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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.
However after the Dragon was bought by a rich Merchant, Caspa Faragill, Calidor decided he’d have it back in his collection. Through his own tomb-raiding mob he arranged to have the Dragon stolen back from the Merchant’s caravan. The Dragon is kept in a very special box for transferring valuables, which he personally gave Faragill at the auction. It also means only he and Faragill know how to open it!
Calidor’s boys made a deal with a group of Alryx cultists who rather than steal the box, attacked and massacred the Merchant caravan making it look like a vicious assault rather than a professional pinching job. Then Calidor’s team hired some Fireblade buddies of theirs to collect the merchandise and fulfil the cultist’s side of the deal to keep themselves out of the equation if anyone squeals to the Militia.
Meanwhile the Duke’s Militia have been busy infiltrating a bandit group who get hired by the Fireblades, and two of their operatives are part of this group. The two ops managed to get word out to the authorities and arrange a secret meeting for them to inform the militia of what was going on.
The Militia know that sending in some of their guys could jeopardise the mission if they are recognised and they refuse to call on the rangers for help. Further more they think some one is snooping in on this operation from the inside (which they are right) and they don’t have time to uncover the rat.
The Duke’s Militia decided to hire a team of adventurers to meet the undercover operatives and complete whatever mission they are given. Firstly they won’t stick out like a sore thumb roaming the Outlands and they can pack in a multi-talented team for whatever the undercover operatives need.
They’re in for a rough ride.

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
2 Undercover Militia: 8/4hits, swords (triple), warrants, Special Warrant

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.
Once you’ve got your team explain in detail and give one member of the party a special warrant which must be shown to the agents. Also mention that they will also have warrants on them, which is why they must not be discovered.
You have two operatives trying to get information to you concerning a vicious group of thieves (don’t mention Fireblades) they’ve infiltrated. The operatives will meet them at an old abandoned tomb (Give directions to Vanqauzers). However they cannot be gone long, as they must avoid suspicion, if their cover is blown they will be killed. The two operatives will give the party orders and any information they need to send back. The party must make sure they are not followed to the destination, or be spotted by the thieves. The pay is 3 marks on completion.

Encounter B – Ranger Station Building
Escapee: "Jax" 6/4 hits, scabby clothing, axe (doubles). (Cyric mark)
Hostage: 2/1 hits, Peasant gear.
2 Rangers: 8/4 hits, swords (triples), cloaks, warrants.

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!
The party should have a reasonably cunning scheme to save the hostage. If they do the rangers will thank them and ask them to accompany them to the Dellgate Jail. The party should make up an excuse and NOT divulge any details of their assignment. The rangers should ask awkward questions and force the party into making up a big fat pack of lies to cover their true mission.

Encounter C – (Carpark area)
Cyric Cultists: 10/5 hits, Any weapon (doubles), blacks gear. A few copper pieces.

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.
Quiz the party about the rangers or decide to bash them. If the party let you through then the ranger’s die and if they helped capture Jax they’ve got a little enemy looking for pay back later!

Encounter D – Vanquazer’s Tomb (Operative Meeting Point)
2 dead Agents: One has knife wounds up under the ribs. The other beaten to death, but seems to have bitten off his tongue. Hidden inside Tomb.
2 Fireblades: 6/4 hits, knives or shrt sword (single thru), Fireblade tattoo, hoods.
Bloodied Militia warrants. Letter with Information.

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.
The idea is the party should find the dead bodies, clock the bloodied warrants and then force information out of you. You are fairly bad ass, but survival is better than broken bones. Try to strike a deal involving them letting you go. If you get wasted act like a character and be prepared to be healed up if they decided to post-question you!
What you know: You’re Fireblades, waiting to collect something (you don’t know what it is), from another group (not Fireblades) at the large building (Holdfast). You’re part of a larger group camped nearby (the ruins). You do not know who you’re working for but your boss, ‘Rolsyn’ may know.
If the party force you, you can show them to the next encounter.

Encounter E – The ruins (Optional) or Holdfast
Fireblade Capt: 10/6 hits, Sword (triples), knife (db thru), Pouch (2 marks): Letter.
3 x Fireblades: As Encounter D. except (doing doubles) (potion/ poison)
Banditos: 8/4 hits, swords, axes (no big stuff). (No Fireblade Tattoo).

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.
Make sure the Fireblade Captain stays about until searched. The letter is pretty vital to this adventure.

Encounter F - Holdfast
Alryx Priest: 10/5 hits, axe (doubles). Letter. Red Robe or cloak. (PVM Fire Perm)
Spells: T. Ignite x3, Rng Ignite x3, Feeblemind x3, Fire Dart x4. Pvm3 x2
Cenobite Monk: 15/8 hits, Unarmed (up to triple or single thru.). Bare topped.
Abs: T. Strike Down x4, T. Wracking Pain x3, PVM1 perm. Blade Sanctuary x2.
Alryx Cultist: 10/5 hits, sword (doubles), red tunic.

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.
Don’t let the party ask too many questions and get suspicious of them if they do. The cultist must be nearby watching the meet from a distance to check for any foul play. Also be sure to point out that there is no way they can get the merchandise as your men have hidden it. Basically if they job you at this point they’re fucked!
Tell the party you’ll meet them back here later. Wait for them to leave first so they don’t follow you.

Encounter G – (Between great wall and carpark)
Orc Shaman: 6/4 hits Spear (singles) jedi robe.
Spells: Push x2, Spirit Bolt x1, Strike Down x2, Rng Shatter x2.
Orcs: 8/4 hits, Swords, axes & spears (doubles). Orc tops.
Ogre: 12/8 hits, Club (Quad) Strength 4. [Not Phil]
Injured Cyric cultist: 5 hits, black clothing, unarmed.

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!
Also if you take a kicking run away, you come back later!
Note for the Ogre- You are very slow with the club so only the most snail like or stupid party member should ever really get welted.

Encounter H- (Copse at top of sandy hill.)
Razor wire, Skulls.

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.
The fence detects life force and spiritually lashes out the nearest intruder making almost impossible to cross. When someone gets cooked the skulls glow brightly. If a lot of people 2-3 get cooked at about the same time the skulls glow extremely bright and seem to smoke a little.
Dead things(such as swords, sticks etc.) pass right through! So no breaking the fence as it doesn’t exist physically. If someone tries to get around another way, randomly blow them up as they will be walking into the invisible part of the fence.

Luckily there are many ways to bypass it:-
Shatter both skulls:- Each skull needs two shatter spells.
Dispel Major Magic or a real damn good Dispel Minor.
For the more psychotic, they can short the fence by frying three/four people with high life all at exactly the same time.
Anyone on negative life can pass through but hey you need someone to drag them.
PVM3+ protects an individual from the fence.
A jump spell should be able to get over it or some one who can actually clear the razor wire (unlikely).
The password is ‘Cyric, grant me passage’ but hell no one will get that.

Encounter I- Small building
The Prophet: 10/5 hits, Black Spear (+1,PVM2) (doubles), black robes....Loony!
Spells: Wracking Pain x4, Spirit Bolt x2, Slow x4, PVM 4 x3. T. Paralyzex4.
Immobilise x4, Raise Undead (see below).
Cultists: As Encounter C + Potions: Location.
Anti Paladin: 16/8 hits (triples) Darkblade/pvm2. Shield, Chain. 2 Marks.
Zombies: 15/10 hits, any weapon (singles). ½ Speed.

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.
If possible spend some time goading and mocking the party and let the Prophet fire the cultists up. In the fight the cultists will try to protect the Prophet who will be totally vicious with his spells. If the Prophet gets jumped use T.Paralyze (lv3) to neutralise the threat.
Once the fight gets going the AP will call on Cyric and cast Darkblade. The sword from that point glows black and acts like thru damage simply passing through armour.
Don’t go off on one with this power!
If the fight goes badly the Prophet calls on his spear’s power and raises all dead cultists as zombies; he can do this as long as he lives. While the Prophet has the spear he is deadly, however if for some reason it is taken from him he loses all spells and becomes a pathetic whinging coward and will easily surrender. If he does surrender the other cultists flee except the AP who will probably turn on the Prophet for being such as wuss.
If the Prophet is taken alive and he manages to get his hands back on the spear his powers return and he will exact revenge upon his captors.

Encounter J – Route back to Holdfast
Shaman from G if alive.
Night Goblin: 15 hits, dagger (single thru). Blindness 2, Haste x1.
Orcs as G.
Ogre from I if alive.

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.
Finally, if the party make a deal and say they can have it after they hand it over to the Alryx lot allow them talk it out and if the deal is a good one then take it. However if they killed your mates at G you’ll be less open to negotiation.
The party should beat a retreat to Holdfast. Keep up the pressure, you can come back once as more tribe member in order to push the party back but this is not a killfest encounter! When they get to Holdfast break off this attack and meet up with the other monsters for the next Encounter.

Encounter K - Holdfast
Goblinoids as J

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
Priest of Alryx as F
Cenobite Monk as F
Cultists as F

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.
There is a high possibility for a double cross here and it’s up to you. As far a you’re concerned you have what you came for but if the party are irritating or abusive you may decide just to kill them for the hell of it. The box means nothing to you however.
Alryx is insane but whether insanely nice or psychotic is up you guys.

Encounter M – Clearing before car park.
Cyric Cultists as B + Jax or crap Bandits: 6/4, any weapons.

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.
Make it a hit and run job and then have a laugh getting them to chase you to get it back. Ask how much it’s worth and just get a little too cocky so they catch you.

Encounter N – Clearing before Building over road.
Assassins 12/6 hits, Sword (triple), shrt weapons triple or thru, unarmed (double). hoods, ranger gear. Poison (blade venom +3) not already on blades.
High Elf Mage 8/4 hits, dagger(single), robe. Spells: PVM 1to4, Magic Shield, Invisibility, Push, Jump, Levitate, Slow, Haste, Windblast, Befriend, Immobilise, Strike Down, Cure Wounds, Neutralise Poison. 15 Power.

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 Priest of Mask: 10/5 hits, Shrt sword (thru) dagger(venom 8 thru x1). Black Cloak, mask. Note from Calidor.
Spells: Invisibility(3), Shadowform (3), Chameleon(1), PVM 1-3, Blindness(2),
T. Paralyse(2), Alter Self(3), Cure Wounds, Veil Eyes(2), Blur(2), Awe(3): 20 Power.
Assassins: as N
Mage as N

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.
If a big fight kicks off and it looks as if Sinitus or the Mage are going to be wasted, by all means surrender. Let yourself be arrested as Calidor and his lawyers will have you out of the Militia’s prison in seconds. Or if you have a chance to half inch it with the box then do so but accidentally drop the Note for cheesy Batman style effect.

Encounter P – Carpark.
Militia from A

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
B: The tracks of the two rangers chasing Jax from encounter C.
C: Irrelevant, make them up.
D: The tracks of the Ops guys followed shortly by the two Fireblades.
These tracks lead back to the Bandit Camp.
E: Bandit tracks all over the shop. Originally coming via Dragon Hill area.
Some new one’s lead to Holdfast Building.
F: A few human tracks, recent, coming from Bandit camp and then back.
G: A human running crashes onto the path, followed by orc prints. Quite fresh.
H: Human tracks passing through spirit fence.
I: Lots of cultists! Coming and going all over the shop.
J: The parties own tracks, and those leading back to Holdfast.
K: Same as before.
L: Same as before.
M: Orc and human
N: The group the party meets, tracks going to the Ranger Building.
O: Sinitus and crew’s tracks coming from Necromancer’s Castle Direction.

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!
The box is semi-sentient, it’s not self aware but has certain responses to actions. The box is PVM 5 permanent to anything cast at it, however if it’s something that would harm the box it retaliates by lashing back with a magical bolt, using the traces of the casters magic to home in on it’s attacker. This also applies to taking physical damage but lashes when struck. The box itself takes no damage as the whole box thing is a big illusion. The objects are actually sealed away in it’s own pocket of time and space and the box is simply a marker, much like a computer monitor shows what’s going on but all the bits are in the computer.
Only Calidor and Faragil know how to open the box but as Faragil is now dead that won’t happen anytime soon. Perhaps if some one could find the makers of the box they’d also know but that’s a little unlikely. Calidor has the right incantation and mindset when spoken to address the box. Speaking the incantation is not enough.
However if the box got in the hands of an Archmage he/she would be able to open it up after quite a while. Although if an Archmage did get it they’d probably ask Calidor to open it for them as it’s well known that to them that the Acheron Box is his.
In terms of the adventure the box can’t be opened or destroyed unless the party have paid out about 400marks for a top of the range enchanted lock pick ;>). Also where the hell am I going to find a Mithril Dragon and there is always some bastard who’d run off with it and then get stroppy when they get caught up, arrested and executed. Which will probably happen to the Alryx cultists when the Milita find them, tieing up the loose ends nicely.

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.


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