Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, 19 February 2024

Night's Dark Terror 6: Search for the Herd

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

We'll assume the party takes the bait, and sets off on the trail of the stolen herd not long after the siege of Sukiskyn. They are going to be led by the family's heir, Taras, who knows something of the immediate surroundings of his homestead.

Regardless, the trail of a herd of 41 horses should be plainly visible. It leads through the woods due east along the familiar trail to the herd's usual pasture on the moor, then continues along the north edge of the forest. Reconstructing the doings of the night before, the Vipers, on foot and driving the herd, had a full eleven or twelve hours' head start on the mounted Wolfskull riders. In Basic, wolves outpace goblins by a 5:3 ratio, and even in Fifth Edition where travel times are flattened by the rules as written, adopting travel rates more proportional to tactical move makes the following events more plausible.

The Vipers drive the white herd all night and find shelter from the distasteful sun rays under the eaves of the forest, 12 miles east of Sukiskyn. This is less distance than they could travel in a night, but we can assume that the herd caused trouble for them, even assuming they had some kind of animal-handler  to make their whole kidnap feasible. Meanwhile, the thirteen mounted Wolfskulls (minus casualties taken in the siege), including the king and bodyguards, take only a few hours to catch up. Then at map location W2, the massacre happens.

Hans Baldung Grien, 1534

When the party arrives, they will have some giant insect scavengers to deal with. For among the dead Vipers lie seventeen bodies of Sukiskyn's white horses, presumably mauled and part-eaten by wolves. In any system, a dire wolf is going to have about 5 times the hit points of a goblin, and that plus surprise equals a massacre. The most likely tale to be had, if survivors speak, is one of hubris bitterly cursed. Jagga, the dead king, really did think the other two tribes would stick around and complete the siege, so fiercely did they boast of war. He thought his tribe would not be pursued as they made off with the herd.

With this tragic scene, B10 swings the heartbreak hammer again - if the sight of so many dead horses doesn't move a player, think of the lost earnings they represent! But the larger part of the herd has survived and they are easily enough tracked to the next location.

The goblins sold the horses to a bandit camp deeper in the woods, just a small operation with elven thief "Miss L. Fyodorll" and a few of her goons. The adventure as written presents a moral quandary - Fyodorll will swear it was none of her business, that if Sukiskyn wants justice they should get the sale price back from the Viper goblins. She also should know vaguely that they and the Wolfskulls live to the east, setting up the next phase of the adventure.

But the module as written completely ruins the situation. A standoff is likely, with Fyodorll denying all moral claims on stolen property and Taras unwilling to pay for what is rightly his family's. Unless the party pays or negotiates a settlement, the situation is resolved cheaply by Fydoorll inexplicably attacking the party as they leave - shades of "Greedo shot first" to make it clear who the bad guys are.

Here's a better way. It starts from realizing that the Fyodorll gang is not really primarily in the business of selling horses - what customers would visit a stable in the middle of a goblin-infested forest, and where are the acres of pasture that such a large collection would need? The sign claiming to be a horse dealership, then, is a recent bit of wry humor on Miss L. (Lenorre, in my campaign) Fyodorll's part. The white herd is a white elephant for her. With no long-term way to feed them, she will be looking to sell fast - the inflated mark-up cited in the adventure is only a starting point, and any profit is acceptable to her. 

If there is no deal, she might even show up at Sukiskyn later with the herd in tow. Pyotr will be a more pragmatic bargainer than his honor-bound son, possibly offering the pile of goblin weapons and armor, otherwise unsaleable, as something Fyodorll already has a market for. This course of events is even more likely in my campaign, where the elf teasingly hinted about a "history" with Taras' father.

But if the bandit camp must involve a fight, and the players are reluctant to be the aggressors, let it be Taras who provokes it. He'll shoot an arrow in anger from the back, letting the party deal with the consequences, and putting dramatic strain on their otherwise cozy relations with the host family. The bandits won't fight to the death; in my campaign, Fyodorll escaped to further bedevil the party on a memorable foggy day, while one defeated bandit begged for mercy and was taken on as a liege of the Sukiskyn household. They have very little money described on their persons, and it makes sense that their main treasure would be buried, undiscoverable, in the woods nearby.

Regardless, if the party and Taras return empty-handed Pyotr will pull for recovery of the surviving 24 horses, by whatever means necessary. And by then the next quest will have been served up - word reaches Sukiskyn that Stephan has been kidnapped by wolf-riding goblins!

Next: Hexcrawling in search of Stephan Sukiskyn

Tuesday, 17 October 2023

Hex Crawl 23 #275: One More for the Road

Eleven hexes northwest, four hexes north of Alakran.

 

Here is one last possible road encounter for the stretch between the Caravanserai and Eryptos.

A troop of five camels at a trot overtakes the party, making for Eryptos. Four of the toughest roughnecks available for money box in a skinny, ageing man in gold-fringed robes of blue and purple silk, with a placid and almost childlike face. This is Atti'i-Kusu, "The Probing Needle," a master courtier from the capital of Mu-Asharru on his way to Eryptos.

Just after passing the party, Atti'i-Kusu turns and regards them thoughtfully. "You know, I believe these will do," he says to himself. He then offers a commission of 100 gp a head, and the possibility of further work.

They must strike that very night in Eryptos, and steal a very old and magical curved sword from the leader of the Prince's bodyguard, one Arshak. Atti'i plans to present the sword to Arshak at a gala event the following night, humiliating him (for surely to cover his loss he will have mocked up a replica to wear, or at least the hilt) and hastening his removal. The problem with Arshak is that he eggs the Prince on to overly ambitious politics, and he is sure to be succeeded by his lieutenant Labash who is more amenable to the point of view that the Prince should keep quiet before he assumes the throne.

The caper is difficult (so Atti'i can be bargained up to 200), and if you are kind you will have him mention the possibility of locate object being used, which will require a lead covering for the sword; leaving Eryptos with it is not an option given the plot. As Arshak sleeps there are two night watch patrolling the perimeter of the garden of his house, two savage and loud dogs at the door, and a tutelary spirit of the house similar to a poltergeist who will cause fumbles and mishaps to any burglars moving within. What's more, Arshak sleeps with the  sword as a pillow, and is -- has to be -- one of the toughest fighters in Eryptos. If the caper goes awry, of course, Atti'i will deny everything and the characters will be in serious trouble.

Tuesday, 12 September 2023

Hex Crawl 23 #240: A Useful Vendor on the Road

Ten hexes northwest, one north of Alakran.

 

Encounters along the tilted gargantuan paving stones of the ancient Road of Flowers are not always about swindles or robbery. Some of the people you meet can be useful. Such is the case with Sharyukin.

Sharyukin is a tall, slender man who dresses in silks and wears his hair up in an elaborate style, giving him a womanish look. His narrow eyes are steel-gray and he shades himself with a great green parasol. A vendor, his goods are all in and on a four-wheeled wooden cart, which is pushed diligently by a muscular, sun-baked, beetle-browed man who answers to "Turtak."

Sharyukin is a dabbler in the arcane, a hanger-on of wizards and witches, a sometimes fortune-teller and purveyor of dubious curses as well as relief from same (often as part of the same operation.) In short, he's a wozard-3 and Turtak, fighting with a wooden hammer and whip, is a barbarian-6.

Through luck, gods' grace, or some kind of astrological quirk, Sharyukin's cart will always hold the second-best thing to what the party needs. You might run into him when you need healing potions for the next adventure, and he offers you heroism or weapon resistance potions at the same price. Need torches, and he's got a little lamp with scented oil. Need armor, and he's got a fine shield.

His other trait is that in each city he visits, he knows exactly the right person to buy any curious or precious object. This, he never buys treasures in coin, but trades an object worth on to 1 1/2 times its worth for it, for he is sure to sell at 2 -3 times the book value. To this end he keeps treasures worth 2000, 1000, 500 and so forth gp. 

Finally, there are rumours of a curse that keeps robbers and thieves away from the cart. These happen to be  true; the cart contains an untouchable treasure, a gleaming black opal discreetly engraved with the old Urig characters for the Void. Touch it, and a wave of necrotic energies doing 20d6 damage erupts within a 20 foot radius, save (WIS DC16) for half damage.