The Siege of Kol-Dun
The Siege of Kol-Dun
The Siege of Kol-Dun
N
ot all stories are those of heroes and great Expectations - The Setting
deeds. Most stories are never told, and if
they were, none would care to listen. These This adventure will pit a party's investigative skills and moral
stories of the common, the unsung, the decision-making to the test. The ending of this scenario will
forgotten... Endless volumes of mundane largely be determined by their ability to unravel a mystery or
trajedy, little noticed victory, and easily- their own moral decisions. Their successes, as well as their
dismissed betrayal in the name of survival. decisions, will determine the one-of-many outcomes.
Several suggested endings will be included in this
An unusual Origin Story adventure, but the Game Master should feel freedom in the
ability to use the setting and create their own endings.
Some commonly used tropes in adventure storytelling should
raise questions, though it's seldom given a thought. Take for
example tournaments and gladiating events. Kol-Dun Keep
The arena is a staple in many adventures and fantasy Kol-Dun Keep is a destitute frontier outpost. Where
settings. It's an effective tool which adds challenging combat it resides is less important than what it is. It can be
with the reward of a purse, all from the safety of a city or wherever the GM needs it to be, provided some
settlement. assumptions are accounted for.
There's winners, their winnings in the form of coin and
renown. There's losers, some who were predestined to lose. It borders territory with goblinoid population
Fodder for the meat grinder, one would say. But... what was centers, namely Bugbear dens
their origin story? It is remotely located, but receives trade from
bordering nations as a trade hub
The Victims and the victors
In feudal times it was not uncommon to force criminals
against their will to entertain the masses in blood sport. Astral Exclusive Adventure
Beasts would also be forced to take part either directly, or as This adventure was designed for use on Astral. This
"environmental hazards". Each of those participants came advenuture PDF is supplied with the Astral Module, which
from somewhere and there was great prosperity to be had for comes complete with pregenerated player characters, Astral
those who could supply such tools for entertainment. Maps, NPCs and more. Rather than provide stat-blocks,
This adventure explores the consequences of such maps, and other game-specific supplementary materials
dealings. within this PDF, the PDF is instead a supplementary addition
to the Astral campaign.
Prologue
There is a mystery at Kol-Dun Keep. Lately, the outlying
villages have been under attack. Villagers have gone missing
after leaving to tend fields or fish streams. Rumor has it that
at least one of the smaller hamlets has disappeared
completely. From the stories, nothing remained but broken
huts, shacks, and barns. Doors were ripped from their hinges
and livestock and fields left unattended.
The whispers among the common folk and village peasants
were unanimous. The Bugbears. There was no doubt. Before
now, the distant dens in the hills had been nothing more than
stories to tell children. A place to avoid.
Something has changed. The villages are no longer safe,
and villagers flock to the Keep, abandoning everything they
own. Farmers are taking up swords, training as a militia in
the Keep's bailey. It seems that a fight on the frontier is
inevitable.
Expectations - The Party
This scenario will run for 2-3 sessions depending on the
party's decision and their ability to piece together the mystery.
The 2-4 encounters are suited for a party of 4 characters at
5th level but can be scaled up as necessary by adding
optional adversaries.
Prologue
1
The Truth and the Mystery...
T
he Party will have many paths they can take in The Deal (and plot) of a Lifetime
this highly narrative adventure. As they make
their choices, some paths will be easier or Word of prosperous schemes and business propositions run
harder to follow. As the GM, you should wild on the frontier. Laws are lax, aspirations high, watchful
present what the party discovers in a way that eyes few and far between. The Keep Guard, now working in
will still allow the party flexibility in making the shadows and away from Lady Guethern's gaze, learned of
their decisions, as well as not revealing the bounties paid for Arena contestants and beasts. Their
true nature of the mystery until the party succeeds in piecing goblinoid neighbors now seemed to them like a blessing in
together their findings. disguise.
The conspirators knew that Lady Guethern would never
allow forces under her banner to take aggressive action of
The Bugbear Menace any kind upon otherwise peaceful neighbors and risk
The rumors are true. Bugbears have been behind the recent threatening the relative peace they had enjoyed so far. The
disappearances. Frontier presents extreme danger and challeneges in itself,
Historically, Kol-Dun has endured a generation of peaceful and no actions that could bring further danger would be
rule with no conflict with the neighboring dens where the tolerated. They scrounged what they could for trade in secret,
Bugbears reside. There seems to be no reason or provocation and through travelling merchants purchased trapping
that would explain why relations escalated to violence. equipment and practiced, while at night building cages for
captivity.
Kol-Dun Keep's recent prosperity Within a month they had their first catch. Pre-arranged
meetings took place, and money exchanged hands. The keep
Until recently, Kol-Dun and the surrounding villages and was none the wiser. The guards, careful with their bounty lest
hamlets barely made ends meet. After the death of the they draw attention to themselves, offered incentives for
previous Lord Gabbin Guethern, his daughter, Lady Isabella traders to leave weary livestock and pack-animals. Merchants
Guethern, took his place. were provided gifts and lavish accomodations for providing
Shortly after, Lady Guethern reformed the local economy. discount prices to locals. The locals began prospering, and
Merchants were encouraged to set up shop in the Inner Lady Guethern's actions were the reasonable explanation.
Bailey, frequent caravaners were given incentives for making No questions were ever asked in these exchanges, and no
a long and hazardous journey, trade taxes replaced with complaints reached Lady Guethern's ears. The Keep Guard
mercantile permits, and a swath of other changes enacted to was a strictly kept fraternity, and they felt invincible in the
encourage trade and use of local establishments. The bailey flawlessness of their schemes. In their eyes, there were no
and the surrounding villages seemed to come to life, and the victims but beasts.
Keep began to prosper. Over a few short years it went from a
defensive outpost to an inter-regional trading hub. An alien culture
The citizens, both within the keep and from the
surrounding villages and hamlets, viewed Lady Guethern as Bugbear culture is, for this advenuture, assumed to be just as
the savior who brought wealth to the land. From an outward versatile as the cultures of common non-goblinoids, such as
perspective it wouldn't be hard to come to that conclusion. Human or Elven cultures.
Dealings in the shadows Possible Party Knowledge
Before this, the Keep Guard had stood their post for decades, Despite this adventure's assertion of versatile and
watching the town and surrounding village do just well diverse culture, some constants of Bugbear or
enough to continue and nothing more. Behind closed doors, goblinoid culture can safely be assumed by the
they criticized the previous lord for his inaction. They became party, such as with a relevant History or Lore check.
bitter while they watched their families and neighbors wither
away into insiginficancy. Tribes are usually ruled by a single Chief
They began to deliberate. Something had to be done. In most cases, Chieftainship is achieved
There were no valuable resources in the area, nothing they through a mixture of trial-by-combat and tribe
support. The strongest might not be able to
could sell, trade, or otherwise use to bring profit. The soil was lead if the others won't follow them into battle.
poor but usable, while forests and rivers contained enough As chaotic as they may appear, there are varying
game and fish to keep the local population going. sets of strict codes and morals between tribes.
They began to talk to travellers, routinely asking for trade
rumors and news from the inner realm. Matters were being
taken into their self-described capable hands.
Prologue
2
History of Peace Lady Guethern
In this aggressive goblinoid culture, some norms take Lady Guethern is dedicated to making the region prosper.
different meaning. The idea of negotiation takes a different She saw her father fail his people, and is overly and
form. It's presented through actions or inaction rather than obsessively committed to achieving prosperity for her people.
words and treaties. The act of purposely not attacking a She has a strong moral compass, and would never put her
people in danger, or stoop so low as to sanction kidnappings
neighboring region is, in itself, a pact of peace. of a peaceful neighboring society and risk inciting violence.
In the Tribe's eyes, the fact that there was peace was an She has no idea of the dealings the Guard have been
assurance of mutual respect. Healthy respect to each other's committing behind her back, and is far too wrapped up in the
borders was a reinforcement of trust. The lack of violence affairs of the region to notice.
and trespass meant that there was an agreement of non- As for Lady Guethern's changes, the changes have indeed
violence. had a positive impact, regardless of the dealings of the Keep
The Tribe's numbers had declined over the past few Guard. The Keep has become an attractive site of trade and
generations. In-fighting, excommunications and tribe commerce, and travellers have become frequent visitors. The
migration had not been kind to their numbers. While they local population has thus benefitted from luxuries and
had no reason for violence, this was a further incentive to commodities they may otherwise have never had within
maintain peace. reach.
Due to the realistic benefit her changes have provided, as
The Start of Violence well as the surge in prosperity the Keep Guards have
Over years, Bugbears were kidnapped by an unknown introduced (unknown to Lady Guethern), she believes herself
adversary. The current Bugbear Chief - Grokk'Nor, had tried to be the savior her people think she is.
to temper the tribe against quick action at his Hobgoblin
Advisor's request. In time, Zsrab the Advisor formulated a The Bugbears
plan. He urged the Worgs to stalk hunting parties, who Grokk'Nor is the current War Chief, and leads the Tribe in co-
eventually witnessed the Men in the process of a kidnapping. operation with Zsrab the Advisor and Grus'Dogal the Magus,
After this revelation, there was no further chance of peace. Seer to Grokk'Nor. He rules with a calm temper and
Grokk'Nor took up the title of War Chief. Raids on villages restrained power, at least by Bugbear standards.
took place, and all villagers kidnapped or killed, corpses and Grus'Dogal the Magus is an elder Bugbear. His attunement
captives hauled away to the dens. to magic and usefulness to the tribe has ensured his safety,
allowing him to grow much older than typical Bugbears. His
Suggested Plot Angles loyalty to Grokk'Nor is well established, as he often recounted
visions of Grokk'Nor's leadership restoring the Tribe's
The Kol-Dun Keep Guard strength among the Bugbear tribes.
Gaurdsman Barnaby is the Marshal of the Guard, the most Zsrab the Advisor is a Hobgoblin of notable reputation in
prominent character in the fraternity. the tribe. His quick wit, conniving plots and prowess for
The members of the Guard generally perceive the ambush tactics has earned himself a spot beside the Chief.
bugbears to be the equivalent of a natural predator, such as a He considers himself solely responsible for keeping the tribe
lynx or wolf. Dangerous, and to be contained or controlled. intact against overwhelming odds over recent years.
Selling live Bugbears and non-goblinoids (presumed to be The Tribe as a whole sees the kidnappings as a betrayal.
criminals) to inner-realm regions for use in arenas is not They had existed in peace, and there was no escalation. To
necessarily frowned upon, and no questions are asked. The them, these kidnappings are done by dishonorable cowards
Frontier is a dangerous place, and criminals as well as and they have no choice but to fight.
threats to the outpost are often able to be handled in ways the
overseer of the region deems fit. Crest of the Kol-Dun Keep Guard
The Guard have kept their dealings a secret from all,
especially Lady Guethern. They see her as a useless
extension of her father, though her changes have provided
them a layer of cover as they worked to jump-start the local
economy through risky and questionable means. They see
themselves as the only thing standing between their families
and destitution, and would go so far as to take leadership by
force to keep themselves in a position to watch over Kol-Dun.
Prologue
3
The Difficult Path
Suggested Plot Paths Supporting the Bugbear Tribe is by far the most difficult path
While this adventure is designed to be as open ended as that the party can attempt to take. The party most likely will
possible, you'll be provided with some example plot paths need to recognize the motive behind the Bugbear attacks on
that can be followed depending on the party's decisions and the region through their investigations, as well as attempt to
investigation. parley with the Bugbear leaders, convince them of the party's
intentions, and reason with them in a way that Bugbears can
Supporting Lady Guethern respect. Failure to do so will likely end in death on both sides.
If the Party discovers the cause of the Bugbear attacks and Parley with the Bugbear Leader
unusual prosperity, they may opt to support Lady Guethern If no one in the party speaks goblinoid, the party will have to
and inform her of the plot hatched by the fraternity Keep find a way of being understood by, and communicating with,
Guard, and prevent further kidnappings. This will be a path Bugbears in a way that both cultures can accept and respect.
directly against the Guard, and can potentially support the If neither party can understand each other, a language
Bubgears. puzzle can be presented. If the party succeeds in reasoning
The motive may be moral, to stop the kidnappings and with the Bugbears and expressing their cooperation, they can
sales to slavery. It may be noble, to stop what appears to be a try to support the bugbears in a variety of ways, but will also
coup in the making. The motive may simply be based on need to find a way to either work around (or appease) their
greed. Lady Guethern would undoubtedly pay a reward for a lust for retribution and revenge.
return to order. This could present itself as gathering
evidence and witnesses from the townsfolk, uncovering the Satisfying an obligation to retribution
holding areas where Bugbears await the flesh traders, or War Chief Grokk'Nor has an unspoken duty to his tribe. Tribe
otherwise rooting out the Guard's ringleaders. mates that look to him for protection and guidance have
disappeared by the hands of men of the Keep. Their dens are
Supporting the Keep Guard no longer safe, and while their numbers are not strong
If the party discovers the cause of the Bugbear attacks and enough to take the keep by force, there is no option to retreat
unusual prosperity, they may opt to support the Keep Guard. further into goblinoid territory.
This will be a path directly against the Bugbears. As Lady While Grokk'Nor would never agree to retreat, the
Guethern is unaware of the plot, it would not necessarily be Bugbear culture is a further incentive. To abandon their kin
going against her. The suffering of the commoners in this without a proportionate response is unacceptable, and
region is plain to see and the region would be indebted to the dissent among the tribe would be immediate. His leadership
party for resolving the conflict. would be immediately challenged, leading to infighting and
The motive for this path may be moral, for the suffering of likely his own death. He is duty bound to both free his kin and
the people at the hands of bugbear attacks is evident across ensure it never happens again through a show of strength,
this region. Many people have been displaced and now take and he is proud to carry out this duty.
refuge in the Keep, and the townsfolk live in a constant state
of fear. It may be greed based. Perhaps the party wants in on
the cut, or will opt to blackmail the Guard by threatening to
uncover their plot. It might just be the party's most
straightforward and direct end to the conflict.
This could present itself as an attack on the bugbears to
kill their leader, or to force the bugbears out of the region.
The party could attempt a rescue on the humanoid prisoners
being held captive, weakening the Bugbears leverage.
Supporting the Bugbear Tribe
If the party discovers the cause of the Bugbear attacks and
the Keep's unusual prosperity, they may opt to support the
Bugbear Tribe. This will be a path directly against the Guard,
and possibly for or against Lady Guethern depending on
choices made.
The motive for this path may be moral, to stop the
injustices and crimes committed against the tribe. It may be
chaotic in nature, perhaps the party would just like to see the
area destabilized and push back against the encroachment of
Humanity.
Prologue
4
The Adventure Begins: Chapter 1
T
he party starts on the outskirts of Kol'Dun
Keep's territory. They run across a burning, The following information can be found with a
abandoned village, followed by refugees relevant skill check, or by fulfilling a condition:
further down the road where they will receive
the quest to investigate the happenings at Kol- While most of the tracks are from farm animals,
Dun Keep and the surrounding territory. some are not. Some are monstrous.
Perception/Animal Handling/Survival/Nature
(DC:12)
The Burning Hamlet of Knowledge of Bugbears (e.g. Favored
Enemy) or critical success reveals that it
Hamlet is Bugbear tracks
There are no valuables, but that seems more to
Discovering the Hamlet be due to the village's impoverished conditions
As the party is travelling on the main road towards Kol-Dun rather than any looting. Belongings don't appear
Keep, they come across a cliff face. Above them they see to have been looted through.
Perception/Investigation (DC:14) OR Rogue Class
smoke and embers burning. As they travel further down the
road they'll arrive at an intersection. A road leads up the If the party successfully investigates the tracks,
slope, towards the smoke. A dim red glow is visible amidst they are able to find tracks both leading in, and
the smoke. There is a makeshift way-making sign at the travelling out of the village towards the rocky
intersection of the road, pointing towards the sloped path. It terrain, which descends into a rocky, forested area
reads "Hamlet". with terrain and brambles too difficult to traverse.
Optionally, you can choose to reveal some
Living conditions information automatically if a party member has a
high initial skill level.
This hamlet is a small village in a fringe territory. There's no
wealth of any kind to be had. The road leading up to the
village is compacted dirt, the fences made of broken tree
trunks and branches creating a snake rail stacked fence. Optional hook towards encounter
Buildings, while sturdy, have boards for doors and windows. If the party is spending too long trying to investigate the
The hamlet seems to mostly export crops to the Keep. hamlet or thinking of pursuing the Bugbears into the difficult
There's some tilled land and fields, but is built to produce terrain, consider launching the attack on the refugees just up
more food than the small population housed here could eat. the road, within earshot of the party, then continue to Page 6.
The meager amount of livestock and poultry seems to be for You may want to change some details, such as removing the
the hamlet's personal stock rather than export. tents and campfire from the scene.
A recent attack
The hamlet has recent damage which is plain to see.
Sections of fence have been smashed through, doors ripped
from their hinges, and fires set to the buildings.
A
pproaching the gatehouse with the writ of
passage in hand, the party now has access to Common knowledge:
the Keep with a task to approach Lord Marshal The Siege preparations began just a few days
Barnabus with information about the growing ago. The Fraternity of the Guard haven't
threat. explained what prompted this decision. The
Approaching the gates side by side with population believes the Bugbear Tribe to be the
refugees from surrounding villages, the tension cause of the siege preparations, but those
and suspense is tangible. suspicions have gone unanswered.
People looking for work can enlist with the
Within the Gates of Kol- militia. Interested parties should seek out the
Lord Marshal in the training grounds.
Dun Some travelling entertainers arrived the week
before the order to prepare for a siege. They
Kol-Dun Keep is surrounded by a large outer wall, with a can be found in the Marketplace.
singular gatehouse built into the north wall. The wall is Nearly all the merchants and tradespeople who
fashioned together with massive, unevenly cut blocks of are still selling wares are doing so with
stone. A crude yet effective implementation. While a fringe unreasonably high prices.
outpost, the size of the inner bailey seems to indicate that it Most everyone supports Lady Guethern. She
was intended to watch over many more settlements than has proven herself a capable and benevolent
exist in this region. leader.
Passing through the gates, the party is immediately met Kol-Dun Keep's History (Outlined in the section
below)
with a crowd of people in the inner bailey. Some tents,
shanties and other temporary structures have been erected to The Following rumors are
deal with the influx of refugees. Carts of supplies being sent whispered on the street
up to the keep larder and other commotion is abound in the -
streets.
The permanent buildings of Kol-Dun show disparity from Lady Guethern was Cleric Fernhir's apprentice
construction quality and the wealthy decor. Likewise, the non- before she took her position as regional
refugee citizens of Kol-Dun and the surrounding settlement overseer. Cleric Fernhir knows her better than
seem dressed in attire of a higher quality and value than anyone. She still holds him in the highest esteem.
would be expected judging from the architecture and quality The Keep Guard have been seen exchanging
of the buildings. coin with travelling merchants, but no goods
seem to be traded in these exchanges.
Some members of the Keep Guard don't seem
Kol-Dun Keep History to approve of Lady Guethern.
From the information found in the Prologue (Page 2, Kol-Dun At night, and less often, during the day from
Keep's Recent Prosperity), the Keep's population is only shadows, the sounds of crying and sobbing
aware of the efforts Lady Guethern has put forward. could be heard. This crying has been present
months before the current situation.
The Founding of Kol-Dun Keep Guardsmen have died in the line of duty or
At the original time of founding, the Keep was meant to been injured much more often the past year.
oversee a period of growth as settlements developed in the
region. The region proved to be unfruitful, and expansion and
development of the region wasn't succesful. Since that initial
founding, the region had been met with hardship and poverty. Notable Establishments
In the early days, vigilant missionaries from the Church of
the Crying God came to aid the local population. They and Locations
provided all manner of aid, from medical treatment, to These are the notable locations in Kol-Dun Keep and their
compassion and guidance, to hard labor to ease the burden details. Notable Characters and their introductory dialogue
on the region. The population has remained ever-thankful for are categorized by their locations.
their support, and a church was erected in the center of the
bailey in their honor.
U
nebknownst to the party, the Bugbear tribe The Bugbear Strategy
has been hard at work positioning
commandeered siege engines on a ridge The tribe's numbers are not enough to take the walls by force.
across the nearby mountain, with the Through Zrab's careful planning, they have devised a plan to
assistance of their Hobgoblin tribe members. force the defenders out of the Keep. They plan to besiege the
Once the players have rested and tended to keep, then force the keep to sally out and meet them in the
their business about the keep, the next field.
morning on the day of the entertainer's performance, the
attack will begin. Siege Weapons & The Order
The Order of the Blue Orchid sent a detatchment to the
Keep, but they never made it to their destination. The
The Attack reinforcements were ambushed en-route and looted.
The Player's Perspective The Order was outfitted for battle and were hauling 3
ballistae with the knights to support Kol-Dun Keep's defense.
The party is within the Keep walls when the attack begins. Zrab saw value in these machines and devised a plan to
Without warning, buildings begin to tear open. In the sky, besiege the Keep. The Bugbears, using their innate strength,
ballista javelins are coming within view before crashing into carried the siege equipment and ammunition through dense
the walls or into buildings. They seem to be coming from a forest and rough terrain onto a difficult to reach cliff face and
cliff off the nearby Mount Kol-Dun. are firing over the walls.
Lord Barnabus's plan
Panic during the assault Soon after the attack begins, scouts and couriers begin
Refugees sheltered only by tents begin to panic running information to the Keep's defenders.
in the street and attempt to take cover within If the party has not chosen to meet with Lord Barnabus
stronger buildings. after the attack begins, a courier approaches them,
Cleric Fernhir and Brother Gabel attempting to informing the party that Lord Barnabus requests an
usher refugees into the Church. audience.
Keep Guardsmen are rushing to at-the-ready
positions, manning the walls and the
The Keep Guard and Militia need volunteers for an
gatehouses, assisting in directing refugees off
offensive to stop the siege weapons from firing over the walls.
the street.
The main roads are being watched by raiding parties while
Lord Marshal Barnabus and Guardsman Dolton
the bulk of the tribe's numbers appear to be laying siege from
are organizing the militia, distributing weapons the cliffs. Lord Barnabus believes that a strike party can sally
and basic armor, preparing them for a fight. out in force on foot and push through the raiding parties
which are spread thin in the blockade, and approach the cliffs
from the mountainside.
Mustering the Militia
Criers have been sent to every corner of the Keep's Bailey The Counter-Offensive
The party will be accompanied by Guard Captain
with the same message. Dolton and the Militiamen that excelled in
training, outfitted with longswords and shields.
There are 6 members of the Militia that
Crier Message Guardsman Dolton feels is ready for
"Militiamen, attend! Report to the Training Grounds such a mission.
with haste! Anyone who is able bodied and has not If a member of the party assisted in
yet joined the militia, now is the time to do so! training by dueling, an additional 2
Defend your land, your family, your neighbors!" Militiamen are ready in addition to the 6.
If Bragan and Dolphur survived the first
encounter, they are ready and are added
The Militia are gathering at the Training Grounds and are to the total militiamen, for a potential
total of 10 militiamen.
being outfitted. Bragan and Dolphur (assuming they Since the party is not from this region, the
survived) are present and have enlisted. Guard offer them an incentive to sally out with
the strike team. There is a reward for anyone
who returns victorious. 100gp to each one who
returns after the ballistae are taken out of
operation.
Combat Objectives
Regardless of how combat starts, the party will have the
objective to either destroy the ballistae or assassinate the
tribe leaders. Killing all adversaries is not required.
The Estate
Fighting the Keep Guard The Lady offers an estate within the region of Kol-Dun. The
party would become lords and ladies of their estate, and
Participants and positions could use their land however they see fit, assuming it adheres
The Keep Guard present in this meeting are loyal to Lord to the laws of the Kol-Dun region.
Marshal Barnabus. The Guards, with the exception of She asks that the party manage this estate and see to it's
Guardsman Anton, if he has a change of heart, will attempt affairs, and it be allowed to operate as a way-station in
to take down the Party. As the party is between the Guards desperate times. The party would be able to recruit working
and the Lady, the Guards engage the party first. hands from able bodies in the region to operate while they
have business elsewhere.
Accreditations
23