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Act One: A Busy Neighborhood

Scene One: Questions Answered

Heroes who defeated the Dark Knights in combat (or established a truce with them) have twenty grateful townsfolk on their hands - and maybe a few badly wounded Knights, as well.

Overview

If the heroes manage to free the villagers without a fight, they can potentially trade information with Knight-Warrior Nielow before her patrol starts the trek back to Qualinesti.

Getting Started

The scene takes place at the Dark Knights' campsite on the bluff. If the heroes have chosen to negotiate with the Knights, the villagers will play a secondary role. However, the townsfolk become the scene's focus if the heroes have defeated these agents of Beryl.

Chapter Three of Dusk or Dawn and the first two chapters of Night and Day describe Dark Knights' general modes of behavior.

First Impressions

The Knights seem to have set up a hasty encampment at the base of a stony cliff. Bedrolls and packs lay in precise rows in the grass.

A score ot villagers sit with their backs to the cliff, bound hand and foot. Ropes lash each villager to the next person in line. There seem to be about a dozen women and children among the prisoners - unharmed, though with tear-stained faces. Three men sitting with the other captives look wounded.

A freshly dug grave waits under a lone tree opposite the cliff. Three additional men hobble about with ropes tied around their ankles. Until you arrived, they were busy filling the grave with their hands while a number of Knights looked on.

The Story Continues

Assuming the heroes defeated the Knights, the villagers rejoice and beg to be untied. The emotional townsfolk explain that they were just minding their own business when the Knights of Takhisis walked out of the woods and started throwing their weight around. (The "woods" in question was Wayreth Forest, temporarily bordering on this area.) In reality, however, one Knight came looking for information and a fight ensued, which brought the other Knights running. If any Knights remain alive, the villagers very much want to dispatch them.

Knight-Warrior Nielow, if questioned, explains that her patrol had recently been chasing some rebels through the forest near the Ahlanlas River. The Knights lost sight of the elves and, when they tried to backtrack and pick up their trail, they found themselves here.

Defeated or not, the Knights refuse to accept any recrimination for their actions. They maintain (truthfully) that they got lost. The last they knew, they were in Qualinesti. All they want to do now is report back to their commander. They insist that they did nothing to provoke the villagers into making their cowardly attack on one of their patrol.

Should the heroes approach the Knights hoping to negotiate or talk with them, Nielow orders the villagers to keep working. Once the three men have filled the grave, two Knights take them to search for stones to pile over it. The Knights don't allow any of the captives to utter a sound.

As a favor to the heroes, the knight-warrior offers the villagers' lives in return for directions back to the Qualinesti border and maybe a few provisions for the trip. She also wants the heroes' word that the Knight's grave will remain undisturbed.

If the heroes give the Knights what they want, they finish burying their comrade, then break camp and march off toward Qualinesti. Otherwise, the knight-warrior fully intends to hold a trial to determine exactly who killed her comrade and execute the offender or offenders on the spot.

The villagers remain silent unless the Knights leave or are defeated in battle. When questioned, they stick to their story: They were minding their own business when the Knights overran the village. They refuse to accept blame for waylaying the lone Knight.

Atmosphere

The Knights remain cool and proud, no matter what the party does, eyeing any elf heroes with suspicion. As long as the Knights control the camp, the villagers huddle in cowed silence. If the heroes want to question the villagers in her presence, Knight-Warrior Nielow advises them not to waste their time talking to cowards and liars.

The Knights believe they are the injured party in this scene, so play up their sense of wounded honor - especially if the heroes seem to favor the villagers. The dark paladins speak movingly of young Cullum Redmon, their fallen comrade, who lived for naught but honor and duty. They remind the heroes that no Knight would attack anyone from behind, as the villagers did to poor Sir Cullum.

Once freed, the villages cannot contain their joy. They were absolutely sure they faced death - or worse - at the Dark Knights' hands. If pressed, they admit they attacked first but insist that the Knights surely would have attacked their village anyway.

Actions

Knight-Warrior Nielow feels wary of any elf heroes, forcing the party leader to attempt an easy Presence (Spirit) action to convince her they are not part of the elven resistance. If the action fails, Nielow insists that all elf heroes and characters lay down their weapons. In the event of a mishap, she orders an attack.

An average Reason (Presence) action exposes the villagers' evasions of the truth regarding the Dark Knights' attack, as described in the introduction.

Characters

This scene involves the following characters:

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 this scene, the adventure continues with Scene Seven.

Scene Two: Interrogated

The heroes lost a battle with the Knights of Takhisis. The dark paladins seem very interested in learning about the area and the whereabouts of any elf rebels, but otherwise they treat the heroes generously.

Overview

In this scene, the Knights question the heroes and the townsfolk. If the heroes can convince the Knights they're not from around here, the Knights let them go. However, an uncooperative group will have to think of a way to escape or just sit tight and hope for rescue.

Getting Started

Assume the Dark Knights successfully rendered first aid (see Book of the Fifth Age, Chapter Four) to any needy hero.

First Impressions

It's no wonder the Knights of Takhisis once conquered practically all ot Ansalon in less than a month. The Dark Knights know how to fight, and you've got the cuts and bruises to prove it.

You and your defeated comrades have been hound hand and foot, then tied to each other, just like the captured villagers you tried to rescue. You lie with your backs against a stony bluff.

All your wounds have been neatly bandaged with strips of clean linen. You note that the wounded villagers haven't received similar attention.

You're just noticing how your bonds are beginning to cut into your flesh (you've been tied quite securely) when tlie officer approaches you. She is a nice-looking woman, hut her face is hard, without a trace of kindness. "You fought well," she says, "but not well enough to win."

Behind the woman, you see a few hobbled villagers piling rocks over the fresh grave you noted earlier. The woman indicates the toiling prisoners with a toss of her head. "You're not malicious peasants like them," she says. "No doubt you tell you were doing right. Still, you have been defeated in a fair fight, and 1 now demand your aid. My men and I seem to have been transported here by some great magic. We must return to our superiors in Qualinesti immediately. Tell me where we are and how to get back."

The Story Continues

The Knights strip the heroes of their armor, shields, and weapons, piling the confiscated equipment in a big heap in the center of the camp. Knight-Warrior Nielow promises to let them go if they answer her questions. Not only does she want to know where she is, she demands the heroes' assurance that her comrade's grave will remain undisturbed after the Knights leave.

She interrogates all elf heroes closely, in case they turn out to be rebels or rebel sympathizers. She refuses to release anyone she thinks is a member of the Legion of Steel (see "Actions"), due to the hatred between the Knights and the Legion.

Nielow has no further interest in the villagers (they refuse to tell her anything) and will let them go as well after the heroes cooperate. If the heroes don't like the knight-warrior's terms, they'll have to find a way to escape. They might be able to work their bonds loose, but they'll still have to fight their way out of the camp. Clever heroes might volunteer to help cover the grave with rocks - which puts improvised weapons in their hands, though they would still have their ankles tied.

Atmosphere

Knight-Warrior Nielow is confident and uncompromising, but not cruel. She clearly dislikes the villagers, and her troops drive the workers mercilessly. The terrified villagers cringe at the Knights' every move.

Actions

Nielow studies each captured hero very carefully, noting aloud how each one performed during the battle. At this time, every hero must attempt an average Presence (Spirit) action. Failing makes Nielow conclude the hero is a Legionnaire; she will not release him, even if the heroes answer all her questions honestly. Should the hero suffer a mishap, Nielow knocks him out with a blow from a mailed fist. If the hero really is a Legionnaire, no card he plays for this action is trump.

Working the rope bindings loose requires a challenging Dexterity action. Successful heroes attract one Knight's immediate notice. The dark paladin gets a free counterattack unless the hero makes an average Presence (Perception) action to intimidate him.

Convincing the knight-warrior to let a hero help the villagers complete the grave requires an average Presence or Reason (Presence) action. If the action succeeds, she lets the hero stand up and Knights untie his hands but loop a strong rope around his ankles. The hero can't loosen the rope without being noticed, but he can move around. No attempt a hobbled hero makes to change range is trump.

A hero who has gotten free can lunge for the pile of weapons by successfully opening the encounter range.

The Battle

The heroes begin the scene within melee range of the Dark Knights but are quickly tied up. The Knights make subduing attacks against any hero they catch trying to wiggle loose from their bonds. (Rules for nonlethal attacks appear in Chapter Three of Night and Day from Heroes of Steel.) However, if attacked with an improvised or concealed weapon, the Knights counterattack to kill.

The heroes might easily pick up rocks during this scene, either to use in melee combat or to throw at near missile range. Narrators should treat a rock as a very light, light, or medium class weapon, depending on its size, with a damage rating of +1, +2 or +3.

Characters

The following characters appear in this scene:

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 heroes can choose from several possible paths.

- If they manage to escape but leave the villagers behind, the Narrator can turn to Scene Three.
- Should the heroes talk the Knights into freeing them, the story continues with Scene Seven.
- Escaping with the villagers also sends the heroes to Scene Seven.
- Finally, if the heroes can't talk their way out of this jam and seem to need help escaping - or if their escape attempt seems to be failing - the Narrator may move to Scene Five.

Scene Three: Deputized

If the heroes avoided the opening encounter with the Knights or left the captured townsfolk in the dark paladins' hands, they soon meet a Legionnaire named Anson Quickneedle and his apprentice, Barr. The pair stops the heroes and tries to recruit them to help flush out "some marauding Dark Knights."

Overview

Not long ago, Anson and Barr spied the Dark Knights in their camp - they keep an eye on this area for the Legion. They were heading for the nearest large town to build up their numbers when they met the heroes. With help from Anson and Barr, the heroes should have little trouble defeating the Dark Knights.

Getting Started

Narrators can glance at the rules for cover in Chapter Three of Night and Day (from Heroes of Steel) in addition to the background on the Legion of Steel presented in Chapter Two of that book and in Chapter Three of Dusk or Dawn.

First Impressions

The scene takes place in a rugged area with plenty of cover - perhaps a stand of trees, tall grass, or heavy brush. Using their superior knowledge of the local terrain, Anson and Barr catch the heroes unawares.

You're making good time down the trail away from the village when a clear, bright voice makes you jump right out of your skins. You've been ambushed!

A tall, handsome man clad in a green tunic seems to have materialized out of thin air. Actually, it appears he rose up from a hollow in the ground. "Howdy!" he says with a grin wider than the New Sea. "You folks really ought to get yourselves under some cover unless you're out here going dragon hunting. There's a green one just over yonder..." He craned his neck, searching the sky. "Aw, shucks, musta hid behind a cloud. Anyway, I'm what passes for the law 'round these parts, and I'd be much obliged if you could help me and my deputy out with a little something." A youngish man in identical green now stands behind some brush a few paces behind the speaker. He holds an empty crossbow in each hand.

"I'm Anson Quickneedle of the Legion of Steel, and this here's my associate, Barr."

The Story Continues

Anson really did see a green dragon flying in the area. It was working with the Dark Knights and got transported here along with them. For the moment, the dragon isn't anywhere in sight.

If the heroes don't want to join Anson in his attack on the Dark Knights, the Legionnaire suggests that the heroes stick with him.

"What's the matter?" he asks. "Would you rather fight a green dragon than just a few Dark Knights? Me and Barr tracked 'em to just up yoncler.You probably passed 'em right by. Right by!"

However, if Anson just can't persuade the group to join him, he and Barr take their leave, slipping quietly away and disappearing from sight as quickly as they came.

Atmosphere

Anson speaks with a slow drawl, while Barr smiles but says nothing at all. Anson doesn't like to take no for an answer, and even pokes fun at the heroes if they refuse to join him.

Actions

Anson and his apprentice appear before the heroes at melee range. If the party decides to attack, the Legionnaires immediately try to open the range, then quit the field - they're not interested in killing or capturing the heroes.

Because of the rugged terrain, they have escaped when they reach near missile range. Any attempt from the heroes to oppose this maneuver cannot be trump, as the Legionnaires know the terrain very well.

Characters

The Legionnaire Anson Quickneedle and his apprentice, Barr, carry similar equipment.

Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re 8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

If the heroes agree to help Anson attack the Dark Knights, the Narrator should use the background from the introduction to fight the battle. The leader of the heroes plays cards on Anson's behalf. Leaders of less than Champion reputation get to draw a Champion's Hand of Fate (five cards) for this battle only - the extra cards reflect Anson's superior experience. Any card played on Anson's behalf is trump if it involves physical combat with a Dark Knight. The party scout plays cards for Barr, using his normal Hand of Fate.

- After the Knights' defeat, the story moves to Scene Seven. Anson takes surviving Knights into custody and wonders aloud what their superiors will think of their failure (he's trying to recruit them for the Legion).
- If the Knights capture the group, the adventure moves on to Scene Four.
- The Narrator goes to Scene Six if Anson and Barr fall in a fight with the heroes or if the heroes force them to flee.

Scene Four: Barr's Inspiration

The heroes have failed to defeat the Dark Knights, even with help from Anson and Barr. However, the senior Legionnaire, Anson, seems to have slipped away during the battle.

Overview

While the Dark Knights question the group, Barr tries to create a diversion that will help them all escape.

Getting Started

This scene unfolds in much the same way as Scene Two, except that Barr has joined the heroes.

First Impressions

It's no wonder the Knights ot Takhisis once conquered practically all ot Ansalon in less than a month. The Dark Knights know how to fight, and you've got the cuts and bruises to prove it.

You and your defeated comrades have been bound hand and foot, then tied to each other, just like the captured villagers you tried to rescue. You lie with your backs against a stony bluft. Anson, the fellow who got you into this mess, seems to have slipped away from the Knights during the battle.

All your wounds have been neatly bandaged with strips of clean linen. You note that the wounded villagers haven't received similar attention.

You're just noticing how your bonds are beginning to cut into your flesh ( you've been tied quite securely) when the senior Knight approaches you. She is a nice-looking woman, but her lace is hard, without a trace of kindness. "You fought well," she says, "but not well enough to win."

Behind the woman, you see a few hobbled villagers piling rocks over a fresh grave. The woman indicates the toiling prisoners with a toss other head.

"You're not malicious peasants like them," she says. "No doubt you felt you were doing right. Still, you have been defeated in a fair fight, and I now demand your aid. My men and I seem to have been transported here by some great magic. We must return to our superiors in Qualinesti immediately. Tell me where we are and how to get back."

The Story Continues

After administering first aid as necessary, the Knights stripped the heroes of their armor, shields, and weapons, piling the confiscated equipment in a big heap in the center of the camp. Knight-Warrior Nielow, the senior Knight who addressed the group, promises to let them go if they answer her questions. Not only does she want to know where she is, she demands the heroes' assurance that her comrade's grave will remain undisturbed after the Knights leave.

She interrogates all elf heroes closely, in case they turn out to be rebels or rebel sympathizers. She refuses to release anyone she thinks is a member of the Legion of Steel (see "Actions"), due to the hatred between the Knights and the Legion.

Nielow has no further interest in the villagers (they refuse to tell her anything) and will let them go as well after the heroes cooperate. If the heroes don't like the knight-warrior's terms, they'll have to find a way to escape. They might be able to work their bonds loose, but they'll still have to fight their way out of the camp. Clever heroes might volunteer to help cover the grave with rocks - which puts improvised weapons in their hands, though they would still have their ankles tied.

While the heroes ponder Nielow's offer, Barr whispers to one of them, "I got an idea. Just follow my lead."

Then he addresses the senior Knight, offering to help cover the grave with stones. Looking him over, Nielow says accusingly, "You're a Legionnaire, aren't you?" Barr gulps, but she signals her men to release him. The Knights lead him away, still hobbled, to haul rocks.

Later, Barr tries to attack his guard with a rock, but all he manages to do is drop it on the Knight's armored foot.

Atmosphere

Knight-Warrior Nielow is confident and uncompromising, but not cruel. She clearly dislikes the villagers, and her troops drive the workers mercilessly. The terrified villagers cringe at the Knights' every move.

Barr seems very nervous - he knows the Knights will kill him now that they realize he's a member of the Legion.

Actions

The heroes have an excellent chance to get free while the Knights laugh at Barr's pitiful escape attempt. Working their bindings loose requires a challenging Dexterity action. Heroes who get free during Barr's distraction go unnoticed, which gives them a free action.

Otherwise, freed heroes attract one Knight's immediate notice. The dark paladin gets a free counterattack unless the hero makes an average Presence (Perception) action to intimidate him. The Knights make subduing attacks, as described under "Nonlethal Attacks" in Chapter Three of Night and Day from Heroes of Steel. However, if attacked with an improvised or concealed weapon. Knights counterattack to kill.

A hero who has gotten free can lunge for the pile of weapons by successfully opening the encounter range.

Once the Knights set Barr to work picking up rocks, they don't let anyone else loose; any further efforts to get onto the rock-carrying detail fail.

Any attempt a hero makes to flee the camp with an open range action is automatically trump. Anson lurks outside, and has prepared some traps and an escape route that will foil pursuit.

The Battle

The heroes begin the scene within melee range of the Dark Knights but are quickly tied up. The pile of their weapons and other possessions lies at near missile range from them.

Freed heroes might easily pick up rocks during this scene, either to use in melee combat or to throw at near missile range. Narrators should treat a rock as a very light, light, or medium class weapon, depending on its size, with a damage rating of +1, +2 or +3.

Characters

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).

Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re 8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

Heroes who answer the Knights' questions can go free but must leave Barr. As they depart, Anson attempts a rescue.

- The Narrator turns to Scene Five if the heroes assist the Legionnaire, if they need help escaping, or if their escape attempt seems to be failing.
- Leaving Anson and Barr to their fate takes the adventure to Scene Six.

Scene Five: The Rescue

An unexpected spell assault gives heroes a chance to escape the Dark Knights.

Overview

Anson, a Legionnaire, stands ready to assist the heroes. He has been tracking the Dark Knights and might have just escaped from their camp (see Scene Four). He has recruited Trenna, a wandering sorceress, to help him rescue the heroes and villagers. The two surprise the Knights while they try to wrangle information from their captives, one of whom is Barr, Anson's apprentice.

Getting Started

The Narrator can refer to Chapter One for background and game information on Trenna, introduced in this scene.

First Impressions

If the heroes are not already in the midst of battle when this scene opens, the Narrator should make it clear that their evasions have infuriated the Dark Knights, who move to attack them.

Several angry armored Dark Knights wheel and close in on you. Somehow, you hadn't quite figured on dying at the base ot a strange cliff surrounded by wailing villagers and angry Knights. The air rings with the metallic clangs of weapons and armor - enough, it seems, to account tor three times as many Knights as you see before you.

Wait! The metal in the pile ot your confiscated equipment has come to life! With a flash of ruddy light, the heap ot weapons in the center of camp rises and flies outward in a whirlwind of steel. About a bushel of loose stones joins your arms and armor in the whirling mass.

The cloud cuts your opponents to shreds! Say, is that your own sword headed straight for your forehead?

The Story Continues

This assault, compliments of Trenna, fells enough Dark Knights for the heroes to work free and win the battle.

When the dust settles, the heroes see a tall, handsome man in a green tunic standing near the camp, sword in hand. This is Anson, a member of the Legion of Steel. Trenna, an aging sorceress carrying a staff, stands next to him.

As the spell ends, the weapons all fall to the ground with a clatter. The grinning Legionnaire whoops and claps the woman on the shoulder. He's impressed with her magic.

Anson runs over to free a young man near you from his bonds: this is his apprentice, Barr. Clapping him on the shoulder, Anson congratulates Barr for his "good work" in distracting the Knights while Trenna prepared her spell (whether the youth actually did anything or not). The mild apprentice, who had been looking somewhat crest-fallen, perks up at the words.

Atmosphere

Trenna's spell produces a spectacular show of gleaming, whirling metal. Narrators should use expansive gestures as they describe the whoosh the equipment makes sailing through the air. The heroes' own weapons look sharp and deadly as they streak though the air right at them.

It's best to leave one or two Knights standing after the attack, so the heroes can have the satisfaction of delivering the final blows themselves.

Actions

Unfortunately, the heroes run a slight risk of getting caught in Trenna's stunning rescue spell. To avoid the cloud of weaponry, each hero must attempt an easy Agility action. Failure results in the loss of the hero's lowest card. If he had only one, he falls unconscious.

After the battle, the heroes may recover their scattered equipment after a bit of a search (an average Perception action). If the action fails, the hero may try again to find his things. A mishap indicates he has found all his possessions, but something has been damaged or destroyed (Narrator's choice).

Characters

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).

Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re 8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

Anson introduces Trenna (as well as himself and Barr, if he hasn't already) and tells the heroes how lucky they are he ran across the sorceress. Anson takes any surviving Dark Knights into custody and wonders aloud what their superiors will think of their failure (he's trying to recruit them for the Legion). The story then moves to Scene Seven.

Scene Six: Green Death

If the group evaded a second chance to be heroic by refusing to assist Anson and Barr, the heroes now must face an even greater challenge.

Overview

Iclor, a small green dragon working with the Knights of Takhisis, has been flying about, keeping an eye on the band of Knights and getting the lay of the land. He watched the meeting between Anson and the heroes and moves to attack after the two Legionnaires depart, figuring the Knights can handle them.

Getting Started

A dragon's many powers and forms of attack are described in the Book of the Fifth Age, Chapter Six.

This scene takes place in a fairly rugged area with terrain similar to that in Scene Three: trees, tall grass, heavy brush, or the like.

First Impressions

It's been hard going for the past few hours, and you're in great terrain lor an ambush. There's lots of bumps and hollows for archers to hide in - the way that crazy Legionnaire you met did - and plenty of tangled undergrowth to restrict your vision. Fortunately, there's been no sign of green dragons living about, though the sky appears to have gotten pretty cloudy.

Though the ground underfoot seems fairly dry, there must be some kind ot swamp or bog nearby, because whole squadrons of biting flies hover around your head, looking for nice, soft flesh. The terrain seems to rise a hit to your left, and you can sec a rocky outcrop above the slope. There might be fewer bugs over there.

The Story Continues

Iclor was working with Knight-Warrior Nielow's talon of Knights chasing down the elf renegades in Qualinesti and found himself transported here along with them. When Anson and Barr headed off in Nielow's direction. The green dragon decided to take the heroes on himself, since they seemed to be moving away from the Knights' camp.

Iclor has been watching the party from the clouds - he even created a few new ones to give him more cover. Right now, he's riding a thermal over the rocky outcropping. He has just used an aeromancy spell to drive the biting insects toward the heroes as a little push to move them toward the outcrop. He also enchanted the rocks on the outcropping to make them very slippery. He expects some heroes to slip and tumble down the slope.

Atmosphere

Narrators who have ever been on a hike that proved much less pleasant than they expected can relate to the heroes' situation at the beginning of this scene. The trail always seems to be going up, forcing them to clamber over fallen logs and loose stones that make the footing treacherous. Annoying flying insects buzz around their faces all the time - the heroes just can't get rid of the little pests.

Actions

A hero scanning the sky might spot Iclor flitting between the clouds; the party scout may attempt a challenging Perception action. Those who do notice the dragon can't quite tell how big or exactly how far away it is - it's either a really big dragon far away or a smaller dragon much closer. In either case, Iclor vanishes behind a cloud again about ten minutes before his attack.

If the heroes decide to climb the slope to avoid all the bugs, the pests stay with them until they reach the rocks. The party scout can make an average Perseption action to note how unusually smooth and shiny the rocks look.

When the party ventures onto the rocks, each hero must attempt a challenging Agility action. (Those who've been warned of the slippery conditions find the action average.) Anyone who fails the action slips and tumbles down- slope a short distance, stopping at near missile range from the rest of the group. A mishap results in a long slide all the way to the base of the slope. The unfortunate hero suffers 5 damage points (defense ratings don't apply) and comes to a stop at artillery range from the group.

If the party chooses not to climb the slope, they can drive off the insects in several ways. An aeromancy spell large enough to cover the whole party does the trick, provided its spell effect difficulty is at least 2 points. The heroes also can drive them off with torches or a smoky fire.

The Battle

When the heroes reach the rocks, Iclor begins a dive attack. If they decide not to climb the slope, he glides down out of the clouds and uses an alteration spell to turn a hero into a sheep (which is how he views most humans in the first place). Then he begins his dive.

When Iclor attacks, the heroes must attempt an action to avoid surprise, as described in Chapter Four of the Book of the Fifth Age; they cannot surprise Iclor. If they spotted the dragon earlier, the action is automatically trump. However, if the insects still bedevil them, they receive no trump bonus for the surprise action - it's hard to look out for danger when you've got a face full of bugs.

After his dive attack, Iclor lands and begins a series of melee attacks against the heroes. (Narrators should note that he can attack everyone within melee range in the same exchange.)

At any time during the dragon's attack, the heroes might find it prudent to flee. Heroes can be assumed to have quit the field when they reach far missile range, provided that Iclor has landed. In the air, the dragon can follow the heroes all the way out to visual range, and pursues anyone he can see.

A fleeing hero can try to duck under cover to escape the dragon's notice. To do so, he must be at artillery or visual range and he must attempt an average Reason (Perception) action against the dragon. When several heroes are fleeing together, all must succeed for the cover to be effective. If the hero suffers a mishap, the dragon automatically closes range and executes a dive attack on the hero and everyone near him.

Should Iclor have to pursue fleeing heroes, he might create a huge blast of wind that covers the entire group, inflicting 5 damage points upon anyone who fails a resistance action.

Characters

Iclor: A male young green dragon, malicious demeanor, Co 9, Ph 39, In 8 (64), Es 8 (64), Dmg +12, Def -8, also dragon breath, swallow whole, dragonawe, dive attack, sorcery (enchantment, aeromancy, transmutation), mysticism (alteration).

Outcome

From here, the adventure could take one of two routes:

- If Iclor defeats the heroes, the adventure ends for them. Narrators can allow players to create new heroes, who begin play with Scene Seven.
- Should the heroes manage to defeat or evade Iclor, Anson and Barr appear after about an hour. "My," the elder Legionnaire says, "you did go hunting dragons!" The story continues with Scene Seven.

Scene Seven: Hail the Heroes

The grateful villagers throw an impromptu party to celebrate their deliverance from the Dark Knights - no matter how it was finally achieved.

Overview

The heroes get invitations to the feast, either as saviors and guests of honor or as fellow victims. New heroes can appear at the party as traveling visitors. The group might be called upon to tell stories, dance with the locals, or engage in some form of friendly competition.

Getting Started

The scene takes place in the open air, behind the row of cottages described in the introduction. All heroes wounded during the previous scene have received first aid, either from each other or from Anson and Barr. If a wounded hero became separated from the group during the previous scene and could not receive first aid (or if the group never encountered the two Legionnaires), the villagers give him a foul-tasting herbal brew that restores one card.

Trenna's description and game information appear in Chapter One.

First Impressions

Narrators should adjust the text below as needed for any new heroes entering the story here.

It's amazing what a few hours have done for the miserable-looking crowd of commoners you first saw in the clutches of the Dark Knights. A big pile of building supplies has sprouted up next to the burned-out cottage. No doubt repairs will be swiftly made. Despite their cuts and bruises, the locals smile as they bustle about preparing to celebrate their deliverance from the Knights of Takhisis.

A barn door hastily removed from its hinges serves as a huge dining table, and some wonderful aromas drift out from the remaining cottages, whetting your appetite.

A small contingent of folks from a neighboring village also have appeared, including a hulking fellow with brawny arms, a brightly garbed juggler (probably an itinerant entertainer) and a couple musicians.

The Story Continues

At the celebration, the heroes enjoy roasted potatoes, heady ale, fresh bread, and assorted game. The juggler the heroes saw performs acrobatic feats during the meal and also juggles flaming brands, fragile cups, and several knives.

As the evening deepens and the stars come out, the villagers light a big bonfire and call for stories; they expect the heroes to oblige.

After the storytelling, the musicians take up their instruments and the villagers begin dancing. Again, the heroes are expected to join in. An elderly man approaches the female hero with the highest Presence score and invites her to dance with his son - the hulking fellow the heroes saw before the feast. He's an apprentice blacksmith who proves an enthusiastic but clumsy dancer.

Heroes who avoid dancing are invited to make a friendly wager on a knife-throwing contest with the juggler. Sometime during the evening, Trenna approaches a male hero and wants to dance - it seems the young blacksmith has been dancing her to death. (If there are no male heroes present, Trenna attempts to hide behind a female hero.)

Atmosphere

Here's a chance for the heroes to take a breather and enjoy their status as extraordinary figures. The villagers treat them the way most people would treat professional athletes who suddenly arrived among them.

When it comes to participating in the festivities, the villagers won't take "no" for an answer. At storytelling time, they shout and clap until someone holds forth. Likewise, at least one hero winds up among the dancers, even if the villagers must drag him - though they prefer to launch a barrage of compliments and coax the hero before getting physical: "I would be so honored if such a valiant warrior would dance this reel with me, kind sir. Please, everyone is watching! What shall I say if you refuse? Surely one dance cannot be as unpleasant as fighting an Evil Knight?"

Actions

Impressing the crowd with a story requires an easy Presence action. Success brings polite applause and general appreciative comments. An action score of 11 points or higher brings wild enthusiasm of a type appropriate to the tale (laughter, tears, or whatever). A mishap, on the other hand, brings good-natured laughter at the storyteller's gaffe.

Dancing requires an easy Agility action. Failure means no one else seems interest in shaking a leg with the hero for the rest of the evening. A mishap brings about a spectacular accident: Perhaps the hero gets an ember from the bonfire in his shoe or kicks over the banquet table. Dancing's difficulty rises to average for a hero partnered with the young blacksmith, who tends to stomp on a lady's toes. Failure here results in a -1 action penalty for the rest of the scene (due to a numbed foot).

The knife-throwing contest requires an easy wealth action to come up with a wager. Winning the contest requires an average Dexterity (Dexterity) action. The juggler is willing to compete until he has lost three times. Each time a hero wins, he can claim a +1 action bonus to a future wealth action.

Staring down the young blacksmith who has come looking for another lance from Trenna requires an average Presence (Spirit) action. If it fails, the blacksmith drags the woman off to dance unless the heroes physically intervene. In the event of a mishap, the blacksmith becomes offended and tries to punch the hero. If the heroes don't return the attack, the villagers run the blacksmith out of town. Otherwise, the villagers let the heroes pound the smith into the dirt, and the party ends on a sour note.

Characters

The festivities certainly drew a wide assortment of colorful characters. The apprentice blacksmith, who smells of sweat and coal smoke, considers himself a suave fellow, but he's really a lummox and a hayseed. On the other hand, the juggler is smooth, well-traveled, and clear-headed enough to stay out of trouble. Trenna looks quite fetching in the firelight, which hides her aged appearance (see Chapter One).

If the heroes have not yet encountered the Legionnaires Anson and Barr, they should run into them in this scene.

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

Blacksmith: Human young adult male, purposeful demeanor, Rabble, Co 5, Ph 7, In 5, Es 5, Dmg +2 (improvised weapon), Def -2 (leather armor).

Juggler: Half-elf adult male, clever demeanor, Adventurer, Co 7, Ph 5, In 5, Es 5, Dmg +2 (improvised weapon), Def -2 (leather armor).

Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re 8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A, Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).

Outcome

When the heroes have celebrated long enough, the adventure continues with Act Two, Scene One.

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