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User:DColby/Sword of RoeleFrom BrWikiAdventure » DColby/Sword of Roele Adventure: DColby's Sword of Roele
PreambleThe following is a rework of the Adventure "The Sword of Roele". The original Adventure and the maps within are required to use this rework. The subject of the adventure and the players quest to recover it are not canon and the D.M. Should consider the impact to his/her campaign. The rework assumes an Anuirean or Khinasi player regent and supporters and takes place during late spring or summer.
The Sword of RoeleA Birthright Adventure for Character Levels 5-10 originally written for the AD&D 2nd edition by Wolfgang Baur and Published by TSR. Reworked for D&D 3.5 by Dana Colby
Table of ContentsIntroductionThe Sword of Roele is a Birthright adventure designed for a party of 3-6 players of level 5-10. The D.M. can easily modify the adventure level up or down to suite his/her individual party needs.
BackgroundIn addition to the Player Characters, the Sword of Roele concerns the activities of three major players, The Chimaera, the Three Brother Mages, and Harfdan Stonehand Wainier. Against the activities of these three forces the players must operate with the threat of a stirring and angered Gorgon hanging ever present in the background.
The Order of the SunHow much of the following the D.M. chooses to reveal to their players as a result of researches and knowledge’s is his or her prerogative. History, Local area, and Religious knowledge’s should be the most useful Starting the AdventureThe MerchantThe castellan of the chosen regent approaches during one of the accepted times that the regent holds court or receives petitioners.
Getting ThereThe Players must now decide how best to pursue the Sword, especially considering that it lies within the lands of a powerful Awnsheghlien who is notoriously difficult to deal with.
Covert EntryThe players do not travel as nobility; they as a small party cross into the borders of the Chimaeron, seek out the Three Brothers and look for the Tomb in secret. The difficulties are of course: 1. Some regents do not operate well away from support. 2. There is little chance of rescue should something go wrong. 3. The players must have the skills to support such an entry attempt, or the support of those who do. Military IncursionThe virtues of raw military force for the regent that can afford to do so are many. Protection, ready supply and support, and an army to back up any demands the regent may make of the locals. The difficulties are, 1. Unless the regent rules a bordering realm they must either fight their way to the Chimaeron or win diplomatic permissions to cross other realms. Realms with strong navies could travel by sea but once ashore any further reinforcement could be far off. 2. The Chimera and the people of the Chimaeron will surely resist. Does the regent have the raw Military force to succeed, and can they find their goal with hostile populations unwilling to aid them? 3. Does the Chimera cease hostilities once the Regents have what they need? Can the regent conquer the Chimera; for surely once they start a conflict the Awnsheghlien is unlikely to cease it. (Remember players will be unlikely to know the actual military state of the Chimaeron and so points #2 & #3 should weigh heavily unless good espionage or scrying can reveal the true state of sorry military affairs in the Chimaeron.) Travel by EntourageThe regent may of course opt to travel as a ruler of a realm in full entourage with support staff and a small body guard. It has the Virtue of that if the regent can travel through lawful realms that respect diplomatic envoys they might travel unmolested. 1. Many regents are not surrounded by “lawful” realms. 2. Will the Chimera allow for a diplomatic procession to cross its borders and speak with it? 3. Word will spread throughout Anuire that the regent travels abroad. Such a journey to the realm of an Awnsheghlian cannot be concealed for long. Spymasters across the realms will seek to know why. Regents with many enemies may expect their foes to take the opportunities to strike through espionage while the regent is so exposed.
Diplomacy with the ChimeraThe Players may desire to attempt to contact the ruler of the Chimaeron prior to journeying there. The main obstacle for dealing with the Chimera is that quite frankly she/it is as mad as a hatter. The second obstacle is that she/it does not maintain a court and embassies to her from Regent courts will not meet with any success. Those returning ambassadors (If any do return) will report however that the Chimera operates through a “Council of Lords”, nine in fact, one for each of the major Villages, Towns, and Cities of the Chimaeron. If the regent sends ambassadors to these towns in an effort to establish a rapport with the Chimera they will again be disappointed, although the respective masters of these places will be eager to communicate with the august personage the regent is in relation to their station. Eagerness to communicate does not represent willingness to aid and the D.M. should be encouraged to reflect that all the members of the Council of Lords are a suspicious bunch. The Dubious benefit of a successful diplomacy with the lords is in the purview of the D.M., but could include such things as secure bases of operation, mercenaries, banking services etc... Truly spectacular diplomacy could net outright rebellion, however the reliability of many of these “Bandit Kings” is sketchy at best. Unsuccessful diplomacy will certainly result in these “lords” working at cross purposes to the players if not actively thwarting them so as to gain the Chimera’s favor. Luandar: The “Lord” running this place bears only one name “Otslof” and ambassadors or players performing their own diplomacy will find him an openly unscrupulous Rjurik fugitive. The city he manages is little more than a haven for smugglers and Pirates; of course regents interested in such hirelings can find the man a true resource. Tulear: The “lord” of Tulear titles themselves Mayor Shanol and he is woefully out of place in the Chimaeron. His town is a hardworking shipbuilding community that succeeds due to remoteness from the Chimera. Mayor Shanol could be convinced to work with the players through excellent diplomacy and promises of protection/support. (Regents with poor reputations in matters of keeping their word will not succeed.) Hamien: Is the near sister city to Kiedel which lies across the mouth of the Khurinbyrn River. Hamien, much to Kiedels misfortune lays just a few miles closer to the mouth of the river and thus can control access to it. This gives the City a bargaining chip over the Brecht merchants in Kiedel. The Mayor “Lord” Mynonos is a man who feels that anything and everything has a price. Lyssum: Is the capitol of the Chimaeron by virtue of its central location. (It is the unnamed city in the Chimaeron center.) The city is a small collection of buildings over watched by a cruelly impressive but rundown tower. The City makes its living from mining and smith work. An expatriate Vos Druid that has lost his faith Yuri Khavlor now supervises the rape of the earth with the same fervor he once tried to save it. Barniere: This poor farming village in the shadow of the Chimera’s personal range is the home of many Khinasi expatriates under the leadership of Hakim El-Qadr. They survive by accepting the Chimera’s occasional plundering of their herds and bending to the will of Hakim El-Qadr and his guards. (Outlaws exiled from Khinasi lands.) Careine: Lord Mayor Cowell rules over the most developed and wealthy city in the Chimaeron. Cowell is an Anuirean exile wanted in Avanil and Medoere and facing death sentences in both those realms. Despite being a known extortionist, kidnapper and brigand his city thrives by sitting astride what little trade passes through the Chimaeron to Baruk-Azhik and Coeranys. Ruorkhe: Directly under the gaze of the Chimera’s range Ruorkhe is a blasted ruin of destroyed and deserted hovels. Despite outside appearances the town is one of the wealthier in the Chimaeron as most of the vital industries and dwellings have been moved under ground. The town survives by mining and smithing. Fishing and trade on the Khurinlach also supplement the town’s income. Ruorkhe is under the direction of Charrek Ironfist, a dwarven exile who has managed to convince the town’s human population to live alongside the town’s small dwarven community under the earth. Mhowe: Is hands down the richest port in the Chimaeron, owing mostly to its remoteness from the Chimera’s range. The towns leader is the self proclaimed “Prince” Denerik a Brecht criminal and fugitive. Well known as a bandit and pirate of the lowest order Denerik prowls the waters near Mhowe for any easy targets. Salviene: Not shown on the map but lying further out in the Gulf of Coeranys is the Island city of Salviene. Ruled over by “Duke” Chandol a native of the Chimaeron, thus the place is usually included in surveys of the Chimaeron. It survives by providing all manner of things illegal in more civilized ports of call.
The Three Brother MagesPlayers with good intelligences’ about the Chimaeron, or deals with any of the “lords” or by personal enquiry once in the lands of the Chimera can learn the following about the Three Brother Mages. (Note much of this pure exaggeration on the part of the person telling the tale, rising from unadulterated superstition. Kernels of truth are contained but the players will not know for sure until they visit the mages.)
1. Spies and saboteurs from the “Lords” not contacted or allied. 2. If the players have troops with them, attacks from Chimaeron constabulary and or peasant levies aimed at stopping them. These attacks will likely not halt the players but could erode their forces if they dally in the Chimaeron. 3. In a reverse of #2, if the players are being kind and helpful/respectful the desperate commons may appeal to them for aid (Sanctuary, positions, transport out, alms) all of which may slow them or lead to side adventures at the D.M. discretion. 4. Lastly a small but obviously wealthy group could fall victim to the nature of many of the inhabitants of the Chimaeron and find themselves beset by bandits. The NPC section contains sample Bandits, Spies, and War cards for the above encounters. None of the above is likely to seriously threaten players of the stated adventure level, but it is meant to use up resources which they may find themselves short of. In order to seek the tower of Rassan the Hasty the players must either have a magical means of its discovery, or have gleaned the information from Meggano and/or Avicerra by diplomatic means or force. Meggano the SorcererThe “Ivory” Tower dominates the city of Mhowe set high on a cliff overlooking the sea it is 5 stories tall and surrounded by a ten foot tall wall that encloses the grounds. A little used trail ascends from Mhowe to the tower.
Meggano is motivated by curiosity and the desire to supplant the Chimera as the power in the Chimaeron. The players pique both interests so he will put up with a great deal from them, although the polite approach is the better method.
"You must seek Rassan in the Cypress valley, a path to his home can be found on the east bank of the river across from the Tower of the Eye." Avicerra the WiseAvicerra the wise is not as “friendly” as his older brother and is a true mage not a sorcerer. He laments his older brothers’ closeness with his “Apprentices” and worries after his younger brother and his recent odd behaviors.
Straight and short answers are best with Avicerra and he warns the players away from the Tomb of the Great Order. The Mage is unlikely to come to the ground level and some comedy can be played from the shouting diplomacy exchange with the slightly paranoid wizard. Success in diplomacy with Avicerra will gain the following about the Great Tomb.
RassanInto the Cypress ValleyWhether in a blind search for Rassan or with directions from one or both of his brothers the players will eventually start up the Qatil river valley by foot or flatboat. The Qatil River valley or the Cypress Valley as it is known by some locals separates the nations of Coeranys and the Chimaeron.
Random Encounters in the Cypress ValleyThe Following chart is applicable for the lower reaches of the Qatil River (Below the Iron Peaks) a D.M. will need to moderate or adjust the chart to suit upper river conditions. Roll a day encounter and a night encounter for each 24 hour period spent in the valley. They represent only the potentially helpful, dangerous, delaying, or road hazard encounters not the myriad wildlife forms to be seen in the valley.
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