Gwinn Attacks in Ernest /DONE

An IncarnaSteel Realms [fantasy] adventure for characters defending the barony of Crestwold against Gwinnish invaders. Set in the south lands of Dunstrand, near the border with Loamwold, the characters are mustered into a makeshift army in the off season to defend the Barony of Crestwold. The Gwinnish forces have waited for the weather to turn and the army to be recalled until campaign season – they are practiced in fighting in any season at sea, and are using it to their advantage.

Challenge
Approximate character level designed for 3rd – 5th level

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Written by: Kelly Berger
Designed by: Kelly Berger
Published: October, 2018
Edits: Kelly Berger
Testing: (Testers and Test Companies/Resources) Nathan Adair, Arabus Grenier, Indraneel Dey, Duncan Huber, Alestra Glassman, Tanden Belisle, Kelly Royal, Morgan Nunley
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Challenge Summary

Combat vs. Story: [[Notes about the level of combat vs. story, and the specific skills relied on to succeed.]]

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

Location
Pranin Moorswood of Crestwold. And, the area on the northern bank of the river leading to Torrelsons Ford.

General Weather
[optimal] Fall – muddy, wet, and not normal campaign conditions.
> The increasing presence of Elancil can also bring the inclement or out-of-the-ordinary weather.

Campaign Notes
The combined pressure of Umbak’s increased naval program, Loamwald’s privateer movement, and the taking over of trade by aging coast hugging ships of Dunstrand has taken a toll on Gwinn in its battle to keep the Tarmysian Peninsula secure. Whatever incident or actions that were used as an excuse for all out war is now irrelevant. War has come to Crestwald – a one time obscure backwater in the southern edge of the duchy of Dunstrand.

Origins
This set of adventures was originally written as a means of showcasing Morgan Nunley’s ranger character and allowing him to go out in a blaze of glory as he was moving. It was written as a set of separate encounters within the Transformation of Crestwold campaign. His character died fighting the fallen paladin.

Integrating into Existing Campaigns
The series of adventures was originally written to stand on their own as an introduction to a campaign-in-the-field flavor for characters. However, it fits perfectly within the Transformation of Crestwold. It fits perfectly going into the fall or winter off campaign season. The GM may have to move the time table of a few adventures in that campaign in order to fit in the multi-month timeline of this adventure and scenarios.
Elapsed Time: Approximately 1.5 – 2 Months.
Meeting the Barons Guard Captain
Timeline
Start: The characters have come to Crestwold and are waiting to be put to use in the events of the Transformation of Crestwold or to be hired in the coming conflict.
1-3 days Preparation (setup, rumors, etc.)

The Baron’s Speech:
After some infrequent attacks by Gwinn in the areas of Crestwold, I have responded by raising levies and counter attacking. This leaves us at a disadvantage as it is the rainy season now. As a naval force, fighting in cold weather is something Gwinn does all the time… unlike our regular forces. This means we need to think out of the box if we are to achieve the initiative – for if we didn’t attack, they would have, breaking out of wherever they land and gaining a foothold. We have prevented this first attempt at great cost, but the main forces of Gwinn remain free on water… seeking for a place to re-launch their incursions. Today I call upon all inhabitants of the Barony to sacrifice yet again to ensure we remain free. We can hold them back, the Earl and the Duke will not let us fail, but we have to show them we deserve our place… more levies will be formed, more mercenaries enjoined, and more of House Malors resources used to ensure we stay ever thus!

Captain of Guards Meeting
Initially, we thought Gwinn’s victory was almost assured – the best we believed we could do was fight a delaying action until the Earl’s or Duke’s forces got here in the dry season. However, the mages behind House Malor’s intelligence efforts have discovered where the big breakout was planned – the Pranin Moorswood. Gwinnish forces were initially countered at great expense with mercenary units concentrated there. We counter attacked, and the levies performed poorly. Gwinn is much more mobile and experienced, and so the Baron split his forces to prevent them from landing in the north. Although we believe we have successfully stopped the breakout, the weather and terrain have left dozens of men unaccounted for and a scattered Gwinnish invasion force roaming the area.

In the meantime, The Earl has managed to get the Duke to send one of his best commanders: General Teldeff. He is retired, but his lands and soldiers in Faer are not too far away. And this is a small campaign, and so he was willing to come out of retirement to aid his Duke at his expense. He has asked for a tally of the able bodied in the area controlled by the Baron, and your names came up. He has requested a meeting, and has his own intentions for you.

>> If the group has a neutral or good relationship with him:
I ask that you relay his instructions to you so that the Baron’s forces are kept in the loop. The general has a tendency not to trust even those nearest to him, and the Baron has his own missions he wants to run and needs the intelligence to make sure there are no collisions. A double check will only improve the chance of not getting in each other’s way.

Your party is to be set up as a ‘special forces’ unit – most of the regular army and levies do not want to work with you. You are associated with the ills that have befallen the Barony in many’s eyes and are considered bad luck. When you are done here, go to the command tent to receive your orders.
]> What he knows
The command tent is on the east side of town
The General brought 30 veteran soldiers.
He won’t say what the missions are
They are mostly recruiting priests and magi to keep the Rime Soldiers at bay while the general fights the physical troops
He appears agitated that he was not picked to run the army in the field
Conscription of another 50 spear levy, plus ⅔ of the Barons 40 house soldiers, plus 100 irregulars, and another 30 mercenary make up the General’s total force. The baggage train is another 100-150 non combatants.
It is believed the Gwinnish have fielded about 200 seasoned soldiers, plus logistic and naval support.

Command Tent
This is the general’s personal text. It is a large pavilion tent with three rooms. There are always 2 guards at the entrance, and two guards that walk the perimeter. Inside, the general has a war eagle as a pet that will defend him. The area around the tent is mostly clear, the nearest fire pit is where another 2 guards are stationed and ready with a trough of water and lanterns.

Intro to the General
General Teldeff (Viscount Sir Teldeff Rath)
]> Common Knowledge in Dunstrand: He is the retired general of the Grayward Battalion. This is the army of 500 that fought a Gwinnish invasion from the lands of the Tarmysian side of Grents Inlet of Dunstrand. He held out for a year, and was given the title of “Guardian of the Foggy Coast”. The force was evacuated by fishermen, smugglers, and coastal merchants in the dead of night and rolled into a new campaign to prevent the breakout by land from Tarmysia. He has brought with him 2 captains from his previous campaign – one for land and one for sea.

Major Chrichen
He is ugly, and a harsh disciplinarian by reputation. PCs will interface with him for improved terms after he details them.
Things will be different now that you are working for me. My orders are absolute. This means you get to keep 10% of what you find, 50% come to my war chest, and 40% to the war chest of the army – of which you are technically part of. Our charge is simple, there is an invading force, brigands, and spirits roaming the countryside. We will eliminate all physical obstacles – the Gwinnish forces. Right now, the Gwinnish forces have cleared and landed on the shores of the Pranin Morrswood as a point to field their army from. They will not be allowed to break out, we will keep them contained through the off season and in the spring, the Duke will send more forces to drive them out then. You will be part of my forces. As an elite group, you should get to know captain Borichyn – I suggest you go see him next on the docks.

Captain Borichyn of Uyeda
Smuggler that knows the coast and was able to sneak in late at night. He is old, and has seen much. A DC 15 check will reveal a strange but recognizable Gwinnish accent. He is a mercenary now, and has his crew and 2 Wizards (Eldard and Fiola) – single chain/approved by House Malor, but as outsiders to be watched. In fact, he is a mercenary now, not just a smuggler – though his ‘old friend’ does not know it. He has been paid by the Sea Drakes to betray the forces of Crestwold at a key moment.
Torc under his armor seen when he stands up – History DC 15 (it’s a cult of Elancil – Sothar Fins); he won’t deny it, but claims he is the enemy of Gwinn now, though the sea mother he still pays homage to.

Sloop – Just has the name Borichyn on it.
The ship is, in fact, The Old Log of Marin Shoals – a legendary privateer named Red William that Borichyn beat using his mages and took his ship. The boat hails from Marin Shoals in the south, along the Stormfront coast. The boat at one time fought for Scrape against Gwinn.
Eldard – 5th level
Fiola – 3rd level, but torc of wind power

What captain Boichyn Knows
Sothar Fins of Gwinn – a band of privateers and turncoats – now called the Sea Drakes, have taken over the south shores of Tarmysia They normally never go beyond Waerl Bay. But, their standard has been seen and his wizards confirm.
> Torture, deception and depravity are all traits of the Sothar Fins
known for sometimes sacrificing to the sea queen
have caught 1 umbakian galley, 2 halfling cogs, and 2 fishing vessels of Dunstrand.
Fishing nets have been dredging up dead bodies recently
Drunk!!!

RUMORS
The PCs can try and discover the scuttlebut around camp about the moorswood. It may take a full day to hear of all of them.
Druids of Pranin Moorswood are being hunted and killed (none yet – but are hunted)
The Pranin Moorwoods are burning – soldiers of Gwinn are doing it (druids may hate all) (true)
The coastal edge of the Pranin Moorwoods is salted from an abnormal high tide (true)
Strange mist that leave only bones are stalking the moorswood (false)
Travel and Events
While the party moves and encounters the forces of Gwinn, use Elancil’s Disturbing Events to determine weather during and between encounters.

Chrichen’s Announcement
Gwinnish forces have landed in force and captured a piece of the SW coast – the Pranin Moorswood! The army will decamp and march immediately. It will take a day to prepare. To the PCs, he reminds them that they are to be used on special missions, they will not line fight. They have stopped the smash and grab after a day, letting our operative sneak back through, and now settle in to occupy. They will build a base, and strike out of the moorswood into the heart of Crestwold.

Taking Prisoners
The more prisoners alive, the better. Each prisoner nets 15sc = base lowlife, more for higher rank; up to 50sc.
Fighting in the Pranin Moorswood
Quiet and foreboding, the Pranin Moorswood stands starkly before you. The air smells slightly of decay, and a low mist crawls over the ground in places. The hairs on your neck stand up the closer you get to the borders. The ground is wet and probably perilous if you take the wrong step.
Sanity DC 11 or distracted and fearful (shadows and whispers), -1 initiative while in the moorswood

Night: The pranin moorswood seems to come alive, the longer the shadows grow. The faint and muffled sounds of the few daylight creatures fad and a low buzzing replaces it as night comes on. The air is cooler, thinner and filled with more menace. Travel is even more fraught with danger.
CON check at night, DC 8 or bug bite/infest (-1 init again); 3 fails = -1 Constitution until Long Rest

The Cult of the Snake:
Perception DC 15 to see inscribed symbols of Sisslen on the ground and low stones; the symbol is of ancient wisdom and hidden knowledge – both a promise and a warning of the dangers in the Pranin Moorswood..

The Presence of Elancil:
Religion DC 14 to sense Elancil at night. Her eyes are everywhere. Even if passive perception failed, her followers get a second Perception DC 20 chance to hear PCs sneaking up or see them when stealthing.
Harassing the Enemy
The PCs are to go east and circle round through the bogs to try and search, follow, and harass a regular army unit of Gwinn. Carve out stragglers, and get captives for information. The party will be operating at the far edges of the conflict, so they should not expect large groups. The point is to take captives and get intelligence.

Timeline: 7 Days

1 on D4 for General Encounter per day
Skirmishers: 6 of them on patrol. They know nothing – they are first wave to harass the enemy.
Runners: AC 11, HP 7; Dagger, hand axe

Planned Encounters
Day 3 Encounter: Foot Patrol. They know only that they are on 8 hour recon patrols, and that they expect to be resting in 3 days on the beach.
A 3 man squad of foot patrol from 2nd group, 1st squad / DC 11 to track
PER = 11 = find a trail

Day 7 Encounter: 8th Platoon reconnaissance
PER 12, trail of Gwinnish 8th platoon, 2nd group, moving supplies between camps to prepare for an attack on a logging site (17, 12 bearers) they have ringed in – 5 range out and switch bearers every 4 hours
180 lb loads > studded leather, battle axe (1 handed), weighted rope with lead
> 3 crossbows at any time (large) @night is 2 guards, 2 camp fires
These men know only that an attack was imminent the next day, and after 2 days another major action would be undertaken.
Collecting Taxes
The enemy has harassed the Pranin Moorswood dwellers into not paying taxes. They have little choice in terms of what they tell the occupying forces. The PCs must sneak in and restore confidence in the Baron, and gather up back taxation. This seems like a burden, but the Baron assures the characters it will go directly to getting more troops to free them from the Gwinnish occupiers. The party is given a roster of settlements, and the tax or tithe tally they owe. They will have to cajole, coerce or persuade the settlements to surrender their payments.

Timeline: 9 days

Rewards/Results
Full Success: All; the party is rewarded with excellent brandy (cask), a speech, 2 full days off, and a case of 6 of the Baron’s “Poacher Hunter” crossbow bolts; (light) D8+2 damage + ignores 1 resilience
Partial Success: Three; the party is rewarded with excellent brandy, a speech, and a full day off.
Failed: Less than 3; the party is immediately sent back out on their next mission – no rest.

Cailey’s Path
DC 13, then DC 8 once path is found; this old game trail forms the basis of a rough set of paths between some of the settlements. It’s the easiest way to find each one, otherwise it will take double the time.
Travel – It takes about 8 hours to travel through the wet roads and overgrowth between each settlement. The road winds, doubleback, and twists and is flooded in a few places.

1-2 on D6 in between locations for patrols check, 2/day on path (1/day off path & 1 on D6); Evade them or Confront. Stealth check for 3 man patrols, 6 man patrol in force to surprise the party – skirmishers.

Log Camp 1: Refford
The logging camp has been raided twice and the foreman is wounded.
> Persuade DC 15

Steading: Hillsfer Family
The Hillsfer family had 2 of their hired hands pressed into service for Gwinn, and their stores raided.
> DC 8 persuade

Steading: Margan Family
The Margan family had their stores partially raided, but also had a few valuables taken.
> DC 10 Persuade; a Major result will reveal that they think the Smits family has taken to collaborating with the Gwinnish forces.

Logging Camp 2: Srept
The large camp had a few of their number pressed into service, and one man killed. The Gwinnish forces threatened to take their camp whores AND supplies next time if they collaborated with the Baron.
> Persuade DC 16

Steading: Smits Family
The Smits family had a great amount of grain taken, and threats were made on their eldest daughter.
> DC 11 Persuade
A 1-4 on D6 means that a patrol is nearby, and they will invite the party in to rest while one of their number helps set up an ambush (6 man skirmish patrol nearby). Insight DC 15 to tell they are stalling for ambush

Dislodge the Coastal Road Blockade
Prerequisite: This encounter only takes place if the North Beach Enclave encounter resulted in failure and they were able to hold on. While not terribly important for trade, the coastal road is important for travelers. A victory here will regain some of the Barons lost reputation.
Note: This does not take place in the Pranin Moorswood – no moorswood checks need to be made.

Timeline: 3 Days estimated

Camp Position:
A barrier has been erected across the road at a point where the sides are muddy and travelers would be hard pressed to go around. There is a small hand cart, some barrels, wood, and brush. Everything is wet in the fall. The position has partial cover (-2 Attack) from range attacks.

2 marines
4 soldiers
4 scouts (hired mercs; F1; HP 8; AC: 13 (leather and dex), short bow, long sword
8 laborers (AC 10; HP 6; hand axe; non combatants unless half the PCs are incapacitated)
Intercept the Supply Wagon Train
A wagon train of fresh supplies for the Gwinnish army is rumored to be going through an area – off road. They are trying to hide their movements from the normal watchers on the road, and put a force into play under cover of fog that will attack a druid stronghold in the Pranin Moorswood. The PCs need to prevent valuable logistics support to the enemy. It is a single baggage train.

Timeline: 2-4 Days estimate

The vulnerability of the wagon train is determined by when the PCs come upon them. At any given time only half the listed staff are awake (shifts of 12 hours). If the camp is assembled (day time), the inhabitants have partial cover. If the PCs attack at night, all characters except those with darkvision will be partially blind (-4).

Tactics: If the baggage train manages to make it till light, then they will be prepared (configuration #2)

Wagon #1
Drivers x2; Ferrier x1; Wheelwright x1; Teamsters x2; Guards x4 (2 light crossbow)

Wagon #2
Drivers x2; Groomsman x1; Teamster x2; Guard x4
2
Sir Arich Bluebay of Eistwater
3rd level Paladin (fallen) https://roll20.net/compendium/dnd5e/Paladin#content
He is the target of the ritual of “The light that never dies”. He does not sleep while in his cursed armor, in exchange for a decrease in his sanity (-4) and his appearance is ravaged, gaunt, and palid. This half elf turmitall is particularly violent and cruel. Captured in the south serving Ezrilus in a naval action defending Beryl, he eventually was broken psychologically and remade as a servant of Gwinn and Elancil.
S: 17, I:10, W: 14, D: 11, C: 14, CH: 10, S: 7 > Defense style, HP = 7,7,7 + 6 = 27
Armor: Heavy Scale [15 + Defense] = AC 17 / 4 resilience
Brine Coat of Elancil: [heavy] Scale Mail, +1 AC on water (16), +1 AC for paladins of Elancil (16); cursed so that those of negative harmony take dmg/helm detects good as a Bonus Action 60’; -sigil of Halzaredin. “Cursed” by Elancil to fight and die. Cannot heal except magically while wearing it + , cannot take armor off (forces wearer to bathe in armor), armor heals 1 resilience per short rest (maximum of 4). When taken off, it falls apart like dead skin turning into a swarm of poisonous snakes (https://roll20.net/compendium/dnd5e/Swarm%20of%20Poisonous%20Snakes#content; – except just gaining the condition poisoned condition for 2D4 hours instead of extra damage).
Heavy Armor Mastery (reduce damage by 3 per hit, +1 while armor has res.)
Weapon: 2 handed sword (on wagon – hidden), carries long sword
Wrack With Pain– You can use your Channel Divinity to cause enemies within a 20 foot radius to be wracked with unbearable pain. The targets must succeed a Charisma save or suffer Disadvantage to all rolls and move at half movement while in the affected area. This lasts for a number of rounds equal to the Paladin’s level.
Lay on Hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your paladin level x 5.
3) 1st: Bane, False Life, Divine Favor (D4 radiant), Shield of Faith, Heroism
Blue Gauntlet of Storm Shores (Elancil); Thunderwave as a Reaction 1/Long Rest

Wagon #3
Drivers x2; Groomsman x2; Teamster x3; Guard x4

Cart #1
Driver, Teamster, Guard

Cart #2
Driver, Caravan Spotter, Guard

For a competent party: Add a couple of ranging scouts on horseback (with short bows), and a squad of footmen (4, 6 or 8; Studded armor, spear and hand axe). Lastly, a swift scout – not seen by the PCs and ranging far and wide can be added to warn the baggage train destroying and surprise the PCs might have had.
Nils and Bob – Zealots of Elancil
Service in Death bond with Holy Symbol and Animate Dead of a priest: Martyrs. If priest dies, they die as well. Appear to wear brigandine, but its fake to make them a target to die early. AC = 12; HP = 7

Derrick, Priest of Elancil
Cleric 5th; https://roll20.net/compendium/dnd5e/Cleric#content
http://mcdt25e.wikidot.com/subclass:tempest-domain
Weapons: Staff (D6/D8); Strength 13 (pledged to Elancil +1)
Armor: Ring Mail; AC=14/1 Resilience (pledged to Elancil +1) = AC 15
Wisdom 17 = 8 prepared spells; https://www.5thsrd.org/spellcasting/spell_lists/cleric_spells/
Channel Divinity (1/rest)
4) Cantrips: Light, Resistance, Sacred Flame, Guidance
4) 1st; Thunderwave, Fog Cloud, Bane (3 targets), Inflict Wounds (3D10), Guiding Bolt (4D6 necrotic)
3) 2nd: Hold Person, Spiritual Weapon, Aid
2) 3rd: Animate Dead (+1 if target was bonded to Holy Symbol with Service in Death), Spirit Guardians
TACTICS: Will have 2 rounds to prepare, casting Spirit Guardians and Spiritual Weapon
++ Difficult: Service in Death bond with [major] Holy Symbol. Becomes a Zombie! Attacks killer 1 round later.
— Difficult: No time to prepare
Wrath of the Storm: Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
Channel Divinity – Destructive Wrath: Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Strike at the North Beach Enclave
Prerequisite: PCs are given a choice, either engage in intelligence efforts to stop the flow of information to the enemy, or the North beach Enclave must be smashed smashed.
> Assuming the PCs defeat the north beach enclave, the assassin mission will go forward.

Timeline: 2-4 Days estimated

A small force of Gwinn has made a beach camp north of the river mouth, on a hill overlooking the mouth of the river. Its small now and not regularly supplied – the time is perfect for the PCs to strike before it grows. The Intelligence from House Malor has indicated there is activity on the north side of the river between Torrelsons Ford and an enclave there. There is a fear that if the Gwinnish can secure the north and south Moorswood, they can strangle supplies at Torrelsons Ford. They have begun shooting fire arrows at passing boats – nothing serious, but a hint at what is to come.

Rest before: 1 day to heal.

Intelligence: Talk to sailors. They have seen an arbalest being set up, but not used yet.

Counter-Intelligence: If PCs do not try and hide explicitly, they scouts on the coast path watching Torrelsons ford and the north road (scout at north and east) will observe the party and rush to warn the enclave.

Enclave
The enclave is at the top of a rise with trees no closer than 40 feet. It has an overturned long boat and several crates and barrels. Piled brush is set between the stacks of supplies making a partial cover (-2 Attack) for all those inside the enclave. There are 2 large tents and a campfire. Everything is wet – the rain is constant in the fall. Base Camp is being built to hold supplies for northern road full blockade.

Arbalest (hidden on top of hill in center of camp w/tarp and camo; concealed if PCs approach 3D6 + surprise 2D6)
2 scouts (operate alone – one north, one east)
> DC 20 Perception check to see them leave their post to warn the camp
4 spearmen > Leather + Dex AC 14; HP 8; spear and dagger; Ability: Second Wind; Style: Defense
Cleric 5th (Nature – Coast and Water) Studded Leather + Dex (AC 14); HP 25
Animal Friendship (scout), Guiding Bolt, Bane, Speak with Animal
> Crow (scout)
Spiritual Weapon, Continual Flame, Hold Person
Spike Growth, Daylight
> Ability: Charm Animals and Plants
4 arbalest operators
4 camp workers (non-combat)
2 crossbowmen
4 sailors (surrender after one hit)
2 watching the coast/river
1 long boat

If they are defeated, and the sailors can, they will take the long boat down to the shore and leave. They know the terrain and can move much faster than the PCs.

If the camp is defeated, in the writings of the cleric the PCs will find a mission to assassinate the captain of the baron’s guards. Only the mission, not the details are documented.

The Supply Ship Arrives
If the PCs wait for 2 days, a ship arrives to re-supply and drop off 8 more spear men, 12 skirmishers, and 2 more teamsters and fiery ballista ammunition.
Prevent the Assassination
Prerequisite: PCs are given a choice, either engage in intelligence efforts to stop the flow of information to the enemy, or the North beach Enclave must be smashed smashed.
> Assuming the PCs thwart the assassination, the north beach enclave will be supplied and begin strangling trade in Torrelsons Ford.
> If the assassination is not thwarted, there will be an account of Elred Zoff – the “Mad bard of Faer” – a fight, and how he escaped. Three of the Red Suns mercenaries attacked the Captain of the Guard – he slew one of them (Edward [4 suns]), but he was overwhelmed and the other 2 got away after killing him.
The town will be hostile
The Inn and taverns are subdued
1 on D4 for guards to beat up anyone they don’t recognize.
-Innkeeper will alert guards AND criminal gangs
Gang on docs area: 3 per PC, AC 11, HP 6, fists and kick
What do the gangs know? Heith Gaff – the local fixer/fence has left town.
Malor knows? None of the Red Sun had ANY magic – knew they would show up.
Red Sun members killed 2 urchins they used for spying; they will shiv anyone that tries to get close. Feces covered blade. DC 15 Persuade to talk your way out.

Timeline: 3-6 Days estimated

Gwinn has hired a band of assassins to take down the captain of the Guard of the Baron of Crestwold. House Malor has had intelligence of movement along the coast and into and out of Torrelsons Ford. They believe there is an operation being planned that will strike Torrelsons Ford. The PCs need to monitor the north side of the town, find who is coming and going, question them and try and stop whatever is being planned.

Rest before: 1 day

House Malor has intelligence that says an agent of Gwinn is moving in from the north road. They were not able to intercept the agent, but believe they are leaving for the coastal enclave that has recently been set up. The PCs will be monitoring those coming in and out on the north side of Torrelsons Ford.
Each hour roll a D6; on a 1 an encounter happens.
Peddler
Refuge of Morswood
Traveler from Lily Glen
Mercenary looking for employment (50% chance it is the Agent)

Agent of Gwinn (Baila) HP 6; AC 12; leather and short sword; carrying hidden papers with a code. The code is pretty easy to break. The message told her to be at the Dogsbody Tavern in Torrelsons Ford and seek the ‘one eyed man of the south’. Baila is not terribly subtle. If stopped she will try and bluff her way through, and run if she is searched. She knows nothing other than her orders. She was hired in Lily Glen anonymously.

The ‘one eyed man’ was a bard who played in the Dogsbody tavern – a few will remember him. He was in town for a couple days and told everyone he was moving east along the road inland. He was a drunk and a terrible troubadour. He was said to be staying in a flop house near the docks. If they ask the proprietor of the Blue Mare near the docks (flop house) his room is still being held. Searching it will reveal poems and prose… bad examples. And a scroll that makes no sense – Its a code. His remaining items are embroidered or emblazoned with “EZ”.
> message in code: Take the “key” and give it to H.G. This will light the way. Soon the red sun will rise and show the way.
> History DC 15 check; Red Sun is underground mercenary group, known for assassinations of highly powerful political and religious targets in the Merchant Cities, Dunstrand and Umbak. They operate out of the North Merchant City of Karolak (supposedly). They have been around for 200 years, and have no “office” and their numbers are unknown. They are all marked with a tattoo of a red sun on their right shoulder blade area. Supposedly there is a dagger piercing the red sun for each kill they have made.

History DC 16 check; Recognize as Elred Zoff – the “Mad bard of Faer” – constantly getting in fights; he is no bard but a warlock of Mizras. For too long has Crestwold been spared! It has grown weak! Heroes will rise!
https://roll20.net/compendium/dnd5e/Warlock#content
5th Warlock = +3 Proficiency
Weapons: Spear
Armor: Leather AC 12
Skills: Play Instrument: lute, Arcana, History, Deception, Religion, Intimidate
CHA 17 +3
Cantrips: 3 – Poison Spray, Eldritch Blast, Minor Illusion
Spells Known = 6
Fireball (6D6), Shatter (3D8), Hold Person, Hellish Rebuke, Prot Evil/Good, Darkness
Spell Slots: 2 @ 3rd Level
Invocations = 3
Thirst of the Blade (attack twice), Devil’s Sight (see in dark), Repelling Blast (10’ per eldritch blast)
Pact of the Blade
Feat 1: CHARGER – When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Feat 2: POLEARM MASTER – When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

You’ll never get anything from me! I love a good fight. I’m loving this! Blood and Bones! Sundered Heads! = Maniacally laughing.

There was one person he was seen with repeatedly. Heith Gaff – A locally known fixer and fence. But he was seen with Arbeth Smith, Tal Kinfeld, and Willow Sandborn – all shady characters.

Heith Gaff is the weak link. He will spill the beans. He Delivered a literal key to a man wearing a mask. He saw a bracer on his wrist of fed painted gold – like a sun almost. Chipped and scuffed. He can show the PCs where he delivered it to.

Bellarnes Stable – The PCs get there around sundown!
> Red Suns (only 3 of them), low ranking members
Edward (4 daggers in sun)
F3 > HP 27; AC 15; Style: Duel (+2 damage); Second Wind + Action Surge; Rapier
DEFENSIVE DUELIST: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.

Seldran (7 daggers in sun)
F3
SPEAR MASTER

Kimeel (5 daggers in sun)
F4
SENTINEL

>> Have hired urchins to lookout and warn them if anyone is coming.
Smash the Army Gathering
Gwinn begins to advance deep into Crestwold. It now has both northern and southern logistics centers. The river mouth is shut down, all trade and supply from the sea has stopped. The intelligence of House Malor has determined that the southern baggage train is on the move in the middle of the night, because their guard forces are diminished – the druids of Pranin Moorswood have attacked them from their flank and are drawing forces away. Prevent north and south forces from meeting up!

Only run this if the PCs did not completely eradicate the southern and northern forces.

Timeline: 5-10 Days estimated
Rewards: 1500 worth of goods; +1 Reputation

Talk Your Way Out
The PCs have done enough. This is one battle they are told they do not absolutely have to fight if they are unready or too wounded.
> DC 14 Deception/16 Persuade to talk your way out of it. PCs stay in town and await the outcome.

Scouting for House Malor
In 2 days time the forces of Gwinn will march from the south. They are masked by fog and mist that now covers a huge area of the coastal regions and inland areas near it. An scouting missions is needed to figure out which is the likeliest route and ambush spot.
Back to the Pranin Moorswood
Stealth (5) vs 14 Perception – Whichever gets the most successes wins. If the PCs win, they are able to find the baggage train as its leaving camp and follow it long enough to know the route its going to take. If they lose, then one of the Disturbing Events happens (+4 on the roll) and they party is attacked by a Priest of Elancil (5th Storm) and his attendant (Cleric 2nd Storm) along with 10 skirmishers. The enemy attacks with a +10 to Initiative.

Garriger’s Field
The army of Crestwold marches to Garrigers Field, an open field on a rise about a mile inland from the coast. It is outside the Moorswood and offers little cover. Elancil will have covered the army passage along the shore, but the druids of the Pranin Moorswood and House Malor have figured out a way to keep her fell magics from affecting the outcome. It is now the perfect ambush spot.

The PCs are assigned a sweeping action around the flank. It’s a lot of new troops guarding the baggage train.

Priest of Elancil 4th [chaos] > +2 proficiency; HP 28; AC 16 (breastplate); Staff
Insight; Perception; Religion
https://www.dandwiki.com/wiki/Revised_Wild_Magic_Surge_Table_(5e_Variant_Rule)
Chaos Magic
Starting from when you choose this domain at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a cleric spell of 1st level or higher, you can roll on the Wild Magic Surge table[2]. If you do so, you then regain use of this feature. You also regain use of this feature when you finish a long rest.
Channel Divinity: Incite Chaos
Starting from 2nd level, you can use your Channel Divinity to sow chaos into the magic of other creatures. As an action, choose one creature within 60 feet of you. The next time that creature casts a spell of 1st level or higher within the next minute, they roll on the Wild Magic Surge table.
Cantrip x 4
1st x 4: dissonant whispers, guiding bolt,
2nd x 3: spiritual weapon, hold person
Escort = 2 Marines/2 Scout

Priest of Elancil 2nd > +2 Proficiency; HP 14; AC 14 (chain shirt); staff
Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Cantrip x 3
1st x 3: thunderwave,
Escort = 2 Marines/2 Scout

Baggage Train Other Forces
6 crossbow
12 spearmen w/shields (shield wall)
2 scouts on horseback
6 heavy marines (battle axe)
50 support staff

Outcome
PCs not present: Pranin Morrswood is partially occupied permanently; the forces in the north are routed and the river is reopened. Half the druids in the Pranin Moorswood are hunted and killed.
-1 Reputation..

50% wounded and fleeing and the baggage train abandoned will be success. With the party as a rally point, the victory of the Baron’s forces is assured and it will stop the campaign until the spring!

Escort the Umbakian Resupply Vessel
Now that the land side of the conflict has been settled for a while, the light craft patrols of the Gwinnish navy have a stranglehold on the supply lines that must be ended. The navy barges are moored south at woods edge, and they have also built a station from which to supply and launch 3 war sloops. There is a crucial shipment of some supplies that needs to come in and trade to go out – the town of Torrelsons Ford is brimming with violence and empty pockets.

Catch a War Sloop
One of the sloops needs to be takenout. House Malor is going to help hide captain Borichyn. They can only do this once before the Gwinnish storm priests realize their vulnerability and account for it. If one sloop can be taken out, then they wont be able to swarm larger vessels.

Timeline: 4-8 Days estimated

The PCs will be fighting on a moving deck.
The Captain of the marauder will take the party out in bad weather, and on the next dawn they are to meet a resupply vessel. It turns out its an ambush
As in the privateers take the PCs hostage! While they sleep or when as few as possible are mobile on the deck.
= chance to find hidden colors of gwinn
If they get taken, you can have them try and escape when the privateers attempt to grab the Umbakian boat and its cargo.

Escort and Betrayal

Outcomes

After
A Celebration of What?
The Baron decides to declare Crestwold safe from the campaign season he describes as “Garriger’s Field Campaign”