The Family Pact
|Status||Explored April 906 TA|
|Campaign||The Wolfshaunt Campaign|
This adventure is actually in three parts:
- The Lamp - Bennett & Sons in Everblack
- The Summit with the Grandfathers - peace or war, meet Great Grandfather
- Sealing the Wolfshaunt - new lantern, personal items from each, place in the swamp
The factions are:
- Grandfather Josiah, Grandfather Bela, Unfettered Wolves - Fuzzwort has Josiah's Ring
- Lycurgus, Talbot - saved kin at the Chapel of the Lamp
- Radu, Great Grandfather - has his 100 tokens
- Mr. Sly - killed his brother, stole his tokens
- Storm Lords - pretty much dead since Whitlock is dead and the army is leaving. The humans of the Wolfshaunt will have no protectors!
Josiah and Bela's Plans
- The vampires fear an invasion of the Wolfshaunt by the forces of the Eastern Reaches.
- They know that Sandal, the Orc Nation, and now the Tang Empire have all been forced into submission from the aggressive forces of men, elves and dwarves.
- The Grandfathers sent an emissary east across the great continent four years ago - when the Valley Gate was first re-opened. There, they sought a pact with the Old Kingdom.
- Two years ago, now desperate, a deal was struck for a one-time invasion of the Reaches by the Old Kingdom forces. The price was high - one million gold pieces - paid to the Overlord. The invasion is underway - only the final payment needs to be sent to insure full cooperation. Tonight, this sum will be pulled from the darkest and deepest vaults under the mostly-deserted city of Everblack. The terms are simple. The Old Kingdom gets the fertile Western Reaches. The Wolfshaunt gets the tangled woods and sandy fields of the Eastern Reaches. The Shadowyarn Mountains will be the border.
- You must protect us from the Families. Now, that we are unbound, the Grandfathers will ally with the Unfettered Wolves and seek to kill our packs, exterminating us without conscious.
It has been five long years since the Wolfshaunt was awakened by breaking the Wolfshaunt Seal in the bowels of the Forbidden Library. Who would have thought that freeing a single werewolf could lead to a full-scale war? At least most of the tokens of passage have been secured. While that may stop the armies from coming over the mountains for awhile, how many other ways are there for Grandfather Josiah and Grandfather Bela to escape with their cursed families? They are powerful, determined and immortal - a dangerous combination. The Wolfshaunt must be sealed.
U-Gene scowled again.
The Second War of the Reaches should have ended last year. The Orcs, Sandal, and the Tang pose no threat. Securing the Wolfshaunt would eliminate that threat to the Eastern Reaches. Dammit. Why did the Old Kingdom get involved in the war? For a million gold piece bribe? Maybe. But there must be another reason. Last year's conflicts were a disaster - with the City-State of Teufeldorf under the control of the Overlord's troops. Now, the demand has come in for the return of Teufeldorf to the Crown - five million gold. A true king's ransom. It will deplete the treasury, but the price might be worth it. Or, U-Gene mused, we could mobilize the Fleet of the Reaches. Invade Rembia. Hit the Overlord hard enough that he will think twice before attacking the Reaches.
U-Gene looked up.
Standing before him, Fuzzwort shifts from foot to foot, his nose buried in a large, iron-bound tome. "Have you ever heard of the Overlord's Undercroft beneath the Celestial City of Rembia? Some say it doesn't exist. If it does, it's one of the most guarded buildings in the Realm - its secrets protected by the Collegium Magicium. Legend holds that the source of Overlord's power over the nobility and military - Alfric's Scepter - is guarded in that vault. Certainty of death, small chance of success, what do you think?"
The Family Plot
Give them the puzzle box as a template for the lamp.
If they are slow, have Talbot come by to check in. The pups are safe in the forest southeast of the Chapel of the Lamp.
Encounter 1: Bennett & Sons, Lampmakers
Bennett is a rail thin man with dark hair and hawkish features - most prominent is his long nose. His eyes are bright and his teeth are bright white - straight and even.
Bennett's son is actually a daughter - very pretty with brown eyes and hair. She is wearing an apron over leather armor. She looks bored and watches the exchange intently.
Bennett will try to interest the party in a lamp of mundane make. If they show him the magical lamp, he will deny making the lamp, try to make the party leave - glancing about furtively - slipping them a coded note to meet him in the wine cellar of the Pawn & Castle pub.
Meet me at the wine cellar of the Pawn & Castle pub at 10 oclock. Don't be followed.
|Nvvg nv zg gsv drmv xvoozi lu gsv Kzdm & Xzhgov kfy zg gvm l'xolxp. Wlm'g yv ulooldvw.|
Bennett will tell them that the lamp must be made from a personal item - gathered within the last few days. (Remind the party that the wolves had been tasked with just that for the party.) Bennett will ask for 100 tokens for his family and friends. And a place in Dragonsford to open a lamp making shop.
His daughter is Wilamena who is looking for adventure.
Encounter 2: Willamena's Offer
After he leaves, they will notice that a thin, cloaked figure is following them. It is Will - Willamena - will tell them a secret for a token.
The answer is: The King of Hearts in a deck of cards.
Encounter 3: The Exploding Spider (Mr. Sly)
The party will learn that the town is empty because everybody has gone south - with carts, horses, bags, shovels and picks. The rumor is that the spider bank has crashed and broken open and there are piles of gold, gems and magic for the taking!
A counter on top is counting down - 600 seconds to go! Put the digits 1 through 9, each used exactly once, into the circles so that the total of the numbers in each rectangular box is the same.
Encounter 4: The Dragonsford Solution (Mr. Sly)
At some point, Radu will let slip the plans of Mr. Sly. It seems Mr. Sly is recruiting 40 independent vampires to go to Dragonsford and convert the entire population to vampires.
Upon a quick return to Dragonsford, the party finds: NOT TAKEN
Encounter 5: March of the Dead (The Storm Lords)
At the base of the mountain, the men are getting drinks from a several sets of large wooden barrels - it seems like most have already been served.
The barrels contain a bitter purple poison which actually kills them but allows their reanimated bodies to move forward to the beat of the drum.
The drummers are the key - they are alive and each carrying two tokens of passage. They will lead the dead army to the other side of the long tunnel. There, a group of 30 priests are armed with magic staves that will revive them. This, of course, is a ruse. The men are being slated to walk the Sands of Time to the Tomb Kingdom - for the priests are actually the lich priests and their leader Nightshade is in the Wolfshaunt, having persuaded Edmund Blackwolf to slay Master Whitlock in his castle and flee the Wolfshaunt before it is sealed forever.
Encounter 6: The Proposition (Grandfathers)
This is a way to gather a personal item from each to put into the Lamp.
Ring Bound to Josiah.
Ring of Memory Manipulation.
If the party attacks, Winston will flee - if possible.
Encounter 7: A Meeting At Grandfather Josiah's Castle (Grandfathers)
Grandfather Bela is the frail-looking man. Grandfather Josiah is the striking man.
Encounter 8: The Library of Josiah (Radu)
The puzzle from Will - the King of Hearts - is the answer.
One of the paintings show the illustration for an entire deck of cards. Others are a seascape, a ship traveling stormy waters, a huge moon hanging over a moorish landscape, three beautiful women - a mother and two daughters - smiling in a formal room, etc.
Pressing the King of Hearts will cause the panel to slide silently aside.
Encounter 9: The Secret Passage (Radu)
Moving the crown will cause the armor to step aside - allowing passage beyond.
The stone-lined passageway slopes down into the bowels of the castle. There is a very strong smell of ozone here. The passage ends in a hexagonal room.
Encounter 10: The Gateway (Radu)
The party needs to "borrow" one of the grandfather's staves.
Placing the staff in the hands will cause the party to teleport (with the staff) to the Great-Grandfather's room.
Alternatively, U-Gene can place the Staff of the Wolfshaunt here.
Encounter 11: Great-Grandfather's Chamber (Radu)
Several smoke rings float up from the chair.
A wizened man - his parchment thin skin wrinkled and grey - smiles from bright white teeth. His eyes are old and rhummy, watering and bloodshot.
You recognize him as the man in the tapestry.
U-gene will immediately note that the party is several miles underground - clearly a magical space.
The great-grandfather's staff is leaning against the corner of the fireplace.
Encounter 12: The Challenge
The old man doesn't care if he is bound. He is the proto-genitor of all the vampires in the Wolfshaunt. Binding him will bind them all.
The great-grandfather will give them two black beads - one to teleport them into the Cathedral of Dragons - very dangerous place. Don't linger or you will attract their attention. From there, he says you merely need to touch the statue of Tobalth to be taken to his hoard. Once back in the Cathedral, break the other to return.
Encounter 13: The Cathedral of Dragons
A small chess board sits in front of the statue.
If the party takes too long to solve the puzzle, they will notice other dragon statues starting to move - every so slightly - the opening of an eye, a puff of smoke from a nostril, et.
Encounter 14: Tobalth the Collector
Can be bargained with - but will ask the party for an artifact of theirs for his collection. Will want something else of the grandfather. And something from Radu.
If attacked, he is a Vampire Dragon - breath weapon drains life. Also, the party must solve another puzzle to leave if the party attacks.
Encounter 15: Back to the Grandfather
Encounter 16: Splitting the Hoard
Returning, both the great grandfather and Radu are waiting by the fire. The chessboard sits between them, and both are deeply involved in a game. The great-grandfather is now much younger looking - resembling the man in the tapestry.
Radu and the Great-Grandfather will give the party their reward - the finger of the great-grandfather.
Time to make the Lantern!
ALTERNATE: Do you want to wager tokens on a quick game?
Place 4 bishops and 4 knights on a 4×4 chess board so that each bishop attacks 2 knights, and each knight attacks 2 bishop.
Encounter 17: Gaining the Lantern
Mr. Bennett meets the party as a designated place. His shop?
He will exchange the Lamp for 100 tokens.
Encounter 18: The Moors
In Oblivion, the tree appears to be a living creature - with tentacles where the branches are. This is an Ancient One. This is the real source of evil in the Wolfshaunt.
Mr. Sly and Mr. Black to intercept in giant spider - detect on the tokens that were stolen.
Encounter 19: The Lonely Haunt
The tree - known as the Lonely Haunt - is actually an Ancient One. It stands slumbering. Hanging the lantern on its branches will activate it.
If the lantern is complete - the puzzle box put back together, then the ceremony is simple.
If the lantern is incomplete - the Ancient One will activate and must be subdued.
Cast of Characters