Umbakian Deception

Open Details About the Scenario

Arriving in Braddon Bog to pay respects to fallen comrades, there’s word comin in of a raid by Umbak… from the sea side! Umbakian military, organized and with intent to obviously hit the heart and soul of the Gallantine order, has to be stopped. Saving the Companions Library is critical to morale. Can it be done in the limited time?

TYPE: Designed as an Incarna™ ASIDE scenario set in Crestwold Barony of Dunstrand (set in the larger Grand Duchy of Dunstrand in the Steel Realms) of the [Fantasy] Steel Realms Setting (planet of Helca), and integrated into the Living World story within Dunstrand Rising Living World

Rule Set: This adventure is compatible with D20 System. Additionally, it has descriptions and mechanics which use the .

Challenge: Approximate character level designed for (and Total Levels). Designed as a Solo scenario for a 3rd – 4th level character. One or two minor NPCs (as town members) may accompany the character.

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GM Details About the Scenario

Source: An Incarna original adventure by Kelly Berger

Combat / Story:
– Notes about the level of combat vs. story.

Specific Challenges: (ex: “Traps, tracking/finding, sanity/horror, spell caster NPC, creatures (Zombie, Grimlock, molds/fungus/ooze, Gibbering Mouther), villagers (getting information, antagonistic)”)

Physical:
> Suggested Skills/Traits:
Mental:
> Suggested Skills/Traits: Intelligence ( Religion | History)

Horror/Sanity Checks: Few; If the GM feels like the horrors presented have already been seen or an equivalent experience, they may adjust or ignore the checks.

Social:
> Suggested Skills/Traits: Charisma ( Intimidate)
Divine: The fallen temple is having an effect on the creatures of darkness and evil which have come there – it will work directly against the PC(s).
Kinetic:
Occult:
Psychic:

Using the Scenario Materials

FULL ATTRIBUTION

Idea: Kelly Berger 2021
Writing: Kelly Berger 2020
Design: Kelly Berger 2021
Published: December 20th, 2020 (via Incarna website)
Edits:
Testing: Arabus Grenier
(Testers and Test Resources)

CREATIVE RIGHTS

Incursion at Torrelsons Ford by Kelly Berger is licensed under CC BY-NC-SA 4.0

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SPOILER
Do not read beyond this point if you intend to participate in this scenario as a PLAYER!

Heading 4: A sub area or encounter (name and/or non-number label)

Heading 5: Outcome of an Encounter >

Background Information

Umbakian (sort of) Deception

Mary returning to Dogwood Flats, wants the group to escort her to Braddon Bog as a sort of pilgrimage. Stay a couple days, see the legacy they are supporting. Umbakian Deception

This is a summary of events leading up to the point the characters enter the picture.

Who: Gwinn – has been collecting Umbakian renegades and exiles for a few years.
What: Most of them have been picked from a group that resents Dunstrand more than anything. Gwinn uses the notion of cultural similarity to press their claim for Tarmysia, like Umbak does for parts of southern Dunstrand. They are using this as a link to join forces and raid Bar-Innis.

Betrayal: The ‘signal’ should show the pursuers where they are. Gwinnish sailors will have sailed away already, leaving the Umbakians stuck. They may try and burn extra boats but the PCs can easily put one out to pursue. The Umbakians will never surrender. They would rather drown first.

Where: While they have been unable to discern the true nature of Braddon Bog’s ancient temple, they know it to be the real heart and soul of the Gallants – a focus of Umbakian hatred in some places. Gwinn is going to send the Umbakian castoffs in to make a raid on it and sack it. They will land them with the promise of picking them up. The longboats will be left on the shore. The signal is a crossbow bolt on fire, and the Gwinnish will bring their ships in.
When:
Prerequisites: Link to Braddon Bog

Hook = Mary returning to Dogwood Flats, wants the group to escort her to Braddon Bog as a sort of pilgrimage. Stay a couple days, see the legacy they are supporting.

What the Characters Know

What might the characters know about the background, if anything?

  • Common Knowledge: Umbakian military employs well armored heavier troops. They are well trained.
  • Uncommon Knowledge: Braddon Bog has a history of being abused in conflicts, people are adverse to helping. Umbakian military usually has logistics support wherever they go, and use the roads.
  • Hidden Knowledge:

Fitting into Existing Campaign

GM discretion.

Timeline of Scenario Events

  • 4 hours previously, Umbakians landed.

Setup/Introduction/Getting There

The party will already be in Braddon Bog.

Encounter 1 – Getting There

Encounter 2 – Getting There

[[The characters find out where they are going.]]

[i]> Each of the following bits can be gained with a [Skill] check.
[[List of knowledge to be gained and the check required]]

Encounters at Braddon Bog

Arrival at Braddon Bog

Arriving at Braddon Bog, you keep much to yourself and head straight for the tavern, .

Some notes about the place and people in it.

Exploring further, you learn that ABC wants you to go to 456 and find out if DEF can be taken into custody. You tremble in fear, knowing it will not go well.

ABC says things like Are you insane!?

The Battle of Braddon’s Rise

Renegade Forces

Mission: Destroy the Companion Library at Braddon Bog and its attendants. Hit the building hard and fast, ignore other civilian structures. Leave before a defense can be mounted. Return to the shore and be picked up. Sail back to Tarmysia.

Force Composition

All Humans / All have Feat: Weapons Master (style: Defense +1 AC with armor)
Equipment State: No Resilience on items.

  • 4 centurions (f3; battle masters); chainmail + shield/broadsword (2d4); duel style (+2 dmg); 4x d8 [BM dice] for Precision Strike, Maneuvering Attack, Rally (6); Second Wind (10), Action Surge
    Strength 18; Constitution 15; AC = 19 / HP = 28
    Stone breaking hammers, 3 flasks of oil each.
  • 4 infantry sergeants (4 x f2); breastplate + shield/broadsword (2d4); protection style; Second Wind (8), Action Surge
    Strength 17; Constitution 15; AC = 17 / HP = 22
    Torches and 2 flasks of oil each.
  • 20 medium infantry (20 x f1); breastplate + shield/javelin + broadsword (2d4); duel style (+2); Second Wind (6) – 16 arranged in squads; 1 group of 4 “Pressers” – using long spears to test ground for oil, water, pits, etc. in front.
    Strength 17; Constitution 15; AC = 17 / HP = 22
    3 flasks of oil each; every 4th has a torch.

The Setup

Gwinnish forces set off from Tarmysia in 8 war sloops flying Umbakian flags, with an extra longboat each. Under cover of storms brought by their priests, they cross Scar Flow and arrive on the shores north of Mosshaven at sunrise.

The Umbakians will come ashore at dawn colored with the white of Umbak, in 6 long boats, rowed by Gwinnish marines disguised as Umbakian navy. Of course they will be seen by fishermen and one of these will race back to warn Braddon Bog.

Here is what the fishermen observed:

  • About 30 of them all total; 6-7 long boats
  • Are least 2 knights (mistaken centurions for knights)
  • All heavy fighters – shields, glittery armor, swords
  • About an 3 and a half to 4 hours away – just getting out of boats
  • Looked like a couple more boats of support gear and men-at-arms

Preparations at Braddon Bog

  • Runner automatically sent to Dogwood Flats, but no help will arrive in time.
  • Braddon Bog deputy and watch (4 volunteers) – Get everyone inside! No resistance!
  • Clergy of Aerna “Holy Mother Lia” and her 2 attendants offer to paint Aerna’s symbol on (golden paint) the doors of those who seek her mercy (and donate) so Umbakians will not attack those domiciles.

    > PCs will note its going slow and hear about the new donation requirement.
  • The librarians are already collecting all valuable materials and taking them to the crypts under the church, which is also being barricaded.
Determine What Happens To

The trophy room; Portraits; stores and goods (easily 2000sc worth); old church nave (history); copies or portions of the annals; memorial alcove to Braddon Bog’s suffering (includes Gallants who fell defending it)

Here They Come

Umbak is organized, arrives in 2 hours, minimum time for a quick march. All commands given in Umbakian Dundarum (with an accent).

Shouts come flooding back to where you are. The Umbakians are already here! The air fills with shrieks and the sound of doors slamming comes from every angle. Within moments, you are alone.
[ 3 rounds ]
You can hear them first. From behind a rise to the NW of town, closest to the library/old church – normally they follow the road. Solid boots, heavy armor, perfect time marching, marching at quick time in utter stony silence. They have no logistics to support – probably why they changed their tactics. You can at least appreciate the quality of soldiering, it’s just not working for you today. At least they don’t have any of the heavy cavalry they are known for. Their commands are given, though they are unfamiliar. They form into three distinct groups, defensively, and slow their march down to normal time. Shields up, they move forward in a wedge.

What can be Discerned?

  • No heavy infantry – mostly medium
  • No knights
  • They seem fresh and well rested. If they came by boat they would not be – only the Umbakian navy and marines have boat experience. These are regular army.
[if archers ] Tortoise Shell: Only Full or better hits get through.
If the town is not boarded shut or people penned inside: 8 Umbakians will begin to wipe out any resistance, and light a few fires. 7 infantry + 1 centurion.

Any others will assault the church/library. They will try and use a log battering ram they brought.
Set fire to the doors; Fire is not for immolating people.
Massive hammers wielded by centurions to break stone.
Attacks:6 medium infantry guarding both sides/flanks, the rest using fire, ram, and hammers.

3 Rounds: charge forward through ranged attacks

3 Rounds: Smashing Windows and Doors with hammers, 1 minor fire per round

3 Rounds: Assault the Library Door / Other end firebombed

3 Rounds: Door not Opening, smash windows and climb in

2 Rounds: FIRES

Leaving
50% of their force was destroyed.
Remaining centurions and officers to cover the retreat.
Infantry puts boats in to discover they have been holed as they don’t make a few dozen feet. They turn them into partial cover for defense and fight to the death.

> SELECT OUTCOME >
> Outcome Option 1: Success (Library Burns)

> Outcome Option 2: Failure

Afterwards – Looking at the Remains
These boats could not have made it across open sea and through Scar Flow.
Not enough supplies to go more than a day.
Boats holed on purpose; Merchant City styled long boats – several years old (painted in umbak style).
[ if Dundarum spoken ] The command was given to die to the last man – each was given a “last swig” (drugged wine).
[ i ] DC 15 Intelligence (History/Lore Umbak) The condition of the gear is not the best – not acceptable in normal Umbakian military.
[ if they summon Umbak representative from Mev ] Ormand of the Temple of the Last Forge (Farthest west temple of Ikribu in Umbak).
> alternately he could come as part of fact finding mission

“These are not sent by Umbak, believe it or not. Note the condition of the equipment. Umbak has no spare ships, and would never have gone so poorly prepared. Though the equipment is Umbakian made, these must be renegades. Each will have marks identifying a crest of an institution, house or family they are part of. Give me the bodies, I will see them identified and collect any bounties or ransoms for you. Their gear and ashes will be sent home for burial.”

[ if told about Lia] “That is not the path of light. I will look into what you say.”
2 months later 800 silver w/note.

I’m sorry it’s not more, but they were renegades and cast outs. For the few I could get information on, it seems they were last seen in the company of Gwinnish soldiers or had written from a location Gwinn ran parcel services for. I’ve drawn my own conclusions, but I leave you to form your own. I have shared all I have learned with the magistrates here in Mev. They were not sent or sanctioned by Umbak or its military. May the Light shine upon you. Sincerely, Ormand, servant of Ikribu and Courtier for Umbak in her ladyship’s court of Bar-Innis.
[ if looked into Lia] A separate note that reads “Though it hurts me to admit, the caretaker called Lia has been removed and is serving penance in the southern crusade-lands. I am grateful to have the opportunity to re-forge this relationship with the people of Braddon Bog. Such things will not happen again. Please find an attached receipt for the sum of silver that represents double the sum paid in total by the people of Braddon Bog to Lia. It has been sent along with her replacement. May the Light shine upon you. Sincerely, Ormand, servant of Ikribu and Courtier for Umbak in her ladyship’s court of Bar-Innis.

Notable Characters & Creatures

Creature or Character #1

[!> This is a variant of a D20 Monster with custom powers and stats as noted.]

About this creature…

+]> MOTIVATIONS >
-]> AVERSIONS >
!> STATS:
!> IMAGES: [[Link to image or google search for a related image.]]

TACTICS:

!> Harder to Kill / More Lethal >
!> Easier to Kill / Less Lethal >

>b>History:

Maps

Legend…

Map 1

Map Description

Outcomes

Success

Conditions for success.

]> REWARD >

Failure

Conditions for failure.

]> REWARD >

Followup

> Followup Scenario 1

After the adventure is over, XYZ happens…

> Followup Scenario 2

After the adventure is over, 123 happens…

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New World Information

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Overview

SYSTEM:

What is the adventure about?

Location: [Setting] Brief information on the main or starting locale.
Premise: How do the characters get involved?
Story and Progress: What is expected to happen during the adventure?
> Outcome(s) > What is the end goal? Any potential other results?
Challenges: Monsters and type, traps, role-playing pitfalls, physical costs
Rewards: What can the outcomes bring to the characters?

Background

Entire background of events leading up to the point the characters enter the picture.

What the Characters Know

  • Common knowledge: No checks required
  • Uncommon knowledge: What checks are required?
  • Hidden knowledge: What is completely unknown to the players (and perhaps to the NPC’s!).

Timeline

When: season

  1. Characters enter the picture…

Introduction

Narrative for the characters to get them into the adventure.


Key Characters

Key Character Template

Who they are…. and their role in it all.

Motivations: What does the character hope to achieve?

> Aversion(s) > What do they hope to avoid or will not do?

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