This is an adventure that takes place in the elven village, Bar-Alda. Although it should not require more than one game session to play, it takes place over several days in the village.
Running this Adventure
This adventure takes place in the days following the Eccles Incursion.
(However, if that adventure has been skipped by the players (or, indeed, the referee), no matter. This adventure can be slotted in after the Trip to the Ironwood instead).
The adventure is structured at least in part as a murder mystery, with the characters in the role of the detective. It is therefore very important for the referee to keep a day-by-day journal of what happens in the game, as well as detailed maps of the village, and also where the players' characters and the NPCs reside. At particular times, as events unfold, the locations of individuals will become important for the solution of the crimes.
Events for ten days are suggested in detail below. Of course, if the player characters can solve the mystery and stop the villainous acolytes of the Wyld Woodlands before the tenth day, then calm will descend on the village again and the remaining events can be halted.
Alternatively, the referee may have to develop further events after day ten, if the characters have been more Clouseau than Poirot. Or it may be necessary to drop extra clues if they really have trouble. Another option would be to have an NPC lead the investigation?
In any case, by day fifteen Jane and Kendrik will secretly leave, with their task of destabilising the village complete.
Introduction
As the number of portals increase, and more individuals arrive on Orn - and further, as the preparations for the
Great Race warm up - more and more people are arriving at the village. In partial response, work is being planned to expand the village, via a series of rafts across the Lake, and Nock has been promoted to Port Controller (essentially, a customs official), charged with registering new arrivals in the village.
It may have become clear to the characters by now that Orn, at this stage in its 100-year cycle of Great Seasons, is a place of refugees. People and creatures have arrived on Orn without volition and without choice. As Orn begins its repopulation, it is, for this moment, a place of some sadness. Many of those refugees have left loved ones and families behind, and yearn for their past lives.
If the adventurers have encountered and saved the satyr Elpida in a past adventure, they may well be aware of this. Or they may have had a previous conversation with Imra, who was rescued by Nigel near the Wyldwood.
Aldo Conjugate, the self-styled wise priest of Orn, has realised
this, and has begun touring the wider lands of Orn. He offers help and succour to
those who have recently arrived on the world, claiming to provide spiritual guidance,
as well as physical guidance to the elves.
His arrival occasions a certain busyness around the village, as the elves prepare to receive his ragtag band.
The key challenge for the adventurers is that this group contains some liars and spies amongst the victims and reluctant travellers. There are two disguised acolytes of the Witches of the Wyldwoods, who are keen to spy out the secrets of the village, but more importantly, they aim to cause disruption and sow trouble. They look to lower morale and sow distrust.
There are also three members of a gang of female thieves who will try to slide into Bar-Aldan society. Their main goal is to steal the prizes awarded in the Great Race in a few weeks' time. In the interim, they will aim to keep a low profile. Imra is in reality another member of the gang. She is already working in the kitchens of the village, having been ‘rescued’ by Nigel. She will help to direct suspicion away from these new arrivals. Although they are in reality quite powerful, the thieves will remain quiet and undemonstrative.
As an added complication, a few days after the player characters' return from the Ziggurat, some of the individuals they left there (eg the Kenku, Ziza or Jarred the wererat) will independently make their way to the village – either as part of the caravan party or separately. Suspicion may also fall on them.
The Caravan
The caravan is a large, eight-wheeled covered cart made of wood,
pulled by a pair of matched giant aurochs. Dimensions
are 40’ long by 15’ wide and 15’ high.
The base is 5’ off the ground.
The wheels are ironwood, shod in iron. It can just get over a root of the Great Oak, moving up and down the wooden slopes, to enter the village.
It is owned and driven by the dragonborn, one-eyed, self-styled ‘Priest of Orn,’ Aldo Conjugate.
His two assistants are Impoids, called Knife and Dagger, who follow him as a father.
Impoid Small imp-like creature without wings, CN, Description and Behaviour
The cart contains basic living equipment (pots, pans, food, bedding, etc) as well as a sketch map of one of Orn’s unique, massive trees. It shows a smooth trunk up to cloud level, then just a few thick branches, with flying creatures zooming in and out (dragons, large birds, humanoids), followed at the summit by a large canopy labelled Heaven.
Rolled tightly and stored in a floor compartment is a tapestry of prediction (this can predict weather and major attacks up to 24 hours in advance, and will warn of existential threats up to 6 weeks away; requires attunement).
The Refugees
Walking alongside the caravan are a group of people who have been
found and collected by Aldo on his travels:
- Luornuo, a young female hobbit, dressed in orange and purple, and wearing a short sword.
- Tin-Ya, a female gith, dark-haired and wearing grey and white robes.
- Saloo, a young female half-elf, black-haired, in a green cloak and chronically shy.
- Kendrik, a teenaged human, wearing shabby clothing
- Jane, young girl in shabby clothes - Kendrik's seven-year-old sister.
- Alan Barnes, a human farmer
- Mary Barnes, Alan Barnes' wife
- Tom Barnes, the sixteen-year-old son of Alan and Mary, a trainee blacksmith
- Susan Barnes, the fourteen-year-old daughter of Alan and Mary.
- Ugbod, an elderly orc beggar
- Filigor, forest dwarf, claims to have been sent by Kalabaxi to establish relationships with Bar-Alda - travelling with the caravan, hence not really a refugee.
- Elagon, companion of Filigor, with the same story.
Events in the Village
What follows is a framework, which the referee can build on as she or he sees fit.
The level of information provided, and how the adventure plays out, will of course depend upon the behaviour of the players and their characters.
Day 0:
The last adventure the players had (usually the Eccles Incursion). They return to the village.
If they have the steampunk 'walker' with them, it attracts attention. The elves are interested, especially Kendrion - and also Falco and Imra.
(The referee may also decide to introduce Ziza from the Ziggurat adventure at this point. The tabaxi will walk in over one of the roots of the Great Oak. She will be present when the adventurers return from their travels).
If Jarred joined the characters when they returned from the Ziggurat, he will still be in the village. An argument will ensue - Ziza will call him out as a were-rat, while he will accuse the tabaxi of being untrustworthy and criminal, after she imprisoned him in the Ziggurat. If not, this confrontation can be delayed until he appears in Bar-Alda some time after this adventure.
While the characters have been away, there has been a major falling out between Bolsano and Falco. The latter is considering setting up for himself.
Nock tells the adventurers of his promotion.
Day 1:
The arrival of the Caravan in late morning, including all of the refugees. Introductions, settling in, meetings, etc. take place.
Aldo heads for the lakeside and make great show of offering a prayer of thanks to Orn for the safe arrival of the caravan.
Jane and Kendrik will stay with the Barnes family, who have volunteered to care for them. They are concerned about leaving such young children alone. Both seem withdrawn and shy.
The referee should roleplay the allocation of huts in the Village Below. This will help establish who is where in the players' minds. The sketch map below offers a key that can be used
2. This is where Aldo parks his huge caravan. While in the village, he sleeps in his caravan.
3. Nock's house. Stone built, two stories.
6. Kendrion's workshop. Flea sleeps here at night.
7. Bolsano has taken this two-storey wooden building as a workshop. He sleeps on the upper floor with his wife and Garibaldi
8. A shared workshop area. Falco is negotiating to use some space in it.
9. Single storey accommodation. Empty before the caravan arrives
10. Double storey wooden accommodation
11. A small, single storey hut. Nigel sleeps here, with Ruby outside.
12. The accommodation of Isadora, the gnome ambassador. Single storey. A guard is usually posted outside.
13. Single storey wooden accommodation.
14. Double storey wooden building, with a barn area beneath and accommodation above.
15. As 10.
16. As 13.
17. Dilapidated single-story, wooden accommodation
18. Single story wooden building, occupied by Imra, and Elpida if she has been encountered.
19. As 13
20. The platform that leads to the Village above.
(In the absence of any strong engagement or preferences, it is suggested that the spare buildings be allocated as follows: 9 - Filligor and Elagon; 10: The farmers (the Barnes family), Kendrik and Jane; 13.Luornuo; 14. The adventurers; 16: Tin-ya; 17: Saloo; 19: Ugbod. Whatever arrangements are made, Luorno, Tin-ya and Saloo will not want to lodge together. And no-one wants to share with Ugbod. Referees should not forget that if Ziza has arrived beforehand, she will also require accommodation).
In the middle of the afternoon, there will be a brief welcoming ceremony with the Forest Dwarves, as there was with Isadora, the Gnome envoy (see The Elven Village).
Aldo will lead further prayers at the lakeside as the light lessens. Few will attend.
The refugees will have the barter economy of the village explained to them, and there will be a meal and drinks at the bar-cafe in the evening.
The Barnes family are quiet, discussing things amongst themselves.
Ugbod looks uncomfortable.
Jane and Kendrik are withdrawn, and retire early to bed.
The beer in the bar/cafe is still wonderful. Alan Barnes will comment on it.
A few elves mention the Great Race - due to begin in a few weeks. There is also some discussion about the absence of Callaghan. He has been missing several days - but this has happened before, he always turns up.
After a relatively long evening, all retire. As usual, a few elven guards are placed around the village and there are occasional patrols.
Day 2:
(Note: the following section assumes that Ruby survived the Eccles Incursion. If she died there, than her body will have been brought back to the village, and Day 2 is spent organising her funeral. Nigel is still very upset).
The Death of Ruby
Early in the morning, Nigel's steed, the valiant battle ostrich Ruby is found dead outside his simple hut. He put out her feed before he retired, and she seemed in fine form then. There are no marks of violence on her.
Investigating thoroughly, it may be noticed that there are some discoloured stains on her beak.
Nigel is distraught - he knew her as an egg, and nurtured her. She was in rude health the evening before.
There was no cry in the night.
What has happened to her?
Various people from the village console Nigel - including Imra (who is keeping up the cover story that he saved her and she is indebted to him). Nock offers him a brusque, manly hug.
Nigel eventually gets himself together enough to start planning an heroic funeral for her.
Meanwhile, Alan Barnes has volunteered to work in the fields, while his wife, Mary is helping in the kitchens for the time being. Tom Barnes has been visiting the boat builders and craftsmen, and seems particularly taken by Kendrion's workshop.
Ugbod has announced that he would like to help with the fishing - but he has no equipment. It seems this won't be a problem to the elves.
Tin-Ya begins to work in the fields, notably the fruit trees and herb gardens. She seems to know what she is doing.
What actually happened?
Under instruction from Jane (aka Maglor), Kendrik (Sliglan) turned invisible, and crept out when all was quiet. A sleep spell from the former ensured the Barnes family remained asleep and were not disturbed. Kendrik tipped poison into the ostrich's remaining feed and returned to their hut.
By morning, she had gobbled up pretty much all of her feed, which claimed her life.
Day 3:
The Funeral of Ruby
In the morning, Nigel takes a small raft from the shipbuilders and builds a pyre for Ruby. Then, just before noon, her body is carried through the village and lain across it with her bejewelled bridle and saddle. Many of the villagers have turned out to show support, as have many of the new arrivals.
The pyre-laden raft is launched onto the lake (from point 4 on the map). The mists have lifted a fraction, and visibility is marginally better than previously. Once the raft is 30 yards out Nigel fires the first flaming arrow into the pyre. Other watchers follow suit - some of the player characters may also join in this memorial act. The flames slowly catch.
Horrifyingly, around forty yards out, the flaming body of Ruby is seen to rise up, look around, and jump into the waters of the Lake, leaving the raft burning away with no occupant.
For the rest of the day, the village reacts to the shocking appearance of the undead ostrich. Elven guards take out fishing boats and search the near quarters of the Lake, while rumours circulate about what happened.
Luorno offers to help with the patrols.
Speculation is rife. Where was everyone when it happened? Was Aldo praying when the bird leapt up? What will Gerion do?
Was it something to do with the steampunk walker? Or Ziza?
Day 4:
Kenku and Murder
During the day, a group of Kenku (from the Ziggurat, assuming they survived) arrive in the village. They will recognise the player characters - and flock to them.
They will be billeted in the village below (probably #15). They are very noisy neighbours.
Nigel is mentally low; he is going downhill fast. The loss of Ruby has affected him, and the villains have been using an occasional quiet message spell to whisper that much of it is his fault.
Tom Barnes begins a few trial days in Kendrion's workshop. Ugbod has his first trip out with a group of fisher-elves. 'Just watching' to begin with.
Imra is trying to work out who the villains are, and there have been surreptitious conversations with the others in the gang of thieves. They don’t want to intervene, as it may reveal their identities, but there is an obvious risk to the Race, and their planned robbery. They decide to watch what is happening, and to try and discover - and reveal - the culprits without being seen to get involved.
That night, an elf guard, Haldlas, is found murdered near the kitchens at point (1) on the map. He has been stabbed many times.
Saloo has mostly been staying in her hut.
The body is taken to the village above by the elves, in mourning, and also in part to forestall another zombie animation.
Elf patrols are extremely active throughout the remainder of the night. They are now travelling in pairs and threesomes.
What actually happened?
The guard was killed by a magic missile and cloud of daggers cast by Kendrik, who then turned invisible to escape. He uses a sorcerous point to double the range of the latter (to 120’).
Day 5:
Curfew
There are lots of discussions through the day. Gerion urges calm (but he has no answer to the problem - just that investigations are taking place). People are anxious.
He announces that there will be a curfew at roughly 10pm, and the only individuals allowed out in the Village Below after that time are the elven guards.
Falco begins setting up his new workshop in an area of the shared hut at (8). There is a lot of wood being carried around.
Nock has tried to comfort Nigel, but the latter is at risk of falling into a pit of black depression.
Although the Barnes family are still extremely anxious, and want to find a way home, they like the fresh air of Orn and are sleeping well.
Bolsano, his wife and Bruno also want to return to their home. This seemingly safe village is far from secure. But can find no-one who can offer a route back to Ixixion.
Ugbod is being cautious, and sticking closely to his dwelling (because 'people always blame the Orc'). He has stopped aspiring to be a fisherman (and so far none of the elves has noticed that some twine and other small pieces of fishing equipment have gone missing).
That evening, while fewer go to the cafe/bar, more beer is drunk.
Nothing happens in the night, apart from the reappearance of the zombie Ruby, if she hasn't been dealt with.
What really happened?
The surprisingly excellent sleep of the Barnes family is caused by a Sleep spell each night, to allow Jane and Kendrik the freedom to plot and act. The zombie Ruby is controlled from a distance by Jane. She will send it where it will cause most fear and disruption.
Day 6:
Aldo Departs
Mid-morning, Aldo departs with the impoids Dagger and Knife. If suspicion has fallen on him, the player characters might wish to stop him 'escaping'. No-one else suspects him.
Nigel is still worse after a troubled sleep. He is also now blaming himself for the death of the elf.
Tom Barnes has started work in Kendrion's workshop.
All day there are noises of construction from Falco's hut.
The night is quiet, apart from the appearance of the zombie Ruby (if she hasn't already been dealt with)
What actually happened?
That evening, Jane, made invisible by her co-conspirator, attempts to gain access to the kitchens to blight some of the food stores. But there are too many guards and other people around, so she gives up.
Nothing further happens that night (pace the zombie Ruby, which Jane welcomes and sends aarounf=d the village before it returns to the Lake).
The gang of thieves maintain watchful waiting.
Day 7:
Darkness and Fire
The murdered elf (Haldlas) is committed to the Lake in a simple ceremony that morning. The inhabitants of the village below are asked to keep a respectful distance.
Imra attempts to act as a ‘good angel’ – sending bolstering thoughts to Nigel.
If she hasn't arrived already, Ziza the tabaxi arrives, via a Root of the Great Oak. If Jarred is there, the arguments can begin. Will he become a suspect? Otherwise she will look for somewhere to stay.
Somehow, people are trying to get back to normal. Maybe the weirdness has ended? Or maybe the curfew is working?
Saloo appears briefly in the bar/cafe in the afternoon, supported by Mary Barnes. She stays for about half an hour, but speaks little.
An argument breaks out during the day between some of the elven fisher-folk and Ugbod - this is more about his behaviour - they haven't spotted the thievery. They suggest to Gerion that he should be locked up.
But, that night, just before the curfew, the café is covered by an area of darkness – this causes great upset, as darkness is so unusual on Orn - and while it is being addressed, a fire is kindled in Bolsano’s workshop.
One of the Kenku sees Falco casting the darkness spell. Well, they could see it was a hobbit - but was it Falco or Luornuo? They discuss it amongst themselves.
What really happened?
The changeling Jane polymorphed into a representation of the hobbit, Falco, to get close enough to the café to set the darkness spell.
She then maintained the spell, while remaining in hiding. While this is causing a stir in the village below, and attracting the guards, Kendrik, invisible, set a fire in Bolsano’s stores. They return quickly to the Barnes' hut. As well as sowing dismay, they are also hoping to start a further row between Falco and Bolsano.
Day 8:
Kenku and Murder, Again
During the day, the DM can gameplay the Kenku attempting to relay what it saw to the player characters. Remember, they understand common, but can only speak through mimicry. They can choose what words to repeat, but what they can say depends totally upon what they are asked.
Does suspicion fall on Falco? Or maybe Luornuo? If the latter then what do the gang of thieves do?
If told what the Kenku saw, Gerion may imprison them both 'for safekeeping'.
The darkness and the fire have unsettled the villagers again. Bolsano is refusing to speak to Falco.
Tom Barnes is seen having a quiet drink with Flea (who doesn't normally frequent the cafe/bar) and Nock.
Most people head for their beds well before the curfew.
That night an elf guard, Darfin, dies while standing safely between two companions. His body is shriveled - as though it has been drained of water. His fellow guards, Vaeril and Lhoris, see a ghostly apparition of Ruby appear above his body. It smells and sounds like the bird did in life. The figure quickly heads off in the direction of the prison. If successfully attacked, it will seem to die, but then the creature's body will fade away.
What Really Happened?
Jane and Kendrik again. Darfin is killed through the use of a Blight spell, and the ghostly Ruby was a Major Image. Both cast from hiding.
Day 9:
Attack on Nock and more Murder
This new murder has substantially heightened the already febrile atmosphere of the Village. Random arguments break out, and people continually look around nervously.
During the day, Gerion calls an open-air meeting, urging calm. But apart from more vigilance, there is little practical hope he can offer. Guard patrols are increased again.
As the gathering begins to break up, Nock collapses (another Blight spell) – it doesn’t kill him, but leaves him ill and drained.
After the meeting, if he is on good terms with the adventurers, Gerion may tell them that he has sent for his sons to help out, as he believe that they have skills that could help. However, they are unlikely to arrive for a few days or even weeks.
That evening, Imra works on Nigel’s mind, to encourage him to believe his ‘bad angel’ is Jane.
Early in the night, another guard, Aeson, is murdered. One of his fellows, Syvis, see him being surrounded by a cloud of flying objects just beforehand, and then Syvis himself runs amok, attacking people randomly for the next thirty seconds, or until stopped.
Later, the ghostly ‘spirit of Ruby’ is seen again.
What really happened?
Jane and Kendrik again use cloud of daggers and magic missile to kill Aeson. They use Crown of Madness to drive Syvis into his amok rampage.
Day 10:
The Ghostly Hare
The village is very subdued.
During the day, Kendrion congratulates Alan Barnes on how his son is doing at the carpenters.
Saloo comes out of her shell a little, and offers to work as an assitant to Bolsano. He seems grateful.
Ugbod suggests to anyone in hearing that he is looking to leave, and would anyone accompany him? No-one takes him up on the offer. He stays in the village.
In the eveing the eerie, fear-inducing Ghost Hare appears overhead, runs through the café/bar and disappears over one of the Roots (towards the left if looking from village to lake). If tracked, it appears to be heading broadly 35 degrees away from the line of the Lake.
This causes some turmoil amongst the elves in the village, as there is an ancient story (from many cycles back) of the Curse of the Hare, which cause the demise of the elves and the Gith empire to rise again. The story goes that when the Hare is seen, the elves will fail.
What really happened?
In actuality, this was another illusion, cast by Jane; Kendrik discovered the myth while chatting with elves in the workshops.
Optional Day 11?:
A Battle
This is a suggestion for an ending of the mystery at day 11, if the adventurers and other inhabitants of Bar-Alda have failed to solve the puzzle so far.
---
There is some discussion amongst the elves of abandoning the Village Below for a while. But how would that help if they are cursed? The chat comes to nothing.
Nigel, emboldened and bolstered by Imra, decides to confront Jane privately in the Barnes' lodgings while they are out. If necessary, Tin-Ya will delay Kendrik with a pointless conversation about the Kenku.
Jane will attempt to Suggest to Nigel that he is wrong, and has been led astray by someone else. Possibly one of the player characters. She suggests he should ask Nock for help.
Jane’s goal will be to deflect any suspicion (while planning Nigel’s eventual death).
How well will Jane be able to convince Nigel? If he keeps pressing, Jane will begin to fake tears, and accuse him of being a bully and says she'll tell Mr Farmer.
It is possible that Nigel will back down. However, it is possible that with Imra's support he has enough willpower to face Jane down.
In which case she will strike.
If it comes to combat, she will cast blade ward and use crown of madness, magic missile, blindness and vampiric touch in an attempt to defeat him.
Nigel will cast Shield of Faith and use Divine Smite and Channel Divinity to attempt to defeat her.
However, Jane will have a major advantage, as Nigel will not enter combat with an apparent young girl willingly.
The best thing for Nigel will be if the battle spreads out into the rest of the village, as others may then intervene...
The remaining confusion should be relatively straightforward for the referee to organise, depending upon who is around. For example, the Barnes family will side with Jane (as of course will Kendrik). Nock and several of the elves will support Nigel.
Who will the player characters side with?
The Departure
Whenever she suspects that Kendrick and herself have been discovered, Jane will attempt to flee by the use of a fly spell, causing as much chaos as possible while doing so.
If free, Kendrik will target a cloud of daggers at a group of individuals. If pressured, he will cast Arms of Hadar. He will attempt to sow confusion, so that he can turn invisible and attempt to slink away.
If Jane is killed, Jane's features will change, and she will be revealed as a changeling. Kendrik, of course, will remain unaltered.
If captured alive, they will claim they were forced to do these evil things by 'the Wizard of the Amphitheatre'. This is of course untrue; in reality they are acolytes of the denizens of the Wyldwoods.
Otherwise, after fifteen days in the village, they will quietly leave anyway, leaving chaos as their legacy.

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