Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom's heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town's fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that've been plundering local caravans, the party's raid of the outlaw's encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there've been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he's been expecting the party's arrival for some time.
Background: Irnett Bittley was never a mage of large talent, both because he was unable to summon up the showy displays of elemental mastery that would have earned him a living as a court wizard, and because his self important streak made him too proud to ever suffer suffer through an apprenticeship. He was a great mage, destined for great things, and the fact that others couldn't see that was their failing.
Tired of being challenged or denied by people who genuinely knew better, Bittley picked up stakes and went to the boonies seeking to find a pond small enough to consider him a big fish. He found it in Thimblewell, a little town sorely in need of a handymage, and he could have been happy and well liked there if the need to be great wasn't etched on his soul. Thimblewell had a monster problem, and while Bittley was no battlecaster he did have a knack for bindings and containment spells. If he managed to catch a monster by supprise while it was distracted by the local millitia he could shrink it down and hold it in stasis, effectively defeating the monster by kicking the can indefinitely down the road.
The townsfolk heaped praised upon him for his heroics, only to have their goodwill spat right back in their faces as Bittley started asking for increasingly steep "donations" to keep his enchantments in place, all but threatening to release the beasts again if his impromptu tax wasn't paid. Fast forward a couple of decades and Baron Bittley has become rich enough to buy himself a title and become Thimblewell's defacto ruler.
Still not content to be a backwoods landbarron, Bittley's latest scheme is to sell his stockpile of captured beasts one by one to unscrupulous individuals who are in need of a good monster: thieves in need of a distraction, poachers and collectors trafficking in rare specimens, nobles who'd prefer an untraceable and indiscriminate means of assassination. This enterprise is making Bittley even more rich, but with success comes paranoia, and we all know how dangerous a paranoid mage can be.
Challenges & Complications:
1: The drake was intended as a means of assassination, targeted at a countess and her heir attending the playhouse's performance in one of the box seats. As the party runs in to save the screaming commoners, they'll potentially be diverted by the countess's guards, intending to save their employer's life before anyone else's. Saving the noble might earn them a rich reward at the cost of many lives, but choosing to look after the common people will earn them the ire of the acid-scarred heir, who watched them save the rabble while his flesh burned and his mother was crushed to death under rubble.
2: After the party have defeated the bandits, they'll find three more of those arcane canisters left in the box, each containing its own miniaturized monster waiting to be unleashed. The caravan the bandits robbed was smuggling these beasts to a buyer with dangerous aims, meaning the caravan's owners now have good reason to want the party silenced. Do the party report their findings? Extort those who hired them at the cost of a knife in the back? Or do they just take their offbrand pokeballs and run, dreaming of the chaos they can cause.
3: Baron Bittley knows the party is coming for him thanks to his spies in town, he also knows he could never hope to take them in a fair fight. Thankfully he’s got access to magic, so he doesn’t need to fight fair, allowing them into his home only to catch them in a trap that will shrink them down to a few inches tall, whereafter it’s a simple matter of mage-handing them over into the basement bound dowry chest/prison he’s made for all those in town who’ve dissented to his rule over the years.
Thankfully the tiny townsfolk have been working on a jailbreak for some time now, having painstakingly sawed their way out of the box while their inattentive overlord’s been distracted domineering the world outside. The greatest hurdle to their escape has been the wild landscape of the junk fulled manor basement, filled with various pests that’ve become arcanely mutated from the leakage from the mage’s lab on the floor above. The party will need to engage in some borrowers esque traversal across the basement, up through the walls, and into the lab if they have any hope of reversing their predicament.
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