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Fen Orc Rambles

Blueholme Beginners

27/6/2020

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After reviewing Michael Thomas' Necropolis of Nuromen, I have been teased by the desire to make a contribution to Blueholme and its elegant, rather fey-themed setting. What I imagine is a set of short scenarios for GMs to use one-on-one with new characters to introduce them to the rules of Blueholme and the Delvingwood setting.
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What is Blueholme?
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Necropolis of Nuromen
The remit of these mini-scenarios is:
  • They should be short: no more than 10 encounters
  • They should be non-lethal: players should not be at serious risk of being killed, only injured or captured
  • There should be some minor rewards and XP gains: perhaps a minor magical item and around 150XP
  • There should be clues and rumours about the Necropolis of Nuromen scenario
  • There must be opportunities to roleplay the character's reactions to dilemmas as a way of revealing character, class and alignment
The idea is that, when the party assembles to commence Necropolis of Nuromen, the PCs are already established, know their powers, have a sense of identity and know a few snippets of useful lore about the Delvingwood, Camlann, and/or the Necropolis.
Here's the first mini-scenario for a Lawful Fighter.

Oaths Not Lightly Given

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1. The Wrecked Wagons

The Old Road from Zimrillas ends at Camlann Castle, where you hope to find honourable work serving the House of Lily, but a restful night in Camlann is still hours away. A bend in the road reveals an alarming sight. Wagons are overturned, one tipped into the ditch along the south edge of the road. Ravens and buzzards circle around the wreckage. Brigands have made bloody work of a merchant train.
The player should describe how they approach the wreckage. On the south side of the road is a deep ditch, about 10ft wide, beyond which marshy lands stretch away, bare except for a distant treeline. On the north side, the eaves of the Delvingwood Forest draw close, about 30-50ft away.
Searching the wagons reveals half a dozen corpses: wagoners and travellers, unceremoniously put to the sword or drilled with crossbow quarrels and then stripped and robbed of valuables. The attack probably happened earlier that same day.
You hear furtive movement. Someone or something is hiding in the wagon that has been tipped into the ditch. You sense you are being watched.
The PC can sneak up on the wagon or call out for the watcher to identify themselves. If the player decides to leave (or sneaked around the wagons without searching them), they will see the watcher break cover and try to run away before stumbling and falling: it is a child.
The watcher is a small girl, no older than 7 or 8, and badged with dirt and blood. She has the glassy eyes of a child in shock.
The child says only one word: ‘Frog.’ Since she has slightly bulging eyes, this is an apt nickname for her. If asked about her parents or carers, her eyes flick towards the corpses on the main wagon. She carries a letter in her pocket which reads:
Lady Leika of the Lily: We commend to you this child, Franne Ogden, and hope that, as your ward, she may prove herself apt to study and serve. Her parents died last year of the Sobbing Pox and we, her uncle and aunt, are committed to a perilous journey north to Blueholme and beyond in the service of your House – Your servant, Hyrcan Ogden
A Lawful PC will recognise an obligation to protect Frog and bring her to Lady Leika in Camlann. Ask the player if they wish to swear a formal oath to do this:
  • An oath to bring Frog to the Lady Ogden at any cost
  • An oath to seek out and punish the brigands who slew the Ogdens and their friends
Ask the player what form this oath takes and what they swear it on. If the PC swears an oath, there is a rumble of thunder and a flash of lightning among the dark clouds far to the north. The Lords of Law have heard the oath and honour it.
While the Oath is in effect, allow the player to re-roll one failed (or unsatisfactory) die result, keeping the better roll, if this is an attempt to fulfil the Oath.

2. THE BANDIT BARRICADE

A mile on, the road is blocked by a crude barricade made from a felled tree, since the Delvingwood draws right up to the north side of the road here. Half a dozen armed men guard the barricade. They carry swords and crossbows. Frog reacts to the sight of them with recognition and terror.
If the PC approaches the barricade, the bandits will react to the sight of an approaching warrior by firing crossbows. The first volley will miss, but half a dozen quarrels will pass close by and there is still a distance of 70ft to close on the barricade. Advise the player that a head-on assault is reckless against overwhelming numbers armed with crossbows. The land to the south is bare marshland with no cover. The ditch is full of churning water and offers no safety. The only way off the road is into the Delvingwood Forest, where a narrow path presents itself.

3. DELVINGWOOD TRAILS

On either side of the path, the forest presses in close  and is unnaturally still. The trees crush together so close there is not chance to leave the trail. Behind you, there are shouts from pursuers, crashing after you. The whine and zip of a crossbow quarrel tells you they are armed and murderous.
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These trails are narrow, less than 5ft wide. The forest is unnaturally dense and attempts to cut into the undergrowth with an axe will be noisy and slow. Shortly after the PC enters the trail, there is the sound of pursuit from behind: 4 Bandits are pursuing. If the player is minded to stand and fight, advise them to seek a place where the pursuers can be ambushed and can’t use their crossbows.
Lothar’s Bandits (4)  AC 7, 6hp, HD 1, DEX 10, AT sword or crossbow 1d6 dmg, XP 10
Leather armour, sword, crossbow, 2d6 quarrels, 2d6sp each
Feel free to adjust Bandit numbers. The point is, there are too many to stand and fight against and they will use crossbows rather than closing to melee. If the PC is strong and well-armoured (high HP, high Strength, plate mail), increase their numbers to 6 to drive the point home.
Frog slows the PC down and there is a 2 in 6 chance at the end of every trail that the pursuers will come within crossbow range and fire 1d4 shots. If the PC carries the little girl, a shield cannot be used but the pursuers will not catch up.
If the PC tries to return to the road by this trail, it will have disappeared: the Forest has mysteriously closed in over it.

4. THE HANGING MAN

In this clearing, a man hangs from a noose lashed to an overhanging branch. He is still alive because his hands are free, but his fingers have been broken, making it painful for him to support his weight. He wears similar clothes to the bandits.
Norfred of Urvekos AC 9, 6hp, HD 1, DEX 12, AT none,  XP 10
If the PC cuts Norfred down, Norfred will become and ally. He cannot fight, but he can carry Frog. He can be questioned, but check to see if the Bandits come within range if the player pauses to do this.
Norfred reveals the following information each time he is questioned (necessitating another check for the pursuing Bandits):
  1. He is Norfred, a lieutenant in the White Company of Urvekos, whom some call Outlaws but others Freedom Fighters
  2. His own companions beat and hanged him for his refusal to take part in their massacre
  3. These companions are loyal to Lothar, a Captain of the White Company who is an evil scoundrel, but he is loyal to the Young Prince who leads the White Company
Norfred is a dignified warrior who never complains, despite his broken fingers and the bruises on his throat that threaten to asphyxiate him. He regards his reprieve as nothing less than a divine intervention by the Lords of Law and intends to earn it by serving the PC and protecting Frog.

5. THE TRAP

Whoever is leading or carrying Frog blunders into a snare here. A rope draws tight around one foot, pulling the character into the air to hang upside down a couple of feet above the ground. Frog is grabbed by claw-like hands and pulled into a large hole under the roots of a tree.
Frog's terrified face can be seen in a cave-like opening under the roots of a big tree, then something yanks her into the darkness. She screams and there is an answering peel of diabolical laughter inside the cave.
If Norfred was caught in the trap, the PC will be free to grab Frog and tussle to save her. Otherwise the PC must cut themselves down and rush to the hole: Frog can be heard screaming inside.
The trap was laid by Goblins. Inside the hole, a Goblin is pulling Frog down into the bowels of the earth. The PC can attack this Goblin and if it takes any damage at all the Goblin howls, releases Frog and flees into the darkness. The Goblin will spend 1d4 rounds pulling Frog into a cave under the tree; when the time is up it has succeeded and then it can draw its weapon and attack the PC; at this point, there must be a fight to the death and the Goblin will not flee.
Goblin AC 7, hp 4, DEX 9, HD 1-1, AT saw-knife for 1d6 dmg, XP 7
The Goblin’s saw-knife is an odd weapon with the name SPIDERBANE carved on the hilt in goblin runes. It is a cursed weapon for non-Goblins: it imposes -1 To Hit/Damage and becomes the only melee weapon the PC can use; however, it inflicts double damage on spiders.
After rescuing Frog, check to see if the Bandits catch up. If the PC hides in the cave after defeating the Goblin, the Bandits will pass by, allowing the PC to double back down the trail. The chance of pursuers catching up drops to 1 in 6 until they do catch up, then it returns to 2 in 6 again.

6. SPIDER GORGE

The trail here dips into a gorge with steep sides and thorny brambles on either side. It grows darker and darker as you advance and looking up you see the sky is hidden by a ceiling of dark webs. There are webs to either side. The gorge is entirely surrounded by webs. Setting fire to it is self-destructive, since the PC is caught in the middle of the ensuing fire.
If the PC presses on into the gorge, they will have to do battle with a Giant Spider.
Normal Spider AC 8, 4hp, DEX 8, HD 1, AT bite for 1d4 + poison XP, 15
The spider will back away if presented with a burning torch, but then it will climb into the webs to move round and attack from the flanks. If the PC fails to save (at +2) vs its poison, they become paralysed and the spider will drag them to the end of the tunnel and wrap them up in webbing. Norfred will automatically be captured too. However, Frog will escape and emerge to free the PC while the spider is distracted by the pursuing Bandits.

7. AMBUSH POINT

The trail emerges from Spider Gorge and a low branch hangs over the gorge – an ideal point to ambush pursuers since it is hidden from view by the webbing.
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If the PC waits in ambush on the branch, the 4 Bandits will emerge from the Gorge at intervals. If the Spider was still alive, one Bandit will have died fighting it. The other 3 will emerge 1d4 rounds apart and each will spend the first round climbing out of the gorge, unable to attack. In addition, the player gains a surprise attack at +2 To Hit.
If the PC needs to flee, they can jump from the branch and onto the trail with no penalty, with the pursuit resuming as before.

8. DRAGON FEAST

The snarls and gnashing of teeth warn of a great beast ahead. Peering into the glade, you see nothing less than a Dragon with slimy black scales feasting on the carcass of a big elk. The creature is lithe and majestic but in its cold eyes there is only malice.
This is the Black Dragon of the Delvingwood and is placed here as a warning and teaser for future adventures. After 1d6 rounds of feasting it will take flight northwards. Discourage the PC from attacking an opponent who utterly outmatches them: if they insist, they are bowled over and stunned by the  monster's roar and awake to see it flying away.

If the PC tries to approach the dragon with an offer (in exchange for help against the pursuing Bandits) then the Dragon will consider this (swooping over the pursuers and annihilating them); it might accept the Spiderbane Knife but is more likely to demand instead a tasty child for its fee: if no deal is reached. The Dragon sneers at the PC and departs.
Conversing with a Dragon is a life-changing experience. Let the PC re-roll their Wisdom and Charisma, taking the higher score rolled.

9. TUMBLEDOWN STAIRCASE

A flight of ancient stone steps rises up the steep hillside here, cut into living rock by ancient hands. The hill ahead of you is bald of trees and the climb exposes you to any pursurers.
Climbers are the steps are exposed to missile fire from pursuers: check to see if the Bandits come within range on 1-4. If the PC chooses to make a stand here, the Bandits will fire one more volley of missiles (1d4 quarrels) then advance up the steps to come at them two abreast; the PC gains +1 To Hit always wins Initiative because of the height advantage.
If the Dragon (8) has not been encountered, then 1d6 rounds after the PC starts climbing the steps (or 1d4 rounds into a battle on the steps with the Bandits), the Dragon will take flight northwards. The stupendous spectacle will cause the bandits to break off from combat and flee back into the woods.

10. ELFIN KNOWE

An ancient monument dominates the bald crown of the hill, a dolmen worn smooth by the slow centuries. Three beings stand around the stones in quiet discussion. THeir fine features possess an unearthly beauty and a deep sorrow. They are Elves of the Delvingwood, garbed as hunters, and they turn their eyes to you with curiosity.
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The bald summit of the hill is marked by a structure of tilted standing stones. It is a meeting place for the Elves of the Delvingwood and 3 Elves are here now. They had been hunting a great elk but broke off their hunt when the Dragon snatched their quarry.
Elves (3) AC 9 or 7, 5 or 7hp, DEX 15, HD 1, AT spear or bow, XP 15 or 10
No armour or leather, spears, hunting bows, a dozen arrows each
The Elven leader, Hirazel (AC 9, 5hp), is a Fighter/Magic-User and she knows the spell Sleep.
The Elves are suspicious and reserved and will demand a full introduction and explanation from the PC before offering any themselves. If treated courteously they will respond kindly; if they realise the PC is protecting a child or has sworn a Lawful Oath, they will offer their assistance. Hirazel can incapacitate the Bandits with a single spell.
The Elves know of the White Company and hold it in high esteem, especially its leader whom they call ‘the Prince’. They have never heard of Lothar. They will offer to take Norfred under their protection and return him to the Prince.
The Elves will point out the path south that rejoins the road near to Camlann.
If the PC carries the Spiderbane, the Elves will declare it “an unchancy weapon better borne by those who serve darkness than those who fight darkness” and will offer to relieve the PC of it. On this special day, the Elfin Knowe confers on Elves the power to Remove Curse; they will then take the weapon and break it upon the stones of the Knowe.
Whether or not the PC chooses to relinquish the Spiderbane, the Elves will confer a gift of their own: a turquoise pendant worth 50gp that marks the PC as ‘Elfinlief’ or ‘elf-beloved.’ The PC gains the elvish immunity to paralysation from Ghouls and increased chance of spotting secret doors. This magic will not benefit anyone else if the PC gives the pendant away.
If you run The Necropolis of Nuromen, during An Unexpected Encounter the Elves will recognise the Elfinlief and take them into their confidence.

Conclusions

Returning to the Old Road, the PC might decide to hike back to the Barricade, surprising the remaining two Bandits. If battle is joined, one of them will flee, jumping the ditch and running across the marsh. The other will fight until he has taken damage, then surrender.
At Camlann Castle, the PC can present themselves to Lady Leika of the Lily. Delivering Frog along with the letter will earn a 100gp reward, taken from a fund set up by Frog’s uncle and aunt to provide for her. If any Bandits were captured, the reward is 50gp each. If the Barricade is still in place, Lady Leika sends out her Griffon Cavalry to break it up and chase the Bandits away. In Camlann, the White Company have a terrible reputation as kidnappers and murderers and Lothar is reviled as their leader.
The PC is now in Camlann with the goodwill of Lady Leika, considerable reward money, possibly a magical weapon and the Elfinlief pendant. Award XP based on the reward money, any monsters defeated and allies rescued or befriended. Do not award XP for the Dragon: re-rolling attributes is the reward.

The scenario is designed to allow a Lawful Fighter to conduct him or herself with honour and discretion and impress important allies. There are several possible ways of defeating the pursuing Bandits: set the Dragon on them (unlikely to reach an agreement however), ambush them in Spider Gorge, fight them on the Tumbledown Staircase or recruit the Elves to dispatch them with a Sleep spell. The PC could still engage in a victorious battle of their own by returning to the Barricade. It's not necessary to fight either the Spider or the Goblin to the death.

If the PC is 'killed' by a crossbow quarrel from the pursuing Bandits, let them call on their Lawful Oath and the Lords of Law will restore them to 1hp so that the Oath can be fulfilled.
Friendship with the Elves and familiarity with the factions within the White Company will help the party if they undertake Necropolis of Nuromen - as well an improved ability to spot secret doors!
The guardianship of 'Frog' is, of course, inspired by the character of 'Newt' in James Cameron's Aliens (1986). Her presence, and that of the crippled Norfred, gives an opportunity for someone other than the PC to be put into peril or injured - or to act as a rescuer if the PC is overpowered (as by the Giant Spider).
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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

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