M i s s i o n I n f e r i o r



For a 3-4-level party of 3-5 players. At least one PC should possess CHA of 15. He is to be the emissary. No one is to have CHA lower than 8.


Overall View
The world is a-changing. Far in the North orcish and goblin tribes have been united. Supposedly an influential ruler has emerged to head the fierce tide of them. Several months ago they swept through Elven Islands putting to death everything in the way. Even the High Elven Mages of the North in their towers and fortresses couldn't withstand the impact. Rumours tell of giant monsters immune to magic and psionics crashing and tramping elven armies and forts. A week ago first orcish sails and drakkars assaulted human settlements in the continent. For these 2 months orcish and goblin scouts have been seen sneaking in the continent. Dwarves, gnomes, Wood elves, Empire and Herzog d'Ozh put aside their quarrels in order to face the enemy side by side. Minotaurs and Beastmen of the Desert claimed to stand on their own. In the Gloom Mountains Drow have become silent and wary. Herzog has learned that orcs intend to send a mission to the kobold tribes in the south where one-third of Herzog's troops are stationed. Herzog chose you to get to the kobolds first, persuade them to take your side or at least keep neutral and blow to dust orcish mission. Why the kobolds are so crucial in this case? Read this. This will enable Herzog to mass all of his troops around the capital and you're promised a "generous" reward. Time is pressing. You are allowed to take up to 4 companions, preferrably those not in the regular army. You're told to reach Captain Yeornheart at Blueskin fort by the day after tomorrow to get further instructions. On the whole your mission should take less than a week. You set off immediately with 3gp each on travel expenses. You are given a token which ensures your safety from Herzog's forces. The token reads: "Mission superior. Provide help on request".

The Adventure Starts
On the way to Blueskin you meet many a commoner hurrying either to the capital or into the woods (Green Men moved into the heart of the Great Forest from the border areas). Several regiments march to the capital. They can tell the PCs that flinds and gnolls are moving into the mountains; Frost and Hill Giants sent emissaries to Captain Yeornheart to suspend the war for a time indeterminate. Commoners can tell the party of marauders and even gangs of brigands who established alliance with orcs. Others speak of Herzog's pledge to large bandit formations to assist his army in fighting the orc tide promising in return to forget all their past nefarious deeds.

After 3 hours' ride you encounter a cart with 6 commoners: old man, his wife, 2 young women, a man of 25, a boy of 7) and 3 unpleasant-looking characters. One of the latter holds the cart (i.e. the horses). Another seems to have just released the young man from his grab. The last is in the cart, embracing one of the young women - she doesn't seem really pleased. (Actually there are four of the bandits - the last took aim at the commoners, but hearing the PCs' horses approach, he hid in the bushes around). The characters smile at you very broadly, maybe even too broadly. The commoners also grin in a smile, but one can't help observing that they seem forced to do this and the old woman humbly and secretly points to the bushes (where the fourth bandit is hiding). The bandits:

1st: F1 HP:8 THAC0:20 AC:8 Dmg:1d6 (short sword)
2nd: F2 HP:15 THAC0:18(STR bonus) AC:5(chain) Dmg:1d6+1d3+4(club+fist+STR bonus)
3rd: T1 HP:5 THAC0:20 AC:7 Dmg:1d4
4th: F2 HP:14 THAC0:19/18 AC:9 Dmg:1d8/1d6(short sword/short bow - the guy is a spec. in it)

If the party saves the commoners, the old man exclaims: "Let the Power of Law aid thee!" (treat them as blessed the rest of the day). The young man, punched by the old woman, promises you to "eh...provide you with...oh...what you want...eh.. yup(punched)! find me, Jonathan Jell". The bandits have on them: 4 gp, 59 sp, 47cp, golden ring (10 gp worth), a flask of oil, Potion of Healing, Ring of Augury (enables the wearer to use the power similar to clerical Augury once per day). Next two hours - roll for random encounter.

In the evening they reach Ashton Village. They can put up for the night there - at the "Hook and Chevron". On the door of the tavern a chum with a grappling hook and a chevron is badly painted. The image is blurred and time-worn. The tavern is bustling with commoners and merchants fleeing to the south or to the capital. They can tell scary stories of giants joining orcs (false), Orogs being orc chieftains' guards (true), Ogre armies as chief orcs' regiment (F), goblin shamans heading every tenth regiment (T), Draconians assisting orcs (F) etc.
When one of the adventurers leaves the common hall (toilet is situated in the back of the yard) he is approached by a small dirty boy who squeaks: "Gaentlaemaen, gimme your purse, please, please, gimme ur purse, eh?"He sounds pathetic. If adventurer refuses or enters into conversation with the boy, two bums appear - one from behind. The one in front groans: "Don't piss off the boy, you slug! Give him what he asks you for, greaseshitball!" If the adventurer attacks or tries to escape they strike to subdue, while the boy backs several yards and attacks with magic.
Bum1 F2 THAC0:18 HP:17 AC:7(Leather) Dmg: (1d4+2)*3 (knuckle-dusters+STR bonus)
Bum2 T2 THAC0:19 HP:10 AC:8(Leather) Dmg: by garotte or club(1d6)
Boy M1 THAC0:22 HP:2 AC:7 Spells: Spook, Grease (spec-t in Illusion)
After firing away his 2 spells the boy flees. The bums follow him if they see anyone coming to help the adventurer. If the latter inflicts considerable damage they switch to striking to kill.

In the night the party is woken up by loud music (resembling "Zombie" by Cranberries) coming from the cemetery. That's Bert Crane. After 1/2 hour long ritual at the cemetery Bert departs. There's 50% probability someone in the tavern knows Bert's story. Till morning nothing else happens.
After 2-hours ride from Ashton Village, roll random encounter.

20 miles from Ashton there is an ambush. In the dark dense forest the first rider must make DEX check at -5, if the second follows file - he should roll it as well (without penalties). Check is made to see if they manage to avoid a log swung from a tree-branch. If the check is failed apply 2d4 damage (7 or 8 mean that the log hit PC's head - for 3d2 rounds after no spells can be cast, PC always loses initiative all the attacks by the PC are made at -1); next riders should check their Riding skill (or DEX check at -2) to find out whether they managed to restrain their horses. Surprise check. Brigands act on the spur of the moment. If 50% of the party is on the ground, they threaten to attack, take aim at the PCs and try to rob them without spilling blood. If less, they attack.

Shaun F3 THAC0:16 HP:25 AC:3(Chain) Dmg:1d8+3(long sword+STR bonus+specialization)
Sharp F2 THAC0:18 HP:12 AC:8 Short bow Dmg bonus +2(specialization+bow of quality)
Trunk F2 THAC0:18 HP:8 AC:7(Leather) Dmg:1d6+1 (sp)
Flick F1 THAC0:20 HP:9 AC:7 Dmg:1d8+1d6(Long&Short swords)
Crode M2 THAC0:20 HP:5 AC:10 Dmg:1d4(staff) Spells: Magic Missile(2), Sleep
Crag T1 THAC0:20 HP:6 AC:9 Short bow, stunning poison (1d4 rnds)


Crag has 10 doses of stunning poison. Crode has Potion of Invisibility (10 hrs). Sharp has Short bow of quality. They have 10 sp, 5 cp (the rest is hidden in their den).
After approximately an hour a voice is heard from above: "Halt! Who goes there?" The trees are dense with leaves, no one is to be seen above. The boy sounds as if a boy were trying to imitate a fierce warrior. If asked, the voice replies that he is "eeh...the Commander-in-Chief of the Blop-Clox Village Regular Fierce and Cruelsome Army of Law and Vengeance!" He questions the party rather haughtily; he is almost sure they're part of Shaun's gang and are therefore to be made bite the dust. If the PCs confess they have put an end to Shaun's gang, he turns really nice. He is Wilkie - 11-yr-old orphan, the one but last survivor of Blop-Clox village. He is well aware that many of his neighbors were robbed or even killed by Shaun's men that's why he decided to protect the village on his own. The only other man left in the village - old Somset - is a crippled fighter who stays in the village as far as he has nowhere else to go. He taught Wilkie a bit, even gave Wilkie his Hand X-bow (Somset earned his living by fletchery and weaponsmithing). Wilkie made a nice post in the trees with several ways of escape (made of intricately interwoven ropes). There is a certain possibility (CHA check for those who speak to Wilkie) that Wilkie asks the PCs for a right to accompany them. In this case treat him as follows:
F1 THAC0:20/19 Hand X-bow of quality HP:3 AC:8
If the party attacks, he shoots once and then flees.
Next 2 hours roll random encounter.

After this they get to Blueskin fort. It's situated on the borders of the Great Forest, facing river Sittan, beyong which lie the hills where dwarves, kobolds, gnolls, giants and gnomes dwell. Captain Yeornheart greets them.
Captain F6 THACo:13 AC:2(Plate) HP:57 Dmg +3(STR bonus) Long sword, Pike+1(mastery) He heads the fort of appr. 30 men and serves as the medium between Herzog d'Ozh and his generals in the south. He gives the PCs further instructions warning them of several orc brigades seen around lately, provides food&lodging if necessary. Their whole trip to kobolds should take less than 2 days. He maintains that the river is the official boundary - beyond it Herzog's name is no longer a factor, though several rangers or hunters may be met. He tells PCs that the Southern Army (Peter Kean the Commander) is fighting drow deep under earth. He says the PCs should head south for a day, then one-fourth of a day - south-east. When they see Red Rock they will know they've reached the place. Yeornheart gives them 2 flasks of oil and two pigeons - one white (to be released if the mission is successful) and the other - grey (if they're in trouble).

At the Red Rock
As they climb over the ridge they see the Red Rock in all its splendour - huge mass of red stone rising some 30 metres from the ground. Atop is a small 2-storeyed fort. A lever is used to drag a barrel (with a rope attached to it) to the top - to lift the guards. 5 kobolds guard it. There is sufficient amount of rocks and catapults to "launch" them down. At the bottom of the Rock a cave is seen. The entrance to the cavis barred and heavily guarded. 1