Chapter Two: The Battle for Feldon
The section of the module deals with the attack on the village of Feldon and its defence by the local guard and the players. They party will have a few allies to help them out and these are listed in the side panel. It is worth noting that several of the encounters involve saving villagers trapped in burning houses, there is additional xp listed for each of these situation should the players sucessfully save someone.
Plot points/Scenes
The adventure starts when the goblins first attack the village they will set fire to buildings around the area to cause mayhem, the Feldon: The Haulers Arms, Feldon: Momo's Emporium will be the main target, this is as designed by Maze to pull attention away from the mines so that he can slip in unnoticed.
As the battle progresses the characters will be drawn closer to the mine along the way they will need to deal with the raiders at Feldon: The Shrine and eventually they will catch up with the cultists at Feldon: Guard House where they will have to deal with a painful situation of killing the village guards who have been turned to ghouls by the cult members.
The final part of the chapter deals with saving two women from a mob of insane miners who are killing everyone in their path, at this point they will discover Maze has slipped in to the mine for some reason and this should reveal some answer to the group about what is going on in the area.
Themes
The battle takes place in the late evening, many buildings are set alight and smoke is everywhere. The watch are not cut out for dealing with this sort of attack and are failing badly, the villagers are in a state of absolute panic and screams can be heard from all directions. It is important to play up this mood and the chaos of the battle, make sure details of the battle are vague and disorganised, drop false hints and get them to be unsure of exactly what is happening and where.
Backdrops
Threats
During the battle Maze has slipped in to the ruins and removed the Eye of Morgesh from its resting place, this allows its effect to become more prominant upon the village as a whole, during all encounters the player's will encounter people who are acting violently and insane. The party themselves will also be at risk from there effects for each encounter have the group roll a Wisdom Save DC15 if they fail they will be effected by a type of madness decided by the DM, this will start of being a minor affliction but failing multiple saves should result in increasingly more irractic behaviour.
Encounters
The following are the specific encounters that the party will need to complete in order to progress though this chapter.
1. The Inn Stables
During then night the party will be woken by the sound of braying horses and the smell of smoke, shortly followed by some yelling "Fire!" from the common room. When they emerge from the Inn they will find the stables on fire, the stable hand dead and the inn keeper valiantly trying to beat the goblin back from the inn doorway, from a band of goblins and their leader. Rivals: 1 x Goblin Boss 7 x Goblins Rewards: 650 XPThe Village Square
Once the party move in to the town square they will be faced with another band of raider that are currently fighting with a small squad of guards. Rivals 1 x Goblin Boss 1 x Cultist 5 x Goblins Allies 3 x Guards Rewards: 475 XPMomo's Emporium
Mono's is currently on fire the residents are trapped in the building by a group of raiders, the building will colapse after 1 turn kill all inside if they are not rescued. Rivals 1 x Goblin Boss 2 x Cultist 8 x Goblins Allies: The guards from the previous encounter if they survived Momo Momo's Wife Momo's Two Sons Rewards: 650 XP for defeating the Raiders 100 XP for each per person save from the fire4. Incomming Raiders
A few moments after the encounter at Momo's a band of Goblins will join the battle they should be easily dispatch Rivals: 4 x Goblins Rewards: 100 XP5. The Shrine
Character's will hear screaming coming from the shrine when they arrive they will find two dead ghouls and a dead Cleric of Ang and a sobbing young girl is the cleric's daughter. This encounter is design as a way to show the group for tragedy of the battle, and give them time to catch a breather.6. TROLL In the Square!
Upon leaving the shrine a gigantic roar will be heard from the square as the troll joins the battle. Rivals 1 x Troll, 2 x Cultists, 3 x Goblins Rewards 2000 xp7. The Guard House
After the battle at two Square, the players will see that the watch house has been set on fire and rush to help it, all the watch here are dead. The captain and his two men have been raise as ghouls by the cultist and now the party must face them. Rivals: 1 x Cult Fantatics 2 x Ghouls Rewards 850 XPThe Quary Road
After fighting the ghouls the party will be alerty to screams for help at the quary entrance a woman is desperatly running to the town pursued by a rag tag bunch of miners weilding pick axes they are all insane and screaming incohernetly seeing the party they will rush them Rivals 8 x miners with pickaxes Rewards 800 XP when defeated the party can get some information from the woman, between sobs she tells the party that she was delivering food when everything went crazy and the miners started killing each other and some went after her.
Parent Plot
Related Locations
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