Kendarian Diplomats: Difference between revisions

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In addition to each of the heroes, there are two hired guards with the stats of '''Guards''' (CC p. 222) and two Kendarian diplomats. One has the stats of a '''Merchant''' (CC p. 229), and the other the stats of a '''Noble''' (CC p. 231). Feel free to add more NPCs to this entourage, or to change the personalities and motivations of some of the characters. Lord Elarion should remain generally unchanged as his family will be a notable political force later in the campaign.
In addition to each of the heroes, there are two hired guards with the stats of '''Guards''' (CC p. 222) and two Kendarian diplomats. One has the stats of a '''Merchant''' (CC p. 229), and the other the stats of a '''Noble''' (CC p. 231). Feel free to add more NPCs to this entourage, or to change the personalities and motivations of some of the characters. Lord Elarion should remain generally unchanged as his family will be a notable political force later in the campaign.


'''Gregor of Greenvalley''' ''([[Guard]])''. An [[honorable]], traditional [[human]] in his early thirties, Gregor is a city watchman for the town of Greenvalley. He doesn’t have any interest in Bridgemoor, but escorting Elarion and Filandra to and from the city-state paid well enough that he thought it worth taking the time away from his wife and twin daughters.
'''Gregor of Greenvalley''' ''([[Guard]])''. An [[honorable]], traditional [[human]] in his early thirties, Gregor is a city watchman for the town of Greenvalley. He doesn’t have any interest in Bridgemoor, but escorting Elarion and Lander to and from the city-state paid well enough that he thought it worth taking the time away from his wife and twin daughters.


'''Jade of Redleaf Dale''' ''(Guard).'' A young dwarven woman not quite twenty, Jade is risk-taking and generally prefers to make decisions in the spur of the moment. She is adequately skilled with a blade, and has decided to travel to Bridgemoor in order to apprentice under skilled blacksmiths.
'''Jade of Redleaf Dale''' ''(Guard).'' A young dwarven woman not quite twenty, Jade is risk-taking and generally prefers to make decisions in the spur of the moment. She is adequately skilled with a blade, and has decided to travel to Bridgemoor in [[order]] to apprentice under skilled blacksmiths.


'''Filandra of Silverbranch''' ''(Merchant).'' A merry, extraverted [[satyr]], Filandra places great value in logical, cautious decisions. She is slow to commit to anything, but fast to make friends and a smooth small talker. Filandra is headed to Bridgemoor to reconnect with an old friend (a textiles merchant named Lauby) and to establish a working relationship with other prominent merchants in the city-state.
'''Lander of Silverbranch''' ''(Merchant).'' A merry, extraverted [[satyr]], Lander places great value in logical, cautious decisions. He is slow to commit to anything, but fast to make friends and a smooth small talker. Lander is headed to Bridgemoor to reconnect with an old friend (a textiles merchant named Lauby) and to establish a working relationship with other prominent merchants in the city-state.


'''Lord Elarion of House Sutian''' ''(Noble).'' Lord Elarion is a human, the younger brother of Baron Desmond Sutian. Elarion is very loyal, but also relentlessly pursues personal gain. Posed with the question of betraying his brother for wealth or status, Elarion would not be incorruptible, but it would require a steep price to make him forego his family obligation. The Sutian family is responsible for the governance and protection of Greenvalley. Given Greenvalley’s suffering as a result of the famine, Lord Elarion hopes to secure shipments of grain and dried meat from Bridgemoor’s markets to his home for the coming months.
'''Lord Elarion of House Sutian''' ''(Noble).'' Lord Elarion is a human, the younger brother of Baron Desmond Sutian. Elarion is very loyal, but also relentlessly pursues personal gain. Posed with the question of betraying his brother for wealth or status, Elarion would not be incorruptible, but it would require a steep price to make him forego his family obligation. The Sutian family is responsible for the governance and protection of Greenvalley. Given Greenvalley’s suffering as a result of the famine, Lord Elarion hopes to secure shipments of grain and dried meat from Bridgemoor’s markets to his home for the coming months.
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Trouble begins almost immediately upon entering this stretch of rough wilds. The travelers are first accosted by a pack of hungry wolves. The wolves will leave the party alone if they receive a number of rations as shown on the table below.
Trouble begins almost immediately upon entering this stretch of rough wilds. The travelers are first accosted by a pack of hungry wolves. The wolves will leave the party alone if they receive a number of rations as shown on the table below.


The total number of wolves - and the number of rations needed - depends on the number of heroes. '''Wolves, Dire Wolves,''' and '''Alpha Wolves''' can all be found in CC p. 213.
The total number of wolves - and the number of rations needed - depends on the number of heroes. '''[[Wolf|Wolves]], [[Dire Wolf|Dire Wolves]],''' and '''[[Alpha Wolf|Alpha Wolves]]''' can all be found in CC p. 213.
 
 
[[WOLVES TABLE
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
|2
|2
|3 Wolves, 1 Dire Wolf
|3 Wolves, 1 Dire [[Wolf]]
|9
|9
|-
|-
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|-
|-
|4
|4
|4 Wolves, 1 Dire Wolf
|4 Wolves, 1 [[Dire Wolf]]
|11
|11
|-
|-
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|-
|-
|6
|6
|4 Wolves, 1 Alpha Wolf
|4 Wolves, 1 [[Alpha Wolf]]
|20
|20
|}
|}




If the party cannot or will not feed the wolves, then they must fight. The party’s NPC allies engage three of the wolves in combat, leaving the remaining wolves to fight the heroes.
If the party cannot or will not feed the wolves, then they must fight. The party’s NPC allies engage three of the wolves in [[combat]], leaving the remaining wolves to fight the heroes.


In the event of combat, after ½ of the wolves that fight the heroes have died, the remainder will run away to look for food elsewhere.
In the event of combat, after ½ of the wolves that fight the heroes have died, the remainder will run away to look for food elsewhere.


==== Rocky Road ====
==== Rocky Road ====
'''''Read Aloud:''''' ''The day’s journey is stony, dry, and exhausting. You push through brambles and briars, climb countless rocky hills only to slowly guide your team of horses down the other side, and keep a sharp eye out for more wolves all the while.''
'''''Read Aloud:''''' ''The day’s journey is stony, dry, and exhausting. You push through brambles and briars, climb countless rocky hills only to slowly [[guide]] your team of horses down the other side, and keep a sharp eye out for more wolves all the while.''


Ask each player to make two attribute checks: STR, DEX, END, INT, or AWR. Each player must use two different attributes unless they use two different skills from the same attribute (such as using AWR to make a Perceiving check and a Foraging check). Allow players to use any skill that might contribute to navigating the wilderness.
Ask each player to make two attribute checks: STR, DEX, END, INT, or AWR. Each player must use two different [[attributes]] unless they use two different [[skills]] from the same attribute (such as using AWR to make a Perceiving check and a Foraging check). Allow players to use any skill that might contribute to navigating the wilderness.


For each player, add up the sum of their two checks to find out how successfully they endure the trials of the journey. Implement effects that they suffer on the following day as they break camp, when road weariness sets in.
For each player, add up the sum of their two checks to find out how successfully they endure the trials of the journey. Implement effects that they suffer on the following day as they break camp, when road weariness sets in.
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{| class="wikitable"
{| class="wikitable"
|+
|+
!Players
!Bears
!Bears
!Info
|-
|-
|
|1
|
|1 [[Black Bear]]
|-
|-
|
|2
|
|1 Black Bear
|-
|-
|
|3
|
|1 [[Brown Bear]]
|-
|-
|
|4
|
|2 Black Bears
|-
|-
|
|5
|
|1 Black Bear and 1 Brown Bear
|-
|-
|
|6
|
|2 Brown Bears
|}
|}


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==== Fighting the Florens ====
==== Fighting the Florens ====
If the heroes attack the creatures, it is a deadly fight. The floren forces are as follows depending on the size of the party. Stats for '''Leafling Florens''' and '''Elder Florens''' are in CC p. 92, and stats for '''Wilderguards''' are in CC p. 189.
If the heroes attack the creatures, it is a deadly fight. The floren forces are as follows depending on the size of the party. Stats for '''[[Leafling Floren|Leafling Florens]]''' and '''[[Elder Floren|Elder Florens]]''' are in CC p. 92, and stats for '''Wilderguards''' are in CC p. 189.
 
 
{| class="wikitable"
{| class="wikitable"
|+
|+
!Floren Table
!Players
!Info
!Fae Entourage
|-
|-
|
|1
|
|1 [[Elder Floren]] and 3 Leafling Florens
|-
|-
|
|2
|
|1 Elder Floren, 3 Leafling Florens, and 1 [[Wilderguard]]
|-
|-
|
|3
|
|1 Elder Floren, 4 Leafling Florens, and 1 Wilderguard
|-
|-
|
|4
|
|1 Elder Floren, 6 Leafling Florens, and 1 Wilderguard
|-
|-
|
|5
|
|1 Elder Floren, 6 Leafling Florens, and 2 Wilderguards
|-
|-
|
|6
|
|1 Elder Floren, 7 Leafling Florens, and 3 Wilderguards
|}
|}


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Assuming that the heroes do not fight, and instead engage in conversation with these creatures, they will learn that they are florens. Their corrupted grove is about a half-day’s travel north, which would add a full day to the heroes’ travel time before they reach Bridgemoor, likely causing their NPC companions to run out of rations.
Assuming that the heroes do not fight, and instead engage in conversation with these creatures, they will learn that they are florens. Their corrupted grove is about a half-day’s travel north, which would add a full day to the heroes’ travel time before they reach Bridgemoor, likely causing their NPC companions to run out of rations.


If the heroes decline to help the florens, then the florens will leave, dejected, and the heroes may continue to Bridgemoor. They arrive at the city safely that evening and may proceed to the adventure detailed in Chapter 3: The Underbridge Cult.
If the heroes decline to help the florens, then the florens will leave, dejected, and the heroes may continue to Bridgemoor. They arrive at the city safely that evening and may proceed to the adventure detailed in [[Chapter 3: The Underbridge Cult]].


If the heroes do decide to help the florens, then proceed to the Corrupted Floren Grove section. The NPCs might complain about the detour, but if the heroes recommend escorting the NPCs to Bridgemoor and then immediately returning to help the florens, then all parties will be satisfied. If the heroes insist on helping the florens straightaway, the NPCs may protest but will go along with the plan.
If the heroes do decide to help the florens, then proceed to the Corrupted Floren Grove section. The NPCs might complain about the detour, but if the heroes recommend escorting the NPCs to Bridgemoor and then immediately returning to help the florens, then all parties will be satisfied. If the heroes insist on helping the florens straightaway, the NPCs may protest but will go along with the plan.
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Heroes might want to make AWR or INT checks to see if they can determine anything specifically wrong with the vegetation or the area in general. Any such check might reveal the following information. A high roll reveals information for lower rolls, as well.
Heroes might want to make AWR or INT checks to see if they can determine anything specifically wrong with the vegetation or the area in general. Any such check might reveal the following information. A high roll reveals information for lower rolls, as well.
'''Less than 5:''' There is a drought.
'''Less than 5:''' There is a drought.
'''5-10:''' This area is usually some kind of small marsh, and the water has almost completely dried up.
'''5-10:''' This area is usually some kind of small marsh, and the water has almost completely dried up.


'''11-15:''' Furthermore, the vegetation in this particular grove seems corrupted by some additional malicious entity, like a tree disease or an evil spell.
'''11-15:''' Furthermore, the vegetation in this particular grove seems corrupted by some additional malicious entity, like a tree [[disease]] or an evil spell.


'''16+:''' Specifically, this grove has been tainted by the presence of occult magic.
'''16+:''' Specifically, this grove has been tainted by the presence of [[occult]] magic.
If the heroes want to look for threats specifically related to the vegetation, either before or after learning any information from the above attribute checks, allow them to make an AWR check. On a roll of 8 or higher, they spot the corrupted plant life that is directly responsible for the problems in the grove.
If the heroes want to look for threats specifically related to the vegetation, either before or after learning any information from the above attribute checks, allow them to make an AWR check. On a roll of 8 or higher, they spot the corrupted plant life that is directly responsible for the problems in the grove.
If they see this information, then the enemy plants are Partially Surprised when combat begins.
If they see this information, then the enemy plants are Partially Surprised when combat begins.
The exact type and number of hostile creatures are based on the party’s size, as shown on the table below.
The exact type and number of hostile creatures are based on the party’s size, as shown on the table below.
Stats for each monster can be found in the CC: '''Blightweed''' on p. 34, '''Bloodoak Brambles''' on p. 36, and '''Bloodoak Scarecrows''' on p. 37.
Stats for each monster can be found in the CC: '''[[Blightweed]]''' on p. 34, '''[[Bloodoak Brambles]]''' on p. 36, and '''[[Bloodoak Scarecrow|Bloodoak Scarecrows]]''' on p. 37.


{| class="wikitable"
{| class="wikitable"
|+
|+
!Plants
!Players
!Info
!Corrupted Plants
|-
|-
|
|1
|
|1 [[Bloodoak Scarecrow]]
|-
|-
|
|2
|
|1 Bloodoak Brambles
|-
|-
|
|3
|
|1 Bloodoak Brambles and 1 Bloodoak Scarecrow
|-
|-
|
|4
|
|1 Blightweed
|-
|-
|
|5
|
|1 Blightweed and 1 Bloodoak Scarecrow
|-
|-
|
|6
|
|1 Blightweed and 1 Bloodoak Brambles
|}
|}


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'''''Read Aloud:''''' ''A half-hour’s journey from Bridgemoor, the Kendarian village of Dustdale clings to an appropriately named dusty fold between a couple stony, shrubby hills. It has only one major road, with a handful of public buildings forming a town square and a smattering of townhomes arranged in a jumble around these buildings. Shockingly, the village is so small that there isn’t even an overnight inn, although a small taproom still serves as a stage for social mixing. There is no town fence or wall to speak of, but on either side of the village, the main road has a clump of dark, thorny brambles that look like a poor effort at growing a hedge wall.''
'''''Read Aloud:''''' ''A half-hour’s journey from Bridgemoor, the Kendarian village of Dustdale clings to an appropriately named dusty fold between a couple stony, shrubby hills. It has only one major road, with a handful of public buildings forming a town square and a smattering of townhomes arranged in a jumble around these buildings. Shockingly, the village is so small that there isn’t even an overnight inn, although a small taproom still serves as a stage for social mixing. There is no town fence or wall to speak of, but on either side of the village, the main road has a clump of dark, thorny brambles that look like a poor effort at growing a hedge wall.''


If the heroes have been to the florens’ grove, they can immediately recognize these brambles as the same kind of corrupted vegetation that they encountered there. Each entrance to the village is guarded by one '''Bloodoak Brambles.'''
If the heroes have been to the florens’ grove, they can immediately recognize these brambles as the same kind of corrupted vegetation that they encountered there. Each entrance to the village is guarded by one '''[[Bloodoak Brambles]]'''.


If they ask around town, they can interact with the following NPCs. Without too much difficulty, they can determine that the apothecary is up to shady business and is responsible for creating the brambles outside town.
If they ask around town, they can interact with the following NPCs. Without too much difficulty, they can determine that the apothecary is up to shady business and is responsible for creating the brambles outside town.


'''Remb,''' ''the Village Constable.'' The only guard in the village is an elderly trollkin named Remb. He is quite friendly, but not particularly cunning. If he feels that he or his friends have been insulted by strangers, he demands that the strangers leave the town. He has the stats of a '''Guard''' (CC p. 222).
'''Remb,''' ''the Village Constable.'' The only guard in the village is an elderly [[trollkin]] named Remb. He is quite friendly, but not particularly cunning. If he feels that he or his friends have been insulted by strangers, he demands that the strangers leave the town. He has the stats of a '''[[Guard (NPC)|Guard]]''' (CC p. 222).


'''Widget,''' ''Baron of Dustdale.'' A ridiculously self-important halfling who is at most eighteen years old, Widget demands to be called “Baron Widget of Dustdale” every time he is spoken to. Failure to comply will result in him calling for Remb to throw the offender out of town. In private, Widget knows nothing of running a town, even one this small, and takes directions from his mother, the barkeep. He has the stats of a '''Merchant''' (CC p. 229).
'''Widget,''' ''Baron of Dustdale.'' A ridiculously self-important halfling who is at most eighteen years old, Widget demands to be called “Baron Widget of Dustdale” every time he is spoken to. Failure to comply will result in him calling for Remb to throw the offender out of town. In private, Widget knows nothing of running a town, even one this small, and takes directions from his mother, the barkeep. He has the stats of a '''[[Merchant]]''' (CC p. 229).


'''Leda,''' ''the Apothecary.'' Leda is an older human skilled in herbalism and horticulture. She dodges questions about her personal life, and if confronted over growing the corrupted plants, she will try to flee. She has the stats of an '''Underbridge Cultist''' (TCL p. ##).
'''Leda,''' ''the Apothecary.'' Leda is an older human skilled in herbalism and horticulture. She dodges questions about her personal life, and if confronted over growing the corrupted plants, she will try to flee. She has the stats of an '''[[Underbridge Cultist]]''' (TCL p. ##).


If the party searches Leda’s herbal shop, they can roll an INT or AWR check and add any relevant skill. On a roll of 13 or higher, they find a strange coin that is not any recognizable currency. It is a medallion that seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other. On a roll of 19 or higher, they also find the remains of a letter in her fireplace. It is burned beyond legibility, and the broken wax seal has melted, but the seal’s wax is a striking pitch black.
If the party searches Leda’s herbal shop, they can roll an INT or AWR check and add any relevant skill. On a roll of 13 or higher, they find a strange coin that is not any recognizable currency. It is a medallion that seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other. On a roll of 19 or higher, they also find the remains of a letter in her fireplace. It is burned beyond legibility, and the broken wax seal has melted, but the seal’s wax is a striking pitch black.
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|}
|}


'''Dan,''' ''the General Store Owner.'' A middle-aged human who doesn’t like to talk about his past, Dan runs the general store in Dustdale. Any mundane items can be found here, though he has no weapons or [[armor]] in stock. If pressed about his past, Dan will reveal that he is a failed adventurer: he and his twin brother set out to become heroes, but his brother died to a dire chicken, and Dan has since resigned himself to this quiet life. He has the stats of a '''[[Merchant]]''' (CC p. 229).
'''Dan,''' ''the General Store Owner.'' A middle-aged human who doesn’t like to talk about his past, Dan runs the general store in Dustdale. Any mundane items can be found here, though he has no [[weapons]] or [[armor]] in stock. If pressed about his past, Dan will reveal that he is a failed adventurer: he and his twin brother set out to become heroes, but his brother died to a dire chicken, and Dan has since resigned himself to this quiet life. He has the stats of a '''[[Merchant]]''' (CC p. 229).


'''Dorta,''' ''the Barkeep.'' A matronly [[halfling]] woman who runs a small and pleasant taproom, Dorta has no aspirations in life other than getting her son to become a competent leader. She knows all the most current gossip out of Dustdale’s population of almost one hundred inhabitants. She has the stats of a '''[[Noble]]''' (CC p. 231).
'''Dorta,''' ''the Barkeep.'' A matronly [[halfling]] woman who runs a small and pleasant taproom, Dorta has no aspirations in life other than getting her son to become a competent leader. She knows all the most current gossip out of Dustdale’s population of almost one hundred inhabitants. She has the stats of a '''[[Noble]]''' (CC p. 231).


=== Conclusion ===
=== Conclusion ===
Regardless of whether the heroes help the florens or not, and regardless of whether they spend any amount of time in Dustdale, they are level 2 when they reach Bridgemoor. They also receive 1 point of [[Goodwill]] with both the Aristocratic and Mercantile facets of Kendaria. Lord Elarion pays them each 20 sc for their aid. If you are tracking individual noble houses, grant them 2 points of Goodwill with the Sutian household as well. Proceed to Chapter 3: The Underbridge Cult.
Regardless of whether the heroes help the florens or not, and regardless of whether they spend any amount of time in Dustdale, they are level 2 when they reach Bridgemoor. They also receive 1 point of [[Goodwill]] with both the Aristocratic and Mercantile facets of Kendaria. Lord Elarion pays them each 20 sc for their aid. If you are tracking individual noble houses, grant them 2 points of Goodwill with the Sutian household as well. Proceed to '''[[Chapter 3: The Underbridge Cult|Chapter 3: The Underbridge Cult.]]'''

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