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Red Moon Over Sartar Campaign
Adventure Outline for December 17, 1995


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951217 Prince Khordavu

Make sure the players read the Gaming Philosophy and Goals of the Campaign information

Startup
1. Characters lauded by Mulcius for tracking down the Malia shaman last time
2. Dark Season is over and Sacred Time begins. Most characters go to Bagnot
3. Characters get 1CP to spend in New Year training and can learn 2 points of spells
4. Characters return to Runegate Fort awaiting the next major crime

Beginning
Wagon train arrives, 5 big wagons pulled by four oxen each
  • Must be some big merchant trading in Sartar
  • If asked, the 10 guards or 10 handlers say they are Dara Happan Yelmites
  • Examination of the carts reveal they are of the House of Khordavu
  • (House Khordavu is the family of the current Dara Happan Emperor)
    The next day two Sun Lords of Yelm arrive on a heavy chariot with wheel scythes
  • They wear gold-plated iron plate armor and carry iron weapons
  • They talk with the cart guards and handlers
  • They next inspect the Fort, all the provisions and equipment is inventoried
  • They also inspect odd items like measuring the latrine depth, and examine the south wall at length
  • They speak with the Fort commander for several hours late into the night
    The day the Sun Lords arrive some Sartarites in the Fort leave
  • They recognize the house of Khordavu and are warning King Blackmor of the Colymar
    The next day, guards on the North wall alert to a flying object in the distance
  • After much suspense, the object comes into view and it is a griffin and rider
  • A Yelm Imperator dismounts, he wears fantastic gold/iron plate armor, it feels magic without detect
  • He has at least a dozen very magical items made of gold
  • The entire Fort watches as he saunters and poses for the crowd on his way to the main tower
  • He meets with the Fort's Commander and shortly calls for the constables
    The next day 200 Yelm Pikemen arrive (after some of the events below)
  • They are the personal bodyguard of the Prince and are not Lunar soldiers
  • They are all experienced veterans with a minimum of five years
  • They also wear plate (gold-washed bronze)

  • The Big Meeting
    The constables are called to the Fort Commander's office, The two Sun Lords are in there and the Fort Commander is standing to the side of the room. The commander's table is covered with assorted crap: gold coins, gold items, iron daggers, scrolls, books, etc. The griffin-rider is the new commander and is announced by one of the Sun Lords.

    Note: He theoritically outranks every Lunar in Dragon Pass, including Fazzur or the King of Tarsh

    Prince Esal Khordavu
    A few of his titles (all are told though): Executive Commander Khordavu, aka "The Golden Boy" (member of the Golden Bow Subcult), Yelm Imperator, Brother of the Dara Happan Emperor, Son of the Lord favored by Yelm when the vultures pecked out his right eye first, Slayer of the Silvian Baby, various titles denoting membership in most all of Yelm's Subcults, and in there somewhere: Crusher of the 1617 Sartar/Tarsh Rebellion (refers to his actions two years ago crushing a tribal rebellion near Alda-Chur, considered part of Tarsh my Lunars)

    Game Stuff About the Prince
    Skills over 100: Bow, Spear, Shield, Drive, Evaluate, First Aid, Human Lore, Orate, Play Harp, Speak and R/W Lunar, Firespeech, and Dara Happan), Ride (Horse and Griffin), Scan, Search, Treat Disease, Falconry
    Main Divine Spells: Fight Disease, Heal Wound, Sunspear, Spirit Block, Ressurect, Bless Worshippers, Shield 6, Cloud Clear, Detect Truth, Pureshot, Sureshot, Truespear, Heal Body, Truetune, Mindlink, Divination, Extension 2

    What the Prince Wants
    He wants the constables to report the status of the following: The Disease, The Investigation of it, Whether Prince Doblian is missing. He listens to this and decides that the constables design a plan to arrest at least a 100 of the Sartarite Rebels responsible for the disease. While the character's plan is brewing, word will be sent to make sure to capture the Orlanthi priest involved. Also, the Fort is locked down to prevent word of the plans to get out, this includes the constables.

    Deliver the following to the characters now. They are the path for extracting out of the 100 Sartar order.
    Yelm Leadership:
    "We are here to preserve the Lunar way, not practice all the silly free will part of it"

    Yelm Imperator: (from the unpublished cult write-up by Stafford)

    "Once a noble has joined this subcult, his subjects must give him absolute submission. He must always support Yelm's divine order through personal emulation. He must be fair, painstakingly honest, and benevolent to his followers."

    Changing the Prince's Mind
    The Prince will not allow the characters to challenge his decision and will order them to complete the mission upon pain of death if they overtly challenge him. Warn the players that challenging him is not an option. Neither is completing the mission, it would cause the ruin of everything they have tried to build. The charcters can try several things, but one method is for one of the constables to be on the Prince's staff or on the staff's staff.

    Concurrently
    Like wildfire, news of the Prince's arrival has spread through the Colymar's clans. Warriors are mobilizing for war. No one wants what happen near Alda-Chur to happen here. King Blackmor has the tribal warriors standby to see if the Prince will actually go wild or not.

    Options
    A couple alternative ideas to the immolation of 100. Invite the beautiful (?!?) Chalana Arroy priestess for wooing by the harp-playing Prince. Issue proclamations or somehow get an Orlanthi Lord or Priest to challenge the Prince. The Prince could win against most, but he is famous enough to attract someone like Prince Argrath (aka who knows right now) in a non-violent oratory contest. [Think Robin Hood in the archery contest disguised as a no name.] This could be exciting. If the Chalana Arroy priestess is invited she will make excuses or if forced somehow, she will make sure to not be very presentable.

    The Broos
    On the way to Takalor to get the Chalana Arroy priestess or to see King Blackmor to prevent a tribal rebellion. The constables will come across stray sheep leading them to a farmstead with a dead family, killed by eight marauding broos. The constables will need to track them to a failed attack at a nearby stead and further on to their ambling cluster across the countryside on the way to Snakepipe Hollow. If the constables defeat them, in the process of burning the bodies. 10 Sartarite warriors will arrive hot on the trail of the Broos. This time the constables got lucky being nearby, but normally they would have maybe not even heard of this problem. The locals will be happy that the Lunars killed the broos instead of joining with them and they will be happy for the protection. King Blackmor will find out as will the Hiording Chieftain.

    End Game Madness
    The Prince and Sun Lords start issuing proclamations and work orders to change Ruengate Fort. The following issues are probably decided on: redesign all the sanitary facilities to meet Dara Happan standards, tear down the South wall of the Fort and rebuild it to look better, send 100 of the Lunar soldiers back with the old commander, issue orders for all female soldiers to be reassigned to more appropriate duties such as cleaning and cooking, review all the Sartarites living in the Fort (harass them), issue proclamations against Orlanthi priests within 20 km of the Fort.


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    Copyright © 1995 by Michael Derry, derry@jugenstil.com Updated December 28, 1995