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Act Three: Vingaard Horrors

Scene One: Marda's Vision

The scene, which details a key event on the trip to Vingaard, occurs either directly following Act One or after the heroes have left Relgoth at the end of Act Two.

Overview

While traveling toward Vingaard Keep, Marda, the heroes' barbarian companion, seems gripped by a strange seizure. This episode may teach the group something about the spawning process.

Getting Started

The map on the back of this book shows Vingaard's location. The Knight's High Road, several leagues north of Relgoth (or the heroes' camp) offers the most direct route. Of course, the group may wish to avoid commonly traveled roads, fearing Dark Knight patrols.

First Impressions

Unless the Narrator wants to create other events to further a subplot of his own devising, the journey unfolds uneventfully until the party is one day from Vingaard. Just before it becomes time to camp for the night, Marda experiences some form of attack.

As another splendid sunset lights the heavens of Krynn ablaze, Marda suddenly lets out a shriek and tumbles to her knees. She scrambles across the dry ground in apparent terror and panic, entangling her thrashing legs in her voluminous skirts. Finally she manages to get to her feel, then dashes off, running full tilt across the countryside and screaming hysterically.

The Story Continues

Presumably, one or more of the heroes will pursue Marda, who has run over the crest of a hill, collapsed, and curled into a fetal position. She lies shivering violently and sobbing softly, making no response if anyone calls her name or touches her. Heroes with a Spirit code of "A" or "B" can sense the turmoil within her. Even without casting a spell, those practiced in the mentalism or sensitivity can feel her terror as a physical ache in their own bodies. It's as though Marda exudes psychic pain.

A Citadel mystic may have once seen a comrade help someone in a similar state. Another hero might attempt to assist Marda by using mentalism or sensitivity to see into her mind, find out what has terrorized her, and calm her. In doing so, however, the hero opens himself up to an involuntary response from Marda's latent mystic powers: As mentioned in Act One, she is a powerful spiritualist, but has no control over her abilities.

Marda's Story

In time, Marda regains her senses, but remembers nothing of what set her off. She had no idea she was conveying her pain to anyone else, she moans.

At the heroes' urging, Marda tearfully reveals that when the Dark Knight who abducted her brother imprisoned her, draconians subjected her to a variety of tortures, claiming they wanted to "harden" her. If she hadn't managed to escape when she did, she'd have gone insane, she says - she had begun seeing and hearing things that weren't there.

Atmosphere

As this scene unfolds, the Narrator should shift the mood from serenity to confusion to terror to sympathy for Marda's plight. The final act of Storm Over Krynn will only get darker, and this scene sets the stage.

Actions

Pursuing Marda automatically succeeds, assuming the heroes chase her immediately. If not, the Narrator may call for an average Perception action from those who attempt to track her.

Should a mystic wish to reach out and touch her mind in an attempt to soothe her or determine what is happening to her, the Narrator should require a random draw. What happens next depends on the aura of the card drawn.

- White aura: Marda's uncontrolled power of the heart has drawn the hero into a vision of the events that awoke these powers and continue to disturb her. The hero experiences the events recounted in "The Vision," below, as though he has been transported to that very time and place. When the vision ends, he finds himself lying on the ground, surrounded by concerned friends.
- Red aura: The hero, locked in a fight with Marda's subconscious will, sees a vague impression of the vision described below. (The Narrator chooses what to reveal.) Then he feels a stab of pain and falls unconscious for a number of minutes equal to the card's face value. He awakens disoriented, with terror filling his heart.
- Black aura: The hero brings Marda back to consciousness but he could gain no clue to the cause of her seizure.

The Vision

The smells of fear, human sweat, and rotting flesh assault the hero. He feels the tight leather restraints keeping him tied to a hard, wooden plank, and the cold metal of the brace that prevents him from turning his head.

The horrid fanged visage of a Sivak draconian comes into view. "My lord wants to see how this little beauty affects you," it hisses. "You are not a warrior, but perhaps we may harden you in a different way."

A clawed hand comes into view. It holds a writhing creature that looks like an earthworm with tiny barbs all over its body and a stinger on its tail. With the other hand, the draconian forces the hero's mouth open and drops the creature in. Pain sears the hero as the barbed worm slithers down his throat. Then he tastes blood in his mouth...

Characters

Marda plays an active part in this scene, although the elves from the Epilogue, Scene One, may be along if the heroes rescued them in Act Two.

Marda: Human adult female, reserved demeanor, Adventurer. Ag 8A, Dx 9B, St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power.

Outcome

The adventure continues in Scene Two.

Scene Two: Vingaard

About a day after the events of Scene One, the heroes reach Vingaard.

Overview

This scene describes a pirate haven on the Vingaard River, as well as meetings with some potential allies there.

Getting Started

The "river pirate" role in Chapter One of Cloak and Dagger offers insight into the local character.

First Impressions

Most of Vingaard was destroyed in the War of the Lance. When the Blue Dragonarmy withdrew, pirates claimed what was left. From a small rise nearby, heroes can get a look at this river town.

Not much remains of Vingaard's former glory: once grand neighborhoods fallen to rubble, shadowed by the battered, fire-blacked hulk of Vingaard Keep perched high on a hill. It looks like new buildings have sprung up near the docks on the shore of the Vingaard River, but they are little more than shacks. "I've heard this called a pirate town," Marda says. "They live and die on their boats, not on land."

The Story Continues

While in town, Marda hopes to find Knight-Officer Nikoles, the Knight who took her brother. Asking the right people reveals that he and his talon recently took passage upriver to their camp, the Knight's Spur - with the lad a slave among their prisoners. The sidebar on pages 34 and 35 explains how the heroes come by this information.

The fiercely independent pirates love to harass outsiders, be they dragon minions or freedom fighters, by subjecting them to verbal abuse and challenges. However, if an outsider offers witty retorts or bravely stands his ground, the hostile facade melts and the pirates welcome the newcomer.

Atmosphere

This port has the rough-and-tumble air of a pirate town like those portrayed in the movies Against All Flags, Cutthroat Island, and Captain Blood.

Actions

An easy Presence (Spirit) action lets a hero with a wealth score of 5 secure river passage for the party from a pirate captain.

Characters

Pirates' flamboyant personalities make them brash, demonstrative folk but, oddly, they dress in practical styles and subdued colors. Ship and family remain the most important things to them - if a hero really wants to insult a pirate, those are the prime targets.

Heroes may meet pirates, both men and women, almost anywhere in town. Typical crews consist of adult and teen-aged members of the same family, as well as spouses of children who have yet to secure a ship of their own. These tight-knit groups follow their captain - head of ship and family - in all things.

Ship's captain: Human adults, independent demeanors, Adventurers. Co 6, Ph 7, In 7, Es 6, Dmg +5 (sabre), Def -2 (leather).

Ship's crew: Human youths and adults, loyal demeanors, Novices and Adventurers. Co 6, Ph 5, In 5, Es 6, Dmg +5 (sabre), Def -2 (leather).

Marda: Human adultfemale, reserved demeanor, Adventurer. Ag SA, Dx 9B, St 5c, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power.

Outcome

When the heroes have secured passage upriver, they continue with Scene Three.


Areas of Town

This sidebar, divided into sections that correspond to the map on the previous page, can help Narrators create the heroes' visit to Vingaard based on where they decide to go first.

Toll Station

Prior to the War of the Lance, those using the Knight's High Road would enter town at a small fort on the west side of town. At this toll station, tax collectors would ask a fee from merchants and travelers to maintain town coffers and contribute to the Solamnic treasury. The river pirates have dispensed with the practice, however, leaving the toll station abandoned.

Vingaard Keep

South of the toll station lies the great fortress called Vingaard Keep. It fell to the Blue Dragonarmy during the War of the Lance, early in the Blue Lady's efforts to conquer Solamnia. While it was an important strategic goal, some said that taking the keep settled a personal score for the Highlord. Raderic Tankreed, then lord of Vingaard, reportedly surrendered the keep to the Blue Lady without a fight, but she set it ablaze nonetheless, tore down parts of its walls, and hung Tankreed and his immediate family along the Keep Road.

A secret group of Solamnic Knights operates out of the mostly-ruined keep, by the grace of the river pirates who keep their presence secret from Side's minions. These Knights watch Nightlund's unnerving shadows across the river for clues to explain the increase in roving undead monsters, which plagues travelers along the Vingaard today.

Sir Connor Heth, this group's Sword Knight leader, dislikes the rambunctious pirates. If he thought he could do so without incurring the wrath of the Blue Dragon, he would attempt to drive them from the ruins of Vingaard and reclaim this former Solamnian river port.

Sir Connor Heth: Human middle-aged male, determined demeanor, Champion. Co 7, Ph 8, In 5, Es 6 (36), Ding +8 (two-handed sword), Def -9 (plate/horse), also mysticism (healing).

Twenty Knights: Human adult males, various demeanors, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-handed sword), Def -8 (plate/target).

Ruins of Vingaard

Most of the town that once stood at the base of the Vingaard Keep was destroyed during the War of the Lance. Here and there in the section north of the toll station, archways and corner towers once belonging to mansions still stand. But for the most part, the stones - and even some of the dead - lie where they fell more than fifty years ago.

While the pirates initially spent a good deal of time searching the ruins for treasure overlooked by the dragonarmy during the war, the lurking undead there soon discouraged that practice. Hideous creatures such as ghouls, wights, and shadows still populate these ruins. The promise of undiscovered treasure continues to lure enough adventurers here to keep the creatures adequately fed without bothering the folk on the waterfront. The pragmatic pirates even encourage adventurers to explore the ruins. (Chapter Six of The Book of the Fifth Age further details undead creatures.)

Ghouls: Undead creatures. Co 5, Ph 6, In 3, Es 6, Dmg +6, Def- 2, also paralyze.

Shadows: Undead creatures. Co 6, Ph 10, In 3, Es 4, Dmg +3, Def -3, also drain Strength.

Wights: Undead creatures. Co 6, Ph 12, In 5, Es 7, Dmg +4, Def -2, also drain Presence.

Shanty Town

A collection of poorly constructed houses built from rubble stands along the river. Visitors who have seen Palanthas or Caergoth find this pirate town laughable and pathetic.

Despite their haphazard appearance, most of the shanty-homes are large and well-appointed within. Many contain enough rooms and beds to play host to several families, if need be.

Young pirate crew members patrol the shanty town in groups of three, guarding against the rare wandering undead from the ruins or outsider thieves who might try to take advantage of the pirates' hospitality by mugging citizens or robbing homes. Heroes asking about a recent visit from Knight-Officer Nikoles - or merely Dark Knights with a load of prisoners - are directed to the ferry dock (see below).

The children of Vingaard who are too young to serve aboard ship often hang about the shanty town and waterfront (at right). They look ragged but well fed and well loved: Every child in Vingaard has an adult to care for him. These children will subject heroes to attempts at begging and stealing in an effort to imitate their parents' treatment of outsiders.

Pirate children: Human children of varied demeanor, Unknown and Rabble. Co 8, Ph 4, In 5, Es 4, Dmg +1 (improvised weapons), Def 0 (common clothing).

Ferry Dock

One Vingaard mainstay that predates even the nation of Solamnia is an ancient waystation at the north end of the shanty town, for passengers crossing the river via ferry. The local ferry still provides one of the few ways for wagons and riders to cross the river, which measures one hundred yards wide at this, one of its narrower points.

The operators of the ferry are an odd pair: an elf and an aging gnome. The gnome, Gnatch, is a surprisingly skilled cook. Unfortunately, he's no thinker gnome - the oven and stove he built take up roughly half the space inside the Ferry Dock Inn. Pirates come to eat Gnatch's cooking and watch the stove in action, hoping it'll blow up while they are present. So far, the oven has worked flawlessly.

The elf, Kalthanan, seems dour and standoffish, even to other elves. Actually, he is a loving father who raised his twin daughters alone after his river pirate wife died in childbirth. If he hears that the heroes seek a group of Dark Knights with prisoners, he directs them to his daughters. They captain a small vessel, Myrella's Heart - one of the few ships that can get the heroes safely upriver to the Dark Knight camp, the Knight's Spur.

Gnatch: Tinker gnome elder male, innovative demeanor, Rabble. Co 7, Ph 6, In 6, Es 4, Dmg +3 (wind-driven club), Def 0 (common clothing).

Kalthanan: Qualinesti adult male, distant demeanor, Novice. Co 9, Ph 8, In 8, Es 5, Dmg +4 (cutlass), Def -2 (leather).

The Waterfront

The waterfront remains the center of life in Vingaard, although each year it becomes less so. More and more, ships set out looking for merchant vessels to raid, only to return with their crews transformed into ravenous, flesh-eating undead creatures.

As the pirate clans attempt to formulate a course of action, they look increasingly to the half-elf sisters, Myrelana and Leana for leadership. Their ship is one of the few that has successfully fought the undead crews north of Vingaard, whose numbers continue to grow.

Not long ago, the sisters sailed ten Dark Knights and their prisoners (including Marda's brother) to a camp on the edge of the swamp at the Maelgoth delta. The Knights were all hands during the journey, the sisters recall. If the heroes explain that the prisoners included Marda's kidnapped brother, Wilie, the two captains will be happy to sail the party upriver to the Knight's Spur free of charge - so long as the heroes agree to help defend the ship against possible attack.

Myrelana and Leana: Half-elf adult females, capable demeanors, Adventurers. Co 9, Ph 8, In 8, Es 7 (49), Dmg +3 (short swords), Def -2 (leather), also mysticism (mentalism for a continual telepathic link with each other only).


Scene Three: Up the River

The heroes head up the Vingaard River aboard Myrella's Heart, or another ship of their choosing, for the three-day journey to the Knight's Spur.

Overview

The lookout sights a ship captained by an ally. As the ship draws closer, however, it becomes clear that the vessel is now a ship of the dead, and the heroes must battle for their very lives.

Getting Started

Although this scene is written assuming the heroes are aboard Myrella's Heart, the Narrator can adjust it easily to suit a ship with only one captain.

The map on the back of this book shows the span of river between Maelgoth and Vingaard, where this scene takes place.

First Impressions

The Narrator can improvise some role-playing interaction between the heroes and the crew members to fill the first and second days of the trip, or possibly introduce a subplot or two of his own devising.

Initially, the journey up the Vingaard just feels odd. Over the eastern side of the river hangs a persistent twilight, even when the sun is shining in a clear sky. It's as if the shadow of some immense creature has fallen over the entire land across the river. And at night, even under the silvery light of a full moon, the Nightlund shore sinks into an impenetrable darkness.

On the third day, the action begins, when the watch lets out a cry of alarm. As the heroes emerge on deck, the Narrator can read the following text aloud:

In the predawn gloom, the ship's two captains consult with a couple crew members on deck as another pirate boat draws closer. One crew member signals the other ship by raising and lowering a lamp, and you can see the other ship echo the signal.

"The Dragon's Fear returned the signal," Myrelana tells Leana. "The crew must be alive and well."

As the ship draws closer, however, you can make out the faces of the crew, and it's clear they are no longer alive: Horrid flesh peels from their bones, and their lips are drawn back from needle-sharp teeth. The sisters order their ship brought around, but the Dragon's Fear has drawn too close. It looks like unclead pirates will board Myrella's Heart in moments.

The Story Continues

The undead pirates outnumber the crew of the Myrella's Heart and the heroes two to one. If the heroes can't react instantly, the creatures pour on deck and begin the attack.

The Battle

When combat begins, each hero must fight two undead pirates. During the battle, it becomes clear that the creatures paralyze their victims with their taloned hands. As soon as one of them scores a hit, the injured character or hero has time for one more action before falling to the ground, twitching. The undead creature then throws the paralyzed hero overboard, unless someone stops it.

Marda stands back from combat and slings rocks at any undead pirates attacking the heroes, a look of intense concentration on her face. She defends herself with her dagger as needed.

The twin captains of the ship fight back to back, so well coordinated that one might think they have one mind split into two bodies. However, at the height of the battle, Leana gets raked across the face by the lethal claws. Myrelana goes into a berserker rage in defense of her sister, but unless a hero comes to her aide, she too will fall.

Atmosphere

This scene starts out eerie but confusion and panic sets in with the attack of the blood-chilling undead foes. The Narrator should let his voice and gestures evoke the unnatural appearance of the walking dead.

Actions

Heroes might try a number of actions to prevent the undead pirates from boarding, but in only one combat minute they are overcome and must attempt to defend themselves.

The ripping claws of the undead pirates inject a paralytic poison into the blood of their opponents. Once hit, the victim has time for only one more action before he collapses for a number of minutes equal to his Endurance score subtracted from twenty minutes.

Anyone who succeeds in an average Perception action during the battle notices that Leana is down and can move to assist her.

Characters

On the first two days of the trip, Myrelana and Leana seem friendly, outgoing, and very interested in hearing about the heroes' experiences dealing with undead. Their crew members, the captains' cousins, likewise act congenial, although they steer the conversation toward more conventional topics.

Pirates: Undead creatures. Co 5, Ph 5, In 3, Es 1, Dmg +2, Def -2, also poison claws.

Myrelana and Leana: Half-elf adult females, capable demeanors, Adventurers. Co 9, Ph 8, In 8, Es 7 (49), Dmg +3 (short swords), Def -2 (leather), also mysticism (mentalism for a continual telepathic link with each other only).

Four crew members: Human adults, various demeanors, Novices. Co 6, Ph 5, In 5, Es 6, Dmg +3 (short swords), Def -2 (leather).

Marda: Human adult female, reserved demeanor, Adventurer. Ag 8A, Dx 9B, St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power.

Outcome

The battle's conclusion finds three crew members dead. If the heroes managed to save Leana, the twins agree to continue the journey to the Knight's Spur. Additionally, the group will have earned a pair of loyal allies emerging as leaders among the river pirates.

If the heroes could not save Leana, the surviving twin falls into a state of catatonia. The last crew member is unsure of the camp's location and wants to turn back. The heroes can demand to continue the trip, but will have to walk the last leg, searching the countryside for the Knight's Spur.

After defeating the undead pirates, the heroes can board the Dragon's Fear, but a search reveals no valuables.

- Going on with the trip to the camp takes the adventure to Scene Four.
-Turning back to Vingaard (against Marda's strenuous protests) sends the heroes back to Scene Two.
- Groups that did not meet Gilthanas in Act Two find him held prisoner with five other elves in the hold on the undead pirate ship, as described in the Epilogue, Scene One. (The last surviving crew member suggests searching the vessel, if no one else does.)

Scene Four: The Valley of Lost Souls

This scene takes place roughly fifteen hours after the undead pirates attacked the heroes' ship.

Overview

Having left Myrella's Heart behind, the heroes head for the Knight's Spur camp. Wisps of mist drift across the swampy ground as they come upon a Dark Knight sentry post. While dealing with the sentry, they realize that the mist is actually made of human spirits and from them, the heroes discover the most tragic and horrifying aspect of the spawning process.

Getting Started

The special abilities of the ghosts the heroes meet here are described in the Book of the Fifth Age, Chapter Six.

First Impressions

If both twins survived the river battle, Myrella's Heart drops the heroes at the edge of a dense swamp, and Leana points them in the direction of the Knight's Spur. If one or both of the sisters are dead, the heroes must wander the swamp for the better part of a day before finally finding the first sign of the Dark Knights.

A sentry post stands at the edge of a narrow valley. Beyond it lies a large camp and a ring of standing stones. The ridges along the valley have been cleared ol vegetation, and you see signs that someone is making an effort to clear the valley as well.

Standing on a mound at the edge of the valley are three sentries: a Dark Knight, a goblin, and a misshapen winged creature that bears a faint resemblance to a Sivak draconian - except that it has blue scales.

The Story Continues

If the heroes move carefully through the swamp, they might be able to avoid the sentries - the foes' vantage point would allow them to spot the approach of a large force or flying creature, not prevent small groups like the party from sneaking past. Unfortunately, though, the sentries have an advantage. The draconianlike creature is a blue spawn with an exceptionally fine sense of smell. Anyone who has seen a dragonspawn before recognizes it at once.

The heroes may decide to attack the sentry post, but if they play it safe and try to sneak past, the spawn may catch their scent in the air (see "Actions"). In that case, it sounds the alarm by sending a blast of lightning into the sky. This warning alerts the eight Knights and one other powerful guardian waiting in the camp: An important ritual is about to start, and everyone knows that if anything disrupts it, they will face the wrath of Khellendros.

If questioned after a battle, the goblin sentry, named Nark, reveals that the Knights in the camp are about to perform a ritual to create more spawn. He's not sure what it entails, as the Knights have never let him in the camp; they ordered him to remain on the knoll, and brought food and supplies out to him and the other sentries. He saw Marda's brother when he arrived and thinks he is in the camp. This revelation horrifies Marda, who insists the party head there immediately. The heroes can calm her somewhat, but she still wants to rush into the camp.

As the heroes talk with the goblin (or as they begin making their way through the valley), the mists at their feet rise and swirl around them. Several strands pass through the dead or unconscious Knight and spawn and issue soft moans. At this point, it should be clear that these are no ordinary patches of mist. In fact, one of the group may find himself taken over by the spirits (see "Actions").

"They stole my body," your companion moans in a voice not his own. "The Dark Ones forced the spirit of a monster into my body, then bound my spirit to this place. I did horrible things in my life, but I don't deserve this end. No one deserves this. You must stop them. They are about to deal this fate to others. Stop them. Stop them!"

After so exhorting the group, the spirit releases the hero.

The Battle

If the heroes attack the sentries, Nark surrenders immediately and begs for his life. The others fight to the death, the Knight employing her sword while the spawn hits the heroes with electromantic spells and his lightning breath.

Atmosphere

The swamp should exude despair, inspiring a strange, undefinable sensation of dread in the heroes.

Actions

Should the heroes try to sneak past the sentries, the Narrator can make a random draw from the Fate Deck. If the card's aura is white or red, the heroes pass without incident. However, a black aura means the spawn smells them coming and sounds the alarm.

When the mists begin to swirl up around them, the heroes may attempt an easy Perception action to determine that the wisps of fog are moaning softly and look vaguely humanoid in shape (automatic success for heroes with acute hearing or vision).

Moments after a hero makes this realization, a spirit tries to enter one of their bodies. One at a time, in order of ascending Spirit score, the heroes must attempt an average Spirit (Spirit) action, opposed by the ghost. The first one to fail becomes temporary taken over by the spirit. (If they all succeed, the ghosts seize control of Marda instead.) A mishap means the hero gains the "shared body" secret described in Chapter Three of Cloak and Dagger. The spirit is either that of a hard-bitten, violent mercenary or a psychotic killer (Narrator's choice).

Heroes who can cast spiritualism spells may lay the spirits to rest with daunting Spirit actions. Each success lays only one spirit to rest. Should a hero embark upon this course, he soon finds himself mobbed by well over one hundred displaced spirits who desperately want release. They eventually get angry in their impatience and attack the hero.

Characters

The following characters appear in this scene, as do the six rescued elves:

Marda: Human adult female, reserved demeanor, Adventurer. Ag 8A, Dx 9B, St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power.

Countless displaced spirits: Ghosts. Co 5, Ph 6, In 7, Es 8, Dmg N/A, Def N/A, also fear aura and drain Spirit.

Nark: A goblin. Co 4, Ph 3, In 4, Es 5, Dmg +3, Def -2, also missile weapons.

Dark Knight: Human adult female, authoritative demeanor, Adventurer. Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail), also missile weapons (crossbow/+5).

Blue spawn: A hostile nonhuman. Co 8, Ph 12, In 5 (25), Es 8, Dmg +10, Def -5, also dragon breath, sorcery (electromancy), dissolves into an electrically charged cloud at its death.

Outcome

The scene has two possible outcomes.

- Should the heroes go to the ritual, the adventure moves to Scene Five.
- Heroes who turn back can hike back to Vingaard, then travel to Relgoth (if they haven't been there), continuing with Act Two. Those who have already played that act go to Scene Two of the Epilogue. In either case, Marda refuses to leave her brother and heads for the camp alone, if she must.

Scene Five: The Spawning Ground

This scene takes place at the Knight's Spur, immediately after Scene Four.

Overview

In this scene, the heroes may witness the beginning of a spawning ritual and rescue Marda's brother.

Getting Started

The Rising Storm adventure in Heroes of Steel offers a detailed description of the transformation to spawn.

First Impressions

As the heroes sneak up to the Knight's Spur camp, the Narrator should read the following text aloud.

The place looks like what one might expect from a Dark Knight camp: a dozen identical tents lined up ill perfect rows, each row with its own cooking area. At the center of the camp sit several large steel cages - large enough to hold man-sized prisoners. However, these cages are presently empty. It looks virtually deserted, but beyond it rises a circle of standing stones. Several draconians and Dark Knights stand at the edge of the circle, facing away from the camp. A strange chanting drifts toward you on the breeze.

The Story Continues

If the spawn sounded the alarm in the previous scene, the Dark Knights in the standing stone circle are ready for trouble. The heroes can either search the camp or head straight for the ritual site. If they split up, they can do both at once.

Although the tents all look similar on the outside, ten of them are so neatly arranged inside that one might wonder whether anyone has used them. The blankets on the cots are spread neatly, the spare boots carefully positioned at the foot of the cots, and weapons and other gear arranged in an orderly fashion. The other two tents look like mere collections of clutter. The first ten belong to the Dark Knights, of course, and the other two to the draconians.

One Dark Knight tent holds Marda's brother. (The Narrator can make a random draw from the Fate Deck to determine how many tents they search before they reach his.) The boy is chained hand and foot and is polishing boots. Brother and sister are elated to see each other and will converse excitedly in their own language as soon as Marda has asked the heroes to find a way to remove the chains.

The boy, Wilie, explains that Knight-Officer Nikoles has kept him like a slave and treated him like an animal. Marda immediately wants revenge on the officer, but Wilie says that he went with the other Knights and the draconians to the spawning ritual by the standing stones some time ago.

At this point, the heroes could simply try to sneak away again, against Marda's urging. If they have already played Act Two, Wilie tells them that another tent holds an old man also kept as a slave and urges the group to rescue him, too. The old man is Raalumar Sageth, a scholar from Palanthas (see the "Characters" section). If they have not yet played Act Two, Wilie tells the heroes of a stronghold in the city of Relgoth, where these spawning subjects had been held captive until their arrival here. Wilie saw the Bastion of Darkness when he passed through Relgoth with Nikoles and heard that hundreds of prisoners were held there.

If the heroes manage to sneak away from the camp, the Narrator can turn to the "Outcome" section. However, the heroes most likely will want to scout out the ritual with Marda - a simple task, if no one has sounded the alarm.

Before you is a chilling sight. At the center of the stone circle stands a group of twenty bruised and battered men and women in chains. Ringing them around the edge of the circle, eight Dark Knights repeat a foul chant, horrible to hear. Four draconians stand motionless as wispy arcs of energy reach from them to each of the the prisoners. The screaming captives writhe in pain.

At that moment, an enormous black shape emerges from the shadows of the swamp before the stone circle, its yellow eyes glinting mcnacingly."More spawn fodder," the dragon hisses, arcing its long neck down to be level with the heroes. "Khellendros will be pleased."

The Battle

If the heroes disrupt the ritual, the black dragon attacks with an anguished cry and a wide spray of its acid breath. The Knights fight to subdue the heroes, knowing they could serve as more spawn, but the draconians are too dazed to join the fight. If the heroes have not yet played Act Two, the battle ends with the heroes taken prisoner.

Atmosphere

To create a creepy mood, the Narrator should focus his descriptions on the swamp's spooky shadows, the eerie chanting, and the sudden appearance of the black dragon from the dark swamp.

Actions

If the alarm was sounded, the heroes need to succeed at easy Dexterity (Perception) actions to sneak past the Dark Knights and into the circle. In the event thy haven't realized they are witnessing the creation of dragonspawn, the party leader can attempt a Perception or Reason action to figure it out.

Characters

The following characters appear in this scene, in addition to the elves from the Epilogue. The unfortunate prisoners are wounded and very hungry.

Cauxillor: A young black dragon. Co 9, Ph 30, In 8 (64), Es 8 (64), Dmg +12, Def -8, also dragon breath, swallow whole, dragonawe, sorcery (hydromancy, aeromancy, geomancy), mysticism (animism).

Twenty prisoners: Human adults of varied demeanor, Unknowns. Co 6, Ph 5, In 5, Es 5, Dmg 0 (unarmed), Def 0 (common clothing).

Eight Dark Knights: Human adults of varied demeanor, Adventurers. Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail).

Marda: Human adult female, reserved demeanor, Adventurer. Ag 8A, Dx 9B, St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power.

Wilie: Human young male, resourceful demeanor, Rabble. Ag 5C, Dx 9B, St 3D, En 8B, Re 7D, Pe 8B, Sp 3C, Pr 6C, Dmg +2 (sling), Def 0 (common clothing).

Four Baaz: Draconians, belligerent demeanors, Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4, Def -3, also can glide, turn to stone on their death.

Raalumar Sageth: Human elder male, eccentric demeanor, Unknown. Co 4, Ph 4, In 8, Es 7, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

If heroes rescue Wilie and sneak away, they escape the camp without incident.

- They can then go to free the prisoners in Relgoth, if they have not yet done so, by continuing with Act Two.
- Assuming they have been to Relgoth and also rescued the old man in this scene, the story concludes with the Epilogue, Scene Two, as Khellendros arrives to perform the climax of the spawning ritual.

Other heroes may attack the Knights, giving a Narrator two different options:

- If the group has played Act Two, he should let the battle run for several exchanges, then turn to the Epilogue, Scene Two while the fight rages.
- However, heroes who have not yet been to Relgoth are taken captive and regain consciousness in a prison wagon approaching the Bastion of Darkness (Act Two, Scene Three).

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