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Quest for the Tower

Introduction: Unwelcome Visitors

To begin their "Quest for the Tower," the heroes, on a journey through the countryside, come upon a patrol of Dark Knights and some captive villagers.

Overview

The Knights serve the dragon overlord Beryl and were hotly pursuing a band of rebel elves when the Master of the Tower expelled them from Wayreth Forest, displacing them a considerable distance and leaving them completely lost.

Getting Started

These Knights form part of Beryl's Wayreth border patrol, described in Chapter Two of Secrets of the Tower. Chapter Three of that book explains the Master's technique of manipulating trespassers' spatial perceptions to remove them from the forest.

This scene takes place near a bluff within sight of a human village. Its actual location may vary according to the Narrator's needs, but it must lie outside Qualinesti on the round poster map (within five hundred miles of the Tower).

First Impressions

You've been enjoying a nice, safe, boring walk down a country road that winds through an occasional farming town. You haven't seen anything particularly interesting - until now.

The road ahead runs through a rustic village, really just a few huddled cottages. But the last one is on fire! Thick, greasy clouds rise from what's left of the cottage's thatched roof, and tendrils of smoke seen from the windows.

There's not a soul in sight, just the muddy road and a few discarded children's toys and farm tools. From somewhere up the road comes the sound of voices raised in solemn, mournful song.

The Story Begins

When she realized she was lost, the Dark Knights' leader. Sir Kelci Nielow, initially assumed they had become trapped in some sort of illusion and ordered her men to investigate the surroundings. One discovered a village and wandered in, thinking the fugitive elves might have sought refuge there. The locals didn't appreciate the dark paladin's intrusion and killed him in an ambush. His battle cries drew the rest of his patrol, however, and they quickly rounded up the villagers. Knight-Warrior Nielow marched them off to a bluff nearby, where she ordered her men to make camp until she could get her bearings.

The heroes can easily put out the house fire, a pyromantic effect produced by one of the Thorn Knights in Nielow's patrol, though the flames already have gutted the cottage. The wind is calm today, so there's little danger of the fire spreading.

The song the heroes hear is a modified Solamnic requiem. (The original commends the fallen to Huma's breast, but the Dark Knights substitute the name of their founder, Lord Ariakan.) A look down the road toward the voices reveals only a rocky cliff face.

The Knights are burying their fallen comrade in a grave they forced the villagers to dig. The bound townsfolk now sit propped against the cliffside. The two lockouts Nielow posted atop the bluff above the camp have already spotted the heroes but, because they want information, the Knights let them approach.

If the heroes don't attack on sight, Nielow invites them to talk, provided they keep their weapons sheathed. One villager, however, immediately shouts, "It's a trap, there's two of 'em up on the bluff!" Should the heroes remain nonhostile, one Knight silences the villager with a raised fist while the knight-warrior renews her invitation.

Atmosphere

As the scene opens. Narrators should play up the abandoned village's forlorn appearance. The captive villagers look equally pitiful - most of the men are bruised and bloody, while the women and children look disheveled and unhappy, but uninjured.

The Knights appear proud, stiff, and cold in their elaborate plate armor decorated with death lilies and skulls. They look very much the part of conquers.

Actions

Spotting the lockouts on the bluff high above requires a challenging Perception action if the heroes scan the cliff face from the village. Looking from closer range drops the difficulty to average. Once the villager shouts his warning, the heroes can see the sentries automatically.

Any cavalier, Knight, or Legionnaire recognizes the song, but it takes an average Perception action for them to note the altered words. Otherwise, a hero can make an average Reason action to identify the song's funereal nature.

Heroes approaching the Knights' campsite at the base of the bluff cannot achieve surprise or be surprised.

The Battle

The shrubs and boulders ringing the Knight's camp force the heroes to draw to near missile range before they can see the Dark Knight patrol.

In a fight, Nielow closes to melee range and attacks the heroes' leader. Her men fall in beside her, striking anyone they can reach. (They must lay down their shields before using their bows, however.) The lookouts atop the bluff - a Thorn Knight and a Lily Knight - stay at far missile range. The Knight of the Lily fires his bow at anyone casting a spell or at lightly armored targets, while the Thorn Knight casts pyromancy spells at other targets.

Characters

The Dark Knight patrol consists of Knight-Warrior Nielow, one Knight of the Thorn, plus one Knight of the Lily for every two heroes (rounded up). The Thorn Knight has already used up 14 sorcery points attacking the village.

These dark paladins have captured the village's entire population: six men, six women, and eight children.

Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es 6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also missile weapons (great bow/+8).

Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).

Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es 8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination, enchantment).

Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def 0 (common clothing).

Outcome

From here, the adventure could take several routes:

- It progresses to Act One, Scene One if the heroes defeat the Knights or if they decide to negotiate with them.
- Should the Knights defeat the heroes, the story shifts to Act One, Scene Two.
- If the party leaves without dealing with the Knights, the Narrator may turn to Act One, Scene Three.

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