Chapter XII: Through the Drakwald
T hrough The f oresT The people of Untergard make a tempting target as they make for Middenheim with their families and the few belongings that they can bring with them. The train of refugees consists of three ox carts (one of which has Granny and her orphans) and around 85 people on foot, some carrying bundles and others wheeling barrows piled with all their worldly goods. The refugees as a whole move slowly—perhaps fifteen miles on a good day—and make camp at night. Captain Schiller sets up a rough marching order, with one-third of the surviving town guard in front, one-third as a rearguard, and the rest spread out as flankers on either side. Hans Baumer scouts ahead in the forest. The PCs can take whatever positions they wish, according to their particular abilities. Five guardsmen are detailed to keep watch when the column stops for the night. There is not a direct road to Middenheim, so the caravan must take a somewhat roundabout route through Grimminhagen and Immelscheld. No one will even consider going straight through the Drakwald to Middenheim. That would be suicidal. The journey to Middenheim will take six days. The caravan is lacking in food supplies. Any attempt by the PCs to bring in extra food (by use of the Outdoor Survival skill, for instance) will be greatly appreciated the refugees. g rImmInhagen The first day and night of the march are uneventful. Progress is slow, with carts and children to deal with, not to mention the lack of sufficient food. Halfway through the second day you approach Grimminhagen. Without a word Hans leads the column around the ruins of the town. You’ve heard enough from the townsfolk to know the reason for this. The people of Untergard are not welcome in Grimminhagen and will find no solace there. A successful Very Easy (+30%) Perception Test From the distance Grimminhagen looks like it’s in even worse shape than Untergard. Archaon’s forces sacked the place and little survives. No one from Untergard even thinks to warn the Grimminhagen survivors about the Beastmen to the south. With the slowness of the caravan, the PCs could easily go to Grimminhagen, warn the people there, and return in just a few hours. Should they go to Grimminhagen, they find the town is indeed ruined and people are rebuilding. Some successful Easy (+20%) Gossip Tests turn up the following information: • Graf Sternhauer is not in Grimminhagen. He remains in his keep, which is several miles away. • The Graf’s senior Bailiff, Gunter, has been representing the noble during the rebuilding effort. The first time he returned to the ruins he actually tried to collect taxes, but thought better of it when he saw the reaction of the survivors. The Emperor himself came to the ruins of Grimminhagen after the victory in Middenheim. A makeshift shrine has been erected where the Emperor’s tent was pitched. If the PCs warn them about the Beastmen, they’ll be sent to Gunter. The man is quite haggard but listens to their report seriously and promises to send out scouts to assess the threat. Should the PCs try to act as peacemakers, Gunter’s attitude will harden. The people of Grimminhagen want nothing to do with “the shirkers from Untergard.” •
“I’ve been scouting the surrounding countryside and picking up stragglers. These folks with me”—he motions to the refugees he’s brought to Untergard—“are survivors I found wandering in the woods. They come from villages all over Middenland. “As I was bringing them back, I found fresh Beastman tracks south of here. It looks like a warherd over 200 strong is headed towards Untergard. I rushed back here to warn you. “I will of course defer to Captain Schiller but it is my feeling that we should leave Untergard before the Beastmen arrive. I don’t know if we could withstand them and there is no help to be had in time. I visited Grimminhagen six days ago and it’s a wreck. We can’t expect help from there. What else is new, eh? I must also report that while Grimminhagen was sacked, Graf Elster Sternhauer survived by hiding out in his keep.” At the mention of the Graf, many in the crowd boo. Even kindly Granny Moescher has a scowl cross her face. to stay and fight. The PCs may join the debate if they like. The PCs may also be curious about Hans’ comments regarding Grimminhagen and Graf Sternhauer. A successful Very Easy (+30%) Gossip Test reveals that the people of Untergard founded their town after fleeing the unjust taxation of the current Graf’s grandfather some 100 years ago. The Sternhauer family has born a grudge against Untergard ever since and, as is clear from the vitriol of the townsfolk, the feeling is mutual. When the debate becomes overly heated, Captain Schiller at last steps forward. When the Woodsman is finished, a furious debate begins. Hans Baumer leads the faction that wants to leave the town and find safety elsewhere. Father Dietrich, the town’s new Priest, leads those who want “I have listened to both sides of the argument,” begins Captain Schiller, “and now, as Untergard’s rightful leader, I must make a decision. As much as it pains me to say, I agree with Hans that we cannot hope to stand against so many Beastmen. At first light tomorrow, we’ll head north to Middenheim. We know Count Todbringer is there and within the cities walls we can find safety. And with the Count’s aid, we will return here and finish rebuilding our homes. Untergard will rise again! “Now, let us enjoy the Count’s bounty and then prepare to depart. There is much to do before sunrise.” The PCs now have a choice to make. They can stay with the people of Untergard or strike out on their own. Though the adventure requires that they travel with the refugees, your players should feel like this is their choice. Let them debate it. If they are waffling, have Father Dietrich, Granny Moescher, or Captain Schiller come see them and ask for their aid. If the PCs were unknown before today, the fight as the bridge should have proved their worth to the townsfolk. A successful Very Easy (+30%) Common Knowledge (the Empire) Test will tell the PCs that the Drakwald Forest is a dangerous place in the best of times, so surely half- starved refugees are going to need all the help they can get. If the PCs are dead set on going their own way, you should still try to steer them towards Middenheim if possible (this is where the next part of the adventure picks up). You’ll have to make up several encounters for them along the way, but in a place as perilous as the Drakwald this is easy enough. Goblins, Beastmen, Mutants, and bandits all haunt the forests and they enjoy picking on small groups of travellers. Imperial army patrols are out looking for deserters while Witch Hunters search for Mutants and heretics. Make sure the players have a very eventful journey to Middenheim and try to make them realize what they left the people of Untergard to suffer through.
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