respect of the Cumasti elves. Once, while riding on the elf road, Ismoth came upon a coach being assaulted by human brigands. Ismoth did not pause, but rode straight into battle, giving the coach time to escape. Though badly wounded in the encounter, Ismoth managed to survive until Cumasti guard could arrive to save him. The elven lady he saved wrote a grand poem in his honor, which many Cumasti have heard. Ismoth prefers to capture renegade sorcerers, believing deeply that sorcerers can be redeemed if treated fairly. Ismoth never attempts to kill a humanoid opponent if he can capture them instead. In combat he always prefers spells which target the mind, rather than the body. His friends reward his selflessness with loyalty. He trusts those who follow him completely, and he knows each of them are willing to lay down their lives for him. He tries to reward their loyalty by never risking their lives foolishly, or asking them to act in a dishonorable way. When portraying Ismoth, keep two words in mind: noble, and weary. Jace and Jack: (2) Thonian Arcane Warrior 3; CR 3; medium sized humanoid (thonian); HD 3d8; hp 35; Init +1; Spd 20 ft.; AC 20, touch 19, flat-footed 18 (+1 Dex, +2 Heavy steel shield, +7 Banded mail +1); Base Atk +3; Grp +5; Atk +6 melee (1d8+2/19-20x2, Masterwork longsword), missile +5 (1d8/19-20x2, Episode XXVIX: An Inevitable Confrontation- 20 - Written by: Adam Beattie masterwork longbow); Full Atk +6 melee (1d8+2/19-20x2, Masterwork longsword), missile +5 (1d8/1920x2, masterwork longbow); Space/Reach 5 ft./5 ft.; SA: Detect Magic (arcane); SQ: Fey Touched, Arcane Fortitude; AL LN; SV Fort +6, Ref +3, Will +2; Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 8, Cha 14. Skills and Feats: Knowledge (arcana) +6, Ride +9, Sense Motive +5; Power Attack, Cleave, Mounted Combat; speaks common, and profectorrin. Possessions: 12 gp, Heavy steel shield, Masterwork longsword, Masterwork longbow, Short sword, Light horse, Military saddle, Adventurer's outfit. Magic Items: Banded mail +1, Potion of Cure Moderate Wounds. Description: Jace is squat, with dark hair and a broad flat nose. Jack is only a little taller, with light brown hair and a ready smile. Jace and Jack are rarely apart. They have grown so accustomed to one another's company since they began their training to be arcane warriors, that neither is comfortable in the absence of the other. Jace and Jack met Ismoth when they were sent together to battle a sorcerer who had taken to banditry on the road between Maus and Blackmoor. Ismoth impressed them first with his skill as a wizard, and second with his dedication to capturing the sorcerer alive. Where many other wizards of the cabal would have gladly ambushed the sorcerer, Ismoth insisted on approaching him directly, and demanding his surrender. They have traveled with Ismoth for ever since, and both would gladly die for him. They are fond of answering questions in a manner similar to the following: “Jace: Oh yeah, remember that time that mage did that thing? Jack: Yeah, that was cool, especially the way... Jace: ...he did that thing.. Jack: ...with the wand.. Jace: ...and Ismoth... Jack: ..yeah, that was awesome. Jace: Huh, I guess you had to be there” Du'lan: Thonian Arcane Warrior 1/Ranger 3; CR 4; medium sized humanoid (thonian); HD 1d8 + 3d8; hp 32; Init +2; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Chain shirt +1); Base Atk +4; Grp +5; Atk +6 melee (1d8+1/19-20x2, masterwork longsword), missile +9 (1d8+1d6 fire/19-20x2, masterwork longbow with fire arrows); Full Atk +6 melee (1d8+1/19-20x2, masterwork longsword), missile +7/+7 (1d8+1d6 fire/19-20x2, masterwork longbow with fire arrows); Space/Reach 5 ft./5 ft.; SA: Detect Magic (arcane), Favored enemy (humanoid: thonian); AL LN; SV Fort +4, Ref +6, Will +5; Abilities: Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 8. Skills and Feats: Handle Animal +5, Hide +9, Knowledge (nature) +6, Listen +8, Move silently +9, Ride +9, ; Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (Longbow); speaks common, and profectorrin. Possessions: 282 gp, Masterwork longsword, Masterwork longbow, Short sword, Light horse, Military saddle, Adventurer's outfit. Magic Items: Chain shirt +1, Potion of Cure Moderate Wounds. Description: Du'lan is a young thonian, who is barely 17 years old. He is a fair skinned skinny little farm boy. Du'lan is in love with adventure. He faces the danger and uncertainty of the road with the innocence of youth, certain that he and his friends will prevail over evil and win the day. Du'lan came to travel with Ismoth after Ismoth captured Du'lan's mother as a rogue sorcerer. She had been fleeing with Du'lan for years, narrowly evading capture and death several times a year. When Ismoth tracked her down, early in his career as a wizard of the cabal, he came alone and unarmed. He talked her into turning herself in, in part, so that Du'lan could live “a normal life.” At her trial, Ismoth spoke in her defense, urging the tribunal of the Wizards Cabal to remember both her young child, and the fact that she turned herself in. Her punishment, several years of forced service fighting against the sorcererous threat, was stiff, but not lethal, and she now resides in Vestfold, under the watchful eye of the Wizards Cabal. Du'lan joined Ismoth at the age of 16, as soon as he was able to finish his training as an arcane warrior. Since then he has learned that the life of an arcane warrior is not easy, but he remains hopeful and optimistic about his future, and the direction of the cabal. Du'lan can often be heard saying things like “Wow! Look at that bird.. lizard.. monster.. thing. Think we could ride it!?” and, “Oh sure, of course the cabal is right, Ismoth helps them, and Ismoth would never do the wrong thing.” He grins constantly. Episode XXVIX: An Inevitable Confrontation- 21 - Written by: Adam Beattie Sandra: Thonian Cleric (phelia) 4; CR 4; medium sized humanoid (thonian); HD 1d8 +3d8; hp 40; Init +1; Spd 30 ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, +2 Heavy steel shield, +7 Banded mail +1); Base Atk +3; Grp +4; Atk +5 melee (1d8+1/x2, masterwork heavy mace); Full Atk +5 melee (1d8+1/x2, masterwork heavy mace); Space/Reach 5 ft./5 ft.; SA: Turn undead; AL NG; SV Fort +6, Ref +2, Will +7; Abilities: Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 8. Skills and Feats: Heal +10, Ride +4; Power Attack, Mounted Combat, Ride by Attack; speaks common, and profectorrin. Possessions: 12 gp, Heavy steel shield, Masterwork heavy mace, Short sword, Light horse, Military saddle, Adventurer's outfit. Magic Items: Banded mail +1, Potion of Cure Moderate Wounds. Spells Prepared: (4/3+1/2+1, save DC 13 + Spell Level) 0- Create Water, Detect Magic, Light, Resistance, 1- Bless, Deathwatch, Sanctuary, Protection from Evil, 2- Silence, Spiritual Weapon, Aid. Description: Sandra is a dark haired matronly woman with bright green eyes. She is a tough woman, who doesn't have much use for those who complain about their lot in life. Her hair is always tied back in a thick braid that goes down to the middle of her back. Sandra is the only member of Ismoth's followers who is not bound by service to the cabal. She met Ismoth when he was much younger, as a young cleric of Phelia in Vestfold. The two are now deeply committed to each other, and their common cause of bringing an end to the war between the wizards cabal and the sorcerers of the north. She has sworn an oath to Du'lan's mother that he would be protected, and she uses her powers as a cleric of Phellia to help him whenever danger threatens. Secretly she believes that it was a mistake for Ismoth to accept a commission as an Inquisitor, believing that he sacrificed a great deal of freedom to gain the formal support of the cabal in his work. Sandra is most likely to speak up right after someone has just said or done something rather stupid, quipping out a quick “Well that wasn't very smart,” or, “next time, do it like this.” If asked about her reasons for adventuring, Sandra focuses on the plight of the common man, and the good that Ismoth has done by eliminating sorcerers that have threatened the peace, and the many lives they have saved together. Episode XXVIX: An Inevitable Confrontation- 22 - Written by: Adam Beattie Appendix 3: The Wild Bunch Arron: High Thonian Sorcerer 11; CR 11; medium sized humanoid (high thonian); HD 11d4; hp 35; Init +2; Spd 30 ft.; AC 20, touch 16, flat-footed 18 (+2 Dex, +2 Ring of Protection +2, +4 Mage Armor, +2 Amulet of Natural Armor +2); Base Atk +5; Grp +4; Atk missile +8 (1d8/19-20x2, masterwork light crossbow); Full Atk missile +8 (1d8/19-20x2, masterwork light crossbow); Space/Reach 5 ft./5 ft.; AL CE; SV Fort +3, Ref +5, Will +8; Abilities: Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 16. Skills and Feats: concentration +14, knowledge (aranca) +16, spellcraft +16, bluff +17; extend spell, empower spell, dodge, spell focus (evocation); speaks common, . Possessions: 55 gp., Masterwork Quarterstaff, Masterwork Light Crossbow, Light Warhorse, and a Military Saddle. Magic Items: Potion of Cure Moderate Wounds, Ring of Protection +2, Amulet of Natural Armor +2, and a Cloak of Charisma +2. Spells per Day: 6/7/7/7/6/4, save DC 14 + Spell Level +1 when casting evocation spells. Spells Known: 0- Arcane Mark, Breeze, Dancing Lights, Detect Magic, Flare, Light, Mage Hand, Ray of Frost, Shrapnel 1- Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Shocking Grasp, 2- Melf's Acid Arrow, Flaming Sphere, Scorching ray, See Invisibility, Shatter, 3- Elemental Ball (earth), Fly, Lightning Bolt, 4- Dimension Door, Greater Invisibility, Wall of Fire, 5- Cone of Cold, Elemental Summons II. Arron is a very dangerous man. The Eldritch Underground calls on Arron to kill people when someone in the Cabal makes too much trouble. He enjoys his work, perhaps too much. Arron is blunt. He does nothing to hide his belief that all members of the Cabal, and all their allies must die. This includes King Uther, his allies, and every living man woman and child in Vestfold. Arron is utterly chaotic. He revels in refusing to act according to anyone's law. Arron's followers know that he cares very little about their well-being, gladly sending them into battle, trusting that the strong will survive. As such, he must constantly replace members of his team, as others are killed off, captured, or simply leave. Only Cynthia, a druid and Arron's lover, has stayed with him through the entirety of his private war. When portraying Arron remember two words: Logical Psychopath. Cynthia: Thonian Druid 4; CR 4; medium sized humanoid (thonian); HD 4d8; hp 32; Init +1; Spd 20 ft.; AC 19, touch 18, flat-footed 11 (+1 Dex, +8 dragonhide full plate); Base Atk +3; Grp +2; Atk +2 melee (1d2 (subdual)/[crit], [weapon type]); Space/Reach 5 ft./5 ft.; SA: Nature sense, Wild empathy, Woodland stride, Trackless step, Resist nature's lure; AL NE; SV Fort +5, Ref +2, Will +7; Abilities: Str 8, Dex 12, Con 13, Int 14, Wis 16, Cha 10. Skills and Feats: concentration + 8, hide +4, handle animal +7, knowledge (arcana) +9, knowledge (nature) +9, knowledge (religion) +9, move silently +4, survival +10; augment summoning, spell focus (conjuration), track; speaks common, sylvan, and westryn. Possessions: Dragonhide full plate. Animal Companion: Dire weasel “Dee-doh” (medium animal, hp:22) see MM pg 65., add Link and Share Spells as extraordinary abilities. Spells Prepared: (5/4/3, save DC 13 + Spell Level) 0- Breeze, Detect magic, Resistance, Resistance, Resistance, 1- Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Entangle, 2- Barkskin, Flame Blade, Flaming Sphere. Description: Cynthia is a simple looking woman in her mid-thirties. She has brown hair and brown eyes. Her hair is a messy rat's nest of tangled curls and knotted clumps. Simply put, Cynthia hates mankind. She hates the damage that has been done to the forests. She hates the chaos of the cities. She hates the pollution and destruction caused by mines and war. She blames all this on the laws of man, and those who protect them. Episode XXVIX: An Inevitable Confrontation- 23 - Written by: Adam Beattie Cynthia wants to kill people, and tear down anything resembling a lawful society. Thorg: Thonian Barbarian 3; CR 3; medium sized humanoid (thonian); HD 3d12; hp 37; Init +1; Spd 40 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 chain shirt); Base Atk +3; Grp +5; Atk +6 melee (2d6+4/19-20x2, greatsword +1); Full Atk +6 melee (2d6+4/19-20x2, greatsword +1); Space/Reach 5 ft./5 ft.; SA: Fast movement, rage 1/day, Uncanny dodge, Trap sense +1; AL CE; SV Fort +5, Ref +2, Will +2; Abilities: Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10. Skills and Feats: [3 skills @6]; Power Attack, Cleave, Improved Sunder; speaks common. Possessions: Adventurer's outfit, Chain shirt, a toy horse, and 49gp Magic Items: Greatsword +1 Description: Thorg is a huge thonian man. His hair is so pale as to be nearly white, with dark black eyes that are usually bloodshot. Thorg revels in bloodshed and murder. He suffers from horrible nightmares, wherein dark voices urge him to do terrible things to the people he has seen that day. Thorg travels with Arron because Arron lets him kill people. Thorg, when he speaks, tends to wonder aloud how the person he is speaking to would taste, unless they have impressed him with their ability to lay waste to all who oppose them. Those who show impressive power will find Thorg to be quite willing to abandon his current master and follow them.. as long as he can kill people. Claire: High Thonian Sorcerer 3; CR 3; medium sized humanoid (high thonian); HD 3d4; hp 11; Init +0; Spd 30 ft.; AC 14, touch 14, flat-footed 14 (+4 mage armor); Base Atk +1; Grp +0; Atk +0 melee (1d41/19-20x2, dagger); Space/Reach 5 ft./5 ft.; SA: none; AL NG; SV Fort +1, Ref +1, Will +4; Abilities: Str 8, Dex 10, Con 10, Int 16, Wis 13, Cha 17. Skills and Feats: Bluff +14, Concentration +6, Knowledge (arcana) +9, Knowledge (the planes) +9, Spellcraft +9, ; Scribe Scroll, Skill Focus (Bluff), Persuasive ; speaks common, dwarven, chale. Possessions: dagger, backpack, saddle, 3 torches, and a sack of grain. st Magic Items: Cloak of Resistance +1, Pearl of Power 1 level. Spells per Day: 6/6, save DC 13 + Spell level. Spells Known: 0- Arcane Mark, Breeze, Detect Magic, Light, Mage Hand, Shrapnel 1- Mage Armor, Magic Missile, Shocking Grasp. Description: Claire is an attractive young High Thonian woman who always seems slightly confused. She spent most of her youth studying the history of the empire. One evening, while fighting off boredom in her families library, she began to stare into the fire of a candle. The next thing she remembers is running into the woods as her families manner burned behind her. It's only been a month since then, and she hasn't been given a chance to figure out what she wants to do. She ran into Arron and his gang in the first eldritch underground hideout she was lead to. Arron immediately drafter her, and she has been run hard ever since. Now she's too terrified to disobey him, and she's done some terrible things with her rapidly growing powers. Claire wants out, but she will have to be convinced that Arron or the Wizard's Cabal won't kill her. She is willing to be punished, but she will not surrender if she is certain she will die, and Arron has convinced her that the Cabalists will simply torture and kill her. When the wild bunch is traveling, she rides with Gurrin. Gurrin: Dwarf Sorcerer 4; CR 4; medium sized humanoid (dwarf); HD 4d4+4; hp 18; Init +1; Spd 20 ft.; AC [ac], touch 15, flat-footed 14 (+1 Dex, +4 mage armor); Base Atk +2; Grp +1; Atk +2 melee (1d81/x3, masterwork battleaxe); Space/Reach 5 ft./5 ft.; SA: dwarven traits, Darkvision 60ft; AL [alignment]; SV Fort* +3, Ref* +3, Will* +6 *+2 vs. spells and spell-like effects, or poison; Abilities: Str 8, Dex 12, Con 12, Int 14, Wis 13, Cha 14. Skills and Feats: Bluff +11, Concentration +8, Knowledge (arcana) +9, Spellcraft +9; Martial Weapon Proficiency, Persuasive; speaks common, dwarven, orc, terran, and gnome. Episode XXVIX: An Inevitable Confrontation- 24 - Written by: Adam Beattie Possessions: Masterwork Battleaxe, bedroll, backpack, 50ft of hemp rope, light riding horse, military saddle. rd level caster Magic Items: Cloak of Resistance +1, wand of magic missile (3 ). Spells per Day: 6/7/4, save DC 14 + Spell Level +1 when casting evocation spells. Spells Known: 0- Arcane Mark, Breeze, Dancing Lights, Detect Magic, Light, Mage Hand 1- Mage Armor, Magic Missile, Ray of Enfeeblement, 2- Scorching Ray Description: Gurrin is a hard boiled dwarven sorcerer. He is dark skinned with hard, flinty eyes. His blueblack hair is pulled back into tightly woven braids. Once upon a time Gurrin believed strongly in the war against the cabal, but the years have been hard on him. Gurrin is growing increasingly concerned about Arron and his tactics. He's watched Arron basically kidnap Claire and drag her into a war she was barely aware of a year ago. Thorg is little more than a mass murdering psychopath on a leash, and Gurrin doubts how long the leash will hold. Gurrin wants to take Claire and leave, but Arron never leaves him alone with the young sorcerer. Gurrin is watching for a chance to ask Claire to run with him. He suspects Arron will follow them, unless he can be “dealt with,” but he's more than willing to arrange an accident. Episode XXVIX: An Inevitable Confrontation- 25 - Written by: Adam Beattie Appendix 4: Ismoth's Exploits • • • • • • • • • • • At the age of 10, Ismoth found an old wizard's focus in a field near his home. The focus was lost in a battle nearly a decade before. At the age of 12, Ismoth uses a spell he learned from the focus to defeat a group of Kobolds attempting to ransack his family's farm. When the Cabal hears of this, they sent their local magistrate to collect the stone, and Ismoth. The Cabalists were amazed that the young man had taught himself how to wield the magic of a spell focus, and attempted to take him on as an apprentice. Ismoth's family refused to allow him to learn what they called “paltry tricks.” The cabalists, unable to force the matter, left. At the age of 16, Ismoth ran away from home, and took the entrance exam at the Ard Academy of Magic, passing easily and gaining a full scholarship. Ismoth meets Sandra, a novitiate at the church of Phelia, where he regularly attends services. At the age of 18, Ismoth graduated from Ard's Academy of Magic, several years early. At the age of 23, Ismoth rescues a Duchess of the Cumasti elves from bandits along the elf road. She commemorates him in a grand poem. Cumasti everywhere learn of the brave wizard Ismoth. By age 24, Ismoth had tracked down and arrested 25 sorcerers. Notably, none of them were killed, and all but one turned themselves in. One of these was Du'lan's mother. At the age of 25, Ismoth brings the 10 year old boy Du'lan to live with the priests of Phelia while his mother lives out her sentence of service to the cabal. While at the church Ismoth runs into his old friend Sandra. They go out for a night of drink and talk, by morning she has sworn to join Ismoth in his crusade to complete the arcane inquisition within his lifetime - peacefully. At the age of 26, Ismoth is joined by Jace and Jack, and charged with capturing a sorcerer renowned for evading capture by starting fires and attacking common people - forcing the inquisition to stop and clean up the mess. Ismoth walked up to him in a bar and challenged him to a drinking contest. Once both the sorcerer and Ismoth had passed out, Jace and Jack each picked one of them up, and carried them back to Vestfold. Jace and Jack requested a permanent assignment with Ismoth. At the age of 30, Ismoth is asked to join the inquisition formally as an Inquisitor. He is now credited with the capture of 63 sorcerers. At the age of 31, Ismoth returns to witness Du'lan's formal elevation to Arcane Warrior, and requests that the young warrior be assigned as his personal body guard. At the age of 32 (six months ago), Ismoth and his team track down and subdue a gang of sorcerers known as the kindred, they bring back 15 living arcanists, and another 30 are found dead in their hideout north of Bramwald. Ismoth is heard to lament this as his greatest failure, which earns him the nickname “redeemer” for his belief in the cabal's ability to redeem any sorcerer, given enough time. Episode XXVIX: An Inevitable Confrontation- 26 - Written by: Adam Beattie Appendix 5: Ruddy Rock Episode XXVIX: An Inevitable Confrontation- 27 - Written by: Adam Beattie Player Handout 1: [SEAL OF THE CABAL] Whosoever shall receive this letter, We call upon any member of the Wizards’ Cabal presented with this letter to accord its bearer, Inquisitor Ismoth, their assistance in whatever tasks he may demand. Obey him as you would me, or suffer the consequences. Episode XXVIX: An Inevitable Confrontation- 28 - Written by: Adam Beattie Player Handout 2 [SEAL OF THE CABAL] Dear sir or madam, I am in search of a group of able-bodied adventurers for an important task in the name of the Wizards’ Cabal. Each of you will face the possibility of death and deprivation if you choose to accept this task. I ask you to aid me with your eyes wide open to the dangerous nature of the task ahead, but I cannot give you many details. Your mission, should you choose to accept it, will be to accompany my team and I in our search for a group of dangerous wielders of arcane magic. We have evidence that these sorcerers or rogue casters have killed at least four innocents, and may have murdered others of their number for their possessions (gold, magical items, jewels, and so forth). I and my team are known to the Eldritch Underground and many of their rogue casters. Your task will be to escort us to the settlement where these sorcerers are hiding, identify the sorcerers and their allies, and then assist in their capture. This task will earn you my respect, and the favor of the Wizards’ Cabal. If you are willing to help, keep the money in these purses as a down payment on your services, further payment will be provided when the task is complete. If you are uninterested in this offer, simply leave this package with the bartender and forget that we ever spoke. In service to the Cabal, Inquisitor Ismoth Servant of the Wizards’’ Cabal Episode XXVIX: An Inevitable Confrontation- 29 - Written by: Adam Beattie OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Episode XXIX: An Inevitable Conflict by Adam Beattie, Copyright 2006 Zeitgeist Games, Inc. Episode XXVIX: An Inevitable Confrontation- 30 - Written by: Adam Beattie