Wild Adventure - The Missing Prince
Posted: Wed May 13, 2015 6:33 am
So here is my first attempt at a Wild Adventure:
By rolling the Success Die, I got the following outline for the adventure:
Part One: Encounter
Part Two: Journey
Part Three: Journey
Part Four: Encounter
Part Five: Combat
Rolling for the adventure seeds gave me the following (Lake-town Tables):
Part One: Encounter with Archers
Part Two: Journey to an Ale House ; Heavy Burdens, Swift Travel
(+1 to fatigue on failed rolls, Increased speed by 5 miles /day)
Part Three: Journey involving Copper Coins (Lower TN by 1)
Part Four: Encounter with a Raven (Troubled Circumstances)
Part Five: Savage Dog who is Full of hate (+1 to hate) and Weakened
The company challenge was investigate.
I have to admit, this mix of elements had me a bit baffled for a while, but here is what I came up with:
Part One: An Ambushed Escort
Somewhere along the eastern eaves of Mirkwood (likely near the Elf Path) the companions come across what appears to be the aftermath of a massacre. Three bodies lie on the ground They are dressed head to toe in black. Beside them lie great bows. These are Royal Archers of Dale. As the company tries to ascertain what has befallen them, suddenly from behind a tree steps a fourth archer. He is wounded and weak, shaking with fever, but he holds a bow, arrow drawn, and warns them to step away or he will mete out justice for the murders they have committed. The company (Insight or riddle) deduces that he is delirious with fever and thinks that they are the same group that attacked and killed his party. They must convince him that they are not enemies and that he needs their help. If they are successful, he allows them to care for his wounds and asks them to take him to Dale. They can staunch his wounds and ease his fever, but he must be taken to Dale as quick as possible or he will die. He states he must talk with King Bard. The company must transport him home as swiftly as possible, pushing harder than they normally would. They travel 5 miles farther each day, but at a cost. Each failed travel roll increases their fatigue by an extra point.
Part Two: Bearers of Bad News
The group of archers was escorting a young dwarven prince named Durin, grandson of Dain Ironfoot, from the Woodland Realm where he had been visiting during the hunt for the white deer. The Royal Archers were escorting him back to Dale where he was to meet his grandfather and return to Erebor. After leaving the protection of the elves, the group was ambushed at night and the young prince kidnapped. Only the one archer survived. He attempted to stop his attackers, but was wounded and fell unconscious. He woke the next day and made it back to the sight of the attack where the players find him. The players may learn this information from the archer if they successfully heal him enough that he can speak coherently, otherwise they may glean this information from Bard in Dale if they can return the archer to his home city.
When the company seeks out Bard, they find him with Dain Ironfoot. Dain holds a ransom note threatening to kill his grandson if a large sum of gold is not delivered for his return in a timely manner. The note says that the King Under the Mountain has 2 weeks to gather the gold and await further instructions. Bard and Dain are both quite distraught at the kidnapping of the young dwarf and urge the company to investigate the crime and rescue the lad if at all possible. They offer a kingly reward to the company for his safe return. Rumor has come to the attention of the Kings that a strange looking fellow has been seen at a local ale house, and it is suggested that the company begin their investigation there.
Part Three: A Search for Answers
The owner of the ale house tells them of a strange man who had been seen a few times over the last few weeks. He had noticed him in particular because the stranger spent a type of copper coin that he had never seen before. It appeared to be of foreign origin. He tells the company that the fellow had an Easterling look about him. He suggests that they stay close and he will contact them if he sees the man again.
The next day, the owner of the ale house calls the company to his establishment. He holds up another one of the copper coins, and signals the company to him. In a whispered voice, he tells them that while he hasn’t seen any sign of the foreigner again, another man just bought a drink with a similar coin. He is seated in a dark corner of the house doing his best to down as much ale as he can. He is a local ne’er-do-well of questionable morals.
When questioned, the man confesses that he got the coins from a group of foreigners as payment for running errands for them. He had been approached a few weeks back and asked to secure some provisions for the outsiders. He also had been asked to deliver a message in secret to Bard. He didn’t know exactly where the group was located or what they were up to, not thinking it wise to ask too many questions. He would leave packages for them in an abandoned barn 10 miles west of the city. He had overheard one of the men say something about their camp being another 3 days south in the marshes near the forest.
Should the company talk to him again before setting out, Bard offers the assistance of a lakeman he knows who can navigate the marshes, lowering the TN for all rolls by 1, .
Part Four: Unexpected Help
Heading south into the marshes, on the third day the company notices a raven following them (awareness roll?) If they continue without noticing the bird, it eventually makes its presence known to them by repeatedly landing among them, squawking at them, flapping its wings, etc. This is a raven that can understand the common tongue, although it is unlikely that any of the company can understand its speech (No preliminary roll of insight allowed). It looks intelligent though and is obviously trying to communicate with them. If they can convince the bird that they are looking for a young dwarf, it begins hopping excitedly about. It knows the whereabouts of the dwarven prince (being a pet of the dwarf) and will lead the company to the campsite where he is being held captive, if they can successfully complete the encounter with the bird.
Encounter Evaluation
Set tolerance based on highest wisdom
1-2 successes: The bird indicates for them to follow and then flies off in the direction of the camp
3-4 successes:The raven leads them patiently to the camp and indicates the number of enemies (perhaps with a successful riddle test?)
5-6 successes: Upon arriving at the camp the bird will tell the prince that help has arrived and convey any message to the lad the company wishes to give him.
7+ successes: Above plus the raven causes a distraction, stealing something of value from the camp and drawing the outlaws away for a few minutes while they chase it down
Part Five: The Rescue
In the camp are several outlaws and a savage, half-starved hound of humongous size guarding the boy. The hound is weakened (reduced endurance) but crazed with hunger (increased hate). The young prince is bound and gagged in a wooden cage. He is frightened and a bit bruised up, but otherwise healthy. The company must rescue him and return him to his thankful grandfather.
By rolling the Success Die, I got the following outline for the adventure:
Part One: Encounter
Part Two: Journey
Part Three: Journey
Part Four: Encounter
Part Five: Combat
Rolling for the adventure seeds gave me the following (Lake-town Tables):
Part One: Encounter with Archers
Part Two: Journey to an Ale House ; Heavy Burdens, Swift Travel
(+1 to fatigue on failed rolls, Increased speed by 5 miles /day)
Part Three: Journey involving Copper Coins (Lower TN by 1)
Part Four: Encounter with a Raven (Troubled Circumstances)
Part Five: Savage Dog who is Full of hate (+1 to hate) and Weakened
The company challenge was investigate.
I have to admit, this mix of elements had me a bit baffled for a while, but here is what I came up with:
Part One: An Ambushed Escort
Somewhere along the eastern eaves of Mirkwood (likely near the Elf Path) the companions come across what appears to be the aftermath of a massacre. Three bodies lie on the ground They are dressed head to toe in black. Beside them lie great bows. These are Royal Archers of Dale. As the company tries to ascertain what has befallen them, suddenly from behind a tree steps a fourth archer. He is wounded and weak, shaking with fever, but he holds a bow, arrow drawn, and warns them to step away or he will mete out justice for the murders they have committed. The company (Insight or riddle) deduces that he is delirious with fever and thinks that they are the same group that attacked and killed his party. They must convince him that they are not enemies and that he needs their help. If they are successful, he allows them to care for his wounds and asks them to take him to Dale. They can staunch his wounds and ease his fever, but he must be taken to Dale as quick as possible or he will die. He states he must talk with King Bard. The company must transport him home as swiftly as possible, pushing harder than they normally would. They travel 5 miles farther each day, but at a cost. Each failed travel roll increases their fatigue by an extra point.
Part Two: Bearers of Bad News
The group of archers was escorting a young dwarven prince named Durin, grandson of Dain Ironfoot, from the Woodland Realm where he had been visiting during the hunt for the white deer. The Royal Archers were escorting him back to Dale where he was to meet his grandfather and return to Erebor. After leaving the protection of the elves, the group was ambushed at night and the young prince kidnapped. Only the one archer survived. He attempted to stop his attackers, but was wounded and fell unconscious. He woke the next day and made it back to the sight of the attack where the players find him. The players may learn this information from the archer if they successfully heal him enough that he can speak coherently, otherwise they may glean this information from Bard in Dale if they can return the archer to his home city.
When the company seeks out Bard, they find him with Dain Ironfoot. Dain holds a ransom note threatening to kill his grandson if a large sum of gold is not delivered for his return in a timely manner. The note says that the King Under the Mountain has 2 weeks to gather the gold and await further instructions. Bard and Dain are both quite distraught at the kidnapping of the young dwarf and urge the company to investigate the crime and rescue the lad if at all possible. They offer a kingly reward to the company for his safe return. Rumor has come to the attention of the Kings that a strange looking fellow has been seen at a local ale house, and it is suggested that the company begin their investigation there.
Part Three: A Search for Answers
The owner of the ale house tells them of a strange man who had been seen a few times over the last few weeks. He had noticed him in particular because the stranger spent a type of copper coin that he had never seen before. It appeared to be of foreign origin. He tells the company that the fellow had an Easterling look about him. He suggests that they stay close and he will contact them if he sees the man again.
The next day, the owner of the ale house calls the company to his establishment. He holds up another one of the copper coins, and signals the company to him. In a whispered voice, he tells them that while he hasn’t seen any sign of the foreigner again, another man just bought a drink with a similar coin. He is seated in a dark corner of the house doing his best to down as much ale as he can. He is a local ne’er-do-well of questionable morals.
When questioned, the man confesses that he got the coins from a group of foreigners as payment for running errands for them. He had been approached a few weeks back and asked to secure some provisions for the outsiders. He also had been asked to deliver a message in secret to Bard. He didn’t know exactly where the group was located or what they were up to, not thinking it wise to ask too many questions. He would leave packages for them in an abandoned barn 10 miles west of the city. He had overheard one of the men say something about their camp being another 3 days south in the marshes near the forest.
Should the company talk to him again before setting out, Bard offers the assistance of a lakeman he knows who can navigate the marshes, lowering the TN for all rolls by 1, .
Part Four: Unexpected Help
Heading south into the marshes, on the third day the company notices a raven following them (awareness roll?) If they continue without noticing the bird, it eventually makes its presence known to them by repeatedly landing among them, squawking at them, flapping its wings, etc. This is a raven that can understand the common tongue, although it is unlikely that any of the company can understand its speech (No preliminary roll of insight allowed). It looks intelligent though and is obviously trying to communicate with them. If they can convince the bird that they are looking for a young dwarf, it begins hopping excitedly about. It knows the whereabouts of the dwarven prince (being a pet of the dwarf) and will lead the company to the campsite where he is being held captive, if they can successfully complete the encounter with the bird.
Encounter Evaluation
Set tolerance based on highest wisdom
1-2 successes: The bird indicates for them to follow and then flies off in the direction of the camp
3-4 successes:The raven leads them patiently to the camp and indicates the number of enemies (perhaps with a successful riddle test?)
5-6 successes: Upon arriving at the camp the bird will tell the prince that help has arrived and convey any message to the lad the company wishes to give him.
7+ successes: Above plus the raven causes a distraction, stealing something of value from the camp and drawing the outlaws away for a few minutes while they chase it down
Part Five: The Rescue
In the camp are several outlaws and a savage, half-starved hound of humongous size guarding the boy. The hound is weakened (reduced endurance) but crazed with hunger (increased hate). The young prince is bound and gagged in a wooden cage. He is frightened and a bit bruised up, but otherwise healthy. The company must rescue him and return him to his thankful grandfather.