CAMPAIGN CHRONICLE >> The North Revealed is a Living World campaign set in The Northern Hearthlands/Grand Duchy of Rhyl of the [Fantasy] Steel Realms.
** The source of the following material is from this campaign. **
This is an adventure designed around a group of rogues. It can focus on either combat skills, soft skills of stealth & avoidance, or a combo to accomplish the mission. The basics are to scout, skulk, grab and go and rendezvous to hand off the mission objective. The group is independent operators, known to illegal/underground operatives of larger criminal organizations, hired to retrieve the item of Orblivat.
The PCs are hired by Salamander Guild operatives under the guise of being Old Rhylian family agents. The Tea Lodge Network of Rhyl agents monitor the progress of the entire affair.
For the GM: 1) Turn over any rock and you will likely find us. – The Salamander’s Guild is everywhere. 2) Nothing happens in the north that is not discussed over tea. – The Tea House of the North_ serves all..
Back Story
They rented a villa to secure the item.
Operatives killed the adventurers in an ambush trap when they brought the Orblivat back. This also killed most of the officers of Darkstone Security and about 20 more – their current forces are low; They try to portray a larger number of inhabitants at the rented villa to keep locals away.
Most of it can have been taken to local money lenders and store houses for later inventory and assessment; Some loot may still be there – journals, clues, mundane supplies, and artifacts from the journey. Journal? Illusory Script? Included an anti spirit weapon with sentience that cannot be sold in city of Klyben as it keeps reacting to buyers and rebelling. Can a PC later tame it? Was it corrupted by the Orblivat?
BASIC FLOW
DC 20 PErception = Cant marks on the front
Agents must choose if the PCS split
The PCs move to deliver to the rendezvous point in City of Sheffet; Riders Alley is a long alley on the east side of the Merchants Enclave – often amateur horse races are done here but not in the winter. On the far east end is the Thirsty Mare’s Tavern. The upstairs game room has been rented – meet the contact ‘Micahel Golde’ there.
If there is one flaw, operatives of the Salamander’s Guild often adopt names that include a color name in them.
2 guards; check out any PCs approach – looking for symbols and signs of professional
Defenders: Darkstone Security. The name is familiar to all of you. They are security experts, and known for leaving no one alive to talk against them. They have rented an old villa in Kemethian Station in the County of Dunaine to the east. It is unknown the exact composition of forces there, but at least a dozen and probably more hired help who have no idea what’s going on. The object is being kept there in secret until the mercenary band can secure it and return it to the capital. Go there, get the object, and then go to the City of Sheffet nearby. A message will be waiting at the Thirsty Mare’s Tavern of where to go for the hand-off.
Darkstone Security
10 Darkstone Security has a large (dark) stone block building in the City of Rhylan, they are security experts;
10 They like to stay out of the headlines, using word of mouth for referrals.
15 They hire mercenaries to supplement their numbers and capabilities, and tend to leave no witnesses – rather leave a trail of bodies than a trail of clues.
15 Preferably they hire veterans off The Autumn Wall when they need excessive force or muscle.
20 The group is believed to have a series of fake companies that come and go and to hide their operations under.
> Bars on the Windows
> Dark inside
> No guards apparent
::: poison centipede
Encounter areas in manse have bloodstained areas where big fights w/adv happened.
There is a stable and carriage barn outside (empty and trapped)
Some Darkstone Security turning on each other – bodies in places lying in the open.
Most are dead
While Darkstone Security
FIND: a fake one is in box, burned with a “do not open” – inspect = its been opened
> it is hidden in the room.
Green slime trap!
If its too easy, magus apprentice and guards attacks PCs
> MAIN ENTRANCE
> SERVANT/KITCHEN ENTRANCE
Massive open area that they have put up temporary walls in to hide the object. Like a maze.
> Alerts
> City Watch
> Local Ambushers (someone recognized Darkstone and got interested)
> Tea House Agent
> Tea House Agent following
> Local ambushes (they dont know what the PCs haven, just that it might be valuable)
> Arguing among themselves
Freds Pants
= half of the payment if the PCs slow things down.
Then to Thirsty Mare
You enter and the contact motions to lock the door behind you. After, he motions for you to place the item on one of the tables, and reveal it. You do so. His eyes get wide. Micahel Golde says “Excellent! Our group’s fortunes are assured now…”
PER = group vs. family
Right then, there is a knock at the door. A woman’s voice says, “The ale you ordered sir!” The contact looks at you and smiles, nodding to the door. You look through the peephole to confirm and there is a single server and a large tray of ales. The contact looks at you questioningly – as if saying ‘well, go on’ and you open the door, everyone ready for some ambush. Only a lone server is there, and everyone loses some tension. She looks around scared, feeling the tension. She rushes to drop the drinks the contact ordered on a table, leaving the tray and moving quickly to leave. She looks to slip out the door quietly, but closes the door, whirls around and reveals a loaded hand crossbow under her long winter sleeve, pointed at the contact. “I beg you not to! The item must not fall into the hands of the salamanders!”
The Tea House agent is there. Disguised as a tavern server interrupts and brings ale per request. She places tray moves to leave spins with a hand crossbow hidden under the winter sleeve. It is poisoned. And she has a glass vial of Gaseous Form and one of Fog Cloud.
Rogue 7th
CONVERSATION =
When PCs make a decision, the item’s influence now kicks in. Each PC make a DC 13 save vs. Charisma
Success = Choose any outcome
Fail = opposite of chosen path
Item Properties
It was once dedicated to Aerna, meant to unify a group, keep the peace, and provide a sworn oath conduit of power to share.
Sundering it with the weapon halved its potency and reversed its direction of power – discord rather than accord.
Can set several minds/factions against each other – subtle, over time.