Shard 1 Bandits of Cardolan
The party have been sent by Mithparvandir to recover a crystal shard which has some unknown purpose. Their reward is any of the treasure that they find in the ruins of a Cardolan manor.
Plot points/Scenes
In Bree - rumours and troubles
Barrow Downs - an interlude fraught with player knowledge but for the characters contains no threat.
The wilderness journey - discovery of a looted merchant cart and tracks leading towards the location of the Manor
The Manor - slaughterhouse - no horses but also no bandits
The Manor - oh that's handy this is where we are supposed to be
The manor - the upper levels - Orcs
Exploring deeper
How far does this go?
Return to the surface
Return to Bree - buy some transport
Return to Caras Celairnen
Structure
Exposition
The party are in the King's rest in Bree. The common room is full of gossip about the recent conference between the King of Arthedain and the Princes of the South. Rumours fly of a plot to assassinate the Cardolan emissary that has been thwarted, and of a band of Orcs in the area. South, on the heights of Tyrn Gorthad, at the Royal Barrows, the are tales of strange sights and open tombs. Finally, traders travelling from the Southern Kingdoms of Saralain and Cardolan talk of bandits threatening the main road running through the wastes of Cardolan.
Naturally, the adventurers already tasked with heading to the Elvellon manor will see these rumours as helpful and may wish to investigate on their way south. A journey of some five days is expected with the Royal Barrows about a day and a half into the journey.
Conflict
Travelling south, the Royal Barrows is not far off the road and the party will investigate during the day (two of this party have received a Royal Commission to investigate). A cautious survey of the site reveals nothing of concern and the party should proceed on their way following the main road.
The party continue on for another day and a half without incident. Early on the fourth day, they discover a wrecked caravan. The front axle is broken and there are arrows studded into its canvas walls. From the small metal stove chimney, smoke can be seen curling gently up into the late spring air. Around the caravan, the ground is churned and broken cases lie scattered around.
Further investigation by the players will reveal a dejected hobbit sat in the ruins of his caravan. Jeremiah Fallowhide, may have been met by adventurers who have followed the story arc. He dejectedly tells the adventurers about how his latest venture has been destroyed by a party of Dunlending bandits who rode down and stole his current goods of Dwarven steel which he was transporting to Saralain. Jeremiah will explain he was lucky to escape the fighting, his guards, he gestures to two mounds of freshly dug earth not far off, were not.
Depending on the party's mood they may or may not offer to help Jeremiah. The result will be the same with just skipping the rising action section.
Rising Action
It will not be difficult to initially track the bandits, but later they will use streams and rock to begin to hide their trail. Soon it will be apparent to the party's navigator that they are heading to the same spot as marked on the map. Travelling up a wide valley by a small stream the party will spot smoke from the manor rising above the flanking hill.
The party will begin to make their way cautiously towards the manor, in the expectation that it is occupied. They may choose to wait until dark where it will become clear that all is dark and no fires can be seen. If they do wait until dark there is a chance of being ambushed by one of the wolf-rider patrols.
As the party approach the ruined manor they will see a tall 20ft tower from which a thin tendril of smoke drifts upwards into the sky. A ruined keep building stands nearby amongst the low, ruined walls. Approaching the ruins will reveal the signs of a skirmish. All the Dunlendings lie dead near the keep door and the tower. A horse picket stands empty the traces showing signs of being cut and a trail of hoof tracks leading off towards and hole beyond a set of ruined walls. Careful examination of the bodies will reveal that ears and in some cases, whole heads have been removed from the corpses of the Dunlendings.
Upon investigation of the wide hole beyond the ruined walls, the adventurers will find a series of steps leading down into the ground. In the shadows, two goblins are keeping a very poor watch and can be easily dispatched if the party are quick enough. Otherwise, the party will be given instant access to the crypts and redoubt below.
Climax
The party explore the ruins, avoiding or dispatching the orc party that have taken up residence, and battling the undead creatures and avoiding the traps of the lower crypts until they discover the shard in a skeleton guarded chamber far underground.
There is far more to this dungeon trawl than needs to be explored and unless the adventurers are of a legendary status it should not be explored at all. At the current level of the party, it would be wise to give them the chance to sneak past some of the monsters
Falling Action
Hopefully escaping the dungeon by using the sorcerers underground "tower" complex the party will be able to circumvent some of the more deadly aspects of the dungeon which they travelled down.
Resolution
The party with the crystal shard return to Caras Celairnen and deliver to Mithparvandir, who has the next mission ready.
Components
Goals
Collect the shard and avoid the monsters in the crypts
Hooks
The initial instructions from Mithparvandir
The rumours of bandits
Jeremiah's lost goods
Stakes
Well being dead really.
Backdrops
Locations
In the deserted wilderness of deserted Cardolan lies an ancient manor once a dwelling of Dunedain Princes.
Threats
Orcs and a troll
Undead
Monsters
Encounters
Travel
Investigate the Royal Barrows
Travel
Interaction with Jeremiah
Travel
Investigate Manor
Combat with Orcs
Investigate Crypt
Combat with monsters
Plot type
Dungeon trawl
Parent Plot
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