Lair of the Goblin Warlord Part 3: Intrigue
The village of Watford is in a point of transition and flux based upon the last two adventures. Is the threat of the goblin raids over? Are they friendly now? Are they dead? Did the players get distracted with MacGruder and leave them to their same old same old?
How did the players handle MacGruder? Is there a power void? Is he still alive? Either way Sojourning Constable Dugal Von Wesselbach, a powerful and ruthless politician is on his way to the village of Watford to set things back on track or perhaps to put the wagon back in its ruts. If there is a power void who will step forward and fill it? Captain Stanley? The Players? Auntie Grizelda and her endless line of favorite nieces?
Only the game master and the players will know for sure as they enter the world of free-form intrigue in small town politics in the village and county of Watford.
Below is a list of cast members and further below a list of relationships between cast members. If you haven't read parts one and two of the Lair of the Goblin Warlord I suggest that you do. You should also have listened to Grim Darkness pod casts one through four and the two supplementary podcasts at http://www.grimdarkness.org
Cast:
Smith Hamfist -- She has been suspicious of Constable MacGruder for some time. Although he has kept petty crime down during market day Granny Hamfist has known that it is only because MacGruder has held the reins on local crime and not because he has actively sought to prevent it. She would be a political ally with anyone who would depose MacGruder but ONLY if MacGruder were to be replaced with a constable who was just as strong but not corrupt. If needed Hamfist can use her reputation to pull in money, legal aid or anonymous heavy handed help from Townover.
Innkeeper Watford -- Keeper Watford knows exactly what MacGruder's methods have been over the years since he is a second generation innkeeper in this small town. He is worried that MacGruder will turn his machinations one day towards taking over his inn. He knows just how it will happen. A slip from on top of Watford Gorge. A knife in the kidneys on the way to the outhouse. An untimely death followed by a constable's tax auction where no one would bid against MacGruder for fear of sharing the same fate. Watford is not willing to give help through overt means but is willing to do some dirt of his own, or through discreet hired muscle, but only behind the scenes.
The Wizard Merganzer -- A wizard who prizes his solitude. One constable is as good as another as long as his studies are not interrupted by outsiders. This specifically means especially the local magistrate. The only place the magistrate will stay is at Merganzer's tower, as fits his station, and this puts all research on hold and frustrates Merganzer to no end because he is duty bound to raise his head from his books and to play the diplomat when the magistrate is in town.
Sojourning Magistrate Dugal Von Wesselbach -- Known behind his back, and even then at some distance, as "weasel-back" due to his self serving nature. This guy probably was Machiavelli's editor on "The Prince". Even if not the editor he could have given a few pointers and at least a chapter or two on the "algebra of leadership". To be fair Machiavelli wrote about ruling and gave examples of both the moral and the expedient routes to power. Wesselbach would have nothing to point out regarding the moral means of taking and maintaining power at all. Dugal is interested in preserving the status quo. Not so much as to keep MacGruder in power when or if the village of Watford is in an uproar but so much as to keep his cut of the organized crime money in Watford coming his way. The magistrate lives in Townover and is willing to come to the back waters of Watford if the town is in an uproar or if his payola stops. Once he steps foot in Watford, with residence at Merganzer's Tower, he will not leave town until his payola is re-established. As a matter of fact if he is called out to Watford he will make the road between Watford Gorge and Watford itself a toll road along with the road to Townover. A toll road that will be patrolled by the road wardens of Watford and Sojourning Magistrates and their retinue will travel for free. A toll road that will have a hefty monthly minimum expected payout that goes directly into Von Wesselbach's pockets.
Captain Stanley -- The captain of Merganzer's guard who finally gets a proper name. Captain Stanley would be a logical choice as constable. His guards already do the heavy hitting duties related to law enforcement in Watford. As a moral but ruthless veteran he would see the need for a guard tower in Watford and the construction of a wall around the businesses and the market for defense. He would also need an increased staff of guards, perhaps doubled or more of their current numbers, and a strong lieutenant or three. Building and recruiting would have to be overseen and more importantly paid for. Perhaps Stanley would even dance with the devil Wesselbach for the finances. Perhaps he would keep his honesty and morals. Perhaps with his pockets swollen with his cut of things and a large unvetted mercenary force he could be more of a local terror than MacGruder ever was.
Constable MacGruder -- Would kiss Satan's ass smooth in the middle and pretend he enjoyed it to keep from dancing on the end of a rope. If he wasn't killed during part two then he stands at an interesting cross-roads in his life. He will first petition to Dugal Von Wesselbach for protection. If the village is in an uproar the magistrate will not hesitate to string him up to keep the peace. However MacGruder knows where the bodies are buried in this county and is more than willing to have Crash Ferguson dig them up to keep him out of this mess. Of course there will be needs for funding. Poor Crash needs a new shovel and shovels are very expensive in this village. If faced with no options MacGruder will design a hasty but well planned escape with the help of Ferguson. And if it comes to that MacGruder will be back. At a time of his own choosing, when least expected and with great vengeance.
Crash Ferguson -- A thug. A puppet. Hey Mister! Wanna buy a puppet!?!
The Sons Hamfist -- Mother knows best. If you have any questions about that I will have Fritz explain it to you carefully. Fritz get that axe handle off the wall and explain this very carefully to these nice people.
Auntie Grizelda -- Several assumptions here. The first is that she is still alive and the players didn't shine up their +1 boots of goblin-kicking and make her clan extinct. Should the players have destroyed the goblin village there will be a goblin special forces unit in the area, from the next tribe over, who is led by Grizelda's favorite niece who managed to escape the chaos.
Task Force Goblin -- If the goblins were destroyed this team will conduct guerrilla warfare on the occupants of Watford and the surrounding farms. By guerrilla I mean the following: no pitched battles, retreating from the presence of armed and trained resistance, destruction of unguarded property, poisoning of wells, ritual magic from afar, sleep with one eye open mean and nasty stuff that only a goblin would dream of including lighting the livestock on fire and stampeding them through town to cover an assassination of Merganzer or just because it is Tuesday.
The Goblin Trade Delegation -- Should the players strike a deal with Auntie Grizelda for peat harvesting there will be a vigorous amount of trade and new monies both for the town and the Yellow Throated Catfish Tribe of goblins. Peat is great fertilizer for farming and will be a dear commodity if held scarce. Peat, if harvested in great quantities can be used for both fertilizer and fuel. I wonder what the Woodcutters Local #312 would have to say about being put out of work over night? I also wonder what the locals would think about bare-footed half naked goblin teamsters driving sledges of swampy smelling peat hopping into town pulled by giant teams of giant toads on market day?
Goblin Same Old Same Old -- Should the goblins be largely ignored during part two then the raids continue but this time lead by a more crafty and less testosterone driven Warlord, Auntie Grizelda or a suitable niece. Raids will not be for destruction of property but for the capture of it. Raids will no longer be held using poorly constructed male goblin tactics. Once again it will be a campaign of "hit 'em where they ain't" but instead of standing four abreast on a bridge and marching to their doom. There will be ambushes. Not just proper military ambushes but ambushes goblin-style. Farm houses assaulted in the dead of night after keeping the farmers awake for nights at a time by goblin children raiding the chicken coop. People taken in the dead of night if they trot off to the outhouse alone. The goblins will also be looking for slaves to help restore the ecosystem in the swamp. The best thing about this is this is one way that the goblins can stop starving. Goblins don't feed slaves. They work them until they can work no more and then feed them to the spawning giant catfish. Labor restoring the channels and shallows of the pond and a food source too! What a bargain. Do you also recall that the goblins are opportunistic cannibals?
Relationships:
Contable MacGruder: Loathed by most. Feared and worshiped by Crash Ferguson. If caught with the goods during part two held in contempt by the magistrate. Ignored by Merganzer.
Smith Hamfist: The matriarch of the Hamfist family. The insurance that Watford is thriving financially. Would cut out the cancer of MacGruder or any other crooked merchant or official that brought woe or unease to the village. Not on the same playing field as the magistrate but if things get too bad accidents could happen to anyone. Thinks Merganzer is silly but for a land-count he is fair and isn't cruel.
Wendal Watford: Paranoid that MacGruder is after his money and his business. Sometimes takes coffee to Granny Hamfist to swap gossip though he goes to her and not she to him. Is willing to take the side of anyone who he thinks will genuinely protect his interests. Hates things that are sudden. Especially hangings. A proper hanging should have a two week notice to make sure that the inn is full and that he can set up food and souvenir stands.
Captain Stanley: Lives by the wise words "don't start no shit and there won't be no shit". Will not start a fight but will not walk away from one and is a veteran of ruthless military campaigns. Once the fight is on he believes, like most soldiers, that if the fight is fair then something has gone very very wrong. Honorable and moral but can only be pushed so far.
Sojourning Magistrate Dougal Von Wesselbach: Has both a short memory and a long one. A short memory for any good deeds done for him and an elephantine one for any dirt kicked his way. The Romans thought the ideal politician was one who had power even though they were not at the head of an army. Dugal is as such. As a politician Dougal is on a plane above even Merganzer, the count of these lands, in political power and if needed can activate both Captain Stanley and the king's own regiment to do his bidding.
Crash Ferguson: Would buy you a drink to get you to lift your chin so he could slit your throat but would be doing it under orders from his boss. Would also do this to his old boss for his new boss. Who is his boss? How much coin you got? Unless fronted by a boss with perceived strength would quickly turn into the town drunk and pour the slops jar over his head to dance in the street for drink money.
Auntie Grizelda: In relationships she is a mirror. Treat her well and be treated well in return. Spite her and die in bed coughing with pink and purple spots all over. The same goes for her seemingly endless line of favorite nieces should she be killed in part two.
Lord Merganzer, Count of Watford and Wizard of the Wizened Tome: All he wants is solitude in his tower and peace and order in his county. To be honest he was happy with how MacGruder ran things. Even though things were crooked they were orderly and there was no need for the magistrate to poke his nose into Watford. Emotionally much like a sleeping dragon. Best left alone and asleep. Captain Stanley has fought by his side in years past during the king's campaigns. Partly Stanley was there to protect him in battle and partly Stanley was there to cut him down if he lost his mind in a fit of wizardly battle fury. This is still Stanley's job to this day. Don't piss off Merganzer. You will not get a second opportunity.
This should give you more than enough of a start on an intrigue game especially if used in conjuction with parts one and two of The Lair of the Goblin Warlord.
Stay tuned for part four next week.
--MCL
General gaming thoughts and musings. Along with design diaries and information about our Strategicon group and their associate events.
Showing posts with label gaming encounter goblin warlord podcast. Show all posts
Showing posts with label gaming encounter goblin warlord podcast. Show all posts
Sunday, December 4, 2011
Write up for Show 003: "Bread-Crumb Trail" Based Gaming or Lair of the Goblin Warlord Part 2
If you get the chance listen to the Grim Darkness Podcast #3. This write up is a companion piece to the podcast. Furthermore the supplemental podcast for episode 003 was recorded while writing this update.
It discusses pitfalls of the investigation sort of game as well as how to write one.
Using Jim's "Columbo" method of writing this sort of adventure I have worked out the "crime" in reverse.
For those of you unfamiliar with Detective Columbo's "just one more thing" investigation style where he ties all of his clues together then here is a short clip from youtube:
Peter Falk versus Rip Torn in "Columbo" http://www.youtube.com/watch?v=pZiv8vkxMac
Columbo going in for "the kill" http://www.youtube.com/watch?v=BB8xo9Mv ... re=related
The "Crime" in reverse from The Lair of the Goblin Warlord:
Goblins start raiding travelers and farms.
Goblins go hungry from loss of their food source, the giant yellow throated catfish.
Constable MacGruder orders workmen to drain Snell's Swamp so that it may be cleared for more farmland in this prosperous area. The Constable plans on eliminating the Goblins and taking their land so that he can sell this "free" land at a pure profit.
Constable MacGruder registers the deed to Snell's Swamp with the regional land office in the city of Townover.
Constable MacGruder steals the deed to Snell's Swamp.
Vincent is buried in the cemetery at Watford.
Constable MacGruder falsifies weapon assault charges versus Vincent and sees that he is hanged.
Constable MacGruder discovers the legal and proper deed to Snell's Swamp in the personal effects of Vincent.
Constable MacGruder arrests Vincent Von Snell, the nephew of Victor Snell, for public drunkenness. Victor Snell was an original settler in the Watford area who left shortly before making claim to the lands that are now Snell's Swamp. Victor was a peat cutter who gave up trying to make a living in the swamp that was occupied by Goblin fishermen and moved to Townover.
Vincent Von Snell travels to Watford to investigate his new fortune.
Victor Snell dies of old age and his solicitors forward his will and his deed to Snell's Swamp to his nephew Vincent Von Snell.
Writing the crime in reverse actually makes writing it simpler. I Knew the plot by heart from the first step of the process down to step three because I have ran this plot before several years ago.
About Writing the Crime in Reverse:
In the middle of step three I didn't have a motivation or a person who was behind it all. Reviewing my list of local NPC's made it easy to come up with a motive of greed and the greediest person in Watford is Constable MacGruder. That fit well.
In steps four through eleven I worked out the chain of events that would give MacGruder what he needed for legal claim to the land. Now that we have the "crime" lets flip it into proper chronological order and get to work on the clues.
What these clues will reveal is that Constable MacGruder is a ruthless and evil guy. He probably shouldn't be in charge of the policing of Watford. How the adventurers go about finding this and what they do to resolve this is totally up to them by using the clues provided and an investigation of their choosing.
The Crimes and Clues of Constable MacGruder:
The crimes of Constable MacGruder in chronological order with the appropriate clues for the adventurers to find:
Victor Snell dies of old age and his solicitors forward his will and deed to Snell's Swamp to his nephew Vincent Von Snell.
Clues will be hard to come by as Victor lived in Townover which is, oddly enough, one town over from Watford. Townover is a proper walled city.
Victor's solicitors are Perquode, MacIlhayneigh and Hoke, public solicitors. They have a copy of the original deed and Victors will.
Victor's solicitors also have copies of their correspondence with Vincent and a receipt for his collection of the deed to Snell's Swamp.
Victor became a shop keeper in Townover and sold his townhouse to cover any and all debt and for internment costs.
Victor is buried in a small crypt in Townover Memorial Gardens. While a dead end clue here in a fantasy game people could talk to a passed spirit.
Gertrude Hamfist remembers Victor Snell from when she was a young woman. She can recall that he was a peat cutter who left Watford. She also recalls that he is the reason the swamp's name is Snell's Swamp. She is unsure if it was because he found it or owned it.
Wendal Watford, a second generation Watford, recalls Snell as a nice man who helped frame and raise the inn but later left Watford.
Constable MacGruder will openly know NOTHING about Snell or Von Snell. He knows Snell by reading the deed and will.
Vincent Von Snell travels to Watford to investigate his new fortune.
Vincent stayed in the best room at the Tattered Trout. Innkeeper Watford recalls him as being boastful and being a large tipper.
Gertrude recalls Vincent's coming to Watford. She fixed a shoe on his horse and sharpened his sword.
MacGruder recalls Vincent's coming to Watford and will express that it is a shame that such a fine man would sell his inheritance to raise cash to impress the locals and then do something so bloody foolish as to get in a drunken duel with his Deputy Crash Ferguson.
Crash Ferguson will recall Vincent and lie that he was assaulted in one of the few alleys in Watford by Vincent and that his left arm was crippled in the fight. In truth his left arm was crippled by MacGruder who was a bit over zealous in making reports of an assault look convincing.
Constable MacGruder arrests Vincent Von Snell for public drunkeness, discovers the deed and sees that Vincent is hanged. He is buried in a mass livestock grave.
This is an actual fact.
While registering Vincent's personal effects MacGruder finds the deed to Snell's Swamp.
MacGruder arranges the framed assault charges and hangs Vincent the next morning.
Vincent's personal effects and money is confiscated to pay for his burial. MacGruder sees to both.
Vincent is buried in a mass grave with two mules and the carcass of a pig. Magical and supernatural types may find a way to question Vincent.
Watford is upset because of the lack of notice on the hanging. A hanging brings in big business. He thinks MacGruder has eyes on someday getting the Tattered Trout from him by foul means. Watford is probably correct on that assumption.
Gertrude Hamfist thinks that something shady may have gone on regarding Vincent. Usually MacGruder holds prisoners and waits for the next market day to hang them. The money he stood to make on just pick pocket warrants alone makes Gertrude wonder what was on MacGruder's mind.
MacGruder will not state any specifics relating to Vincent. He hangs a lot of people and is a very busy man. If pressed he will state what a shame it was for that vagrant to cripple a perfectly good Deputy. There were no services for Vincent. He was buried with livestock. MacGruder pocketed the burial expenses and Vincent's personal effects. He often wears a fine pair of Vincent's shoes even though they are too tight. They are expensive and that is all that matters to MacGruder.
MacGruder steals the deed to Snell's Swamp and registers it in the regional land office in Townover.
There are records including a copy of the bill of sale from Von Snell to MacGruder in the land office. Von Snell's signature is an "X" which is often the signature of illiterates. Von Snell was no illiterate. The witness to the sale was Crash Ferguson. He signed with an X as well. He is illiterate.
The Captain of Merganzer's guard recalls Macgruder being absent from his duties during a market day. The Captain filled in as constable that day and no pick pocketing warrants were issued. He finds it odd that MacGruder would miss on two opportunities for warrants. The abrupt hanging and the missed market day.
MacGruder hires workmen to drain the swamp so that he can sell it at a pure profit.
All NPC's know of the workmen. It has been a small boom in the local economy.
Watford provides tents in his side yard because the crew needs more room than the inn will hold.
Hamfist repairs their tools and weapons and finds it odd that MacGruder is interested in something outside of Watford.
MacGruder thinks you should mind your own bloody business.
Merganzer's Captain has noticed an increase in calls to help MacGruder with arresting Drunken Workers.
Merganzer has his "nose in his books" and cannot be bothered.
Goblins go hungry from loss of their food source, the giant yellow throated catfish.
The deep pools of the swamp that are necessary for spawning new generations of giant yellow throated catfish are pretty much all that is left of the water in Snell's Swamp.
Goblin women-folk do their best to keep the large females in the spawning pools alive since they no longer have the shallows to swim about in and feed on smaller fish.
The male catfish population has taken a very large hit and are near extinction.
Watford Goblins are a matriarchal society and the females do all of the important work but let the cannibalistic Goblin-men hunt and make war to keep them away from the tasty young Goblins.
The male Goblins in the Watford area are extinct and have all recently been defeated at the battle of Watford Bridge.
The remaining Goblins in residence are all starving.
The remaining Goblins in residence are all female, more slight of build and more prone to magic, children, and the old and crippled and infirm.
There is evidence of the work crews tools about the edges of the swamp and a broken wagon with MacGruder Land Management Company painted on the side.
The Goblin Caves
The goblin caves are populated, as noted before, by only the small children, the unfit, the infirm and the female population.
The leader of the Watford area Goblins is Auntie Griselda. She is a caster of no small skill and a fine builder of traps.
The entrance and area about the cave is rife with crude but clever traps.
Auntie Griselda will prefer to negotiate than come to blows. But once the fight is on she and the remainder of the village will scrap.
Anyone playing on the "good" side of an alignment system should see that they are starving and that no one is left but the women-folk,elders and children. If this leads to standard "lets kill them and take all their stuff" shame on them.
New NPC's
Goblin Female
Smaller than the Goblin men and more wiry.
Meaner than mean if cornered. Literally fighting for their life and the life of their tribe and culture.
Has the ability for minor offensive spells and spells that aid in stealth and evasion.
Has the ability to cast an illumination spell that explains "swamp lights" in the swamps at night.
Priority of defense is to note intruders and tell the village, impede progress to the village, ensure the safety of the children and the old, fight to the death if cornered.
Auntie Griselda
Larger than some Goblin men.
She is an elder and hasn't eaten in days.
She has the ability for moderate offensive spells and perhaps one large damage offensive spell. Also same spells and types as typical female.
Is the animist/shaman leader of the Watford Goblins.
The religion and way of life of the Watford Goblins is directly tied to the well being of the large female giant yellow throated catfish.
She will negotiate in all candor and honesty with adventurers with the goal of them leaving the goblins alone.
She will explain the raids were not due to piracy or wealth but for mere survival under sociological and ecological pressure from the swamp draining project.
If nothing else she will attempt to buy time for the children, elders and remaining females to escape if things look threatening.
She will also be more than willing to organize the remaining goblins to cut peat for the farmers to use as fuel and fertilizer.
Crash Ferguson
A thug who is the deputy of Constable MacGruder.
Conspires with MacGruder on all of his plans.
Is the "weakest link" in MacGruder's local crime syndicate.
Has a crippled left arm.
Is not very bright.
Kills joyfully and has an animal cunning to make up for his lack of intellect.
The Adventurers don't have to grab all of the clues to make this a fun and challenging game session. Just a few of them should be more than enough to put them on the trail of Constable MacGruder. Then it is up to the cooperation of the adventurers and the game master to come up with a suitable resolution based upon what the players find.
This should keep you busy for the next week or so!!
Have fun,
--MCL
It discusses pitfalls of the investigation sort of game as well as how to write one.
Using Jim's "Columbo" method of writing this sort of adventure I have worked out the "crime" in reverse.
For those of you unfamiliar with Detective Columbo's "just one more thing" investigation style where he ties all of his clues together then here is a short clip from youtube:
Peter Falk versus Rip Torn in "Columbo" http://www.youtube.com/watch?v=pZiv8vkxMac
Columbo going in for "the kill" http://www.youtube.com/watch?v=BB8xo9Mv ... re=related
The "Crime" in reverse from The Lair of the Goblin Warlord:
Goblins start raiding travelers and farms.
Goblins go hungry from loss of their food source, the giant yellow throated catfish.
Constable MacGruder orders workmen to drain Snell's Swamp so that it may be cleared for more farmland in this prosperous area. The Constable plans on eliminating the Goblins and taking their land so that he can sell this "free" land at a pure profit.
Constable MacGruder registers the deed to Snell's Swamp with the regional land office in the city of Townover.
Constable MacGruder steals the deed to Snell's Swamp.
Vincent is buried in the cemetery at Watford.
Constable MacGruder falsifies weapon assault charges versus Vincent and sees that he is hanged.
Constable MacGruder discovers the legal and proper deed to Snell's Swamp in the personal effects of Vincent.
Constable MacGruder arrests Vincent Von Snell, the nephew of Victor Snell, for public drunkenness. Victor Snell was an original settler in the Watford area who left shortly before making claim to the lands that are now Snell's Swamp. Victor was a peat cutter who gave up trying to make a living in the swamp that was occupied by Goblin fishermen and moved to Townover.
Vincent Von Snell travels to Watford to investigate his new fortune.
Victor Snell dies of old age and his solicitors forward his will and his deed to Snell's Swamp to his nephew Vincent Von Snell.
Writing the crime in reverse actually makes writing it simpler. I Knew the plot by heart from the first step of the process down to step three because I have ran this plot before several years ago.
About Writing the Crime in Reverse:
In the middle of step three I didn't have a motivation or a person who was behind it all. Reviewing my list of local NPC's made it easy to come up with a motive of greed and the greediest person in Watford is Constable MacGruder. That fit well.
In steps four through eleven I worked out the chain of events that would give MacGruder what he needed for legal claim to the land. Now that we have the "crime" lets flip it into proper chronological order and get to work on the clues.
What these clues will reveal is that Constable MacGruder is a ruthless and evil guy. He probably shouldn't be in charge of the policing of Watford. How the adventurers go about finding this and what they do to resolve this is totally up to them by using the clues provided and an investigation of their choosing.
The Crimes and Clues of Constable MacGruder:
The crimes of Constable MacGruder in chronological order with the appropriate clues for the adventurers to find:
Victor Snell dies of old age and his solicitors forward his will and deed to Snell's Swamp to his nephew Vincent Von Snell.
Clues will be hard to come by as Victor lived in Townover which is, oddly enough, one town over from Watford. Townover is a proper walled city.
Victor's solicitors are Perquode, MacIlhayneigh and Hoke, public solicitors. They have a copy of the original deed and Victors will.
Victor's solicitors also have copies of their correspondence with Vincent and a receipt for his collection of the deed to Snell's Swamp.
Victor became a shop keeper in Townover and sold his townhouse to cover any and all debt and for internment costs.
Victor is buried in a small crypt in Townover Memorial Gardens. While a dead end clue here in a fantasy game people could talk to a passed spirit.
Gertrude Hamfist remembers Victor Snell from when she was a young woman. She can recall that he was a peat cutter who left Watford. She also recalls that he is the reason the swamp's name is Snell's Swamp. She is unsure if it was because he found it or owned it.
Wendal Watford, a second generation Watford, recalls Snell as a nice man who helped frame and raise the inn but later left Watford.
Constable MacGruder will openly know NOTHING about Snell or Von Snell. He knows Snell by reading the deed and will.
Vincent Von Snell travels to Watford to investigate his new fortune.
Vincent stayed in the best room at the Tattered Trout. Innkeeper Watford recalls him as being boastful and being a large tipper.
Gertrude recalls Vincent's coming to Watford. She fixed a shoe on his horse and sharpened his sword.
MacGruder recalls Vincent's coming to Watford and will express that it is a shame that such a fine man would sell his inheritance to raise cash to impress the locals and then do something so bloody foolish as to get in a drunken duel with his Deputy Crash Ferguson.
Crash Ferguson will recall Vincent and lie that he was assaulted in one of the few alleys in Watford by Vincent and that his left arm was crippled in the fight. In truth his left arm was crippled by MacGruder who was a bit over zealous in making reports of an assault look convincing.
Constable MacGruder arrests Vincent Von Snell for public drunkeness, discovers the deed and sees that Vincent is hanged. He is buried in a mass livestock grave.
This is an actual fact.
While registering Vincent's personal effects MacGruder finds the deed to Snell's Swamp.
MacGruder arranges the framed assault charges and hangs Vincent the next morning.
Vincent's personal effects and money is confiscated to pay for his burial. MacGruder sees to both.
Vincent is buried in a mass grave with two mules and the carcass of a pig. Magical and supernatural types may find a way to question Vincent.
Watford is upset because of the lack of notice on the hanging. A hanging brings in big business. He thinks MacGruder has eyes on someday getting the Tattered Trout from him by foul means. Watford is probably correct on that assumption.
Gertrude Hamfist thinks that something shady may have gone on regarding Vincent. Usually MacGruder holds prisoners and waits for the next market day to hang them. The money he stood to make on just pick pocket warrants alone makes Gertrude wonder what was on MacGruder's mind.
MacGruder will not state any specifics relating to Vincent. He hangs a lot of people and is a very busy man. If pressed he will state what a shame it was for that vagrant to cripple a perfectly good Deputy. There were no services for Vincent. He was buried with livestock. MacGruder pocketed the burial expenses and Vincent's personal effects. He often wears a fine pair of Vincent's shoes even though they are too tight. They are expensive and that is all that matters to MacGruder.
MacGruder steals the deed to Snell's Swamp and registers it in the regional land office in Townover.
There are records including a copy of the bill of sale from Von Snell to MacGruder in the land office. Von Snell's signature is an "X" which is often the signature of illiterates. Von Snell was no illiterate. The witness to the sale was Crash Ferguson. He signed with an X as well. He is illiterate.
The Captain of Merganzer's guard recalls Macgruder being absent from his duties during a market day. The Captain filled in as constable that day and no pick pocketing warrants were issued. He finds it odd that MacGruder would miss on two opportunities for warrants. The abrupt hanging and the missed market day.
MacGruder hires workmen to drain the swamp so that he can sell it at a pure profit.
All NPC's know of the workmen. It has been a small boom in the local economy.
Watford provides tents in his side yard because the crew needs more room than the inn will hold.
Hamfist repairs their tools and weapons and finds it odd that MacGruder is interested in something outside of Watford.
MacGruder thinks you should mind your own bloody business.
Merganzer's Captain has noticed an increase in calls to help MacGruder with arresting Drunken Workers.
Merganzer has his "nose in his books" and cannot be bothered.
Goblins go hungry from loss of their food source, the giant yellow throated catfish.
The deep pools of the swamp that are necessary for spawning new generations of giant yellow throated catfish are pretty much all that is left of the water in Snell's Swamp.
Goblin women-folk do their best to keep the large females in the spawning pools alive since they no longer have the shallows to swim about in and feed on smaller fish.
The male catfish population has taken a very large hit and are near extinction.
Watford Goblins are a matriarchal society and the females do all of the important work but let the cannibalistic Goblin-men hunt and make war to keep them away from the tasty young Goblins.
The male Goblins in the Watford area are extinct and have all recently been defeated at the battle of Watford Bridge.
The remaining Goblins in residence are all starving.
The remaining Goblins in residence are all female, more slight of build and more prone to magic, children, and the old and crippled and infirm.
There is evidence of the work crews tools about the edges of the swamp and a broken wagon with MacGruder Land Management Company painted on the side.
The Goblin Caves
The goblin caves are populated, as noted before, by only the small children, the unfit, the infirm and the female population.
The leader of the Watford area Goblins is Auntie Griselda. She is a caster of no small skill and a fine builder of traps.
The entrance and area about the cave is rife with crude but clever traps.
Auntie Griselda will prefer to negotiate than come to blows. But once the fight is on she and the remainder of the village will scrap.
Anyone playing on the "good" side of an alignment system should see that they are starving and that no one is left but the women-folk,elders and children. If this leads to standard "lets kill them and take all their stuff" shame on them.
New NPC's
Goblin Female
Smaller than the Goblin men and more wiry.
Meaner than mean if cornered. Literally fighting for their life and the life of their tribe and culture.
Has the ability for minor offensive spells and spells that aid in stealth and evasion.
Has the ability to cast an illumination spell that explains "swamp lights" in the swamps at night.
Priority of defense is to note intruders and tell the village, impede progress to the village, ensure the safety of the children and the old, fight to the death if cornered.
Auntie Griselda
Larger than some Goblin men.
She is an elder and hasn't eaten in days.
She has the ability for moderate offensive spells and perhaps one large damage offensive spell. Also same spells and types as typical female.
Is the animist/shaman leader of the Watford Goblins.
The religion and way of life of the Watford Goblins is directly tied to the well being of the large female giant yellow throated catfish.
She will negotiate in all candor and honesty with adventurers with the goal of them leaving the goblins alone.
She will explain the raids were not due to piracy or wealth but for mere survival under sociological and ecological pressure from the swamp draining project.
If nothing else she will attempt to buy time for the children, elders and remaining females to escape if things look threatening.
She will also be more than willing to organize the remaining goblins to cut peat for the farmers to use as fuel and fertilizer.
Crash Ferguson
A thug who is the deputy of Constable MacGruder.
Conspires with MacGruder on all of his plans.
Is the "weakest link" in MacGruder's local crime syndicate.
Has a crippled left arm.
Is not very bright.
Kills joyfully and has an animal cunning to make up for his lack of intellect.
The Adventurers don't have to grab all of the clues to make this a fun and challenging game session. Just a few of them should be more than enough to put them on the trail of Constable MacGruder. Then it is up to the cooperation of the adventurers and the game master to come up with a suitable resolution based upon what the players find.
This should keep you busy for the next week or so!!
Have fun,
--MCL
Write up for Show 002: Encounter Based Gaming or Lair of the Goblin Warlord Part 1
The Lair of the Goblin Warlord:
An example of an encounter based role playing adventure. In writing this adventure I tried to make it as 'generic' as possible. It can easily be used for any version of Dungeons and Dragons that you wish. You will need to look up statistics for monsters and do a little homework there fleshing things out. Primarily I have given structure and story and characters.
This could also be used for any other RPG system with a little homework on your part.
The first part of the game is in the village of Watford. There are no scheduled encounters in Watford. This is a roleplaying and information gathering segment. The idea here is to get the players interested in getting jobs as road marshals for the local lord.
The village of Watford:
This consists of an inn, a blacksmith, a town constable and an area for a farmer's market that has minor merchants there full time but has many merchants on market day.
Posted around the town are wanted posters for the Goblin Warlord Pitstain.
Pitstain is wanted for stealing livestock, disrupting the general peace, and for crimes upon the high road. The reward for the capture of Pitstain is 35 gold pieces and there is a further bounty for each pair of goblin ears returned to the constable's office of 10 sp per pair.
Players have access to typical items from the player's handbook in the market area so may stock up or replace gear. Master crafted simple weapons are available at the blacksmith.
Also posted around the town are posters recruiting marshals of the road. Applicants who wish to be hired as marshals of the road should report to the innkeeper at the
Tattered Trout Inn.
The adventure hook is to have the players become marshals of the road. Adventure-wise there is very little else going on in this village. Just remember: The hook is in the Trout!!
The Tattered Trout Inn:
The owner of the Tattered Trout is Wendal Watford. On market day the inn is rather busy as Wendal has regular customers among the more rich farmers and merchants who travel to the farmer's market. When it is not market day things are slow and the inn is seldom crowded.
If asked about the jobs for marshals, Wendal can give this information:
1. The person who actually hires the marshalls is the wizard, Merganzer.
2. Wendal can give directions to Merganzer's tower.
3. The duties of the marshals is to keep the roads leading into town safe from wild animals and from the goblin warlord, Pitstain.
4. Marshals make their living via a monthly stipend from Merganzer and from collecting bounties and turning them in to the local constable. The constable is in charge of law and order in the town and is a government official.
5. The constable is not a skilled enough warrior or organizer to keep the roads clear. Also he does not see that as his responsibility. His responsibility is keeping the peace within the area of town where things are often much more peaceful.
6. Anyone interested in the job as road marshall must meet with Merganzer, himself.
Oaken Anvil Blacksmith Shop:
The owner of the Oaken Anvil is Gertrude Hamfist. Gertrude is a mother of four young men who work with her in the smithy. She is also the grandmother of two young children who run errands for the shop.
Gertrude's main business is caring for the horses of the local and visiting farmers as well as taking care of the smithing needs for the town. She does make fine simple weapons and has a selection of all simple weapons of master crafted quality. She does make shields of various types that are wooden shields and perhaps some are covered with hides or metal. She and her boys do not make armor or other adventuring supplies. These items would however be easily found in the market place.
Gertrude will not stand for someone wasting her time but she is not unfriendly.
What she can tell you about the town is this:
1. There is money to be made on market day. Watford is the busiest market in the region.
2. The constable is old and slow. He wasn't really that great when he was young and spry either.
3. The inn is a safe place to stay and Wendal is a fair trader. He is not a cheat.
4. There hasn't been a road warden who has stayed alive for quite a while. Pitstain and his tribe have been in the area for generations. Over the last few seasons they have become quite aggressive. This is unusual. Perhaps it is because Pitstain is a new chieftain and is trying to prove something.
5. Merganzer is the lord of this region. He keeps to himself in his tower and keeps his nose in his books too much. He hires the road wardens but few of them ever stay around and none of them have done much good.
6. Since summer has ended Pitstain and his raiders have become more and more aggressive. Since the last market day of the season is coming soon I wouldn't be surprised if he tried to raid the village itself.
Contsable MacGruder:
Constable MacGruder is a portly gentleman in his 50's. He lives on a stipend from the king. Although he might be a lazy constable and quick to point out that his jurisdiction stops at the edge of the fairgrounds he is a shrewd man. He has kept his job as constable for the better part of two decades and knows how to keep the peace.
If trouble starts he will send a runner to the gate house at Merganzer's tower where the runner will get the help from the guards at the gate house. MacGruder will keep an eye on the trouble makers but will not make a move until the guards have arrived.
Once the guards have arrived he will then dispatch the guards to break heads. If the trouble makers are subdued he will place them in the cells in the constable's office and start negotiating fines for release for minor crimes. If the prisoners commit capital crimes he will dispatch a messenger for transfer and allow a magistrate to take over.
If the guards fail to subdue the troublemakers then MacGruder will leave town and seek greater help from a neighboring city. He has scrolls from Merganzer that cast a powerful ranged version of the Arcane Mark spell that will mark the trouble makers as criminals so they can be properly recognized and dealt with when sufficient force is sent their way.
This is the news about the area that MacGruder is willing to share:
1. Pitstain keeps out of the village so he is not my problem.
2. I will pay a bounty for the head of Pitstain and also for each pair of Goblin ears.
3. If trouble comes to this village then that trouble will be matched with greater trouble. From the king's own regiment if needed.
4. Pickpocketing will only be allowed on market day and only by licensed pickpockets bearing the proper warrants from the constable. Warrants cost 5 GP and 20% of the take.
5. Murder, rape, assault with weapons or spells, kidnapping and unlicensed pickpocketing are punishable by hanging.
News about the area that MacGruder will not be keen to share:
1. Burglary may also be licensed in advance if he gets a deep enough cut of the proceeds.
2. He will thoroughly verify all bounties before paying out any money. Too many people have tried to go into the business of 'manufacturing' goblin ears for him to open his purse strings too quickly. He will ask questions about the warpaint and markings of the goblins and these questions must be answered precisely before he will pay out. Although he does nothing about the goblins he knows quite a bit about them from being a long term resident of Watford.
The journey to Merganzer's Tower:
Merganzer's tower is a few miles outside of the village. It is on a road through a forest and away from the farms or any help from the city.
Encounter -- A Bear in the Road:
About half way to the tower the group will come upon a bear that is in the road that stands over the fresh kill of a deer.
There will also be one bear cub per each two players.
The bear will stand its ground and be aggressive. It will charge the group in defense of its kill.
Should any player attack a bear cub before the bear itself is killed or subdued then the bear will go into a frenzy and gain bonuses to its attacks and damage.
Encounter -- The Gate House:
Merganzer's Tower is surrounded by a sturdy stone wall. In the wall is a gate and it is protected by a gate house. Inside the gate house are soldiers hired by Merganzer.
The soldiers are used to any scruffy ruffian who is full of themselves applying for the job of being a road marshall. The captain of the guard has left standing orders that applicants must prove themselves in order to apply for the job. Too many underprepared people have been wasting his master's precious time.
There are two possible trials. The first is a trial by combat. The second is a trial by deed. The players are allowed to choose which trial they wish to complete.
Trial by combat:
The players choose a member of the party to duel the captain of the guard. This is a duel to measure skill and not a duel to the death. The captain is a veteran soldier and trained fighter. He is also well equipped. He is wearing plate mail, he carries a shield and uses a one handed axe in combat. He also has his cloak of office, The Cloak of Merganzer, which gives a +1 to reflex savings throws.
The Captain will yield to the other dueler if he is below half of his health. The dueler may yield at any time. If things turn mean and hostile then the party is most likely out of a job and the guards from the gatehouse will pour out and settle accounts. The Captain will fight fairly and honorably.
The Captain has no news to share. If he wins the duel, he will laugh and taunt and shame the loser. If he loses the duel he will direct the party to his master, Merganzer, in the central tower.
Trial by deed.
If the party chooses trial by deed then the deed is simple to explain. With the gates locked and the guards in the guard house posted and on duty a party member must infiltrate past the walls and ring the bell at the door to the tower.
This is not a combat challenge. Killing guards will be considered cheating and the guards will once again pour out of the guard house and settle accounts if the players are detected cheating.
Any guards who 'mysteriously go missing' will indeed be missed and this will also count as cheating and bring bad stuff down on the heads of the party.
This trial will be conducted honorably by the Captain of the guard. Players spotted prior to the completion of the objective will have the opportunity to escape and evade. The object is to ring the bell not to kill anyone.
Meeting with Merganzer:
Assuming that the players have completed one of the trials they will meet with Merganzer.
Upon taking the job as a marshall of the road each character will receive 5 gp monthly stipend in advance, a Cloak of Merganzer (with a +1 to reflex saves) as a mark of their employment and if needed they may revceive a master crafted simple or martial weapon as a further token from their Lord.
Merganzer has the following information about the area.
1. Pitstain is a new chieftain of the goblins and since he has risen to power the usually wily but peaceful goblins have become aggressive. They have raided travelers and some remote farm houses.
2. As winter is approaching the goblins have become more bold than ever.
3. Their favorite ambush spot is a bridge over the gorge of the Watford river a few miles down the road.
4. Watford the innkeeper is a good man and a fair one.
5. Smith Hamfist is a fine craftsperson and undoubtably the reason the village of Watford is so prosperous.
6. Constable MacGruder is probably the biggest thief in the region but he keeps the peace.
Encounter -- Battle of Watford Bridge:
At the advice of Merganzer the party heads to the bridge over the gorge of the Watford river.
At the bridge they will meet the Goblin Warlord Pitstain and his raiders.
The raiders are in full warpaint and battle gear. Their weapons are crude and with the exception of Pitstain will consist mostly of pointy sticks (short spears) and clubs. The goblin raiders wear tribal totems and garb but this is not considered to be armor.
Pitstain has a suit of goblin sized hide armor, a wooden shield and a short sword.
The raiders will fight on the bridge. There are four goblins for each party member. They will fight in ranks of four across. Pitstain will fight in the back. The goblins will not retreat and will fight to the last 'man'. Goblins will not advance off the bridge unless the entire party starts attacking from range. Pitstain will shout encouragement to them and will not allow any to retreat. Once he is the last goblin, he will stand and fight. He will not retreat.
The point of this fight is for every goblin to stand and fight and lose. And to fight to the death and to the last man.
Aftermath of the Battle of Watford Bridge:
In Pitstain's personal effects there is a map marking the roads into and out of Watford. Also on the map is Merganzer's tower, Watford bridge, Snell's Swamp and a cave in the hills on the edge of the swamp.
Now is a good logical time to take a break if players need one. It is also a good time for a break in the session if players need one.
Players may also wish to return to town and re-outfit themselves and cash in their bounties with the constable or report to Merganzer.
This adventure will continue after Grim Darkness Pod-Cast #3 when we discuss running games in the "bread crumbs" method.
Happy gaming.
--MCL
An example of an encounter based role playing adventure. In writing this adventure I tried to make it as 'generic' as possible. It can easily be used for any version of Dungeons and Dragons that you wish. You will need to look up statistics for monsters and do a little homework there fleshing things out. Primarily I have given structure and story and characters.
This could also be used for any other RPG system with a little homework on your part.
The first part of the game is in the village of Watford. There are no scheduled encounters in Watford. This is a roleplaying and information gathering segment. The idea here is to get the players interested in getting jobs as road marshals for the local lord.
The village of Watford:
This consists of an inn, a blacksmith, a town constable and an area for a farmer's market that has minor merchants there full time but has many merchants on market day.
Posted around the town are wanted posters for the Goblin Warlord Pitstain.
Pitstain is wanted for stealing livestock, disrupting the general peace, and for crimes upon the high road. The reward for the capture of Pitstain is 35 gold pieces and there is a further bounty for each pair of goblin ears returned to the constable's office of 10 sp per pair.
Players have access to typical items from the player's handbook in the market area so may stock up or replace gear. Master crafted simple weapons are available at the blacksmith.
Also posted around the town are posters recruiting marshals of the road. Applicants who wish to be hired as marshals of the road should report to the innkeeper at the
Tattered Trout Inn.
The adventure hook is to have the players become marshals of the road. Adventure-wise there is very little else going on in this village. Just remember: The hook is in the Trout!!
The Tattered Trout Inn:
The owner of the Tattered Trout is Wendal Watford. On market day the inn is rather busy as Wendal has regular customers among the more rich farmers and merchants who travel to the farmer's market. When it is not market day things are slow and the inn is seldom crowded.
If asked about the jobs for marshals, Wendal can give this information:
1. The person who actually hires the marshalls is the wizard, Merganzer.
2. Wendal can give directions to Merganzer's tower.
3. The duties of the marshals is to keep the roads leading into town safe from wild animals and from the goblin warlord, Pitstain.
4. Marshals make their living via a monthly stipend from Merganzer and from collecting bounties and turning them in to the local constable. The constable is in charge of law and order in the town and is a government official.
5. The constable is not a skilled enough warrior or organizer to keep the roads clear. Also he does not see that as his responsibility. His responsibility is keeping the peace within the area of town where things are often much more peaceful.
6. Anyone interested in the job as road marshall must meet with Merganzer, himself.
Oaken Anvil Blacksmith Shop:
The owner of the Oaken Anvil is Gertrude Hamfist. Gertrude is a mother of four young men who work with her in the smithy. She is also the grandmother of two young children who run errands for the shop.
Gertrude's main business is caring for the horses of the local and visiting farmers as well as taking care of the smithing needs for the town. She does make fine simple weapons and has a selection of all simple weapons of master crafted quality. She does make shields of various types that are wooden shields and perhaps some are covered with hides or metal. She and her boys do not make armor or other adventuring supplies. These items would however be easily found in the market place.
Gertrude will not stand for someone wasting her time but she is not unfriendly.
What she can tell you about the town is this:
1. There is money to be made on market day. Watford is the busiest market in the region.
2. The constable is old and slow. He wasn't really that great when he was young and spry either.
3. The inn is a safe place to stay and Wendal is a fair trader. He is not a cheat.
4. There hasn't been a road warden who has stayed alive for quite a while. Pitstain and his tribe have been in the area for generations. Over the last few seasons they have become quite aggressive. This is unusual. Perhaps it is because Pitstain is a new chieftain and is trying to prove something.
5. Merganzer is the lord of this region. He keeps to himself in his tower and keeps his nose in his books too much. He hires the road wardens but few of them ever stay around and none of them have done much good.
6. Since summer has ended Pitstain and his raiders have become more and more aggressive. Since the last market day of the season is coming soon I wouldn't be surprised if he tried to raid the village itself.
Contsable MacGruder:
Constable MacGruder is a portly gentleman in his 50's. He lives on a stipend from the king. Although he might be a lazy constable and quick to point out that his jurisdiction stops at the edge of the fairgrounds he is a shrewd man. He has kept his job as constable for the better part of two decades and knows how to keep the peace.
If trouble starts he will send a runner to the gate house at Merganzer's tower where the runner will get the help from the guards at the gate house. MacGruder will keep an eye on the trouble makers but will not make a move until the guards have arrived.
Once the guards have arrived he will then dispatch the guards to break heads. If the trouble makers are subdued he will place them in the cells in the constable's office and start negotiating fines for release for minor crimes. If the prisoners commit capital crimes he will dispatch a messenger for transfer and allow a magistrate to take over.
If the guards fail to subdue the troublemakers then MacGruder will leave town and seek greater help from a neighboring city. He has scrolls from Merganzer that cast a powerful ranged version of the Arcane Mark spell that will mark the trouble makers as criminals so they can be properly recognized and dealt with when sufficient force is sent their way.
This is the news about the area that MacGruder is willing to share:
1. Pitstain keeps out of the village so he is not my problem.
2. I will pay a bounty for the head of Pitstain and also for each pair of Goblin ears.
3. If trouble comes to this village then that trouble will be matched with greater trouble. From the king's own regiment if needed.
4. Pickpocketing will only be allowed on market day and only by licensed pickpockets bearing the proper warrants from the constable. Warrants cost 5 GP and 20% of the take.
5. Murder, rape, assault with weapons or spells, kidnapping and unlicensed pickpocketing are punishable by hanging.
News about the area that MacGruder will not be keen to share:
1. Burglary may also be licensed in advance if he gets a deep enough cut of the proceeds.
2. He will thoroughly verify all bounties before paying out any money. Too many people have tried to go into the business of 'manufacturing' goblin ears for him to open his purse strings too quickly. He will ask questions about the warpaint and markings of the goblins and these questions must be answered precisely before he will pay out. Although he does nothing about the goblins he knows quite a bit about them from being a long term resident of Watford.
The journey to Merganzer's Tower:
Merganzer's tower is a few miles outside of the village. It is on a road through a forest and away from the farms or any help from the city.
Encounter -- A Bear in the Road:
About half way to the tower the group will come upon a bear that is in the road that stands over the fresh kill of a deer.
There will also be one bear cub per each two players.
The bear will stand its ground and be aggressive. It will charge the group in defense of its kill.
Should any player attack a bear cub before the bear itself is killed or subdued then the bear will go into a frenzy and gain bonuses to its attacks and damage.
Encounter -- The Gate House:
Merganzer's Tower is surrounded by a sturdy stone wall. In the wall is a gate and it is protected by a gate house. Inside the gate house are soldiers hired by Merganzer.
The soldiers are used to any scruffy ruffian who is full of themselves applying for the job of being a road marshall. The captain of the guard has left standing orders that applicants must prove themselves in order to apply for the job. Too many underprepared people have been wasting his master's precious time.
There are two possible trials. The first is a trial by combat. The second is a trial by deed. The players are allowed to choose which trial they wish to complete.
Trial by combat:
The players choose a member of the party to duel the captain of the guard. This is a duel to measure skill and not a duel to the death. The captain is a veteran soldier and trained fighter. He is also well equipped. He is wearing plate mail, he carries a shield and uses a one handed axe in combat. He also has his cloak of office, The Cloak of Merganzer, which gives a +1 to reflex savings throws.
The Captain will yield to the other dueler if he is below half of his health. The dueler may yield at any time. If things turn mean and hostile then the party is most likely out of a job and the guards from the gatehouse will pour out and settle accounts. The Captain will fight fairly and honorably.
The Captain has no news to share. If he wins the duel, he will laugh and taunt and shame the loser. If he loses the duel he will direct the party to his master, Merganzer, in the central tower.
Trial by deed.
If the party chooses trial by deed then the deed is simple to explain. With the gates locked and the guards in the guard house posted and on duty a party member must infiltrate past the walls and ring the bell at the door to the tower.
This is not a combat challenge. Killing guards will be considered cheating and the guards will once again pour out of the guard house and settle accounts if the players are detected cheating.
Any guards who 'mysteriously go missing' will indeed be missed and this will also count as cheating and bring bad stuff down on the heads of the party.
This trial will be conducted honorably by the Captain of the guard. Players spotted prior to the completion of the objective will have the opportunity to escape and evade. The object is to ring the bell not to kill anyone.
Meeting with Merganzer:
Assuming that the players have completed one of the trials they will meet with Merganzer.
Upon taking the job as a marshall of the road each character will receive 5 gp monthly stipend in advance, a Cloak of Merganzer (with a +1 to reflex saves) as a mark of their employment and if needed they may revceive a master crafted simple or martial weapon as a further token from their Lord.
Merganzer has the following information about the area.
1. Pitstain is a new chieftain of the goblins and since he has risen to power the usually wily but peaceful goblins have become aggressive. They have raided travelers and some remote farm houses.
2. As winter is approaching the goblins have become more bold than ever.
3. Their favorite ambush spot is a bridge over the gorge of the Watford river a few miles down the road.
4. Watford the innkeeper is a good man and a fair one.
5. Smith Hamfist is a fine craftsperson and undoubtably the reason the village of Watford is so prosperous.
6. Constable MacGruder is probably the biggest thief in the region but he keeps the peace.
Encounter -- Battle of Watford Bridge:
At the advice of Merganzer the party heads to the bridge over the gorge of the Watford river.
At the bridge they will meet the Goblin Warlord Pitstain and his raiders.
The raiders are in full warpaint and battle gear. Their weapons are crude and with the exception of Pitstain will consist mostly of pointy sticks (short spears) and clubs. The goblin raiders wear tribal totems and garb but this is not considered to be armor.
Pitstain has a suit of goblin sized hide armor, a wooden shield and a short sword.
The raiders will fight on the bridge. There are four goblins for each party member. They will fight in ranks of four across. Pitstain will fight in the back. The goblins will not retreat and will fight to the last 'man'. Goblins will not advance off the bridge unless the entire party starts attacking from range. Pitstain will shout encouragement to them and will not allow any to retreat. Once he is the last goblin, he will stand and fight. He will not retreat.
The point of this fight is for every goblin to stand and fight and lose. And to fight to the death and to the last man.
Aftermath of the Battle of Watford Bridge:
In Pitstain's personal effects there is a map marking the roads into and out of Watford. Also on the map is Merganzer's tower, Watford bridge, Snell's Swamp and a cave in the hills on the edge of the swamp.
Now is a good logical time to take a break if players need one. It is also a good time for a break in the session if players need one.
Players may also wish to return to town and re-outfit themselves and cash in their bounties with the constable or report to Merganzer.
This adventure will continue after Grim Darkness Pod-Cast #3 when we discuss running games in the "bread crumbs" method.
Happy gaming.
--MCL
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