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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