TEXT: A SEVEN CITIES MERCENARY ADVENTURE  
  FOR 4 PCS OF 1ST LEVEL BY BRYAN ARMOR
  Gold 
  old and
  and
  Glory
  lory
  
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  Capleon itself is under tremendous strain. The Baron 
  of Capleon’s recent outreach to the Mharoti Empire has 
  sparked furious opposition at home and abroad, and 
  yet the Baron believes he has made too much progress 
  in negotiations to sever ties completely. But the Baron’s 
  domestic opposition has not been dormant. La Pregunta, 
  a Capleoni opposition group, suspects the Dragon Empire 
  is actively meddling in the war season to keep the Baron 
  weak and in need of the Empire’s support. They know 
  that Mharoti agents have successfully infiltrated the Seven 
  Cities and kept the Septime states mostly isolated and 
  uncoordinated. A scion of La Pregunta, Afenso Ayeshi, 
  joined with Tavv’s Pioneers during the spring muster as the 
  unit’s lieutenant. Unknown to the Pioneers, his true mission 
  is to expose what designs the dragons may have on Capleon 
  in order to bring about the Baron’s final downfall.
  Adventure Summary
  The PCs are recruited into Tavv’s Pioneers in the midst 
  of the Seven Cities’ war season. Despite the company’s 
  desperate situation, the PCs need to prove themselves to the 
  dwarven captain, Zavrin Tavv, who is initially skeptical of 
  GOLD AND GLORY
  Design: Bryan Armor
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
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  Adventure Background
  It is summer in the Seven Cities, and the war season 
  is well under way. Despite the looming threat of the 
  draconic Mharoti Empire, the Septime states carry on their 
  formalized warring and raiding with varying degrees of 
  enthusiasm. But not every army mustered and sent forth 
  gains victory on the battlefield. The mercenaries and levies 
  deployed by Capleon are mired in a disastrous series of 
  setbacks and reverses in Kammae-occupied territory. 
  Heavy attrition in the initial raids has prompted the 
  commanding generals to engage in an unusual mid-season 
  recruiting drive in an attempt to make good their losses and 
  salvage some modicum of glory in the year’s fighting. 
  Tavv’s Pioneers are one of Capleon’s mercenary hires for 
  the season. Combat losses have reduced the Pioneers to a 
  fraction of their strength, and the prospects for any kind 
  of significant payout by the end of the season are dim. The 
  only hope they have to salvage their reputation and finances 
  is to rebuild the company on the fly and strike a blow 
  against Capleon’s enemies that will get the company noticed 
  by leadership.
  
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  the recruits’ ability to handle a new assignment. By showing 
  their mettle around camp (or with a helpful nudge from 
  the company’s lieutenant), the new recruits are assigned 
  to a mission in a gamble to re-establish the company’s 
  good name and fortune. The mission did not fall into the 
  company’s hands by chance, however. The company’s new 
  lieutenant has information on Mharoti agents in the area and 
  decides to send the unfortunate PCs against these agents in 
  a bid to expose Mharoti plans. The PCs unearth the Mharoti 
  agents, complete the mission against the odds, and gain the 
  esteem of Zavrin Tavv and the Pioneers, while being drawn 
  deeper into the political machinations in Capleon. 
  Adventure Hooks
  There are any number of reasons PCs might answer a 
  mercenary recruiting call in the midst of the war season. 
  Perhaps they are followers of Mavros who were late to the 
  initial recruitment campaign, rejected for flawed (or sound) 
  reasons by the major companies, or have deliberately sought 
  out a down-on-its-luck company. The PCs may have been 
  directly or indirectly harmed by the fighting along the 
  Capleon border and are seeking to take up arms out of a 
  desire for revenge or sense of justice. 
  Alternatively, a PC or group of PCs may be following their 
  own hidden agenda, gathering information on the state of 
  Capleon’s forces for themselves or another organization. 
  They might secretly serve another belligerent, such as Valera 
  or Kammae, by investigating ways to further sabotage the 
  Capleon war effort from within or by seeking out agents 
  of the Dragon Empire in the Seven Cities. Any PC links to 
  the internal politics of Capleon in particular or the Septime 
  states in general provide a number of avenues to integrate 
  the adventure into a larger storyline. Character options and 
  backgrounds provided in Warlock 13: War and Battle mix 
  particularly well with this adventure.
  Tavv’s Pioneers
  Tavv’s Pioneers were founded a dozen years ago in the 
  Dwarven free canton of Tijino as a light scout company. 
  Originally a purely dwarven company, the Pioneers are 
  presently composed of a mix of dwarves, humans, minotaurs, 
  elfmarked, and even a kobold. Prior to the current campaign, 
  Zavrin Tavv and his Pioneers had a respectable reputation 
  among the mercenary ranks, and they currently serve as part 
  of the seasonal levy of Capleon. The badge of Tavv’s Pioneers 
  is simple, consisting of a looking glass in gold slanted across 
  an azure field. 
  The usual campaign strength of the company is around 
  50, but losses in the current war season have reduced its 
  strength to 26. The company’s charter establishes Tavv 
  as commander and sole owner with a twenty share, and 
  it provides for an officers’ rate of five shares. Company 
  veterans with five or more years of service earn two shares, 
  while rank and file soldiers earn one share each season. 
  Recruits who sign after mid-season are promised half-shares. 
  Over the course of the war season, successful mercenary 
  companies can expect to earn the equivalent of a comfortable 
  lifestyle with a single share. Officers and company owners 
  can earn many times more than that over a three- or four-
  month campaign, assuming they aren’t captured or killed 
  in the course of fighting. These earnings are often enhanced 
  by plunder or ransom, but some portion of any gains 
  accrued on assignment are expected to be shared with the 
  entire company. 
  Sign the Dotted Line
  When the PCs decide to join, they are led by Vaila, the 
  company’s elfmarked paymaster and recruiter, on a long 
  day’s march to a small village overlooking a pleasant valley 
  in northeastern Capleon, territory currently occupied 
  by Kammae forces. The Pioneers’ tents are scattered 
  haphazardly along the edges of the village, with two larger 
  tents for the mess and infirmary. Several wagons of the 
  company’s supply train rest next to the quartermaster’s tent. 
  Those soldiers not currently on sentry duty stroll around 
  camp, drill in a marked-out training circle, sort supplies at 
  the wagons, or fill an archery target with arrows. A sturdy, 
  older male dwarf with a great black beard running to gray 
  at the fringes stands outside one tent. A huge, scowling 
  minotaur and a human with a bemused look on his face 
  stand beside the dwarf. The dwarf greets the PCs. Read or 
  paraphrase the following:
  “Ah, the new blood. Welcome to Tavv’s Pioneers! I’m Zavrin 
  Tavv, founder and owner of the Pioneers. My right hand here 
  is Afenso, new lieutenant to the company and a Capleoni to 
  boot. And this big ugly bastard is Targis, company sergeant. 
  Vaila will swear you in and have you sign the season’s 
  contract. I’ll need to see what you’re made of before I go 
  trusting new recruits with anything more important than 
  latrine duty. The lieutenant will keep an eye on you. Make 
  sure you help out around camp, show Targis here how you 
  fight, and do your time on sentry duty. All goes well, it might 
  be you I call on when we next go into action.”
  Tavv refers any further questions to Vaila or the lieutenant. 
  Vaila then leads the PCs to a small desk inside her tent, and 
  she asks each PC to sign a contract outlining their terms of 
  service with the Pioneers. The contract promises at least a 
  half-share of the season’s earnings and specifies that service 
  runs until the war season’s conclusion on the first day of 
  Harvest Tide, at which point the recruits may sign on again 
  in anticipation of next year’s season or go their own way. 
  After signing, Afenso takes charge of the recruits and guides 
  them around camp.
  
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  Part 1: Basic Training
  The lieutenant, Afenso Ayeshi (LN male human spy), can 
  answer any questions about basic mercenary activities, the 
  Pioneers’ current status, and the potential tasks available at 
  the various camp locations outlined below. At this point, 
  Afenso deflects any specific questions about what the next 
  mission for the Pioneers might be. He is eager to reinforce 
  the notion that the PCs might be selected for a lucrative 
  assignment should they prove themselves worthy. Regardless 
  of their performance, Afenso intends to put forward the PCs 
  for the next mission in a gamble to advance his own goals.  
  TASKS
  Most of the camp’s areas involve a challenge or task that can 
  be completed to earn the trust and respect of the mercenary 
  unit and its leadership. As they explore the Pioneers’ 
  camp, the PCs come across different skill, social, or combat 
  challenges. The tasks at each site can be attempted only once 
  by each PC, but the PCs are free to try the tasks in any order. 
  The tasks can be completed in as many days as the PCs want, 
  but the leadership doesn't take kindly to lazy PCs who spend 
  several days refusing to participate in any camp tasks.
  If the PCs achieve a total of 6 successes before 3 failures, 
  they earn the trust of the company and are considered 
  members in good standing. Tavv allows the PCs to undertake 
  the infiltration of the Kammae outpost with the support of 
  the company. 
  If the PCs accumulate 3 failures before 6 successes, Tavv 
  insists they require further training before conducting any 
  missions. In this case, Afenso intercedes on their behalf and 
  ensures that Tavv sends them on the infiltration assignment.
  The PCs don’t need to involve themselves in every task, 
  but they can take on additional challenges after they’ve 
  reached 6 successes or 3 failures in order to obtain the tasks’ 
  individual benefits.
  QUARTERMASTER’S SUPPLY TENT
  The quartermaster of Tavv’s Pioneers, Fezzk (N male 
  kobold), is in desperate need of strong backs or smart heads. 
  The company’s recent severe combat losses have left him 
  with a mess of disorganized surplus material. Two PCs with 
  a Strength of at least 12 can contribute a full day’s hard labor 
  to help Fezzk organize the supplies. Upon completion, each 
  PC that participated must succeed on a DC 12 Strength 
  (Athletics) check or gain 1 level of exhaustion. If two 
  PCs completed the work, the group earns one success on 
  the camp tasks.
  Alternatively, one PC with a Strength of at least 14 can 
  perform the labor if another PC helps Fezzk direct the work 
  crew. The directing PC must make a DC 13 Intelligence 
  (Investigation) check. On a successful check, the laboring 
  PC gains 2 levels of exhaustion, but the group gains two 
  successes on the camp tasks. On a failed check, the PCs have 
  hopelessly botched the supply organization effort, infuriating 
  Fezzk and earning the PCs one failure on the camp tasks.
  COMPANY MESS
  Grun (LN male dwarf commoner) is the company’s cook 
  and oversees the feeding of the mercenaries with the help of 
  two orderlies. He sees that the PCs are properly fed in order 
  to perform their duties. Should the PCs offer their help, 
  Grun gladly puts any volunteers to work for several hours 
  in the kitchen, peeling potatoes and stirring the stew, which 
  earns the PCs one success on the camp tasks.
  A PC proficient with cooking utensils can improve upon 
  the standard fare offered by Grun with a successful DC 8 
  Intelligence or Charisma check using cooking utensils. 
  Succeeding on the check provides a meal to the 
  mercenaries tastier than any fare they’ve yet had on 
  campaign, earning the PCs one additional success on the 
  camp tasks. Failing the check results in a gruel so vile that 
  Grun bans the guilty PC from his kitchen, earning the PCs 
  one failure on the camp tasks. 
  TRAINING CIRCLE
  The minotaur sergeant, Targis, has been charged by Tavv 
  to assess the combat abilities of the new crop of recruits. 
  Each PC with a focus on melee combat must fight a one-
  on-one duel against a company soldier (use the statistics of 
  a guard, except the soldier isn’t carrying a shield). Conduct 
  the combats normally, but the combats end when one 
  participant is reduced to half its hit point maximum. A 
  company acolyte is on hand nearby to restore lost hit points 
  after the duel ends. Targis insists that magic has no place in 
  the duel and disqualifies any combatant that uses magic.
  If at least half the participating PCs win their duels, the 
  PCs earn one success on the camp tasks. If more than half 
  the participating PCs lose their duels, the PCs earn one 
  failure on the camp tasks. If all the participating PCs win 
  their duels, Targis also awards the recruits one suit of armor 
  of their preferred type (worth no more than 200 gp) from 
  company stocks. 
  ARCHERY RANGE
  One of the company’s scouts at the archery range challenges 
  one willing PC to an archery competition. If the PC accepts, 
  the PC can use either a provided shortbow or their own 
  ranged weapon. The competition consists of ranged attacks 
  against an AC 13 target. Each round, both the PC and the 
  scout make a ranged attack. The first to hit three times wins 
  the competition. An attack roll of 20 or higher is such an 
  impressive shot that it counts as two hits.
  If the PC beats or ties the scout, the PC earns the group 
  one success on the camp’s tasks. If the PC has two attack 
  rolls with a result of 20 or higher, the PC’s display of archery 
  prowess counts as two successes on the camp’s tasks. If the 
  scout wins, the PCs earn one failure. 
  
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  PAYMASTER’S TENT
  Vaila (LN female elfmarked commoner) prevails upon 
  any literate PC possessing some faculty with numbers to 
  assist for an evening in balancing the company’s books. The 
  recent influx of new recruits and the company’s combat 
  losses have taken up much of Vaila’s time and prevented 
  her from keeping the books as up-to-date as she would 
  like. A successful DC 10 Intelligence (Investigation) check 
  earns the PCs one success on the camp’s tasks. If the check 
  succeeds by 5 or more, the PC discovers a consistent pattern 
  of overcharging by one of the company’s provisioning 
  agents. If brought to Vaila’s attention, this earns the PCs 
  one additional success, and she awards the PC 50 gp for 
  the help. If the check fails, the PCs earn one failure on 
  the camp’s tasks. 
  SENTRY DUTY
  Sentry duty should be one of the first tasks assigned to 
  the PCs. At least two PCs must take a shift the first night, 
  conducting walking patrols of the camp’s perimeter to alert 
  the Pioneers of any enemy reconnaissance and safeguard the 
  camp from raids.
  Kammae units are currently reconnoitering Capleoni 
  positions. A successful DC 14 Wisdom (Perception) 
  check while patrolling reveals a Kammae scout moving 
  through the woods along the edges of the Pioneers’ camp. If 
  confronted, the scout flees without learning much about the 
  Pioneers’ camp. Alternatively, a successful DC 14 Wisdom 
  (Survival) check reveals evidence of the scout’s passage after 
  the fact. Success in either earns the PCs one success on the 
  camp’s tasks. If the PCs capture the scout, they earn two 
  successes instead. 
  MAGE’S TENT
  The company’s mage, Erran Joss (CG male human 
  battlemage [Creature Codex, p. 397]) is attempting an 
  uncommon summoning ritual that is outside his area of 
  magical expertise and gladly welcomes the help of any 
  magically skilled PC. A PC that agrees to assist in the ritual 
  must make a DC 14 Intelligence (Arcana) check. On a 
  successful check, the ritual proceeds normally, summoning 
  and binding a dust mephit to Joss’ will. 
  On a failed check, two angry dust mephits appear 
  and attack. A successful DC 13 Intelligence (Arcana) 
  check reveals the flaw in Joss’s summoning runes. A PC 
  can take an action to correct the runes, which instantly 
  banishes the mephits.
   If the ritual proceeds smoothly, the PCs earn one success 
  on the camp’s tasks, a spell scroll of magic missile from Joss, 
  and the promise that his new elemental servant may help 
  in a future task. If the ritual goes awry, the PCs earn one 
  failure on the camp’s tasks. If the PCs successfully banish the 
  aggrieved mephits after the failed ritual, Joss rewards them 
  with a spell scroll of magic missile.
  SURGEON’S STATION
  The company’s surgeon, Olin (NG male human priest of 
  Khors), is currently treating several wounded soldiers. Olin 
  appreciates any help the PCs can provide. There are currently 
  four patients with potentially fatal wounds. A successful 
  DC 12 Wisdom (Medicine) check on a patient stabilizes 
  them and prevents them from dying. Alternatively, any 
  healing magic applied to a patient automatically stabilizes 
  the patient. Stabilizing at least two of the four dying patients 
  earns the PCs one success on the camp’s tasks and Olin’s 
  goodwill. Olin gifts the PCs with two potions of healing.
  THE MISSION
  If the PCs earn 6 successes before 3 failures, word spreads 
  to Zavrin Tavv that the PCs are pulling their weight around 
  camp and look ready to be deployed in combat. Tavv 
  assigns them to execute Afenso’s mission and provides 
  them resources of the company, depending on which tasks 
  the PCs successfully completed (outlined in the Pioneers’ 
  Support sections).
  If the PCs garner 3 failures before 6 successes, Tavv is 
  skeptical that they will be of any use to him without several 
  more weeks of training. Afenso, however, prevails upon Tavv 
  to place the PCs under his charge for the upcoming mission, 
  and he promises to take responsibility for any failures in 
  the field. Tavv refuses to waste any resources to support 
  a task he thinks is likely to fail; the PCs don’t receive the 
  Pioneers’ Support benefits, regardless of their success on any 
  individual tasks.
  Afenso describes the assignment to the PCs. He has 
  identified a village in a nearby valley taken over by Kammae 
  mercenaries. The village surrounds a strange tower in which 
  Afenso suspects the Kammae troops are hiding something of 
  value. Tavv’s Pioneers can start to rebuild their reputation if 
  they can take possession of whatever is hidden in the tower. 
  The PCs are to scout the village, penetrate any defenses, 
  and acquire whatever it is the Kammae forces are keeping 
  in the tower.
  Afenso knows that it is not a Kammae camp, but rather an 
  outpost of the Mharoti Empire. He suspects what is hidden 
  in the tower is something of value to the dragons and their 
  agents. By throwing the new recruits into this mission, 
  Afenso hopes to disrupt the Mharoti operation. Ideally, the 
  PCs return with evidence of Mharoti intervention in the war 
  on behalf of Capleon that La Pregunta can use to further 
  damage the Baron of Capleon. 
  Approach. The village in question is four hours’ travel 
  by foot. There is a 50 percent chance the PCs encounter at 
  least one roving band of scouts (one scout, two bandits) en 
  route. These scouts do not wear any identifying uniforms or 
  badges, an odd occurrence in an area filled with mercenary 
  companies and Seven Cities soldiers. 
  
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  supporting ranged attacks from a hidden location 
  around the perimeter, after which the scouts withdraw 
  to a rendezvous point.
  • If the PCs were successful in the Training Circle, Targis 
  assigns a small squad (four guards) to assist the PCs 
  with their task. Once during their mission, the PCs can 
  break a small, wooden charm, sending a brief message to 
  signal the squad to provide a feint or distraction of some 
  kind: a mock attack, setting fire to one of the buildings, 
  or some other ruse. The squad succeeds in their task, but 
  their task leaves the enemy mercenaries in a heightened 
  state of alert. 
  1. MAGICAL ALARMS
  Along the few open approaches to the village, the kobold 
  spellclerk has established a network of silent magical alarms. 
  Crossing these boundaries alerts the spellclerk to intruders 
  and allows him to warn his mercenary guards. If the PCs 
  unwittingly cross an alarmed area and trigger the spell, add 
  one mastiff to each group of camp sentries, and the patrols 
  are on high alert.
  Finding the Alarms. A successful DC 14 Wisdom 
  (Perception) check while observing the boundaries of the 
  village reveal that some areas of the perimeter seem strangely 
  unguarded. A successful DC 12 Intelligence (Arcana) check 
  alerts the PCs to the presence of a magical alarm before 
  setting it off. Discovering any one alarmed area ensures easy 
  detection of the other alarmed boundaries. 
  2. CAMP SENTRIES
  There are six sentry groups, each consisting of one scout 
  and one bandit, guarding key locations around the village. 
  Individual mercenaries rotate in and out of these posts, but 
  they are continually manned day and night.
  3. HORSE CORRAL
  The fenced-in area and adjacent buildings here house the 
  mercenaries’ mounts. Several dozen horses graze within 
  the corral, currently attended by one bandit. A random 
  assortment of bags of feed, barding, and other tackle for the 
  horses fills the attached buildings. Three supply wagons sit 
  alongside the yard.
  4. TROOP QUARTERS
  The bulk of the mercenaries’ supplies rest alongside the 
  houses here, stored under numerous canvas tarps. The 
  buildings have been cleared out and filled with a number of 
  sleeping mats. Ten bandits occupy this group of buildings, 
  sleeping or gambling.
  Part 2: Suspicious Village
  Steep, forested hills descend down to a collection of sturdy 
  stone houses nested in a narrow valley. The village spreads 
  across a rapidly flowing stream, which powers a single mill. 
  A white stone tower sits on a small hill on the banks of the 
  stream, its apex adorned with several odd spires reaching up 
  like the fingers of a hand.
  The Mharoti presence in the village consists of mercenaries 
  that are tasked with protecting the Dragon Empire agents 
  within the tower. The tower holds several masked human 
  guards, a kobold spellclerk (see page 11) running the 
  Mharoti operation, and his two edjet initiate (see page 
  12) bodyguards.
  The thirty mercenaries in the village have taken over or 
  cleared out all of the buildings. The mercenaries wear no 
  badge indicating a company affiliation and, upon capture 
  or in conversation, are unwilling to provide any details 
  regarding their employment. A successful DC 15 Charisma 
  (Intimidation) check against a captured mercenary 
  reveals that the mercenaries don’t know their employer. 
  All interactions with their employers are conducted via 
  a handful of masked intermediaries, and they have been 
  instructed to stay away from the hilltop tower. 
  During daylight hours, the sightlines between the various 
  sentry pairs and other mercenaries wandering around the 
  camp provide comprehensive coverage of the entire village. 
  Any infiltration into the core areas during the day requires 
  either numerous successful DC 15 Dexterity (Stealth) 
  checks or careful maneuvering between buildings, other 
  obstructions, and the camp sentries. 
  Pioneers’ Support. Afenso and Tavv leave it up to the 
  PCs to decide how to approach the village and its tower. 
  Though Afenso favors a stealthy approach, he doesn’t stop 
  PCs who want to charge into the village down the main road, 
  confident the Mharoti’s efforts in the area will be disrupted 
  no matter what route the PCs take. If the PCs received Tavv’s 
  support for their mission, they can call upon different forms 
  of aid during their infiltration, depending on their individual 
  task successes:
  • If the PCs successfully helped Erran Joss summon and 
  bind a dust mephit, they can call upon the mephit 
  twice during their infiltration of the village to blind 
  up to three mercenaries the PCs can see who aren’t 
  engaged in combat. Unless the PCs purposefully make 
  themselves known, blinded mercenaries believe the dust 
  was brought about by a sudden gust of wind and aren’t 
  alerted to intruders.
  • If the PCs succeeded at the Archery Range, two scouts 
  follow behind the PCs. The PCs can call on the scouts 
  once during a single exterior combat to provide 
  
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  5. HEALER’S HOUSE
  The mercenaries’ acolyte rests with a homunculus servant in 
  a small cottage along the main road. Two wounded bandits 
  (AC 10, 6 hit points) convalesce in a bedroom separated 
  from the main chamber. 
  Treasure. Two potions of healing can be found amongst 
  the acolyte’s belongings.
  6. DOG PENS
  The mercenaries’ complement of hounds are penned in 
  this enclosure. Unless the village is on alert for intruders, 
  two commoners attend to ten mastiffs here. If the village 
  is on alert for intruders, six mastiffs patrol with the 
  village’s sentries.
  Restless Hounds. Kept in one place for too long without 
  much food, the dogs have grown hungry and anxious. A 
  successful DC 10 Wisdom (Insight) check made by anyone 
  observing the dogs interacting with their minders reveals 
  the dogs are barely held under control. A successful DC 12 
  Wisdom (Animal Handling) check can calm the hounds or 
  counter any orders given by their handlers. A PC that offers 
  a dog food has advantage on this check.
  Treasure. One of the handlers has a potion of animal 
  friendship hanging on his belt.
  7. FARMHOUSE WITH HIDDEN PASSAGE
  A lone farmhouse stands among rows of overgrown crops. 
  Inside, detritus from the mercenaries’ looting litters the 
  wooden floor. A successful DC 13 Wisdom (Perception) 
  check reveals some irregular patterns in the wooden 
  floorboards. A successful DC 10 Intelligence (Investigation) 
  check finds a trapdoor with access to a hidden cellar beneath 
  the farmhouse. The trapdoor is barred from below and can 
  be forced open with a successful DC 14 Strength check.
  In the Cellar. A family of four have been hiding within 
  the cellar for over a month. A successful DC 14 Charisma 
  (Persuasion) check convinces them to open the trapdoor. 
  They explain they hid when the mercenaries expelled the 
  other townsfolk from the village. They have survived the 
  past month because of a partially collapsed tunnel that runs 
  from the cellar to the nearby woods. The family’s youngest 
  daughter is small enough to squeeze through what remains 
  of the tunnel, and she has been gathering nuts, berries, and 
  water for the family each day from the forest. The family 
  can provide the PCs general information about the village, 
  its buildings, and the number and nature of the occupying 
  mercenaries. The family has seen captured Kammae and 
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  Capleon scouts led into the small shacks nearest the inn. 
  They can also explain the tower had been left as a ruin by the 
  villagers for as long as anyone can remember, but they know 
  nothing about who or what might occupy it now. If the PCs 
  befriend the family, the cellar is a safe place for the PCs to 
  rest while in the village.
  Hidden Passage. A small, partially collapsed tunnel runs 
  from a clearing in the neighboring woods to the cellar of 
  the farmhouse. Anyone passing through the woods detects 
  the entrance to the tunnel with a successful DC 13 Wisdom 
  (Perception or Survival) check. A successful DC 14 Strength 
  check from one PC with an hour of work clears out the 
  collapse, reopening the tunnel. The time to clear the rubble 
  is reduced by half for each PC that helps. If the PCs clear the 
  collapsed tunnel, allowing the family to escape, the family 
  awards them with two bottles of wine worth 10 gp each. The 
  youngest daughter offers a small brooch in thanks to any PC 
  that was particularly friendly to the family.     
  8. LARGE BARN
  A large barn on the northwestern edge of the village has been 
  commandeered by the mercenaries to store the company 
  payroll. An unarmed ogre sits alone, guarding the locked 
  company chest day and night. He uses his fist, which 
  deals 2d4 bludgeoning damage, to defend himself and the 
  company’s treasure. When not otherwise alerted, he lounges 
  against the chest, resting his head against it whenever he 
  naps—which is often. The ogre wears a key to the chest 
  on a leather thong around his neck. Every few hours, the 
  mercenaries place food and ale at the barn’s entrance to 
  keep the ogre placated. The sentries posted outside the 
  door at all times ensure that no one disturbs the creature 
  while he sleeps. 
  Treasure. A successful DC 12 Dexterity check using 
  thieves’ tools picks the chest’s lock. The chest contains 10 pp, 
  350 gp, 157 sp, and 77 cp.
  9. TROOP QUARTERS
  These two cottages have been cleared to make room for 
  additional sleeping mats. Five to ten bandits can be found 
  within these buildings most hours of the day. 
  10. INN AT THE BRIDGE
  The inn just to the south of the bridge serves as the lodging 
  for the mercenaries’ chosen leader (spy) and the three 
  appointed officers (bandits). The smaller shacks to the north 
  and south of the inn are both unguarded. Inside the shacks, 
  Capleon and Kammae uniforms and other identifying sigils 
  have been tossed into piles in the corners, many of which are 
  covered in dried blood.
  Treasure. The captain has a personal coin stash in his 
  room of 95 gp, 210 sp, and 47 cp. 
  11. MILL BUILDINGS
  The mill complex alongside the stream has been looted 
  of anything useful. A number of long lumber pieces have 
  been shoved into the mill mechanism to stop the wheel and 
  quiet the mill. A successful DC 8 Strength (Athletics) check 
  removes the lumber pieces and restarts the mill. When 
  running, the mill is loud enough to attract the attention of 
  most of the village.
  12. TOWER GUARDS
  At all hours, two human guards stand duty before the 
  entrance to the tower. Unlike anything worn by the 
  mercenaries, their faces are covered with featureless, 
  white masks. Every four hours a new set of guards exits 
  the tower and relieves the duty pair, who then enter the 
  tower themselves. If attacked, one guard attempts to blow a 
  hunting horn hanging from its belt. When blown, the horn’s 
  deep tone can be heard up to 100 feet away, rousing all 
  guards in the tower.
  Treasure. One of the tower guards is always carrying an 
  ornate hunting horn made of ivory carved to look like it is 
  covered in dragon scales worth 100 gp. At each shift change, 
  it is handed to the new pair of guards.
  13. TOWER ENTRANCE
  The strange white stone tower stands alone upon the hilltop 
  overlooking the village. A sturdy, wooden door on the north 
  side of the tower is the single ground-level entrance. 
  Part 3: The Tower
  The only visible windows on the tower are five small slits 
  on its second floor (marked ‘W’ on the map). The tower’s 
  sides are uniformly smooth all the way up to the tower’s 
  fourth floor summit. Any unassisted climb requires a 
  successful DC 20 Strength (Athletics) check to reach the 
  summit without falling. With ropes or other assistance, 
  the tower can be scaled with a successful DC 15 Strength 
  (Athletics) check. The PCs can access the three north-
  facing windows that enter into Areas 8 or 9 by scaling the 
  small entryway structure via a successful DC 10 Strength 
  (Athletics) check. A Medium or larger creature must 
  succeed on a DC 10 Dexterity (Acrobatics) check to squeeze 
  through the windows.
  1. GUARD ROOM
  The tower door opens into a small, spartan entry chamber. 
  One off-duty guard is posted here at all times. 
  Development. If attacked, the guard attempts to flee to 
  alert the guard in Area 3 or those in Area 7.
  2. ENTRY STAIRWAY
  A narrow stairway leads up into Area 4, with a side 
  door into Area 3. 
  
  9
  Locked Door. The door marked ‘M’ is kept locked at all 
  times. A successful DC 10 Dexterity check using thieves’ 
  tools picks the lock, while a successful DC 14 Strength check 
  forces the door open but alerts the guard in Area 3.
  3. STORAGE ROOMS
  Space has been cleared here for two beds, one of which 
  always holds a sleeping guard. A door leads into a small 
  storage chamber stuffed with crumbled stone, broken 
  furniture, and other detritus cleared from elsewhere in the 
  tower, evidence of its recent reclamation.
  4. ENTRY HALL
  The stairway is topped by an entry hall with two small wings 
  to the east and west. Both have been swept clean of most 
  debris and are empty. Small sconces hold candles that fill the 
  area with dim light. The doorway to Area 5 is open.
  Secret Door. A secret door (marked ‘S’ on the map) 
  leads to Area 6 and bypasses Area 5. A successful DC 14 
  Intelligence (Investigation) or Wisdom (Perception) check 
  reveals the door.
  5. TRAP ROOM
  Magic Missile Traps. Arcane traps fill Area 5 to punish 
  intruders unaware of the secret bypass. When a creature 
  steps on one of three ensorcelled stone slabs (marked ‘T’ 
  on the map), a magical blast hits the creature. The creature 
  takes 1d4 force damage, and the enchantment on that stone 
  slab disappears.
  Prevention. A successful DC 12 Wisdom (Perception) 
  check notices the arcane glyphs carved on the stones, and a 
  successful DC 12 Intelligence (Arcana) check reveals that the 
  glyphs contain a magical trap. A successful DC 13 Dexterity 
  check using thieves’ tools pries out a slab without triggering 
  the trap. Alternatively, a creature can step carefully around 
  the traps without triggering them with a successful DC 
  10 Dexterity (Acrobatics) check. A failure on either check 
  triggers a trap.
  6. LOWER STAIRWELL
  The stairs here follow the curve of the tower, 
  leading to Area 7.
  7. UPPER LANDING
  The upper landing has similarly been cleared of debris. The 
  stone walls and floor are bare of any furniture or ornament 
  aside from a small wooden table and pair of chairs. Two 
  guards lounge here while not on duty. A closed wooden 
  door leads north into Area 8, while another set of stairs lead 
  higher up into the tower. 
  8. SLEEPING QUARTERS
  This chamber contains sleeping pallets for the kobold 
  spellclerk and his edjet initiates. The room contains only 
  some food rubbish and a small leather bag to the side of 
  one of the pallets. Anyone examining the bag disturbs 
  two clockwork beetles (Tome of Beasts, p. 60) that 
  attack the PCs.
  Secret Door. The door to Area 9 (marked ‘S’ on the 
  map) is hidden and locked. A successful DC 12 Wisdom 
  (Perception) check reveals the door and the lock mechanism 
  within a wall recess. A successful DC 10 Dexterity check 
  using thieves’ tools picks the lock, while a successful DC 12 
  Strength check forces the door open.
  9. RECORDS ROOM
  The kobold spellclerk keeps his most important 
  documents within this small chamber. The cramped 
  shelves contain message scrolls, cyphers, codebooks, and 
  a handful of other tomes. Three of the codebooks contain 
  bookkeepers (Creature Codex, p. 55). If the books are 
  touched before reciting the correct phrase in Draconic, the 
  bookkeepers attack.
  Word of Power. A phrase in Draconic has been scrawled 
  in chalk across the stone wall above the shelves: “Who 
  Sees All But Is Not Seen?” A successful DC 14 Intelligence 
  (History) check recalls Parsis the Hidden, one of the dragon 
  leaders in Mharoti, as the correct answer. Reciting “Parsis” 
  in Draconic disables the bookkeepers, who bleed out of 
  the books and onto the floor in pools of black ink. If the 
  bookkeepers are disabled in any other way, the codebooks 
  are destroyed with them. 
  Development. Attacking or disabling the bookkeepers 
  alerts the kobold spellclerk in Area 11. 
  Treasure. A spellbook containing the spells disguise self 
  and arcane lock, a spell scroll of suggestion, several Mharoti 
  codebooks, and a number of coded message scrolls, 
  containing details of troop and supply movements in the 
  current war season, sit on the shelves.  
  10. PILLAR GALLERY
  The space on this floor opens to fill the entire tower. Several 
  pillars stretch from floor to ceiling, surrounding a spiral 
  stone staircase leading to Area 11. On the back side of the 
  pillars, two small pedestals are topped with transparent orbs. 
  A small desk contains some blank scrolls, empty pages of 
  parchment, and various writing implements.
  Treasure. The orbs on the pedestals are nonmagical crystal 
  orbs worth 20 gp each.
  11. SUMMIT
  Four spires of dark granite extend upward from the roof’s 
  edge at the cardinal directions. Four taller spires extend 
  upward from the roof’s center, crowding tight around the 
  exit from the spiral staircase. A kobold spellclerk (see page 
  11) and two edjet initiates (see page 12) stand around the 
  staircase, observing and making notes on the surroundings. 
  Development. If the Mharoti agents have been alerted to 
  the PCs’ presence, such as the by horn or the bookkeepers, 
  they are prepared for the PCs. The edjet initiates flank the 
  
  10
  stairwell, ready to fire their shortbows, then advance into 
  melee combat. The spellclerk attempts to avoid any melee 
  combat, using fire bolt, grease, and sleep to support his 
  guards. For the initiates’ Show Mettle trait, the spellclerk is 
  the initiates’ superior officer.
  Treasure. The kobold spellclerk carries a Mharoti 
  discipline stick (see page 12), a broken fang talisman (see page 
  12), and a small leather purse containing several cut gems 
  worth 250 gp.
  Conclusion
  Depending on how the infiltration of the village and the 
  tower plays out, the PCs might simply walk out of the tower 
  and into the woods, or they may have to fight their way out 
  of the village against alerted mercenaries. Regardless, if they 
  return to Tavv’s Pioneers with any information about the 
  Mharoti presence, they successfully complete their mission. 
  Defeating the kobold spellclerk temporarily disrupts Mharoti 
  operations in the Seven Cities, and capturing any of the 
  codebooks, messages, or other documents from the records 
  room in the tower gains important information about the 
  Mharoti spy network.
  Afenso’s Note. Hearing of their success, Afenso abandons 
  his ruse and returns to La Pregunta in Capleon, leaving the 
  following note for the PCs:
  If you’ve made it back alive, you’ve done Capleon and all the 
  Seven Cities a service by disrupting Mharoti plans. If not…
  well, you’re probably dead, but in death you have served as 
  well. The dragons will know that the free people of Capleon 
  are wise to their schemes. Should our paths cross again, 
  friends, I hope that you will not hold this gambit too terribly 
  against me. I act only in service of La Pregunta and its 
  righteous aims. As for Tavv, he is a good fighter and better 
  man. I hope this will open his eyes about whom he serves, 
  and that he will take service with another city until such 
  time Capleon truly deserves the devotion of freedom-loving 
  souls. Farewell!
  You’re in the Army Now? Depending on their adventure 
  hooks, the PCs may continue on to further adventures as 
  part of the Pioneers, or they may choose to pursue Afenso to 
  Capleon, either to pay him back for his duplicity or to help 
  La Pregunta further combat Mharoti influence in Capleon. 
  Any Mharoti documents would be particularly valued by 
  La Pregunta. Not taking kindly to Afenso’s deception, Tavv 
  allows the PCs to break their contract if they choose to 
  pursue the La Pregunta agent.   
  Given Capleon’s conflicted position regarding the Mharoti 
  Empire, Tavv finds that the mission’s success is viewed 
  with some ambivalence by Capleon’s senior commanders, 
  who aren’t quite certain which way the political winds are 
  blowing. Despite that, if the PCs stay, Tavv lauds them 
  for a job well done and considers them full members of 
  Tavv’s Pioneers—provided, of course, they furnish half 
  of the mission’s looted gold to the company coffers. And, 
  with an open lieutenant’s position, there are definite 
  promotion opportunities and many battles left to fight in the 
  war season...
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
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  11
  Kobold Spellclerk
  The reptilian snout peeking out from a deep hood is the 
  only hint that this cloaked figure is a kobold. A fang charm 
  dangling from its neck, the kobold goes about its business of 
  secrets and whispers.    
  Agents of the Empire. Kobold spellclerks work primarily as 
  messengers and agents of the Dragon Empire’s spy network. 
  They are skilled in code writing and breaking, overseeing 
  the operations of other field agents, and providing their 
  overlords a valued glimpse into the internal affairs of 
  their enemies.
  Trusted Messengers. Kobold spellclerks are often granted 
  the use of magic items that aid in encryption and message-
  sending to supplement their natural skills and magical 
  studies. The messages they carry or compose are often of 
  great import to clandestine activities.
  KOBOLD SPELLCLERK
  Small humanoid (kobold), lawful neutral 
  Armor Class 12  
  Hit Points 21 (6d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (–2) 
  14 (+2)  10 (+0)  16 (+3)  12 (+1)  
  12 (+1) 
  Saving Throws Int +5
  Skills Acrobatics +4, Arcana +5, Deception +5, 
  Investigation +5, Perception +3, Persuasion 
  +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Draconic 
  Challenge 1/2 (100 XP)
  Cunning Action. On each of its turns, the spellclerk can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Pack Tactics. The kobold has advantage on attack 
  rolls against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Spellcasting. The kobold spellclerk is a 2nd-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 13, +5 to hit with spell attacks). It has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, message, minor illusion
  1st level (3 slots): comprehend languages, feather fall, 
  grease, illusory script, sleep
  Actions
  Multiattack. The kobold spellclerk makes two 
  melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  KOBOLD SPELLCLERKS IN MIDGARD
  The spellclerks operate as the lowest rank of spy in the 
  Mharoti Empire’s spy network, which is jointly administered by 
  Parsis the Hidden and Kah Vizier Zeki Hasan Al Eski. In spite 
  of their lower status, they are no less important to the spy 
  network and make up the majority of Mharoti’s spies abroad. 
  At home, spellclerks are treated with a mixture of respect and 
  wariness, as the spies are used just as often within the empire 
  to root out those who chafe under dragon rule.
  Kobold spellclerks in Midgard typically prepare dragon roar 
  (Midgard Heroes Handbook, p. 164) in place of fire bolt and 
  converse with dragon (Midgard Heroes Handbook, p. 159) in 
  place of feather fall.
  
  12
  Dragonborn, Edjet Initiate
  Glaring about in brazen challenge to any that would meet its 
  eyes, this elite dragonborn warrior searches for its next target. 
  Adorned in padded armor, its clawed hand never ventures far 
  from the hilt of its sword.   
  True Believers. Edjet initiates display all of the fanaticism 
  of the elite edjet (Creature Codex, p. 121), but they have yet 
  to develop their precision and poise on the battlefield. Rarely 
  will edjet initiates be turned aside by fear of death—failure is 
  a much more fearsome prospect.
  Ready to Impress. Before edjet initiates can join the 
  ranks of the edjet corps, they must first prove themselves in 
  battle. This desire often leads them to take great risks on the 
  battlefield, but edjet officers view this process as the natural 
  means to separate those with the will and skill to become 
  true edjet from those that merely aspire to such. Those 
  initiates that are not killed in the course of their training, but 
  that otherwise fail to meet edjet standards, often settle into 
  a lesser role in the military machine as scouts, archers, or 
  other auxiliaries.
  EDJET INITIATE
  Medium humanoid (dragonborn), lawful neutral 
  Armor Class 12 (padded armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2)  12 (+1)  14 (+2)  10 (+0)  10 (+0)  
  10 (+0) 
  Skills Athletics +4 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 1/4 (50 XP)
  Show Mettle. While it can see a superior 
  officer, the edjet initiate has advantage on 
  saving throws against being frightened. 
  Overeager Trainee. If the edjet initiate starts 
  its turn within 5 feet of another dragonborn, it 
  has advantage on all melee weapon attack rolls 
  it makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/230 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  MHAROTI DISCIPLINE STICK
  Weapon (club), uncommon (requires attunement)
  The dragon mages of the Mharoti Empire use various 
  means to keep their slaves and servants under control. 
  The discipline stick is one such innovation. When you 
  hit a humanoid with this magic weapon, that humanoid 
  takes an extra 1d6 lightning damage. If damage from this 
  weapon reduces a humanoid to 0 hit points, the humanoid is 
  knocked unconscious instead of killed.  
  BROKEN FANG TALISMAN
  Wondrous item, common
  This talisman is a piece of burnished copper, shaped into 
  a curved fang with a large crack through the middle. 
  While wearing the talisman, you can use an action to cast 
  the encrypt/decrypt (Midgard Heroes Handbook, p. 165) 
  spell. The talisman can’t be used this way again until 1 
  hour has passed. 
  
  13
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