16 · The spy from Angmar

The town of Buhr Thu­ra­sig lies forty miles north of the Men Rhûnen, a major east-west high­way lin­king the King­dom of Angmar to the lands of Rhûn to the east. Rhûn serves as the source of much of the sup­plies for Angmar, and the road pro­vides the pri­mary trans­por­ta­tion route bet­ween the areas. Since his access to these vital resources depends on the secu­rity of this high­way, the Witch-king pays consi­de­rable atten­tion to the lands around it, and seeks constantly to extend his influence and even outright domi­na­tion in those areas.

He gene­rally avoids open battle or takeo­ver by force, as such an effort would require a com­mit­ment of resources he needs more elsew­here, nor is he willing to risk full-scale war with some power­ful ene­mies. But whe­re­ver he can shake up exis­ting govern­ments hos­tile to him or subtly foment rebel­lion, he grasps that oppor­tu­nity to weaken poten­tial oppo­si­tion. Through his lieu­te­nants and spies throu­ghout the land, the Witch-king will do wha­te­ver pos­sible to fan the fires of exis­ting resent­ments, spread rumors to drive wedges in gaps and try to widen any cracks in local unity, and even covertly sup­port upri­sings against the local autho­ri­ties.

16.1 Overview

In this adven­ture, the players will be asked to help confirm rumors that a spy from Angmar has come to Buhr Thu­ra­sig, min­gling with the crowds arri­ving for an annual Trade Fair, and to iden­tify and stop the spy before he can carry out his plan to meet with a hired assas­sin and assign him to kill an impor­tant member of the Town Coun­cil. By assas­si­na­ting one of the Gramuz mem­bers of the coun­cil, the Witch-king hopes to drive a wedge into the some­times uneasy alliance of Gramuz and Urban North­men who control the town.

The trade fair

Each year, in late spring, after the ice and snow have melted, mer­chants, crafts­men, and tra­ders from all parts of the region load their carts and pack ani­mals to bring their wares to the town of Buhr Thu­ra­sig for a trade fair. They set up in tents and booths on the Fair Field in the center of town, and offer their mer­chan­dise for the consi­de­ra­tion and pur­chase by the people living in the area.

In addi­tion to the usual wea­vers, smiths, pot­ters, armo­rers, wood­wor­kers, and candle makers, all of whom show up to dis­play a variety of styles, colors, and sizes of their wares, some less ordi­nary mer­chants occa­sio­nally join in the acti­vity. It wouldn’t be ama­zing to see a book­bin­der, or a maker of musi­cal ins­tru­ments, a pain­ter, or even a small-time mage crea­ting custom spells and charms for the public. Tin­kers and junk tra­ders try to convince the public of their des­pe­rate need for the pecu­liar odds and ends they col­lect in their tra­vels.

In addi­tion to the mer­chants, enter­tai­ners come, singly or in groups, to show off their abi­lity and col­lect coins from the crowd : musi­cians, dan­cers, mimes, and pup­pe­teers. Ven­dors move among the people, sel­ling hot meats wrap­ped in bread, cheese rolls, sweet pas­tries, ale, or fruit juices. Even the atten­dees, many of whom come only to replace worn-out items, buy cloth to sew new trou­sers for their family, lea­ther to make har­nesses for the plow ani­mals, or new tools for their trade, pull out their brigh­test, most cheer­ful clothes to cele­brate the end of winter and greet the arri­val of milder wea­ther.

The fair gene­rally lasts for about a week, with acti­vity begin­ning each day at mid-mor­ning and fre­quently conti­nuing, aided by torch and candle, until well after dark.

Ligrador’s worst night

The keeper of The Wai­ling Wind sur­veyed the crowd in the public room, noting the effort as one of his tem­po­rary ser­vers attemp­ted to maneu­ver his way through the packed mass of people. « That boy can’t even remem­ber who orde­red the strai­ned meat broth, » he thought to him­self in dis­gust as he wat­ched the young­ster offer the cup to one person after ano­ther and each in turn respond in the nega­tive. He sighed. Trade Fair was always his busiest time of the year, and he could never find enough satis­fac­tory extra help.

« Master Ligra­dor ! » The voice of one of his regu­lar girls hailed him from behind. She was one of the com­petent ones, so if she repor­ted a pro­blem it was a real one. Ligra­dor sighed again. More pro­blems, he didn’t need. Already today they’d had fif­teen more people show up than they’d plan­ned for ; his wife was in the kit­chen feve­ri­shly thro­wing toge­ther ano­ther pot of stew ; two tem­po­rary hel­pers were ups­tairs conver­ting double rooms into triples or more and squee­zing as many extra beds into the larger cham­bers as they would hold ; they’d found that some of the extra bed­ding had been des­troyed by damp and he’d had to make a hasty deal with the weaver, who’d char­ged him an exor­bi­tant price, kno­wing the bind he was in ; a keg of ale sprang a leak as they were brin­ging it up from the cel­lars ; seve­ral boxes of candles had been mis­pla­ced ; and his youn­gest daugh­ter was sho­wing signs of coming down with some­thing that might be a bad cold or flu.

The girl waited for him to come to her, so she didn’t want the rest of the people present to hear what she had to say. He appre­cia­ted her dis­cre­tion ; it was rare enough to find anyone who knew what it meant.

« Master Ligra­dor, » the girl said, in a low voice, when he was close enough to hear. « Fae­li­noth, the Baker’s appren­tice, wishes to see you pri­va­tely. He says it’s a matter of some urgency. He’s in the family parlor. »

Ligra­dor looked at the cei­ling while he consi­de­red the request. « Doesn’t he know I’ve got my hands more than full right now ? He can see the crowd. »

The girl ran the end of her tongue across her lower lip. « He seemed upset, and said I should tell you it was urgent. Most urgent. I think… » She lost her nerve.

The pro­prie­tor of the Inn thought a second, then shrug­ged. « I’ll attend him, » he said on a long exha­la­tion.

He found the baker’s appren­tice pacing the small confines of the family parlor. Fae­li­noth was young yet, barely six­teen, and seemed even youn­ger with his round chil­dish face and slight build. He must have been run­ning his fin­gers through his light brown hair ; tufts of it stood out in various direc­tions.

« Master Ligra­dor, thank good­ness, » he said. « I wasn’t sure if… Well I just didn’t know what to do, but I thought I’d better tell you qui­ckly… I mean it’s ter­rible, 1 can hardly believe it, you’ve got to stop it… I guess you’ll have to tell the others— »

« Hold a minute, » Ligra­dor orde­red, finally hal­ting the gush of words from the agi­ta­ted young man. « Calm down and tell me what has hap­pe­ned. »

« It hasn’t hap­pe­ned yet, » Fae­li­noth ans­we­red. « I don’t know when it’s going to. »

« Sit down, take a deep breath, then start at the begin­ning and tell me exactly what is going on, » Ligra­dor reques­ted, and wat­ched sternly while the baker’s appren­tice made an effort to control his agi­ta­tion.

« I came in ear­lier this eve­ning to sit a bit and get a drink of ale, » Fae­li­noth said after a pause. « Here and we’ve been wor­king without break for days now, to pre­pare for the fair. This eve­ning my master told me to take some time off and have a rest. So I came here. »

Ligra­dor nodded, silently urging him to get to the point.

« I was sit­ting at a table by myself. I was hoping that Mathila might be able to get off and come join me, but 1 guess she didn’t finish her duties early enough. Anyway, after a bit I was star­ting to get calmer when I rea­li­zed I could hear this conver­sa­tion going on behind me, even though they were tal­king in kind of low voices — not quite whis­pers, you know, but quiet-like. »

« Who was tal­king ? » Ligra­dor asked.

Fae­li­noth shrug­ged. « I’ve never seen them before, so I sup­pose they were in town for the Fair. Ugly loo­king types. I know they didn’t intend for me to hear what they were saying. »

« Which was ? »

« They were tal­king about… » He swal­lo­wed hard. « One was tel­ling the other about how he was going to pay him to kill one of the people on the Town Coun­cil. »

« Kill ? » Ligra­dor repea­ted, finally remem­be­ring to close his mouth. « Did they say who ? »

Fae­li­noth nodded. « Dael­glid. And they want to make it look like it was one of the other Coun­cil mem­bers did it. »

« You’re sure about this ? » the Inn-keeper deman­ded. « They weren’t just… sort of spe­cu­la­ting ? »

« I’m sure about what I heard, » the boy ans­we­red. « One of them was tel­ling the other he’d pay him a hun­dred gold pieces when it was done. »

« Did they say when ? »

« Tomor­row or the next day, I think. »

« Why ? » Ligra­dor mut­te­red, more to him­self than to the boy. « And who ? »

« I think it’s just to make trouble, » Fae­li­noth ven­tu­red. « And that pro­ba­bly means… »

« Pro­ba­bly so, » the Inn-keeper agreed. He straigh­te­ned his sag­ging shoul­ders. « I will send mes­sen­gers to the rest of the Coun­cil tonight, after the crowd has dis­per­sed. We’ll dis­cuss what to do. Thank you, boy. It was well done to bring this to my atten­tion. And now I must get back to my duties. We are busy this eve­ning, as you have seen. »

« Indeed I have, » the baker’s appren­tice agreed. « Thank you, Master Ligra­dor. » The boy rose and bowed out of the room.

The Inn-keeper stared after him for a moment, won­de­ring if Faelinoth’s ima­gi­na­tion had been run­ning away, or if he’d been wor­king too hard. He’d never heard that the baker had any com­plaints of that sort about the boy. There was no point in taking chances ; the rest of the coun­cil should know of this.

The next thing he did after lea­ving the room was find two of his regu­lar hel­pers, young­sters he knew he could trust, and send them to the others to request a mee­ting for later that night. Then he plun­ged back into the chaos and confu­sion of kee­ping the packed inn run­ning smoothly.

The first mes­sen­ger retur­ned some­time later to say that the people he’d been in contact with would attend. The second mes­sen­ger was delayed quite a bit longer, and when he did return, she wore an odd look, com­bi­ning sad­ness, shock, and exci­te­ment. « There was a fight not too far off, » she repor­ted. « I don’t know who he was arguing with. Stran­gers, I think, but Fae­li­noth, the baker’s appren­tice is dead. Stab­bed through the heart. »

Ligra­dor felt the mug he held begin to slide from his grasp but was unable to stop it. For­tu­na­tely the metal tan­kard was only slightly bent. Fae­li­noth in an argu­ment ? Per­haps, he thought. But dead— In a quar­rel, an acci­dent ? No. He bent down and picked up the vessel he’d drop­ped. « No, » he repea­ted, aloud, but to him­self alone.

16.2 The NPCs

The towns­people in Buhr Thu­ra­sig are impor­tant in this adven­ture. Refer to sec­tion 14.2 for a des­crip­tion of some of the more pro­minent citi­zens.

Gorion

Gorion was enrol­led in the army of the Witch-king of Angmar at the age of four­teen and began to train as both war­rior and mage. Early on he showed apti­tude for both pur­suits but found the trai­ning in magic more to his liking and so concen­tra­ted his efforts that way. Quick of intel­lect and extre­mely cun­ning, he made rapid pro­gress in the arts of magic as well as the skills of a war­rior. He also pos­ses­sed cut­ting wit and a seduc­tive tongue.

His super­ior offi­cers soon dis­co­ve­red the young man’s talent and began to assign him the tri­ckier and dif­fi­cult jobs, par­ti­cu­larly ones requi­ring skills not often found among the common sol­diers : dis­cre­tion, per­sua­si­ve­ness, subt­lety, tact, and utter lack of scruple. He not only ful­filled all his mis­sions, but some­times achie­ved suc­cess well beyond anyone’s expec­ta­tions.

One job in par­ti­cu­lar finally brought Gorion to the atten­tion of one of the Witch-king’s trus­ted aides. Gorion was sent with a small troop to treat with the petty king of an eas­tern pro­vince for per­mis­sion to move troops across his coun­try. The king knew a bad deal when he heard one and natu­rally pre­pa­red to refuse. Gorion, sen­sing what was coming, arran­ged to

have the king assas­si­na­ted before he could give a nega­tive reply, then told the very young prince who suc­cee­ded him that his father had agreed to the request, and so tho­roughly ter­ri­fied the new ruler that it made no dif­fe­rence whe­ther he belie­ved the emis­sary or not. Gorion retur­ned with the young man’s agree­ment, plus a heal­thy contri­bu­tion to the Witch-king’s trea­sury.

Gorion is an Asdriag of medium height and build. He has light brown hair and darker brown eyes. His appea­rance is sur­pri­sin­gly bland — his fea­tures are even and unre­mar­kable, so that he is nei­ther par­ti­cu­larly attrac­tive nor ugly. His clo­thing tends to be equally bland — plain brown leg­gings and jerkin —save for the fas­te­ning buckle on his belt which is of beaten silver in the shape of an eight-poin­ted star with a huge blood­stone at the center. This talis­man has a 60% chance of stop­ping all torso cri­ti­cals. He also wears a short sword at his belt and a dagger in the top of his boot.

Torifal

The assas­sin is such an incon­gruous figure that it’s easy to take him lightly. That’s gene­rally a fatal error. Tori­fal is much more effi­cient at his job than his ridi­cu­lous appea­rance and beha­vior might indi­cate.

Tori­fal is a large, hea­vily-built man with such mus­cu­lar arms and legs that people fre­quently refer to him as a Troll. He isn’t, of course, and he doesn’t take kindly to the desi­gna­tion. The unwary who make remarks of that sort in his hea­ring tend to turn up later in a ditch or a dark alley with a knife bet­ween their ribs.

Someone once told the assas­sin that he had musi­cal talent, and Tori­fal took the words to heart. So much to heart that he fan­cies him­self some­thing of a tra­vel­ling per­for­mer. It requires little per­sua­sion to induce him to pull out his lute and enter­tain the com­pany (be it great or small) with a song. The man has a throb­bing bass voice that would add immea­su­rable depth and rich­ness to a mixed chorus but is gra­ting and tedious as a solo act. In addi­tion he hasn’t quite mas­te­red the art of get­ting the lute pro­perly tuned. Few have the nerve to tell him that he is off-key, and those that do have a short life-expec­tancy.

In kee­ping with his pecu­liar self-concep­tion, Tori­fal dresses in what he ima­gines is an appro­priate style for an iti­ne­rant musi­cian : breeches in shades of orange, blue, or green, shirts of rose or gold, with coor­di­na­ting jerkin. His cloak is yellow-gold. The clo­thing does serve to dis­tract one’s atten­tion from the fact that Tori­fal is also a wal­king arse­nal of concea­led wea­pons. Seven dag­gers ride under his cos­tume, ran­ging from two small blades in his boots to a ten inch length of steel stuf­fed into the back of his belt. He has blades up his left sleeve, in a lea­ther har­ness under his right shoul­der, under his fea­the­red hat, and one sewn into the lining of his cloak. He can reach and extract any one of them in a matter of seconds. The buckle of his belt is also imbed­ded with a spell which allows him to cast a Sleep X spell once a day.

Tori­fal is a Dun­len­ding, with grey eyes and dark hair, which he usually greases to a brilliant shine and combs straight back from his fore­head. He smiles easily and hear­tily, but the good humor is decep­tive ; his fierce temper can explode qui­ckly and with messy conse­quences.

Baric

The master weapon-maker comes every other year to the fair at Buhr Thu­ra­sig from Dale. He brings with him an assort­ment of his pro­duct —some of the finest knives, swords, dag­gers, stars, maces, and battle-axes to be found anyw­here in nor­thern Rho­va­nion. He makes the long trip in his wagon, bian­nually, not just for the oppor­tu­nity to sell his wares to a larger group of people, but because he has a number of friends in the town or who come regu­larly to the fair.

Baric is a tall thin man with blond hair fading into silver, light blue eyes, very pale skin, and sharp angu­lar fea­tures. He’s voluble and good-humo­red, but mode­ra­tely adept at using the wea­pons he creates. His main weak­ness is an inabi­lity to hold his liquor, which is why he rarely drinks, except on social occa­sions like get­ting toge­ther with old friends at a trade fair.

Caviltar

The cooper comes from a town even fur­ther south than Baric’s home, but he under­takes the trip every year. He makes the best bar­rels and other wood contai­ners to be had east of Mirk­wood, and he does a brisk busi­ness with seve­ral bands of Dwarves from fur­ther north in the moun­tains, as well as many of the bre­wers and tavern-kee­pers in the area. Cavil­tar is a burly, hand­some man with red­dish brown hair and green eyes. He’s quiet and not ter­ri­bly bright or phy­si­cally adept except with hammer or other wood­wor­king tools. His amia­bi­lity and kind heart make him almost uni­ver­sally liked.

Borgenda

By her own desire, the glass-blower was appren­ti­ced in the craft at the age of twelve. She is now approa­ching seventy and has yet to lose her love of the medium or her fas­ci­na­tion with its pos­si­bi­li­ties. The beauty of her crea­tions reflect her care, concern, and conti­nuing search new forms, styles, methods, and uses for her wares. Des­pite her age Bor­genda appears no more than fifty ; although her long hair is silver, her grey eyes are sharp and her face shows few lines. Her frame is thin, wiry, and unbent.

Ulred

The her­ba­list is a man of middle years and small sta­ture. Although he has a home some ways to the sou­th­west, Ulred spends much of his time tra­vel­ling, sel­ling his herbs and cures, and tal­king to folk of various areas, hoping to find new plants and new ways to use known varie­ties. Although Ulred can nei­ther read nor write, he seems never to forget any bit of infor­ma­tion he learns and the­re­fore has an ency­clo­pe­dic know­ledge of herbs and potions. He knows little about any­thing else, howe­ver, and in conver­sa­tion, other than on the sub­ject of plants of their uses, appears simple and even igno­rant.

Glyorivia, Vandorag, and Asgaric

These three, like many others, are Gramuz, rural far­mers and sheep-her­ders, whose holds are too iso­la­ted to be consi­de­red part of any town. They have come to Buhr Thu­ra­sig to the fair, to acquire many of the things they need for their day-to-day ope­ra­tions : ani­mals, tools, cloths, hou­se­hold uten­sils, etc. They have taken beds at The Wai­ling Wind for a few days while they conduct their busi­ness at the fair. If they’re not asleep on their cots in one of the larger, common rooms, or on the Fair Field conduc­ting busi­ness, they will most likely be found in the tavern, cele­bra­ting the bar­gains found, or bemoa­ning the high cost of good qua­lity wares.

Aldaric

An iti­ne­rant mer­chant, whose consi­de­rable appa­rent suc­cess is some­thing of a mys­tery only to those who don’t know much about his methods, Alda­ric is a large man with red­dish brown hair and green eyes. His vic­tims know that he has raised bla­ck­mail and extor­tion to a high art ; he has a net­work of agents who pro­vide him with infor­ma­tion he can use to threa­ten those who have a posi­tion to pro­tect. He tra­vels a great deal, col­lec­ting infor­ma­tion and money, and conduc­ting some side­line busi­ness deals.

Alda­ric prac­tices a dan­ge­rous pro­fes­sion and he isn’t as unar­med as he appears- An unu­sual silver wrist­band he wears is more deadly than one would guess. A push on a cer­tain part of the deco­ra­tion will cause a spring-loaded, col­lap­sible knife to sud­denly emerge from it. The mer­chant also pos­sesses a green ward-stone brooch (+5 Essence Resis­tance), and a +10 dagger–

16.3 The layouts

The layout for the town of Buhr Thu­ra­sig is in sec­tion 14.31. The Game Master should consult that layout for the rela­tion­ship bet­ween the Fair Field and the two Inns to the town as a whole.

The Fair Field

The Fair Field is a large, open, grassy area in the center of town, inten­ded for use as a common area, for games, and as a site for fairs and other town acti­vi­ties. The town pro­vides seve­ral ame­ni­ties for the com­fort and conve­nience of mer­chants, enter­tai­ners, and atten­dees, inclu­ding tents, stages, benches, and tables. Mer­chants pay a fee of I silver piece for rent of space on the field or 3 to 5 silver pieces for a tent dis­play, depen­ding on its size.

1 · The City Gates and Guard Towers control access to the town. Consult sec­tion 14.31 for more detail on the layout.

2 · A plat­form ten feet by ten feet, raised a foot off the ground- Six foot tall poles on each corner have hooks embed­ded in them for strin­ging cor­dons around the area. The enclo­sure may be used for dis­playing ani­mals, auc­tions, wrest­ling matches, etc.

3 · Stone Mar­kers. A series of square, flat-topped stone blocks honor the foun­ders and outs­tan­ding citi­zens of the town.

4 · Public Gar­dens. Plan­ted among the low-gro­wing ever­green shrubs are a tas­te­ful assort­ment of per­en­nial flo­wers. Late spring and early summer is the height of their season, when dense masses of blooms form clus­ters and spikes of bright color in the two long rows.

5 · Well. A shaded well pro­vi­ded with two buckets on pul­leys for the public use–

6 · Area set aside for ven­dors who wish to pay the mini­mum for dis­playing their mer­chan­dise. Their fee buys them only space ; they pro­vide stools, benches, tents, or wha­te­ver is needed for sho­wing their wares. Most of these people are small-time tra­ders or pedd­lers, or part-time hob­byist crafts­men, such as the farmer who sells the wooden flutes he carves in his spare time.

7 · The lar­gest of three wood plat­form stages pro­vi­ded for the use of dan­cers, mimes, acro­bats, and other enter­tai­ners. Each group pays a fee of 2 copper pieces per hour for use of the stage, and most pass the hat among the audience to finance their efforts.

8 · Two smal­ler stages. Rent for these is 1 copper piece per hour.

9 · Back­less wooden trestle benches (or some­times just lined up bales of hay) pro­vi­ded for the conve­nience of audiences wat­ching the enter­tain­ment, people wan­ting to sit while they eat, or both–

10 · Food and Drink Ven­dors. Ale, Beer, Mead. Fruit drinks, and fla­vo­red waters are avai­lable to drink, while a wide variety of food, from meat pies and vege­table rolls to honey pas­tries are avai­lable for pur­chase by hungry fair-goers.

11 · Tables. Pro­vi­ded for the conve­nience of the afo­re­men­tio­ned hungry fair-goers. Some are placed under the shel­ter of long tents, others sit out in the open–

12 · Animal pens. Hol­ding areas for live­stock, inclu­ding horses, pigs, cows, goats, and chi­ckens–

Merchants and craftsmen

13 · Wood­wor­ker.

14 · Gold­smith.

15 · Sil­vers­mith.

16 · Cob­bler.

17 · Lea­ther­wor­ker.

18 · Cooper.

19 · Candle maker.

20 · Weaver.

21 · Needle worker (Sewing and Embroi­dery).

22 · Potter.

23 · Wea­pons Maker.

24 · Armo­rer.

25 · Pain­ter.

26 · Musi­cal Ins­tru­ment Maker.

27 · Spell caster.

28 · Astro­lo­ger.

29 · Book­sel­ler.

30 · Glass Blower.

31 · Pedd­ler.

32 · Herbs and Potion maker.

33 · Animal Trader.

34 · Irons­mith.

35 · Baric’s Wea­pons Dis­play.

36 · Caviltar’s Bar­rels.

37 · Borgenda’s Glass Works.

38 · Ulred’s Herbs and Potions.

39 · Assor­ted Tra­ders and Mer­chants.

40 · The Wai­ling Wind Inn. The lar­gest Inn in Buhr Thu­ra­sig ; it is where most of the repu­table mer­chants will stay.

41 · The Gryphon’s Wing. The other Inn. It is much smal­ler and holds fewer people. The ale is repu­ted to be wate­red down and the food barely edible, howe­ver the rates are chea­per and dis­cre­tion more widely prac­ti­ced than at The Wai­ling Wind.

The Wailing Wind

Ligrador’s Inn is a spa­cious buil­ding, sho­wing a wide front facing the Fair Field. In fact, it is the lar­gest buil­ding in the town of Buhr Thu­ra­sig, with more than fif­teen guest rooms, plus quar­ters for the help. Ligra­dor and his family pride them­selves on a repu­ta­tion for offe­ring their guests clean bed­ding, una­dul­te­ra­ted ale. hearty and some­times quite tasty food, rea­so­nable ser­vice, a decent level of secu­rity, and a good night’s rest. For each guest room the odds that it will be occu­pied are 10% during day­light hours, 40% from sunset until eleven o’clock, and 90% bet­ween eleven o’clock at night and seven in the mor­ning. Each addi­tio­nal person in the room (beyond the first) adds ano­ther 3% to the odds.

First level

1 · Front (Main) Entrance
To the Inn.
2 · Main Hall­way
A coat rack is on the wall to your left as you enter the buil­ding ; a wide stair­case goes up to the second floor on the right. The hall conti­nues ahead, then turns right behind the stairs, lea­ding to the kit­chen, pri­vate dining rooms, and the family parlor. which serves as an office for the ope­ra­tion.
3 · Tavern
This is the lar­gest room in the Inn. It is crow­ded with tables and chairs. A small, raised dais at the far end can accom­mo­date musi­cians or enter­tai­ners. The Inn doesn’t hire, encou­rage, or pay enter­tai­ners, but does not dis­cou­rage them either.
4 · Bar
A long bar crosses part of the room at the far end of the tavern. There are no ser­vers here, so all drinks have to be orde­red and paid for at the bar, then car­ried back to the table. Doors to the out­side. An unob­tru­sive door allows the bar­ten­der direct access to the stables, garden, sto­rage buil­dings, and most impor­tantly. the cel­lars where wine and kegs of beer and ale are stored. Ano­ther door, off the far end of the hall, is situa­ted close to the office.
5 · Door
This door allows access to the tavern from the back hall and is pri­ma­rily for the use of Inn employees.
6 · Dining Room
This is the main dining room where most of the patrons take their meals. It too is crow­ded with tables and chairs, but meal ser­vice is pro­vi­ded here.
7 · Sto­rage Pantry
Situa­ted bet­ween the dining room and kit­chen, this small area is lined with shelves and cup­boards for sto­rage of dishes. glasses, cut­lery, linens, and food sup­plies.
8 · Kit­chen
All the cooking is done here. A huge stone chim­ney consumes most of one wall, and actually has two fire­places, one large one for roas­ting joints of meat, and a second smal­ler one for cooking pots of soup and boi­ling vege­tables. There are seve­ral tables in the room to aid in food pre­pa­ra­tion. and a large wash­tub and drying rack in ano­ther corner. Ligrador’s wife. Sar­grid, is the supreme ruler of this domain.
9 · Pri­vate dining rooms
These rooms are avai­lable for hire by par­ties wishing to conduct busi­ness over a meal, or in need of pri­vacy for some other reason.
11 · Family Parlor
At least that was its ori­gi­nal pur­pose. Since Ligrador’s family has a sepa­rate house, this room pri­ma­rily serves as the office and head­quar­ters of ope­ra­tions for the Inn.
12 · Back stair­way
To second and third floors.

Second level

13 · Double Rooms
These rooms are inten­ded to accom­mo­date two per­sons, nor­mally contai­ning two beds, two chests for sto­rage of per­so­nal pos­ses­sions. and two washs­tands. A third bed has been moved into each and all are taken.
14 · Linen Closet
Lined with shelves, but one person might be able to squeeze in for hiding pur­poses.
15 · Common Room
This room nor­mally holds 4 or 5 beds with lockable cabi­nets adjoi­ning each and two washs­tands. Cur­rently six people are using the room.
16 · Broom closet
Sto­rage for clea­ning tools and sup­plies–
17 · Nor­mally a triple room
(3 beds), it now holds 4.
18 · The Royal Suite
This large, lavi­shly appoin­ted room is gene­rally reser­ved for per­sons of wealth or impor­tance. It contains an over­si­zed bed with silk han­gings, fine tapes­tries, seve­ral pieces of excellent maho­gany fur­ni­ture inclu­ding the bed­stead, a chest and a war­drobe. Since no one reser­ved the room in advance or has since come along and been willing to pay for exclu­sive use of it, three more beds have been moved in, and five lucky people are staying in this grand cham­ber.
19 · Servant’s Quar­ters
Inten­ded to be quar­ters for the servant(s) of the person staying in 18. The door bet­ween 18 and 19 has been locked and two per­sons are using the room.
20 and 21 · Ori­gi­nally inten­ded as quar­ters for inn ser­vants
These rooms have space for little more than a bed, a small lockable chest under­neath, and a washs­tand ; each is occu­pied by only one person.
22 · Second floor hall
Runs most of the length of the buil­ding, along the rear, and allows access to all rooms on this floor. Three win­dows open out of the hall, loo­king down about ten feet to the back of the inn.

Third level

23 · Torifal’s quar­ters
He expects to make enough profit from this assi­gn­ment to allow him the luxury of a pri­vate room. His quar­ters contain a single bed, washs­tand, chest, and a war­drobe. Han­ging in the war­drobe and scat­te­red on the floor (Tori­fal is a slob) are seve­ral articles of brightly colo­red clo­thing, all of which clash with each other. There is a 50% chance his lute will also be in the war­drobe (out of tune, as always). Whe­ther he is over-confi­dent or just care­less, he has left the note from Gorion, dis­cus­sing the assi­gn­ment, in an unsea­led, unlo­cked pouch han­ging on a corner of the washs­tand. The chest howe­ver is locked (Very Hard, –20, to pick), and contains 80 silver pieces, the amount remai­ning from the 200 silver pieces Gorion paid him as a retai­ner. There is also a +5 dagger in the chest, and a +5 sti­letto sit­ting under the bed, where it rolled when Tori­fal drop­ped it.
24 · Single rooms
The occu­pants of both of these rooms have been willing to pay for their pri­vacy.
25 · Double rooms
All now have three occu­pants.
26 · 2 rooms
These two rooms were inten­ded for the use of the family of the Inn­kee­per, but are now used by some of the help. Two young ladies sleep in one of them, two young men in the other.
27 · Ser­vants” quar­ters
Ser­vants” quar­ters ori­gi­nally, each is fitted out as a single room, and being too small to accom­mo­date addi­tio­nal beds, each has only one occu­pant.
28 · Broom closet 
Same as 16 on the second level.
29 · Linen closet 
Same as 14 on the second level.
30 · Third floor cor­ri­dor
Like the one on the second floor, this one runs most of the length of the buil­ding and has three win­dows over­loo­king the yard at the back. The drop from these is about 18 feet.

The Gryphon’s Wing

The smal­ler of the two Inns in Buhr Thu­ra­sig has a repu­ta­tion as a rou­gher and less com­for­table place ; people of qua­lity, wealth, or status don’t stay here unless there is some pres­sing need. The Inn­kee­per, Ger­dric, has no family and inha­bits a room on the pre­mises. The chief cook has a home of his own, but the bar­ten­der has a room at the Inn, as do two of the ser­ving-boys. Room rates are somew­hat less expen­sive than The Wai­ling Wind, and the place is just as crow­ded at fair time. Like Ligra­dor, Ger­dric will put extra beds into rooms to accom­mo­date as many people as pos­sible and he hires extra, tem­po­rary help for the dura­tion. The odds of any room being occu­pied are the same as for The Wai­ling Wind (see 16.32 above).

First level

1 · Front porch 
Two steps lead up the wide, plan­ked porch which faces the Fair Field. A few broken down rocking chairs lining the front of the Inn don’t really invite a person to sit in them.
2 · Front door 
The wide entry way opens directly into the tavern.
3 · Tavern 
The lar­gest room in the Inn. There are tables and chairs packed into the room, all of them occu­pied in the eve­ning of fair days.
4 · Bar 
.
5 · Main Hall 
Leads from the dining room on one end of the buil­ding to pri­vate rooms at the other.
6 · Dining Room 
.
7 · Kit­chen
Equip­ped much like any other Inn kit­chen. A door bet­ween the fire­place and the wall leads out and down, via a series of six steps, to the yard at the back of the buil­ding.
8 · Pri­vate Dining Room 
.
9 · Small, very pri­vate room 
A room for very pri­vate conver­sa­tions, deals, etc. It is extre­mely hard (-30) to see from this side that there is a door that connects to the closet in Gerdric’s office. The door is locked (very hard, –20, to pick).
10 · Stairs going up 
.
11 · Gerdric’s office 
All of the Inn’s busi­ness affairs arc conduc­ted from this room. It contains a large desk, a com­for­table chair, 2 hard chairs, a cabi­net for sto­ring papers, fire­place, and a series of shelves. A door in the far end leads to the back yard.
12 · Closet 
From this side it is rou­tine (+30) to see that there is a door in the back of the closet, lea­ding to the small pri­vate room (#9). Com­bi­ned with the door to the out­side in the office, this door makes it easy for someone to slip in from out­side for a pri­vate mee­ting in the small room, with none but Ger­dric and the others present at the mee­ting to wit­ness the pas­sage.
13 · Gerdric’s quar­ters
A nicely appoin­ted room, neatly kept. The fur­ni­ture is good qua­lity but not osten­ta­tious, and com­for­table rather than beau­ti­ful. There is a large bed, chest, war­drobe, a small por­table desk on a stand, a washs­tand, and a hooked rug on the floor.
14 · Cook’s quar­ters
This room is also com­for­ta­bly appoin­ted, but very untidy.

Second level

15 · Hall
From the stairs going up, this hall allows access to all the rooms on the second level.
16 · Double rooms 
Each is cur­rently accom­mo­da­ting 3 per­sons.
17 · Linen closet 
Lined with shelves to hold bed clothes and towels. It’s cram­med full.
18 · Large room 
The best” room in the house. The fur­ni­shings are more luxu­rious than in other rooms. Alda­ric, a weal­thy mer­chant with a shady repu­ta­tion has reser­ved the cham­ber for his own exclu­sive use. Although he comes every year to buy and sell at the fair, some of his most lucra­tive deals are made in the small pri­vate room downs­tairs. The room contains a large bed with a very soft mat­tress, and the usual washs­tand and chest. There is also a soft rug on the floor, and a large desk. The dra­wers are locked, sheer folly (-50) to pick. Most of the dra­wers are empty ; the top one holds a bunch of papers rela­ting to busi­ness dea­lings, but care­ful exa­mi­na­tion will reveal that some of them are being used to bla­ck­mail ano­ther mer­chant present at the fair. The latter would be gra­te­ful and gene­rously reward (up to 5 gold pieces) anyone who could return this dama­ging mate­rial to him.
It is extre­mely hard (-30) to see that the second drawer is trap­ped. A mecha­nism inside it will set off a very loud alarm if a small button on the bottom of the front panel isn’t tou­ched before the drawer is moved more than a quar­ter of an inch. The drawer contains 4 gold pieces, 80 silver pieces, and 22 copper pieces.
The mer­chant him­self, should he return to the room or be encoun­te­red elsew­here, is car­rying 2 gold pieces and twenty silver.
19 · Closet 
The only pri­vate closet in the Inn holds seve­ral articles of clo­thing, inclu­ding a heavy-duty cloak of fine wool.
20–22 · Single rooms conver­ted to doubles 
Each has two occu­pants.
23 · Double room 
The couple occu­pying this room paid extra to keep it a double.
24 · Double room 
Gorion didn’t wish to draw atten­tion to him­self by reser­ving the best room in the Inn, but he did desire space and pri­vacy and so paid a hefty pre­mium for exclu­sive use of this cham­ber.
His room contains the stan­dard bed, chest, and washs­tand, plus a col­lap­sible wri­ting stand with accom­pa­nying stool, and, on ano­ther plain stand, a walnut chest, about a foot high and wide and six­teen inches long. A dragon, formed of seve­ral shades of inlaid wood, deco­rates the top of the chest, while the sides are banded with seve­ral rows of fili­greed silver. Solid, beaten silver strips coat the cor­ners and form the lock. The key that fits in the lock hangs on a chain atta­ched to Gorion’s belt. It is absurd (-60) to pick and sheer folly (-50) to see that it is trap­ped against picking. Should any­thing but the key itself be inser­ted into the mecha­nism, a series of steel needles dipped in poison will spring out to pierce the hands of the picker. (Save versus level 4 poison or fall into convul­sive fits for I-10 days.)
Once the chest is unlo­cked it is sheer folly (-50) again co see that there is a second trap, acti­va­ted as one begins to raise the lid. Unless a tiny button on the lip of the lid is pres­sed as soon as the top is moved an inch, a magi­cal charge will be relea­sed from the top of the casket, to stun for four rounds anyone within twenty feet of the chest that fails a 5th level RR vs Essence magic.
When these are disar­med, the chest will be found to contain 100 gold pieces, the price agreed upon to be paid to Tori­fal, once he has com­ple­ted his job.
25–26 · Single rooms 
The occu­pants of both paid a pre­mium for sole use of the room.
27 · Single room conver­ted to a double 
It has two occu­pants.

16.4 The task

This job sounds sim­pler than it actually is : find the per­sons conspi­ring to assas­si­nate Dael­glid and denounce or dis­pose of them. The pro­blem, of course, is that no one knows who actually is behind the plot. It will take consi­de­rable tact and inge­nuity on the part of the players to gather enough infor­ma­tion to get an idea who is res­pon­sible and where to find them. By atten­ding the fair, kee­ping their eyes and ears open, and care­fully inter­ac­ting with the cha­rac­ters there, they should be able to get a lead on the likely culprits.

But they will still have to find, confront, and defeat both a pro­fes­sio­nal assas­sin and a trus­ted assis­tant to the Witch-king. Again, care­ful obser­va­tion and conver­sa­tion may yield useful infor­ma­tion on where to locate the vil­lains.

Starting the players

If the Player Cha­rac­ters are known from having com­ple­ted one or more of the pre­vious adven­tures, it will be quite natu­ral for the coun­cil to seek their help when the ques­tion of the pos­sible plot comes up. If they are not known to the town, then the Game Master might arrange for them to be recom­men­ded for this kind of job by a mer­chant or atten­dee at the fair who has wit­nes­sed one or more of the players” pre­vious exploits. In either case, Ligra­dor will relate his story, which contains all that is cur­rently known about the plot.

At this point there are two pos­sible ways the story can pro­ceed, and the Game Master can take his choice. The first, and more dif­fi­cult way, would be for the players to be left com­ple­tely on their own to find out what they can about the spy and the hired assas­sin. The coun­cil will sug­gest that they attend the fair tomor­row, mingle with crowd, make dis­creet inqui­ries, searches, or take wha­te­ver course they think best.

An alter­nate pos­si­bi­lity would involve Ligra­dor tel­ling them that he has heard rumors that one of the more pecu­liar of his guests is pos­si­bly a pro­fes­sio­nal assas­sin. He might not be sure of the iden­tity, but he could tell them that the prime sus­pects are in rooms 15, 18 and 23 (as num­be­red on the layouts). The players could then get directly into sear­ching the Inn.

Aids

The town coun­cil will offer what little assis­tance they are able. Ligra­dor can pro­vide a master key that will open any lock in the Inn (except the one to his safe). That key may or may not open the doors at The Gryphon’s Wing (50% chance). If it doesn’t work, the locks there are only hard (- I 0) to pick. In any case, get­ting into the rooms is the least of the pro­blems the PCs face.

Any other assis­tance the players receive is likely to come from either Baric or Bor­genda. Both see and hear a great deal — they are in touch with many other mer­chants and brow­sers, listen clo­sely and care­fully, and are adept at dra­wing conclu­sions. Either one could pro­vide cru­cial infor­ma­tion concer­ning the iden­tity of the plot­ters and where they might be found : They hear many rumors, and see and reco­gnize many dif­ferent cha­rac­ters on their tra­vels.

In addi­tion, care­fully mana­ged conver­sa­tions or crea­tive eaves­drop­ping in the taverns at both Inns should also be a source of gui­dance.

Obstacles

The major obs­tacles are lack of infor­ma­tion about the iden­tity and whe­rea­bouts of the plot­ters, and —once they have been iden­ti­fied and loca­ted — Tori­fal and Gorion them­selves. Both are for­mi­da­bly armed and trai­ned in the use of their wea­pons. Nei­ther should be easy to defeat. This would be even more true if word has gotten back to them that someone has been making inqui­ries about them.

Should the mer­chant, Alda­ric, find the PCs in his rooms, he will be a dan­ge­rous opponent (and not just because he will raise a ruckus that will put eve­ryone else in the Inn on guard). The Players should be aware that any gathe­ring of such num­bers pro­vides oppor­tu­nity for less honest and legi­ti­mate busi­nesses to thrive : pick­po­ckets and purse snat­chers will be wor­king the crowd.

Rewards

The town coun­cil will, of course, pay the group well (10 gold pieces each) for suc­cess­fully com­ple­ting the mis­sion. In addi­tion, any money or trea­sure Tori­fal or Gorion had — inclu­ding the 100 gold pieces Gorion was brin­ging to pay for the assassination—will belong to the players.

Other­wise, the PCs should refrain from loo­ting rooms at the Inn. Most of them are occu­pied by decent, law-abi­ding citi­zens who are just trying to feed their fami­lies, and any sei­zure of their pro­perty will be regar­ded as common theft. The one excep­tion would occur should they meet and defeat Alda­ric. He’s gene­rally consi­de­red a low-life and no one is likely to object to his ill-gotten gains being com­man­dee­red.

The other major reward from this adven­ture would be the status and increase in repu­ta­tion the players would gain from brea­king up the plot and defea­ting both a pro­fes­sio­nal assas­sin and a repre­sen­ta­tive from Angmar.

16.5 Encounters

Merchants, craftsmen, and fair-goers

At some point, the PCs will have to attend the fair. There are a lot of oppor­tu­ni­ties here for them to renew sup­plies, and pur­chase good qua­lity wea­pons and equip­ment. But they should also keep their eyes and ears open. It’s almost cer­tain that they will at some point see and notice Tori­fal. Whe­ther or not the name means any­thing to them at the time, he is not a figure easily over­loo­ked or igno­red. They are very likely to mis­judge him, howe­ver, since at first vie­wing there appears to more about him of the buf­foon than deadly menace.

In loo­king around at the booths, they are sure at some point to come across Baric’s weapon-making ope­ra­tion. Baric will have heard rumors (he is a very old friend of Wuth­gild) of what is hap­pe­ning in the town and he has kept his ear to the ground. He should reco­gnize the PCs as the group who are sear­ching out the plot­ters and if he is impres­sed with them will sell them some fine qua­lity wea­pons at a decent price. He will also sug­gest that they consult with Cavil­tar the Cooper, who has seen some­thing that might be help­ful to them, and Ulred the Her­ba­list.

On lear­ning that Baric has sent the group to him, and being put somew­hat at ease, Cavil­tar can tell the players that a friend he will refuse to name has seen an odd cha­rac­ter arrive in the town, bea­ring a pecu­liarly worked casket among his lug­gage. The thing that really wor­ries Caviltar’s name­less friend is that he is sure he reco­gni­zed the stran­ger from a pre­vious encoun­ter some years before in a town well to the west. The friend is sure that the stran­ger is in the employ of Angmar. He also believes the spy is staying at The Gryphon’s Wing.

Alter­na­ti­vely, if the players do not visit Baric’s booth, or don’t impress him enough to make him willing to trust them with Caviltar’s pos­si­bly dan­ge­rous secret, they may at some point, if they can be cau­tious and dis­creet for a while, ove­rhear some other visi­tors to the fair dis­cus­sing the arri­val of the odd-loo­king stran­ger with the noti­ceable casket at the Inn.

While at the fair they might well see an elderly woman being accos­ted by a young hoo­dlum, who is attemp­ting to steal a small purse. The woman will struggle and put up a good fight, but it should be clear to the group that she is get­ting the worst of the struggle. If the players attempt to inter­vene, the man will toss the elderly woman roughly aside and flee — without the purse, which she has mana­ged to hang onto throu­ghout the fray. Once she has regai­ned her breath, the woman will thank the players, reas­sure them that she is unhar­med, and intro­duce her­self as Bor­genda, master glass-blower.

She will offer them a small cash reward of 10 copper pieces each, which they may or may not accept as they choose. It will make no dif­fe­rence whe­ther they keep the money or not. Bor­genda knows a great deal more than she gene­rally ack­now­ledges, although she doesn’t appear to be a gos­sipy old woman. She will ques­tion the players about the rea­sons for the pre­sence at the fair and in the town. If they don’t tell her outright what their mis­sion is, she will ask if they’ve been to the tent of Baric. If they have not she will stron­gly sug­gest a visit.

If the players have already consul­ted the master wea­pons-maker, she will ask if they got what they needed from him. Bor­genda will use their answer to that ques­tion to help her decide whe­ther to tell them any­thing fur­ther. Through her acquain­tance with Baric, Bor­genda has heard rumors of the plot taking sha­ping in the town, and it hap­pens that she has reco­gni­zed the wan­de­ring musi­cian who calls him­self Tori­fal and knows he is actually a very deadly and effi­cient pro­fes­sio­nal assas­sin.

Ulred the Her­ba­list is a pos­sible alter­nate source of the infor­ma­tion about Tori­fal should the players not meet Bor­genda or return to her after they’ve seen Baric. If he knows that Baric has sent them, he will also offer the party 2 doses of Dar­su­rion and 2 of Arkasu to assist in the com­ple­tion of their mis­sion.

Other people encoun­te­red at the fair are unli­kely to be able to pro­vide infor­ma­tion useful to the players, although they may have inter­es­ting goods for sale. There is also the pos­si­bi­lity, if the players are not care­ful and dis­crete, that word may get back to either Tori­fal or Gorion that people have been asking about them. Though they both gene­rally work alone, those two have a net­work of infor­mants who will pass on rumors, gossip, and war­nings in expec­ta­tion of sui­table com­pen­sa­tion.

Guests at the inns

Once they’ve gathe­red all the infor­ma­tion they can on the fair­grounds, the players will have to tackle the Inns. No one they meet or talk with in either tavern or dining room is likely to know enough to be help­ful, or be willing to share what they do know with a per­fect stran­ger. Fur­ther, there is a pos­si­bi­lity that an infor­mant will relay word of their inter­est to Gorion or Tori­fal. Howe­ver, if the players listen care­fully, they might ove­rhear a conver­sa­tion such as the fol­lo­wing : « Hey, Val­tra­mil, you better step care­fully down your end of the hall ! »

« What ? What are you saying ? You’re the one who has the room right across from the stairs. I hope you don’t walk in your slap. »

(In a lower voice, with a fur­tive glance around)

« Yeah, but I hear you’ve got a really dan­ge­rous one in the room right next to yours. Dark, shady sort —always keeps his hood pulled down over his eyes– »

The players will cer­tainly have to do some room sear­ching. They odds on any given room being occu­pied are given above in the Inn des­crip­tions, but it should be noted that if the players knock on the door and wait a few seconds with no answer, there is only a 10% chance that the room is cur­rently occu­pied, and even if it is, an 80% chance the occu­pant is enjoying a sound sleep. They might also get some hints on the loca­tion of cer­tain cha­rac­ters from occu­pants of other rooms, if they are pro­perly approa­ched. Should someone find a player sear­ching his room, or be present when his lock is picked, he will cer­tainly raise a noisy and embar­ras­sing alarm, but there is only a 20% chance he or she will try to fight.

Aldaric

The mer­chant Alda­ric is a dif­ferent case. Should he find someone in his room, or attemp­ting to enter it, he will not raise an alarm right at first, but he will assume the worst and pre­pare to reta­liate. In addi­tion to his dan­ge­rous wrist band, he car­ries a + 10 long dagger and is very good at using it.

Torifal and Gorion

The assas­sin is a dan­ge­rous foe, par­ti­cu­larly if he has been fore­war­ned of the search. His large size, in addi­tion to his skill with the many wea­pons he car­ries and his belt spell, gives him an edge against all but the most power­ful of adver­sa­ries. He will fight to the death if cor­ne­red, and will chase any who come against him if they flee.

Gorion is a dif­ferent enemy ; one who will rely pri­ma­rily on his abi­li­ties as a Mage rather than on his wea­pons. He does carry some, as noted above, and won’t hesi­tate to use any­thing conve­nient to hand should there be some advan­tage to be gained by it. Gorion has a sense of his own impor­tance and will attempt to flee and get away if he sees the battle going against him.


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