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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

In Bar-Alda : Days 1-7

 The Announcement set out the days leading up to the Great Race itself.

As noted at that point, a general picture of the coming days would read:

Day 1:    Poster published announcing the Great Race.  Preparation begins across Bar-Alda.
Day 13:  The Race prizes are announced.  Registration for the Race opens just after midnight, Runners can now enter the Race.
Day 14:  "Counting Eve".  Registration of Runners continues.
Day 15:  "Counting Day".  Race registration is paused.
Day 16:  The Festival of the Tree begins. Registration of Runners reopens.  
Day 17:  Second Festival Day.  Registration of Runners ends at Midnight. No new entrants are allowed after this time.
Day 18:  The Great Race begins at Noon.

The adventurers may well take up the quest for Callaghan, or explore Orn to try to determine the shape of the world.  

But what happens in Bar-Alda between Days 1 and  13?  This section summarises what happens in the first part of that period, as a tool for the referee should the players opt for some or all of their characters to stay in the elven village for the first few days, or if they return to the village from the wilderness before Day 8.

Day 2:  At Noon on this day, Gerion asks the adventurers to seek for the lost adventurer, Callaghan.

As noted in that section, towards the evening of Day 2, a young dwarf, Balar arrives in the village.  He is quiet and wary.  He may attempt to befriend any dwarf player character.

To cater for the anticipated arrivals, both Race entrants and spectators, the elves launch the first of several rafts on the Lake.

Day 3:  If they accept the quest, the adventurers will leave to seek out Callaghan.  

The elves float two more rafts, and begin fitting out all three of them.

Falco continues to build something in his new workshop.  He is hoping, it seems, to take over the whole hut.

Days 4 and 5:  Huts are built on the first three rafts, and more rafts are launched.  If the adventurers are in Bar-Alda at this time, they will be asked if they can take on some of the security patrols around the Taiga, as there is so much work to do in the village.  If they accept, Nigel will accompany them.  

For a description of the terrain, see the section on the Taiga in Three Great Forests.

The patrols may shoot occasional small game, to supplement the village diet.  However, the main job is to ensure no dangerous creatures come near to Bar-Alda.  Serious encounters are rare, maybe once every ten patrols. The following is a possible encounter table, although the referee may wish to extemporise a different, suitable challenge.

Most creatures are from the MM, except where otherwise indicated.

D100

Encounter

Notes

01

A Friendly  Maple Treant

This creature is ‘just passing through, but will stop to speak (very slowly!)

02-07

Three wild Axe Beaks

 

08-12

An Owl Bear

 

13-19

A Sabre-Toothed Tiger

 

20-30

A Giant Boar

 

31-35

Nest of Giant Centipedes

The nest must be destroyed – it contains a dozen beasts.

36

A solitary Grick

This will be hiding in the sparse undergrowth at the base of a tree

37

A Manticore

The creature will flee if it meets stiff resistance.

38-39

A pair of Scarecrows

 

40-50

An adult Crest Cat

Will not reveal their presence, but will attach themselves to anyone who appears to be a brave fighter, at least for a few days.  They may assist during moments of peril – so long as their chosen companion is not cowardly.

51

A pair of Satyrs, and a Satyr Revelmaster

 

52

A Medusa

 

53-58

A Tree Blight

This at first resembles a native tree from the Taiga, before its true form is seen.

59

A Death Dog

 

60

A pair of Worgs

 

61-63

A large Skyshark

Will simply fly overhead, above the trees, unless attacked.

64-67

A patch of Violet Fungus

Treat as four  plants

68-70

Three Gnoll Warriors

They are lost, having appeared on Orn by portal, and very cross indeed.

71-75

Green Dragon Wyrmling

Will flee if strongly challenged

76-79

A Mimic, hiding as a rotting log

What a nice spot to have a rest. Take a seat…

80-86

A Vampire Spawn

Part of the Vampire nest subsequently attacked by Chaffinch (qv)

87-90

An Allosaurus

 

91-92

Giant Constrictor Snake

 

93

A Swarm of Ravens

 

94

A pair of Blink Dogs

Just passing through…

95-98

A couple of Ettercaps

 

99

Roll twice on the table, ignoring duplicates

Represents two encounters during the patrol - dangerous

100

Roll three times on the table, ignoring duplicates

Represents three encounters during the patrol – very dangerous



In the village, Falco has been co-opted into helping with the huts. He is good at the work, but doesn't look very pleased about it. It's is taking him away from his project.  Meanwhile, Knock is feeling overwhelmed by the level of organisation required.  The elven fishermen and -women are going out more often to build up stocks.


Day 6:  The Lord of the Forest Dwarves, Kalabaxi, arrives with his retinue. (Note: This only occurs if the player characters have successfully found the Forest Dwarves beneath the Zigurrat - see The Search for the Forest Dwarves).   

Kalabaxi arrives with five other dwarves, as follows:

Exalith - his counsellor

Bergaz - a bodyguard

Rutluk - a bodyguard

Zirf - an advisor


Remember that two other Forest Dwarves, Filigor and Elagon, arrived in Bar-Alda during the adventure of The Caravan of Mystery. Thus, there will now be eight in the village altogether.



Day 7:  The new Forest Dwarves are settling in and meeting with the elves and their compatriots.

Kalabaxi presents Gerion with an Ash Bow +3.  A gift from the Forest Dwarves.




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