Blockading Ashfall /DONE

11/17/2018

The Setup
Who: Interested parties trying to explore the ruins of Ashfall, or going near it
Where: The area around the ruins of Ashfall – at the tip of Calibans Slurry
When: About a 4-5 day period of moving and marking
What: Only a few parties have been approved to go near the ruins. Its been discovered (rumors say House Malor is involved now) that agitating the spirits causes their influence to grow (read – they are ranging farther). The PCs are there to make a show of force and dissuade anyone from crossing a line. Signs of warning must be posted to avoid the area, going at least a mile off the paths. The area must be marked out with colored stones of warning. The folk of Lilymarch must be convinced to do the same.
Goals: The fall festival of Ezrilus in Red Grass is in a few weeks – the Baron wants this to be a safe place despite the strange happenings.
Prerequisites: Ashfall Revealed, Exploring Ashfall Ruins

Two days to travel there?
Day 1
The road is technically still open. PCs must post signs; +1 Inspiration for covering both ends of the road.
Travelers – Festival coming soon. The PC’s should talk them out of the direct path, go further south.
Peddlers. The PC’s should talk them out of the direct path, go further south.
Travelers (spies) – Festival coming soon. The PC’s should talk them out of the direct path, go further south. They are just probing.
> Insight to know something is off
Day 2
Word has gotten out to avoid the area.
Mercenary company [Bank’s End Pipers – 8]. They want past. They are willing to brawl – they have hired 4 strong unemployed dock hands who will brawl as well – but never fight against blade.
Day 3
Mercenary company [Georges; 5+1 (new recruit)]. They want past. They have hired on 4 thugs as well (F1; 7hp; club, dagger; They are willing to draw blood; steel flashes (PER to notice only thugs). Loss of half their company will cause them to flee.
If the party does not send ranging patrols, they will miss those trying to sneak past.
Treasure Hunters – a local band of a dozen youth; walking sticks/clubs. They have a few days supplies.
Mercenary company [Morgan Barflys] They have split into two groups of 6; PER 20 to notice from distance
Day 4
Coming from the Lilymarch, a new group of treasure seekers.
Camlin Forak of Lilymarch. He was retired, but the baron of Lilymarch has sent word to Sir Riald Gloversman of Bantwor. He, in turn, has hired retired adventurer Sira Camlin (Fighter 7th; cavalry horse; half chain, shield, longsword, spear) to organize a force and investigate: He has taken his household guards (3 servants 5hp; light crossbow; mounted), 4 members of the Moorsmen (F1 x2/F2 x2; hand axe, spear, shortbow and leather), and a dozen hirelings (F1; 6hp; leather and spear)
The slurry is a shared border – they believe they have the right to investigate what’s going on, since more people are traveling and rumors are saying all sort of evil things.
PCs must brive them (400 silver), DC 14 Persuade (or Deception DC 17), or fight them; They may be persuaded to form a barrier to the north and prevent anyone more from coming in that direction (from Lilymarch).

From the east bordering slurry edge, Travelers – Festival coming soon. The PC’s should talk them out of the direct path, go further south.

A group of 4 halflings to and slip past in the night’ they are using lights to see, but hoping they will not be seen. They just want to see what all the commotion is about – they volunteered to go.
Shortbow, dagger, spear
They can be deceived or persuaded.
Characters
Camlin Forak
He can become a major NPC on the side of the PCs with enough information, persuasion, and chance for glory. Camlin is a bit of a glory hound – his peak days are past, so any chance he gets to do it safely will appeal to his nature. He has a working class [master mason] background, he is educated, well read, but disorganized and cluttered (his mother wanted him to be sent to Oerdney for Bard training). He earned his honorarium (“Sira”) by buying it from Sir Riald Gloversman of Bantwor in Lilymarch – where he retired because he loved the smell of the lilies. He was once an adventurer, mostly fighting the Orrish, sometimes the Umbakians with the Grollen, and hails from the far city of Ados to the east. He is an expert horseman, uses “sword and board” mostly, along with spear/lance. He is a bachelor and likes it that way – eats, gambles and hangs out a lot with his guardsmen.
Desc: Average height, once hard features going soft, tending to rounded build; freckled medium-olive skin. His left hand is heavily scarred from flames, but functional.
Feats: Shield Mastery, Sentinel, Blade Mastery (http://engl393-dnd5th.wikia.com/wiki/Feats)
Outcomes
Success: The PCs stop those exploring the ruins for 4 days, without the loss of more than a couple lives.
Failure: Mass loss of life, or an encampment in force on the edge of the ruins.
Follow Up: At least 2 hirelings or party members must be permanently stationed a half mile away.