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Adventure Elements: The Tower of Glass and the Evil Dead

Started by Tybalt, April 07, 2007, 04:56:45 PM

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Tybalt

(This is an adventure hook--I'd like some feedback/advice on it and on how to not block the pcs' own aims while presenting it)

[spoiler]As the group of you make your way down the road towards the valley there is a wood before you--according to your map this is Gaspell Wood, bordering the villages of Whiteoak and Urlen's Creek. Mist hangs soft and grey over the valley and in the midst of the trees as you advance through them. (allow for player actions)

Coming closer you can see in the mist here and there birds flapping, cawing and croaking. There are many of them, in the trees and moving in the sky, occasionally visible through the greyness. Along with this now and then whiffs of an awful stench--excrement, blood and rot--strikes you.

(allow for player actions)

Through the trees you can see a stream weaving its way along mossy rocky banks, and here and there pallid skinned bodies of men and women in leather jack or plaids or rough homespun, hacked open or pierced with arrows or crossbow bolts. The smell is stronger and your horses do not like either the slippery banks or the smell; nostrils flaring and ears back they skitter and resist going forward. (allow for player actions)

Along the forest path approaching the villages there are more bodies, half buried in brush and ferns or slumped against the trees, some shafted with arrows like porcupines, others headless or limbless--both of soldiers of the Republic, of King Cleothas' soldiers both noble and peasant. A dead horse lies astride a path, belly bloated, teeth bared, eyes gone. Black birds cawing flap heavily away as your party nears the path.

(allow for player actions)

In the open fields beyond the wood, near the banks of the stream can be seen other bodies and also a heap of them near a mill among the sod and straw houses that form the little village of Urlen's Creek. The smell is almost unbearably (require endurance or con to keep going without spending a few rounds retching and vomiting) Nearly obscured by the mist across the valley is the dim shape of the village of Whitetree.

Here and there is a dead horse--or a wounded one as a painful and plaintive scream indicates. Black birds fly like a dark cloud through the valley--raptors, crows, ravens, descending and rising to feast on the dead. The corpses
(through spyglass or magical vision or a closer look) are of King Cleothas' men, soldiers of the Republic--specifically of the 5th Cavalry--or hobgoblins of the Black Hammer Regiment. Broken spears and lances are seen here and there sticking out of bodies of men, goblinoids and horses.

(Note: at this point the pcs will see some kind of movement there...and also moving towards the southern end of the wood at the other end of the valley)

(further Note: it is also possible to scavenge items from the battlefield--most of the really good stuff is gone and some of the bodies are stripped even of clothing, pitfiully naked and rotting. Items like say a handaxe, an unbroken spear half under a body of horse, basically items of 20gp and less value might have been overlooked)

Near Whitetree: ]You can see dark plaids and leather, two men at least with longbows moving towards a longhouse at the center of the village, and through the mist a shaggy war pony. (these are enemy scouts--the pcs are likely to recognize this)
(Note: if they go this way they find some scouts preparing their dead. The scouts will not want to fight but will if they have to. They have two snipers hiding in a house watching the valley and thus are using their observation to detect anyone's approach. If they do they ask for a temporary truce.  There are six of them, led by a 4th level ranger named Shannow. They explain that there are undead around in unusual numbers for the region and that they were ordered not to burn or bury the dead in this area. This offends them regarding their own folk and they decided to disobey orders. However they have no intention of being around after nightfall)

Near the end of the valley: (pursuit or magical detection etc determines this view:)
You can see one mounted and eight dismounted New Edomite cavalrymen (chain mail, cap helms, blue surcoat with three white stars across the breast) moving wearily through the mist. One is limping badly and leaning on a spear. The mounted one is riding a horse that even at a distance is beautiful--a dappled grey with flowing mane and tail, wonderfully clean lined and muscled. The rider has a now bedragged plume of heron feathers and is slumped in the saddle of the horse, which moves slowly as though in great pain.
(allow for player actions, however if they try to catch up...not that difficult but by this time the pcs will be in the woods...)

You can see that it is indeed Captain Ava Shalmaneser, her golden hair now bedraggled with mud and blood, she and her troops filthy. However as you approach (call out, etc) she turns along with her troops. The stench coming from them is powerful,  like to make you retch as waves of rot and filth smells hang from them like a cloud. Her face contorts in a bestial snarl. You can see that the horse's eyes are clouded and filmed over and a great open wound is in its chest, exposing bone. She screams and she and her troops attack, howling like wild beasts. (ghasts) (note: the captain is an npc the players met several times during the siege of the city of Fineberg, known for her nobility and courage)

Tracking rolls or use of magic may detect that wagons and livestock were taken away from here. However it will also detect that some kind of heavy wagon was BROUGHT here and then taken away but in another direction.[/spoiler]

I've been planning out this adventure for a while where a Lich posessing something like the Black Cauldron is making an army of undead of various kinds. In this the players may be able to find out where his phylactery is hidden and either destroy him or bribe him away. (the Lich in fact doesn't really want to be here--the King's agents captured his phylactery and are holding it)

Ultimately my plan is that the players may have to go to Glasstower anyway to steal the phylactery. It is a decent time to do it--the Autumn Market, occupation of the city and forfeiture of goods ceremonies and the re-mustering of the Celtic Army to attack Touchstone are all going on at the same time.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Numinous

I like it, and I'm especially fond of the treatment of the Lich as an NPC who can be bargained with rather than beaten down.  You're imagery is nice as well, clean yet elegant in the simplicity.  Once again, I really wish I were playing in your campaign.

Anything you need help on?
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Tybalt

My players may choose not to use tracking, may choose to attack or avoid the scouts, may figure out they are ghasts and turn or destroy them without bothering to figure out what happened...but I'd like some feedback on whether or not this is enough of a hook.

I'd also like ideas on how to tie the elements I've mentioned together :)
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Xeviat

The hook seems good. Are you looking to enspire a little horror with this, or just som grotesque mood?

One thing to remember is that PCs will usually take the hooks you give them; if your party has left hooks behind before, then you do have to be careful. You're already forcing them into a fight, and that's usually good motivation. The party will probably want to find out where the undead came from and what's going on, but they may not investigate. If they don't investigate, then keep up the pressure on them.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Tybalt

I do want to inspire horror, yes, I was hoping that seeing someone they actually knew who had become a ghoul would create that sense.

What I've kind of thought about the Tower of Glass btw is that perhaps it is going to be another hook for another further adventure rather than the big end all mystery I'd been thinking of it as.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Tybalt

The players may choose to follow the set of tracks that are more unusual...

[spoiler]Pine forest shadows the hill country leading away from the valley. Around the edges of the forest are saplings and smaller trees and open areas where woodcutters have been working. One of their huts and a pile of logs can be seen half a mile away but the area is quiet. The stench gradually dwindles as you follow the dirt road. Mist still hangs in the area and in fact you can smell the moisture in the air now; clouds are gathering above. (allow for player actions)The trail you are following is of creatures--booted mostly but a few mounted--who clearly are not afraid of being followed.

According to your map you are approaching Fort Arach--it existed in older times before the goblins were driven out of this area, and has since acted more as a watchpost for fires.
(pc actions: the bard with the group might know a little of the history and the dispositions of the fort with a really good roll. They may have learned more on their journey)

As the faint rumble of thunder is heard in the distance you can see up through the trees that on one of the hills is a mossy old worn looking motte and bailey fortification, the walls of spike topped logs and the fort itself little more than a big square tower...(allow for player actions)[/spoiler]

This is my introduction to the pcs arrival at Fort Arach--basically the small watch assigned to it were killed by the King's henchmen and the place was designated for the lich's undead creation lab. The heavy tracks are from a wagon train that was used to bring corpses from the battlefield to the lab.

Lich plot explanation:
[spoiler]Essentially hobgoblin and human warriors will try to watch the trail as best they can and try to snipe at anyone who approaches. They will use some already created zombies to draw fire, having dressed them up as guards--in New Edomite uniforms. They try to bluff anyone approaching by this means at first but will shoot from behind them if they can.

One advantage to the pcs will be that the lich is somewhat hostile to his watchers and will only reluctantly try to defend the place. He was promised magical items from the siege of Fineberg and is greatly disappointed that not even this rather minor reward (from his point of view) is forthcoming. Because of this he will try to negotiate.

He is frustrated by the situation with his phylactery--he believes that it is being held in some kind of magical receptacle that doesn't enable him to detect it. What he does have is a list of spellcasters that are of any repute and with the King's forces, which he will give the players if they agree to help him recover it. If they are smart enough to insist he will promise to not be further involved in the war and go home once he gets it back. (he will keep this promise--this war is nothing to him)

While he does not have his full spell repertoire he will certainly have enough spells to badly damage the group.[/spoiler]

Glasstower:
The approach to the city has the following observations and encounters:

1. Villages in the area slowly recovering. The locals are resigned to being ruled by others--somewhat. They are mostly starting to rebuild damaged houses and barns, finish their harvest--which is damaged by foraging forces and animals. They are gloomy about this and bleakly bitter towards any New Edomite troops they meet. Some are not above reporting any sightings of such to the enemy. Others may be wildly angry or sympathetic and eager to 'join up'. Most however will be older men, boys, some women not in the militia. (likely rather young or old)

2. Some villagers that were not hit by enemy foragers or forced to retreat and burn their goods by their own side are making their way towards Glasstower--the Autumn Market is coming up and after they need to provide for their families, war or not. They have in this case been visited by bards or messengers informing them that they must peacefully accept that the region has been conquered by the armies of King Cleothas.

3. Enemy patrols in the area, mostly those of Lord Taran, who has been made Provost of Glasstower.

4. Rogues; either enemy units acting in a dastardly fashion or New Edomites who are stragglers/bandits, probably without an officer, living off the land and hoping to evade capture.

5. Stray undead or hobgoblins.

6. Farmers and herdsmen are approaching the city to be let in to market. Pars of the city are ruined by fire and other damage, but much of the actual debris has been cleared and is being either used to repair a damaged wall and gate or else is being used for firewood, building houses, etc. Lord Taran, a King's paxman, is in control of the city.

7. *special note* People in Glasstower have mixed feelings about the Republic at the moment, as stated of the villagers above. Some believe that the war is not over yet and while not willing to rise in open rebellion (most of those able to serve in war are frankly dead or gone for the most part) might help disguise, hide or inform patriots they meet. Others are neutral and just want no trouble--this would be most of the citizenry. Some are neutral in a little more friendly to the enemy way--after all the enemy are present, while the Republic's forces are gone. Still others think they might prefer the enemy. In particular are those who feel they can make a lot of money or even gain favour with the enemy in some ways. This is a dangerous place to be right now for New Edomite patriots. Note: elves of Lioslinn or the Carnmag Forest, Dwarves of Svartaheim, Gnomes of Nibelheim, and Lizardfolk are also considered allies of New Edom unless proven otherwise.

The Two Lords of Glasstower

[spoiler]Glasstower was forced to surrender, but was not overrun like Harbourtown. Therefore the King has permitted the people to live as they did before but under his laws. He required them to give a quarter of their goods up and to provide services to some extent for the army. In turn he promised that any of his forces who committed acts of theft, rape or other brutality would be hanged. Lord Taran, a rather stern and cold man, was appointed Provost, known to be unyielding in matters of law and custom and a solid commander. One of his tasks is inventorying all the tributary goods and organizing them for shipment to the army as it marches north on Touchstone.

The other lord of Glasstower is Lord Fessen, a second cousin to King Obed the Deceased, former King of New Edom, and claimant to the throne, such as it is. He is a middle aged aristocrat who fled the uprising that formed the Republic and managed to survive at various courts and cities. He is backed partly by Cleothas but also by certain Yasg merchants who hope to gain a great deal of capital from the region. Fessen knows he is mocked behind his back as the Beggar Prince of Edom, that he is a joke to Cleothas' courtiers. At the same time Cleothas is using him in part as a gamble; if he is accepted at all as a local ruler then Cleothas will simply keep him as a puppet. If not he will fob him off with Glasstower as a source of revenue--which he will require to give of to the King as his duty--and leave Taran as a Provost indefinately.

Fessen is not stupid nor weak personally; he has been very unlucky and his money all comes from the King's reluctant purse and from the Yasg merchants. He recently married the daughter of one of the King's paxmen and she is present as well with a number of knights and warriors who are obviously meant to keep an eye on him.

He does have an ace up his sleeve; he has certain ancient scrolls that might indicate the truth of how the Glass Tower functions, its possible origins and purpose. If he could command such power he might be able to enter it and then truly be seen as a great man in his former country--and attain a crown in his own right. he also has two Yasg merchant-venturers as advisors, who will be willing to help him to a point as they hope he will have more income, and 20 mercenary soldiers he hired. [/spoiler]

Intelligence for the Area

1. Forgaing groups (amounting to around 900 troops) are heading to northeastern New Edom in a few days in three main columns.

2. About 100 archers, 300 footmen and 100 mounted troops are in Glasstower itself.

3. The phylactery is apparently in the custody of another group of exiles, the Circle of Expectation.

The Circle of Expectation
[spoiler]
Mostly this is a cult that believes that the Tower contains a god that will bring them salvation in a time of great need. Some rather more sophisticated members of the group philosophize about the Tower and what it may contain, but mostly it is ordinary folk who now and then do vigils with white candles around the Tower, which is surrounded at present by a rather pretty public green where markets and festivals are held--though there is always a respectful amount of space around the Tower.

The legend of its protection is impressive to the occupying force, and currently some druids are exhausting themselves trying to figure out how to get in. The Circle smugly watches this believing that the 'unrighteous' will not be able to get in at all.

However their leadership is a little more curious. In former times they were advisors to the King, Obed, and were psions and psionic warriors who were aware of psychic energies coming from the Tower but were unable to do more than detect that. They were mostly slaughtered by Lord Aholibamah and other wizards and clerics during the uprising and the remainder hid or fled. It was they who created the cult. While it is not much of an army--mostly made up of ordinary city folk--it is certain a means for information and hiding places. The leadership is small--about 9 Psions and 2 Psionic Warriors--and they are called Visionaries. The membership of the cult have special crystal tower pendants they keep hidden and are resonant. To the cult this is proof of divinity, that they feel a sense of bliss as they touch the pendant. To the 'Visionaries' it is proof that it was made by one of their number.

They intend to contact Fessen--he has visited a few sages in town as discreetly as possible but one has a scribe who is a member of the Circle who reported it. They would prefer to just use their abilities to take the scrolls but they might prefer to just use him and if things go wrong have him take the brunt of things. They believe anyway that a non psionic will be unable to use whatever information/gifts/glorious benefits exist within the Tower...[/spoiler]

BTW I'd appreciate any ideas to further develop this stuff or to develop the actual leaders of the Circle of Expectation.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733