Вы находитесь на странице: 1из 2

xliii

Heres the last Tradetown adventure, taking the PCs through danger and secrets and a lead to the next series of adventures in Sooton.

A bad start

The PCs get in a fight in the Rolling Hils. They find some clues that lead them to Tradetown and a connection to the necromancer thats been plaguing the Ashford Valley for some time now. The PCs can get involved by traveling through the Rolling Hils, possibly to see prospector friends (like Binder from issue #42) or guarding ore merchants through the High Bridge Road (like in issue #5).

you got to fight for your right to party

The PCs are attacked by one of the necromancers undead patrols that are making trouble throughout the Rolling Hils. Skeletons; No. Encountered: 6+1d6; Alignment: Neutral; Armor Class: 6; Hit Dice: 1d8, Hit Points: 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 1; Attacks: longsword (1d8+1); Save: F1; morale: 12. These skeletons are better armed and armored then those previously encountered. The shields and longswords the skeletons use are nearly brandnew and they are major clues in the investigation that follows. The longswords are in the Bugbearstyle and of excellent manufacture (non-magical attack damage is 1d8+1). A close examination of them uncovers the swordsmiths unique mark (a stylized IB). Taking the swords to Tradetown and showing them to some of the weapons merchants there lead the PCs to the Iron Bugbear Sword Company.

iron bugbear sword company


Asking around, most people dont know where the company is located, which is strange for a thriving business (and by all accounts, it is thriving). It will take some legwork but the PCs finally find out that a building exists where IB stores their goods but noone knows for sure where the main offices are located. The large, nondescript threestory stone building takes up a whole block in the Furnace ward of Tradetown, on the corner of Coal Street and Gold Lane. There is no sign on the building except No Tresspassing. There is a main door and few windows. However, the building's not the problemwhos guarding the area is. There is a group of Sir Hoels household knights and menatarms in a permanent guard station across the street. The appearance is that they are guarding the area but clever PCs may notice that they are mostly concerned with the building that the PCs are interested in. Anyone who attempts to gain entrance will be stopped and questioned. Most people will be turned away. The PCs will be asked their business and unless they are very convincing, they might get arrested. Fighting with Sir Hoels men in the streets is a really, really bad idea. Between the knights and the local workers who are more than willing to step in and help out the law, the PCs dont stand a chance.

Curiouser and curiouser


After returning to their lodgings, however, a young halfling messenger will bring them a note that says: Come to Binders mine tomorrow. Bring what you have. (signed) a mutual friend. Since the PCs know Binder, his mine is about a days travel by foot (or a halfday by horse) from Tradetown. Examining the note will reveal the following: The paper is expensive and the handwriting is excellent, meaning that a professional scribe wrote it. There are three freelance scribes in the town (Aristan, Platt and Crates) and showing the note to them (for a fee, of course) will get a mix of contradicting answers. Aristan will insist it was written by Platt. Platt will say (correctly) it was written by Sir Hoel and Crates will insist its from one of the scribes over at the Happy Halfling Mining Cooperative. Traveling to Binders mine is no problem. When they arrive, Binder will greet them and make dinner (or lunch if they arrive early). Then hell calmly walk out the door and go back to his mine. Sir Hoel and several of his men will ride up and, with the guards close by, Hoel will talk quietly with the PCs.

xlIii

everybody's got a secret

Assuming the PCs promise to keep quiet about this, Sir Hoel provides the following info. The Iron Bugbear Sword Company has two secrets. One is that it is owned by Hoel (who provides the funding and administration) and a secret partner (the swordmaker). The second is that the Bugbear in the title is not merely for showthe swordmaker is a Bugbear named Cash! Everyone knows that Bugbear longswords are wellprized weapons for adventurers and soldiers alike and the only way to get them is to kill Bugbears. Long story short, years ago, Cash was his tribes weaponsmith and he created excellent swords, even surpassing the usual grade. A group of adventurers, a younger Hoel included, invaded his tribes lair and fought them, killing nearly all of them. During the fight, Cash was knocked unconscious. One of Hoels companions owned a cursed Helm of Opposite Alignment. As a joke, he put it on the senseless Bugbear and changed Cashs alignment to Lawful. Hoel felt bad for the Bugbear and, figuring rightly that other Bugbears would enslave or kill him, offered him a deal. If Cash would continue to make excellent longswords for Hoel to sell, Hoel would provide the protection and support Cash needed. The two became fast friends, which is amazing considering the racial hatred between them. When Hoel returned to Tradetown, he built the Iron Bugbear factory and provided Cash with a home and forge in the basement and the finest materials. For the past 20odd years, Cash has been making swords. Sir Hoel lets the PCs know that this particular lot of longswords was sold to a merchant named Willa Swan in Sooton a month or so ago, supposedly to ship out of the valley. Hes very concerned that his swords are now being used by enemies of the valley and he suggests the PCs get to the bottom of it, with his unofficial blessing, of course. Continued next issue!

Вам также может понравиться