The Forgotten Academy in The World of Cartyrion | World Anvil

The Forgotten Academy

An Old-School Dungeon Crawl for Laurels & Loot

The Forgotten Academy is a traditional "dungeon crawl" adventure intended for a party of four to six player characters that are just beginning their careers as adventurers. Time has erased the memory of this place from most of the Folk, but there are a few who have uncovered hints about the place and the magical wonders it may contain. But at least one of those with scraps of knowledge about this ancient school of arcane mastery is rich enough to seek it out - and pay for others to do the dangerous work of actually exploring it. The player characters are the would-be heroes who have accepted employment as part of what purports to be an interesting archaeological expedition to discover and explore this wondrous site.

This adventure is written for use with the Laurels & Loot Fantasy Adventure Rules System, but it is easily adaptable for use with any Fantasy Roleplaying Game Rule System by a Gamemaster willing to make the necessary adjustments to the encounters. It does make use of some "old-school" design principles - one of which is that it presumes that each game session will begin and end with the party at the achaeological base camp, where they can resupply, heal, and perhaps gather bits of information that will help them in their next foray into the dungeon. The setting for the adventure is on the borders of the Kingdom of Tyrnabay in the World of Cartyrion, but it could be placed into any other fantasy world by changing the names of towns, cities, and important NPCs.

Introducing the Adventure

The Player Characters are presumed to have responded to an offer of employment with which they will begin their new careers as Adventurers. Perhaps a note on the bulletin board in the town center or local tavern enticed them with good pay. They may have been approached by a hireling of Marquis Wyrdswyrth Spikeberry, the noble funding an archaeological expedition at the edge of the kingdom to uncover a long-lost trove of magical treasures. They may have lived most of their lives in one of the cities, towns, or villages of Tyrnabay, or they may be recent arrivals at one of the seaports. It is not necessary for the characters to know each other prior to their accepting employment; the journey to the base camp will give them ample opportunity to get to know each other; this can take place in meta-fashion during character creation and a "Session Zero" setting, or it can be roleplayed in the first game session.

The players and player characters should also be made familiar with the facilities, residents. and immediate surroundings of the Base Camp either during the first gaming session or prior to it via player handouts similar to the one provided here:

The small ship that carried you across the fog-bound Evermist Lake moors alongside a hastily constructed dock on the western shore. Several mule-drawn wagons are waiting on the shore to carry provisions and adventurers to the expedition base camp. Once everything and everyone is loaded up, the journey inland through the foothills of the Broken Range, the peaks which mark the western boundary of the Kingdom of Tyrnabay. This region is part of the Orclands March, territory claimed by the Kingdom but inhabited by Orc-folk for far longer than Tyrnabay has existed as a kingdom. The carts follow a crude trail that leads alongside a stream called the Weirdflow by the the Orcs.

In the late morning of the third day after disembarking the ship, the Base Camp comes into view. More like a nomad's village than a mere camp, two rows of large, pavilion-style tents sit astride the wide aisle of soft, sticky mud that the trail devolves into as it reaches the camp. Two or three of the tents have tables set out before them, with crude racks or shelves holding goods for sale. The wagons come to a stop; the teamsters ignore you as they begin to carry sacks, crates, and small barrels to the various shop-tents on either side of the trail.

Looking around, you see a stone-lined forge and stump-mounted anvil alongside one of the canvas shelters - the workplace of the camp's blacksmith. Further on, the smell of fresh bread wafts from two beehive-shaped stone ovens erected behind another tent. As many as fifty people or so seem to be milling about, either standing behind the shop tables, or obtaining goods and carrying them off beyond this muddy "main street" to clusters of other pavilions and tents that appear to be living quarters.

There are two structures in the camp, though, that command attention. One is the only "permanent" wooden structure visible in the complex; a building with the word "Tavern" crudely painted on a plank hung over the open doorway. The other is a large canvas tent - a large, circular-style pavilion center with two smaller wings extending from from either side; the central peaks of the three lobes of the pavilion resemble something a traveling circus might erect. Poles bearing banners are erected at either side of this tent's entrance; one bears the emblem of the Kingdom of Tyrnabay; the other is the personal banner of the lord of the Orclands March, Marquis Wyrdswyrth Spikeberry.

As you stand in the middle of the muddy road, uncertain of where to go or what to do now, a finely-dressed figure - too finely attired for the muddy, wild surroundings - steps out of that huge tent. After looking around the camp and spying you by the wagons, he throws his arms out wide and begins striding toward you; a booming cheerful voice bellowing, "Ah!!! My Explorers have arrived! Welcome! Welcome!"

The Marquis introduces himself and gestures the player characters to follow him to what will be their lodgings in the camp. They are led to one of the many pavilion tents erected around the place; this one is currently empty of any furnishings except for several crude sleeping mats covered with old woolen blankets. If the party begins to question the Marquis about their employment, queries will be brushed aside with a "Time for that later" response.

Base Camp

Base Camp provides is inhabited by a number of NPCs, and offers several services player characters can avail themselves of during downtime between gaming sessions. Like any village or town base in a Fantasy RPG, is also a place where player characters can obtain rumors, hints, and warnings about what they may expect to find in the world, or about intrigues that could lead to adventures beyond what the Forgotten Academy itself offers.

Base Camp NPCs

Full statblocks and descriptions for each of the following NPCs can be found in this Adventure's appendix:
  • Marquis Wyrdswyrth Spikeberry, a Human noble, is lord of the Orclands March and patron of the Forgotten Academy Expedition
  • Gregory Elantior, a Half-Elf, is butler/manservant/spokesperson for the Marquis.
  • Darkspark, a withered, ancient-looking goblin, with spectacles and a silk robe, may not even be seen by the party until they return from their first foray into the Academy. She is the Marquis' Appraiser, responsible for setting values on any exotic items the party returns with.
  • Cricktwo Longwhisker, a Chittiki (Ratfolk) "pathfinder", is an exceptional wilderness tracker.
  • Tarnula Flintchipper, a Dwarf, is the master smith of the expedition.
  • Rudolf and Shanna Fairbairn, both Halflings, run the camp's tavern.
  • Belgridane Cooligrood, a Gnome, is the Camp Quartermaster, responsible for managing and distributing supplies and provisions.
  • Alroniar Anselric, another Half-Elf, is an entertainer/musician hired by the Marquis to keep morale high. By day, he often wanders the camp encouraging others in their work; by night, he entertains in the tavern.
  • Ka'aghra, an Orc and native of the Orclands, is foreperson of the laborers and teamsters. She makes sure everyone pulls their weight around the camp.
  • The Laborers/Teamsters include Humans Barnabas Godfrey, Anna Glennon, Nikolas Clithrow, and Helene Ballett, the Half Orc Gransh Amricson, Rulgor Blackhelm the Dwarf, and the Goblin called Slipshingle. Some of these may be out of camp for as much as a week as they make the trip to and from the lakeside dock where provisions are delivered.
  • Base Camp is the "village" that the player characters will use as starting and ending points for adventure sessions. If using the Laurels & Loot rule system, it is considered to be a Safe Environment.

    Characters will be able to heal injury points and restock basic supplies. Possessions not carried in Inventory can be stowed securely, allowing players to swap gear in and out of their inventories before departing for adventuring.

    Often, a group of players may have a member absent for a given game session; Base Camp is where their character is assumed to remain while the others go out exploring for the day. Perhaps the character of the missing player is still recovering from injuries, or sleeping off an overdone celebration from the night before, or pursuing studies to improve their skills.

    Some player groups may wish to have more than one character prepared in advance, deciding which to use in a given session at the start of play. Base Camp provides a place for that stable of potential characters to reside, each waiting their chance to get out and see the world.

    The Player Characters should be given a one game-day opportunity to explore the base camp and get to meet some of the NPCs. An evening in the tavern would provide opportunity to pick up a rumor or two as well. Opportunity for last minute adjustments to possessions and inventories based on these rumors would be appropriate as well.

    Speaking with Marquis Spikeberry...
    ... will not provide much useful detail for the party. The Marquis will express gratitude that the Adventurers have "joined this great expedition", confidence in their abilities as Adventurers to make the expedition a success, and optimism that it will indeed be a fulfilling - and profitable - endeavor for all involved.

    An especially alert character (AWA DC16) may catch Gregory Alantior, the Marquis' ever-present manservant, rolling his eyes at the excessive praise and optimism expressed by his master. Gregory will not contradict anything his master says, though - even if cornered out of earshot of his master. He will not hide his sarcasm when parroting any of the more outlandish things the Marquis may have said.
    Speaking with Kha'agra...
    ... will give the party an opportunity to become aware of the "natural hazards" that may be found around the environs of the Academy. While Kha'agra has no knowledge of the ruins themselves, she knows much about the flora and fauna of the Orclands, and will be able to alert the party to the potential for encountering some rather aggressive creatures such as badgers, wolverines, and bears.

    The existence of larger-than-usual varieties of these creatures will also be something Kha'aghra is aware of. Her attitude toward the party will be a bit condescending - she can tell how inexperienced they are, and she knows what the wilderness can do to unprepared intruders.
    Speaking with Cricktwo Longwhiskers...
    ...should be mildly exasperating. He will very proudly introduce himself as the person who "discovered" the ancient Academy ruins, and will be the person guiding the party there the following day.

    When pressed for any details about the place, he will avoid giving any really useful information. "It's really big... several buildings... really old..." is about all the party will get out of him. If really pressed, he will admit that he has not ventured inside the ruins; he's only examined them from a (safe) distance. He will not mention any threats at all - if pressed on this issue, vagueries about "forest wildlife" will be all that comes out.
    Speaking with Belgridane Cooligrood...
    ... should be interesting, if not also exasperating. His focus will be on "ensuring the party has everything they need". He will dart from item to item in his quartermaster's area, pointing out how important it is that the party have at least one of whatever item he's currently pointing at.

    Of course, the party will have to pay for any items they wish. Belgridane will explain that this is not a "purchase", it's a "deposit" which will be refunded if the party returns the item intact.
    Speaking with Alroniar Anselric...
    ...will not provide any useful information to the party about the Academy, as the bard has not set eyes on it. If spoken with privately, though, he will provide some insight into who can and can't be relied upon within the camp.

    Cricktwo, for example, is a good enough tracker, but he's a bit of a coward.

    The quartermaster is more concerned about keeping his books balanced than about any actual success of the expedition.

    The Marquis knows more about the Academy than he's letting on. It's unclear whether the manservant is also more knowledgeable. Gregory is an interesting fellow - he seems loyal enough to the Marquis, but it's unclear whether he's loyal to the person or the salary.
    Speaking with the Fairbairns...
    ...will likewise not reveal much about the Academy, but the tavern keepers have a pretty good idea of everything that's going on within the Base Camp. They will have the same sorts of opinions about people as Alronair the Bard does, though they will often try to offer excuses for certain behaviors, as they prefer to see the good in everyone.


    Base Camp Services

    Base Camp provides a source for three critical "R"s an Adventuring party will require: resupply, repair, and recovery. It also provides a place - and people - capable of providing an interested Player Character with the training required to obtain certain Aquired Specialties. This will not happen overnight, and likely not even over a single downtime period, but once the party starts getting paid for the loot they return from the Academy, it's an option they may wish to pursue.

    Supplies
    Quartermaster Cooligrood can provide pretty much any basic supplies and equipment the party feels it needs (for a reasonable price). Table ?? below provides a list of items that can be obtained from the Quartermaster's Stores.

    If the party wants an item not on the list, one option is for the item to be "ordered in with the next shipment of supplies" (assuming the Gamemaster is comfortable with providing the item to the party in the first place.)
    Repairs
    Tarnula Flintchipper, the Dwarven blacksmith, is capable of repairing any items made of metal, provided the items have not surpassed their damage usefulness threshholds.

    Kha'aghra is a skilled Leatherworker, and will offer similar repair services for leather armor. Shanna Fairbairn, the halfling tavern-keeper, has the Clothcraft skills to repair cloth items.

    All of these services come at a nominal price of ?? per Damage Point restored to an item.

    Tarnula and Kha'aghra can serve as mentors for Player Characters wishing to acquire the Metalcraft or Leathercraft skills respectively; training will require a cumulative downtime period of 6 weeks, and will cost a PC 100gp per week. (Shanna will not teach Clothcraft; she will explain that she doesn't consider herself good enough - though she is!)
    Healing
    Party members returning to camp with Injuries will find that Shanna Fairbairn, the tavern-keeper, is a skilled Healer. While not capable of providing magical healing, her ministrations will allow any party member to heal Injuries at twice the normal rate (i.e. 2 Injury Points per day of full bed-rest, or 1 Injury Point per day of light activity around camp.)

    While Shanna won't teach Clothcraft, she will serve as a mentor for a Player Character wishing to acquire the Healing specialty; this will require 4 weeks of cumulative downtime, and cost the Player Character 75gp per week.

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