A Fork in the Road: Siding with the Duke

Now that we’ve got the characters started on their expedition into the Duchy of Darimus and described the geographic and political situation, let’s take a look at the fork of the road that leads to helping the Duke restore order.

If the players aren’t clear as to which side they would want to fight for, help them with some out of character explanation.  (Especially in the case of players who are used to being railroaded all the time).  Siding with the Duke can be done to represent a number of interests.  Some characters would do so, because they believe in the divine right of the noble leadership.  Other power monger characters might hope to gain favor in order to acquire rights to land or title from the Duke.  Some might have an ideological problem with the way that the peasants are rising up.  Still other more practical characters may want to help restore order before the winter comes and the food supplies grow short from an extended rebellion.

Once the characters have decided to work for the Duke and travel to meet with him, start by reading the following paragraph.

Siding with the Duke:

“Regibald has a pleased and relieved look on his face that you have decided to help him. He instructs you that the leaders of the rebels have gathered to formulate a plan to topple the Duchy and take control for themselves. Regibald’s men will go to will go to cause a distraction that will force the rebels into believing their time is limited and that they must come up with a plan quickly. Regibald asks that the men be captured if possible, to face trial and possible execution for treason.”

The Rebel Hideout:

“On the outskirts of the town of Darimum, which lies near the keep, you set up shop in a three story home that is quite thin and surrounded on both sides by adjoining houses. The first floor is a now closed shop, with the upper two floors being the former home of the shop keeper and his or her family. Across the street is the rebel hideout. They are in a home of similar construction and design. The shop is a cheese shop, still in business. You have witnessed through some limited observation time, that the owner of the cheese shop is in cahoots with the rebels. After waiting for a few hours, you see a lot of commotion in the streets surrounding the cheese shop. You see a few figures wearing dark cloaks, quickly make their way to the inside the shop. It appears that the time to take down the rebel leadership is at hand.”

The cheese maker is on watch inside the first level of the shop at the window next to the door. To avoid notice:

Stealth (Average DC): On a failure by over half the group, “The cheese maker quickly moves away from the window, it appears that he moves to warn the others.” Any player may optionally use a ranged weapon to make a basic attack against an AC of 12 + Player’s level to kill the cheese maker before he can report on their arrival.

If the alarm was raised: All of the rebel leaders have taken up defensive positions on the third level. They all start in cover with readied actions to attack.

If the alarm was not raised: The players will get a surprise round. The rebel leaders are split up between the second and third level of the shop.

Citizen Strauss, 2 Dagger sisters, and Fey friend of the rebels are the leaders.

Citizen Strauss Level 8 Controller

Medium Humanoid

Initiative 9 Exp 350 Senses Perception +7

HP 89; Bloodied 44

AC 22 Fortitude 20 Reflex 21 Will 20

Speed 6

Standard Actions

(R) Distracting Bolts (Range-10)

1d8+5 psychic damage and slowed until the end of his next turn. Also an adjacent enemy to the target is slowed until the end of his next turn.

R Northern Lights (Encounter, Area burst 2 within 10)

+12 vs. Will; 4d8+5 psychic damage and dazed until end of the next turn.

Secondary attack: Level +3 Vs. Reflex; 1d6+5level damage. Shift 6 squares and slide the target to an adjacent square.

Minor Actions

The Fey Shall Aid Us

Place a Fey Minion with 1 HP on any square with defenses equal to Citizen Strauss’s. They automatically deal 5 damage to any adjacent enemy at the start of Citizen Strauss’s turn.

Alignment Neutral Languages Common, Elven

Skills Arcana +14 Bluff +11

Str 17 (+7) Dex 20 (+9) Wis 17 (+7)

Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Citizen Strauss is a well dressed man for a commoner. He has an air of knowledge and a commanding presence about him.

The Dagger Sister Level 6 Skirmisher

Medium Humanoid

Initiative:9 Exp: 250 Senses Perception +11

HP: 72; Bloodied: 36

AC: 20 Fortitude: 18 Reflex: 19 Will: 18

Speed 6

Standard Actions

(M) Twin daggers

+11 vs. AC; 1d10+4 damage (2d6 extra damage with combat advantage) and +9 vs. Reflex; 1d10+4 damage.

M Poisoned slash (Encounter)

+9 vs. Fortitude; 3d10+4 poison damage and 5 ongoing poison damage (save ends).

Dagger twirl and throw (Recharge 6)

+11 vs. AC; 2d8+4 damage and (Range 5) +11 vs. AC; 1d6+4 damage and if the target is adjacent to a wall or to cover, it is restrained until the end of the dagger sisters next turn.

Move Actions

Dagger sister vow

Shift up to 5 squares to any square adjacent to an enemy who is adjacent to a dagger sister and deal 5 damage to that target.

Free Actions

Ganging up

One dagger sister goes on the initiative rolled, the other goes 10 points lower on the initiative.

Alignment Good Languages Common

Skills Stealth +12 Athletics +11 Perception +11

Str 16 (+6) Dex 19 (+7) Wis 16 (+6)

Con 16 (+6) Int 19 (+7) Cha 16 (+6)

The Dagger sisters are obviously related. They choose to dress in a similar fashion to each other. One has a mole that commands her left check while the other looks a bit more rough around the edges.

Fey Friend of the Rebels Level 8 Artillery

Small Fey

Initiative: 9 Exp: 350 Perception +7

HP: 71; Bloodied: 35

AC: 20 Fortitude: 20 Reflex: 21 Will: 20

Speed 8(Fly)

Standard Actions

(R) Lights from the other side (Range 10 targets 2)

+13 vs. Reflex; 2d8+5 radiant damage and marked by creature of Fey Friend of the Rebels choice until the end of her next turn.

R Illusory Surroundings (Range 10)

+13 vs. Will; 4d8+5 psychic damage (+10 damage if the defense is beaten by 5 or more) and the target takes Ongoing 10 fire damage (save ends).

Move Actions

Just an innocent twinkle toes

Push every adjacent creature 2 squares and Fey Friend of the Rebels shifts up to 4 squares.

Alignment Good Languages Common, Elven

Skills Diplomacy +12

Str 4 (+1) Dex 20 (+9) Wis 17 (+7)

Con 10 (+4) Int 20 (+9) Cha 17 (+7)

The Fey Friend of the Rebels is a cute little creature that no one could feel threatened by from a mere glance. There is a somewhat witty spark to her eye that leads the more observant to be nervous by her presence.

Next Week: We’ll take a look at Siding with the Rebels.

About David Phillips

While not working as a Security Analyst in the Washington DC metro area, David Phillips enjoys a life-long love of sci-fi, fantasy, role-playing games, and a great many other nerdy things that he explores through writing and games. David has authored dozens of gaming handbooks for a variety of LARPs and regularly writes board game reviews at BoardGaming.com. He is an avid board gamer and playtester of games prior for being released, most recently for the Lord of the Rings LCG. You can find David and his reviews of games online at http://boardgaming.com/author/digitalculture. You can also follow him on twitter @DigitalCulture0. You can also find him on countless websites(reddit, stumbleupon) and forums as DigitalCulture.