Who: Mercenaries who have flocked to the region based on recent events
Where: Autumnade and Hotherwale villages near Redgrass
When: (Fall season)
What: Taken a village hostage believing they are hiding magic items, spurred by rumors of a powerful relic from ruins nearby. The PC’s must travel through here on some adventure wherein it will be believed that they or some other adventurers left behind some artifact from ruins nearby and/or gold (Trade Disputes). Lucky Red Scarf’s is maybe where the mercenaries heard it (agents spread rumors from Red Grass to Torrelson’s Ford + through his halfling merchant connections who thought it was hilarious), looking for Bronzeman artifact – Sword of Dooknar Well, ‘dooknar’ = halfling slang for bullshit; this may be a hint of where it came from.
Pre-requisites: The Coming of the White Sisters, 3+ weeks of time in the barony, PCs gone through Autumnade and Hotherwale in their travels.
The PCs should be asked by a runner to go directly to Autumnade – they should be nearby. They have been through the village a few times traveling around and villagers have been nice.
The population of 85-100 (expands when seasonal floods force travelers to use the bridge) was roughed up, held captive and had their places ransacked and winter stores looted. The village was sacked by the Red River Marksmen (party has not seen them before) mercenary band. They were careful not to kill anyone (a few wounded), and took nothing without leaving payment.
They will not be seen again until the Kidnap of the White Sister.
Hetman can be Persuaded DC 15 to feel comfort to tell they were over a dozen, came from the east, and were looking for something – sacked a village not needing to be sacked. The mercenary band left southeast towards Hayfeld Cross. He will mention “Hotherwale” – perhaps thats where they are going next. Otherwise the people are unhelpful and unfriendly, saying only that they did pay for the winter stores they took. Its a bit odd.
A brother and sister of 10 years age are warning off folk; they say Banks End Pipers in town
At night, a lone scout has a 50% chance of encountering a ranged scout from Hotherwale.
An old cobbler is warning off folk; they say Ditch Witches are in town
At night, a lone scout has a 25% chance of encountering a ranged scout from Hotherwale.
DC 17 tracking check to see that the Red River Marksmen came through here, stayed for a night, and left to the NW.
Normally 185 population, right now its swelled to about 200 because of activity in the area and some recent trade with halfling merchants across the lake looking to avoid the trade war at Red Grass.
Two mercenary bands from those that are attracted locally have ransacked the town, and then hold it captive.
A merc, hired by Ditch Witches, traveled to the barony from the north; He is a ANTI WIZARD counter measure. On the lookout for other familiars and magical effects.
AC 12 (leather), 45hp; He is dirty, wretched, and mean. Warlock 3rd (Everdark), Fighter 3rd
Warlock Ability = Cantrips (Shocking Grasp, Friends), Invocations (Mask of Many Faces, Detect Magic @ will), Chain Pact (Quasit Familiar), Spells (Burning Hands, Command), Skill: Deception
Fighter Ability = Action Surge, Second Wind, Improved Critical
After battle = -15hp; used spells, action surge used
Success: The village is freed without the Baron’s help. The Baron decrees a day in the name of the PCs, and names them protector of the village.
Failure: Any leaders are allowed to go free.
VILLA: Its 2 stories (second needs full repair), 2 acres, with a fountain/well, stables, and 9 rooms. It has a dead garden and orchard and all the trees nearby have been cut down (need a windbreak – 8 years to grow). Worth is about 10,000 silvers – the family of Tovinal once held sway in the village, but the family was wiped out years ago in an uprising during the last civil war. They sided with the claimant to the Earldom and the then Earl had them all killed – which kept the baron neutral in the civil strife. Used to be 8 acres of land. Local ransacked it over time.
+5 days after PCs traveled elsewhere – someone is following!
Setup: One of the Baron’s Knights – Sir Horace Wellmenn of Red Grass was not happy with the group trying to steal glory and honor from Barons “loyal and old” henchmen and wants to send a message. He sends one of his henchmen, a mercenary named Paul Manator to duel one of the party over. Paul is his “get things done” go to person – not officially on his payroll.
Premise: umbrage at some perceived slight over a horse; barmaid affair
Parameters: Until mercy is called and honor restored
Foe: F3, 21 hp; Blade Master (parry) Feat, Armored Defense fighting style, Inspiration (3), disguise kit = looks like ruffian; throws gauntlet (studded leather) down – DEX 16 (3) +1 AC blade master; reaction =parry, disadvantage
DC 20 to recognize from hotherwale as an aide to the knight; calls himself stan