Second adventure

Dungeons and Dragons second scenario – Haven and the SeekersavenHaven

Noel and the caravan returned to Solace. The characters report back to Nathan. Nob has been questioned by Nathan and arrested. Kalanthus has returned to Qualinesti, the Elf armour and sword the characters may keep.

Nathan has asked the characters to go to Haven to find out who is buying cheap weapons and try and find this Nedrick character.

Nathan suggests they introduce themselves to Haven Watch Commander Fowler Grayeyes, once a Que Shu tribesman to explain what they are doing in Haven and that Nathan sent them. He should be able to help them in their quest. Nathan gives them a map of Haven.

The Solace blacksmith, Theros Ironfeld, tells the characters the weapons found are cheaply made and mass produced. They do not appear to be Goblin made however. Someone has access to furnaces and metal working equipment as well as iron ore to make these weapons. He suggests that when they get to Haven they speak to Katana Wildblade, a renowned weaponsmith who may be able to shed some light on where these weapons came from. He also says that Katana will doubtless ask them about Theros to test they know him – her usual demand is how he got the name Ironfeld, it was a title given to him by Minotaurs.

The characters are booked into the Ivy Inn pub for a month, that should be long enough to get to the bottom of the problem.

Travelling to Haven no issues on the road.

At Haven they enter the Main Gate where a guard asks their purpose and where are they staying (he makes a note of where the characters say they are staying).

Ivy Inn (19) Patron is Garnet Dahl. He is friendly and gives free drinks to the characters when they first arrive. Characters will be offered the two double rooms on the left upstairs.

Day 1:

Katana Wildblade – Located at her shop (30). Will receive the characters guardedly until they mention Theros. She will ask how did Theros get the name Ironfeld. Assuming they get this right she will invite them to a back room and offer wine, a seat and talk.

Katana does not know where weapons are coming from but has been approached by some `shady characters` to make weapons. One of the characters matches the description of Nedrick. The weapons are for some holy warriors apparently. Not heard back from him in over a week. No idea where he is. She suggests they ask Karn but approach that one with care if they do.

Karn the blacksmith – will be unwilling to make small talk but will answer questions with short answers if they mention Katana or Theros. He has been approached by Nedrick but refused to make weapons for him as he smelled like a magic user and as he didn’t wear either Black, Red or White robes assumed he is a renegade.

Fowler Greyeyes – Usually located at the Old Keep (12). When the character go to look for him at the keep Captain Trevor Malkum gives them directions to the High Hand Inn (8).

At the inn Fowler will talk to them while he eats his food. He will listen to what they say. If they mention Nedrick he will recognise the name, he believes it to be someone associated with the new Seeker religion that is involved in so much unrest in the city.

There is strife between the new Seeker priesthood and the current Belzar religion. There have been a number of fights and beatings but no deaths yet. One of the Seeker priests is currently in the jail. He gives the characters a writ to allow them to question the priest, they are to report to Narl the Key.

The priest was arrested for disturbing the peace. He will be held for a couple of days to allow things to calm down then will be released following a fine.

Also in the inn are Raistlin and Caramon, plus a couple of off duty guards.

Seeker priests - When they pass the market perception check against 10 to notice a number of men in brown and gold robes preaching. If they do a further perception check against 14 they will recognise the amulet some of them wear as the same as the one found in the caves.

Narl the Key – Located at the jail (6) will be suspicious and get the guard to read the writ (Narl cannot read) and will make it difficult for them to visit the priest.

The priest is in a cell. The characters may speak to the priest but cannot go in the cell with him. Narl will listen in. Priest calls himself `Finder of the new way`.

Finder of the new way - The Seeker priest states he is unjustly imprisoned, he was set up by the followers of the false serpent god, Belzar.

Finder is aware of who Nedrick is but is wary about divulging information on him unless he understands why.

If the characters explain about the weapons Finder claims to know nothing and tells them to leave.

If the characters make up some sort of story a Persuasion roll against 12 is required. If passed, then Finder will say he stays at the Temple of the Seekers.

Narl will inform Nedrick of what has been said, Nedrick will order Finder killed and Narl will make it look like he `hung himself` the next night.

Roderick the Converter – is in the Seeker temple (34) and will speak to the characters if they enter. He is a large imposing man with metal armour under his robes. He carries a Warhammer at his belt. He denies knowing Nedrick if they ask. Also denies Finder is a seeker priest if they ask. Roderick will blame Belzar for all the ills of the world and particularly will denounce Judith as a false prophet.

When they leave the Seeker temple a perception against 10 will show they are being followed. If they wish to lose their tail a Stealth check against 10 will be required.

If they wish to catch the tail a stealth against 14 will be required. The tail will scream for help claiming Belzar ruffians have him! An Intimidation role against 10 will shut him up.

Tail – If asked he knows who Nedrick is but not where he is. Tail will beg for his life then go stiff and collapse. A crossbow bolt can be seen in his neck. A perception roll against 12 will identify a black clad person on the roof of nearby buildings, but city watch guys will arrive and request the characters (and the body) are taken to the Old Keep (12)

Fowler Greyeyes will interview them and will release them, warning them to watch themselves. He will post a guard at the Ivy Inn to watch over the characters.

Day 2:

At night in the Ivy Inn the characters are awakened by a tap at the window of their bedroom. Small boy about 12 introduces himself as Jimmy the Hand and that the Upright Man, king of the mockers, wants to speak to them. They are to go to the Steel Tankard Inn and ask after Jimmy the Hand the following morning as the Mockers have something they seek.

Honest Jobe – If they go to the Steel Tankard Honest Jobe will ask what they want, if they mention Jimmy the Hand he will motion them through to a back room. They are ordered to leave their weapons before going in. If they argue two large men will get up from stools at the bar and look menacing. Jobe will state that no weapons or they don’t go in.

Voice of the Upright Man – Once in the room a light shine on them so they cannot see who they are speaking to. A voice they do not recognise tells them that he speaks for the Upright Man. They are aware the characters seek Nedrick, and they are aware Nedrick is involved with the Seekers.

The Mockers are concerned of outright conflict flaring up between Belzarites and Seekers may lead to the city being locked down by the city watch. It is believed that Nedrick is importing weapons which will lead to a massive escalation of the conflict.

Nedrick is believed to be staying in the basement of the Seeker temple.

The Mockers would not be averse to Nedrick and his weapons being `removed` from Haven. However, the Mockers are not assassins and do not wish to go to war with the Seekers. Mockers have a secret way into the temple basement and they are willing to aid the characters get into the temple. Jimmy the Hand will guide them along the Underground highway at night so they can search for evidence of the weapons and capture or kill Nedrick.

Characters are to come back to the Steel Tankard at sundown.

On the way back from the Tankard to the Ivy (or wherever they are going) they will be approached by two priests of Belzar. High priestess Judith wants to talk to them. They are insistent but will not try to force them.

If they go with the two priests in green, they will lead the characters to the Temple of Belzar.

High priestess Judith – Judith is tall black haired white skinned lady in deep green robes, she appears to be in her 20’s.

Judith will ask the characters what their business is in Haven.

· If the characters make up a story that doesn’t include Nedrick or Seekers she will denounce the Seekers as troublemakers and leave it at that.

· If the characters say they seek Nedrick she will denounce the Seekers and offer money if they bring him to her once they get him.

Judith will also state she has enemies in Haven who wish to harm her and will say she would like to employ the characters to deal with these enemies. If asked who the enemies are she says the brothers Majiere who stay at the High Hand are her enemies.

Judith will give the characters a pouch of 5 silver pieces and tell them to return to her tomorrow for a task.

Assuming the characters go to the Tankard at sundown Jimmy the Hand will meet them in the common room and lead them into the kitchen behind the bar. There he will take them into the sewers via a trapdoor.

He will take them to a damaged piece of sewer wall near cave 1 where two men wait with ropes and clubs for Nedrick. He tells them he will await their return to guide them out.

Cave 1.

Cave is wet and water drips from ceiling. Floor is muddy, strange, webbed footprints like a giant duck! A nature roll against 14 will identify these as giant Cave Toad prints.

Cave 2.

There is a Cave Toad hiding here and he will attack the first character that enters. Initiative +4 HP 6 Attack +2 Damage 1D4 AC 12

If they retreat the Toad will not follow them, it is used to eating rats and wandering beggars not armed humans!

If they kill the Cave Toad they will find the eaten remains of people and 6 copper pieces can be found in the remains.

Cave 3.

Here they will see odd footprints heading from Cave 4 towards Room 1. A nature roll against 12 will identify these as humanoid prints. There is nothing to be seen in this room, a perception check against 10 will spot a couple of bones on the floor near the entrance to cave 4.

Another Perception check against 12 will identify distant sounds of banging towards room 1.

Cave 4.

This room has lots of human bones scattered about. There is what appears to be a cave in at the far end.

Room 1.

The door from the cavern is smashed in towards room 1. There is a dead body dressed in brown and gold robes on the floor and a smashed up human skeleton. There are sounds of conflict from Room 2

The dead body is clearly a male Seeker priest with brown and gold robes. He holds a staff in his hand. He has been stabbed multiple times. If searched, he has medallion of the Sun God Omalthea and a pouch containing 5 copper pieces.

Room 2.

In this room there are two human skeletons armed with swords attacking a Seeker priest, one broken skeleton on the floor and two dead Seeker priests. There are lots of crates stacked up along one wall all full of cheap weapons.

There are sounds of more conflict in room 3.

If the characters do not enter the room the skeletons kill the priest in one round, then the skeletons advance into room 3.

If the characters enter the room one skeleton turns and attacks the lead character. While the other continues to attack the Seeker priest. Skeleton will kill the priest in two rounds.

Skeleton 1 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 2 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Priest has a staff, robes and medallion of Omalthea. If he survives, he will run into room 3 where he is quickly killed by a skeleton there.

Room 3.

In this room there are five skeletons attacking two priests (an extra two skeletons if those from room 2 survived…) There are three dead priests and two smashed skeletons.

The two living priests have their back to the stairs going up which appear to be blocked by a rockfall. They will be slain in 2 rounds freeing up two Skeletons.

There is also a figure dressed in black ragged robes that has a strange back smoke circling his feet. He holds a black staff and directs the skeletons chanting in a strange arcane language.

In the doorway room 4 there is Nedrick with his wand incanting a spell as the characters watch a Stone Golem rises from the floor to attack the black robed being.

When the characters enter Nedrick retreats into room 5 and barricades himself in. Three skeletons attack the characters.

Skeleton 1 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 2 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 3 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 4 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 5 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Earth Golem has two simultaneous attacks Initiative -1 HP 25 Attack +3 Damage 1D6 AC 15

Lich Initiative -1 HP 35 Attack +4 Damage 1D6 AC 14. Staff of darkness each hit causes the victim to suffer darkness reducing their next attack by 1D6 (must be Chaotic / Evil to wield), gold ring of power (+1 wisdom), gold ring of shielding (+1 AC), Green serpent medallion. A religion check against 10 will identify the medallion as belonging to Belzar.

Lich will raise two skeletons to attack the Earth Golem. If the characters kill the lich all the skeletons will collapse.

Skeleton 6 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Skeleton 7 armed with sword Initiative +1 HP 10 Attack +2 Damage 1D6 AC 12

Stairs are blocked by rubble.

Room 4.

Door is barred from the other side and will need to be broken in. This requires a strength against 16 to succeed. Nedrick will attempt to buy his freedom but won’t put up a fight.

If searched he has a wand (need to be a magic user to use), a pouch with 15gp and 25sp, A sheathed sword (enchanted to reduce the attack of its opponents by 1, Damage 1D8).

Also in the room is a locked chest containing approximately 1000 sp (too heavy to carry). Strength against 14 to break open.

Room 5.

Door is shut but not locked. Inside there are robes and medallions along with a table with two gold candlestick holders (worth 50 gp in total).

The two men with Jimmy the Hand will tie and blindfold Nedrick for the characters and Jimmy will lead them out. He will ask what they plan to do with Nedrick.

The characters take Nedrick to Fowler then Nedrick will be arrested and put in jail. Fowler will pay the characters 5sp reward and will ask the characters to lead a raid on the temple in the morning to confiscate the weapons.

The following morning 20 watchmen and Trevor Malkum accompany the characters to enter the Seeker temple. Roderick the Converter will demand they leave but will not draw weapons, he will swear vengeance on the characters.

The stairs have been cleared, there are no bodies or bones. No blood. Also no weapons crates. The entrance to the caves is sealed.

Fowler believes the characters but is forced to release Nedrick due to lack of evidence.

Characters take Nedrick to Judith then Nedrick will attempt to flee when he realises where they are going, if taken into the Belzar temple a man in black robes will come to take Nedrick.

Nedrick: `Kite! I thought you dead! Do not give me to him, he devours people! I can help you just don’t give me to Kite…`

If they give him to Kite that’s the last anyone sees or hears from Nedrick! Fowler will send word wanting to hear what has happened. He will not be happy with the characters for handing Nedrick to the Belzar temple. If they attempt top leave Kite swears vengeance upon them all but wont attack them in public.

Either way that’s the end of this stage of the adventure.

Experience:

10XP for talking to each of Katana, Fowler, Judith, Roderick, Finder, Narl, Jimmy and the voice of the Upright Man.

20XP for defeating the Cave Toad.

25xp for each skeleton defeated.

200xp for defeating the Lich.

100xp for capturing Nedrick.

50XP for delivering Nedrick to Fowler.