Ambush in the Wilderness
The Norin remains steadfastly behind the king. The dame Noirin has already survived one assassination attempt. Despite attempts to find a foothold in her household, Hoegwar has no method of control. Younger members of the clan are more amenable, however, Valanaque (the next in line) is also apparently loyal to the King. Another attempt on the Dame would be difficult, but the heir would be easier to kill before he takes his place at on the Royal Council, with the potential benefit of throwing the house Noirin into confusion. It appears that the Dame is calling the young Lord home, and an unlooked-for opportunity has arisen. Valanaque has in recent times taken a sabbatical from his duties as a Royal Knight to act as a Knight Errant - seeking foes of Arthedain where he can and also gathering information- he has recently stopped at the Redoubt in Caras Celairnen. Now with the call from his aunt he is journeying back to the Norin keep to take up his duties as heir to the house Noirin. Consequently, Hoegwar has seized this opportunity to arrange an "accident" on the heir's journey home.
Plot points/Scenes
The proposal - a way to start the warband plot
Leaving Caras - first sighting of the night
The ambush site - a chance to ambush the ambushers
The fight
meeting the knight and the rewards
Themes
Peacefulness - warm sun, in cool air. spring is here
Storm - talking about the red sky and the warm wind from the south.
Structure
Exposition
Introduction
PCs are sitting around in the inn where they are lodged in Caras Celairnen.
Approached by H in disguise
if PC not seen before then description runs
if PC have or Dagaard present then memory roll (IT MERP) for sense of familiarity but unless super high then should not make link to H
A thin scholarly man with high cheekbones and weary sunken eyes approaches your table. He is dressed in a nondescript grey robe. [per roll - ink stains on the sleeve cuffs, well worn at the elbows]. His hair - grey, falling in shaggy locks to his shoulders - appears to have not been combed. He looks around the room slowly, eyes alighting on each group of customers until he spies you sat at your table. He shuffles towards you like a nervous crab.
“Excuse me” he starts nervously, “I was looking for the band of brave adventurers who re-united the Alabaster lady with her husband {or quest completed}. I have some work that requires the skills of such heroes.”
The PCs assent
His eyes dart around the room and he lowers his voice conspiratorially, “My name is Mithparvandir, I am a scholar of antiquity in this town. Through my studies of a series of an ancient text, I have found clues of a map that could lead to a great treasure. I am need of men (and women) who can investigate areas that are difficult for me to access. I am only a poor scholar and unable to afford to supply much more than some food for the journey, but I am willing to let you keep the treasure you find if you return the item of interest to me.”
If the PC express interest, he will ask to meet them later in the day at the causeway gate with a mule and supplies along with instructions.
If not - he will begin to spin a tale of how he thinks that the elements that he thinks the clues point to are part of a map to a great hoard of treasure from the first age.
Conflict
You are gathered at the causeway gate the heat of the sun is reflecting off the stonewalls giving a small comfort in the spring air. Out of the gate a small caravan of wagons trundles by in a creak of wood; the gentle odour of horse sweat fills the air. Behind the wagon, a gallant knight - proud as a peacock- sits upon a grey warhorse. Lance held upright, winged helmet glinting in the afternoon sun, he follows the carts along the causeway. Behind him, a young man and two older men lead a pair of pack mules behind their master.
The trade carts and knight’s retinue have long disappeared down the causeway when Mithparvandir appears at the causeway gate. He slips quickly through the crowd and beckons you to follow him further from the gate.
Here he says handing you the reins of a sorry looking pack pony loaded with sacks or what you hope is food for the journey. “My research suggests that the manse you will need to seek is south of Bree. It was once an elven manor, but most recently the home of one Nimrubên. I do not know the state of the manor but it surely has fallen into ruin since the fall of Cardolan. The hints in the text suggest the key is in the form of a white crystal the size of a child’s fist.” He hands over a map case. “It is not terribly accurate I’m afraid about 50 years-old, but it should help point you in the right direction. “ He pauses looks around, rubbing the cuffs of his sleeves nervously. “ You will remember to keep the purpose of quest secret, won’t you? It will only take one Arthedain seer to hear what I have found an I am sure the treasure will be lost to Argleb or one of his cronies with no finder’s fee for us.” He pauses again, looks around to assure himself that no-one is near or eavesdropping. “ Well, er... good luck, I will leave you to travel to Bree and then to the manor.”
Shuffling back into the crowd his grey robes are soon lost in the crowd inside the causeway gate.
Its now up to the PCs to decide when to leave. They could stay the night this is not a problem. Longer than about a day then they will miss the chance to save the Knight from the ambush. This will result in his death and consequences to later adventures.
Rising Action
You travel some miles without incident and camp for the night. The night passes slowly, in the dark, you can hear the sounds of scurrying creatures and the occasional screech of a hunting nocturnal animal, followed by the squeal of its hapless prey. The day dawn’s (insert seasonal variation), and you continue onwards following the East road deeper into the Kingdom of Arthedain and the town of Bree a week’s travel away.
It is towards evening, the sun is sinking towards the horizon; you are thinking of finding a campsite soon when you spot that the road will soon pass between two wooded hills. Perhaps, barring bandits an ideal campsite for the night. It also looks as if you might not be the only party using the woods as shelter as the more keen-eyed of the party notice the proud lance of a knight catching the dying rays of the sun as it begins to follow the road between the trees.
The sky has become blood-red and broods heavily to the west, filling the land with a warm glow that reflects the seasonally warm air. weather wise party members will forcast a storm.
Climax
Perception check for PCs +0 - If successful will notice some men moving stealthily through the woods. This will give them a chance of ambushing the ambushers. Moving into the woods they may notice that the leader is Calwine. The small band, move quickly through the trees alert to their surroundings. As the knight disappears around a small bend the bandits scurry into the narrow valley. Clearly, they plan to attack the noble's party from behind.
Falling Action
The narrow defile is blocked by a tree, a fine carriage with one wheel off has been halted by a fallen tree. A fog of smoke has been thrown up which contains a mild confusion effect -10 to all actions if fail RR level 5. The cook and man at arms are attempting to move a tree blocking the way. The squire is holding his master's horse. The ambushers attack as the storm breaks. The men who appear to be footman to the lady, Ferien, in the carriage attack the man at arms and the cook. Lightning cracks across the sky and thunder rolls. The forward elements are engaged at the roadblock. An archer fires an arrow at the mounted knight - it contains a shock spell. The rear element plans to attack the downed knight and the lone squire. Action will be swift and brutal unless the PC do something very quickly.
Resolution
Calwine may or may not survive the action. Ferien who is in the trees above the defile will escape on a fast horse and will as much as possible attempt to cover the escape of the ambush party.
The knight introduces himself and offers his thanks and pledges in return for the timely rescue.
Valanaque rewards with the price of his warhorse and an offer to stay at the Noirin Keep. The characters will meet the Dame and be rewarded with court livery. She will ask them to investigate further for she feels this is part of a plot to unseat the young King.
Components
Goals
Save the heir of Noirin
Hooks
A reason to be travelling behind the knight on the way from Caras to the Norin keep. In this case, to see him set out will help make the link that he is an important character.
Stakes
Should the heir of Noirin house fall then the Dame will withdraw from the court. This will lead to the coup of the Tarma nobles resulting in more instability in the Arthedain kingdom.
Moral Quandaries
Do we continue with our task or become embroiled with Arthedain politics? Can we do both?
Relations
Protagonists
Mithparvandir aka Hoegwar the spymaster and plans to use the PCs to find the elements he needs to lead to the location of a weapon of power. However, has another plot, that to assassinate and the heir to Noirin. He has not realised that the party have met Calwine and Ferien, who lead the ambush party, nor did he plan for the knight to leave at a similar point in time.
The players (Limolas
Pick) have come across some elements of the plot by Hoegwar, but do not know who he is. They have met Calwine and Ferien and know that they are at least bandits and possibly stirrers of unrest.
Allies
Adversaries
Backdrops
Locations
Caras Celairnen Causeway Gate - first sighting
A remote wooded valley on the East road.
Threats
No threats during this encounter beyond the ambush encounter.
Encounters
A chance sighting with Valanaque and his retinue at the Causeway gate.
Plot type
Scenario
Parent Plot
Subplots
Related Locations
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Comments
Author's Notes
Set against a backdrop of court intrigue in Arthedain, the players will encounter a variety of challenges that hint at a greater picture of power games. Angmar has been strangely quiet with no more than infrequent raiding parties testing the Northern Marches. Behind the scenes, the Witch King's agents have been seeking to weaken the military might of Arthedain.