REMIXING KEEP ON THE SHADOWFELL PART 3: WINTERHAVEN I'm not using the default adventure hooks for Keep on the Shadowfell because I feel they give away too much of the mystery before the adventure even starts. Basically, one of the ways in which I want to enrich this adventure is to give the PCs more freedom and more initiative. And the way to do that is to give them some mysteries to explore and some problem solving. The default adventure hooks, in general, short circuit this process by jumping them either blatantly or directly to the solutions. Instead I'm using the following set-up and hook for the adventure:
ARRIVING AT WINTERHAVEN After using the On the Road: Kobold Brigands ambush to jump-start the adventure, read the following:
LOCAL GEOGRAPHY I have modified the map found in the adventure so that it can be used as a player handout without spoiling the adventure: However, there is a problem with this map: According to the module, this village has a population of 977, mostly farmers living in the surrounding area. But where are the farms? FARMS: There are a couple dozens farms in the area immediately
around Winterhaven (primarily to the south and west of the city). However,
most of the local farmers are located about five miles southwest of the
city. TRADE: There is a large city (Fallcrest) about a hundred miles distant along the King's Road to the east and a smaller city (Wintermist) on the banks of Lake Wintermist on the road north out of Winterhaven. As a result, the village is something of a natural nexus for trade -- the farms from the south; the fishermen from the north; and the craftsmen from Fallcrest all naturally at the crossroads in Winterhaven. | ||||||||||||||||||||||||
ON THE STREETS OF WINTERHAVEN DESIGN GOALS In Keep on the Shadowfell, the information on NPCs and information in Winterhaven is primarily organized in a question-and-answer format that will help new DMs make sure the PCs get all the information they're supposed to. As an experienced DM, however, I found the format far too cumbersome for my purposes. In my experience, I like to have two sets of tools available during these types of information-gathering scenarios: Guidelines for handling how much and what type of information to give out with Streetwise checks and detailed roleplaying notes for important or notable characters. I'm going to start, today, with the Streetwise checks. I've also made a couple of more general changes to the general structure of the adventure. As written, the PCs are generally handed clear-cut quests with simplistic goals: "Kobolds are bad. Go to their lair and kill them." I've generally tried to make things a little less clear-cut. For example, Lord Padraig wants the kobold threat eliminated... but he doesn't actually know where the kobold lair is. (So the PCs will have to figure that out.) Similarly, I've decided to make Valthrun the Seer less of a know-it-all. I'm actually quite annoyed by this character. "I have valuable information that would help solve this problem... but I won't tell anybody until the PCs have hit level 2." So instead of knowing everything, he knows a few things, can research a bit more, and can point the PCs in the direction of somebody who knows even more (Douven Stahl, who's currently being held prisoner at the dragon burial site).
WINTERHAVEN - STREETWISE CHECKS Any information coming from a specific character can be gained by simply asking the character about the topic in question. (I consider Gather Information/Streetwise checks to be a mechanic which either: (a) Lets a character find out the general "news on the street"; or (b) Get them in touch with a specific character who knows the information. In other words, I tend to use Streetwise checks to introduce the PCs to new characters and jumpstart a relationship with them.) STREETWISE - GENERAL INQUIRES
STREETWISE - KOBOLDS
STREETWISE - KEEP ON THE SHADOWFELL
FOLLOWING UP WITH VALTHRUN "The Keep was built as an
outpost of the Empire of Nerath, most likely to guard against the giant
tribes living in the northern reaches of the Stonemarch. Many such outpost
survived the fall of the empire, but not the Keep: Only two short decades
after the empire withdrew its influence from this part of the world, the
commander of the garrison – a man by the name of Sir Keegan – began to
systematically slaughter every resident of the keep, starting with his own
wife and daughter. "Some versions of the tale say that Sir Keegan succeeded – that
everyone in the keep was slaughtered. Many such tales claim that this was
a sacrifice to a dark god, and that Sir Keegan now lives in a sickly
paradise within another world – a reward for his bloody gift of tribute. But since there is, in fact, a story to be told, I suspect the
other version of the tale is probably true: Sir Keegan was too skilled for
any single soldier to defeat, but eventually the remaining garrison
rallied an organized defense. Although many brave soldiers died, Sir
Keegan was slain before his dark work could be completed. Rumors persist of great treasures buried beneath the keep, yet there are few tales of anyone daring to explore the ruins. A popular tale in the area was that old Sir Keegan’s ghost still roamed the corridors beneath the keep, wailing his grief and rage. But even this tale has faded with time, and the story of the wailing ghost is used to frighten children. Although the keep is still considered bad luck by most people in these parts, it has largely been forgotten." OTHER STREETWISE CHECKS LOOKING FOR SEER (DC 10) -- Valthrun the Prescient lives in the tower near the center of town. ORCUS (DC 15) -- Valthrun: "Orcus is the Demon Prince of the Undead. He is known as one of the most powerful demons in the Abyss -- powerful enough, in fact, that he has threatened the gods themselves. He is even known in some texts as the Godslayer. He commands legions of followers, living and dead, and cults dedicated to him are terrifyingly widespread throughout the world. If you're in search of a true expert, however, you should seek out Douven Stahl. He's visiting Winterhaven from Fallcrest, and he has gone to excavate a crater just south of the city which he believes to be a burial site of a dragon." TRAITOR (DC 20) -- (This check is only effective after the graveyard interlude.) Bairwin Wildarson saw Ninaran leaving the village about an hour before the first undead attack. The guards remember that, too, and say that Ninaran told them she was going hunting. But Perrien saw her slipping back into the village shortly after the first undead attack. DRAGON BURIAL SITE (DC 15): There's a large crater to the southeast of the city. A scholar from Fallcrest by the name of Douven Stahl passed through the village about a month ago. He mentioned something about thinking that the crater might be a dragon burial site. He left the village two weeks ago and he hasn't been heard from since. | ||||||||||||||||||||||||
THE HEIR When Sir Caliban came to Winterhaven, he was carrying an infant son. He left his son in the village and went to the Keep of the Shadowfell, pursuing an unknown mission. Few remember the wandering knight or the fact that his son, Perrien, was taken in Bairwin Wildarson and raised as his own. Now a seventeen year old boy, Perrien is a member of the Warrior Guild and hopes to join Lord Padraig’s Regulars when he reaches the age of his majority. STREETWISE - THE HEIR
LORD PADRAIG: Lord Padraig will ask them their business in Winterhaven (see above); if they tell him, he will make inquiries himself and find out Perrien’s identity. THE GRAVEYARD: If they find Caliban’s gravestone in the graveyard, it says: “Survived by his son Perrien”. This makes it relatively easy to find the boy. | ||||||||||||||||||||||||
WINTERHAVEN NPCs DESIGN NOTES Way back in 2001, Atlas Games published In the Belly of the Beast, a D20 adventure by Mike Mearls. This was a roleplaying-intense adventure featuring multiple factions trapped inside the belly of an immense demon. In and of itself, it's a pretty awesome adventure. But In the Belly of the Beast is particularly notable, for me, because of the format Mearls used for presenting the roleplaying information for his NPCs. As noted, the adventure is a complex roleplaying scenario with multiple factions each comprised of multiple characters. And yet, due to the utilitarian format Mearls pioneered, the adventure runs smooth as silk: I was able to pick up an NPC, quickly identify what the character's goals and personality were, and then slide straight into character. Basically, all Mearls did was break the NPC information down into six sections: Key Information, Quote, Background, Appearance, Roleplaying Notes, and Goals. Like most good ideas, it seems simple enough... it's just that nobody had done it before. So instead of trying to parse several paragraphs of dense text summarizing every NPC, you could immediately find exactly what you needed. I promptly absconded with it, and have been using the format to great success ever since. For NPCs, I generally simplify it down to: Quote, Background, Appearance, and Roleplaying Notes. (I ditched Key Information because it generally just duplicates information found elsewhere. The Goal section reappears when needed and often in different forms. For example, it doesn't appear at all in my City Supplements because the NPCs aren't part of any particular adventure. On the other hand, in my personal campaign, I recently ran a high society party where everyone had a Notes section just to bullet-point out particular interactions I wanted to make sure I hit. In the case of Keep on the Shadowfell, as you'll see below, it manifests itself as Plot Points/Information, which is, once again, just a bullet-pointed list to make sure I hit particularly important details.) In my experience, the format not only helps me when it comes to running NPCs, it also helps me to prepare only the information I need to prepare for a given NPC.
LORD PADRAIG QUOTE: “Welcome to Winterhaven. I wish that you might have come at a more auspicious time.” BACKGROUND: The Lord of Winterhaven, descended from a noble family that ruled this area under edict of the old empire. Folks around Winterhaven were happy with Lord Padraig’s father’s authority, and they have found answering to the rules of the new lord no more arduous. On the other hand, Padraig doesn’t have absolute power. For instance, he has been unable to raise a force from among the villagers to deal with the kobold problem. APPEARANCE: Lord Padraig is a man of medium height and middling years. His brown hair is thinning, but he still cuts a trim and handsome figure in clothes of rural finery. His face is open and friendly. ROLEPLAYING
NOTES:
Padraig is amenable to meeting with anyone, and if he knows the PCs are
rune-marked he will greet them as heroes and potential allies. If he
doesn’t know they are rune-marked, he will assume they are dignitaries
from another village or possibly merchants scouting trade routes. PLOT
POINTS/INFORMATION:
BAIRWIN WILDARSON QUOTE: “You young ones ought to bear a wary eye. You may have many fine weapons and the like, but the roads have grown dangerous of late.” BACKGROUND: When he was a young man, Bairwin left Winterhaven and “traveled the world”. He didn’t get any farther than visiting the dwarves in Hammerfast a hundred miles to the east, but that does make him more widely traveled than anyone else in the village (including Lord Padraig). When Sir Caliban died in the village, Bairwin took in his infant son (Perrien) and raised him as his own. APPEARANCE: This weather-worn man has a deep scar running down his left cheek. His brown hair and beard are giving way to salted white, but there’s still a lively twinkle in his blue eyes. ROLEPLAYING NOTES: Bairwin has a rough exterior, but a heart of gold. He is slow to anger, but once that anger has been roused it burns as a quick rage. PLOT
POINTS/INFORMATION::
EILIAN THE OLD QUOTE: “These troubles are not as bad as you might think. I remember back in ’72, when I was still just a wee lad and Padraig’s father was still lord here. We had an ettin come down out of the Stonemarch and go hiking up and down the length of the valley. We eventually managed to rouse the southern farms and we hunted that creature down to its cave.” BACKGROUND: This old farmer is a regular customer at Wrafton’s. Every night, Eilian takes a seat at a table in the corner. He has a farm just a half mile outside the city’s walls. Eilian has an interest in Winterhaven’s history. APPEARANCE: A crooked back, a wisp of white hair, and cheeks made rosy with age. ROLEPLAYING NOTES: Eilian loves to talk.
NINARAN QUOTE: “No offense, but I don’t trust outsiders. Particularly at a time like this. How are we supposed to know that you aren’t in league with the cultists?" BACKGROUND: An elf hunter. Ninaran arrived in town about six months ago. Now she serves as Kalarel’s agent in Winterhaven and reports back to him about happenings in the village. APPEARANCE: Gaunt-faced with chocolate-brown hair tied back in a long pony-tail down to her waist. ROLEPLAYING NOTES: Ninaran drinks alone and has little interest in conversation. Stiff and bitter in demeanor. PLOT
POINTS/INFORMATION: | ||||||||||||||||||||||||
PERRIEN QUOTE: “Rune-born, eh? I always wished that I’d been born with a rune!” BACKGROUND: Perrien is the son of Sir Caliban, but he was taken in and raised by Bairwin Wildarson after Sir Caliban died. Perrien doesn’t know his true heritage. Perrien idolizes his adopted father and will often tell tales of Bairwin’s adventures (some of them true, some of them not). He has begun training with the Warrior Guild, thinking to either one day join the Winterhaven Regulars or perhaps go on the road like his father did. APPEARANCE: A young lad with strapping broad shoulders, pitch-black hair, and green eyes. ROLEPLAYING NOTES: Effusive. Perrien is full of energy and enthusiasm, and he’s not afraid to share them with anyone nearby.
SALVANA WRAFTON QUOTE: “Would you care for a cup of soup with that? Or a loaf of bread? Or perhaps a slice of mutton? There’s not nearly enough skin on those bones of yours. You’ll be looking like Eilian if you’re not careful.” BACKGROUND: Wrafton’s owner and proprietess. She employs a serving boy named Thom, who she treats like her own son. APPEARANCE: Salvana has a round face, rosy cheeks, and a maternal smile. She keeps her hair tied back in a scarf, but wisps of black poke out here and there. ROLEPLAYING NOTES: Salvana is friendly and open, quick with a smile and a warm welcome. She speaks with a folksy charm. Her hands always moving, either wiping on her apron or patting people on the arm.
VALTHRUN THE SEER QUOTE: “That’s quite an interesting question. I wonder if Rodham’s Almanac would have any information on that…” BACKGROUND: Valthrun is a sage and scholar who lives in the a tower within Winterhaven’s walls. Valthrun is knowledgable about the area, though his knowledge doesn’t run particularly deep and he knows nothing of the death cult’s activities. APPEARANCE: A man in his late forties, with pale brown hair and large brown eyes. He dresses in robes of red and black and wears a long cream-colored scarf. His fingers are thin and tapered; his hands delicate in both form and movement. ROLEPLAYING NOTES: Valthrun is a good listener, asking just enough questions to keep whomever he speaks with talking. He peppers his own speech with frequent references to specific tomes – “I’m quite sure I read it in” or “I’m not sure, but let me check” or the like. SAMPLE BOOK TITLES: Rodham’s Almanac, Crowley’s Third Compendium, Collected Lore of the Dansuuns, Apocrypha of Tehmal, Yasuul’s Unnamed Tome, Othordian’s Handbook | ||||||||||||||||||||||||
WINTERHAVEN DEVELOPMENTS DESIGN NOTES I have two primary goals with this material: First, I'm trying to raise the stakes. The activities of the cult are placing Winterhaven in jeopardy. Unless the PCs do something, people are going to start dying. Kalarel is going to win. Second, by having events in Winterhaven develop over time we keep the location fresh. As a result going back to town in order to rest up is more than just a mechanical contrivance: There is something for the PCs to do or interact with. And if I'm successful in these design goals, then hopefully Winterhaven will feel more like a living, breathing place. That will help make the entire scenario more memorable. Special thanks to Smerg and EnigmaShock at the WotC forums who helped spur some of the ideas used below.
RATIONING Lord Padraig declares martial law and places the village under rationing in an effort to conserve supplies. The inn serves breakfasts of boiled oats; lunches of thin barley soup and a quarter crust of a small loaf of bread; and suppers of boiled potatoes with a small amount of fatty bacon. Streetwise (DC 10): There’s a fair amount of discontent over the rationing. There are rumors being spread that various farmers in the valley are hoarding food. Streetwise (DC 15): There are rumors that Lord Padraig is still feasting in his manor while he leaves the villagers to starve. The Regulars won’t do anything about it, because they’re receiving extra food from Padraig, too. (TRUTH: The Regulars are getting extra rations; Padraig is not.)
THE GUARD'S FUNERAL The PCs return to Winterhaven to see a procession of Regulars led by Sister Linora heading towards the graveyard. An elderly villager died the previous evening… but didn’t stay dead. Shambling to life as a zombie, it attacked and killed one of the gate guards.
SIEGE SUPPLIES A crowd gathers outside the inner gate leading to the manor house. The villagers demand that Lord Padraig open the siege supplies and distribute them. But Lord Padraig is hesitant to do so until the situation is truly dire. He suspects that a true siege may be coming soon.
FEAR OF CULTISTS If the PCs being spreading around the knowledge of the cult of Orcus, the village will slowly descend into paranoia: Villagers will begin accusing each other of being cultists.
CULTISTS IN WINTERHAVEN There will be two interludes in which the cultists strike directly at Winterhaven: The Dead Walk and Cultists in Our Midst. Both of these will be dealt with tomorrow.
MAKING ADJUSTMENTS The actions of the PCs may significantly alter the situation in Winterhaven. For example, they might go to the farms in the south; organize a caravan of supplies; and then guard it. Depending on the situation at the time, they might have to fight off a party of kobolds or goblins. Or, perhaps, they'll have put enough fear into Kalarel's minions that -- with them guarding the caravan -- they won't be attacked at all. If
something of this nature happens, consider having Lord Padraig throw a
feast in the PCs' honor. It will probably still be a meager affair, but it
gives them a chance to feel like heroes and keeps them engaged with the
village (albeit in a more positive fashion). | | Link |
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