FairyFeller_1AKindOfMagic

Fairyfeller's Masterstroke Part 1: A kind of magic.

Prologue: Five years ago, Burgenhof was a medium village of about 650 people before the plague hit. Now it is 125 individuals struggling to survive on the frontier of the Empire. Orran Herzewald, the newly inherited Baron of the area has noticed several of the new elven waystones nearby and plans to use them to assist in bringing back the population of Burgenhof. Since the people he still has left are too focused on the task of reconstruction, he intends to hire some outside help. Needless to say, the elves will not be happy about this.

GM Notes: This adventure is intended for characters in their second or third careers, the party should have a scholar or wizard in it as well. Someone who speaks elvish may lead to interesting role playing opportunities, but is not necessary.

Dramatis Personae: Orran Herzewald: Lord of a small village, former wizard. Tobias Gardener: an Innkeeper. Johan Renfeld: a manservant.

Chapter 1:

Orran Herzewald has posted notices far and wide stating his desire to hire skilled people for his project. These can be conveniently placed in whatever major city your players may be passing through (placed by travelling merchants at Orran's request), the job will still be available if the PCs inquire about it, either because the previous applicants have been unwilling to travel as far as Burgenhof or did not suitably impress Orran. As the players draw near to Burgenhof, they follow the wide dirt path to the top of a hill, as they reach the top, they can see a collection of thatched and slate roofs dominated by a manor house at the western edge surrounded by a a wooden palisade with two main gates in it, one to the west and the other to the north east. An examination of the road and the approach to the town reveals that the road used to be quite well traveled, but lowered volumes of traffic has allowed some vegetation to start to regrow. It should be fairly obvious where Orran Herzewald is, but if the players are interested are interested in food or a bed, a quick stop at the **Thirsty Ostlander Inn** will be enough to gain any useful gossip. The inn serves as the local gathering spot for the locals and the innkeeper, Tobias Gardener, will be happy to see some new faces. The local troubles have kept him as busy as well but he does what he can. If any of the players can perform some entertainment, Tobias will be extremely appreciative and all social tests with him will become easier by one step.

At some point the players may try to interact with the townspeople, their reaction will depend on the player's conduct so far. The people of Burgenhof have seen their share of mercenaries, fortune seekers, adventurers, mugs, pugs, thugs, nitwits, halfwits, dimwits, and Sigmarites since Orran has started advertising his need for help. Some have been bullies, others were swindlers, others had to be driven off. Currently, the townspeople are able to make ends meet, but just barely. If the players are looking to buy supplies, they are available at double the price if the players are paying with coin, but at regular price if the players are willing to barter needed supplies. If the players appear to be honest (and non-violent), some of the locals will try to give them information for a few coins. The mood of the townsfolk is a bit dour, Orran has promised them that he has a plan to restore the town, but has kept the details vague; the townspeople's hope and Orran's reputation as a wizard has taken care of the rest. The townsfolk have their own doubts about their future, but any hope is better than no hope and the Herzewald family has been well liked for a long time in this area. Orran himself was very highly thought of before he went off to the Jade College and his return has endeared himself to the people, they may not have much hope, but they are willing to give him a chance.

Eventually, the players should turn their attention to the large slate roofed building at the southern end of town. The Herzewald manor house is easily the largest and most expensive building in the city, but should the players need any help finding it, anyone in town can tell them before giving a long sigh and then getting back about their business. When the players go up and knock on the front door, a voice calls out "If the southern fields are finished, then go help harvest some intact planks from the eastern side of town for the houses that need fixing." Repeated knocking will eventually produce a short, over worked, but well dress man who introduces himself as Johan Renfeld, Orran's manservant. Upon seeing the players, he will apologize profusely about the earlier greeting saying that he thought they were something else. If the players produce the advertisement or mention the job, they will be shown upstairs to see Orran, otherwise Johan will curtly bid them a good day and close the door.

Once the party is able to gain access to Orran in his office, they'll be greeted by the sight of a well furnished room, artwork covers the walls and several other pieces sit on stands along the walls. The far wall is dominated by a large laquered wood carving of the Herzewald family crest over a stone fireplace set in the wall. Across the room from some windows is a large wooden desk, behich which sits a well dressed man in a green robe that has seen better days. Papers cover every inch of the desk as well as a plate with the remnants of a recent meal.