2nd Campaign First Adventure - Gateway
Dungeons and Dragons Second Campaign – GatewayavenHaven
Introduction
Its been six months since the defeat of Kite, the fall of the Seekers of New Gods and the rise of High Priestess of Belzar in Haven.
The characters are still remembered as the heroes of Esker and often spoken of in the inns of Haven.
Life in Haven has become far more relaxed now Belzar has risen to` dominance. However, rumours of threats, extorsion and bribery are rife around Belzarites, and some have questioned if the Belzar religion really is any better than the Seekers.
For the last six months Nathan has employed the characters guarding caravans between Solace and Haven, chasing down the occasional band of brigands or goblins. Overall, its been a fairly quiet half year.
The characters are enjoying a drink in the Inn of the Last Home with Nathan when they are approached by a Dwarf who introduces himself as Flint Fireforge, he has heard of the characters exploits and asks if they would be willing to make a journey on his behalf to a place called Plains of Dergoth to recover the helm of his grandfather thought to be found in a place called Skullcap.
Flint will introduce a tall man in armour introduced as Caramon and a sickly man in robes called Raistlin.
Flint: `You may have heard of the great treachery by the Mountain Dwarves after the cataclysm. This led to war between my kinsmen, the Hill Dwarves, and the accursed Mountain Dwarves of Thorbardin. My grandfather fought and died there. Raistlin here claims my grandfather’s helm remains in some ancient ruins there, though how he would know is anyone’s guess!`
Raistlin: `The helm is there, do not ask how I know, just accept that I know. As are certain books I would have recovered. Not valuable to most, but valuable to me.`
Flint: `I don’t care about your books, but I do care about that Helm! But I swore an oath I would place no foot in the land of the treacherous Mountain Dwarves. It was a terrible battle and ended in some sort of magical disaster that desolated the land for miles, maybe you know more about that than you are letting on Raistlin`
Raistlin: `I keep my own council Dwarf and I do not answer to you. Believe me or not as you will`
Flint: `Don’t get your robes in a twist, you would-be wizard! If you say its there, its there, but I do wonder what else you know about what happened 300 years back`
Raistlin: `I can provide a map, but its old and may or may not be accurate now.`
Flint: `Map? Ha! That’s the work of the doorknob of a Kender, you would trust that light fingered fool?`
Raistlin: `Trust? No, I don’t believe I would trust the Kender, but in this I believe his map is as good as it can be. The journey to Skullcap would be arduous and dangerous, if you would make this journey and bring back what we seek we would be in your debt, and I always pay my debts`
Nathan: `Caramon here has offered to take over guard duty with his brother and Flint. I have some errands that could do with being run to Gateway and New Ports if you are willing to go`
Errand in Gateway is to report to Rad Shatterstone and lend support to him. Reports of night-time murders have been causing unrest there. Nathan warns them that the Seeker religion is still strong in Gateway so to be on their guard there. He advises they stay at the Toll House Inn and avoid the Slippery Eel inn.
Errand to New Ports is to report to Merchant Avery to carry out a task for him. It is believed some sailors have gone missing in the harbour that needs investigating. New Ports is run by a collection of merchants who rarely agree on anything! So expect other merchants to be disruptive when the characters assist Avery.
If they agree to go on the journey its likely to take two months round trip. The characters will have horses and a pack horse for their baggage.
The characters can restock on rations, weapons, armour and equipment before they go.
The journey to Gateway takes a day on horseback, make two rolls on the travel table.
Day one in Gateway
The town of Gateway stands before the characters, it’s a walled town with gates to the North, South, East and West. Gateway is famed for its market and is known to be a thriving town.
The Northgate is manned by a squad of armed guards wearing white tabards with gold crosses. The guards will ask their names and reason for entering Gateway. If the characters tell the truth of who they are the characters can make a perception roll against 12 to realise the lead guard suddenly seems quite interested in them. The guard will ask where they are staying.
Once inside the characters can make another perception roll to spot that one of the guards has been sent off a side road in a hurry.
If the characters ask where Rad Shatterstone can be found they will be told he can be found in the River Castle.
The characters will notice that there are clearly a few Seeker priests in the town, these appear to be in the company of guards with white tabards like the ones that they saw at the gates. There are also guards with blue and white tabards that do not appear to have anything to do with the Seeker priests. There is clear animosity between the two types of guard.
If the characters go to the castle they will find it is manned by guards in blue and white. They will be introduced to Rad Shatterstone, a gruff but good natured red headed man with a patch over one eye.
There have been murders at night and the people are frightened to go out at night. Rad and his guards have been unable to track down who or whatever is committing the murders.
The Seekers now have about 100 of their own guards in place manning the gates to the town and patrolling the market, these are the men in white and gold tabards. Those loyal to the town watch wear blue and white.
Rad will explain that public opinion is turning against him and the Elders of Gateway, egged on constantly by the Seeker priests. There have been calls for the Elders to stand down, the watch to be replaced by the Holy Guard and the High Theocrat to assume power.
The cause of the murders is unknown. It never seems to happen with guards around and is always at night. The most common place for the murders is the theatre park. The theatre has been closed since the murders began two weeks ago.
There are 50 men of the watch based in the castle. Night watch consists of 10 guards with Loksure Dirk as captain of the night watch.
Would the characters be willing to become honorary members of the night watch and track down the cause of the murders?
Night one in Gateway
The characters are invited to meet Rad at the Courthouse that evening at sundown, so they can be introduced to the Night Watch Captain who will direct them to an area to patrol that night.
If the characters head back to their lodgings and they told the guards where they were staying, they will find Mad Brad tells them that some unsavoury characters were asking after the characters during the day. Characters can make a perception roll against 8 to notice there is a Seeker priest in the common room.
When they meet with Rad and Locksure the Night Watch Captain appears friendly while Rad is there. Locksure will ask where they are staying. Loksure is in fact a supporter of the Seekers and is in the pay of Nedrick. He has been sending the guards out on wild goose chases every night. Loksure wears a medallion in the form of a stylised sun on an iron chain. Characters can make a perception roll v 12 to spot it and if they don’t remember it an Intelligence roll against 12 will recall their finding one like this in the goblin caves.
Once Rad leaves Locksure tells the characters to patrol the south of the town, around the Eel.
If they do as asked then during the night the following encounter takes place around midnight.
From behind the Slippery Eel the characters hear a cry for help, if the characters attend they find a person laying face down in the gutter, if they go to help four ruffians drop from the roof of nearby buildings and attack, the `victim` also leaps to his feet and attacks.
Ruffians Initiative +2, HP 12, Attack +2, Damage 1D6 clubs, AC 14
Once down to under 3 HP they will flee. If the last one standing is offered quarter, he will surrender. He will say that he and his gang were paid to attack the new watchmen by a man in the Eel. He was cloaked and didn’t show his face, but he did have a large black stoned ring on his left hand.
Day two in Gateway
In the morning they will find there has been a murder in the Theatre Gardens, a merchant has been torn almost in two.
When they see Locksure they can make a perception role v 12 to notice he is wearing a black stoned ring on his left hand. If they specifically look for it they will automatically see it.
If Loksure is challenged about the ring he will say he picked it up in the market yesterday.
The next day passes quietly but the characters will hear talk in the common room about the murders. A perception roll v 12 will have the characters notice that one person in particular keeps bringing up the murders and blaming the Elders for their lack of action, that the High Theocrat would be far more decisive.
Night two in Gateway
The next evening Locksure again orders the characters to patrol the Slippery Eel district and are told to stay in that area. If they ask about patrolling the gardens, they will be told not to that he will arrange for a patrol of the gardens.
During the night, around midnight, if the characters are near the Slippery Eel Ned Riggings will invite the characters into the inn to get out of the cold. He will offer the characters a drink each on the house. In the common room there are two hooded fellows playing cards together on one table other than that the room is deserted.
If the characters take the drinks they must make a constitution test against 14, if they pass they take 1D4 damage if they fail its 2D4 and suffer -4 attack and AC for three rounds. Ned will flee and the two seated men will attack using knives.
If the characters refuse the drinks the two assassins will throw knives, then draw more and attack.
Hooded assassins Initiative +3, HP 14, Attack +5, Damage 1D6 knives, AC 13
Ned will have fled the inn during the fight. He will return later and if challenged by the characters he will plead for his life saying he was forced to help the two men.
Day two in Gateway
Rad will be concerned about the series of attacks on the characters and will ask that they do not patrol that part of the city the next evening. He will express his dismay that yet another death has occurred.
Locksure will ask why the characters were seen to enter the Slippery Eel when they were supposed to be on patrol.
If the characters have met Argh and report what they have been told to Rad while Locksure is there, Locksure will denounce the story as a fable.
Rad will listen to the characters claim but will be somewhat dubious. He will agree to visit the shrine with the characters that morning.
While on the streets with Rad at some point a member of the public will shout insults at the captain and hurl rotten food at him, others will also jeer at the captain. If the characters make a perception roll against 12 they will recall seeing this same person in the Inn raising trouble in the common room. Catching him will not be possible as he will melt into the crowds once the trouble starts. Guards will come to break it up and force the people back. Characters will return to their Inn while Rad returns to the castle.
If the characters make any claims about Locksure the Captain will listen but will say that Locksure has always supported him and been a good night watch captain. He will however suggest that maybe the characters could keep an eye on Humas shrine the next night.
Night Three in Gateway
Locksure will order the characters to patrol The Alleys, jokingly saying they should be safe there as there are no inns.
If the characters remain within The Alleys they will have just one encounter. A Dwarf will approach the characters saying that he has something that may interest them. He will introduce himself as Bismuth and claims he has rare jewels he needs to sell on the cheap. He will offer the pouch of gems for just 10 silver pieces. A Nature roll v 10 will identify these gems are worth ten times the asking price, maybe more.
Day four in Gateway
In the morning at the end of the night shift Rad calls the characters in and says there’s been a robbery in the Alleys, were they aware?
Rad will also say Gems were stolen, an accusation has been made that members of the watch were involved. Do the characters have anything to say?
If the characters talk about buying the Gems the story will look unlikely when a merchant comes in and claims they were stolen. Unless the characters can get some sort of alibi Rad will reluctantly have to arrest them, claiming it all must be some sort of mistake but without evidence to the contrary they are guilty.
Jail cells are under the courthouse so the characters will be taken down and processed there.
Night Four in Gateway
If the characters were arrested the night goes quietly for the characters.
If the characters are not arrested Locksure will disband the characters, saying he cannot trust them. Rad will not overrule Locksure.
There will be 2 more deaths in Gateway this night.
Day five in Gateway
A crowd of people surround the courthouse demanding the end of the elders and the watch, demanding the High Theocrat and Holy Guards given power. The crowd gets bigger, and things look to get ugly. Seeker priests and guards in white and gold can be seen amongst the rioters. Eventually the elders agree to the demands. The Elders are removed from power but given honorary advisory positions, The watch is disbanded, and all members are offered positions in the Holy guards.
Rad decides to leave Gateway and make his way to Solace to discuss the turn of events with Nathan. He will thanks the characters for their help and leave. Most of the watch will join the Holy Guard.
Jail
The characters are taken to the jailer who, with two guards, takes all the characters items and weapons and puts them in a chest, he keeps the key on a large key chain.
They are taken to a large communal jail where one other prisoner is held. They are put in the cell and the door is closed and locked behind them.
The other prisoner is badly disfigured, there are scars where his eyes once were. He has evidently been there a long time.
He will cower when they come in, begging them not to hurt him. If they introduce themselves he will calm down. If they ask his name he will say he is Locksure Dirk.
He will explain how he was pushed into a well where a creature lay in wait that caused these horrific injuries to him. It has some way to mimic him and now runs the night watch. He has tried to explain to the jailer but the jailer wont listen. He wants to tell Rad but has been unable to get word to him, and would he believe him? He doesn’t know what kind of creature could mimic a man as this creature has, but there is one in the city who might know, the caretaker of the Theatre. He is well travelled and knows all manner of things.
The following day the jailer will unlock the door and take the characters their belongings, guards will take them to the court above where Rad is waiting.
Huma`s Shrine during the day
At the shrine they will see a statue of a man stood tall looking skyward with a lance in his hand. Two fully armoured knights stand either side of the statue.
Knights will happily talk about the legend of Huma.
If the characters make an Investigation roll against 10 they will see strange gouges in the stone base to Humas shrine, as if the statue has been moved at some point.
If they try to move it or damage the shrine the two knights will demand they cease, threatening to use force if needed.
Huma`s Shrine at night
If the characters go to Humas shrine they will find it has a metal railing around it, locked. There are no guards at night.
If the characters climb the railing or force the lock, they will find the shrine is solid stone and doesn’t move. An arcana roll against 10 will tell the characters there is a faint sense of magic here.
At Midnight Nedrick will approach the shrine and will summon an earth elemental to move the statue, freeing the owlbear. He will then dismiss the earth elemental and hold aloft a long magic staff which emits a red light.
A fine mist starts to flow from the staff, soon obscuring Nedrick. The Owlbear lumbers off into the town.
Nedrick slips away once the Owlbear is released.
If the characters attack straight away Nedrick flees and the Owlbear fights.
If the characters follow the Owlbear it heads to the Theatre Gardens and attack anyone it finds there. If this is night 3 or 4 the Owlbear will break into the Theatre to get at Wold. Other nights it will find and attack a member of townfolk.
If the characters approach the Owlbear at any point it will attack the characters.
Owlbear Initiative +2, HP 50, Attack two attacks each round Beak Attack +5 1D8+2 damage Claws Attack +5 damage 1D8+2, AC 13
Theatre Gardens
If the characters head to the gardens at night they will find a headless body. If they make a nature roll v 14 they will believe the creature that did this had to be as big and powerful as a bear! It also appears to leave no tracks (these are hidden by Nedrick). A perception roll v 10 will spot a figure watching them from the Theatre. This is the Theatre caretaker, Wold Argh. If the characters approach the theatre he will flee back inside the theatre.
If the characters have already been in the Theatre they may find the Owlbear inn the gardens, in which case it will fight them (see
Theatre
Doors to the theatre are barred from the inside, strength roll against 15 to open.
The back room of the theatre has numerous boxes of outfits, lighting lamps and there are props of castles and trees scattered about. Stairs going down.
Downstairs room one there are casks of lamp oil here.
Downstairs room two has tools such as brooms and shovels as well as lifelike mannequins of monsters such as ogres, minotaur’s and Goblins. And a Mummy.
As soon as they pass the Mummy, it attacks!
Mummy Initiative +1, HP 25, 2 x Attack +3, Damage 1D6 bludgeoning, AC 14
Downstairs room three Wold Argh is hiding in a crate of theatre clothes. Perception roll against 10 will spot him.
Argh is a very nervous character, he pleads not to be fed to the beast of the gardens. He will describe it as being a huge giant of a creature with claws and feathers. He will also say the beast is controlled by an evil sorcerer. If they ask Argh to describe the sorcerer he will say he wears a grey cloak, has a short dark beard and carries a magic staff. He conjures mist on command. If the characters make am intelligence roll against 12 they will realise the description doesn’t sound like Kite but does sound familiar.
Argh will also state that the beasts lair is under Huma`s shrine.
If asked about a `mimicking creature` he will say there are legends of a creature called a doppleganger that can take the exact appearance and memories of a creature, it eats their eyes. The host for the mimic must be kept alive or the mimicry fails. Saltwater makes them melt back into their original form – which is a reptilian humanoid apparently.
Doppleganger Locksure Dirk Initiative +3, HP 40, Attack +4, Damage 1D8 sword, AC 15
Leather armour, high quality longsword with ruby in hilt (worth 5gp) with symbol of 5 headed dragon, pouch of 45 gp, pouch of 55 silver,
XP rewards:
Defeating the ruffians 50XP
Defeating assassins 50XP
Visiting the theatre 50XP
Defeating the mummy 100XP
Visiting Humas shrine at day 50XP
Visiting Humas shrine at night 100XP
Defeating the Owlbear 200XP
Visiting the Jail 50XP
Identifying the real Locksure Dirk 100XP
Defeating the doppleganger 200XP
The Owl Bear
1. South Gate – Gate to the farmlands of the South and the West Plains
2. Slippery Eel – Inn run by Ned Riggings
3. Riverwatch castle – Captain of the Watch Rad Shatterstone
4. Mad Gwen’s Potions and Tonics – Potion and magic shop
5. The Forged Blade – Smithy run by Sherris Dearman
6. Marketplace – Run by Rogate Wheeler
7. The Alleys – Poor quarter
8. The Toll House – Inn run by Mad Brad Vladovich
9. The Old Bridge – Toll bridge, road to Que-Teh
10. Seeker of New Gods Temple
11. West Gate – Gate to farms and mines
12. Martyrs Shrine – Dedicated to Huma, guarded by two Knights of Solomania
13. The Courthouse
14. Coldral Memorial Theatre
15. Noble District
16. Lady’s Pleasure – Inn run by Lily the Pink
17. North Gate – Main Road to Solace and Haven
18. Village of Oldham – Farming village
19. Hamlet of Trent – Mining village