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Stolen Goods

Alevel7adventure. ByTankatraue
Greetings! This module will be takingplaceinthecityof Andodulin.Thisisnot a city in any known campaign settings It's just a random village in the middle of nowhere,sopleasefeelfreetouseitwhen/whereeveryoulike. In this module the group will be faced with a few dilemmas anda lot of combat to finish it off. It revolves around a town that should have been celebrating its own version of Easter butinactuality it'sinanextremely gloomymood. Youseethetowns food,drinksandgiftsforthechildrenhavebeenstolen! The nightbefore thePC's arriveintownitwasraidedbya bandof Koboldsand a tall horned man who moved like the wind. The raiders didn't kill anyone. They weren't even seen or heard until the very end oftheirraid.Two guards wereknocked out by the horned man. while the third guard (who happens to be the towns captain.)wasdraggedawayonlytoreturnlaterthatmorning,badlybeaten. AlltreasurewillbelistedundertheNPCintheStolenGoodsNPCBook.

Howthestorybegins.
When the PC's walk into town on a very cold and snowy morning, theyshould getthefeelingsomethingisabitoffintheplace. The roads have neverbeenpaved andbecauseit'swinterthere arenothingbut deep pockets of mud and horse shit. Use this to set the tone of despair in the town. The smell is putrid, the visual aspect of things being unkempt or unattended. Thefew people walking around are moving slowly and almost without direction (careful not to makethemlooklikethey'reundead.) Once one of your PC's makes their first move into the city to talk to someone, this would be a goodchancetointroducelittleJimmy.Jimmyis alocalboy of about7 years old who loves to play hide and seekbuttodayJimmyisinabadmoodand has noproblem lettingeveryoneknow.Jimmyis tryingtoprotectthecity right nowwithhis wooden sword.He ishidingatthemainentrancetothetownundersomeblanketsthat are now dusted in snow. If anyone tries to get past him, he will jump out from under the blanket and demand to know who they are and that they leave... or else. Now Jimmy is no threat but he does create good role play and a good insight into what's coming. The first PC to walk into town should be given a DC 17 perception check to notice Jimmy before he jumps out in an attempt to scare away the PC. If the PC notices Jimmy then allow the PC to act first. If the PC beats the check by morethan 10 then the PC can tell it's a child undertheblankets.Otherwise, all theywillnoticeis asmallcreature Once the PC's start to get annoyed with Jimmys demands you can now introduce Jimmy's dad, John Ward. See page 2 or 3 of Stolen Goods NPC Book. He's the towns local woodsman and brother to the captain of the guard. A big man covered in hair, all of it well kept. He always has a beautifully crafted axe with him. This man is even tempered and always seems to be calm. He will question the PC's about what they're doing in town but will accept almost any answer given to him. He will also provide information regarding the eventsthatruinedwhatshouldhavebeen a day full of food, drink, song, dance and laughter. He can provide any information

exceptthelocationoftheraidersandtheirmotives. Now if the PC's choose to attack the blanket/Jimmy before he can jump out, things get tricky. If they just hit the blanket with a sword or stick, Jimmy will be just fine bruised, but fine. However if they hit the area with a spell of some kind then Jimmy will take the appropriate damage. (Jimmy has 5HP and an AC of15)Don'tlet Jimmy die unless you really want to see how your PC's reactinamoralsituation like that.IfyoudoletJimmydiethenhereiswhathappensnext. John Ward will not be far behind the engagement with his son one way or another. If his son is fine then he will be his normal self but if his son is harmed... well. John is a man who has spent his whole life honing his wood cutting skills and if he seeshissonhurt,hewill go intoa rage andattackthepersonwhoistryingtocalm him. Have that one PC roll a sense motive (DC21) or be caught flat footed as the attack begins. This fight should go unnoticed by the rest of town. They are all lost in theirownthoughtsatthemomentanyway.

Locationbreakdowns.
There are 4 main building in this town: The BlackDress Innand Tavern,The Bakery, the jailhouse and The Pseudo (which serves as the local drama center, courthouse, and the lord mayors home and office.) All the locals live around town in random locations. TheBlackDressInn: This once fine place is now starting to show signs of ruin. The once beautiful black paint that used to cover the building has long since decayed away. The once beautiful oakdoorshaveturned gray withageand neglect.Thefewwindowsthathave not been boarded over have turned thin and milky in color. The inside is not much different. The beautifuloaktables,chairs, barandbarstoolshavelosttheirluster.The leather of the sitting chairs near the fireplace hasbeenwornawayandthecoloris all but gone. The rooms layout should feel like Western meets Viking. The bar is a western design but thetables arealllongwithlong benches Afire inthemiddleof the room used for cooking and makinghotdrinksBeautifulpillars supportthefloorabove and the roof. The pillars seem to be theonlythingsinherethatwontblowoverwitha slightbreeze. The Black Dress Inn is owned by a skinny old woman with long silver hair named Shara Tapia. For being in her late 80's you wouldn't be able to tell at first glance but she moves quick and talks just as fast. WhenthePC'senterheretheywill be questioned and welcomed at the same time. Come in and haveasit.Tell mewho you are and where you're from. Let's get some warm stew and tea in you. 'Tiz cold out there. DC17 sense motive will let the PC's know that she only wants to keep troubleoutofherbar/inn.Otherthanthatshe'swillingtoserveanyone. A room for the night will be 1gp. A room with lunch, dinnerand solid breakfast in the morning will be 5gp. The stew and tea sheofferswillbe5sp.Everydrinkofale is 5sp. If the PC's complain about the price make sure to let them know it's the best stew, tea and ale they've ever had. She may be a nice old woman but she will never negotiate on prices because she knows her food and ale are the best in the lands. Bread is an optional extra on the side thatwillcostanother 7spandagainit'sthebest

bread they have ever had. It melts in their mouth it's so good. This bread is made at thebakeryeverymorning,thensoldthere. Also in here is where you can find adrunkenCaptainofthe guardand histwo guardsmen. Cpt. Shawn Ward (a fallen paladin), Lt. Earl Morris and Sgt. Clay Tyler. Morris and Tyler are passed out drunk at a table in the back. Cpt. Shawn Ward is close to the door but he too is passed out drunk. None of them would be good in a fight and Shara makes it a point tonotmentionwhothesemenare unlessshehas no other option. If for any reason they need to be woken (the Captain is easy to wake. You can let your PC's get creative with the other two.) you can find Morrisand Tyler on page 5 of Stolen Goods NPC Book. Cpt. Shawn Ward canbefoundonpage 4of Stolen Goods NPC Book. They're all too drunk to be any threat to the party or anything else for that matter but they can provide some fun role play. The bar also has5otherdrunks(CReach)tryingtoforgettheirproblems. Cpt. Shawn Ward is also the only person who can point the PC's to the cave where all the towns stolen goodsare kept, alongwiththesinisterplanunfoldingthere. (keepreading.Itwillallbecomeclearasyougo.) TheBakery: This place is owned by a racist old woman named Otha Hargrove. She isvery fat and always angry about something. Today, however, she has a reason to be upset She spent hours the day before making mini cupcakes for todays hide and seek an event for the children. A few of those fuckin mini, wannabe dragons brokeintoherhomeandstolethemall. This is a pretty straight forward place. You pay 1gp for anything she sells. Cakes, cookies, brownies, cupcakes and a surprisingly good hot chocolate.Ifyou're not human you will be charged 1.5 gp and she's not afraid to let the PC's know she doesn'ttrustorlikethem. Now here is whereitgets kind offun.Sheis scaredtodeath(literally) ofElves. All manner of Elf. Drow, Elf and even HalfElves. If a PC who knocks on the door is one of those then this old lady will scream, slam the door, then have a heart attack and die. Noand's, if's, or but's.Feelfreetorollplaythis outhowever youlike,DM's.It can be a lot of fun to see how a player reacts when they accidentally kill a harmless NPC. ThePseudo As said above, this place is many things all wrapped into one. It serves as courthouse, theater for local plays and events, official office and home to the mayor Lord Duncan Tarver. See page 6 of Stolen Goods NPC Book. Lord Tarver is your typical lowborn noble trying his best to gain power. He is fair withhispeoplebut only

because he knows he must be. Any chance he can take to rip someone off and not get caught, he'll take it. That being said, he is also a smart negotiator. After the PC's have had time to relax in town he will approach them with a request. Saying he will paythemgoodcointoridthetownoftheevilwhichhasstartedtoplaguethem. Lord Duncan will offer each PC 250gp to ridthethreat.DC 21 sensemotiveto know he's willing to pay much more. (DM knowledge. He'll pay 1000gp each. If they still won't bite he promises to give them a letter tobe delivered tothe next largecityin their path. This note is for any item, weapon or armor, with any type of +3 enhancementonit.) Now, Lord Duncan doesn't know where the evildoers areorhowto gettothem but he is smart enough to know that Cpt. Ward knows something he's not telling everyone. At some point during thejobnegotiations he willsendforthe captainto join them. After about 15 minutes a drunk and soaking wet Cpt. Ward will walk into the mayors office. Make it look like the bartender woke him up with a wand of create waterandhadJimmy(ifhe'salive)draghimhere. Lord Duncan will order Cpt. Ward to tell his story so that the PCsand himself canbemadeawareofthesituation. Thestory:Feelfreetomodifyhoweveryoulike. Last night while the captain and his guards were setting things up for the following days event, they could hearnoisescomingfromOthaHargrovesbakeryso they went to investigate. When they opened the door they found 5 Kobolds, their faces stuffed with mini cupcakes and bread hanging from their tails. It took both parties a moment toreact.Thehumans weretryingnot tolaughandtheKoboldswere debatingsurrenderorretreat.That'swhen they all smiled, lookingat somethingbehind the 3 guards. In the blink of an eye Sgt. Tyler was on the ground, knocked out cold. As the captain turned to see what was there the kobolds were jumping on Lt. Morris, beating himover theheadwithcookingutensils,potsand pans.Hedidn'tlast long ina 5 vs 1.Thetallcreaturethat knockedout Sgt.Tyler looked human atfirstbutina flash of light coming from withinthe bakery thecaptaincould seemuch morehiddenunder this tall mans hood horns that looked like theyre from a goats head. A very handsome man was attached to these horns. The creature had all the features of a man but for the horns and the hoofed feet. His legs were not covered in fur. In fact none of him was. It was like some wizard removed just the feet of the man and attached hooves. (DC20 Knowledge nature reveals this to be a Tiefling.) The captain managedtogetaswingwithhisswordinbeforethecreatureknockedhimouttoo. When the captain woke he was being dragged through the snow on a makeshift sled. After some time he ended up in a cave where he was placed inside

and left alone. Presumably to be dealt with after the feasting had finished. The Kobolds had made a mistake thoughtheyforgottosearchforhiddenknifesandas a result the captain was able to cut his bounds and sneak deeper into the cave.Thisis wherehelearnedthetruenatureandplotofthetallman. The creature along with theKoboldsanda fewsell swordsareprotecting alittle girl in this cave. This little girl is soon to become the next vessel for their unholygod. The captain didn't wait around much longer after that. He got the hell out of there, makingitbacktotownjustbeforedaybreak. After that play thingsout howeveryoulikebut thisshouldultimatelyendwiththe PC'sheadingtothecave.

TheCave
map:http://i.imgur.com/ACGLGHc.png
Mainentrance:LightingLowLight. The main entrance is a simple thing. There are two Kobold Guards outside. Page 7 of the Stolen Goods NPC Book. They are the two weakest Koboldsthis place hastoofferandshouldbeeasytodealwith. The corridor leading intothecavenarrowsdownintosinglesquareincrements. The first of these is marked with an X inside a box.Thisis astandardpittrap.DC 15 perception checktonotice thetrap.DC13 reflextoavoidfalling 10feetandtaking 1d6 falling damage. The 2nd X, though, is a bit more brutal. Its a scythe trap. If one should choose to jump into that square and not the square heading back to the cave entrance they mustmakeaDC15reflexor becaught flatfooted.DC 25 perceptionto notice the trap. Keen Scythe. (attack +10. 2d4+5. 19/20 x4 crit.) Trap auto resets right away. DC20 disable device to turn the trap off. This will also leave the scythe unharmedsothegroupcanuseit.Award2600XPforbypassingthesetraps. Secretdoor:LightingNone. This door can be located with a DC 20 perception. It leads to anold roomthat not even the new cave residents know about. There are a few old Dwarven work benches in here that have long since been forgotten. Hundreds of years of dust has gathered about 12 inches deep. This dust covers everything andgivesseeingthings in here a 5 on perception checks. The only treasure in this room are 4 Goggles of Night. (Grants 60 feet of darkvision) The 2nd secret door to the north can only be seen with a DC30 perception check or a detect magic spell to reveal there is somethingelsebeyondthewall. Behind the 2nd hidden door is a skeleton. A Dwarven one to be precise. The skeleton is sitting behind a large wooden desk that looks to have never seen signs of aging. On the table is a Deck of Many Things. The skeletonwillaskin Dwarven How many? and waves its hand over the deck of playing cards. The deck can only be

pulled from once per PC. (DMs I recommend taking out the Ace of spades, Jack of
clubs, and King of clubs. These card could bring ruin or a lot of fun. Its up to you.) The skeleton will count from the top down however many cards the player picked, then reveal that card to the player. A1: Lighting; None. In this room there are two thing; A chest with 750gp, 200sp, and 5cp, a Ring of Substance and a +2 keen Dagger of Returning. Chest is unlocked but its under water. The 2nd thing in this room is a ghost. See page 8 and 9 of Stolen Goods NPC Book. This Ghost will do anything it can to protect the chest. If the PCs play it smart they may not even need to fight the ghost to get its treasure. After all, Its only there to protect the chest. Not whats in the chest. The Kobolds and humans do not come into the room. They fear the ghost but seeing as how it stays in this area they ignore it. No one knows how long the ghost has been stuck here. The only way to let the ghost pass-on is to put the chest deep underground or destroy it before the ghost kills them. The chests protection is the only thing keeping it around.

A2:LightingNone. Area A2 is the main sleeping location for all the Kobold Fighters. Page 10 Stolen Good NPC Book. Here you will find all 6ofthemdancing tomusicbeingmade by a human named Sonia Cooper. Page 11 Stolen Good NPC Book. If the traps in the main entrance are tripped, the human will go back to areaA4and stay therewith the other humans. The Kobolds will go check on the traps, fighting the PCs there if theymust.Wait1d3roundsafterthepittrapgoesoffbeforehavingthemshowup. A2:LightingNone. There is nothing in this room.Have fundistracting your PCs here forawhile if you wish, or just send them through the closed door to the west. The Door is not locked but it will not open quietly unless the PC can pass a DC21 stealth or disable devicecheck. A4:LightingGood. This is the main sleeping and living room for the human sell swords. Walter Sanders and Kevin Sanders. Page 12 Stolen Goods NPC Book. Codi Monson. Page 13 Stolen Goods NPC Book.They fight tothe deathunlesspaid900gp each.Theydo not ask questions before starting combat. If the bard (Sonia Cooper) from area A2 made it here, they will be sitting in wait ready to attack the PCs in a surprise round. The Sorcerer and bard will make themselves look like bait while the two fighters wait oneachsideofthedoor.Theyhavesomeveryfunshieldfeatstouse.

A5:LightingGood This room was once a beautiful Dwarven hall, long since abandoned. Its walls and pillars look as though they remain untouched by the sands of time. Permanent dancing lights flow around and through the pillars. A beautiful sight if not for the man standing in the eastern hall. This room contains only one person. Blaine Matheson. Page14ofStolenGoodsNPCBook. Blaine is the final boss and he is no pushover. He is a monk who has fallen from the light but not in the search for greed or lust. He nowsitsinthedarkbecause he made a promise to a dying man a promise he did notfullyunderstanduntilitwas too late. A promise to watch over this mans child until she was ready forherdestiny to unfold. Now he stands guardian to this little girl. He protects her, knowing she will become the next vessel to an unholy god. Knowing she is not much longer in the world. He will talk to the PCs. Maybe even lettingthemknow whyheshere, butthere is one thing he will never do. He will not let them pass into thenextroom. Hewillfight to the death to protect this child. Blaine has on him something not noted in the NPC Book. He has a necklace that will automatically cast Dispel Magic once per day if Blaine gets caught under a mind control spell. This should go off right away after beingcontrolled.Otherthanthat,playhimlikeanyothercombatheavyNPC. A6:Lightinggood. There are three large bookshelves in the middle of this room. The bookshelves contain books on all manner of things. Books on all the different religions, books on cooking, camping, hunting,fishing,languages,spells,craftingandmanyothers.None of these books are worth anything moneywise but if someone were to spend a year inheretheywouldgaina+2toIntelligence. Alsointhisroomisasmallerroomsetupwithabeautifullymadebed.Thebed has a nightstand oneachside withtoysanddolls.Allthingsa littlegirl wouldlove.This little room also has bookspiledalong thewalls.Thesebooksallpertainto adventuring. Talesofmanyheroesandtheirmanybattlesinthenamesofmanygods. The last room in here is a very large dining room where the little girl can be found hiding under the table. The little girlonlyhas onepowerrightnow andits an At Will ability. Detect Thoughts. She has been using it through the fight with Blaine and now uses it to gain a +20 to sense motive checks when talking to the PCs. The girls nameisShelbyDraper.

Ending
The PCs can choose to do whatever they wish with the girl. A fewgood ideas would be to bring her back to town and let them deal with her however they seefit.If they choose to kill her here, that is fine. She is an evil little child who will someday help kill millions. Reward them an extra 1000 xp each if they decide to do the honorable thing and letthe town deal withher.Otherwise, shesonlyworth25xpeach whenkilled. Note: When I DMd this, my groups decided to take her back to town and let the Lord Mayor deal with the issue. As the PCs leave town I have a giant fireball fall from the sky and destroy the town, leaving nothing behind, making it seem like the LordMayorkilledthegirlandthegodwhowasgoingtoberebornsentthefireball.

Havefunandthankyouforreading!

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