Folio 13
Folio 13
1
                                                           quarter are in play. You can imagine the impact
             STYLE OF PLAY
                                                           this should have on your players, especially your
 For this adventure, we are going to combine
                                                           resident duelist (assuming you have one). Having
some of the techniques featured in the previous
                                                           spent a great deal of time playing Legend of the
two modules. The adventure will revolve around
                                                           Five Rings and Deadlands, I’ve come to appreciate
helping to wreak a bit of revenge on House Vash
                                                           the harrowing effect duels have on players. Be sure
in the form of participation in the city’s secret
                                                           you press the envelope here, but also keep in mind
dueling festival known as the Chikin K’i’ik Tun.
                                                           that player death isn’t your endgame, so when in
 Your players will be running again, but this time
                                                           doubt, favor the players accordingly.
from event to event, trying to solve another mystery
concerning various transformations that threaten                                RELIC
the civility of the population. By this point the           Assuming the relic, The Fists of the Onyx
players should be well-versed in the city’s culture,       God, that has been both a boon and a curse for
so continue to foster the whispers, the hauntings,         the players is still in their possession, it might be
and the people to keep up the rich flavor.                 prudent to utilize some of its yet unknown powers
                                                           during a duel (this is again if your duelist happens
       EXPERIENCE POINTS
                                                           to wear the item). Its powers might also be used on
 As noted in the first two adventures, experience
                                                           behalf of a duelist, if needed, gaining the character
points are kept to a minimum as I’ve expressly
                                                           some advantage.
written these adventures for the ‘sweet spot’ levels
                                                            Still, the curse of the item is now in full effect,
of 5–7. That said, the culmination of this adventure
                                                           and blood sacrifice is something sought after
should be awarded a large pot of bonus experience
                                                           (and could be a great motivator for the duelist to
for the completion of the trilogy. I always want
                                                           wear the item while fighting in these matches).
players to feel they have received strong awards
                                                           At the end of the day, the relic wishes to be used
for their hours invested in my adventures, so be
                                                           in the name of its dark god, and cleave a bloody
sure to be kind. (But remember, there may be
                                                           path through the city with sacrifice and death.
further Taux adventures, so you might not want
                                                           Each time the player utilizing the relic kills an
the players gaining too much experience!)
                                                           enemy, they must make a saving throw versus
                    DUELS                                  magic [DC 18 Wisdom save] or fall to the
 I’m going to reinvest a moment to once again              power of the item. If this saving throw is failed,
talk about duels in Taux. This topic was first             consider the character an NPC for the purpose
breached in Folio #11, but it should be noted that         of DM control AS HE/SHE WISHES, i.e., you
at this point the players are seeking out specific         may take control of the character at will, and
duels for the purpose of bloodshed, and rules of no        may deliver control back to the player as you
                                                       2
like, but the character is technically your pawn             campaign, or the accompanying mini-adventure
until the curse can be broken.                               NR1.5 The Giant Has Only One Mission, then
                                                             they should get a bit of a thrill at meeting the shard.
      Mithelvarn’s Shard                                     If they have not, she can be seen as an enigma that
 At the culmination of the adventure the                     will perhaps rise up again at some point.
characters will come in contact with a magical
being known as Mithelvarn’s Shard. During the                     Adventure Synopsis
events that unfolded in Folios 1-6, a piece of the            This adventure revolves around the Chikin
Infernal Machine in the labyrinth below Roslof               K’i’ik Tun and the heroes’ interactions in it. After
Keep ‘escaped’. Its purpose is to establish chaos            the affair at the Grand Playhouse, the characters
and adventure wherever it manifests. Although                have managed to thwart yet another Vash plot,
it can’t be killed, it can take mortal form and use          but that house is still lethal, even if licking its
its extensive magical abilities to create scenarios in       wounds. Although now somewhat shielded by two
which it seeks out ‘players’ for its game of ‘monster        Red Pillars (Mama Serene & Count Rummel),
versus hero’. Although Mithelvarn’s Shard can                the heroes know that it is only a matter of time
be disrupted, its essence will slip away and reform          before the Vash try again for them and their relic.
elsewhere in a matter of days or months. If the               Meeting with Balthazar, local mercenary duelist
players have played the complete Roslof Keep                 and friend of Mama Serene, the heroes are
                                                             provided with perhaps a final chance to put an
                                                             end to their feud with House Vash. To accomplish
                                                             this, one hero will have to assume the identity of
                                                             an Ebontra Cross (a practitioner of the Ebontra
                                                             twin blade school which utilizes both blades for
                                                             offense), then deal a blow to two other duelists in
                                                             the city. Balthazar has it on good authority that
                                                             the character possessing the relic is to be murdered
                                                             by Esmerelda Serata, an infamous noble of fallen
                                                             station who is now a Razor in the city. By defeating
                                                             her, you will have defeated the Vash’s most talented
                                                             assassin and taken a major player off their board
                                                             of retribution before they can strike against you.
                                                             To do this you must fight her on your terms (or at
                                                             least those of the Chikin K’i’ik Tun).
                                                         3
 However, Serata is only a decoy of the Vash,               all three guilds will rabble-rouse and cheer on the
and the heroes and Serata will be betrayed and              bloody sport wherever it takes place.
ambushed by dire lowl corrupted by dark magic.               Still, even these combats typically don’t end
Realizing Serata was just bait, Balthazar will run          in death unless those participating take part in
off to find Cold Shay, leaving the heroes without           a secondary ritual, that of laying out stones in a
further guidance. The heroes will be left with a            circle with the final laid by both combatants being
choice: slip back into the woodwork and await               decorated in blood (not necessarily their own). For
the next Vash plot, or find the true reason for the         these death duels, only one fighter will exit the
corruption of the lowl, provide it to the Sturgeon          circle alive, and for the Sturgeons of Taux, these
Tohil, and then leverage it to gain respite.                are the contests they most ruthlessly pursue in a
                                                            kind of ‘not under my watch’ mentality.
     Campaign Background                                     Typically, only one such contest per district is
              The Chikin K’i’ik Tun:                        put into play by the guilds in the city, otherwise
            The Circle of Bloody Stones                     the death toll would be too great on those
 Each year, a secret dueling tournament takes               participating. It wouldn’t be overly prudent to
place inside one of the three great trade cities of         lose all your best fighters each year, but for those
the Halo Ocean: Taux, Ebontra, and Findalynn.               that win such contests, glory, rank, and privilege
The dates of these tournaments are set around               are certainly theirs to be had. Winning a Bloody
various astronomical calculations, and therefore            Stone Circle duel is considered ‘gallant’ among
happen on a random day that can’t be tracked                the guilds, and only someone who has won such a
by law enforcement. This year, this particular              contest is ever considered for upper leadership of
day takes place only a week after the Festival of a         the guild orders (roughly a high ranking lieutenant
Thousand Blossoms in the city of Taux.                      with privilege). As this event is highly illegal, only
 What this means to citizens of Taux is that the            a single day is dedicated to it, and then it and the
ranks of duelists inside its walls will swell; lesser       duelists involved will turn to smoke and scatter to
duels, blood feuds, and theatrical swashbuckling            the winds.
are commonplace during the event. Some people
hide secrets and pay debts both old and new, some                 The Three Dueling
settle scores, and for the greatest of the duelists,                   ‘Kits’
those of the three great guilds, the hierarchy of            For game purposes, I’ve broken down the sub-
membership is established. It is typically the latter       class dueling powers of each type of guild duelist
duels that are most enjoyed by people willing to            you will face in Taux. To acquire these ‘kits’, a
risk punishment by the city’s Sturgeons, as fans of         character must invest three proficiency slots that
                                                        4
will grant the special powers each school employs.
Each is based around the NPC class duelist found
                                                                           Dungeon Master Notes
in Dragon Magazine #73, but a standard fighter
                                                                              & Suggestions
class (as well as others below) can be utilized to                      1.   The Primary NPC in this adventure will be
make a Guild Duelist of one of the three great                         Balthazar, an outcast Taux Razor with training in
schools. And remember, if you are using the duelist                    both the Razor and Ebontra styles. He is a good-
NPC class, they get that pesky save vs. killing                        looking young man in his early twenties with a
blow ability which makes them problematic. If                          well-trimmed goatee and wavy dark hair. His
such an ability is put into play, you might use it to                  purpose is to see to the fall of Esmerelda Serata,
save NPCs and have them ‘tap out’ so to speak,                         who he believes has become an agent of the Vash
knowing they are beaten.                                               and is preparing to ambush and kill his friend
                                                                       Cold Shay the Beautiful Death.
                    Taux Razor Duelist
  Required Class: Duelist, Fighter
                                                                                  2. The Dire Lowl:
  Proficiency Slots: 3
                                                                        One thing that will continue to be gossiped about
  Special Ability: Wounding (Each time a Razor
scores a hit, the victim must make a saving throw versus               throughout the adventure will be that some lowl in
petrification [DC 14 Constitution] or begin bleeding at                the city are turning savage. This is true, and has
1 HP per round. These hits are cumulative.)
  Secondary Special Ability: At 5th level a Razor can                  been accomplished by a new female tome-mage
modify a critical hit roll to a specific location, thus tripling       recently signed on as a retainer to House Vash.
the damage instead of doubling it.
                                                                       Receipts for payment are within the tome-mage’s
                  Ebontra Cross Duelist
  Required Class: Duelist, Fighter, Ranger
                                                                       lair and bear the Vash seal. Unbeknownst to either
  Proficiency Slots: 3                                                 the Vash or the heroes, this tome-mage is actually
  Special Ability: The Cross suffers no negative                       a shard of the Infernal Machine from Roslof Keep,
penalties for fighting with an off-hand weapon.
                                                                       and has saved the payment receipts from House
 Secondary Special Ability: At 5th level a Cross
may make an extra attack with an off-hand weapon.                      Vash, as well as detailed information concerning
                Findalynn Bravo Duelist                                the transformative corruption (harkening back to
  Required Class: Duelist, Fighter,                                    the Violet Corruption) she undertook for them, to
  Thief [Rogue]                                                        ensure chaos if she is ever threatened.
  Proficiency Slots: 3
  Special Ability: The Bravo is adept at using his off-                    3. Running the Endgame
hand weapon in defense, doubling the Dexterity modifier
for AC.                                                                        with House Vash:
  Secondary Special Ability: At 5th level, a Bravo                      As stated many times, House Vash can’t ever
may make a saving throw versus petrification [DC 14                    truly be defeated, there are too many of them in
Constitution] to half the damage inflicted from a blow
once per combat round.                                                 different cells throughout Taux with enough clout
                                                                   5
to insist one cell was working independently and            with killing her half-brother, Cold Shay, she is a
therefore not all the Vash were involved. However,          strong duelist with a keen mind and has many
in the case of the players, they can use information        connections in Taux as her family was once a
gained from both Folio 12 and Folio 13 to destroy           great power in the city before Shay brought about
a single cell, led by Timmer Vash, the 1st cousin of        the downfall of their father.
Tlacolotl Vash and someone Tlacolotl was already
thinking of getting rid of. If they manage this, then              Overall Story Arcs
all past debts or plots with the Vash family are at                  and Threads
an end, at least until some other event comes to
                                                             1. The Running of the Clock
rest on the heroes’ doorsteps.
                                                              It is very important to note that the actions of
 4.Esmerelda      Serata is an interesting NPC              this adventure all take place in a single day (just
that can become a great ally of the characters              as those of Folio #11 took place in a single night).
if they play their cards right. Although obsessed           Therefore, the players must be made to understand
                                                            the import of speed, moving from one encounter
                                                            point to the next as quickly as possible. Only in this
                                                            way do they have a chance of fulfilling plans laid
                                                            out by Balthazar to free them of another threat.
                     The Ship
                                                              2 Pirates [AC 12, HD 5d8+5, HP 25,
 The Coral Stranger is currently moored on the low
                                                             Initiative +3, #AT 2, Hit +4, Dam Short
docks amid a gaggle of unseaworthy coastal sloops
                                                             Sword (1d6+2), Pack Tactics (Pirates are
and Tung trade ships. Nefarious characters are found
                                                             at advantage if attacking with allies
aplenty here, and if the DM wants to press the heroes
                                                             within 5 feet.)]
with a random encounter, certainly a heavy muscled
press gang is prepared to lock blades. However, the
                                                              2.
path to the Coral Stranger isn’t a difficult one. Security
                                                              The Foredeck
is lax around the ship; the dockmaster loathes the crew
                                                              Currently empty, the foredeck rises
and hasn’t taken precautions to keep it safe, hoping that
                                                             above the main deck and can be accessed
perhaps someone with a score to settle might do him a
                                                             by two sets of stairs (like the poop deck).
favor. A single gangplank leads to the main deck, and a
guttering lantern lights the course.
                                                              3.
                                                              Main Deck
 1.
                                                              The large main deck, split with the
 The Poop Deck
                                                             massive main mast at the center, provides
 Situated high on the back of the ship, this
                                                             access to both the forecastle and the
raised deck houses the ship’s wheel and the
                                                             aftcastle of the ship as well as the hold
aft sail. Two men share a drink as a single
                                                             through a heavy wooden grate. Five men
lantern burns between them. Blades lay
                                                             are currently engaged in a highly contested
loose against their hips.
                                                             game of dice farther toward the aftcastle.
 The two men are the ship’s sentries, and they have
                                                              5 Pirates [AC 7, HD 5, HP 30, #AT 3/2, D 1–6
a 2 in 6 chance [passive Perception 14] of
                                                             (Short Sword)]
spotting anyone approaching the gangplank. If they
                                                                                                       3
                    Treasure                                   He also has a stair into the hold and will send his slave
2 dozen copper coins, 5 silver coatls, and 12 silver         girl to fetch help from the quartermaster below (and
       coatls currently in the gambling pot
                                                             anyone else the quartermaster has at his disposal). Help
                                                             will arrive in round 3 if he detects anything. Also, if there
 5 Pirates [AC 12, HD 5d8+5, HP 25,
                                                             is any heavy combat on the main deck, he will certainly
Initiative +3, #AT 2, Hit +4, Dam Short
                                                             be warned and fully prepared for combat before the
Sword (1d6+2), Pack Tactics (Pirates are
                                                             door is opened (and will likely have his quartermaster
at advantage if attacking with allies
                                                             with him if 3 rounds have passed).
within 5 feet.)]
 4.
                                                               1 Cross Duelist (Dane Rallis) [AC 5, HD 8+8, HP
 Captain’s Cabin
                                                             75, #AT 4/1 (+4 to hit), D 1–6+5 (x2) / 1–4+6 (x2),
 A heavy, locked wooden door [DC 15]
                                                             Multiattack, Extra Off-Hand Attack]
bars the way into the aftcastle.
                                                                                   Treasure
 Inside, Captain Rallis is taking pleasure with his newest
                                                               Rapier +2, Dagger +3, Letter of Marque from
Zimbolay slave. However, he is always on heavy alert          the city of Ebontra, an Ebontra Cross badge for
                                                               a cloak, a scroll containing a map to a building
and will notice a picking attempt without a successful        called the Holland Granary, and a broken sealed
                                                             scroll with the name Marquis O’Lindon Hathoway
Move Silently check [passive Perception 16 vs.
Stealth]. He will quickly rise and arm himself if he
hears anyone working the lock on his door.
                                                                                                         7
 2 Mercenaries [AC 16, HD 6d8+6,                     5.
HP 30, Initiative +3, #AT 2, Hit +4,                 Lead Merchant Chamber
Dam Longsword (1d8+2), Pack Tactics                  This large room houses some dozen men
(Mercenaries         are   at   advantage      if   and women in cloaks and a long lean man
attacking with allies within 5 feet.)]              with white hair who stretches in the center
                                                    of a circle of blood-red stones.
 2.
  Storage Room One                                   This is the main gallery for the tournament, and
 A large storeroom is filled around                 the man, O’Lindon Hathoway, is preparing for a
the walls with heavy sacks and boxes.               duel that is sure to help him secure a fine position
There are three men here playing a                  within the guild of Findalynn.
game of dice, and will invite anyone
entering to join.                                    Around him, a collection of patrons looking to
                                                    see the match (and likely bet on it) have gathered.
 3.                                                 They will remain quiet, their access to the match
 Overflow Room                                      dependent on their ability to stay out of the way.
 This large room is currently empty,
but debris on the f loor indicates that              1 Bravo Duelist (O’Lindon Hathoway) [AC -1, HD
it has housed grain and other goods in              9+18, HP 90, #AT 2/1 (+4 to hit), D 1–6+3,
the past.                                            Special Ability: The Bravo is adept at using his
                                                    off-hand weapon in defense and may add double his
 4.                                                 Dexterity modifier to his AC. Secondary Special
 Sorting and Packing Room                           Ability: At 5th level, a Bravo may make a saving
 Several long tables and a set of scales            throw versus petrification [DC 14 Constitution]
are in this room. Otherwise it is                   to half the damage inflicted from a blow once per
currently empty.                                    combat round.]
                   Treasure                            4.
          12 copper coins, 3 silver coatls             Guard Room
                                                       A sliding panel door opens into a guard
 2 Mercenaries [AC 16, HD 6d8+6, HP                   post with several spears and a single long
30, Initiative +3, #AT 2, Hit +4, Dam                 sword and shield as well as a set of chairs
Short Sword 5 (1d6+2), Pack Tactics                   and a table.
(Mercenaries        are    at    advantage       if
attacking with allies within 5 feet.)]                 5.
                                                       Grand Salon
 2.                                                    This large chamber is nearly sixty feet
 Study                                                by sixty feet with stairs on the north and
 A large desk and padded velvet chair                 south wall. Around the room a four post
rest against the western wall of this                 bed with luxuriant curtains, several
spacious room. A series of bookshelves                stuffed chairs, a drinking station with all
line the walls, and a chandelier hangs                manner of bottled liquors, and a copper
from the ceiling.                                     tub decorate the area.
                                                                                                 11
  This is Esmeralda Serata, the deadly assassin                            Treasure
and outcast noble. She will take no quarter, and                      Rapier of Sharpness +2
has little to say, as she is ready to get this contest
over with as quickly as possible. However, after          1 Razor Duelist (Esmeralda Serata)
three rounds of combat, the lower level of the tower     [AC 15, HD 10d8+20, HP 65, Initiative
will be besieged by a gang of dire lowl, and she         +5, #AT 2, Hit +7, Dam Sabre 7 (1d6+4),
will withdraw from the circle of stones, first asking    Multiattack, Parry (+2 AC against one
what kind of trickery or betrayal is this, and then      attack), Wounding (Each time a Razor
asking to call a halt to the duel until the source of    scores a hit, the victim must make a
the noise below can be discerned.                        saving throw (DC 14 Constitution) or
                                                         begin bleeding at 1 HP per round. These
  1 Razor Duelist (Esmeralda Serata) [AC 5, HD           hits are cumulative.) Secondary Special
10+10, HP 90, #AT 2/1 (+4 to hit), D 1–6+2,              Ability: At 5th level a Razor can modify
Wounding (Each time a Razor scores a hit, the            a critical hit roll to a specific location,
victim must make a saving throw versus petrification     thus tripling the damage instead of
or begin bleeding at 1 HP per round. These hits          doubling it.]
are cumulative.) Secondary Special Ability: At
5th level a Razor can modify a critical hit roll to a     Round Three Dire Lowl Attack
specific location, thus tripling the damage instead of    The front door of the tower will burst open as a
doubling it.]                                            gang of recently corrupted lowl rush in looking for
                                                                                                        13
  Whatever the case, anyone going to the home will         2.
discover the gate is unlocked, and the building beyond     The Solicitation Salon
warmed by a single lamp within the main entry.             The grand entry into the square stone
                                                         home holds a massive wooden table and
                                                         four oak chairs. A single lantern lies atop
              The Apothacary
                                                         the table, casting shadows in the well-
               of Emil Locasta                           worn wood. Beyond the table is a lovely
  1.                                                     woman, her skin a creamy chocolate, with
  The Garden Entry                                       high cheekbones and upturned ears. A
  A heavily neglected garden overgrows                   strange shimmering aura dances around
its bounds within the gate as a single                   her in the gloom.
tree dominates the area with wide
boughs that shadow the snaking path to                     Smiling, she offers a bow before her crisp voice states
the main house.                                          the following: “It is my life to find foes such as these, to
                                                         call them, to nurture them, and to see the will of the
  Two dire lowl stalk the garden, and will attack the    master done in each place I choose to manifest. So let
party from concealment once they have made half the      us dance once more, heroes, and if you are worthy, then
distance to the house.                                   the Machine is sated until the next time I find form to
                                                         do its bidding…”
  2 Dire Lowl [AC 5, HD 5, HP 30, #AT 3/1, Damage/
Attack: 2–8+4/1–4+2 (2 Claws/1 Bite), Special Attacks:     At this she will attack, hurling spells at distance and
Flamefist (already calculated into the damage)]          trying to keep the party from her as long as possible,
                                                         while utilizing Greater Invisibility. The ‘shimmering
  2 Dire Lowl: AC 15, Speed 30 ft., HD 5,                aura’ is a Cold Shield (reverse of Fire Shield) as well as
Attack: 3, Init: +3, Hit +8, Claw 8 (2D4+4),             the Shield spell [Mage Armor in 5E]. She is likely to
Bite 4 (1D4+2), Multiattack, Flamefist                   drop Fireballs directly on her position, or Ice Storms,
(additional 5 (1d6+2) flame damage on                    since she has protections up against such elements.
claw attacks)]
                                                           Once she is defeated, her form will dissipate and the
                                                         items she carried will clatter to the floor along with all
                                                         the communications she’s had with the Vash family
                                                         since she entered the city a month ago.
 Mithelvarn’s Shard [AC 7, HD 9+18, HP 72, #AT 1,          Slots) Misty Step, Suggestion; 3rd (3 Slots)
D 1–4+3, Spells: 1st (4) Shield, Shocking Grasp, Magic     Counterspell, Fireball, Fly; 4th (3 Slots)
Missile, Charm Person; 2nd (3) Strength, Web, Detect       Greater Invisibility, Ice Storm; 5th (1 Slot)
Invisibility; 3rd (3) Fireball, Hold Person, Suggestion;   Cone of Cold]
4th (2) Fire Shield, Ice Storm; 5th (1) Cone of Cold]