• No se han encontrado resultados

6. CUMPLIMIENTO PLAN ANUAL DE INVERSIONES

6.2 GESTIÓN DE CRÉDITO

6.2.3 Préstamos Quirografarios

A troupe of travelling actors and acrobats is heading to Balentyne to perform a one night exclusive engagement of the famed play “The Fall of Amberlyn.” Posters are everywhere in Aldencross. These actors may be fine per- formers but they are miserable combatants and are easily waylaid. Better, this performing company – Ye Merrie Men -- is completely new to these parts.

What is known is that famed thespian William Marcus Marlowe, the beloved Bard of Barrington himself, will be performing the lead in the famed play. For certain types of parties, this may present a unique opportunity. The “actors” will be led into the watchtower with a wagon- load of gear and allowed to have private access to the great hall for a couple of days before the performance to set up their stage. This is the perfect time to perform all sorts of mischief.

This plan has two problems. First – it has a time limit. The actors will be expected to eventually perform the play and then to leave. Second – actors aren’t exactly well regarded. When things start to go wrong, they will be natural candidates for suspicion.

Act F

our: Burning Ba

lentyne

Tracking the Damage

The GM keeps track of how successful the villains have been at sabotaging the defenders by using Victory Points (VPs). Every time the PCs succeed at one of these objec- tives, they will earn Victory Points. Sakkarot Fire-Axe has given them a signal rocket. When the PCs think they have enough VPs to take the fortress, they fire the signal rocket and the bugbear assault will begin an hour later.

The PCs may estimate what level of success they are at by rolling a DC 20 Knowledge (engineering) or Profes- sion (soldier) skill check. The GM should assign bonuses or penalties based on how complete their knowledge of the Balentyne’s defenses is. For example, if the PCs have a detailed map of the place and an exact count of the ac- tive guards, that should be a +4 bonus to the roll. If the PCs have never set foot inside the actual tower and have no idea how many guards are active, then they either get no roll or receive a -8 penalty.

After forty five days, it is numerically impossible for the attack to succeed. This represents Sakkarot Fireaxe’s chaotic horde getting impatient, dispersing and falling to infighting. The tower may be unguarded but the bug- bears are simply too disorganized to occupy it. Long be- fore Sakkarot can again coalesce his horde, a large party of knights arrives and seizes the tower.

Victory Points (The PCs begin with 0)

20 or less: Premature Attack – the Bugbears attack

much too early and are dealt a savage defeat. Sakkarot Fire-Axe is killed in the assault and the PCs must execute a desperate escape or face being killed or worse captured and returned to Branderscar Prison (which now has more competent guards). The first phase of Cardinal Thorn’s plan is in ruins. Fortunately there is a plan B. (see Way of the Wicked Book II: Call Forth Darkness). Award 0 XP.

21-30: Repulsed – the Bugbears attack and are re-

pulsed. Still Sakkarot survives and manages to rally his army. They will attack again when given another signal but a second repulse spells doom for Sakkarot’s already shaken horde. Award 0 XP for now but the PCs get an- other chance.

31-40: Hard Fought Victory – Balentyne falls but

only at great cost to the bugbears. Sakkarot is wounded in the intense fighting and loses an eye. Still, the way to the south is opened up and Sakkarot’s tribes begin pouring into Talingarde. It does take them a few days to regroup and reorganize and so the people of the nearby village of Aldencross flee spreading word of the savage invasion. The war has begun. Award 1,600 XP for the destruction of Balentyne.

41-50: Victory – Balentyne falls though there is still

some resistance. The bugbears losses could have been much worse. Sakkarot is unwounded and much heart- ened by this success. Still, it takes a day to get the whole body of the horde moved up and through the Watchtower gates. The citizenry of Aldencross flee in terror spread- ing word of the invasion led by the monster who wields an axe of flame. The war has begun and Talingarde has lost the first battle. Award 2,400 XP for the destruction of Balentyne.

51 or more: Slaughter – Balentyne falls with barely a

bugbear slain. The hairy beasts immediately attack Al- dencross and feast on human flesh in an orgy of death and slaughter. There are few survivors and little warning as the Fire-Axe’s horde sweeps down into the Heartland of Talingarde. The war has begun with a crushing defeat for Talingarde. Award 3,200 XP for this impressive feat.

Actions that can gain (or lose) the PCs Victory Points:

• 5 VP Kill Lord Thomas Havelyn

• -10 VP Lord Thomas not dead during assault

• 2 VP each Kill or remove Captains Eddarly, Mott,

Varning and Barhold

• 3 VP Kill Father Donnagin, priest of Mitra • 4 VP Kill the magister Tacitus of Morimun

• -5 VP Tacitus alive and in possession of his wand of

fireball during assault

• 1 VP Every Five Soldiers non-combatant during as-

sault (max. 20 VP)

• 3 VP Destroy the Rookery (see room 43)

• 5 VP Open the portcullis and lower the drawbridge

for the Attackers (see room 25)

• 2 VP Destroy the lantern archons (see room 26) • 2 VP Kill Barnabus the dwarven siege engineer • 1 VP Every Five dwarves non-combatant during as-

sault (max. 2 VP)

• 1 VP Sabotage siege engine (see room 33; max. 4 VP) • 1 VP Sabotage the murder holes (see room 25) • 1 VP Burn the arrow stores (see room 38)

• 1 VP Sabotage the seal of Balentyne (see room 23a) • -2 VP Every day after thirty before the attack com-

Boo

k One: Knot o

f T

ho

rns

One Hundred Guards?

There is a garrison of one hundred guards manning the watchtower of Balentyne. This author believes that it is no one’s idea of a good time to fight one hundred very similar low-level opponents. Even twenty or thirty is probably too many. So, how can we avoid this grind?

There are three classes of opponents in Balentyne – of- ficers, creatures and nobodies.

The officers and key personnel are: Lord Havelyn, the four captains (Eddarly, Mott, Varning and Barhold), the priest Father Donnagin, the magister Titus, the dwarven engineer Barnabus Eisenbauch and Mad Martin, the keeper of the rookery. These people matter. Keep track of where they are and what they are doing, perhaps keep- ing a page of notes.

There are three creatures in the watchtower – the lan- tern archons, the ice golem and the raven swarm. These three creatures are all stationary. The lantern archons never leave the choir hall (26). The ice golem never leaves the wizard’s laboratory (40). The raven swarm never leaves the rookery (43).

Then there are the low-level “nobodies” – guards, dwarven engineers, acolytes and servants.

Always focus on the first two categories. These should be your key encounters. After a couple of deaths, the “nobodies” will all be terrified of whatever enemy threat- ens Balentyne. Their first impulse is to flee and summon their respective commander. The guards seek a captain. The engineers seek out Barnabus. The acolytes rally to Father Donnagin. The servants mostly just yell and run.

If the nobodies have to come together to face a threat (perhaps because all their nearby commanders are dead) they will be disorganized and slow to assemble. It isn’t that the guards of Balentyne are incompetent. It’s that most of them are scared teenagers facing off against hard- ened villains. Wouldn’t you be frightened?

Events

These events depend on player actions and may be played out in any order. Just because they are numbered is no reason to assume they happen in a linear fashion or that they happen at all.

Event One: Arriving Quietly

The journey to Aldencross from the lake shore is a short and uneventful one. If the PCs are at all careful, their arrival in the small sleepy northern town is un- noticed. With their iron circlets, disguising themselves should also be no challenge.

Up till now, the PCs have been completely cut off from civilization. In act one, they were prisoners or fugitives. In act two, they were sequestered in the manor house. In act three, they have either been on a boat loaded with contraband or in a bugbear war camp. Here at last, they are in a town probably with a pile of ill-gotten loot. Let them use it.

Aldencross is a market town and it is not rare for smaller traders to come from all over to peddle their goods here. This will not be seen as suspicious or any- thing unusual. Adventurers bound for the savage north are not unknown. Frankly, the idea that a band of Tali- reans would conspire with bugbears to break the Watch Wall is unthinkable to the common folk. The PCs will have no trouble moving freely within the town.

Aldencross is a fine place to buy supplies. There is an alchemist in town who sells all manner of potions. There

is a scribe with a fine selection of scrolls (1st and 2nd level

only). In the market place are found the random magic items that a town of Aldencross’ size usually has for sale. Normal equipment is available in abundance. Alden- cross is a soldier’s town so there are numerous smiths who make arms and armor. They’re eager for some side business to supplement their contracts to the crown.

The Lord’s Dalliance

Though Aldencross is a sizeable town, there is only one inn that caters to travellers -- “The Lord’s Dalliance”. It is a pleasant enough place with strong drink and ad- equate food. In the evenings there are often off-duty sol- diers and even the occasional watch captain. Dancing girls and comely bar maids ply the soldiers eager to earn a share of the king’s gold. Lord Havelyn is never seen here. The grizzled old commander disapproves of such diver- sions and is always at his post in the fortress.

Aldencross

LG small town

Corruption +0; Crime +0; Economy +2; Law +1; Lore +0; Society

+2

Qualities pious, prosperous, strategic location Danger -5

DEMOGRAPHICS

Government autocracy chosen by the monarchy in Matharyn Population 1,800 (1,500 humans;150 dwarves; 50 halflings; 100

other)

Notable NPCs

Lord Thomas Havelyn, commander of Balentyne and Lord of

Aldencross (LG male human aristocrat 2/ paladin 7)

Father Donnagin, priest of Mitra (LG male human cleric 6) Tacitus of Morimun, magister (LN male human wizard 7) Bellam Barhold, owner of the Lord’s Dalliance (N male hu-

man expert 3) MARKETPLACE

Base Value 1,400 gp; Purchase Limit 7500 gp ; Spellcasting 3rd

level divine, 4th level arcane

Act F

our: Burning Ba

lentyne

Anyone who spends 1d4 hours in the Lord’s Dalliance and making a Diplomacy skill check (DC 10) can receive a roll on the rumors table below. Buying a few drinks can aid this roll. Subtract 5 from the DC if the PC spends one gold piece buying drinks.

Rumors Table (1d20 -- reroll duplicates)

1. Have you ever been to the choir hall of Balentyne? Amazing! The priests are such beautiful singers and sometimes the stone saints that adorn the place join in the chorus. Such a miracle! (True. This rumor refers to the lantern archons [see room 26 below]. The archon’s presence is not well known amongst the common folk but the “singing saints of Balentyne” are legendary.) 2. Mad Martin is a strange one! He tends the rook-

ery in the Watchtower. They say he never leaves except for necessities. He talks to the birds like people and has named every one! (True. Mad Martin is an odd bird to be sure.)

3. Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something! (False. Lord Havelyn is grim and unhappy because of the loss of his true love Bronwyn. It may have been years ago but he never rediscovered his joy after she died.)

4. That Captain Zack Eddarly is a handsome one, isn’t he? Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch won’t he? (True. Of course Captain Eddarly is seeing someone. Alas, she is married to Captain Mott.)

5. Balentyne’s magister, that creepy Tacitus, has been spending a lot of time working on something in his tower! I don’t know what it is, but it’s said that something unnatural was recovered from the north. (True. Tacitus has indeed been focused on a project. A band of adventurers recovered an ice golem from the north and sold it to the wizard. The wizard has just managed to get the thing working and under control.)

6. Ye Merrie Men are coming to town and the hand- some William Marcus Marlow is coming with them! Can you believe it? The Bard of Bar- rington! Here! They are doing the “Fall of Am- berlyn”! Oh, I can’t wait! (True. What’s more, they are playing a one night exclusive inside the watchtower for the soldiery.)

7. They say the bugbears are massing up north. I wonder what their up to? Well, it doesn’t matter! We’ll be ready for ‘em! You’d think those shaggy walking carpets would have learned by now that the Watch Wall is unbreakable!(Partially True. The bugbears are massing and the Watch Wall is far from unbreakable. But this is a common belief about town.)

8. Soldiers today! A worthless, shiftless lot! Balen- tyne is in total disarray. Soldiers today are too lazy – not like in my day. (False. Utterly false. Balentyne is anything but in disarray. Unless something is done to weaken it, the watchtower will repulse any attack from the north.)

9. There’s a pack of dwarves in town led by a grumpy short fellow named Barnabus Eisenbauch. They’re here to fix up the watchtower or so I’ve heard. A hard working fellow -- just don’t challenge him to a drinking contest. He’ll drink you under the table every time! (True. Barnabus does have a weakness for strong drink and is staying at this very inn. See below for more details on how this could be used to the PC’s advantage).

10. I’ve heard that Father Donnagin was sent here after the church demoted him from bishop. He got into some sort of trouble – serious trouble I’d wager to be banished to the Watch Wall. (False. Donnagin was not banished or demoted. After years of boredom and luxury, Donnagin came to the north of his own volition. And he was never a bishop, just in line to be one.)

11. Bellam Barhold is such a lush. He does enjoy his wine. He’s always complaining about how he can’t get any of the good stuff here in the borderlands. (True. And it is this same desire for good wine that could tip off the PCs to the secret door in the basement. See Event Two below for details.) 12. Have you seen Kaitlyn Mott? She’s the most

beautiful woman in town! How did an ugly lump of a man like Captain Franz Mott bag a looker like her? And how does he keep her, that’s what I want to know! (True. Kaitlyn is a beauty and Franz is doing a poor job keeping her in check.) 13. Have you had any of Mama Guisseppe’s beef

stew? Delicious! I hear she goes up to the Watch- tower and cooks a big batch of it for the men ev- ery Monday! What a nice old lady. (True. Mama Guisseppe’s beef stew is a fine opportunity to poison the garrison at Balentyne).

Boo

k One: Knot o

f T

ho

rns

14. Those dwarves are a thieving lot! I heard one of them was caught picking a man’s pocket. (False. This is just prejudice against dwarves. There is a substantial dwarven community here in Al- dencross – 150 dwarves make this town their home. But they are clannish and tend to keep to themselves.)

15. Lord Thomas Havelyn is the most honorable and capable commander that Balentyne has ever had. If he can’t keep the Watch Wall working, then no one can! (True. Lord Havelyn is an honorable and capable commander. But with the PCs on the job even he is likely to fail.)

16. Did you hear about prisoners escaping from Branderscar? Were they ever caught? (Not yet.) 17. Here’s to the soldiers of Balentyne! One hundred

of the finest fighting men it’s ever been my privi- lege to serve with. (True. There are one hundred rank and file soldiers in Balentyne.)

18. I hear Captain Varning is leading another patrol out tomorrow. I wonder how long they’ll be gone this time? The last time they were gone for five days! If you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the coun- try side instead of doing his fair share of guard duty. (True and False. Varning will be leading a patrol of six men. However, these patrols are an important part of keeping the Borderlands secure not just an excuse to go camping.) 19. I hear a raven arrived at the rookery last night! I

bet it carried important news though I know not about what. (False. No important news arrived last night. Messenger ravens come and go from Balentyne all the time. Mostly they are routine messages of no great import.)

20. Do you know how the Lord’s Dalliance got its name? It was once a brothel! I hear there used to be a secret passage to the basement that allowed the Lord of the Watchtower to sneak in here and have a good time. Of course it must have been sealed up years ago. (True. The Lord’s Dalliance was once a brothel before the puritanical Mi- trans shut it down. And the secret passage still exists. See Event Two below for details.) Story award: If the PCs use the town of Aldencross to gain useful intelligence about the tower, award them a one-time CR 4 reward (1200 XP).

Event Two: The Secret Passage

The Lord’s Dalliance was once a brothel. This is com- mon knowledge about town. When the Mitran regime of Markadian I came to power, many such venerable in- stitutions shut their doors by decree of the king. That was almost eighty years ago. Since then the Inn has re- invented itself and returned to profitability keeping it’s vaguely risqué name.

A secret passage constructed by dwarven miners links the basement of the brothel to the castle. This was done so that one overly amorous lord centuries ago could visit his favorite “companion” without rousing the ire of his jealous and ever watchful wife. The passage remains to this day and has been almost entirely forgotten. Certain- ly Lord Havelyn doesn’t know about it or he would have the damned thing filled in.

In the middle of the night, the Inn is almost empty and the basement is not kept locked. They do lock the front door, so you would have to be a guest of the inn unless you wanted to pick a good lock (DC 30). The Inn’s

Documento similar