TEXT: 87 
  The Imperial City
  the iMperiAl City
  The Imperial City is far from the village. It was once 
  the seat of a mighty empire, but has fallen to insignifi-
  cance. That is changing now; the noble families and 
  burghers of the city seek to reclaim its past glories, and 
  will stop at nothing to spread its power. The city is now 
  sending outriders far and wide, disturbing traditional 
  trade routes, and seeking to claim its old dominion. 
  Many, though not all, of these outriders are wicked and 
  violent men. Unfortunately for the characters’ friends 
  and families, the city’s methods are brutal, and its power 
  is growing.
  This Threat Pack will place a complicated and not overtly 
  dangerous Threat in your campaign. The Imperial City 
  presents social, economic, and political problems, and 
  is a good choice of villain for players who enjoy social 
  challenges or logistical planning.
  During Character Creation
  The first NPC mentioned during character creation 
  who is a professional will have stories about the city to 
  1d6
  How are you connected to the Imperial City?
  Gain
  1
  Your family claims to be descended from one of the city’s noble houses. Will you 
  reclaim your family name?
  -1 Wis, 
  Skill: Etiquette
  2
  Last fall you met one of the city’s outriders on the road near the village. The two of 
  you quarrelled and he beat you with his riding crop. You are certain he remembers 
  your face. 
   -1 Cha, +1 Con
  3
  You visited the great city many years ago to see one of its strange doctors. You have 
  seen the city’s glories and its ambitions firsthand. You can still find the doctor’s 
  home after all these years. 
  -1 Con, +1 Cha
  4
  Your grandparents grew up in the great city and left for wilder lands. Rumor has 
  it that they and all their kin are wanted for a horrible crime.
  -1 Str, 
  Skill: Haggling
  5
  During the winter, you rescued some of the city’s traders from bandits. You have 
  a standing invitation to visit them.
  -1 Int, +1 Str
  6
  When one of the city’s nobles rode through town, you stopped him from bullying 
  one of the village children. He broke one of your limbs and you broke two of his. 
  He has sworn vengeance should he see you again. 
   -1 Dex, +1 Wis
  Character History
  the south. Perhaps he has been there himself to sell his 
  wares, or perhaps his father or his tools come from the 
  Imperial City. It is likely that the city is connected to any 
  exotic people and things which come up during char-
  acter creation and the making of the village map. The 
  GM may embellish upon any such topic and connect it 
  to the Imperial City.
  Finally, the GM should add Imperial ruins to the village 
  map, whether that be the town hall, the remains of a 
  wall, or an ancient temple. This is a symbol of the once-
  mighty reach of the Imperial City.
  Finally, at least one character should make a roll on the 
  table below as their fourth roll during character creation.
  On the Campaign Map
  The GM will need to place the Imperial City on the map 
  herself. The first time that a player places a ‘far’ location 
  on the campaign map, the GM should place the Imperial 
  City even farther past that location, saying something to 
  
  88            Further Afield
  the effect of “Yes, the Lake of the Nereids is there, and 
  past that is the ancient Imperial City!” If possible, ensure 
  that the city is near a body of water, as this makes it a 
  more important trading center and gives the populace 
  access to water. If the players end up with another city 
  as a major location, consider how the two cities might 
  be related. Are they ancient rivals? Is the other city a 
  newer, younger upstart? Are they close allies seeking 
  to share an empire? In any case, all cities on the map 
  are smaller and weaker than the Imperial City. If you 
  are not excited about any of these ideas, feel free to pick 
  another major location.
  The GM should add the Ruined Watchtower minor 
  location somewhere within a day’s travel of the char-
  acters’ home village, and the Outriders’ Post minor 
  location roughly halfway between the city and the char-
  acters’ home village. These locations are presented in 
  full below.
  The City Itself
  It is very likely that the characters will visit the Imperial 
  City during the campaign. You should not feel the need 
  to map out the city; it is enough to say that it is very 
  large and contains more or less any commercial location 
  the characters are interested in. In fact, it is likely the 
  only place in the entire campaign to buy certain goods, 
  like the glass beakers and unusual equipment needed to 
  stock an alchemical laboratory.
  The city is also extremely confusing to outsiders. Until 
  characters have spent a significant amount of time in the 
  city, have them make Wisdom checks to find their way 
  or else become lost in its twisting streets.
  Characters can also find a great deal of information in 
  the city, but the social norms of the place are probably 
  very different than the village. This can be simulated by 
  giving frequent Charisma checks, providing information 
  for successes and quarrels for failures.
  The Ruined Watchtower
  This minor location is somewhere within one day’s travel 
  of the village. It contains clues as to the extent of the 
  ancient empire, and serves as a good model for the types 
  of imperial ruins that dot the entire countryside. It would 
  make a fine location for first or second level characters to 
  visit, have a brief adventure, and learn about the world.
  The Ruined Watchtower sits on a rocky hill, and was 
  once significantly taller than it stands today. Only two 
  of its stories remain intact, and they are treacherous. 
  Villagers claim that the tower is haunted, but that great 
  imperial treasure remains there somewhere.
  The tower is home to a dangerous pack of wolves led by 
  a savage, ageless worg named Niceros. This wicked spirit 
  in wolf shape remembers the ancient empire and has 
  no love of men or their settlements. He has claimed the 
  ruins as his home and allows nothing on two legs near it. 
  Niceros leads a pack of seven wolves, but they are rarely 
  all at the tower at one time. During the day, the worg and 
  three of his wolves will be sleeping on the ground floor. 
  At night, there is a 50% chance that two wolves will be 
  prowling the grounds with Niceros and one more wolf 
  nearby should they hear a howl, and a 50% chance that 
  Niceros will be alone on the upper level of the tower, 
  howling, in which case the characters will hear his pack 
  answering from the surrounding lands.
  The Ground Level
  Around the ground level of the tower are the ruined 
  foundations of several long-dismantled out buildings. 
  A character with any skill or background in masonry 
  or carpentry might recognize the stonework; many of 
  the stones from these buildings were removed long ago, 
  and have since been used for construction in the village.
  The tower itself once had four levels, but only two 
  remain. Both are now completely open to the elements 
  as the southern wall has crumbled. This leaves the 
  second story open, but the ground floor is densely shad-
  owed. Characters can enter through the large crack in 
  the southern wall, or through the now open western gate. 
  The ground level is a single, 30 foot by 30 foot room. 
  The stone floor is still showing in many places, though in 
  others it is either completely broken or covered in earth.
  The wolves use this area as their den, and the place has a 
  foul odor. The remains of past meals litter the floor, and 
  the corners contain rough beds of plant debris, rotten 
  fabrics, and fur. Niceros keeps a treasure pile beneath 
  the intricately-carved stone stairs found on the western 
  wall near the gate. The other wolves have no interest 
  in such things, but the worg spirit has a great love of 
  jewels and gems. There is almost 500 silvers worth of 
  
  89 
  The Imperial City
  coin treasure there, which will be difficult to cart away, 
  and around twice that much in precious gems, which 
  are easier to carry but much harder to sell. Much of the 
  coinage bears the mark of the ancient Imperial City, and 
  many of the gems sit in settings of an ancient style.
  In the center of the ground floor is an ingenious trap door 
  of stone, hidden by debris, plant growth, and a century of 
  neglect. It is quite heavy, but moves smoothly on hinges; 
  when the tower was in use, there was a pulley system to 
  open the door, but no longer. Someone with knowledge of 
  the ancient Imperial powers might know that their towers 
  frequently had such trapdoors. Otherwise, a character can 
  only find the trapdoor by actively searching the floor in 
  the area and succeeding on an Intelligence test. It requires 
  a Strength test with a -5 penalty to open the door, beneath 
  which is utter blackness.
  The Second Level
  The stairs leading to the second level of the tower are of 
  sturdy stone, but the floor of the second level is wood. 
  While it was made of a very dense, sturdy wood, time and 
  the elements have done their work, and the area is now 
  very treacherous. Anyone walking across the floor must 
  make a Dexterity test with a +2 bonus to avoid falling 
  through to the ground floor and receiving 1d6 damage.
  This level is open to the elements. It provides a 
  commanding view of the surrounding landscape, which 
  may give characters some ideas about future travels.
  Niceros comes here often to howl his commands to his 
  pack. Should one of the characters face the worg and slay 
  him on this level and beneath the night sky, the other 
  wolves will think of the victor as their new alpha. 
  The Hidden Basement
  The trapdoor in the ground level opens to a cellar carved 
  into the rocky hill. There is a ten foot drop into the cellar 
  and no ladder or stairs leading down.
  This basement houses the true lost imperial treasure: a 
  large and fairly accurate map of the entire region. The 
  map sits in the center of the room on a large, rotten 
  table of oak. It is, of course, dated, but its geography is 
  mostly correct, and it lists several locations which are 
  now in ruins. The map itself is delicate, but not danger-
  ously so; a careful character can easily fold it and pack it 
  away. The rest of the room is full of rotten stores: barrels, 
  rusted weapons, and other useless junk.
  The Outriders’ Post
  This minor location is a recently established camp of 
  the imperial outriders, a group of mercenaries, minor 
  politicians, and petty nobles riding throughout the land 
  proclaiming the status of the Imperial City. This is the 
  first outrider post the city has established, but it plans 
  many others; therefore, this minor location can serve as 
  a guide for many more adventure locales.
  The post consists of a wooden palisade, a large stable, 
  a barracks, a smithy, and the captain’s quarters. At any 
  given time, the captain, the blacksmith, a stable boy, a 
  garrison of a dozen guards, and an outrider or two will 
  be present. The stables are almost always stocked with 
  good quality horses so that the riders can change out their 
  steeds when riding great distances. While the garrison is 
  small, the post can accommodate many more men if need 
  be, and the area around the palisade has been cleared so 
  that the Imperial City may station a large army here in the 
  future, should their ambitions come to fruition.
  The captain of this particular post is a man named Rufus. 
  He is middle-aged, spent most of his early life as a glass-
  blower in the city, became rather wealthy, was awarded 
  rank and position, and is largely unaccustomed to mili-
  tary service. It would be a mistake, however, to think him 
  weak. He believes strongly in the city’s right to rule its 
  former empire, and takes his new post very seriously.
  Rufus will give any friendly travelers a place to stay and 
  a meal for one night, and then send them on their way. If 
  the characters have had past troubles with the outriders, 
  Rufus will not be so inclined to give them succor, and will 
  turn them away or attempt to try them for their crimes. 
  His justice is swift, and almost always involves execu-
  tion. As a man whose position is due entirely to monetary 
  advancement, Rufus is very susceptible to bribery, which 
  an enterprising character might be able to leverage.
  The Outrider Post can be used as an adventure location 
  in many different ways. Depending on the characters’ 
  history with the Imperial City, it can be a safe haven or a 
  dangerous location to be avoided at all costs. If the char-
  acters have decided to fight the threat of the city head-on, 
  they may well begin by attacking the post and destroying 
  
  90            Further Afield
  it, something not out of reach for low level characters 
  if they are smart and bring backup. It is also possible, 
  though unlikely, that the characters can make such an 
  impression on Rufus that they are able to bring him over 
  to their side in their conflict against the Imperial City.
  Imminence and Schemes
  The city’s reach and power will grow over the course 
  of the campaign, increasing dramatically during each 
  campaigning season. If the game starts in autumn or 
  winter, the city will have an Imminence rating of 0, 
  though characters may well hear rumors that the city is 
  interested in hiring a great number of mercenaries and 
  that some of the nobles there have aspirations of empire.
  On March 20th, when it becomes spring (or at the 
  campaign’s start, if the game begins in the spring or 
  summer), the city gains an Imminence rating of 4 and 
  uses the following activation table:
  On March 20th of the second year of play, the city 
  extends its reach and power and is now a very serious 
  threat to the characters’ way of life. Its Imminence 
  increases to 5, and it uses the following activation table:
  1d6
  Year 1 Threat Effects
  1-3
  An imperial outrider surveys the characters’ 
  home village and other surrounding settlements. 
  This week, if the characters are within six hexes 
  of any of these settlements and roll an encounter, 
  it will automatically be with an outrider.
  4
  The outriders make a show of force at the char-
  acters’ home village. Two outriders and a group 
  of 3d6 mercenaries come into town, announce 
  openly the city’s intentions to reclaim its empire, 
  and stay at the inn. They pay well and cause no 
  trouble beyond their menacing demeanor. The 
  characters will witness these things themselves 
  if they are home or will hear about them the 
  next time they return.
  5
  Imperial agents declare a toll on a road near 
  the characters’ home. If there is a road that 
  connects the characters’ home village to the city, 
  then there is now an armed toll gate approxi-
  mately halfway in between. If not, place the toll 
  on another conveniently located road or bridge. 
  The toll booth is manned by three soldiers.
  6
  A particularly violent outrider treats some farmers 
  or herdsmen brutally. The victims may live on 
  the outskirts of the characters’ home village or in 
  another small settlement. If the characters are in 
  the area, they may have a chance to stop it.
  1d6
  Year 2 Threat Effects
  1-2
  A large band of mercenaries, led by Imperial 
  agents, rides across the lands, making a show 
  of force and proclaiming the power of the city. 
  Unless the characters are deep in the wilder-
  ness, any encounter this week will be with a 
  troop of 5d20 mercenaries and 1d8 outriders. 
  We hope the characters do not try to fight an 
  army on their own!
  3
  The city builds a semi-permanent military camp 
  in the region. Choose an appropriate spot on the 
  map; somewhere near a road and a day or two 
  from a settlement is a good choice. At the end 
  of the week, that location will have a garrison of 
  50 troops, a wooden palisade, an earthworks, 
  and several buildings. If the characters are in 
  the area, they may be able to stop this somehow.
  4
  The armies of the city begin building a large 
  road between two appropriate locations of the 
  GM’s choice. This is quite an endeavor, and 
  the GM should not roll for the Imperial City’s 
  Imminence again until the road is complete or 
  abandoned. The road grows by a single hex (10 
  miles or so) each week.
  5
  The city’s forces come to the characters’ home 
  village and demand a sizable tax. Unless the 
  village has a way to resist, they will have to pay. 
  This will drive all prices up in the village by 
  20%. The taxing force consists of 2d10 merce-
  naries and 1d6 outriders.
  6
  The city’s forces come to another human settle-
  ment or city and demand a sizable taxation. This 
  result is identical to the one above, but affects 
  another, random human settlement on the map. 
  On March 20th of the third year of play, the city launches 
  its full invasion of the campaign map. At this point, the 
  city’s Imminence rating and effect tables are irrelevant, 
  and the campaign is likely reaching its close, for good or 
  ill. The city has at least one whole army in the field, and 
  probably has several camps, roads, and waystations at 
  its disposal. How will the characters save their homes?
  
  91 
  The Imperial City
  Player Actions
  The characters are likely to run afoul of the Imperial 
  City in a number of ways, but their interactions with 
  outriders and others from the city need not be violent. 
  Certainly the players might attack, ambush, or sabotage 
  the city’s forces in the field; after any such successful 
  deeds, the GM should skip the Imperial City’s activation 
  roll for a week or more as they recoup. However, unless 
  characters are particularly careful to disguise or hide 
  themselves, making violent attacks on Imperial agents 
  will cause them to become marked men, and will color 
  all future interactions with the city.
  Characters might also delay the actions of the Imperial 
  City by other means, such as bribery, trickery, or deceit. 
  All of these are valid ways to keep the outriders and 
  taxmen from their doorstep, but the GM should make 
  such actions difficult; the tax collector is rarely swayed 
  by a simple, impassioned speech.
  In addition to slowing the city’s activation rolls, the 
  characters may be able to push back its timetable so 
  much that the city will not change its Threat Effect 
  tables as the years pass. Such a change would require 
  major actions on the part of the characters and, likely, 
  the help of others throughout the land. Examples would 
  be an elaborate and persistent series of raids on all of 
  the outrider posts and the city itself, or making a strong 
  alliance between three or more lords against the city.
  It is unlikely, though not impossible, that the charac-
  ters can ultimately end the threat of the city through 
  military means. This would only be possible if they were 
  able to convince many other settlements and groups to 
  band together and form an army capable of resisting 
  the Imperial troops, probably with the characters as 
  commanders. More likely, the players will have to reach 
  a diplomatic victory to end the threat of the city; such a 
  victory would likely involve many visits to the city itself, 
  audiences with nobles and generals, ploys to divert 
  attention, or even a takeover.
  NPCs and Monsters
  Imperial Outriders
  The Imperial City sends its most ambitious and talented 
  young warriors as their outriders. They ride horses, travel 
  alone or in very small groups, and are very resourceful.
  Hit Dice: 3d10 (16 HP)
  AC: 14
  Attack: +3 to hit, 1d8 (sword)
  Alignment: Neutral
  XP: 80
  Imperial Footmen
  These are the city’s elite infantry, heavily armored and 
  fighting in tight formation with large shields and spears. 
  The characters might encounter them as the crack squad 
  used to address a particularly thorny insurgency, or 
  patrolling the streets of the city itself.
  Hit Dice: 2d8 (9 HP)
  AC: 16
  Attack: +1 to hit, 1d6 damage (spear)
  Alignment: Lawful
  XP: 45
  Notes: Formation Fighting (Imperial Footmen fight 
  with spears and shields in groups of 8 and their second 
  row can attack without penalty)
  Nobles
  There are numerous noble families in the Imperial City, 
  and their members serve as officers in the army. They 
  are also frequently involved in politicking and court 
  intrigue in the city itself.
  Hit Dice: 2d8 (9 HP)
  AC: 10
  Attack: +1 to hit, 1d8 damage (sword)
  Alignment: Lawful
  XP: 40
  Tribunes
  These are the city’s greatest warriors and generals. The 
  characters might encounter them as the leaders of large 
  warbands, or may meet them when in the city itself.
  Hit Dice: 4d10 (22 HP)
  AC: 18
  Attack: +4 to hit, 1d8 damage (long sword)
  Alignment: Lawful
  XP: 150
  Notes: Inspire Troops (a Tribune may spend a round 
  inspiring his troops, in which case he has a -4 to his AC 
  but all imperial troops in near range get +2 to hit)
  
  The Imperial City
  Year 1 Threat Effects
  1-3
  An imperial outrider surveys the characters’ home village 
  and other surrounding settlements. T is week, if the char-
  acters are within six hexes of any of these settlements and 
  roll an encounter, it will automatically be with an outrider.
  4
  T e outriders make a show of force at the characters’ home 
  village. Two outriders and a group of 3d6 mercenaries 
  come into town, announce openly the city’s intentions to 
  reclaim its empire, and stay at the inn. T ey pay well and 
  cause no trouble beyond their menacing demeanor. 
  5
  Imperial agents declare a toll on a road near the characters’ 
  home. T e toll booth is manned by three soldiers at all 
  times.
  6
  A particularly violent outrider treats some farmers or herds-
  men brutally. T e victims may live on the outskirts of the 
  characters’ home village or in another small settlement. If 
  the characters are in the area, they may have a chance to 
  stop it.
  Year 2 Threat Effects
  1-2
  A large band of mercenaries, led by Imperial agents, rides 
  across the lands, making a show of force and proclaiming 
  the power of the city. Unless the characters are deep in the 
  wilderness, any encounter this week will be with a troop of 
  5d20 mercenaries and 1d8 outriders. We hope the charac-
  ters do not try to f ght an army on their own!
  3
  T e city builds a semi-permanent military camp in the re-
  gion. Choose an appropriate spot on the map; somewhere 
  near a road and a day or two from a settlement is a good 
  choice. At the end of the week, that location will have a 
  garrison of 50 troops, a wooden palisade, an earthworks, 
  and several buildings. If the characters are in the area, they 
  may be able to stop this somehow.
  4
  T e armies of the city begin building a large road between 
  two appropriate locations of the GM’s choice. T is is quite 
  an endeavor, and the GM should not roll for the Impe-
  rial City’s Imminence again until the road is complete or 
  abandoned. T e road grows by a single hex (10 miles or so) 
  each week.
  5
  T e city’s forces come to the characters’ home village and 
  demand a sizable tax. Unless the village has a way to resist, 
  they will have to pay. T is will drive all prices up in the vil-
  lage by 20%. T e taxing force consists of 2d10 mercenaries 
  and 1d6 outriders.
  6
  T e city’s forces come to another human settlement or city 
  and demand a sizable taxation. T is result is identical to 
  the one above, but af ects another, random human settle-
  ment on the map.
  Year 3: Invasion!
  Imminence
  Imperial Agents
  A Patrol of Outriders 
  Number Appearing: 2d4
  Hit Dice: 3d6    (16 HP)
  AC: 14 
  Attack: +2 to hit, 1d8 (longsword)
  XP: 80 each
  In chain mail and riding well-kept horses, these are the 
  Imperial City’s most resourceful young warriors.
  Cityfolk
  Cityfolk
  Rufus, the Captain
  A glassblower by trade, 
  only newly a captain, 
  Rufus is basically friendly. 
  He is mostly loyal, but 
  takes bribes.
  Support Staff
  Blacksmith, Farrier, 
  Stable boys, and a few 
  fresh horses. 
  A Dozen Guards
  Simple soldiers in chain mail 
  and bearing swords.
  Hit Dice: 1d6    (4 HP)
  AC: 14
  Attack: +0 to hit, 
        1d8 damage  (longsword)
  XP: 20
  A Pair of Outriders 
  (see above)
  The Outriders' Post
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Threat Packs/Beyond the Wall Threat Pack The Imperial City.pdf