Christmas Special

Dungeons and Dragons Christmas special

The case of the missing tree

It is approaching Yuletide in Haven. The Seeker priests have declared that Yuletide is blasphemous and was, in part, the cause of the great Cataclysm some 350 years ago but have stopped short of banning Yuletide due to concerns this may lead to civil unrest. A great tree is to be delivered from Solace, as has happened every year for hundreds of years to be erected and decorated in the city centre. Every year such a tree is stood for Yuletide and presents are placed beneath for the children by a mysterious figure known as the `Great Green Man`.

Only this year… the tree is late.

Fowler Greyeyes is concerned the tree has been mislaid on route from Solace. The Seeker priests are refusing to send anyone out to find its whereabouts and claim this is a sign the New Gods are displeased with the pagan practices of the people.

People are unhappy, the mood in the city is sombre when its usually full of cheer this time of year. The merchants are unhappy as sombre people don’t buy goods. The innkeepers are unhappy as no one is celebrating. All in all, the city of Haven is just unhappy. And Fowler Greyeyes doesn’t like it.

Fowler wants you to head to Solace and find out what has happened to the tree and do whatever it takes to get it to Haven before Yuletide in 16 days’ time.

In search of the Tree

Each 1/2 day of travel roll 1D10. If there is a repeat result then nothing happens that time. It takes two days to travel from Haven to Twin Peaks vale, this will mean 4 rolls on the encounter table below.

1 Weather is cold with some light snow flurries. Merchant cart heading from Solace to Haven with 1 guard. If asked they are aware of the tree leaving Solace but not seen it on the road. Perception roll v 10 will spot the remains of two arrows sticking from the cart. A Nature roll v 10 will identify them as Goblin arrows. The guard will say they had a run in with Goblins in the Shadow Canyon, but it wasn’t anything serious.

2 A flurry of snow turns into a snowstorm, the characters can either stop travelling and make camp for the period or push on through. Making camp costs 1 day. If they push on through, they will hear howls in the snow and be attacked by wolves, one per player.

Wolf- Initiative +3, HP 15, Attack +4, Damage 1D6 AC 12. If any are slain the rest flee.

3 Weather is cold and dry. A lone horse is seen to the side of the track, it has a saddle but no sign of a rider. If approached, make an Animal handling role v 10 for the horse to allow them to approach. The saddle is marked `Flambard, Haven` in the saddle bags are two rough cut gold nuggets. A Nature roll v 12 would estimate their value at over 100gp, and there could be more where they came from.

4 Weather is cold and dry, Single female rider on horseback is seen approaching from the direction of Solace. She will approach the characters, introduce herself as Cath and ask where they are from and how far it is to Esker, she is heading to her Uncle Borsk’s lodge to rest out the winter. The characters can make a Nature roll v 12 to notice something oddly cat like about this stranger. She is unaware of any tree bound from Solace to Haven.

5 Birds are seen circling off the main track, if the characters go to see why they will find a cart that has been broken and ransacked and two human dead bodies. The bodies appear to have been slain by arrows, a Nature roll v 12 will recognise the arrows as Goblin.

6 Two dead Goblins lay in the track, both have fine looking arrows sticking out of them. A Nature roll v 12 will reveal these as Elven arrows. There is no treasure on the Goblins. The arrows can be removed on a successful Strength roll v 10.

7 Weather is cold and dry, no encounters occur.

8 Weather is cold and dry, no encounters occur.

9 Weather is cold with light snow, no encounters occur.

10 Weather is cold with light snow, no encounters occur.

Shadow Canyon

As the characters approach the passing point between Tasin and Fasin 6 Goblins shoot arrows at random characters before rush out from the rocks and attack the characters.

Goblin armed with crude short sword Initiative +2, HP 10, Attack +2, Damage 1D6, AC 10. Bow Attack +1, Damage 1D6

Once half are slain the rest flee towards Fasin peak. The characters can trail after the Goblins by making a Perception roll v 10. The Goblins flee towards a cave mouth where they are swiftly slain by 10 elven archers. One of the elves will step forward and introduce himself as Kalanthus of Qualinesti. He will ask what dealings the characters have had with the Goblins. If any characters pulled the elven arrows from dead Goblins earlier, or have the horse / saddle from Flambard, one of the archers will say something harsh in Elvish. Kalanthus will silence him with a word then ask the characters how they came by the arrows, horse or saddle.

Kalanthus will translate the reply to the other elf before explaining that these arrows belong to the archer’s brother, a renegade elf by the name of Flambard. He apparently fell into disrepute after aligning with Dwarves in the Esker mountains. Kalanthus will ask if the characters would return these, offering to compensate them with a bag of Elven coins.

Just outside the cave mouth is a large cart with a team of two draft horses. A Nature roll v 10 will identify pine leaves and cones, like those found in the Yule tide tree, in and around the cart.

If the characters ask Kalanthus about the tree he will say it is in the cave, but it was taken from elven lands without permission and is to be returned there. However, if the characters would run a little errand for the Elves they would be willing to allow the tree to be taken to Haven. The elves want the characters to travel to Esker valley and find Flambard, convince him to return to Qualinesti. Kalanthus will suggest they speak to a wild woodsman by the name of Borsk as he is likely to know where

In search of the Flambard

The journey to Esker should take around 4 days. Use the random even generator below for each half day of travel. If the same event is rolled then no event occurs.

Roll 1D12

1 – Weather: Snow causing slow travel, half days travel takes a whole day.

2 – Weather: Dry weather leading to good travel time. Half day travel covers one days distance.

3 – Weather: Windy weather (though dry) Travel at normal pace.

4 – A lone wolf is seen just outside bow range. It watches the characters for a few minutes then leaves.

5 – Broken cart spotted on side of the road (search will find a crate of old pelts worth approx. 5sp).

6 – Brigands attack! As the characters approach a figure step out from some bushes and demands 5sp as road tax. If the characters refuse, or ride away 2 bowmen shoot arrows from the rocks by the side of the road.

Brigand leader Initiative +2, HP 14, Attack Sword +4, Damage 1D8, AC 14

Brigand bowmen Initative +2, HP 12, Attack Bow +3, dagger +3, Bow damage 1D6, Dagger damage 1D4+1, AC 12. If attached, they will flee into the hills.

7 – Weather: mild weather, travel at normal pace.

8 – A brown bear can be seen ahead on the track. Travelling around the bear would mean a detour of half a day. If they approach the bear it will attack. It will flee if reduced to half HP.

Bear Initiative +2, HP 20, 2 x Attack +4, Damage 1D6, AC 12.

9 – A land slip has caused the track to become unpassable on horseback, needs to be travelled on foot leading the horses, losing ½ a day.

10 – Birds can be seen circling something off the track a way. If the characters investigate it will find two human dead bodies, if the characters make a nature roll against 10 they will see these were killed by wolves. If they search the bodies they will find a gold ring worth 10 SP, a pouch of silver coins (23 in total) and a pack full of beads and string worth about 10 SP at market.

11 – A dead goblin can be seen on the track with two arrows sticking out of it, they are Flambards arrows. The Goblin has no other treasure.

12 – A cart with merchant and two guards with loaded crossbows are trundling towards the characters. The cart will stop and hail them before passing to ensure the characters are not robbers. The merchant will ask about the track ahead and will state there have been Goblin and Wolf sightings as well as Bear tracks but no trouble.

Wild Water Farm

Travelling to Wild Water Farm takes about 2 days. Wanda and Windle appear friendly people. They are Humans in their mid 30’s. They run a small hog farm and charge 5 copper for crossing the bridge. They also have spare rooms they rent out for 2 silver a night, this includes an evening meal and breakfast. There are 4 farmhands who work the farm. There is a cart and cart horse for taking goods to Haven.

If asked about Flamberge Windle will state that someone who matches that description has travelled to Esker a few days ago.

If asked about Borsk the Waterflower`s will say that while he doesn’t like strangers, he is a good man. He is distrustful because of persecution in the past. They will say that no one knows the mountains and woods like Borsk.

If asked about his race they will decline to comment (they know he is part Ogre).

It takes 2 days to travel to Wild Water farm to Borsks hunting lodge.

Borsk`s hunting lodge

As the characters cross the river near Esker they may make a Perception roll v 10 to realise they are now being shadowed by two very large wild cats in the woods, just out of bow range.

Borsk is at his lodge along with his Niece, whom the characters may have met earlier. Borsk is nursing an injured large cat. Borsk will offer to help the characters as long as they help him. His cats have been getting sick and he wants them to go to a herb shop run by a half-Goblin by the name of Sin in Esker and purchase a pouch of lamflas to help heal his cats. The characters are warned to watch their backs when dealing with Sin. She is very crafty and cannot always be trusted.

It’s a half day travel to Esker.

Esker

As the characters approach the village of Esker they will see it has a 7 foot high earthen wall around the village with two stone towers at both the north and south gates. There are guards at the top of the towers with spears and crossbows. There are a few people coming and going, mostly trappers and timber from the south and mine workings from the north.

Sin’s herbalist is about 4 buildings up on the left from the South gate. The guards would tell them that if they asked. Outside the shop is a big crudely painted sign that reads `Living in Sin, herbs and medicines for the needy`. Inside its very dingy and dusty, lots of cobwebs. Every wall is covered in bottles, boxes and crates. Some have peculiar creatures (alive and dead) or strange coloured liquids, powders or gases within. Make a Perception roll v 10 to identify there are numerous jars with red liquid containing eyes. These seem to follow the characters around.

After being in the building a few minutes Sin will enter. From a secret door. She has been watching the characters from her pet eyes – if they have taken anything she will know.

Sin will ask what they are after and why they want it. If they mention Borsk she will bark a laugh and say the price just doubled, she will tell the characters Borsk is not what he appears to be and is not to be trusted, she will say no more on that.

Sin will sell the characters Lamflas for either 2gp or 4gp depending on if Borsk is mentioned. Sin will also tell them they may also need Drune seeds for Borsks cats and these are for sale for 1gp. Characters can attempt a Nature roll v 18 to recognise Drune seeds attract trolls and are used to heal burns.

If the characters take the Drune seeds, they will be attacked by 2 trolls just before the bridge towards Borsk`s hunting lodge.

Troll: -1 initiative, HP 20, +3 attack, 2 attacks, 1D6+1 damage, AC 14.

Trolls are armed with clubs and have no treasure.

Once the characters finish with he trolls they can get to Borsk`s hunting lodge safely. Once again, when they cross the bridge they will know they are being watched by large cats in the trees.

Borsk will thank them for obtaining Lamflas and ask how much it cost. He will give each character a 2 dose bottle of healing potion (2D6HP each dose) and pay the cost of Lamflas. If the characters tell Borsk about Drune seeds he will ask for them, then take a hammer and crush them. Thick black oil will come out of the seeds, this he will scrape up and put in a jar. He will tell the characters that Drune seeds attract trolls continuously, while the oil can be used to heal burn damage. If used on a burn injury the black oil will heal 4D6 HP of damage. The oil does attract trolls still for a few days when applied, so if used, stay in a built up area where trolls are not likely to be found. While stored in a jar the oil will not attract trolls.

Borsk will tell the characters that Flambard left for the mines to complete a task for the Dwarves a few days ago, he was due back today but there has been no sign of him. Borsk will suggest the characters go North to the mine and ask for the dwarven chieftain there, Nile Rockbane.

It takes a day to travel to Esker Iron Mines. Once there the characters will find the dwarves are in a state of uproar. As soon as the characters are spotted the dwarves will clamour round (there are 12 of them, armed with picks, shovels and hammers) taking them to a tent where Nile Rockbane is in an anxious state. Nile is pacing back and forth muttering about what to do, how is he going to tell the elves, what if this leads to war… When the characters are ushered in he will demand that they help him find that thrice accursed elf that’s lost in the mines before it leads to war between the two races.

Flambard arrived at the camp telling the dwarves that they must not go into the deep crevasse within the mine, an area that the dwarves were never going to go anyway as it’s in a disused and unsafe area. Only then he claimed he had to persuade the Kobold vermin to leave the mine! Something the dwarves have been trying to do for years! But the Kobolds wont leave as they believe their golden god is in there (Kobolds are not the brightest, if there was some sort of `golden god` it certainly wouldn’t be in the Esker Mine!

The dwarves are beside themselves! If Flambard doesn’t come back the elves will blame the dwarves and it will escalate no doubt as Flambard is supposed to be what the Elves class as royalty after all.

Flambard headed into what the dwarves know as the `cranberry shaft`. This was abandoned years ago due to the noxious red vapours that give it its name. The fumes are very dangerous for the miners as it builds up in their bodies over time which means if they go back in there, they will become very ill. If the characters go in there they should be ok if they are in there for less than a few days.

Area 1. There are numerous old carts here and spare wheels. There is a workbench with some old rusty tools. The characters can smell cranberries and there is a faint pinkish red tinge to the air. There are two carts on the tracks with brakes engaged. To release the brakes would require a Strength roll v 14.

A Perception roll v 12 will identify tracks in the dust heading towards area 2 and area 3. A nature roll v 12 will identify small clawed footprints heading to area 2 and a mix of clawed footprints, humanoid prints and strange circular prints that cannot be explained.

Area 2. Along the corridor the characters will notice a bad smell in this direction, like rotten meat. A perception roll v 10 will spot a small, crudely made spear on the floor. If this is picked up it will be noticed the spear still has a clawed hand from a Kobold attached. If the characters continue down here they will come to a dead end where a giant cave toad will attack them. The cave is around 5 feet wide and only two characters can fight the toad at once.

Cave toad: Initiative +3, HP 25, Attack +3, 2 attacks Damage 1D8, AC 15 A critical hit from the toad swallows the opponent causing 1 D6 damage per round. Once a character is swallowed they cannot be released until the toad is slain.

Area 3. This area has a great many large fungal growths that grow from the floor and walls, some are the reach up around 6 feet tall. There is a faint red mist coming from them. If the characters approach the fungal growths the nearest large one gives off sparkly floating dust that floats towards the characters. The characters can flee back to area 1 to avoid this but if they try to pass forwards avoiding the sparkly dust they will need to make three acrobatic saves v 10, 12 then 14 to avoid the dust and pass to either area 4 or 5.

If the characters attack a fungal growth some of the fungus comes alive and emits a low growl of warning. If the attack continues the character will inevitably be touched by the glittering dust.

Myconid Initiative +2, HP 22, Attack +5, Damage 1D6, AC 12. They will use Pacifying spores on any opponent. If the characters stop fighting, the Myconids will stop immediately.

If any character is touched by the sparkly dust they will hear a deep voice in their head.

`Do not be afraid of us, we mean you know harm. Myconids do not harm others except to defend ourselves. You come looking for the elven one yes? He has fallen into the pit to the deep, we cannot go there, nor can the lesser dragon kin, though they attempt to, to recover the elf. You must rescue him and take him from these caves.

The pit to the deep resides in the first passage, we will light a path for you. Do not go to the second passage as there is one there who would harm you if you do.`

Area 4 There are around a dozen Kobolds here armed with a mixture of crude spears and clubs. They are clustered around a hole in the ground, they clear the way for the characters.

The leader of the Kobolds will address the characters, `You rescue elf, take out of home, not come back, no more elf’s come`. There is a vertical cave that heads down around 20 feet. At the bottom of which lies a prone elf. There is a dim light down there which seems to glow from the walls.

To climb down takes three acrobatics rolls against 10, 12 and 14. If the first is failed the character takes 3D4 damage, if the second one is failed 2D4 damage, third is 1D4. When climbing up this is the same but in reverse. If rope is used add 5 to the dice roll.

Once at the bottom they will find Flambard, he is barely conscious and severely injured by his fall. A healing potion would allow him to recover enough to climb out.

Area 5 this cave drifts down wards and at its end there are a number of bones and skulls and broken weapons on the floor. A perception roll v 10 will spot numerous holes in the wall of the tunnels ahead, each around 12” in diameter.

If the characters continue this way they will be attacked by young purple worms.

Purple worm: Initiative +6, HP 15, Attack +4, Damage 1D6, AC 16.

Once the characters are safe in area 3 the Myconids will attempt to communicate again using the sparkly dust…

`we did warn you elvenkind that cave should be avoided, there is one who does not wish to be disturbed there. This is not the right time.

We will protect and care for the lesser dragon kin. The dwarven kind will no doubt dig as is their nature and we will use our spoors to keep them away from he who waits.`

Flambard will agree to leave and return with the characters. However, it will take the characters 8 days to get to Twin Peaks vale and a further 4 days at least to get back to Haven, there is no way they can get the tree to Haven before Yuletide.

As the characters head back to Twin Peaks, Borsk and his Niece meet them at the Esker bridge and journey with them through to Wild Water Bridge and beyond. With Borsk’s cats there are no encounters on the road.

As the characters approach the main Haven – Solace road they will find the cart with the Yuletide Tree along with Kalanthus and his elves, and Borsk decides to join them in Haven for the Yuletide festivities.

XP

Fighting the Goblins 25XP

Agreeing to Kalanthus task 150XP

Agreeing to Borsk task 150XP

Agreeing to Nile Rockbanes task 150XP

Taking Drune seeds 50XP

Taking Drune oil 50XP

Fighting trolls 50XP

Communicating with Myconids 200XP

Fighting Giant toad 50XP

Fighting Purple worm young 50XP

Rescuing Flambard 200XP


Sin, the Half Goblin Herbalist of Esker, beware if she offers you Drune Seeds...

Living In Sin, Herbs and Healing for the needy of Esker

Myconids in the Esker mines

Giant Cave Toad in the Esker mines

Purple Worm, also in the Esker mines

Cranberry Shaft, part of the Esker mines