This adventure never has seen the light... but I think it could be good for children 8-10 years old who want to play together with their parents.
Witch and Hunter
An adventure for 2-4 1st-2nd level PCs
Backstory
A little while ago, the Baroness Artemisia DeBlack
instructed the palace’s huntmaster, Emil VeeMillian (CG skinwalker [witchwolf]
ranger [trapper] 5), to take her daughter Ebony in the woods, when the people
began to suspect her of witchcraft. Ebony (CG changeling bard [animal speaker]
3) was actually exchanged for the real child of the Barons as a baby. She began
to hear her true mother’s call when she reached puberty, but managed to resist
until now. Her human mother, however, suspected the truth and drove her out as
soon as the girl showed some signs of magic. Emil should have waited with Ebony
in a shackle out of town, while Artemisia prepared an ancient ritual to destroy
the evil within the girl. Certain that the Baroness meant to have Ebony killed,
Emil escaped with the girl in the forest. He is resolute to protect her at every
cost.
Actually, Artemisia is a good witch herself (LG human
witch 12, Healing patron) and loves her stepdaughter. Emil misunderstood the
Baroness’ orders. The “ancient ritual” is a powerful spell able to turn the
girl into a full human, “destroying the evil” in her blood. Unfortunately,
Artemisia can’t leave the castle until all the preparations are made, and with
Emil and Ebony lost in the woods, she fears that everything could be in vain.
The PCs could be adventurers hired by the Baroness to
rescue Ebony, or could be young boys and girls from the village who don’t
believe the stories about witchcraft, and set out on their own to save her.
Part 1: Rescue Mission
Haple’s people are afraid. Everybody’s barricaded in
their homes and all doors and windows are shut. In the middle of the central
square, a signpost bears a proclamation with the Baron’s seal: “The Baroness
Artemisia will richly reward anyone who rescues her lost daughter. Bold
adventurers, come to the Castle”.
If the PCs go talking with the Baroness, a palace
butler escorts them in a little room paved with drapes and tapestries, where
the lady meets them after a long enough waiting. Artemisia is still young, but
her beauty is marred from signs of tears and little sleep.
“Thank you for coming”, she says in a feeble but firm voice. “My husband is very ill since our
child escaped, and I’m afraid it could be too late to save her. You are our
last hope. Please find Ebony. We just want her back”.
Artemisia explains that she sent Ebony out of town for
fear that the villagers could harm her, or that the girl could lose control of
her magic abilities. The Baroness doesn’t speak about her daughter’s true
heritage. If the characters ask more precise questions, she may admit to be
only Ebony’s stepmother, and that “she has a great evil inside that will
consume her if not destroyed”. While pronouncing these last words, a tear
runs down her cheek.
Artemisia can offer to the PCs two magic items -a rope
of entanglement and a buffering comb- and the help of a recently
hired mercenary, Darwsk “Lefty” Thedesh. The dwarf introduces himself only as a
“veteran tracker”, smiling openly. If the PCs aren’t hired by the Baroness or
refuse his help, the dwarf follows them secretly anyway, coming out if needed.
If the PCs search for information in the village, they
could gather the following rumors, depending on the Diplomacy check result:
10- “I always knew she was a witch. She has eyes of
two colors”.
12- “I saw her call animals to do her bidding”.
15- “Lady Ebony is not the Baron’s real daughter. I
know for certain that they found her in a wicker basket after their real baby
was dead”.
18-“The huntmaster is a werewolf. She transformed
him with magic to force him to protect her…”
20-“The Baroness seems more like a witch to me.
She’s only the Lord’s second wife, anyway”.
21-“I say she is the one who caused the Baron’s illness. Everybody knows
she dabbles with strange concotions…”
A successful Wisdom check (DC 12) allows to realize that Ebony never
actually harmed anyone in the village.
Part 2: The Haunted Forest
The search starts in the shackle where the two runaways were sent. A
Survival skill check (DC 10) allows to find their path. If the PCs fail, Darwsk
can find it easily enough -maybe too easily- and lead the way. While coming
nearer to the cavern where Emil and Ebony hide, the company must pay attention
to half a dozen swarm traps set by the ranger (DC 14). If some PCs are badly
hurt, Dawrsk can offer some cure potions.
The dwarf seems a nice fellow and talks a lot, but only gives evasive
answers to questions about himself. Every now and then, he gives some hint that
he’s not very certain about the mission. “Saving the girl is good enough…
but do you think that the Baroness really wants to help her? She’s not her real
mother, after all. How does she plan to ‘destroy the evil in her’? Something
smells fishy here. Maybe it could be better to let those two escape…”
In the end, when the company approaches the cavern, Emil comes out slowly,
hand raised, saying aloud “Look, I don’t want to fight! Just leave us alone,
please!”.
If the PCs don’t attack, Emil tells them the whole story from his point of
view. If they attack, he fights in wolf form. Ebony, from inside the cavern,
may summon a dog to help him. The witchwolf just wants to defeat the PCs
without hurting them too much. If he wins, he stops and says “Will you hear
us now?”. If the PCs win, Dawrsk stops them from killing the wolf, saying “We
could as well hear what they have to say”.
Ebony comes forward and begs the PCs not to get them back to the castle.
Dawrsk then offers: “I know a place where you could live in peace… would you
let me guide you there?”
Ebony looks at the dwarf strangely and says, in a dreaming voice: “Do I
know you? I think I saw you before… I can’t remember…”
Part 3: The Hunt
Dawrsk is not what he seems. Actually, the green hag who is Ebony’s birth
mother took the dwarf’s form to retrieve her child. A Sense Motive check
exposes her true intentions.
If the PCs call out her bluff or insist to go back,
the hag resumes her true shape and attacks. The PCs can fight with Emil’s and
Ebony’s help, or try to flee with them, meeting with the castle guards (see
below).
If the PCs trust “Dawrsk”, the hag tries her best to
persuade them to go back. “You can keep the Baroness occupied or tell her
they are escaped, while I accompany them in a safe place. Believe me, it will
be quicker this way. The terrain is risky and I’m the only one who knows it
well”.
The PCs can agree or insist to follow. They could even
try to secretly send a message to the Baroness, if they suspect something.
Emil, however, remains wary.
If the PCs follow, the hag leads the company to her
den in the swamps. The PCs may notice that the terrain feels more and more
“evil”, and that Ebony has a more and more faraway look (Perception check, DC
10). Once arrived, the hag reveals itself and attacks. For every round of
fight, there’s a 10% chance that Ebony answers her mother’s call, passing to
her side. She will come to herself only when the hag is defeated. If the hag is
killed, the shock causes Ebony to definitively transform into an hag herself,
attacking and trying to kill her former protectors.
Meanwhile, the Baroness discovered Dawrsk’s true identity
with magic, and sent her guards (human warriors 3). If the PCs came back, the
guards inform them and hurry with them after the hag, arriving just when she’s
about to kill Emil. If the PCs followed the hag and sent a message, the guards
arrive after 3 rounds of fight. Otherwise, they come only at the 6th round. The
guards have been warned not to kill the hag.
Part 4: Resolution
Once the PCs have defeated and taken prisoner the hag,
the sergeant bows before Ebony and says: “My lady, know that your mother
loves you and worries for you. Please come back”. Ebony accepts.
At the palace, Artemisia tenderly embraces Ebony and
thanks the PCs. Then she lets a hair of the hag fall in a golden bubbling
cauldron (the hair may also come from a weapon used against the hag, or a wound
she caused), and then steeps a fruit in it. Eating the fruit, Ebony becomes
human and is free from the curse.
Now the villagers know the truth and celebrate. The
PCs are rewarded with 1,000 gp each and can keep the magic items. The hag may
be set free if she promises to go away and never come back, otherwise she stays
in prison. Everything is settled in Haple… ever after.
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