The Scarlet Servant, Part 2

 

After your success at Five Oaks, your party has ended up in the city of Pardue in the United Kingdom of Ahlissa. While making your daily rounds of Inns and taverns, you hear of trouble to the southeast of the city. Tales tell of a series of hills that have become infested by goblins. Some stories tell of how these goblins are led by particularly large and vicious goblins. After a couple of weeks of hearing these tales, wondering as to their validity, and perhaps even thinking that you might take a little trip to see if these rumors are true, a merchant confirms the tales.

I wrote this adventure about 2 weeks after finishing the second one. I moved the party half-way across the continent to the Kingdom of Ahlissa. Why? I had bought the Living Greyhawk Gazeteer after the first adventure and read it. I decided I liked the setting and chance of adventure better in Ahlissa. It also meant that my lazy butt could use published modules for other areas without having to worry about doing a lot of converting to make sure things fit with published material. Of course, set it where you want. If you think the adventure is a little tough for a party of 2nd level players, tone it down. My group grew from the initial 3 players to 8 with this adventure, and so I tried to make sure things remained challenging. As always, if you run this adventure, please tell me what your group thought of it. You can get the first scenario here.

Adventure Summary

After your success at Five Oaks, your party has ended up in the city of Pardue in the United Kingdom of Ahlissa. While making your daily rounds of inns and taverns, you hear of trouble to the southeast of the city. Tales tell of a series of hills that have become infested by goblins. Some stories tell of how these goblins are led by particularly large and vicious goblins. After a couple of weeks of hearing these tales, wondering as to their validity, and perhaps even thinking that you might take a little trip to see if these rumors are true, a merchant confirms the tales.

You run into the merchant at the Inn of the Shattered Spear. He's from Sunndi, and was travelling to Ahlissa to participate in the Windsmarch. The Sunndi merchant tells your group of how the goblins ambushed his caravan. Only he and a few others barely managed to escape on horseback. The attack started with the horses pulling the first of the caravan wagons going crazy. One moment they were fine, and the next they were biting at their harnesses and trying to run away. While the teamsters were trying to get the horses under control, the goblins attacked. They came pouring over the sides of the hills. It wasn't only goblins that attacked the caravan either. There were also some hobgoblins and the merchant swears by all the gods he saw what looked to be orcs ordering the goblins about. As he and his men fled the scene, he also thought he saw two hulking creatures that looked like bears wearing armor like men. The Hestmark Highlands have always had their share of dangers, but this is the first time anyone can remember the goblins have been organized so effectively. The merchant tells you he fears being able to return to his homeland alive. As you sit at taverns during the day, he isn't the last merchant from the south with a tale of woe involving goblins, orcs, and the loss of entire caravans.

A week after you hear the sad tale of mischance from the Sunndi merchant, rumors start that the King is going to personally lead the Calvary into the Hestmark Highlands to put down these goblins. Other rumors speak about how angry the King is about this turn of events and that it is going to ruin the Windsmarch. As soon as you hear a new rumor concerning the King and what he plans to do, another, newer rumor starts to make the rounds. It isn't until two weeks later that the King sends his runners through the city to make an announcement. The runners announce that a bounty of 100 acres of land and 100gp is being offered for "the heads of those responsible for disrupting the Windsmarch." The announcement continues to promise all plunder taken from such actions to the victors of the bounty.

Of course, the sound of easy money draws the attention of you and your party. You immediately begin to plan how to eliminate this threat to the good and honest merchants of the region. As well as lining your pockets and becoming landowners, of course.

The PC's can purchase any supplies they feel they need at book price. They can, with a Gather Knowledge DC 10, find out: there are goblins in the Hestmark Highlands; it will take approximately 2 weeks to get to the Highlands; the goblins seem thickest 10 miles from the northern edge of the highlands.

MAP 1


Wandering Monster Table
15% chance / 3 hours. Roll d100 to determine creature.

% Chance Creature No. Appearing

1-6 Deionoychus 1 7-20 Krenshar 1

21-40 Goblin 8 41-50 Orc 4

51-56 Ogre 1 57-61 Goblin 8

62-75 Worg 1 76-80 Ankheg 1

81-90 Gnoll 2 91-95 Viper, Snake 1

96-100 Skeleton, Viper 1

1. The Hestmark Highlands stretch out in front of you. You can see a rough path that has been worn through the hills. The path winds to the Southwest before splitting at a fork to the South as well. The hills here have a very scrubby look to them. Rather than being covered evenly in grass, the hills look more like mounds of dirt with random clumps of yellowing grass sticking out at odd angles.

2. The hills in this area do not have the scrubby look to them as the first hills you passed did. Although the grass does cover these hills more evenly, the grass still looks to be barely clinging to the dirt.

3. As you come over the ridge of a hill, you notice that the small valley in between the hills has several bones laying about. Some look to be fresh and still have bits of meat clinging from them. Others look rather sunbleached and brittle.

Underneath a slight overhang on the southside of the mini-valley, you see what looks like a cave opening. The opening is roughly 6' tall and 4' wide. The bones are goblinoid in origin. A Wilderness Lore DC 15 check will tell anyone this. If the pc's enter the overhang, refer to map 2 (below).

4. The hills in this area do not have the scrubby look to them as the first hills you passed did. Although the grass does cover these hills more evenly, the grass still looks to be barely clinging to the dirt.

5. Give a Wilderness Check DC 15 before reading the area description. A success means the party is aware of the goblins before seeing them.

Inside this hollow are a group of goblins hanging about. They might be waiting for another caravan to ambush, but they certainly didn't take the extra precaution of posting a sentry.

Goblins (10): HD1, hp 8, 6, 4, 5, 5, 7, 8, 2, 4, 5, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 Armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 750xp total. Treasure: 5pp, 120gp, 29sp, 100cp.

6. Coming out of the side of a hill is an imposing structure of over 100 feet in length and 30 feet in height. It looks kind of like a temple, but why would anyone build a temple out here? Whatever it may have once been used for, the building has long since fallen into disrepair. The huge stone blocks have lost their crisp edges, and you can see piles of rubble on either side of a set of stairs leading up to the entrance.

Refer to map 3 (below) when PC's enter building.

6a. This is a concealed entrance to the caverns running from behind the temple. You doubt you would have been able to find this entrance without having come out through it first.

Map 2

All areas in this map require torches or light.Lowlight vision will only work for area 1 during the day.

1. The cave opens up to a comfortable 6' wide after the first couple of feet in side. After roughly ten feet, the passage opens out into a roughly shaped cavern. It's obvious this cavern is natural and not crafted in any way. At it's widest, the room is just short of 20', and almost double that in length. The floor is littered in bones from all varieties of creatures. The far end of this chamber splits into two passages.

2. This cavern is roughly 20' x 20' and kidney shaped. Like the previous chamber, the floor is covered in an assortment of bones. Across the chamber from you is another passage leading further into the hill.

If the players are not making any undue noise the Yeth Hound gets a DC 26 Listen check (Listen +8) due to the noise of walking around the bones. If the players are making a lot of noise, the Yeth Hound gets a DC 20 Listen check.

3. This chamber is roughly circular in shape, and is about 20' in diameter. As with the entry chamber, the floor is strewn with bones. Another passage leads off directly across from you.

If the players are not making any undue noise the Yeth Hound gets a DC 26 Listen check (Listen +8) due to the noise of walking around the bones. If the players are making a lot of noise, the Yeth Hound gets a DC 20 Listen check.

4. This is the largest of the caverns you have been through. It is over 40 feet across to another passage. The width of the chamber comes close to being 30ft. The floor of this room is made up of heaping mounds of bones.

The Yeth Hound is waiting near the ceiling for the party unless he has failed his Listen checks. If he was successful in his Listen checks, he will get a surprise attack against the party. If he failed his checks, he will be laying against the far wall gnawing on a bone.

Yeth Hound Evil Outsider: Med, HD3, hp19, Initiative +6 (+2 Dex, +4 improved Initiative), Spd 40', 70' fly (good), AC 20 (+2 Dex, +8 natural), AT bite +6 melee, dam bite 1d8+4, reach 5' x 5' / 5', SA bay, trip, SQ Scent, Flight, Damage Reduction 10/silver, (f+5, r+5, w+5), SKILLS Listen +8, Spot +8, Improved Initiative, 900xp.

Bay (su): When a Yeth Hound howls or barks, all creatures within 300' must succeed at Will save DC 12 or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that hound's bay for one day.

Flight (su): A Yeth Hound can fly as the spell cast by an 11th level sorcerer, as a free action. A Yeth Hound that loses this ability falls and can perform only partial actions.

Map 3

1. A set of wide steps lead up to the doorway. Halfway up are the remains of two statues. At the base of the pedestals are the carved images of flails.

2. Now that you are inside, you can see for sure that this was once a temple of some kind. The walls are covered in carvings of flails. The pews are still intact. This would really surprise you if they weren't carved from stone. From behind the pews goblins have jumped up to throw javelins at you. These goblins have 1/3 cover behind the pews.

Goblins (8): HD1, hp 6, 4, 5, 5, 4, 5, 5, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 600xp total. Treasure: 24sp, Red spinel (100gp).

After the party has finished the goblins in area 2, two hobgoblins will spring out from behind the altar and attack the party with javelins. They will not come from behind the altar, even to pursue the party if they flee. The hobgoblins have 2/3 cover behind the altar.

Hobgoblins (2): Med, HD1, hp 9, 8, Initiative +1 (Dex), Spd 30', AC 14 (+1 Dex, +3 studded leather armor), AT longsword +1 melee, javelin +2 ranged, dam longsword 1d8, javelin 1d6, face/reach 5' x 5' / 5', SQ darkvision 60', (f+3, r+1, w+0), SKILLS Hide +1, Listen +3, Move Silently +3, Spot +3, FEATS Alertness, 150xp each, 300xp total. Treasure: 28cp, 13sp, 90gp, Potion of Endurance.

3. The altar is like the rest of this building in that is has been covered in carvings of flails. The altar does not look as though it was every decorated in any way other than the carvings. From here, you can see a door leading out the back of the temple into what was probably the living quarters for whatever cleric once administrated here.

As soon as the majority of the party is in line of sight for the goblins hiding in area 4, they will pop up an d begin hurling their javelins. They have 1/3 cover behind these pews, and will not come out to attack.

Goblins (10): HD1, hp 6, 4, 5, 3, 6, 4, 5, 3, 4, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 750xp total. Treasure: 16cp, 34sp, 40gp.

It will take a Spot check DC 20 to notice the secret door near the altar.

4. This small extension is filled with further pews for worshippers. It would seem that this building is only being used as a overly large barricade for the goblins, after the three attacks you have fought through since walking through the door. From this point on, lowlight vision is needed to avoid -2 to all attacks. -6 to all ranged attacks outside of the 1st range increment.

5. A small set of steps descend to the room. This room is nothing but bare stone. On the east wall it even looks as though a low shelf was meant to be a cot for someone. The room is roughly 30' from north to south, and 20' from east to west. A passage leads to the west in the northernmost portion of the west wall.

6. A small group of goblins are waiting for your party in this cramped chamber.

Goblins (4): HD1, hp 4, 2, 4, 5, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 300xp total. Treasure: 29sp.

If the party does not come here before going down the steps into area 8, the goblins will wait until the entire party is down the steps and in area 8 to attack with javelins. They will hold the steps in pairs so that two of them can continue with javelin attacks even if party members charge into melee with the two goblins in the front.

7. This room may have once been used as a hidden treasury or safe-room when the temple still had worshippers. The room measures 30' by 40' long. It seems, however, that the two bugbears very much enjoyed the privacy of their room.

Bugbears (2): Med (goblinoid), HD3, hp 19, Initiative +1 (Dex), Spd 30', AC 17 (-1 Dex, +3 natural, +2 leather armor, +1 small shield), AT morningstar +4 melee, dam 1d8+2, face/reach 5' x 5' / 5', SQ darkvision 60', (f+2, r+4, w+1), SKILLS Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3, Feats alertness, 600xp each, 1200xp total. Treasure: 300gp.

There are a total of 3 secret doors that provide the only entrances to this room. The secret door from the temple and the door to the closet, can be seen with a Spot check DC 20. The secret door leading to the cave can be seen with a Spot check DC 15.

Behind this secret door is the treasury of the temple. The bugbears must have never noticed this door. It looks as though the interior is intact. You see piles of mouldering cloth that may once have been clerical vestments. You also see bright, precious metals glinting at you.

Carved Harp w/ivory inlay, 580gp. Ceremonial dagger w/(star) ruby in the pommel, 950gp. Potion of Ghoul Touch. Scroll of Levitate (2nd level Arcane). Ring of Elemental Protection (Acid), minor dam reduction is 15 vs. acid. Large Shield, Steel +1 of Blinding. A shining sun is set in the centre of the shield.

8. A short stretch of stairs leads you even farther down into this room. This room is completely bare. It is 30' x 30' and looks to have been carved into the base of the hill. In the NE corner of the room, it looks as though a hole has been carved into the wall.

If the party did not investigate area 6, the goblins will attack now.

Goblins (4): HD1, hp 4, 2, 4, 5, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 300xp total. Treasure: 29sp.

If the party approaches the "hole" read this:

What you thought was a hole, turns out to be a roughly chiseled passage leading even farther back into the depths of the hills.

When the PC's go down the passage, the secret door to area 7 can be spotted with a Spot check DC 15. From here on out, the party must have torches or some other light source (except characters with Darkvision). There will now other lights present in the cave. Torches have a 20' radius in which they throw their light. For other light sources, refer to Table 9-7, pg 144 of the PH.

Keep track of party movements at all times. All goblins get a DC 12 Spot check to notice the torch light from party. Goblins who make their Spot check will be waiting and suspicious of anyone using a light source. This does not apply to areas 19, 12, and 16, where there are cooking fires or torches. All caves have ratty blankets separating them. Due to the violent nature of the goblins, all sounds of combat will be ignored. Unless a combat runs over 6 rounds with more PCs left than goblins. If that happens, one goblin will run to the nearest room to summon that room's inhabitants. The 6 round rule no longer applies after this. All goblins will fight to the death. They are more afraid of their Half-Orc leader Gell than fighting the party.

9. This oblong chamber is empty but for some scraps and what looks like the decomposed body of a goblin. There are two passages leading out of here. One is directly across from you, and the other is to your right.

10. Spot check DC 12 first. This roughly circular room looks as though it is sometimes used as sleeping quarters for the goblins. There are currently 8 goblins eyeing you viciously as they draw back their javelins. The goblins will run to area 12 for reinforcements.

Goblins (8): HD1, hp 4, 3, 5, 4, 4, 3, 5, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 600xp total. Treasure: 160cp, 1400sp, 90gp, 1 smokestick (20gp).

11. Spot check DC 12 first. The far wall of this chamber looks to glisten wetly in your torchlight. A small pool of water covers the floor near the wall. A group of goblins and hobgoblins look as though they were fetching water from this pool.

Goblins (6): HD1, hp 4, 3, 4, 5, 4, 3, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 450xp total.

Hobgoblins (2): Med, HD1, hp 6, 5, Initiative +1 (Dex), Spd 30', AC 14 (+1 Dex, +3 studded leather armor), AT longsword +1 melee, javelin +2 ranged, dam longsword 1d8, javelin 1d6, face/reach 5' x 5' / 5', SQ darkvision 60', (f+3, r+1, w+0), SKILLS Hide +1, Listen +3, Move Silently +3, Spot +3, FEATS Alertness, 150xp each, 300xp total. Treasure: 300gp, bastard sword +1 (2335gp).

Goblins will run to area 13 for reinforcements.

12. The centre of this room is taken up with a large cooking fire. The goblins have something roasting on a spit over the flames. There are two massive oak tables covered in cleavers and gore. There are 8 goblins in here working at the tables or the spit. 4 goblins are armed with cleavers (dam 1d8-1) instead of morningstars, and there are no javelins here. Reinforcements will be sought from areas 17 or 13 depending on the placement of the combat.

Goblins (8): HD1, hp 4, 3, 5, 4, 4, 3, 5, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0) 75xp each, 600xp total. Treasure: 200gp, masterwork short sword.

13. Spot check DC 12 first. This room is full of broken crates and smashed crockery. There are 4 hobgoblins here that seemed to be going through the remains.

Hobgoblins (4): Med (goblinoid), HD1, hp 6, 5, 7, 6, Initiative +1 (Dex), Spd 30', AC 15 (+1 Dex, +3 studded leather armor, +1 small shield), AT longsword +1 melee, javelin +2 ranged, dam longsword 1d8, javelin 1d6, face/reach 5' x 5' / 5', SQ darkvision 60', (f+3, r+1, w+0), SKILLS Hide +1, Listen +3, Move Silently +3, Spot +3, FEATS Alertness, 150xp each, 600xp total. Treasure: 210gp, Black velvet mask with numerous citrines (105gp), Mighty Composite Shortbow Str bonus +1 (150gp).

The hobgoblins will not go for help.

14. Spot check DC 12 first. The are opened crates strewn about the cavern. There are 2 Bugbears going through the crates.

Bugbears (2): Med (goblinoid), HD3, hp 9, 18, Initiative +1 (Dex), Spd 30', AC 17 (-1 Dex, +3 natural, +2 leather armor, +1 small shield), AT morningstar +4 melee, dam 1d8+2, face/reach 5' x 5' / 5', SQ darkvision 60', (f+2, r4+, w+1), SKILLS Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3, FEATS Alertness, 600xp each, 1200xp total. Treasure: 8000cp, 200gp.

They will not got for help.

15. Spot check DC 12 first. This cavern is filled with a stench you have to fight against. You can feel the bile rise in your throats as you become slightly acclimated to the smell. More goblins than you can initially count are sitting around the cavern.

Goblins (12): HD1, hp 4, 4, 4, 5, 5, 6, 4, 4, 4, 4, 4, 4, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 900xp total. Treasure: 200gp, masterwork short spear.

Goblins will go to area 12 for help.

16. This room is lit with torches and is packed full with stuff stolen from the merchant caravans. Some goblins and hobgoblins are going through some of the open crates.

Goblins (4): HD1, hp 4, 4, 4, 3, Initiative +1, Spd 30ft, AC 15 (+1 Dex, +3 armor), AT morningstar +1 melee, javelin +3 ranged, dam morningstar 1d8-1, or javelin 1d6-1, reach 5' x 5', (f+2, r+1, w+0), 75xp each, 300xp total. Treasure: 29sp.

Hobgoblins (2): Med, HD1, hp 7, 6, Initiative +1 (Dex), Spd 30', AC 14 (+1 Dex, +3 studded leather armor), AT longsword +1 melee, javelin +2 ranged, dam longsword 1d8, javelin 1d6, face/reach 5' x 5' / 5', SQ darkvision 60', (f+3, r+1, w+0), SKILLS Hide +1, Listen +3, Move Silently +3, Spot +3, FEATS alertness, 150xp each, 300xp total. Treasure: 100pp, shield +2.

17. Spot check DC 12 first. This cavern is currently empty. There are scraps of tapestries and blankets seemingly tossed about the floor. Perhaps this room is used as a place to sleep by the goblins that ambushed you in the temple. You can't tell without wasting the time counting, but it look as though there might be enough scraps of cloth here for those goblins.

18. This brightly lit cavern is filled with some of the plunder taken from the caravans. Hobgoblins are in this room looking unusually alert.

Hobgoblins (4): Med (goblinoid), HD1, hp 6, 6, 7, 6, Initiative +1 (Dex), Spd 30', AC 15 (+1 Dex, +3 studded leather armor, +1 small shield), AT longsword +1 melee, javelin +2 ranged, dam longsword 1d8, javelin 1d6, face/reach 5' x 5' / 5', SQ darkvision 60', (f+3, r+1, w+0), SKILLS Hide +1, Listen +3, Move Silently +3, Spot +3, FEATS Alertness, 150xp each, 600xp total. Treasure: Medium size Full Plate Armor.

19. This walls of this room are covered in ragged tapestries. A fire burns in the middle of the floor. Two half orcs are in the process of getting to their feet as you enter the room.

Gell and Unglar will talk with the party and attempt to parlay for their lives. They will offer the party everything in the caves if allowed to leave safely. If the party does not agree to let them live after a few minutes, they will charge hoping to surprise the party. Gell will charge the largest member of the party swinging his axe. Unglar will have spent his time looking for any spellcasters in the part, and will cast Cause Fear at the spellcaster when Gell attacks.

These two will fight to the death. They will not actually run, and they will go for the throat with each attack. Unglar will attempt to stay back as long as possible so that he can cast as more spells before having to heft his club.

If the combat with Gell lasts for more than 10 rounds, he will use a partial action to take a Potion of Healing in order to stay in the fight. This does not remove the Potion of Healing from the treasure. Gell will always try and attack the strongest looking character. He will use his shield to help protect himself from missile attacks.

Gell (Half-Orc Multiclass3): Medium-Size Humanoid, hp33, Initiative +3, Spd 30ft, AC 16 (+3 armor, +3 Dex), Atk +3 melee (1d8+3 two handed orc double axe) or +3 ranged, AL CN, SV Fort +6, Ref +5, Will +1, Str 17, Dex 12, Con 16, Int 14, Wis 13, Cha 13. SKILLS Bluff +4, Gather Information +3, Intimidate +7, Move Silently +3, Sense Motive +3, Use Rope +4, Speak Language +1 (Draconic, Undercommon), Literacy +1, 1200xp. Treasure: 68pp, Potion of Healing, Potion of Strength.

Unglar (Half-Orc Sorcerer2): Medium-Size Humanoid, hp9, Initiative +1, Spd 30ft, AC 11 (+1 Dex), Atk -1 melee (1d6-1 club) or +1 ranged AL CE, SV Fort +1, Ref +1, Will +3, Str 9, Dex 13, Con 13, Int 10, WIS 11, Cha 16. SKILLS Alchemy +1, Concentration +3, Intimidate +4, Scry +1, Spellcraft +2, Speak Language (Abyssal) +1, SPELLS 0 - Arcane Mark, Detect Magic, Detect Poison, Mage Hand, Ray of Frost. 1 - Cause Fear, Magic Missle. 600xp. Treasure: 55pp, Ring of Protection +1.

Behind one of the tapestries, the party can find the concealed passage that leads to area 6a, on Map 1. The passage is not concealed very well, and anyone searching the room will find it with a Spot check DC 5. There are not other hidden treasures in this room.

Conclusion

Upon your triumphant return to Pardue, you are able to claim your bounty. The Exchequer of the city gives you a sour look as he turns from the counter to retrieve the bounty prizes. He returns with a purse of coins and a scroll.

"In what name should this deed be titled? Are you an organized adventuring party, or is one of you that the rest defers to? I need either the name of your party or the name of one of you."

The party can take as much time as they need to discuss amongst themselves if they are going to let one person hold the title or declare a name for their group. Once they decide the bureaucrat will answer:

"Very well, the property will now be officially titled to ___________." He will pick up a quill and fill in the name given to him. "Here is a copy of the deed, and a map from the Royal Surveyors showing your property. Here also, is the purse of 100 gold that has been promised as well. May the gods smile upon you."

A day or two later, before the party leaves to check out the new property, a courier from the Exchequer will find the party and give them a scroll. The scroll is sealed with the seal of the Royal Exchequer. If the party did not declare themselves an official adventuring party, the scroll will only have the first and last paragraphs.

To _________

Know ye as a landowner in the Kingdom of Ahlissa, you are responsible in maintaining proper payment of taxes to your lord. You are expected to make a payment of one gold for each acre of your land. This payment of taxes is to be made at the first of each year to the Office of the Exchequer.

You have named yourselves an adventuring group. Your work in cleansing the Hestmark is most appreciated by the Kingdom. However, adventuring groups who reside within this Kingdom of Ahlissa are expected to be registered with the Office of the Exchequer. Since your group is now a land-owning group, it is to be assumed that you are also residing in Ahlissa. You are therefore considered responsible for the annual 50 gold licensing fee, which is expected of all lawful adventuring groups at the first of each year. You are currently late in this payment.

Please make remittance for all taxes immediately to the Office of the Exchequer. Thank you.

If the party does not make these payments, they will be hounded by the government each time they are in Pardue. They will also find that the King will revoke their land grant if no taxes are paid within a month.