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“The Capricious Sprite” by Russ Linden
This is an adventurer for experienced adventurers. Party size should be about 250-350 card points for the final encounter. This entire adventure can be run without any combat if the party is resourceful and diplomatic. This adventure can also destroy the party or their reputation if they are not careful.
Act One: The Trade Village
Location: Evergreen Highlands
Scenes: Trade Village
Cast: Various Centaur Merchants and Villagers This is a small Centaur trading village.
This is an ideal place for travelers and/or new players to meet. It is currently market day and normal non-weapon items can be purchased for the standard cost. Weapons are not available for purchase, but they will buy weapons for 1/3 the standard price or will give 1/2 the price as credit for other non-weapon merchandise. There are a small number of Vales of Refreshment and Healing potions that are available for sale or trade at 40 gp's and 65 gp's respectively. There are plenty of food and drink vendors, but there are currently no available lodgings for the party. They can find a good campsite just outside of the village...
Act Two: Playful Griffits
Location: Evergreen Highlands
Scenes: Nighttime Encounter, Odkin Encounters
Cast: Griffits (as many as the GM deems necessary, 10-15 recommended)
Sometime during the night 2 or 3 griffits will visit the sleeping group and each carry away a small trinket. The gamemaster can choose what items are appropriate, but the items should be small, and shiny. Ideal items are amulets, necklaces, gems, and so on.
In the morning, the party can track the griffits to a small copse of trees. Nesting in the trees is a large community of griffits. The griffits are not aggressive; they will playfully fly around the PC's and make small chatters and squeaks. If attacked they will fly up into their trees and hide in their nests. Killing the griffits will have serious consequences. If the party holds up something shiny the griffits will trade it for one of the items that they have. In addition to the items that were taken from the party, they have a Talisman of Kilvan, a small gemstone, an amber necklace, a green piece of glass, a blue crystal, and an ornate gold coin. Each time the PC's hold up something shiny have them make a contest roll. They will only receive the Talisman of Kilvan if a party member rolls a natural 12 on their contest roll. On a natural roll of 2, the griffits become bored with the 'game' and will refuse to trade anything else. The gemstone, necklace, piece of glass, crystal, and the coin can be sold to the Centaurs for 4d6 gp's each. If sold in another village they will only receive 2d6 gp's.
If any of the griffits are killed. The party has become enemies of the Odkin. Centaurs and Sprites will come and demand that the party leave the area immediately and never return. They will be marked and news of this event will travel to other pristine areas. Party members who actively attacked the griffits will suffer a permanent -2 penalty to all Odkin and Astral creatures. Gamemasters should make a note of this on the character's guild sheet.
Act Three: The Sprite
Location: Evergreen Highlands
Scenes: Odkin Encounters, Character Recognized
Cast: Weirdling w/ Evil Genius, Detect Shape Shifter, Fatigue Sprigal, the weirdling, is a necromancer's familiar.
She spends quite a bit of time travelling through pristine areas trying to waylay, trick, ambush, or otherwise be a pest to travelers. She looks just like many of the other sprites in the area and as such will often play that way for the travelers' benefit. If any of the PC's are detected as shape shifters, or have done something memorable or impressive, such as changing shape or gross displays of power, while in the area, Sprigal will attempt to set the party up. As the party continues traveling, she will fly up to them in a panic. Crying, she will tell the party that two of her sisters were captured by a band of mercenaries that were heading off to the east. She will cry hysterically and profusely to convince them to quickly give chase to the kidnappers. She will refuse to accompany the party, claiming she is fearful and traumatized by the ordeal. The first PC that offers to help she offers a "Kiss". If the PC accepts he is affected, secretly, by a fatigue spell. Gamemasters, it is important to not let the PC know right away the effects of the kiss. Sprigal is aware of items such as Kasalorn's Necklace and will not offer a kiss to such an individual.
Act Four: Off to the Rescue
Location: Wooded Highlands
Scenes: Adventurers
Cast: Tretchan Dors w/ Toughness, 2 Dual Strikes, Good Moves, Intimidate, Persuasion, 3 Vigorous Strikes, Slice and Slide, Zachtos Amulet
Name: Sir Gareth d'Vay Elven Fighter w/ Wizardry, Health, Good Moves, Defend and Cast, 3 Fire Fingers, 2 Dispel Magic, Arcane Knowledge, Fire Shield, Shimmering Aura, 3 Vales of Refreshment, 1 Gylan's Philter
Name: Arowar Treedancer Orc Shaman w/ Cowardice, Witchcraft, Bind Wounds, 4 Healing Hands, Spirit Hammer, Shadow Walk, Warding, 2 Healing Bolts, Fear, Strength, Weakness
Name: Pukath the Wise Dwarven Fighter w/ Muscular, Dwarven Stamina, Dual Strike, 2 Good Moves, Slice and Slide, 2 Boosted Strikes
Name: Dorgan Ironsmith Vermite Scout w/ Thievery, Health, Dual Shot, 2 Dead Eye, 2 Tracking, Hide in Cover, 2 Move Silently, Listen, See the Hidden, Healing Potion
Name: Bastion Tigrean Renegade w/ Hunting, Dark Sense, Tigrean Reflexes, 2 Werecat Rip, Good Moves, Fancy Footwork, Silent Movement, Find Safe Campsite, 5 Javelins
Name: Radgar Redclaw Elven Fighter w/ Dual Shot, Dead Eye, Forest Prowess
Name: Elowar Treedancer Features: Wealthy(items are already given above), Well-Supplied
This group of weary adventures is heading for a small village to the east to rest and recover. For the past several weeks they have been harassed and pursued by a vengeful Necromancer. Tensions and tempers in the group are extremely high. Paranoia and distrust has set in on the group, as they have been ambushed on at least three different occasions. Sir Gareth is already in great distress because during the last ambush his wife was slain by what he thought was a trusted companion.
Any pursuit by the party will be considered an extreme act of aggression. At first Gareth's group will attempt to use tracking to lose the party. Bastion, the vermite, will use his tracking cards to try to confuse and mislead the trails. If that fails Gareth and his group will set up an ambush to settle this once and for all. He and his men are desperate and tired and will fight to the best of his abilities.
To further complicate things, Elowan is Arowar's baby sister. He is extremely protective of his sister and will use the utmost force to protect her from harm. Beware the PC that might happen to harm or kill her, that character will become the primary target of Arowar. Dorgan has a deep hatred of dragons and dragonkind. He will go out of his way to attack a dragon and gains a +1 to his strength when fighting dragons. He also takes half damage from dragonbreath. Pukath is a coward. He will not enter battle, but will stay in the background and cast defensive and healing magic to assist his comrades. If wounded in battle, he will curl up into a little ball and cry like a baby. He will beg and plead for his life without shame. All of the members of this group are extremely loyal to Gareth and will follow his orders even to death. Gareth however is not stupid and will withdraw or surrender if he feels there is no other option. The end result is that this group does not have the sprites, there never were any sprites to begin with. Gareth will be confused about any accusations that the PC's make about the kidnapping, because he honestly has no knowledge of what had transpired.
What the PC's do at this point is entirely up to you. If the party figures out the sprite tricked them, they will hear a small evil voice saying, "Oh... You are all so brave and yet soooo fooooolish.... Teehee.... Maybe another time...." They now have to deal with the fact that they attacked and possibly killed a group of innocent adventurers.
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