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Winchester 73'- The Road to Tannay

Brief

Hi folks this adv is based on the classic Western prison transfer storyline (props to Steve for the original idea nugget years back). Basically the party must escort a felon to a holding cell, across the dangerous terrain of the Outlands. To make matters worse the prisoner is part of a gang and the gang has caught wind of the transfer and wishes to break him out. To make matters more worse J the gang happens to be the Fireblades (rival organised crime) and their boy was doing some important work for them when he got collared. Basically some one important is making a visit into Dellgate and the prisoner was the dude making the arrangements.
Of course the only route to the Holding Cell is the trade path and in true Western fashion the gang of Fireblades know the guards are going to take this route.What they haven't considered is a highly trained crew of adventurers taking him but thankfully they're stupidly hard.
As luck would have it though, the Thieves' Guild newly appointed leg breakers have got wind of this Fireblade stunt and are aware that the prisoner was doing something important for the Blades. Firstly they're going to make sure the Blade's don't get him back, and even better try and get the information he has for themselves.
[This is the subplot for any dodgy types (above) What is really happening (below)]
With the outbreak of gang warfare 'tween the Dellgate Guilds and the Fireblades organisation, the new area head Krowe has become pissed with the recent beatings his guys have been taking at the hands of some heavy's the Thieves' Guild have brought in, especially the loss of one their lieutenants.
He's decided to bring in some of his own hardcore talent. The Fireblades have strong ties to the Zhentrim and Krowe is paying to bring in a supernatural edge over from abroad. The trouble is getting them in especially as the Guild's have the Docks locked down. So one of his apt goons, Goldridge was sent to organise the arrival and subsequent move to safe territory. However while doing some dodgy dealings Goldridge got pulled by the Militia. Krowe needs the information on the arrival and protection arrangements made by Goldridge and to do this Goldridge needs to be free.
However the Guilds noticed his arrest and have begun to wonder what he was doing in Dellgate. Investigation suggests something is up and the Thieves' Guild leg-breakers have pretty much counted on a jailbreak attempt. If they simply prevent the jailbreak they'll have messed up the Fireblades plans, but if they can find out the information from Goldridge there is going to be a rude welcoming committee for the new arrival.
So who are the Blades getting in?
Do you think I'd tell you! Let just say they pretty boys or human for that matter.
The adventure is written for a relatively small crew with some real bad ass, potentially long term character parts.
One monster will need to play the prisoner the entire adventure.
However the adv is also aimed at a beginner to medium level but if the player party is huge and overpowered feel free to alter stats about. For the sake of the brief I will suggest the most likely outcome for the adv.
The gang harass the party all the way to the holding cell. The gang; after being thwarted by the party decide to take out the Militia at the cell and create their own hostage situation. Here there is no right ending as you will find out as hopefully everyone will have their own moral outlook and agendas.

Encounter 1.
Dellgate Militia: 12 hits, tunics, swords(doubles), warrants.
Prisoner(Goldridge): 20 hits (beaten up), Unarmed (triples), Str(double)
Manacled arms behind back. Basic clothes. (Doubles w/ swords, thru w/daggers)

The Militia arrive and escort their prisoner in. They tell the party that they must escort the prisoner to a Holding Cell near Tannay where the prisoner will be picked up by a ranger unit the next morning. The route to Tannay is down the main trade route (the Holding cell will be the Ranger Station Building). The Militia do not expect any trouble out of the ordinary but the Outlands has been extra hostile recently. Upon arrival to the Holding Cell in Tannay the party must hand the prisoner over to
nb Captain Calimbre (impress this) where they will be paid 2 marks.
The Militia will not hire any known thieves or other such guild members.
However such members should be made aware of this before the start so they can try to join the party on the sly. Although they will also be targets for the Fireblades.

Goldridge: You're smart, and are confident about a break out attempt by your gang. You stay quiet and buy your time. Don't get caught up in conversation with the party and only talk with one person at a time. You want them to forget about you so you can do a runner. Any conversation with the party should be to persuade them to give up so(they don't get killed by your gang) or to manipulate the party against each other.

Encounter 2.

Gambion (fireblade) 25 hits, Strength(triple- Big guy!). Unarmed & Dagger. Any style of kit (remember it though!) + Jedi Robe.

Give them a bit of a walk.
You are not here to try anything but just test out the party and get an idea of what you're up against and spread some shit.
Engage them in conversation: The ruse is that you think the party are a group that have been sent by the Militia to deal with the 'rampaging trolls who are blocking up the throughway. They've already trashed one merchant caravan and are heading towards some farmland.'
You spin this story and try to get as much detail out of the party as poss and will be disappointed when they say they're not the help you thought they were. Plus you're not actually lying that much. There are a few pissed off trolls along the throughway- The rest of the gang has deliberately antagonised some and the trolls are after you lot. However they'll take it out on anyone who they run into which is going to be the Prison Transfer Guards - the partyJ.
After getting the beans on the party you should wander off. I see no reason at all why you should get jobbed. Gambion is a character part.

Encounter 3.
Fireblade Scouts: 12hits, shrt weapons(double), hoods, dark clothing.

You are simply required to follow the party to the next encounter. You need to lurk behind them for a bit, be seen and then become obvious for the latter part of the walk to Enc4. This is because you need to become a distraction for the following ambush and get the party focused on you behind and not the bushes to their sides.

Encounter 4.
Gambion as enc2 plus any weapon you are comfortable with (from distance).
+ Bottle with 3 doses of sleep poison to distribute to who ever you think best.
Fireblades- Archers/Xbow men: 12hits, bows etc (double knockdown).
Fireblades- Goons: 15hits, any weapons(doubles)/ throwing daggers.

This is the first concerted ambush attempt and probably the Party's first invite to Smackdown Tavern. With the knowledge Gambion has picked up from Enc2 it is his duty to orchestrate the first rescue attempt. Run it how you think best; however:
Find a really good place to pull it off and have the people closest to Goldridge put down with a hail of arrows & bolts. The more projectile weapons for this the better.
Then try to make off with him. The main thing to bear in mind here is if the fight swings the party's way you are not fighting to the death. This is just one attempt of many you have planned. Therefore you should be stick tight, don't get outnumbered and don't risk your necks. When things get too ugly just all bug out. This applies to all further Fireblade encounters. (!This never happens so it'll really confuse 'em).
Gambion should leave soon after the ambush is sprung
There is not an infinite supply of Fireblades and we should reflect this. Also it's more cool if the party are just injuring the enemy but never getting the kills. Once fully out of the encounter you can take it your Fireblade can go and get healed (just like the party). If the ambush works and Goldridge escapes then refer to the end of the brief.

Encounter 5
Phineas Krowe: 15hits. Sword. Smart clothes, decent robe/cloak w/hood.
Human of some sort mask(optional)
Okay firstly this isn't Krowe, you are actually a recently dead body being used to deliver a message. You can be recognised as undead.
Krowe will appear again for real so whoever is playing the real Krowe (no slim shady jokes please!) should not do this one unless you want to put a mask on (which is probably a better idea the voice & manner will remain the same).
The deal is simple, you're going to offer to pay the party 4marks each to hand over Goldridge. You can up it to 5marks each if the party is small. Take some time to politely persuade them and if they are indecisive offer to pay the folk who are considering it, to just stand aside and leave. Also while you're there cast Detect Magic to get the beans on any magical threats on the party.
If they definitely disagree then start to threaten them that they are getting involved in something they shouldn't be and that they'll be marked for death etc.
When finished fall to the floor dead/ or if struck once fall to the floor dead.
However if they agree, get them to follow you (at distance) to Encounter 6. Where they will be paid.

Encounter 6
Krowe: see enc 15 as I don't expect they'll agree.
Gambion: as enc4 +2 doses of bl.venom(+3) in a bottle. Any poison left from Enc4.
Fireblades: Stats from enc 5.

If the party have refused Krowe's offer you'll be making a proper attack on the party in a moving wolf pack attack style homing in on the main threats (as Gambion has viewed from Enc5.) and trying to get at Goldridge. Gambion is totally directing the attack so make sure it's some one sharp playing him. Once again don't get caught short and bug out when necessary.
If they have agreed to the pay off the corpse will walk up to Gambion's lot and then collapse. At this point the real Krowe should walk into the encounter and the corpse is raised as a zombie. Krowe has on him a bag of gems and the prisoner swap will go ahead. Krowe is true to his word and once they have Goldridge they'll leave. I can't see this happening as the party will have failed their task but hey they might go for the greed option! If so refer to the end of the brief.
More than likely the party will try the old double cross but with Krowe there I cannot see them pulling it off. If there is a double cross and things get ugly Krowe and Gambion should bug out with the money with the intent of trying again later.

Encounter 7.
2 pissed off Forest Trolls: 25hits (regen 1per5secs). Big natural weapons (Quad).
Fireblade Scouts: Possibly one's from enc. 3

Okay you and your mates were enjoying a good old Troll nap and snack when these bunch of Fireblade bastards decided to start using you for archery practice. You all went mental and went after them but the slippy little bitches are too quick and are keeping a good distance conveniently leading you right into a group of humans who you can't really tell the difference between. So you think the party are the same bunch and are really going to let them know how you're feeling.
The two Scout's are here making sure a) the trolls are going the right way and b) that Goldridge doesn't end up getting mashed by them. Your job is to protect Goldridge if it goes pear shaped and look for a good opportunity for a rescue if not too risky.

Encounter 8.
1 Forest Troll: 25hits (regen 1per5secs). Big natural weapons (Quad).
2 Elven Rangers: 15 hits, swords(double/triple), greens/cloaks, elf masks.
Wood elf abs: 20 life. Potion if the party need it (ask ref).

This ain't going to be what the party want but at least they got some help with this troll (put in another if they're a little cocky). The elven rangers should be receiving a reasonable kicking from the enraged troll but hopefully the party's intervention will turn the tables. The rangers can tell the party that some group have been deliberately antagonising some trolls who have been rampaging along the trade route attacking everything. You're trying to warn people and keep the trolls in check. Down the path the troll's you just met waded straight into a group of hunters on their way back from market: messy! Question the party as to what they're up too and then depart after the other trolls. If they ask you can also tell them that Tannay isn't far from here and give them directions to the Militia Holding Cell(ranger station).

Encounter 9.
2 Thieves Guild agents: Actual player characters if poss or
12hits, Well dressed, shrt weapons(thru), pouch with three bottles of poison:
Blade venom(+3) x2 / Wracking pain 2 doses / Truth Serum x1/+ 10marks (gems).

You need to pop up behind them as if you been catching them up. There may well be some of your Guild chums on the party but you don't want to give them away.
You're going to make a deal: You want the Fireblade prisoner for a very short space of time (so you can get the info out of him). In return for the loan or access to the prisoner you'll help them out against the Fireblades by giving them whatever poison you have left after getting Goldridge to speak(if you can!), plus 10 marks.
You can also warn the party about the Cyric cultists and Priest but use this as weight to bargain with. If it gets nasty don't push it too much as you don't want to be dead.
There's a possibility that some of your thieves Guild chums may have already got this info and therefore you can collect it from them and leave. Perhaps giving them some of your poisons to help out.

Encounter 10.
Ieilian (Zhentrim Priest of Cyric) [Illusion]. Big black eeevil robe
Skull, Major Ward of power (circle x2) "MWofP" Barrier across path.

Area where the path is tight there is a force wall directly across it. Anyone who touches it receives a spirit bolt, although in a vicious drain of 5 life straight into the wall. Behind the wall inside a circular ward of power is Ieilian. At the top of the circle is a skull facing Ieilian, the wall and the party. Party-side is an identical circle opposite Ieilian but minus a skull.
Here the illusion of Ieilian will inform the party that they should give up as their route to Tannay is blocked and the only way past would be to take their chances with the Trolls. Krowe is willing to pay them 2marks each if they just pass Goldridge through the force wall to him via the circle their side. If they do so Goldridge is transported into the circle the other side and walks off. Some one will arrive with their pay.
The barrier can be levitated over, a deep pass without trace might get around it, dispel major magic, putting up PVM3 and walking through will work. Plus any other clever ideas. The true way to open passage for everyone is to get through the wall (possible no one can; but unlikely) pick up the skull from Ieilian's side, go back and put it on their circle. The circle then glows warm and can be used to teleport through.
During all this Ieilian can only talk and react to the party but not actually effect them, nor them him. When he/the encounter gets bored/ing he just disappears.

Encounter 11.

Ieilian 16hits, staff/spear(singles). Spells: (lots) Venom Bolt x2, Spirit Bolt x4, PVM 1 - 5 (xdiscretion), Earthshockx3, Raise Undeadx6, Detect Magicx2(for the invisible people), Rng Shatter x4, Immobilise x4, Blade Sanctuary x3, Jump x4, Repel Good x3, Spirit Strike x2 (for deserved smack down only!) Abs: Shadowshift x2.
Soulgem*Special see ref's bit.
Musk Zombies (the dead hunters): 20hits, any weapons(singles), no masks(freshly dead), fullspeed, strength for grappling triple.
2x Fireblade Assassins: 15hits, shrt weapons(thru)/triple.Hoods. Blade Venom(+3)x1.
3 slightly concealed magic circles + skulls.
The Priest's trap; and yeah he is sick but once again if it gets nasty leave.

This is where the hunters met the Trolls and their bodies are strewn about. However the bodies have been picked clean of cash! Also it looks like someone has been here as around the death scene in a triangle are three concealed skulls and magic circles. Two circles & skulls hidden to the sides and one slap bang on the edge.
What happens is that once the party,(Goldridge) are in the middle of the scene Ielian ports in through the circle at the head of the triangle in front of them. With that he casts some mad spell and the dead guys around them get up and attack. In the confusion the two Assassins get pulled in by Ieilian through the concealed circles and they make a bee-line for Goldridge.
While the Musk Zombies fight to dismemberment the assassins and Ieilian should pull out if they are likely to get seriously screwed.

Encounter 12.
Fireblades: 15hits, swords(doubles). Militia tunics (no warrants)

Okay here's the deal. Krowe has pretty much realised these guys ain't giving up and so has decided it would be easier to attack the friggin' Militia Outpost.
It was a wicked fight but they pulled it off and now they're going to try a lame stunt on the party. Two blades in tunics are going to masquerade as militia. They are going to say that they have been sent to meet the party in advance and escort the prisoner in. This is complete shit and if asked about their superior Captain Calimbre they'll have no idea what the party are on about. I totally don't expect you to be able to pull this off and will probably receive a swift kicking and some torture. You can spill bits of the plot but remember only Goldridge knows the details about the arrival.

Encounter 13. [Ranger Station] Lit inside.
Two dead Militia guys soon to be Musk Zombies- kit as Militia from Enc12

When the party get to the Militia Outpost the ref needs to describe a serious fight having gone on here but! The only bodies are the two dead Militia guys.
+ The middle room in the ranger station is a cell with some flour to mark there being a door(barred from outside).
Let the party investigate the scene and wonder what to do next.

Encounter 14. Assault
Phineas Krowe: *Censored*
Gambion(if still alive on whatever hits)
Ieilian(if still alive with whatever he's got left)
Basically any of the Fireblades still alive.
2 Musk Zombies[dead militia] who get up when Krowe approaches.

The smart party should see Krowe and gang advancing on the outpost, and quickly hold up inside as it makes it very hard for Krowe's mob to get'em.
However Krowe & co don't need to walk in and dick the party. It isn't too hard for them but like all good bad guys they have grunts to get their hands dirty. Krowe is there to be thwarted not killed. Krowe won't get directly involved as he's far too important, he directs like a general and only gets nasty if someone goes for him.
Basically assault the Outpost until there's a stand off. At this point move to the final encounter. It's about having the power to apply pressure and tension not just wipe out a party because the monster can.

Encounter 15. Hostage.
Captain Calimbre: Who cares!
2 more Assassins
Everyone as 14.

Krowe decides that he is losing to many men to something that just isn't worth the trouble. (you got to weigh this stuff up). He calls to some of his chums- the assassins who march up Calimbre. Krowe offers an exchange- Captain Calimbre for Goldridge.
Well it's up to them there is no right choice! Save a captain let a crim go.
If they do the exchange Krowe is true to the deal and hands over Calimbre before walking off with Goldridge. If they refuse Calimbre cops it beyond any hope of healing and Krowe looks at the odds of continuing the fight.
From here it goes two ways depending on the situation. You can continue to pummel the party with what you got left until Goldridge is free or after a good bit of threats and discourse decide it just ain't worth anymore losses. One last trick is to make a deal that they let you in to speak with him- get yourself into the cell, get the beans, the party will think they got Krowe and then just die- leaving your body with the info you need.
Basically once this encounter is resolved in some way it is the final time out and the ref should be able to determine the consequences. At least then we can honestly say there is no predetermined outcome here.
My last thing is to use up the last bit of the brief but you may have noticed I said this was for beginner to medium and some of the baddies are atrociously nails. I'm aware of this but what I'm implying is that they are hard enough to survive. They shouldn't be fighting to the death. Once their side appears to have lost. Ie. They're pretty much last one standing; they want to fight another day. They ain't cowards, that's how they got hard. Treat them like player characters and allow them to be defeated but not killed. The best bad guys are familiar, they escape and survive. What I am saying is the stats give them the potential to be nails but you don't have to expend that potential unless it's called for. Remember this jail break is just one small thing in a big Underworld scheme and the important people must always weigh up how much is it really worth it when resources could be spent better elsewhere.

Hope that's clear.

The End

What if he escapes?

Check the brief at what point it's at and have the party track the escaped prisoner. Still use all the Troll related stuff and use the final encounters as a Fireblade camp and see if they can successfully kidnap him. If they do, then after a nasty encounter with the maon Fireblade Character monsters let the party reach the Outpost (that hasn't been attacked) and they get paid - or if the monster setter has a better idea........go for it!

What if they take the money?

It's game over! They may still run into the Trolls and I guess the militia ain't going to be too happy. The party also might get hit by some narked off thieves guild members.

But they decided to go home, tough.

Ref & Monster Setter Bitz

I'm not doing a prop list as it isn't really needed. I'll just mention the main things you'll need; but do check the brief it isn't everything.
Troll stuff/ Militia tops/ Lots of projectile weapons (xbows-bows-thr.daggers) & if you say 'the club ain't got any' I have, Waxy has, Nathan has, Sal has, Phil has, + the folks with the throwing daggers: Borrow them.
Something to illuminate the ranger station / skulls / some kind of amulet for the Priest's Soul gem. Pouches with gems come in a lot and so do bottles w/poisons in.

Route
Make it a fair old walk. After all they're heading to Tannay and aim to end up at the Ranger Station.

Soul Gem: Easy magic amulet that holds 10 life which can be drained to top up wearers life. Also can be recharged by putting on another person and making it drain life from them.

Make sure the Monster Setter gets to read this before Sunday as they'll need to be on the ball and prepared for if it goes in a non predicated direction. I understand that the plot is kind of open and liable to go out of control but not really. The adv shouldn't concentrate on specific encounters. The situation and monster characters allow enough meat to move around the adventure. It's purposely written to be flexible if things want to go that way. Do not force people into taking a predetermined plot as there is correct ending to this adventure. The many possibilities make the outcome interesting in terms of future Underworld plot so also lemme know what happens.
Also for the monster setter try to get as few of the living members Fireblades as possible killed. If it seems like the party haven't really offed many of you then you'll come across as being much harder than you actually are. Also get surviving Fireblades to keep the same 'character/monster' for future encounters and make sure they are recognised as the same.
Bit cheeky giving a plot like this when I'm not there to set it myself but remember the brief is just a guideline. Temper it to the party cause I can't predict the numbers and try not to get the three main monsters killed; but don't flange anything to keep 'em alive.And stuff. Yeah


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