Night of the Owl

North Revealed 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. **

NOTE: This adventure will determine the ultimate outcome for the War of Rundleman’s Revenge, taking place over a hundred years earlier in the world of the North Revealed main campaign. This will have repercussions in that campaign. If you survive, a North Revealed campaign backup character could be a descendant of one of this group.

Historical 1 Shots: Night of the Owl | Brother Wolf, Sister Moon

@ Start – Night of the Owl

The PCs are recruits for the Ducal Guard. You have demonstrated something that got you noticed in your local communities (as watchman, guard, etc.) and passed the interview. The Ducal Guards are the Duke of Rhyl’s personal army. They stand guard at the capital city of Rhylan, they guard the ducal estates all over the duchy, and they are sent in to pacify any insurrection or issues with the vassals of the ducal powers.

Background: Merchant City Problems

A faction in the Northern Merchant Cities has dragged the south region of the Grand Duchy of Rhyl into conflict. Attacks on Meargensdale Vale in the south of Rhyl and settlements along disputed areas between The Northern Merchant Cities and Rhyl north of the Beyne River have been attacked. Recently, a force of the Baron of Meargensdale was defeated and the Duke sent deputies and conscripts to attempt a parley. They were attacked as well. The force seems to have turned east to the southern settlements in the Reedbed area.

The merchant City forces have seen attacking settlements in the south of The Grand Duchy of Rhyl. You have already been involved in one retreat and it left a bad taste in your mouth. Millhaven Heath was made a supply depot and gathering point for a counter strike. Conscripts, watchmen of multiple towns and villages, and some of the troops from one of the naval shipyards were brought up. Mercenaries hit it at sundown while you were moving up to reinforce it. You and others had to flee, abandoning baggage trains, though many were captured. The remainder has assembled at the declared rally point of Amstred’s Wish.

Current State

Nineteen conscripts, 7 watchmen, a small band of 8 mercenaries and 4 riders from the city of Saltmarch have been gathered to try and put a stop to the raiders… you are outnumbered and hastily trying to build a defense. Some of the locals have been rounded up last minute – young boys and old men. At least they can help soften the blow. The mercenaries keep to themselves. The watchmen seem to be organizing the gathering of initial supplies – foodstuffs and water from the well. The central market is where all activity in the village is being done. The villagers are either leaving or hiding.

Some of the watchmen volunteer to go west to scout for incoming troops. The mercenaries are arguing that they should go, as they can better assess what’s coming.

Role-Playing

You are deeply inspired fighting for your liege – the Duke of Rhyl – as candidates and recruits for the Ducal Guard.

Characters for the Scenario

Players Handbook 2014 Rule Set – NOT 2024!
– You can use whatever you want for character record, send me a link if its online. Just have it ready and printed for Monday the 10th.

  1. Choose your background
  2. Race: Human (no variant)
  3. 1st level Fighter, Max. HP
  4. Point buy for stats
  5. 2 Character Weaves at start
  6. For this session: +1 damage, +1 healing second wind, advantage on saves vs. fear
  7. You start with no gear except a dagger and clothes; you will be scavenging right away

SHOULD YOU DIE: Zero level Conscript HP: 4, Strength 12 {+1}; light shield (1 resilience, +1 AC), dagger and hand axe; 1 character weave

Outcome

The outcome of the war is that the borders with the merchant cities are either less stable or more stable. If less stable, then the area the PC’s defend has a chance to be under their control when the campaign starts. IF that happens, there is a melancholy over Rhyl and essentially outsider like them have an extra level of Prestige//Fame equal to 1 they have to move through to even get to one. If they succeed, then there is a security in Meergensdale Vale and the border of the Southlands will have a garrison located at the town named after the action. That Garrison could be one of the few bases for the green wizard conjurers – less of a base and more of a stopover and supply depot. The conjurers will have worked to develop a chemical that they would conjure that would react to another chemical to make explosions launched from a ballista holding a ceramic jar. They only use it and store it at the garrison.