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Secrets of Shadow

An Act of Betrayal

An Introductory Adventure for 1st-2nd Level Characters in Steel Hill

Author: Eric Olson (Kane)


Additional Design and Writing: Iain J. Brogan

Requires use of the Dungeons & Dragons Third Edition Core Books, published by Wizards of the Coast , Inc.
Also recommended: Midnight Second Edition and Forge of Fury, published by Fantasy Flight Games, Inc.

Howls in the night 1


control of Steel hill, but the Dorns of the Leal live
in the hope that they will be the one to strike off the
An Act of Betrayal chains of shadow that subjugate their beloved land.
ʻHonor is the tie that binds us in these dark times; it
keeps the black wolf, Despair, beyond the hearth fire.ʼ
- Mhor Finngal of Clan Banoch Clan Banoch is a Leal clan based in the lands to the
northwest of Steel Hill. Over the past four months
Steel Hill is the Shadow’s foundry, responsible for the orc garrison has become more aggressive and
equipping the Dark God’s vast armies engaged in much more successful in tracking the movements of
crushing the last scattered resistance in the Clan Banoch, forcing Mhor Finngal to move his
Northlands and fighting a brutal war of attrition people frequently to avoid discovery. As a result,
against the fey. Little over a century ago, Steel hill the clan’s hidden crop lands and traditional forage
was the seat of Great House Falon, before bloody haunts have had to be abandoned. The Mhor fears
betrayal cast her gates wide to a vast orc army. that the clan will be near starvation before the first
Many were slaughtered in a night of violence and snows. Desperate for food and shelter for his
terror. Those that survived were enslaved. The people, Mhor Finngal sent a large raiding force well
betrayers, disaffected lesser clans of House Falon, to the east of Steel Hill to attack a caravan of
gained the power they had long coveted, but at the wagons reportedly laden with food and bales of
price of their honor and the lives of their kin. Only cloth. The caravan turned out to be a trap, and all
a handful of ‘true’ clans survived the fall of Steel but one of the clan raiders was killed. The sole
Hill and fled into the surrounding wild lands. survivor, Balsic, was taken to Steel Hill to be sold
into slavery. The failed raid, the most recent of
The remaining true clans of House Falon, the Leal, many, confirmed the Mhor’s fears; one of his clan
have persisted with typical Dornish tenacity in the was passing information to the orcs. Until the
face of overwhelming adversity. Over the last betrayer is discovered the entire clan is at risk.
hundred years they have waged a bitter war against
the Dark God’s forces and their traitorous kin in
Steel Hill. The clans of the Leal are loosely
governed by the Cogadh Comairleh, or war council,
which consists of the Mhors of each clan. However,
old clan loyalties, and rivalries, are too strong to
allow a truly coordinated resistance against the
Shadow. The Leal operate mostly as individual
clans, co-operating only to share information and
occasionally resources in their fight against the
hated enemy. The Leal clans conduct raids against
collaborator lands and holdings, caravans laden
with weapons and armor for the southern wars, and
even the less well garrisoned orc watch posts and
smaller patrols. In truth, these attacks are more
annoyance than serious threat to the Shadow’s

2 Howls in the night


ADVENTURE SYNOPSIS clansman and uncover the identity of the Clan
Banoch traitor.
‘An Act of Betrayal’ is designed for a starting
party of first or second level characters who are not ACT 1: TROUBLE ON THE ROAD
familiar with Steel Hill. The adventure should give
the PC’s a chance to gain general knowledge of the This combat encounter gives the players a chance
city and build some basic contacts that will help to test out their characters and provides them with a
them in future adventures in and around Steel Hill. harsh introduction to the brutalities of Midnight.
The adventure is not designed to be combat heavy Read or paraphrase the following:
and open combat in the city or Tarish Town will _______________________________________
make completing the mission much more difficult. ‘The woods through which you travel are a riot
of color - red and orange warning that Autumn is
The adventure is designed around four main acts: well advanced and Winter is not far away. The
-Encountering Clan Banoch track you’ve been following is deeply rutted
-Speaking with Mhor Finngal beneath a carpet of leaves, an indication that heavy
-Finding Balsic, and wagons have been used here when the mud was
-Confronting the traitor deep, but the encroaching weeds suggest the road is
Additional optional encounters are provided to only occasionally used.
expand the scope of the adventure if desired. The The oppressive silence of the wooded hills is
encounters in this adventure are presented as suddenly broken by a scream of fear and pain
follows: followed quickly by raucous laughter and high
Trouble on the Road: This short encounter pitched gibbering in a foul sounding tongue.’
serves to start the adventure with action and _______________________________________
introduce the player characters to Clan Banoch.
The Mhor’s Request: If the PC’s accompany The sounds ahead on the track are those of a
the clansmen, they are taken to the Mhor who asks band of goblin slavers accosting a farmer and his
a boon of them. This encounter sets the scene for son who were on their way to Tarish Town to sell
the rest of the adventure and provides an their wares - barrels of ale intended for Kregar’s
opportunity to make new friends ... and enemies. Den. Despite the pair being from a collaborator
Finding Balsic: In this act, the PC’s must first clan, the goblins are taking advantage of the
locate the captured clansmen, Balsic. On locating isolated setting to have some fun with the humans.
him they must decide whether to rescue him or just The trail is thickly wooded, giving ample cover.
gain the information he holds - neither will be easy. The wagon is the center of a small clearing and the
The Traitor: This encounter sees the PC’s small goblin band (5 standard goblin warriors or a
return to the Mhor and unveil the traitor within the minimum of one per party member) surround the
clan. Their actions at this point will determine how two Dorn farmers whose backs are to their wagon.
they interact with Clan Banoch in the future. The characters should hear the goblins before they
The events in ‘An Act of Betrayal’ occur in the see them. The goblins are distracted by their sport
last days of autumn, when the wild woods of Lia and suffer a -5 penalty to Listen and Spot checks to
Rudh Emyn are a riot of color. Be sure to use the detect the PC’s.
notoriously inclement wether of the region to
‘enrich’ the PC’s lives as they seek the missing

Howls in the night 3


If the PC’s attack the goblins, the farmer and his The farmer and his son belonged to a
boy crawl beneath their wagon to take cover, collaborator clan, and were known to the Banoch
emerging only when the goblins are dead or gone. clansmen as informants and Shadow sycophants.
Two of the goblins use the wagon for cover (+4 to The retribution of the Leal is hard and
AC) and fire on the PC’s if able, while their uncompromising.
companions fan out through the woods attempting If the players agree to accompany the clansmen,
to circle behind the characters and catch them in the they are taken by winding trails through the woods
flanks or rear. Both goblins and PC’s gain to a hidden gorge where Clan Banoch is currently
concealment from the woods when attempting to encamped. Alwyn insists that the players where
hide (20% miss chance; may attempt a Hide check). blindfolds for much of the way, only removing
Ultimately, being cowardly brutes, the goblins try them as they enter the gorge.
to flee as soon as it’s apparent that the PC’s
outmatch them (when two or more of their number ALTERNATE START
is dead).
If you don’t want to use Act 1 as the intro to this
AFTERMATH adventure, you might consider the following
suggestions for forming the party and starting out.
The farmer and his son are extremely grateful for The city of Steel Hill provides a number of
the PC’s intervention and promise aid in the future reasons for individuals of disparate races and
if they’re able to give it. cultures to be thrown together - the characters
Shortly after the PC’s chase off or vanquish the might be:
goblins, the buzzing of arrows in flight fill the air • slaves freed or escaped from a slave caravan
and the farmer and his son fall dead, black and prior to its arrival at Steel Hill
white feathered shafts protruding from their chests. • refugees fleeing toward Erethor and intercepted
A large group of clansmen (more than three per by local resistance forces
party member) in woodland colors materialize from • free men on their way to the city to sell their
the woods and surround the PC’s. Their leader, services or attempting to buy or barter for
Alwyn, addresses the characters. equipment in Tarish,
Read or paraphrase the following: • or even local clansmen from collaborating
_______________________________________ clans who’ve decided that honor is more
‘So shall the faithless be served!’ important than loyalty to their birth clan.
The Dorn woodsman regards you with
appraising eyes, ‘We saw you aid these traitors Whatever the PC’s backgrounds and the reason
against the goblinkin - a worthy, if misguided act. for them to join forces, it’s important to convey tot
We’ve been looking for such as you these last few he palyers that their characters are outsiders in this
days. land; they are neither affiliated with the established
I give you a choice, strangers: accompany us resistance groups, nor do they have previous history
back to our camp and hear our Mhor ... or suffer in Steel Hill or Tarish Town.
the fate of spies and trespassers. I’m sorry, but Once the PC’s have established their back-
these are not the times when men may meet without stories, the adventure should begin with the
suspicion and fear of betrayal.” characters being led by their escort to a local
_______________________________________ resistance leader: Mhor Finngal of Clan Banoch.

4 Howls in the night


ACT II: THE MHORʼS REQUEST as he talks to the party and it’s clear that he’s using
the time to appraise their capabilities. The other war
This encounter has no (planned) action, however, leaders are far less comfortable with the party but
it’s a good opportunity for the players to role play try to emulate their leader as best they can. After
their characters, learn more of the clan they may be approximately a half an hour, the Mhor appears
about to help, and the task that lies ahead. If this satisfied that he can tell the party the reason for
doesn’t fit your style of play, then this encounter summoning them. Motioning for the PC’s to sit,
can be dispensed with fairly quickly and used Mhor Finngal paces before the fire and then
simply to set the characters on the course of the addresses them.
adventure. Read or paraphrase the following:
Read or paraphrase the following:
_______________________________________ _______________________________________
‘Under leaden skies, you are led into a narrow ‘Eight days ago, I sent raiders to take a supply
gorge where the air hangs chill and damp. Some caravan east of Steel Hill. The caravan was
way in, the stunted and twisted trees give way to an supposed to be carrying food, cloth, and some
open area beneath a large overhang of rock that spices. It should have been lightly guarded as it was
provides scant shelter for a destitute camp of traveling far from where we normally raid, but it
makeshift tents and bundled belongings ready for was a trap .. none of my men have returned.
travel. Thin women clutch equally frail children as This latest disaster confirmed my fears; we have
you pass, their expressions a mixture of fear, been betrayed by one of our own! The orcs have no
smoldering anger and, oddly, hope. At the far edge scouts in these woods, yet they move like an arrow
of the camp, a shallow cave houses a small, almost directly toward our camps. The caravan was not
smokeless fire, about which four large Dornish men worthy of a large escort; yet twenty well-armed
in their middle years. By their armor and arms, clansmen did not return. There can be no other
muscled frames, and dour countenances, you take it explanation; a traitor dwells amongst us. I need to
that these are the war leaders of Clan Banoch. A who he is before more of my people are killed.
fifth man stands with them, older than the others, This is why I need you - you are not our clan, so
but radiating an unmistakable aura of strength and won’t be blinded by past loyalties or blood debts.
unquestioned authority. The men watch your Our enemies don’t know you; so with caution you
approach in silence, the eyes of the old man, grey should be able to move more freely than my own
like the skies, bore into you weighing your worth.’ warriors.’
_______________________________________ The other clansmen appear unhappy with their
Mhor’s words and start to voice their opposition.
Unlike his grim-face warriors, Mhor Finngal is Finngal silences them with a wave of his hand
warm and welcoming, offering the characters what and continues.’Two days ago, a friend in Steel Hill
little hospitality he may under the circumstances. sent word that one of our clansmen survived the
He apologizes for the manner of their arrival and raid and was taken in chains into the city. I need to
the shabby appearance of the camp, explaining that know what happened .. see if he can tell us anything
his clan has recently been forced to flee the about who betrayed us.
Shadow’s minions: “The orcs have developed an I want you to travel to the city, locate our
uncanny ability to find our camps of late!” captured kinsman and find out what he knows. His
The Mhor is engaging as he greets each member information could reveal our betrayer. Rooting out
of the party, asking about their backgrounds and the traitor is vital to our survival. Free our kinsman
trying to make them feel at ease. He’s in no hurry if you can, but returning with his information is

Howls in the night 5


more important. One life is not worth the life of the • There is a town on the road to the mine, Tarish
clan. Town
Will you help us?’ • Outside the walls there are sprawling shanties
_______________________________________ for the charcoal burners, tanners, and river traders
• The slave market is held inside the city, but the
Assuming the PC’s agree to help, the Mhor slave pens are to the north of the walls
dismisses his warriors and addresses the players in
private. Read or paraphrase the following: What he doesn’t know or won’t tell the party:
_______________________________________ • Who his “friends” are in the city
• How to get into the city
‘The warrior you seek is a man named Balsic. • Where to get supplies or weapons near the city
According to my friends in the city, Balsic was alive
when they saw him, but he’d suffered a nasty blow What the Mhor can give the party:
to the left side of his face and seemed unconscious. From the state of the camp, it’s obvious that the
That wound may be the best way for you to identify clan has little to spare. However, the Mhor is too
him. Balsic could be anywhere in the city, but the bound by honor and Dornish tradition to send the
orcs probably sold him at the slave market if they party away empty-handed. He can provide any or
haven’t executed him. Ask around and see if anyone all of the following to the PC’s if they ask
remembers him. (diplomacy check) to be provisioned:
If you have questions, I’ll answer as best as I • A short bow, 20 arrows, 2 hand axes, 1
can, but time is short. You should start out for Steel captured vardatch (DC 10)
Hill no later than first light. • A limited supply of food (8-12 man days
One last thing, Balsic won’t know you, so you’ll worth) (DC 14)
have to gain his trust. When you see him, tell him • A small number of sproats (Steel Hill coins) for
the son of Othwig seeks his words.’ trading (DC 16)
_______________________________________ • A minor charm: a wolf’s canine bound with
silver at one end and hung from a leather thong
While the Mhor needs the party to find Balsic, (+2 to hide checks) (DC 18)
there is some information that he can or will not
reveal. Key contacts, hidden routes into Steel Hill, COMPLICATIONS
and safe havens near the walls are crucial to the
clan’s survival and can’t be trusted to unproven The traitor believes that the PC’s will expose him
outsiders. Allow some latitude for players with if they get back from Steel Hill. To prevent them
good diplomacy, gather information, or sense from returning, the traitor sends a description of the
motive skills to get some minor additional characters to the orcs of the Splintered Skull. Due
information or assistance (left to GM’s discretion). to the difficulty in getting word safely to the orcs,
the characters have 48 hours in the city before their
What the Mhor knows or is willing to tell the descriptions are passed to the orc guards (assuming
party: the party leaves in the morning following the
• The roads and villages to the south are audience with Mhor Finngal and aren’t delayed in
patrolled by orcs their travels).If the PC’s are still within Steel Hill
• The city has three gates that are constantly after this time and don’t make an attempt to alter
guarded their appearance, the chance that they’ll be
• Most slaves are sent to the mines recognized increases significantly.

6 Howls in the night


Before the characters’ descriptions are circulated the characters as temporary relief from the boredom
the Difficulty Class of a Hide check to blend in of their patrol (non-lethal damage only unless the
with the other citizens of Steel Hill is 10. Once the players resist). Allow the PC’s a chance to use their
48 hours is up, the DC increase to 15 (see Blending bluff or diplomacy skills to lessen their beatings or
In, page 118 Midnight 2nd Edition). loss of items. Clever players may try to claim
There are several ways the PC’s can lessen their allegiance to one of the traitor clans, but without
chance of being detected: clan colors they’re unlikely to be believed.
• Change their appearance, different clothes or a If a character bears a weapon larger than a dagger
disguise: +2 circumstance bonus to Disguise and or hand axe, the orcs attack him - or the whole
Hide checks used to blend in; +2 synergy bonus party if they come to the character’s aid -
to Hide check used to blend in if the player has 5 attempting to subdue rather than kill so they can
or more ranks in the Disguise skill. A PC may use sell any captives to slavers. Fighting with the orcs
his Disguise or Hide skill to blend in, whichever is likely to be observed and the alarm raised.
is higher. Response time varies depending on how far the
• Enter or leave the city separately. The orcs encounter is from the city. The encounter should be
aren’t that smart or diligent and are looking for a a lesson for new players, not an end to the
group of individuals. Unless a character is really adventure. Give the players some chance to make
unique (a dworg or fey), they will draw less up for their mistake, but be sure they realize just
attention traveling on their own (+2 circumstance how foolish it is to attack the Shadow near the city.
bonus to Hide checks used to blend in).
THE SPRAWL
ACT III: FINDING BALSIC Smoke and stench fills the air as the party
approaches Steel Hill. Vast shantytowns, home to
GETTING TO THE CITY laborers, charcoal burners and slaughterhouses
Outside a ten mile arc from the city, there is little cling to the city like scabs. The noise and smells are
chance that the players will encounter an orc or overwhelming. Heavily armed orcs, goblins, and
goblinkin patrol as long as they stay off the major men, some in clan colors, push through the
roads. Once inside ten miles of the city, the party wretched Dorns that call these slums their home,
will be force to travel along by a route controlled taking what they want and executing “justice” as
by the local garrison. Recommend use of the they see fit.
Evading Patrols rules provided on page 121 of the The city’s dark curtain wall is pierced by three
Midnight 2nd Edition rules to add a little suspense gates. To the north is the infamous Road of teh
and to get new players use to how difficult travel Damned leading to Tarish Town and the Great
can be in Shadow controlled regions. Mine. A slow but steady stream of wagons piled
high with black ore are ponderously pulled by
OPTIONAL ENCOUNTER teams of boro from the mines to feed the glowing
Having the party encounter an orc patrol en-route heart of the city. Wretched slaves, from the city and
Steel Hill provides a (possibly deadly) challenge the holding pens to the north, flow toward the
that can be used to illustrate the tyranny the orcs mines where they’ll spend the rest of their short
exercise in the region. A typical orc patrol is lives in darkness mining that ore. To the south of
provided in the combat sheets at the back of the the city is the Gate of Ghosts and the road to the
adventure. remains of the city of Nalford and ghost haunted
The orcs confiscate items they fancy from the Cale.
PC’s belongings and might ‘rough them up’, using

Howls in the night 7


The party should be able to move freely through wheels of cheese, and assorted other crates tying
the Sprawl and avoid orc Patrols fairly easily. They off. A gnome and his bodyguards approach the
can get basic supplies (no weapons) from the crowd and offers a meal in return for a day’s labor
Sprawl if they have something to barter with and unloading the barges and transporting the goods to
also get some basic information without attracting the Merchants’ Quarter inside the city.
too much attention. For example, they can find out The gnome hires 10-12 men (have the PC’s make
that slave auctions are held in the market square in diplomacy or intimidate checks to win the job or
the center of the city, the last auction was three days discourage their competition). It takes most of the
ago, and the next is four days away. No one pays day to unload the barges, put the supplies on
much attention to the endless stream of slaves that wagons, drag them to the Merchants’ Quarter ( the
enter the city, so no one noticed Balsic entering or gnomes don’t own a horse). Despite the guards, it
leaving the city. Asking about an individual slave is should be easy to slip away once in the city (Move
a fairly common occurrence as people seek their Silently, Hide, or Streetwise check DC 10).
kin taken as slaves.
DISTRACTION
ENTERING THE CITY As the party is trying to enter the city, the orcs
Steel Hill is not an open city, the gates are well grab a young farmer’s wife and children. The
defended and both the orc legion and the farmer screams for help and attacks the orcs with a
Bloodguard keep a careful watch on all who enter hand axe, cutting down one of the orcs before going
and leave the city. People entering the city are into a berserk rage. The causeway clears as people
stopped and must provide a reason for why they begin to panic and more orcs and a few Bloodguard
should have access. Recognized merchants, start to come out of the towers to join the melee.
collaborating clans, and work parties are waived The party could use the confusion to slip into the
through without inspection. If the party observes city, but helping the farmer would be suicidal. The
the gates for any length of time they should realize farmer is quickly killed and his family is sold into
that they can’t simply walk in. However, there are a slavery. If the party attends the next slave market,
number of ways for the party to get around the gate they’ll see the farmer’s family on the auction block.
guards. Some possibilities might include: The GM should try to convey that these are
• Buy/barter goods in the Sprawl and carry them common event in Steel Hill: life is grim and often
into the city posing as a local merchant or farmer brutal int he Shadows foundry city.
• Wait until nightfall and try to find an unmanned
or damaged portion of the wall and scale it INSIDE THE CITY
• Disguise themselves in the clan colors of a The city is little better then the squalid slums
collaborating clan outside the walls. Ancient buildings lean against
each other for support. Many are derelict, and all
A HELPING HAND are covered in a fine layer of soot. Unless a rare
If the players are struggling to figure out a way rainfall has granted temporary relief, the streets are
into the city, these optional encounters might normally filthy from the collected dirt and soot.
provide them with the helping hand they need to get Once beyond the gate area, the city feels almost
inside. empty, with those not actively working at the forges
trying to stay out of sight. Only the main market
DOCK WORK square and the forges show any sign of life and
If the PC’s pass near the docks in the Sprawl, even they are pale reflections of what the city was
they see two barges loaded with barrels of fruit, like before the fall of the Kingdom of Erenland.

8 Howls in the night


Bands of orcs and Bloodguard keep order and TARISH TOWN
patrol the main streets, but rarely enter the alleys or The road to Tarish Town is busy, with ore and
the Winde. raw steel shipments, produce, and a variety of
In the city, the party can avoid detection if they merchants, clansmen, orcs, and Bloodguard. The
keep a low profile. Staying away from the main town provides for the needs of the mines and its
squares and living in the Winde should keep the guards, with brothels, gambling and fighting pits,
party safe. Asking too many questions in the wrong and markets for items difficult to acquire or even
parts of town is very dangerous. There are too illegal in Steel Hill. Tarish has more life then the
many people who would turn the party over to the city. Those seeking to avoid the tyranny of Prince
Bloodguard out of fear or for enough food to feed Aushav’s rule come here to watch the fights or find
their family. If the party is careful and asks locals other forms of entertainment.
near the slave market about a Dorn with a face
recently scarred, they’ll find that Balsic fought KREGAR’s DEN
against his captors and caught the eye of Kregar, Kregar’s Den is the largest fighting pit it Tarish
the master of the fighting pit in Tarish Town. and the center of Kregar’s “empire.” The fighting
Kregar bought the slave and had him hauled away. pit has two types of fighters, slaves and those
desperate or deranged freemen who seek to earn
OPTIONAL ENCOUNTER coin from their fighting skills. The slaves fight for
If the party spends any time in the WInde, a their upkeep and the chance they’ll be given their
young Dorn will approach them, no more than freedom if they fight well. Freemen come to the
twelve years old. The boy (Com 1/Rog 2) looks like pits to try to earn money or goods to help feed their
he’s spent his life on the streets. He asks if the party families. The combats are bloody, and range from
wants to do a small job and in return they’ll get the bare knuckle fights to melees with swords and
information they need. If the party attempts to maces. New fighters start in the bare knuckle pit,
restrain the boy, he’ll pull out a concealed dagger where they’re sized up for skill and bloodlust.
and try to fight his way free. The party can give Kregar has found that fighters are more willing to
chase, but this is his home and he should fairly fight well with weapons once they’ve spent a few
easily elude the party, using his small size to slip weeks beating their fellow Dorns to a bloody pulp
through the crowd and into spaces far too narrow with their bare hands.
for a human adult to enter. If the party agrees to do Contacting the fighters is very difficult. The
the small job and complete it, they’ll be told that fighters, both freemen and slaves, are kept in cages
Balsic is in Kregar’s fighting pit. The job is a under a portion of the stands. The cages are open on
simple delivery mission; the party will be given a the top so the gamblers can size up whom to bet on,
sealed package with contraband (weapons, poison, taunt the gladiators, spit on them, or rarely, to offer
a book, etc) that they have to deliver to an inn near encouragement. Trying to shout to the fighters is
the gate going up to the hill. not a good idea as there will be orcs and
The inn is frequented by Bloodguard and there’s Bloodguard in the crowd. Passing a note is also
little reason why the party should be there. The exceedingly dangerous as it will draw attention to
party has to find a way to deliver the package the party and will ultimately be unsuccessful as
without drawing attention to themselves. If the Balsic can’t read.
party is successful, the boy’s master may use them If the party contacts the captured Dornish
for other missions in the future. resistance fighter, he tells them he doesn’t have
specific information on who was betraying the clan.
He’s had some time to think and believes it has to

Howls in the night 9


be one of the senior members of the clan as orcs. Steel has been drawn and it looks like both
information on the target of the raid wasn’t groups are trying to kill each other. If the party
widespread. He only found out after they’d left moves quickly, they can escape notice and avoid
camp and were en route to the caravan. He did hear the fight. If they delay, both sides will mark the
the orcs gloat that since they raided the farm (not party as unwanted and potentially dangerous
specified where) they “had him by the balls” and he witnesses. Relations between the orcs and the
(the traitor) would do whatever they asked. The Bloodguard are very bad, and neither side will want
orcs thought the traitor was a fool to waste good a witness to their activities. If the players join the
fighting men for a few women and children. fight on either side, they’ll gain potentially valuable
While Balsic can’t piece together who it is from contacts, especially if they side with the
the orcs’ comments, the Mhor will be able to. The Bloodguard. If they side with the Bloodguard and
Mhor knows that one of his war leaders has his at least one guardsmen survives, the prty will be
family on a farm to the north. All the others brought thanked, given anything they want from the orcs
their families into the camps. and told to quickly leave the area. If the party sides
with the orcs, the party gains little, as the orcs are
OPTIONAL ENCOUNTER less willing to acknowledge that they needed help
If the party has an exceptionally large or strong and may attack the party to cover their trail. At best
character, he’ll be approached by one of Kregar’s the orcs will ignore that the party is illegally armed
agents asking him if he wants to fight in the pits for and let them go on their way.
a chance of receiving a good amount of coin.
Winning fighters get a fixed fee (purse) plus ACT IV: THE TRAITOR
whatever the crowd throws to them. Especially
theatric or bloody fighters can do quite well. If one Whether the party is successful in talking to
of the characters agrees to fight, he’ll be able to talk Balsic or not, they should be encouraged to go back
to the other fighters. Remember that the other to the Mhor. As the party nears the woods heading
fighters will see the player character a an enemy/ toward the resistance camp, they’re met by one of
threat and will not want to cooperate. Some are the warriors that was with the Mhor around the
little short of sociopaths who enjoy hurting people. campfire. The warrior, Hengst, will raise his hand
in greeting and walk toward the party until he gets
LEAVING TARISH TOWN within 30 feet. When he gets to 30 feet, his
Leaving Tarish Town isn’t difficult as long as the expression will change; he’ll draw his sword and
party doesn’t try to free Balsic and they haven’t yell, “kill the traitors!” In the woods are two of his
made the orcs or Bloodguard suspicious. If they cousins armed with bows. They’ll fire one volley
attempted to free, or actually rescued Balsic, the and then draw weapons and join the fray (they’re
party may have major difficulty getting out of the 80 feet from the party at the start of the encounter).
area. Kregar has many friends and a reputation to How the party reacts will determine the actions
maintain; the party will be pursued. If the party gets of the three tribesmen:
away, they should be cautious entering Tarish • If the party tries to surrender, Hengst won’t
again, as Kregar has a long memory and he runs the stop his attack, as he believes the party will
town. expose him. His cousins won’t understand his
behavior and will try to stop him. Hengst, in his
OPTIONAL ENCOUNTER fear and fury, will turn on his cousins if they try
As the party is leaving Tarish Town, they stumble to stop him.
across a fight between four Bloodguard and five

10 Howls in the night


• If the party attempts to flee, Hengst will insist CONTINUING THE STORY
on a chase and won’t rest until he’s tracked down With the traitor uncovered, Clan Banoch can
the last party member. If the party is hard pressed, safely retreat to their winter strongholds and find
Hengst’s cousins may refuse to give chase, enough food to survive the winter. The clan will use
forcing Hengst to track the party on his own. that time to plan additional raids which will offer
• If the party kills Hengst and the two cousins are the party the opportunity to become active members
hurt, they may ask to surrender. The cousins only of a resistance band near Steel Hill. The party now
attacked the party as their cousin, Hengst, asked has some potentially valuable contacts and allies in
for their help in killing traitors. That have nothing the region and a working knowledge of the city.
to do with his betrayal of the clan. hey’ve only just scratched the surface of what the
city can provide.
CONCLUDING THE ADVENTURE
ENDNOTE
THE MHOR’S REWARD If the players didn’t realize it, the Mhor didn’t
Assuming the party beats Hengst and returns to expect to get any information out of Balsic; he was
the resistance camp, they’ll be rewarded by the hoping that the traitor would do something to give
Mhor. The amount of reward (in both experience himself away. The characters, not being of his clan,
and equipment) is determined by what they were expendable. From the Mhor’s perspective he
accomplished: had nothing to lose and everything to gain.
Killing Hengst and proving his guilt:
• Acceptance in the clan/resistance group
• One weapon (not exotic or masterwork) of their
choice per character
Not killing Hengst’s cousins:
• The cousins will declare a blood debt to the
party. The cousins will support the party until
they feel that they’ve paid off their family’s debt.
Rescuing Balsic:
• The Mhor will give the party suits of leather
armor and whatever basic supplies they require.
• Balsic’s family will treat the party as heroes
and their homes will always be open to the party.

AWARDING EXPERIENCE
Combat experience should be awarded as normal.
In addition, good role playing and achieving their
goals with minimal fighting should be rewarded.
The following are recommended experience
awards:
Getting into the city without detection: 100 XP
Delivering the Winde package: 100 XP
Finding a way to talk to Balsic: 150 XP
Not killing Hengst’s cousins: 100 XP
Completing the mission: 500 XP

Howls in the night 11


COMBAT SHEET/NPCs: Feats: Cleave, Improved Sunder, Power Attack,
Weapon Focus (vardatch).
GOBLINS: Languages: Black Tongue, High Elvin Pidgin, Old
Goblin Slaver, Male Goblin, War 1; CR 1/3; Dwarven Pidgen, Orcish.
Small Humanoid; HD 1d8+1; hp 5; Init +1; Spd 30 Possessions: Sturdy breastplate, heavy steel shield,
ft; AC 14, touch 11, flat footed 13; Base Atk +1; crafted vardatch, large fighting knife, and 4
Grp +3; Atks +2 melee (1d6 morningstar) or +2 javelins.
melee (1d6 short spear) or +3 ranged (1d6 short
bow); Space/Reach 5 ft/5 ft; SA none; SQ goblin BLOODGUARD:
traits; AL NE; SV Fort +3, Ref +1, Will +1; Str 11, Dorn Soldier, Male Human Ftr 2; CR 2; Medium
Dex 13, Con 12, Int 10, Wis 9, Cha 6. Humanoid; HD 2d10+4; hp 16; Init +1; Spd 20 ft;
Skills: Move Silently +5 AC 16, touch 11, flat footed 15; Base Atk +2; Grp
Feats: Alertness +5; Atks +6 melee (1d10+3 bastard sword) or +5
Languages: Black Tongue, Orcish melee (1d6+3 short spear) or +2 ranged (1d6+3
Possessions: Poor quality studded leather armor, short spear); Space/Reach 5 ft/5 ft; SA none; SQ
morningstar or short spear, short bow and 20 Dornish traits; AL LE; SV Fort +5, Ref +1, Will +1;
arrows, knife. Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 8.
Skills: Climb -2, Intimidate +2, Jump -2
ORC PATROL: Feats: Cleave, Power Attack, Self Sufficient,
Orc Soldier, Male Orc, Ftr 1: CR 1, Medium Weapon Focus (bastard sword)
Humanoid; HD 1d10+3; hp 10; Init +1; Spd 20 ft; Languages: Erenlander, Norther, Orcish Pidgin
AC 17, touch 11, flat footed 16; Base Atk +1; Grp Possessions: Well worn scale mail, light steel
+5; Atk +5 melee (1d12+4, vardatch) or +2 ranged shield, armored greaves, knee high leather boots,
(1d6+4, javelin); Space/Reach 5 ft/5 ft; SA none; bastard sword, shortspear, and large fighting knife.
SQ orc traits; AL NE; SV Fort +5, Ref +1, Will +1;
Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 8. HENGST
Skills: Climb +0, Jump +0. Dorn Clansman, Male Human Ftr 4; CR 4;
Feats: Power Attack, Weapon Focus (vardatch). Medium Humanoid; HD 4d10+8; hp 34; Init +1;
Languages: Black Tongue, High Elvin Pidgin, Old Spd 20 ft; AC 15, touch 11, flat footed 14; Base Atk
Dwarven Pidgen, Orcish. +4; Grp +6; Atks +7 melee (1d10+3 bastard
Possessions: Serviceable chain shirt, heavy steel sword); Space/Reach 5 ft/5 ft; SA none; SQ
shield, vardatch, and 4 javelins. Dornish traits; AL N; SV Fort +6, Ref +2, Will +1;
Str 16, Dex 12, Con 14, Int 9, Wis 10, Cha 14.
Fist Commander, Male Orc, Ftr 3: CR 3; Skills: Survival +6, Move Silently +4, Hide in
Medium Humanoid; HD 3d10+9; hp 26; Init +1; Shadows +3
Spd 20 ft; AC 18, touch 11, flat footed 17; Base Atk Feats: Cleave, Improved Bulls Rush, Power Attack,
+3; Grp +7; Atk +8 melee (1d10+4, crafted Track, Weapon Focus (bastard sword)
vardatch) or +4 ranged (1d6+4, javelin); Space/ Languages: Erenlander, Norther, Trader Tongue,
Reach 5 ft/5 ft; SA none; SQ orc traits; AL NE; SV Orcish Pidgin
Fort +6, Ref +2, Will +1; Str 18, Dex 12, Con 16, Possessions: Chain Shirt, large wooden shield,
Int 8, Wis 10, Cha 8. bastard sword, large fighting knife, and two days
Skills: Climb -2, Intimidate +4, Jump +2, rations.
Knowledge (Northern Marches) +1, Survival +2.

12 Howls in the night


HENGST’S COUSINS (2):
Dorn Clansman, Male Human War 1; CR 1;
Medium Humanoid; HD 1d8+1; hp 9; Init +1; Spd
30 ft; AC 14, touch 11, flat footed 13; Base Atk +1;
Grp +3; Atks +3 melee (1d6+2 battle axe) or +3
ranged (1d6+2 short bow); Space/Reach 5 ft/5 ft;
SA none; SQ Dornish traits; AL LN; SV Fort +3,
Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 10,
Wis 10, Cha 12.
Feats: Toughness
Languages: Erenlander, Norther, Orcish Pidgin
Possessions: Studded Leather Armor, Battle Axe,
Short Bow and 20 arrows.

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14 Howls in the night

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