Meamnar:Confusion in Calduran

From RPGnet
Revision as of 10:35, 17 November 2006 by Misfit815 (talk | contribs) (A Chance Encounter)
Jump to: navigation, search

Confusion in Calduran is an adventure for four 2nd level player characters (PC's). The adventure is set in the Northern Kingdom of Hylar in the campaign setting of Meamnar. The adventure was included in the tabletop campaign Stoned.

Adventure Background

Lord Calduran is becoming more aggressive toward the Black Hand, the only prominent thieves' guild in the town of Calduran. Through an informant, he has learned that the guild plans a major heist in the very near future, and would like to thwart it. The arrival of the PC's in town gives him an opportunity to do this.

Adventure Synopsis

When the PC's arrive, Lord Calduran promptly has them arrested, stripped of their gear, and thrown into the dungeon. Shortly thereafter, his sage, Uncle Mortimer, makes a surprise appearance in the party's cell, apologizes for his liege's actions, and offers them the choice of their freedom and a minor compensation for their troubles, or the chance to help the town and a much greater reward.

The PC's are then given an opportunity to infiltrate the guild and become privy to the plans for the heist. Unknown to them, however, the guild's leader is aware of their role, and is using the entire mission as a diversion so that his agents can assassinate Lord Calduran.

Beginning the Adventure

The Arrest

Upon entering the town, the party will attract the attention of one of the guards, who has been given the secret assignment of watching for groups of adventurers. He will notify Lord Calduran of their arrival, and will then be given orders to have them detained. Some time should be allowed to pass in order for this to transpire, and for the characters to settle into the town, find lodging, etc. Read or paraphrase the following when the arrest takes place.

Several soldiers, wearing chainmail under gold-trimmed blue tunics, approach and quickly surround you. Their captain addresses you, "In the name of Lord Calduran, you are hereby placed under arrest. You will surrender your weapons and come with us."

Any hesitancy on the part of the characters will be answered with force by the guard detail. Any questions are answered with only "silence!" from the captain. The number of the guardsmen should be twice that of the party. Assuming the party surrenders, their weapons are confiscated and they are marched quickly to Calduran Keep. Read or paraphrase the following.

As you are led through the main gate of the keep, the captain directs you to a wide stair in the northeastern corner. Descending the stone steps, you turn to the right and find yourselves in a large torchlit room with several cells separated by black iron bars. Seated behind a desk at the far end of the room is a bald man with a grey beard, dressed in a gold-trimmed blue robe. In addition to the guards that accompany you into the room, four additional guards are stationed here.

The captain of the detail hands the jailor a scroll, which he looks over briefly before signing at the bottom and handing back to the captain. He then rises from the desk, unlocks the door to one of the cells using a key on a ring attached to his belt, and motions for the guards. Two of them bring the first of your group to the doorway and proceed to remove all equipment. "In," the jailor then says, breaking the silence, and points into the cell. The process is repeated until all of you are stripped to your clothing and your gear is piled in a far corner of the room.

In the Prison

Read or paraphrase the following.

Once the guard detail is gone and you are left with only the jailor and his four guardsmen, he approaches your cell. "You are being held until your hearing," he says formally. "I don't know when that will be, so don't ask. The charges will be explained to you then. In the meantime, you will be fed at regular intervals. If you cause any trouble at all, then you will not be fed. Do you have any questions?"

The jailor has neither the power or inclination to do much for the party beyond extremely simple requests. He will entertain a few of their questions, but will dismiss excessive queries with a wave of his hand, saying, "Enough."

True to his word, they will be fed meals as necessary, which will consist of water and slightly moldy bread - unless, of course, they do indeed cause any trouble. At least two of the guards will be present at all times, while the jailor will shuffle through some paperwork for a couple of hours before leaving for the day (and taking the keys with him).

Sometime after midnight, read or paraphrase the following.

A noise outside your cell alerts you, and you look to find the two guards on duty both slumped against the far wall, asleep at their posts. An elderly gentleman suddenly materializes in front of your cell, beckoning you with his finger over his lips to be silent. He is balding, yet has a full beard, his hair all pure white. Dressed in a dark grey woolen robe, he stoops slightly over a smooth staff of some unknown material.

The man looks around the room, and then speaks softly to you. "I wish to apologize on behalf of Lord Calduran," he says. "The task at hand is dependent upon secrecy, and such was assured by your arrest." He pauses for a moment, looking each of you over. "My Lord would like to employ you all for a very brief assignment. I am permitted to offer you each one hundred gold coins for your acceptance. If you choose not to accept, my Lord will still give you ten gold coins apiece for your troubles, and as a sign of goodwill."

"The task is simple," he continues. "There is a band of thieves operating within the town, and has been for some time. Our attempts to disband them have so far proved futile. We have learned, though, that they will be attempting something of significance in the coming days - both in risk and reward. We wish for you to infiltrate the guild, learn of their plans, and report back to me. My time here is short, as the spell affecting these guards will wear off soon. What is your answer?"

If the party declines, then Uncle Mortimer will obviously be upset but will respect their wishes. They will be given their compensation and released in the morning, due to "lack of evidence". In two days, Lord Calduran will be assassinated by the guild, and news of this will likely reach the party sooner or later.

If the party agrees, read or paraphrase the following.

"We have arrested you not only to make this proposal in secret, but also to give them impression that you are not in league with Lord Calduran. In the morning, we will be arresting two men who we believe to be enforcers for the guild. This will leave them short-handed, and in need of people such as yourselves. We will then release you, putting on a bit of a show that we had to do so under lack of evidence. Your crime," he says, reaching into his pocket and retrieving an amulet, "was stealing this." He hands it to one of you. "It is worth about 500 gold coins. We believe that Brind the Jeweler may be a fence for the group. I suggest that you try taking it to him." As he says this, one of the guards begins to stir in his sleep, attracting Uncle Mortimer's attention. He turns back to you, gives you a curt nod, and slips out quietly.

The Release

(tbd) - The party is out of prison.

Brind the Jeweler

(tbd) - The party gets a foot in the door.

The Hard Master

(tbd) - The party meets the supposed head of the guild. They're threatened with arrest for the theft of the amulet if they don't cooperate.

A Chance Encounter

The party discovers Bolrim, the dwarven second-story man from out of town talking with Kel, the Black Hand's assassin.

Bolrim: CR 1/3; Medium Humanoid (Dwarf); HD 3d6+3 (Rog3); hp 16; Init +2; Spd 20 ft.; AC 14, touch 12, flat-footed 12; Base Atk dagger +5 melee / +5 range (1d4+1); Full Atk dagger +5 melee / +5 range (1d4+1); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +2, Ref +5, Will +1; Str 14, Dex 14, Con 12, Int 11, Wis 10, Cha 9

Skills and Feats: Appraise +2, Balance +9, Climb +9, Disable Device +2, Escape Artist +4, Hide +4, Jump +9, Listen +1, Move Silently +4, Open Lock +4, Search +2, Sense Motive +1, Sleight of Hand +3, Spot +2, Tumble +4, Use Rope +9; Weapon Focus (dagger), Second-Story Man, Sneak Attack +2d6, Evasion, Trap Sense +1

Equipment: Three +1 daggers, leather armour, climber's kit, thieves' tools, 50' silk rope, grappling hook, pitons

A Dead Thief

(tbd) - The informant who alerted Lord Calduran to the upcoming heist is found dead.

The Decoy

(tbd) - The party takes part in the decoy heist. They're split up by assignment. Some enter the residence, some are supposed to be on watch outside. The Hard Master sets fire to the residence and escapes, faking his own death.

Assassination

(tbd) - The party saves Lord Calduran from the assassination attempt.

Concluding the Adventure

(TBD)

Notes