Adventure 3

Motivation

For this adventure I wanted to break out of the mold of "PCs are able to defeat whatever is in front of them", and give them a threat that is genuinely beyond their abilities. In their encounters I wanted them to start to think more realistically about whether it makes sense to attack or retreat, rather than just assume for narrative reasons that they can win any battle they are part of. I also wanted to give them a bit more freedom in deciding how they respond to the threat, and have a wider range to the action that includes multiple towns and interested parties. For this reason the write up for this adventure is looser, since you can't really say at the outset how the PCs will respond. Instead I'm just listing some of the likely players and threats in this scenario.

Note: There's a lot of really tough monsters that the PCs could meet in this adventure. Depending on the PCs power level you might want to hold this adventure back until later in the campaign. I ran this early since my players are all deadly min-maxers and needed to fear the Forest more, but use your best judgement.

 

Basic Plot

The Forest wants revenge for the clear cutting that happened in the last adventure, and is sending out some of its bigger guns on a retaliatory raid. So there's going to be several conflicts up and down the Frontier. Most relevant to the players, an ancient and feared Witch known as The Spindly Man is going to be attacking towns and villages in their area. He is bringing his horde of monsters with him. Additionally, the Spindly Man is capable of rapidly turning slain humans into fresh Monsters, and he use any slain villagers to strengthen his horde. The question for the PCs is not "can they stop him before he destroys any villages" but rather "how far will the Spindly Man ravage before they can pull together enough force to turn him back".

 

Phases of the adventure

In the previous adventure, it has been foretold in the stars that the village of Orsiano is doomed and will be destroyed before the month is out. The PCs probably know this. If they did not learn this in the previous adventure, have a relevant NPC come raving to them with this information. The PCs probably do not know that the doom is the arrival of the Spindly Man, a powerful, ancient, and feared Witch. So the adventure has 2-3 phases:

  1. decide what to do about Orsiano. Evacuate the village, or try to somehow avert fate? Then deal with the arrival of the Spindly Man, and with him killing or sending into flight anyone still left in the village.

  2. try to stop the Spindly Man before he destroys the Terracina, the next town further West. The further West you go, the larger the towns and garrisons, so the Spindly Man will face stiffer resistance here and it is possible to turn him back. If the Spindly Man's forces seem to be losing, he will flee back to the Forest rather than stay and fight to the death.

  3. If the PCs fail to stop him at stage 2), the Spindly Man destroys Terracina and starts his horde back to the Forest, but will try to take out one more of the border villages (Bellil) on his way out. This gives the PCs one last chance to fight him if they wish. The Spindly Man will have bolstered his forces from the corpses of the previous town, but the PCs will have the aid of the more mobile elements of the regular army who will have arrived by now to aid in the defense.

 

Relevant Towns and Cities (refer to map for positioning)

Border villages: Orsiano - 400 people - larger market town Bellil - 200 people Florien - 200 people

2nd-tier towns: (forming a rough line to the West of the villages) Terracina - 1000 people - small glass industry Potensa - 800 people Tricario - 800 people

1st-tier towns: (forming a rough line to the West of the towns) Casselacaraco - 3000 people Nova Tursi - 3000 people Armantea - 3000 people

Encounter at Orsiano

Potential Encounters at Terracina

Roadside Encounters

 

 

What actually happened

So, this did not at all go as expected. I told the players that the town was doomed. Doomed doomed doomed. 100% doomed, as foretold by the stars above. I expected that their initial challenge would be to evacuate the town, and how best to convince people to leave their homes behind. Instead the PCs made no effort to do that, and hung out and investigated there. Which, ok, fine, the investigation was not a bad idea at all, they don't have the same knowledge I do about the actual threat. In any case they were at the town when the Spindly Man attacked, leading to an extended battle. The PCs chopped through the Tier 1 monsters, made me bring out the Tier 2 monsters, and then defeated the Tier 2's with only moderate fudging on my part. It was a bit of a game of chicken; I wanted them to retreat in the face of overwhelming odds, but I didn't want to actually kill any PCs and I think they can tell. Anyway! Twitch had a brief run in with the Spindly Man and his triple cleaver, before retreating with the rest of the party.

For the second run in things went slightly more according to plan, as they gathered allies. They were also more pro-active, and went out to meet the Spindly Man as he was between towns resting under the ground. The Spindly Man has to burrow during the daylight hours, so they used that time to bring up their gathered guard forces to try and make a bonfire over him, forcing a fight under better terms than if had made it to a town. This also greatly reduced the civilian casualties and the opportunity for the Spindly Man to harvest them. So smart move on the PCs part, but also less dramatic of a fight than if they had to defend multiple positions in an ongoing town battle. This was (ever so slightly, kind of) something that Iris Murdoch wrote about in her evaluations of her own work, the tension between "crystalline" (railroady) stories where there is structure, foreshadowing, counterpoints, direct meaning, etc. and "organic" stories where she gives her characters room to live and grow and be messy. So, this time around I did better about letting the players shape the adventure more, but I'm still having trouble combining that with, you know, interesting and challenging battles.

Monsters 3

Notes on the Spindly Man Monsters

All of the Monsters in this section were crafted by the Spindly Man using the 3 basic essences of blood, bone, and spirit. If you want to be simulationist about it, the Tier 1 Monsters each require a single essence to create, the Tier 2 Monsters require 6 essences, and the Tier 3 Monsters require 50 essences. A single slain villager provides the Spindly Man with 3 essences, and so could be used to create a skeleton Monster, a blood Monster, and a spirit Monster. The PCs will usually face numerous Tier 1 Monsters, backed up by 1-3 of the higher tier Monsters. The Tier 1's are usually used as cannon fodder, while the higher tiers act as champions and heroes of the enemy contingents.

Tier 1 Monsters

Blood Slug

HealthDefenseStrengthAgility
2232

Basics:

Combat:

Weaknesses:

Motivations:

 

Fresh Skeleton

HealthDefenseStrengthAgility
1526

Basics:

Combat:

Weaknesses:

Motivations:

 

Lesser Ghost

HealthDefenseStrengthAgility
0.1213

Basics:

Combat:

Weaknesses:

Motivations:

 

Tier 2 Monsters

Blood Viper

HealthDefenseStrengthAgility
6444

Basics:

Combat:

Weaknesses:

Motivations:

 

Blood Ghost

HealthDefenseStrengthAgility
3534

Basics:

Combat:

Weaknesses:

Motivations:

Ghost Skeleton

HealthDefenseStrengthAgility
4655

Basics:

Combat:

Weaknesses:

Motivations:

Tier 3 Monsters

The Orb

HealthDefenseStrengthAgility
7625

Basics:

Combat:

Weaknesses:

Motivations:

Grand Blood Wyrm

HealthDefenseStrengthAgility
8585

Basics:

Combat:

Weaknesses:

Motivations:

Blood Imp

HealthDefenseStrengthAgility
1212

Basics:

Combat:

Weaknesses:

Motivations:

 

Bone Shaker

HealthDefenseStrengthAgility
7677

Basics:

Combat:

Weaknesses:

Motivations:

 

Elder Witch - The Spindly Man

HealthDefenseStrengthAgility
9887

Basics:

Backstory:

Roleplaying:

Combat:

Weaknesses:

Motivations:

Personal-guard (x6)

HealthDefenseStrengthAgility
5754

Basics:

Combat:

Weaknesses:

Motivations: