Suderham General Encounters

The following encounters can occur at the
DMs option. They should occur sometime
when the PCs are moving
about the city searching for clues. These
encounters, as a rule, do not aid or assist the
PCs in any way-indeed; most
make situations worse for the PCs.

The Victim
This encounter will preferably be in the
Thieve's Quarter, but may occur anywhere.
It is also preferable to use this encounter
after the party decides to split into 2 or
more groups (if they do). If the party splits,
make sure to physically separate the players
into their groups so that one won't know
what the other is doing. Randomly select
1 of the groups to have this encounter.

Just as the group rounds the corner, they
hear a familiar voice cry out in pain from
behind them. There, stumbling out of the
shadows, is one of the other party members
(As referee, select the party member you
feel will gain the most trust and sympathy of
the group.) He appears to be injured
severely. Staggering to his friends, he says
they were attacked by a large band of thugs
only a little distance away. He then grasps
1 of the PCs and collapses
with a faint murmur. "Help me..."

The injured party member is actually a
rakshasa. His plan is to send most of the
group off on a wild goose chase, leaving him
alone with 1 character, who will be easier
to overcome than a group. He warns the
others to be careful--the brigands may be
using a poison that weakens. He caught a
blow and now feels as if he can hardly
MOVE. He suggests someone remain with
him until he recovers and then they will
both catch up. If all characters in the group
want to leave, he will lag behind, hoping to
draw 1 other character back to be
attacked.

If the rakshasa is injured and has 20 or
fewer HP remaining, he will attempt
to escape by casting invisibility upon himself;
or, in desperation, by using his illusion
powers to look like 1 of the party or one
of the city guard. If any cleric makes an
attempt to cast a bless spell, the rakshasa <Ceremony: Consecrate Item?>
will fly into a rage, stopping at nothing to
slaughter that character before the spell can
be finished. The actual shape of the rakshasa
will not be seen unless his magical illusion
is dispelled or the creature is slain.

If the party does not split up into 2 or
more smaller groups, the rakshasa will
assume the form of one of the guests from
Dame Golds' party. He will appear to be
wounded. In this guise he will attempt to
convince someone in the party to escort him
to a safe place. The idea, of course, is to
allow him an easy attack. If successful, he
will return as that party member, hoping to
continue his sneak attacks. If all else fails,
the rakshasa will attack the rearmost member
of the marching order, and will try to
escape. If the rakshasa is killed, it will be
seen that he is wearing an intricate necklace
of Vedic design, made of gold and platinum
and set with five rubies: the total value of
the necklace is 8,000 GP.

Rakshasa: AC -4; MV 15"; HD 7; hp 50;
#AT 3; D 1-3/1-3/2-5; SA illusion, esp,
immune to 7th level and lower spells,
weapon +3 or better to hit; AL LE
THACO 13
XP 1325

The Wind of Covetousness
As you START down the street, the gentle
breeze which had been coming trom <wind speed = x>
behind you dies. A new wind, with a
strange but not unpleasant smell, gently
wafts toward you. In the light of the oil
street lamps, you see and hear 2 men
and a woman arguing loudly over possession
of a ring.

At this point have the players each roll a
D20: those rolling above their Wisdom
score have failed a saving throw and will be <Ability Checks, WSG>
affected by the Wind of Covetousness, a
strange magical breeze which can occur
anywhere. Those affected strongly desire
the ring which the townspeople are arguing
over, feeling strongly justified in some
strange way that the ring should he theirs.
The townspeople in turn covet belongings
of the characters, with the same convictions
in their beliefs. Affected characters begin to
eye the belongings of other characters. and
so on. If the PCs do not start a
brawl the townspeople will. However,
townspeople will fight to subdue, not using
weapons unless they are attacked in the
same manner.

Characters who make their initial save vs.
the Wind feel a strong desire to possess the
ring, but they will be able (with a struggle)
to fight it off and act freely. These characters
may draw affected characters away by
throwing a coveted object some short distance,
which the affected characters will follow.
If the characters can be led around a
corner which is blocked by a building, the
Wind will lose its hold over the character.
Otherwise an affected character will remain
so until 2 game turns have passed (and
the Winds move on), or until the character
has been rendered unconscious due to subdual
combat damage. <Subdual, UA>

Tudwill the Magistrate
 
Coming down the street toward you is a
tall but very burly man with an officious
air. Behind him trail 4 guardsmen. His
neutral expression turns into a smile as
he sees you and moves to intercept. "A
word with you, gentle folk, if 1 may," the
man says. "I am Tudwill, the Exalted
Magistrate to the Council of the Nine,
blessed be their names, and I'm afraid
you have inadvertently broken some city
ordinances.

Tudwill does in fact serve as a judge in
trivial matters of law, but all matters of
import are routed to more important magistrates.
He earns the majority of his income
by catching people in the act of committing
minor infractions and collecting the fines at
that time; to put it another way, he issues
tickets and then "fixes'' those same tickets.
He is incredibly inventive at twisting the
actual law to cover whatever circumstances
are around, and his fines vary by what he
judges the accused actually has (usually
50%-75% of what the victim has at the
time).

Naturally, none ot this makes Tudwill a
beloved public figure and normal townspeople
go to great lengths to avoid him.
Still, he is a bit of a comic figure--a corrupt
petty bureaucrat, all pomp and air. Unfortunately,
he must be taken seriously, for he
does have the power to imprison offenders
in the slave pens, and the offender might be
sold before he comes to trial! Charges he
might bring against the party include: more
than 4 people in a group after dark (if
applicable); possession of non-Suderham
currency (if they haven't been to the moneychanger);
resisting an officer of the law (if
they argue about their guilt); possession of
possibly forged passes (whether they are real
or not); public intoxication (whether they are <Effects of Alcohol and Drugs, DMG>
sober or not); failure to wipe feet before
crossing the street; failure to cross street at
the proper point; failure to render assistance
to an officer of the law; obstructing the path
of an officer of the law; etc., etc. Tudwill will
settle for a total of 40 GP from the
party, though he will try for more.

Taliesin the Bard
-
Walking down the street you hear the
haunting strains of a ballad of doomed
Love roll forth in a rich baritone voice 
accompanied by a lute. When the bard 
finishes his song, the dozen or so
bystanders erupt into deserved applause.
You, too, have felt your heart strings
tugged by this man's magickal voice. His
dark eyes wander over the crowd as he
turns, acknowledging the applause with
nods. He faces your party, makes eye
contact, and nods slightly in your direction.
There seems to be a mysterious
magnetic power about him. But, with his
performance done, he gathers his money
and disappears down the street.

Later in the night, when the PCs
are in a tavern, Taliesin will reappear.
Casually approaching the PCs,
he will draw them into a quiet corner
for drinks and discussion.

Taliesin is a thoughtful, sensitive fellow,
but what has happened to him lately he does
not fully understand. Many months ago he
felt compelled to set out on a long journey.
He did not know where he was going or
why, but remembering the teachings of his
druidic master, he went. His old master had
often talked of the spirit dream sent by The
Earth Spirit, and perhaps that was what this
was. At any rate, he followed the call.

At 1st, as he traveled, his wanderings
were random, vague, and incomplete. But
as weeks passed, his footsteps became more
and more deliberate, finally bringing him to
this place. And on his journey he had
dreams--dreams of fire, churning seas,
darkness, and blood. In these dreams he
saw the faces of the PCs and
knew that he had to find them. But, Now
that he has you, he doesn't know what he is
supposed to do.

Clerics who magickally investigate Taliesin
have no trouble detecting a strange aura
about him--he is somehow special. However,
nothing more will be revealed. He
wants to help and will answer all the questions
of the PCs. At this point,
you must decide haw much he knows and
how much you want to reveal to your players.
If they are having a difficult time finding
where to go next and what to do, allow
Taliesin to be well-informed about the slave
lords and their movements. He will be able to
give them several solid clues about where to
go and what to LOOK for. If the PCs
have had successes already, have Taliesin
suggest that things here may run deeper than
expected--that some thing or some power as
yet unsuspected is present here. There is a
greater adventure here than meets the eye,
one that continues into Queen of the Spiders

The Catacombs of Suderham +