In the Clutches of Condors


Adventure Briefing


Shelter Lake and Forhold are locked in a rivalry over the lake that sustains both towns. The Lawmaster of Shelter Lake has arranged a parlay to de-escalate hostilities, hinging on the transfer of Bertram, the last warden of a now-defunct prison.   The Condor Legion, a former mercenary group and current rulers of Forhold, were once prisoners under Bertram’s control. They see the exchange as both vengeance and a show of dominance. Lawmaster Teft believes this handover is the only way to achieve a tenuous peace. To throw a wrench into matters, a bounty hunter and her crew have been hired to take the prisoner for themselves and arrive as things begin.   The meeting is intended to take place two hours after sunrise at the lake’s center, with each side bringing a single boat. No weapons will be allowed. Bertram is weak and terrified. The parlay’s success depends on the characters managing the prisoner, navigating factional tensions, and protecting Teft.   How to run this situation. The scenario relies on mounting tension. The parlay centers on a volatile negotiation where player actions influence outcomes. Prepare for combat with the small boats creating confined battlefields.

Level Range: 4-6
Tags: Negotiation, Politics, Ships   Connections: Andias Teft, Condor Legion, The Docks of Shelter Lake, Forhold, Forhold Prison, Hakloch Ghazta, Shelter Lake
Monsters: Berserker, Cloaker, Cult Fanatic, Drow Elite Warrior, Knight, Mage, Water Weird, Wererat   Downloadable PDF: Ko-fi, DriveThru RPG


NPCs


Lawmaster Andias Teft. (L/G, Male, Human Lawmaster)
Pragmatic and cautious. Suspects things will go sideways. Stays out of fighting if at all possible, leaving the characters to manage danger while he handles the boat.   Bertram Clain. (L/E, Male, Human, Prisoner)
Political prisoner who is desperate to avoid his fate. If ignored, he will try to sabotage the mission by lying, running, or jumping overboard. If given away, he believes that he is as good as dead. Bert has commoner stats.   Hakloch Ghazta. (N/E, Male, Volgul Leader)
A former mercenary captain turned hero and politician. Known for his brutality. Secretly has a tamed cloaker on as his cloak. Bertram’s return is his primary concern. He is prone to violence.   Krilla Lamenti. (L/N, Female, Upiryrial Bounty Hunter)
Sent by the church to bring Bertram to justice. Agreed to her contract, so she must abide. She is reluctant to harm people, but not the Condors. She believes her best chance to snag Bertram is during the hand-off. Knight stats, with 40 ft. fly.


The Docks of Shelter Lake


Krilla has a signed bounty writ from the Church of Sorona. She has assembled backup, hoping to avoid violence. If not subdued in this encounter, Krilla will appear at the parlay. Bertram will happily go with Krilla instead.  
Read Aloud. Preparing your vessel, you hear a bold voice yell from behind, “Halt! I have legal rights to that man.” Turning, there is an armored figure holding papers.
  Encounter. 1x berserker, 1x knight, 1x mage, 1x wererat. Krilla has instructed her team to do nonlethal damage if it comes to fighting. This restriction ends if a character attempts a lethal blow against her crew. This group is lawful, and works through intimidation. If they can grab the prisoner, they will attempt to leave with him.


The Boats


Each boat is approximately 30 ft. long and 10 ft. wide. They are built for stability and able to carry up to 10 passengers.  
    Structure. AC 15, 75 HP. Vulnerable to fire damage.
    Speed. 20 ft. per round under sail or with two rowers.
  Maintaining Control. If the boat becomes unstable due to hazards like combat or sabotage, a DC 10 Strength (Athletics) check is required to maintain control.  
    Failure. The boat slows to 10 ft. per round and passengers must succeed on a DC 10 Dexterity saving throw or fall prone.


Crossing the Lake


Bertram will sabotage the boat by loosening a patch on the hull. If ignored, the boat moves at half speed, imposing disadvantage on boat related checks.  
    DC 16 Perception. Notice the sabotage or the boat takes on water, requiring a DC 12 Dexterity check to repair.


The Parlay


Encounter. Hakloch arrives with 4x Condor Legionnaires (drow elite warrior, no sunlight sensitivity). Villagers watch from a distance on small boats, adding pressure to keep the situation calm. Hakloch will provoke Teft, using insults to get a reaction.  
    DC 15 Deception, Intimidation, or Persuasion. The characters can de-escalate by calming Teft or unsettling Hakloch. Failing causes the Legionnaires to reveal their hidden weapons.
  The crew has concealed weapons aboard and one has a Sea Hag Head capable of using the Death Glare three times per day. Hakloch will wait until his cloaker uses its Moan ability and target characters who are frightened. Upon signs of actual danger, Hakloch will leave his cloaker to fight the characters and fly away, using the Dash action to escape back to Forhold.   If Krilla arrives, she will attempt to capture Bertram, engaging Hakloch’s forces in combat if necessary.


Combat & Outcomes


If Bertram is successfully handed over. The Condor Legion departs, agreeing to a temporary peace. Hakloch ensures that this peace is fragile, hinting at future reprisals.     If Krilla interrupts. Hakloch will order his men to fight. Combat breaks out between the three factions.  
    Encounter. Krilla’s team tries to secure Bertram. Condor Legion prioritizes violence, covering Hakloch’s retreat.
  If violence erupts without Krilla. The Condor Legion focuses on capturing Bertram.  
    Encounter. Hakloch unleashes his cloaker and retreats.
  If the prisoner never arrives. The Condor Legion attacks the docks en masse with the intent of killing Lawmaster Teft. Hakloch will send people who won’t talk if captured.  
    Encounter. The ship will arrive with 2x cult fanatic, 4x Legionnaire (drow elite warrior, no sunlight sensitivity), and 1x water weird bound to a jug.


 

Reference Page


Rewards


  Payment. 250 gp each. An extra 50 gp each if violence occurs.   Krilla and her Crew. Carry the equipment in their stat blocks.   Condors are Defeated. Equipment in their stat blocks and a sea hag head.


Sea Hag Head


Wondrous, rare   The sea hag head is capable of casting the creature’s death glare ability three times per day. After each use there is a 10 percent chance the head loses its magic.   Death Glare. Target one frightened creature within 30 feet. If the target can see the head, it must succeed on a DC 11 Wisdom saving throw or drop to 0 hit points.


NPCs


Councilman Hakloch Ghazta
N/E Male, Volgul Leader   Once a prisoner of Forhold. After the fall of King Tritos and the release of Forhold’s prisoners, Hakloch used his connections to form the Condor Legion, a mercenary band made of former prisoners. The group quickly grew in size, taking control of the city and securing Hakloch a seat on the Merchants’ Council.   The Condor Legion is now made up of Serawa nationalists and loyalists dedicated to building their new nation. They handle the dirty deeds needed to establish a country, but refuse unpaid efforts. Their charity ended when they were freed.   Roleplaying Hakloch Ghazta
Personality Trait. “No jumpin’ when others say ‘how high?’”
Ideal. “Self. All the time I have left will be spent bettering me.”
Bond. “I am both the beak and talon of the Condor Legion.”
Flaw. “My ego is big enough to crush mountains.”
Bertram Clain
L/E, Male, Human Prisoner   Roleplaying Bertram Clain
Personality Trait. “I’m innocent and being used as a pawn.”
Ideal. “Rehabilitation. Punishment is a way to betterment.”
Bond. “My schooling and family got me my position.”
Flaw. “I believed in authority until I lost it.”
Krilla Lamenti
L/N, Female, Upiryrial Bounty Hunter   Roleplaying Krilla Lamenti
Personality Trait. “God’s law is on my side, so abide.”
Ideal. “Ethics. There is an ethical truth to follow and uphold.”
Bond. “I need money for a secret quest.”
Flaw. “I’ve recently become a gambler. I’m good at it.”

NPCs (cont.)


Lawmaster Andias Teft
L/G Male, Human Lawmaster   Andias faithfully serves the community of Shelter Lake.Assigned as Lawmaster by the Baron of the region, Andias is considered loyal, idealistic, and adept at his duties. While there is not a plentiful amount of crime, Andias solves the few incidents that do occur. He served on the front lines in the Demon War and is a capable combatant.   Roleplaying Andias Teft
Personality Trait. “Happy to help, but don’t mistake kindness for weakness.”
Ideal. “Discipline. I put in hard work seeking to inspire.”
Bond. “I will protect my assigned city with my life.”
Flaw. “I trust far too easily.”


  Andias Teft Roll Initiative
Medium Humanoid, Lawful Good
Armor Class 16 (Breastplate)
Hit Points 68 (10d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4)
12 (+1)
15 (+2)
13 (+1)
16 (+3)
17 (+3)
Saving Throws STR +7, CON +5, WIS +6
Skills Animal Handling +6, Athletics +7, History +4, Insight +6, Investigation +4
Senses Passive Perception 13
Languages Common, Dwarven
Proficiency Bonus +3
Unwavering Mark. When Andias hits with a melee weapon attack, he can mark the creature until the end of his next turn. While the marked target is within 5 ft. of Andias, the creature has disadvantage on any attack roll that doesn't target him. If the marked creature deals damage to another creature, Andias may make a special melee attack against it on his next turn as a bonus action. The attack is made with advantage and deals 4 additional damage.


Special Equipment. Andias carries a +1 rapier.


Actions
Multiattack. Andias makes two attacks using his +1 rapier or his longbow.   +1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 ( 1d8+5 ) piercing damage.   Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.


Reactions
Warding Maneuver. If Andias or another creature he can see within 5 ft. is hit with an attack, he may attempt to prevent it. If Andias is wielding a weapon or shield, as a reaction he may roll 1d8 and add the number to the creature's AC against that attack. If the attack still hits, the creature has resistance to the attack's damage.


GM Advice


Treat Krilla’s group like a swat team who has higher authority. This adventure is a tense mix of prisoner exchange meets volatile naval combat. While not promised, fighting is likely.   Character choice matters, so when push comes to shove, Hakloch should look to them over any other authority.

Maps


Shelter Lake Battle Map

Shelter Lake

Shelter Lake - Docks of Shelter Lake

Docks of Shelter Lake


Written by Chuck & Drew

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