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THE

SPYMASTERS
PREDICAMENT

A wzl Adventure
THE

SPYMASTERS
PREDICAMENT

AUTHOR
Johan Hedin

EDITOR
Johan Hedin

COVER ART
Johan Hedin

ILLUSTRATIONS - MAPS
Johan Hedin

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and
other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707,
USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original content material in this work is copyright (2018) by Johan Hedin and published under the
community Content agreement for Dungeon Masters Guild

2
PREAMBLE ADVENTURE BACKGROUND
Dear Reader, Spymaster Felia Gasters is an up and coming
agent in Lord Hollward of Cormyr’s official
Thank you for looking to run this adventure, intelligence network; the Nighthawks. Being a
which is the prequel to The Light at the End of young, aspiring Spymaster, she went outside her
the Tunnel, also found on DMs Guild. It has been assignments and started her own investigations
a great experience creating this adventure with in hope to make a big discovery to earn her a
a few NPCs I’ve grown pretty fond of. That being promotion. Recently she was secretly working to
said, please feel free to change the setting, infiltrate a devious smuggler's organization
location, story, NPCs and their characteristics to known in certain circuits as the Tunnel as they
have better compatibility with the Player were known to often smuggle illegal items
characters and their storyline. The goal has not through various tunnels under the city.
been to create a one dimensional travel from
point A to B, but more of a sandbox giving the During this after hours work, she stumbled
prerequisites for you as a DM to take your upon evidence that the Chief in Command of the
Players on a fun and challenging journey and a Nighthawks, sir Ian Gammling, is somehow
great experience. involved the Tunnel. She does not yet know the
nature of the aid, only that Sir Gammling is
This adventure is suitable for both RP oriented probably involved due to his name being
Players as well as combat styled Players as both mentioned in a note she intercepted from one of
are valid approaches. The adventure is designed the Tunnel courier boys who unfortunately had
for 4 level 3 characters but can easily be tuned to pay with his life to give up the correspondence.
up and down by adding or subtracting NPCs in
the combat situations with multiple enemies. Also mentioned in the note was a noblewoman,
Lady Claire Fennerhausen. As miss Gasters is
Please feel free to contact me on twitter with afraid that any fellow Nighthawk might betray
comments, criticism and tell me how your her if she would confide in them, she had to go
Players did in the encounters at @wzl_TV. outside her organization for help in this sensitive
matter. To add leek on the salmon, there is a state
On with the show! visit from the rulers of the neighbouring
Kingdom of Sambia in only three days and Lord
Johan Hedin, January 21st 2018. Hollward of Cormyr, the visitors and the nation
itself will be most exposed during the gala to be
held for the visitors. Felia decided that this Lady
Claire must be investigated and has gathered
some intel on her.

In fact, sir Ian Gammling is on the payroll of the


Tunnel with the agreement that he will not
investigate them and see through the fingers if
any Tunnel activity is exposed. During a dinner
with Lord Hollward, the Lord disclosed to Sir Ian,
his plans to increase the efforts on lowering
organized crime in the city of Suzail, particularly
to eradicate the notorious Tunnel. After Ian
reported this to the head of the Tunnel, they
decided that they had to dispose of Lord Hollward
before he would bring them all down.

3
The note which ms Gasters received reads “The
ADVENTURE HOOKS
package has been delivered by Gammling to Of course you need to involve your Players
Fennerhausen. The hit will be going down as characters in the adventure in a way that suits
planned.” their personalities and storylines, but here are a
few options:

Friend in need - One of the party members is a


childhood friend of Felia Gasters. Felia has sent a
courier with a letter to this member that reads:

“Dear <name>, I know it has been a long time,


but dire times require dire measures. I need
someone whom I can trust to aid me in what I
ADVENTURE OVERVIEW believe is the most important mission in my life. I
have always been able to trust you, as you me. I
The adventure starts at Spymaster Felia Gasters beg of you to gather your most trustworthy
chosen rendezvous point, in Backstrider Alley, companions and meet me in Backstrider Alley, in
close to Panrocks Bazaar in the town of Suzail in Suzail on the break of dawn on the first day of
lord Hollwards kingdom of Cormyr. Felia will Mirtul. Keep a low profile and do not get into any
brief the Players of the scheme she wants to trouble when you enter Suzail. I will of course
uncover. Right as she is done, a Tunnel affeliate reward you, and your allies for your efforts.
in disguise who is on to Felia will interrupt the
briefing and the the party will either have to Your Friend - Felia”
avoid being seen or end the life of the interloper.

The first part of Felias mission is to infiltrate Leap of faith - The Party travels through Suzail
Lady Claire Fennerhausen’s house and find any and is sitting at the Barley, Barrels and Brew inn.
evidence linking Sir Ian to the Tunnel and From nowhere, a grey cloaked woman sits down
preferably to do so unnoticed. The way the Party and starts talking to them in a fast but firm pace.
decides to enter the house and retrieve the “From all the customers at this establishment,
evidence is completely up to the Party. Upon you seem like the most trustworthy and fit for a
gathering the evidence, a vial of poison with a task I must ask of you. I don’t have much time, I
written instruction signed by Ian on how to need to keep moving. I am Felia Gasters,
murder Lord Hollward, the Party shall meet up Spymaster for the Nighthawks, in the service of
with Felia close to Ian’s mansion the next day. Lord Hollward of Cormyr. Meet me in Backstrider
Alley at Panrock’s Bazaar, tomorrow morning at
Upon waiting for Felia for a very long time, the sunrise, before the marketplace opens. I will
Party finds out that Felia was kidnapped by grey make it worth your trouble.” As fast as she
cloaked men. These men were Nighthawks, showed up, she almost melts into the shadows
corrupted by Sir Ian Gammling and Felia is now and disappears through the main entrance.
being kept prisoner in his residence - Skyform
Manor.

The adventure concludes with either


Gammling dead or arrested, or with the Party
members having turned sides and joined Sir Ian
Gammling and the Tunnel having executed Felia
Gasters as their first assignment.

4
ACT ONE - THE BRIEFING someone. The figure is Spymaster Felia Gasters
The Players find themselves crouching behind and she will quietly call out the name of her
a stack of crates in Backstrider Alley, waiting for contact within the Party.
Spymaster Felia Gasters who appears to be late.
Roleplaying Felia Gasters - Felia is dressed in a
Ambiance: An early, low sun casts long bright grey cloak that covers her studded leather
shadows out on the square. It is early spring and armor. Her hair is almost as grey as the cloak
the air is chilly at this time of day. The City is despite her young age of 25. She has pale skin and
awake and the sound of traders shouting out intense bright eyes. She is a tough Spymaster, not
their deals and goods on the Bazaar is just afraid to pull out a hidden dagger and slice up a
around the corner. “Dried peaches, fresh out of foe if need be. Though, she almost never lets
Chult!” “Get yer hammers here! Get two and get down her corky smile. She has worked for the
a bag of nails for free!” “Clams! Clams! Get them Nighthawks since she was eleven years old and
while they are fresh!”. The occasional squeaking her highest wish is to one day be crowned Chief in
is heard from passing carts. The alley itself is 6 Command. Her belief that the Nighthawks stands
feet wide, dim lighted and there are lots of for honor and justice is threatened by the fact
empty stacked crates from the surrounding that their Chief in Command might be corrupted
shops to hide behind. The surrounding and she most definitely have to find out if this is
buildings are 3 stories high and there are small true or not.
balconies on both sides on the second and third
floors but no windows. There is a distinct, nasty Felia Quote: “I’d insult you, but then I’ll have to
smell from drunkards having emptied their explain it afterwards so never mind, let’s take
bladders out of sight in the alley. this outside instead.”

Give the players a turn to do something while Felia is still hesitant to share the information
they wait for Felia, being it investigation, hiding she has retrieved with the party even though she
from a potential ambush or whatever they come has decided to do so. She will confirm the identity
up with. An Investigation or Perception check and trustworthiness of all party members before
will show: starting the briefing of her mission. She is
somewhat nervous about mentioning Sir
DC 6, The boxes you are hiding behind are Gammlings name at first, but once it is out there,
empty and used to contain various exotic fruits. she spills the whole story although constantly
underlining the danger she is putting herself into
DC 10, There are two doors further into the just by talking to the Party regarding this. Felia
alley, one to the left and one to the right. (These knows the following:
are detailed further down).
● She is late to the rendezvous because she
DC 16, On the low side of the wall behind the felt she was being followed, but is certain
party is a secret door, covered by a wooden she shook them off.
board. Behind the door is a dark passageway. ● Felia will tell the Party about the Tunnel
and that she intercepted a note while
All of the sudden, a female figure appear at the working on her own.
entrance of the alley. The figure looks quickly in ● Felia can show the Party the note she stole
all directions before it swiftly moves into from the Tunnel courier boy. (She will not
Backstrider Alley. Coming closer, the Party can tell the party she murdered the boy for
see that this cloak covered figure is peering into the note unless they can persuade her to
the alley as if looking for something, or do so on a DC 18.)

5
● There rulers of the neighbouring ● There is an entrance to the cellar of Lady
kingdom of Sambia are visiting in three Claire’s house from the backyard on the
days and everyone are on high alert. The west side. Only the servants use this
bond between the nations are very entrance.
important for the prosperity of both ● She suggests that they should investigate
countries. There will be a grand Lady Claire first since going directly to Sir
reception, with dinner and dancing. Ian would be too dangerous without more
Whatever this “hit” is about, that might information. Should the Chief in
be the target. “For the sake of our nation, Command be innocent, there is no need to
we must act quickly!” bother him and risk being arrested.
● The Chief in Command for the
Nighthawks, Sir Ian Gammling lives in Felias mission to the Party is to retrieve
Skyform Manor, east of town. He has information on what involvement Sir Ian
been with the Nighthawks his whole life Gammling has with the Tunnel, and preferably to
and does not have many years left until it do so without being caught. They shall bring
would be considered honorable to retire physical evidence for her to investigate and
from his post. possibly use it to report her Chief in Command.
● Sir Gammling enjoys riding in the Although, she would prefer them not to find
mountains east of town and keeps a anything, hence limiting the suspicion towards
stable with priced horses. Sir Ian. She has no problem with any Tunnel
● Sir Ian Gammling is rather close with scum losing its life, although, no civilians must
Lord Hollward of Cormyr and has been be harmed. She offers 50 gold pieces to each
invited to numerous dinner parties at member of the party if they succeed which is her
the Halls. life savings. They shall meet her by a large
● Lady Claire Fennerhausen is the late wife withered oak tree outside the city’s east gate
of Duke Adam Fennerhausen. She was close to Ian’s manor, by sunrise the following
born Claire Tanner, grew up in a rough day.
neighbourhood and it is rumored that
she worked as a rogue assassin before What Felia does not know, and what the Players
she met the Duke. She now resides alone might have guessed, she was followed to the
in a big house on Jouster Street not far rendezvous point. The follower is a scout from
from Panrock’s Bazaar. The Duke Adam the Tunnel who was growing suspicious of her
Fennerhausen died in a drowning talking to his crew members and is about to link
accident at his summer resident with her to the disappearing of one of the courier boys.
only Lady Claire as witness. As he wants to have a final look at her face to
● Lady Claire is popular with the common verify that it is really her before he calls for
folk in town due to her soup kitchen, backup, he will walk nonchalant through the
where they serve soul for free to the alley. Give the Players enough time to gather
poor. wanted information from Felia and then
● Lady Claire is rather fond of a specific paraphrase the following.
brand of wine called “Rainharts Valley”.
(Upon asked, she knows that this brand As you are being briefed by the Spymaster,
is sold in one of the Wine and Cheese another figure casually enters the alley.
shops at Panrocks Bazaar). Strutting between the boxes, this male character
approaches your location. Felia whispers “We
must not be seen!”

6
Give the Players an opportunity to act. Felia ● Get out the alley on the other side, to
will stand still and ready to make a move if need Jouster street. This street is rather empty
be. Her training has taught her to slow down of people, with a line of almond trees
her pulse in order to reduce the sound from her separating the two lanes and residential
heart beats and breathing. She will houses on both sides. (This is the street
automatically pass stealth checks if behind full where Lady Claire lives, ca 200 yards from
cover. Backstrider Alley)
● Enter the left door in the alley. This door is
If the Players decide not to act and they are in locked and leads to a dark kitchen of an
plain sight or they do not pass their stealth inn which is currently empty. The lock can
check if hidden, paraphrase the following: be picked at DC 10 and the door will burst
open on a DC 10 Strength check. Once in
The man, from what he is wearing appears to the kitchen, they can continue through
be a merchant. He walks by, turns his tanned, the dining area out to Panrocks Bazaar,
bolding head to look at you and says with a see option 1.
smile: “I must be lost, is this the way to Quill ● Enter the right door in the alley. This is
street?” unlocked and enters the hall of a
residential house. Two siblings, a boy and
The scout (bandit) who is working for the a girl are playing in the hall and says that
Tunnel will try to get a good look at the Players mom and dad are not home and that the
and Felias faces and then leave the scene to Players should come back another time. If
bring back up and return with 6-8 Tunnel asked, they tell the players that there is a
bandits in black capes who are waiting in a shed door on the front of the house. The door
nearby shortly thereafter. If seen, Felia will leads to Jouster street, see option 2.
immediately suspect that the man is bad news ● The secret passageway behind a wooden
and will suggest swift disposing of him. If the board where the Players were standing at
Players capture him, he will rather give his life first. There are a set of stairs leading
than to spill any information regarding the down ca 30 feet below ground to a damp
Tunnel or the intercepted note. Felia will cavity with a few half rotten bedrolls
identify him as a member of the Tunnel by which seemingly is used by homeless for
pulling up his sleeve and reveal a tattoo of a lit night shelter. The cavity is however a
candle on his lower arm. If the scout realizes dead end.
that he is not going to escape, he will do his out
most to end his own life rather than to face jail Development - Either the players managed to
or torture. If attacked, he will produce his hide from the scout, disposed of the Scout, or
dagger, make one attempt to damage a player they have vanquished the Bandits he brought as
before trying to make his escape out through backup. Now the Players have gotten the
Panrock’s Bazaar or Jouster street, whichever is assignment to investigate Lady Claire’s house on
closest. Jouster street. They must bring back physical
evidence linking sir Ian to the Tunnel for Felia to
If the players try to escape being seen, they investigate. Felia Gasters will not attend any
have the following options: investigations in Suzail since her face is too
known among the Tunnel people due to her
● Somehow pass the scout and exit at investigation.
Panrocks Bazaar. Here the Players can
blend in with the crowd of Bazaar Treasure - The first Tunnel scout has a bag of 20
visitors between the stands and enjoy silver in his pocket and a handwritten note in
advantage on stealth checks. very poor handwriting and many spelling errors
from his girlfriend that reads: “I mis jou alreddy
my swet honney pie. Se jou tonite! - Yur Carla”
7
ACT TWO - THE HOUSE ON
JOUSTER STREET
“... and that Gammling prick was so
How the Players want to approach investigating embarrassed about our presence, he made us go
Lady Claire’s house is up to them. The key is to out the back door! We we all got sick from
find the vial of poison with attached note. walking home all wet after that swim. That
bastard…”
Lady Claire’s house is a nobles residence. It is a
two storey house with the front facing Jouster The floor down to the basement is thick and the
street. A stone stair leads up to the main Tunnel crew will not hear any noise from
entrance of this bright plastered stone house. 5 upstairs. The entrance to the distribution center
feet high, doored, wooden fences on each side of is a hatch behind a bookshelf can be found on a
the house covers small alleys that lead to the successful Intelligence (Investigation) DC 16
back yard. The 30x60 feet back yard includes a check. The bandits and the bandit captain named
small cherry tree garden with a pagoda for Janoush Drarr will not discuss anything with any
entertaining guests, beautiful potted flowers intruder and will attack immediately is they
and a small shed where the gardener keeps his notice anything. Upon being decimated and
gardening tools. Besides the double doors captured the survivors will let the players know
entering the first floor of the house, there is also the following if threatened:
a secluded storm door entering the basement
from here. ● They work for the Tunnel.
● They know Ian Gammling is on the payroll
The first floor (A) contains the kitchen, the of the Tunnel, but wouldn’t dare testify on
dining hall, the main entrance hall and stairs that because it would be a death sentence
leading down to the basement and another stair to rat against the Tunnel.
up to the second floor. ● They will show the Players the secret
entrance to the Distribution Center if
The second (B) floor contain Lady Claire’s bed asked about why they are in Lady Claire's
chambers, her office and a grand library with a basement.
well filled spirits cabinet.
The Distribution Center (C) is where the illegal,
The Basement (C) can be entered from the intoxicating herbs are being stored and
storm door in the backyard or the stairs from distributed by the Tunnel. From this room there
inside the house. The basement contain a large are also a heavy door leading to one of the
storage room and two bedrooms for the organizations smuggling tunnels. The door can
permanent servants. In the storage room, four be barred from both the inside and the outside. A
members (three bandits and one bandit captain) small halfling Tunnel worker (commoner) is
from the Tunnel are posted, all wearing black sitting in the herb room weighing and separating
cloaks. They guard a secret entrance to an even amounts in small pouches. The halfling’s
adjacent room. Not expecting too much trouble, name is Pesca and knows nothing about the
and being quite bored, they sit around a table planned murder of Lord Hollward. However, he
playing cards. If the players are eavesdropping will spill the following if threatened in any way;
in on their conversation, they will hear the
following: ● He works for the Tunnel.
● The Tunnel uses Lady Fennerhausen’s
basement as a safehouse and distribution
center for their illegal substances. The
herbs are delivered through the tunnels
and he does not know from where they
come.
8
C

9
● Lady Fennerhousen sometimes come ● If anyone were to peer into the backyard,
down to the Distribution Center with Lady Claire will be having some noble
soup for those who work here, although, guests in the pagoda. They are socially
she does not say much. important guests and have nothing to do
with the Tunnel.
The Tunnel (C) - It is not meant for the Party to
enter the Tunnel and the heavy door is barred ● Looking into the window of the kitchen
from inside the Tunnel. will see servants preparing a light meal
for guests.
Bed Chambers (B) - Here stands a magnificent
bed with a nightstand on each side, a large ● The main entrance and the storm doors to
dresser and all walls are covered in dark the cellars require a successful DC 15
draperies. In Lady Claire’s nightstand a glass Dexterity (sleight of hand) check or a DC
vial can be found with a transparent liquid 10 strength (athletics) check to open. The
inside together with a note written with poor back doors however, stand open but
handwriting that reads: require one to sneak by the garden guests
and servants (commoners) to enter.
“For plan A: Pour into Hollward’s drink. 5
minutes after drinking, his stomach will inflate ● Inside, for each room on the first floor,
immensely, pushing the air out from his lungs. roll a d12, on a 1-4, any intruder will
He will suffocate shortly thereafter. - I.G” encounter a servant (commoner) working
the household. In the kitchen there are
This note is written by Ian Gammling himself two servants and there are no servants
and upon reading the note, Felia will recognize upstairs on the second floor. Servants are
the handwriting. preoccupied with their task at hand and
can be sneaked by with a dexterity
Office (B) - This room is filled with books, (stealth) check. If the check is not
ledgers, quills and pens. On a mahogany desk, succeeded, the servant will be chocked to
the Players will find an invitation to the find strangers in the house and after one
reception held by Lord Hollward of Cormyr round of turns he/she will call for help,
during the visit of rulers of neighbouring alarming the whole house, including the
Kingdom of Sambia held on the night 3 days Tunnel crew in the basement.
from the start of this Adventure.
● If the actions of the Players are loud, for
Entry during day instance if they break in a door or a
● If anyone knocks the front door, a short window, roll a DC 12 perception check for
servant dressed in yellow clothing will any servant in an adjacent room. On a
open the door and enquire the business success, the servant will enter the Players
of their visit. He will only bring the room and check what is happening.
visitors to the office upstairs to see Lady
Claire if they have an appointment or if Entry after sundown
they succeed on a Wisdom (deception) ● All doors are locked and require a DC 15
DC 15 check. If the Players come Dexterity (sleight of hand) check or a DC
disguised or have a very creative lie on 10 strength (athletics) check to open.
why they want to meet with Lady Claire,
give them advantage on the roll. He will ● If anyone would knock on the front door,
then ask the Visitors to wait in the office after a long while there will be a voice on
and go down to get Lady Claire which the other side of the door telling the
takes 5 minutes. knockers to go away or the voice will call
on the city guards.
10
● If the peace is not disturbed, two them unless they come with a profitable business
servants will be asleep in the each of the proposal. If questioned, she will deny any
bed chambers in the basement. affiliation with Ian Gammling and the Tunnel if
the Players have not found the Distribution
● Lady Claire Fennerhausen is asleep in Center in the Basement. If the Players try to
her Bed Chambers. She uses a scroll of intimidate her, she will intimidate them back,
Alarm on her door every night which saying that she has the house full of guards,
gives her a mental ping to wake her up if asking for them to leave. If she encounters them
someone were to touch the door. She sneaking through the house either by day or by
keeps her armor under her nightgown night she will immediatly attack the Players.
and her daggers nearby, ready to attack.
Roleplaying Lady Claire Fennerhausen She is
Lady Claire Fennerhausen - is the widow of quick on the tongue and insults practically
Duke Alling Fennerhausen who died several everyone she talks to. Often, she comes up with a
years ago in a drowning accident at the couple’s demeaning nickname for others, picking up on
summer house. What is not known is that it was obvious flaws that the other person is insecure
Claire who murdered him after he found out about. For example, if anyone is tall, she’d call
that she had not left her old life behind. Lady them Long John Cloudscraper and if she
Claire grew up on the poor side of town. Her encounters a skinny person it would be Twiggy
father taught her to steal, while her brothers See Through.
taught her to fight. Over the years she became a Quote: “Go back there you giant nosed dimwit,
powerful rogue, and never got caught whilst and get me what is mine already!”
earning money from theft and an occasional
shiv. Development - The Players shall have found the
vial with attached note from Ian Gammling
She left the streets behind after falling in love which they are to bring to Felia who can
with the Duke who vowed her after seeing her recognize the handwriting.
absolute beauty from his cart on the streets of
Suzail. He was intrigued by her wits stunning If the players also have found the Distribution
looks and to his family’s disgrace he took her Centre for intoxicating herbs, the can report it to
hand in marriage. After they married, Lady Felia at the conclusion of the adventure and gain
Claire gained access to new channels and extra experience.
contacts in the city’s more noble levels. She
organized a soup kitchen that offered free food Treasure - Lady Claire holds a vial of corrosive
for the poor. Though, the soup kitchen was only poison she uses on her daggers with enough to
a facade for sales of illegal intoxicating herbs cover 2 daggers once. The poison will add the
she obtained from the Tunnel. following effect on a successful hit: The target
must make a DC 15 Constitution saving throw,
After the Dukes passing, she constructed a taking 2d6 poison damage on a failed save, or
safehouse for them in in her basement and helps half as much damage on a
them further with the distribution of the herbs successful one.
which now can be brought into her basement
through one of the smuggling tunnels. With the There is no gold in the house, she stores that in
heritage from the Duke, and the large her bank safe. There is however a pouch of gems
commission she gets for the distribution, she is worth 50 gp in a hidden desk in her office that
a very wealthy woman. can be found on a successful DC 15 Intelligence
(investigation) check.
If the Players encounter her during the day,
she is very uninterested and will quickly dismiss

11
ACT THREE - THE LOST
Skyform Manor
NIGHTHAWK
The Withered Oak - The withered oak tree is Exterior (A) - The Skyform Manor is located on a
just outside of town, beyond the eastern gate 50 feet high cliff over Vael River Valley with the
also known as the Sambia gate as this road leads river Vael running below, half the mansion is
to the neighbouring kingdom of Sambia. The 20 built with the walls as an extension to the cliff
feet high city wall is surrounding the entire city and the front holds a beautiful, well trimmed
of Suzail with strategically placed guard towers garden which is surrounded by a 6 feet high iron
to be able to keep eyes on approaching enemies. fence. Some parts of the fence is covered by well
The oak is large, 6 feet in diameter, leafless, kept rose bushes. The road up to the Manor is
completely white and stands not far from one of winding upwards through a pine forest and leads
the guard towers. The surroundings are grass up to a locked gate. The lock requires a successful
fields kept short by grazing goats. There is not DC 15 Dexterity (sleight of hand) to open and it is
much to find cover behind here except for the not possible to push through with force that of
tree itself, on the palisade of the wall and in the only humanoid power.
tower. The tower is occupied by two guards
(veterans) that has been taking the night watch Within the fence is a well kept garden of rose
and are soon to be relieved. The sun is rising in bushes, elegantly trimmed juniper trees of
the east, creating a black shadow copy of the oak varying sizes and imported red pine trees. A
on the city wall. small mountain stream pours through the
garden, forms a waterfall glittering in the sun
Felia will not show up as she has already been down the cliff and ends in river Vael below. On a
kidnapped by four corrupted Nighthawks and tiny island in front of the main entrance to the
taken to Ian Gammlings mansion, Skyform manor is a wooden statue of a sitting hawk,
Manor, not far from here. The two guards saw watching over the garden. The manor itself is a
the kidnapping and will gladly share this large one storey building with terrace on the
knowledge since they believe that it was a roof, overlooking the valley on the backside. A
proper arrest conducted by members of the pack of 3 trained wolves wander around the
honorable Nighthawks. If the party shows them gardens and will sense the smell of anyone
the note and tell them about Lady Claire they entering, triggering an immediate attack. Any
will laugh at them, completely dismissing these howling, loud growling or other noticeable wolf
commons and their conspiracy theories saying sounds will alert the two Nighthawks posted on
that they should leave the investigation to the the roof terrace. If this happens, the deployment
professionals, to the Nighthawks. of the residents of the manor will shift, see
Alerted Deployment below.
The guards would never believe that the Chief
in Command of the Nighthawks could ever be Right next to the manor there is a stable with sir
corrupted by the lowly Tunnel organization. Ian’s most priced merrs. From left to right the
When they mention the Nighthawks their eyes names of these fine horses read: Gallwind,
tinder like childrens when talking about their Frewund, Daunty, Laak and Sýren. Connected to
idols. If the Players try to persuade or intimidate the stables is the residence of the young stable
the guards, their tones will harden and threats boy named Gustaf who takes care of the dirty
of arrests will eventually come. chores in the stables. Gustaf is mostly seen in and
around the stables, mocking droppings, cleaning
and feeding the horses. He is strictly forbidden
from riding the horses and if he would be caught
doing so, he would be thrown down the cliff in a

12
heartbeat. Even so, Gustaf is well paid and is The submerged tunnel is 10 feet long and ends in
loyal to Ian. If captured and interrogated, a cavity above water. No natural lights reaches
Gustaf will tell the following on a successful the cavity which is roughly 10 by 10 feet and 6 feet
Charisma (intimidation) (DC 10) check: high. A crude wooden ladder goes up into a 5 by 5
feet wide hole, 40 feet up to the basement of
● There has been a lot of visitors lately by Skyward Manor. The ladder ends 6 feet from the
people in dark cloaks. cavity floor and not in range from any walls. In
● This morning, 4 Nighthawks brought in the middle of the ladder is a hidden trap. If one
a fifth Nighthawk with a sack on her would put pressure on a bar marked with red
head. She was very foul mouthed and paint on the left end, arrows sprout out from
screaming a lot of bad words. They took holes in the walls 2 feet below, and 2 feet above
her inside the house, probably to the the bar causing 1d10 + 2 piercing damage. Once
interrogation room in the basement. activated, it cannot trigger again. The trap can be
● Sir Ian often rides with guests along a noticed on a successful DC 15 wisdom
mountain train that starts down the road (perception) or Intelligence (investigation) check
that leads up to the manor. in the vicinity of the trap. The ladder ends with a
● Sir Ian has a big brute as a bodyguard, a wooden hatch that opens upwards and require a
Half Ogre named Cliff Rolf. successful DC 10 strength check to open from
below.
At the bottom of the Vael River Valley (D),
under the surface of the slow flowing river just Inside the manor - There are three entrances to
by the end of the waterfall is a secret tunnel to the manor, the main door, the entrance to the
an exit from the manor, in case of emergency. basement via the ladder from the valley and a
To get down to the river, one could dive 50 feet door on the roof terrace. The entrance floor
down into the 30 feet wide river from the cliff or consists of the hall, office, dining room with a
spend an hour walking along the cliff to find a view of the valley and Gammlings private
suitable place to climb down. chamber. The basement holds the kitchen, a
storage room, the interrogation room and the
living quarters for the only two servants in the
household, Klement the cook and Holly the maid.
D
The roof terrace (C) - is furnished for social
gatherings and is surrounded by an iron railing.
From here there is a stunning view of River Vael
Valley. Two Nighthawks are posted here who will
react to wolf howls, loud growling and other
wolfy sounds by running down the stairs and
alert the other residents of Skyward Manor who
will act as per alerted deployment, see below.
They will hear shouting and turbulence in the
hall below them on a successful wisdom
(perception) DC 10 check. In such case, the will
run down the stairs and join the fray.

13
B C

14
The basement hallway (B) - is where the the The dining room (A) - This large room has a
hatch from the secret entrance is located, under panoramic view out over the valley through
a carpet. It can be found on a successful DC 12 windows. A large table with hand carved
Intelligence (investigation) check. The walls are ornaments is the centerpiece with large paintings
rough stone, but clean and thoughtfully of various battles, important people and
illuminated by braziers in the corners. The room memorable events cover the walls. Unless the
is 20 by 30 feet, the ceiling height is 10 feet and wolves triggered the alerted deployment, two
the floor is paved marble. The only furnitures Nighthawks are situated at the table, having a
are a small sofa and a couple of chairs around a conversation about “that stupid girl Felia, who
table. had to put her nose where it shouldn’t be”.

At the table sits Cliff Rolf, a well dressed Half Sir Ian Gammling’s private quarters (A) have
Ogre and contemplates the shape of a circle exquisite furniture in deep red, blue and gold.
(“how can anything be so … round?”) unless the The walls are covered in expensive paintings and
Alerted Deployment is triggered. If anyone even the tapestry look to be worth a fortune.
enters the room, he will be angry. On his first There is a grand bed, a large dresser and a bear
move, he will open the hatch in the floor and the skin in front of an impressive fireplace.
following turns he will attempt to throw Party
members down the hole. All the time loudly Sir Ian Gammling’s study (A) has lengths upon
explaining “You not belong up here!”. lengths of bookshelves filled with paper rolls,
books and various memorabilia; medals,
The Kitchen (B) - is clean, well organized and trinkets, a jar containing two eyeballs, a wooden
contain all the equipment one would need to wand, a horse shoe and a large dragon scale.
create a minor feast for up to 20 guests. Maps of the surrounding are and the city of
Suzail cover the walls. A there is a tidy and well
The interrogation room (B) is where Felia organized desk with various notebooks and
Gasters is kept unless the Alerted Deployment is dossiers facing a large window overlooking the
triggered. The iron door is locked is has a valley. This is where Gammling is situated unless
barred window which constitutes the only light the wolfs triggered the alerted deployment. Sir
source for the room. To open the door one would Ian Gammling holds in his pocket, the key to the
require a key or a successful DC 22 dexterity interrogation room. A successful DC 10
(sleight of hand) check. The room is sparsely intelligence (investigation) check will reveal that
decorated with only a table with two chairs. writing in the notebooks on the desk has the
Felia is lying halfway up a wall as her hands are same handwriting as on the note found together
chained to the middle of it and she look quite with the vial of poison at Lady Claire’s house.
beaten up and bruised with blood dripping from
her mouth and nose. Sir Ian Gammling has been with the
Nighthawks since he was very young in the
The servants quarters (B) are simple but tidy. footsteps of his father. Starting with simple
Each room contains a bed, a dresser and a errands he worked his way up (some say with the
bookshelf with various personal items. Klement help of his father, but he had in fact nothing to do
and Holly are secretly having a romance and with it), all the way to the top. Somewhere along
spends most of their sparse free time in the road, he learned that no matter how many he
Klements room, talking, playing simple games imprisoned, how many crime syndicates he broke
and drinking tea. down, evil and greed would find its way. The
governmental funding the Nighthawks would
The storage room (B) is well organized and receive were
contain plenty of conserved and dried
vegetables, dried and salted meat, sausages,
bags of flour, jugs of spirits, wine bottles, and a
stuffed goat head.
15
never based on the actual needs but more on here. She has been a very naughty girl, this Felia,
what was the current political hot potato. These and it is such a shame. You on the other hand,
insights made Ian give up on the values of the have shown both bravery and skill to have come
Nighthawks and now he only work for his own this far. What would you say about joining my
personal gain, gold and power. cause? You’d be very, very well paid for your
services. Of course, if you refuse my very
Roleplaying Sir Ian Gammling generous offer, poor Felia here, will have an
The elderly, short cut, white haired Ian is accident. And oh, didn’t I mention, my employer,
wearing an elegant, black suit made by Lord Hollward of Cormyr is scheduled to arrive
exquisite fabric. In his breast pocket is a golden very soon, to discuss some safety arrangements
pocket watch engraved with the Nighthawk for the reception tomorrow. I’m sure he is not
symbol, a token of 30 years of service. If a Player coming alone you know.” With one hand, he
asks him a question, he will always gaze upon brings up his pocket watch and takes a glance at
that Player for a good time, stroking his goatee, it and says “Ah, the time is neigh. He is so
as if evaluating his or her motives before punctual you know, the King. So, what will it be,
answering. Sir Ian will be impressed by the friends? Death, imprisonment, or an exciting life
courage and skills of the Party to have been able filled with adventure and gold?”
to have exposed him and will offer them a job
within the Tunnel if there is an opportunity to If questioned he will reveal the entire plot of
do so. Should the Players accept, he will order murdering the King due to his decision to
the execution of Felia Gasters as their first increase the efforts to vanquish the Tunnel
assignment and pay them 150 gold pieces each organization, meanwhile boasting about his
for it. If the party manage to isolate him and power of being able to execute such an operation.
bring him to merely few hit points left, he will
accept his fate, kneel and bend his neck, saying If attacked and the Players do not do anything in
“You have bested me, make it quick. Make sure order to save Felia, on his first turn Sir Ian
the horses are taken care of”. Gammling will push Felia over the railing and she
falls to her imminent death. If anyone is close to
Alerted Deployment (A) - If the residents of the edge of the terrace on Cliff’s turn, he will try
Skyform Manor is alerted by the wolves in the and throw them down (he will succeed to do so on
garden, they will collect Felia from the a successful Strength (athletics) check against
interrogation room and bring her up to the roof that Players Strength value.
terrace. Sir Ian will hold her tied and bruised
body leaning over the railing and Cliff Rolf will The threat of Lord Hollward arriving soon is a
be standing by his side. The Nighthawks will bluff that can be called on a successful DC 20
stand by the door from which the stairs come up wisdom (insight) check. Sir Ian is a trained spy
to and ambush anyone exiting it. While there is and very hard to read.
a battle between the Nighthawks and the
Players, Ian and Cliff will stand idly by, Treasure - Sir Ian Gammlings pocket watch, the
expecting the Nighthawks to win. If the Nighthawks Timekeeper, is a magical item that
Nighthawks are discarded of, Ian will smirk and gives the wearer +1 wisdom. The corrupted
say: Nighthawks hold an accumulated amount of 50
gold on their persons.
“Well done, well done my dear guests. I’d
applaud you if I had my hands free, but as you There is only 200 gold in the manor, in the desk
see, they are occupied being the difference in Ian Gammlings study. The rest of his wealth is
between life and death for your dear friend elsewhere and tied up in expensive paintings and
other collectors items.

16
CONCLUSION lunatics or arrested, suspected for the murder of
Joining the Tunnel - If the players do join the Ian. Award the Party 4000 xp for defeating Ian,
Tunnel, reward the 150g each for the execution saving Lord Hollward from being assassinated
of Felia and split 3000 xp between the party but no gold.
members. Ian will ask the Party to stay in town
and wait for further instructions. The next If the Party found the secret Distribution Center
evening, Lord Hollward is murdered during the in Lady Claire’s basement and reports it, they add
reception through although the common belief an extra 1000 shared xp for that discovery. The
is that he choked on a piece of dessert and Nighthawks are on a too tight budget to award
suffocated to death. Ther hair to the throne is any gold for aiding the organization.
Lord Hollward’s only daughter, Patricia
Hollward who is a mere 14 years of age.

Any Player who joins Ian and the Tunnel will


receive a black cloak and a tattoo of a candle on
the forearm. Their alignment will change to
neutral evil.

Defeating Sir Ian Gammling - Should the


Players succeed in defeating Sir Ian, the
outcome will be different depending on if they
managed to save Felia or not.

If Felia is saved, she can connect the


handwriting on the note to the one of Ians and
prove to Ians successor as Chief in Command of
the Nighthawks, together with her own
testimony of the kidnapping that Sir Ian
Gammling was indeed crooked. The Players will
be rewarded by Felia as promised, 50 gold pieces
each. They also earn a shared 5000 xp for
concluding the mission. The successor for the
post of Chief in Command of the Nighthawks,
Madame Denise Staar, will offer the Players an
honorable invitation of joining the Nighthawks.
If so, they will receive grey cloaks and the rank
of Private.

Should the Party defeat Ian Gammling but only


after he kills Felia Gasters, there is no proof
linking the Nighthawks to the Tunnel and a
later investigation of the Nighthawks will
conclude that their Chief in Command was
murdered in his house. The reception held at
Lord Hollwards castle occurs without the Lord
being assasinated. If the Party reaches out to the
Nighthawks, they will either be dismissed as

17
CHARACTERS
NIGHTHAWK FELIA GASTERS
Human Spy Human Spy
Armor class 12 Armor class 12
Hit Points 27 Hit Points 27
Speed 30 feet Speed 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10(+0) 15(+2) 10(+0) 12(+1) 14(+2) 16(+3) 10(+0) 15(+2) 10(+0) 12(+1) 14(+2) 16(+3)

Skills Deception +5, Insight +4, Investigation +5, Skills Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand Perception +6, Persuasion +5, Sleight of Hand +4,
+4, Stealth +4. Stealth +4.
Languages Common Languages Common

Cunning action. On each of the Nighthawks Cunning action. On each of her turns, Felia can
turns, they can use a bonus action to take the use a bonus action to take the Dash, Disengage or
Dash, Disengage or Hide action. Hide action.

Sneak attack (1/turn). Nighthawks deals 2d6 Sneak attack (1/turn). Felia deals 2d6 extra
extra damage when they hit a target with a damage when she hits a target with a weapon
weapon attack and has advantage on the attack attack and has advantage on the attack roll when
roll when the target is within 5 feet from an ally the target is within 5 feet from an ally that isn’t
that isn’t incapacitated and the Nighthawk does incapacitated and Felia does not have
not have disadvantage on the attack roll. disadvantage on the attack roll.

Actions Actions
Multiattack. Nighthawks makes two melee Multiattack. Felia makes two melee attacks on
attacks on their turn. her turn.

Shortsword. Melee weapon attack: +4 to hit, Dagger. Melee weapon attack: +4 to hit, range 5
range 5 feet, one target. Hit: 1d6+2 piercing feet, one target. Hit: 1d6+2 piercing damage.
damage.
Thrown dagger. Ranged weapon attack: +4 to
Light Crossbow. Ranged weapon attack: +4 to hit, range 30/60, one target. Hit: 1d6+2 piercing
hit, range 30/120, one target. Hit: 1d6+2 piercing damage.
damage.

18
LADY CLAIRE FENNERHAUSEN SIR IAN GAMMLING
Human Assasin Human
Armor Class 15 (studded leather) Armor class 10
Hit Points 42 Hit Points 18
Speed 30ft. Speed 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11(+0) 16(+3) 14(+2) 11(+0) 16(+3) 10(+0) 10(+0) 18(+4) 10(+0) 12(+1) 14(+2) 18(+4)

Skills Acrobatics +7, Deception +4, Perception Skills +6, Insight +6, Investigation +5, Perception
+4, Stealth + 11 +6, Persuasion +5, Sleight of Hand +4, Stealth +6.
Damage Resistances poison Languages Common
Senses passive Perception 14
Languages Thieves' cant, Common
Precise strike. Ian is quick and knows exactly
Assassinate. During its first turn, the assassin where to strike to inflict maximum damage and
has advantage on attack rolls against any deals 4d8 extra damage when he hits a target
creature that hasn't taken a turn. Any hit the with a dagger attack.
assassin scores against a surprised creature is a
critical hit. Actions
Multiattack. Ian makes two melee attacks on his
Evasion. If the assassin is subjected to an effect turn.
that allows it to make a Dexterity saving throw
to take only half damage, the Dagger. Melee weapon attack: +6 to hit, range 5
assassin instead takes no damage if it succeeds feet, one target. Hit: 1d6+2 piercing damage.
on the saving throw, and only half damage if it
fails. Thrown dagger. Ranged weapon attack: +4 to
hit, range 30/60, one target. Hit: 1d6+2 piercing
Sneak Attack (1/Turn). The assassin deals an damage
extra 4d6 damage when it hits a target with a
weapon attack and has Sparkle puffs. Ian can as a bonus action produce
advantage on the attack roll, or when the target these small magnesium filled fire crackers and
is within 5 feet of an ally of the assassin that isn't throw them up to 30 feet. Anyone within 10 feet of
incapacitated and the the impact must make a successful constitution
assassin doesn't have disadvantage on the check or be blinded until Ians next turn. Ian is
attack roll. immune to the effect.

Actions
Multiattack. Lady Claire makes two dagger
attacks.
Dagger. Melee Weapon Attack: +7 to hit, reach 5
feet, one target. Hit: 1d6 + 3 piercing damage,
and the target must
make a DC 15 Constitution saving throw, taking
2d6 poison damage on a failed save, or half as
much damage on a
successful one.

19
CLIFF ROLF
Half Ogre
Armor Class 12 (hide armor)
Hit Points 30 (4d10 + 8)
Speed 30ft.

STR DEX CON INT WIS CHA


17(+3) 10(+0) 14(+2) 7(-2) 9(-1) 18(+4)

Senses darkvision 60 feet, Passive Perception +9


Languages Common, Giant

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach


5 ft., one target. Hit: 2d8 + 3 slashing damage, or
2d10
slashing damage if used with two hands.

20

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