![]()
Shadow Realms Home
Town Square The Black Feathers The Ranger Station |
ConSpearacy Theory Brief Eusarious Calidor is a rich noble (and part time tomb raider) with a
penchant for acquiring antiques. It was his Mithril Dragon he put up for
auction to donate to rebuilding Dellgate after the Horde. NB The damage listed is a maximum. The damage should vary and the top end only used for crucial strikes. No one should be calling their max on the majority of hits. Encounter A Firstly get the party off the main area and out of sight. This is a pretty
delicate operation and you don’t want to be seen. Flash your warrants
then explain the situation briefly. Encounter B – Ranger Station Building The rangers are trying to apprehend an escaped prisoner who has taken
a hostage. The rangers are standing outside the building, telling him
to give it up while Jax is making demands and threatening to kill the
hostage if anyone enters. The party must decide whether they help or stick
to their mission. If the rangers see the party they’ll call them over
to help. Basically the rangers came across Jax at the scene of a brutal
raid, and Jax ran for it. Being chased down, Jax has taken a woodcutter
hostage and has an axe. The rangers state that no harm must come to the
hostage! Encounter C – (Carpark area) You’re part of the Prophet’s warband (he comes into it later) and are
busy on a day of mayhem and terror. However one of your number straggled
behind and when some one went to get him, he’d been arrested. Gathering
your group you’re tracking down Jax (from encounter B) and are getting
ready to bust up the rangers and free him. Encounter D – Vanquazer’s Tomb (Operative Meeting Point) Unfortunately the two ops were slightly suss and the Fireblade’s followed
them. They heard them talking and swiftly killed the first operative,
before beating the information out of the other. The party will disturb
you and you’ll try to bluff them with the bloodied Militia warrants. You
don’t know what they’re here for so hide your tattoo’s, act a little dodgy
and try to get rid of them. Encounter E – The ruins (Optional) or Holdfast Set up camp in the ruins (this will also be where we’ll run stuff from.
The party may decide to head straight there and beat you up. If so you’ll
be caught by surprise but try to put up a good fight. If the party decide
to wait around at the Holdfast for the meeting you’ll be the first group
there. Walk in and check the party out. The Fireblade Captain knows he/she
is supposed to be meeting Alryx cultists so will be extremely suspicious
of the party. Encounter F - Holdfast A small number have come to make the deal, the merchandise being left
behind in a safe place. Explain that the party will get the merchandise
when they’ve fulfilled their part of the bargain. A distinct spear has
turned up in the hands of a priest calling himself the Prophet, he worships
Cyric and has been forming a growing warband. The Prophet is camped not
far from here but has cordoned off the area with some kind of damaging
invisible barrier. However there is a small area where the barrier is
visible (small copse near great wall). As the group are supposed to be
thieves you want them to break into the camp, through this barrier and
steal the spear for you. Once you have the spear you’ll give them the
merchandise. Encounter G – (Between great wall and carpark) The shaman (with the ogre’s help) is interrogating the cultist as to
the location of the Spear. The Spear is a Black Spear and originally was
owned by this tribe (The Black Spear) but was stolen by adventurers. They
want it back! If the cultist will not tell him what he wants to know then
the shaman will use him as a sacrifice to the spirits who hopefully will
be less tight-lipped. If the party interfere, the goblinoids will not
be too pleased, but if they let them get on with it the goblinoids will
leave the party alone. However the cultist will do his best to plea for
help. If the party choose to talk explain what you are doing and why! Encounter H- (Copse at top of sandy hill.) Barring the party’s way is an enchanted fence to keep out intruders.
It is powered by two skulls, which sit behind the fence. Anyone who touches
the ‘Razor Wire’ (which appear as glowing strands when touched), or nearly
touches it takes a spirit bolt from the fence. Luckily there are many ways to bypass it:- Encounter I- Small building The warband’s camp. The cultists are mustering before another strike.
The Prophet is a fanatic and will be walking around preaching the glories
of Cyric to different groups in the camp. Encounter J – Route back to Holdfast Once the party leave the boundaries of the spirit fence, begin to harass
them. If they have the spear on show, demand the Black Spear from them.
If they comply you leave them alone take the spear and leave. If the party
hide the spear the goblinoids interrogate them. If the party are good
let them off but sneakily follow them. Encounter K - Holdfast Once they get back to Holdfast they’ll find the Alryx guys aren’t there yet. Let them wait a bit to build tension and then the goblinoids will try to siege the building. Encounter L - Holdfast Once again the Priest and Monk turn up to do the deal. When they see
the Black Spear they’ll demand it. If the party demand to see the merchandise,
it’s the moment for the rest of the mob to turn up on the Priest’s cue,
carrying the box with the Dragon in it. Encounter M – Clearing before car park. If the party let the cultists at B past and they were responsible for
Jax’s recapture Jax will point them out and the cultists will attack.
If the group got killed at B you’re crap Bandits who see the box and want
what’s in it. Encounter N – Clearing before Building over road. You are here to meet the bandits and take them to your boss so they can be paid. You don’t know what they look like but if you see the box then you’ll know it’s them. Be professional, ask if there was any trouble but always be wary of them. Take the party to the building in Encounter B. Encounter O – Ranger Station Sinitus is one of Calidor's men and is the final link in the chain. He’s
here to collect the box with the Dragon in it. You are a careful man and
know you’re dealing with bandits. The Mage will ask for the Fireblade
Captain to take the box into the building and collect his pay. The assassins
stop anyone else from going inside. The player who takes the box is escorted
into the centre room and Sinitus will pay him a hefty amount of cash then
take the box. If the player tries any funny stuff the Assassin is there
but Sinitus will stick the player with the poisoned knife. When the player
has the money Sinitus tells him to leave one way while he and the assassins
inside leave by the back door. When everyone is pulling out, the mage
goes into the building casts invisibility and leaves. Encounter P – Carpark. Find out what happened from the party. Look troubled, mutter a bit then tell them to head to Dellgate with you to be paid. El Finito Ref’s Guide for Tracks A: Irrelevant, make them up The Acheron Box If you’re going to transport stupidly valuable objects about you’ve got
to make sure you’ve got something to protect them with. Calidor’s Acheron
box was made by some very powerful mages and cost a heck of a lot of cash.
However as he planned on getting it back it wasn’t such a problem giving
it to Faragil and it made him look like a generous guy! Request permission to pull out. The group are beginning to become suspicious of us. I hope you’ve sent adequate agents as an important development is about to come to light. The Bandit group are the lap dogs of the Fireblades who are holding an important meeting. With who, I do not know, however it appears that many of the other thieves do not know either. It seems the Fireblades are working for someone else and this exchange leads to their payment. It could be this reason as to why nobody seems to know anything about the other group and I suspect vice versa. It is so clandestine that if any one group is captured they actually do know nothing that can implicate their benefactor. Therefore it is this benefactor we need to investigate as he/she is at the top rung of this skullduggery. The leader of the Fireblades’ group, Rolsyn seems to know the most about this deal but I believe even he is a patsy in this. Further more, what is being exchanged is a mystery. Whether it is a Glebe deal or something else I cannot honestly say. The identity of that being exchanged must discovered as well as the identity of the other group. If we could somehow get our hands on the merchandise it would be even better. We must discover what is being exchanged and capture the benefactor alive for questioning. However this will have to involve rejoining the bandit group until we can discover the meeting place with the Fireblade’s employee. We will stay with the Bandit Group until permission to be extracted can be confirmed. The capture of the Benefactor will have to effected by your agents.
Make sure this information finds it’s way back to Duke Nazgar’s Militia.
Roslyn, Well my old friend this job should be simple enough for you and you band with a payoff that is extremely generous for the task at hand. A group of gentlemen have come across something of interest to me and it would be of great use if you and your men could meet and collect it from them. The payment in return for this merchandise is more of a service than monetary and it is that service for which you shall be paid. The subject of the exchange should be a large but fairly plain box. It is what is inside that counts, but don’t get any ideas as you’ll not be able to open or break it. That’s another matter all together! Oh and please don’t try to rob these people as they are very apt and will probably be prepare d for such an eventuality. Do make sure your exchange with them runs smoothly. You will need to meet a group of Alryx cultists at the old ruined, shrine which was used as a fort during the threat of the Horde. I believe you have used this place yourself. They should arrive there after midday on the 25day of the 8th Cycle. Once you have acquired the said box, take it discretely to a clearing the other side of the trade route where the rangers sometimes gather adventuring parties. Here you’ll be met and taken to receive your pay. If you do not have the box don’t bother coming as we will not stick around. If this is successful in all it’s many intricacies there may well be more serious work coming your way. Take care. 20th day of the 8th Cycle Sinitus It is about time the Dragon was in the hands of its rightful owner. That idiot merchant knows nothing of workmanship, history or beauty, to him it’s simply a trophy and I doubt the world will lament the misfortune of another greedy hog. See to it that it finds a way home. Faragill’s caravan will leave for Drakeport on the 23nd of the 8th Cycle, leaving Dellgate in the morning and passing through Ten Taverns before meeting the main trade route. It will be heavily guarded by around twenty, well trained, ex-military soldiers. However it is my estimation that their time served with that glutton will have softened and dulled them considerably. The Dragon will be in the Acheron box, so there is no chance any harm can come to it. Can you believe that fool Faragill was simply going to lock it away in a normal chest, so it could be stolen by any bunch of flea ridden outlaws. It just shows that money does not amount to the value of the man, Hire who you see fit and while you’re in that area could you look into the territory the Prospector found for us a while back. Delrye has been exploring in there far too long and if I’m right about what’s there he may have become a little too greedy. I leave this in your capable hands, take all precautions and may your gods watch over you.
EC. |
© Shadow Realms LRP 2000