Hidden Current questline
Introduction
The Hidden Current is the organisation headed by Adok Pazerski, it's goals are simple; to overthrow Malakesh, The Sorcerer, and take control of Katrach. The following article outlines different quests connected to this organisation. Some quests require a certain renown, or that some prerequisite has been fulfilled. U.M.T breakin - Complete
Test of Loyalty If our heroes arrive in Pazerski-wiezek, and Adok is made aware, he will try to have them recruited. He will have his steward, Fedor, send some soldiers to get them. The soldiers have yet to be made aware of the attack in Wysepka, seeing as Emmyth figured the information was safer with just her. The soldiers are disinterested, and will just tell the players that the steward was curious about the travelers, and this is apparently routine. If the players have the wagon of weapons with them, then the soldiers will be highly suspicious, and they might be more cautious/respectful, wondering where these people found all these weapons. They will also immediately alerty Emmyth to these weapons. Anyhow, Fedor has been tasked with recruiting our players to The Hidden Current. The baron was made aware of the attack in Wysepka, and as such Fedor is also aware. Fedor will be fairly direct, saying that since the players are now fugatives in the county, that it would be in their interest to rid Pazerski of it's leader. Fedor wants them to remove the leadership here in Pazerski. Fedor wants them to get rid of Emmyth. They need her removal to not be noticed, and if someone does notice it, then that person must be dealt with as well. There can be no witnesses to her death. If she is convinced to leave, then that is a different story. Fedor will present this as a mission directly from him, citing that he has ambitions in the barony, and that this Emmyth has proven most problematic to him. He also intices players by describing Emmyth as a brutal soldier, like all the other soldiers, and by saying that she will inevitably hear of their arrival, and try to take them out. If questioned about specifics on why he needs her gone, he won't get more specific, as he knows that Adok watches. See, in one end of the room is a mirror, which is a fake, and behind it is a pathway that Adok uses to spy on Fedor with. Though Adok doesnt know it, Fedor figured this out a long time ago, and has since been careful with his words while in his office/room. Adok still believes he has yet to be discovered though, and he will be watching Fedor and the players talk. Fedor will as such stick to what Adok asked him to say. Reward
He offers them a generous sum of gold, 100 gp to begin with, but he could potentially go all the way up to 150 gp. Aftermath
With Emmyth removed, The Hidden Current is getting closer and closer to a prime position to launch their rebellion. To Adok, this confirms that our players are trustworthy, and clearly aligned against Malakesh, The Sorcerer. They will now be ordered to come and see Adok, who has a number of tasks that he plans to complete. He will explain loosely his plan, and then he will offer them their choice of a few tasks, now stage two quests are available. Stage two quests
There are three quests in stage two, and they all give the same rewards. For completing a stage two quest, the players will recieve 50 gold per person, and Adok will offer to knight one of them, introducing the character into what Adok sees as the official hierarchy of society. Adok dislikes technically dealing with lowborns, so he is insistant that one of them shall be knighted, and when the time comes, this knight may even get to command forces. Lost Delivery
Adok Pazerski, the head of the faction might offer the characters a job to find a missing delivery, this delivery can be found at the Statue of King Marick Czerwanya. For him to offer the job, he must have some trust of them already, potentially from them completing the Test of Loyalty, or from them doing him another favour. If they do not do this quest, then the baron Adok will have some of his milita go and collect the wagon. The displacer beast will end up killing 1d8 of his men. This is one of three stage two quests. Deal with Priestess
In the Wiezek lives a priest of Melora, The Earthmother, and Adok doesnt like it. He needs the party to either somehow convince the priest to fight for his cause, make her leave, or kill her. The important thing is that she is either recruited, or she is gone. He doesnt trust her enough to let a fairly powerful caster stay in his land anymore, especially as war comes closer. If the players don't do this, then he will send his militia to drive her out. 1d8 of good folk will die in this, but the priestess will be slain. This is one of three stage two quests. Clear out Siwiec Ruins
Adok Pazerski wants to use the ruins as a base during the upcoming campaign. He plans to house soldiers there, and to use it as a jumping off point, and a place for the mercenaries from the U.M.T to potentially stay at after arrival. So, he sent a couple of men there a few days ago. However, they have yet to return, and he worries they may have encountered some issues there. So, he plans to send stronger folk there to make sure the site is safe and clear. In truth, beneath what remains of the Siwiec-wiezek, lies the tomb of house Siwiec. The spirits of the Tomb came to life when their resting place was disturbed by Orcs who tried to sack the tomb some months ago. Now, the place is filled with undead creatures, the remains of house Siwiec. If the players don't clear out the dungeon, then 1d12 militia men will fall in clearing out the dungeons, or Adok will simply decide to not use the Siwiec Ruins as a base. This is one of three stage two quests U.M.T Negotiators
The stage 3 quest, and the last one before the war begins in earnest, is to convince the U.M.T to send soldiers as aid. The group will need to head to Skrzyzowanie, and there convince one specific figure, the C.T.R himself, Jozef Dobosz. When they arrive, they will have barely a whole day until he arrives, and he will spend only a few hours in there, first going over reports, and then once done with that, he will be ammicable to recieveing the players. They will then get a chance to convince him that the effort is worthwhile, and to send military aid, officially this time. To convince him, they can either simply do their best to talk him into sending soldiers. Good arguments, and high rolls will be needed, or they could attempt to persuade the other important figures of Skrzyzowanie. There are four figures who could be persuaded, but without any proper reputation, getting to Hildegard, the C.R.M will be quite difficult. Hildegard is known to mostly reside in her personal chambers within the U.M.T Delegation building, and she is very busy, mostly speaking to her clerks, messangers, or other proper and well known U.M.T members. They would need a very good reason to get into her office at this point. Beyond Hildegard, there are three figures worth convincing by doing favours for them;
Vorpip is shy and passive in most things, but not when it comes to his new armour that he is developing. In the basement of the U.M.T Foundry he has his testing hall. It is a nightmarish place. Great blades, automated crossbow machines, ballistas, a "spear poker 2000", and other strange and dangerous weaponry to test the limits of his technology. Nothing he ever makes himself works though, so all of this is highly dangerous for whomever is the test subject at the time. He has already chased away a few of the "dock workers" in town, whom he was paying handsomely. Now, if the players meet him, he will ask them to go find Biotr, the "Stupid Test Subject Who Doesn't Trust Science and Progress!". The players can either go and find Biotr, one of the G.M.S soldiers, a tough man, bruised and bloodied from experiments, who now spends most of days drinking away the pain at Konrad's Taphouse. There a dc 15 persuasion check can get him back, or alternatively they could find a new test subject. Or, they could simply take his place. One of them would be subject to serious damage, but if they survive, they will hear Vorpip exctatically shout things like "progress!", "I knew it was a perfect invention with absolutely no flaws!", or "PErfection! Perfection! PERFECTIoN!" The reward is 15gp, but if they acted as the test subject themselves, and survived, 50gp. They also gain his favour, which certainly counts for something. The Silver Lining!
On the evening of their arrival, assuming they arrive fairly early, if they speak to Captain Helena Zientek, she will offer them a job/mission, which is to take her place at a dinner up in Castle Skrzyzowanie. Helena dislikes dinners, especially the official ones, where she is expected to entertain the talkative baroness. She'd much rather be at home relaxing. However, she also needs something from the castle. See, Konrad has an unusual love for silver, and his birthday is coming up. Helena, the niece of Konrad, could always simply buy something of silver, but in her disslike of the baroness, she has decided that she wants to "aquire" an item from the baroness herself. There is a tapestry in the waiting room outside the baroness's chambers, and it is "Oh so beatiful!", it depicts a battle between the founder of house Skrzyzowanie, a tall and proud human with olive skin, clad in plate, and carrying a beutiful golden sword. Importantly, the tapestry is woven with silver thread, making it not only beatiful, but also expensive, and a perfect gift for Konrad. Helena will ask the players to get this tapestry for her. It's not incredibly large, but too large to sneakily move it out, so she will loan them a bag of holding for the job, one she expects back. She will have emptied it first, so there is nothing of value in there. If the players don't get the tapestry, she will still pay them 10gp, and thank them for taking her place at least. She will not count towards their favour unless the tapestry is aquired, in which case she will reward the players 100gp. Dissapearing supplies!
Quartermaster Piotrek has for a week weeks noticed some discrepancies in one of his warehouses. It seems like the imported fruit he gets for the tavern each month is going very quickly. Almost too quickly. He is considering placing extra peacekeepers to guard the warehouse, but it seems a bit useless to him, since they are his primary suspect. If approached by the players, he will ask them to lay in waiting for thieves of any kind to appear that night. If they do, they will likely see three figures, wearing bags with cutouts for eyes sneaking up to the warehouse, and then entering. They will then pilfer apples, and leave with one sack each of apples. The figures are unarmed, and just locals who think it's unfair that they don't get to buy these apples, since there are none growing here. They simply don't like the U.M.T much, and like apples a whole lot more. They will propose to the players that they could say it was a ghost took the apples. If they are brought to Piotrek, he will be a bit conflicted, but in the end he goes to Hildegard with the locals, and she will promptly place them under arrest, and use the event as an excuse to claim more of the settlement from the baroness. However, if the thieves are allowed to leave but promise to never steal again or something like that, they will find the players and give them an apple pie the next day.
The Hidden Current is the organisation headed by Adok Pazerski, it's goals are simple; to overthrow Malakesh, The Sorcerer, and take control of Katrach. The following article outlines different quests connected to this organisation. Some quests require a certain renown, or that some prerequisite has been fulfilled. U.M.T breakin - Complete
Test of Loyalty If our heroes arrive in Pazerski-wiezek, and Adok is made aware, he will try to have them recruited. He will have his steward, Fedor, send some soldiers to get them. The soldiers have yet to be made aware of the attack in Wysepka, seeing as Emmyth figured the information was safer with just her. The soldiers are disinterested, and will just tell the players that the steward was curious about the travelers, and this is apparently routine. If the players have the wagon of weapons with them, then the soldiers will be highly suspicious, and they might be more cautious/respectful, wondering where these people found all these weapons. They will also immediately alerty Emmyth to these weapons. Anyhow, Fedor has been tasked with recruiting our players to The Hidden Current. The baron was made aware of the attack in Wysepka, and as such Fedor is also aware. Fedor will be fairly direct, saying that since the players are now fugatives in the county, that it would be in their interest to rid Pazerski of it's leader. Fedor wants them to remove the leadership here in Pazerski. Fedor wants them to get rid of Emmyth. They need her removal to not be noticed, and if someone does notice it, then that person must be dealt with as well. There can be no witnesses to her death. If she is convinced to leave, then that is a different story. Fedor will present this as a mission directly from him, citing that he has ambitions in the barony, and that this Emmyth has proven most problematic to him. He also intices players by describing Emmyth as a brutal soldier, like all the other soldiers, and by saying that she will inevitably hear of their arrival, and try to take them out. If questioned about specifics on why he needs her gone, he won't get more specific, as he knows that Adok watches. See, in one end of the room is a mirror, which is a fake, and behind it is a pathway that Adok uses to spy on Fedor with. Though Adok doesnt know it, Fedor figured this out a long time ago, and has since been careful with his words while in his office/room. Adok still believes he has yet to be discovered though, and he will be watching Fedor and the players talk. Fedor will as such stick to what Adok asked him to say. Reward
He offers them a generous sum of gold, 100 gp to begin with, but he could potentially go all the way up to 150 gp. Aftermath
With Emmyth removed, The Hidden Current is getting closer and closer to a prime position to launch their rebellion. To Adok, this confirms that our players are trustworthy, and clearly aligned against Malakesh, The Sorcerer. They will now be ordered to come and see Adok, who has a number of tasks that he plans to complete. He will explain loosely his plan, and then he will offer them their choice of a few tasks, now stage two quests are available. Stage two quests
There are three quests in stage two, and they all give the same rewards. For completing a stage two quest, the players will recieve 50 gold per person, and Adok will offer to knight one of them, introducing the character into what Adok sees as the official hierarchy of society. Adok dislikes technically dealing with lowborns, so he is insistant that one of them shall be knighted, and when the time comes, this knight may even get to command forces. Lost Delivery
Adok Pazerski, the head of the faction might offer the characters a job to find a missing delivery, this delivery can be found at the Statue of King Marick Czerwanya. For him to offer the job, he must have some trust of them already, potentially from them completing the Test of Loyalty, or from them doing him another favour. If they do not do this quest, then the baron Adok will have some of his milita go and collect the wagon. The displacer beast will end up killing 1d8 of his men. This is one of three stage two quests. Deal with Priestess
In the Wiezek lives a priest of Melora, The Earthmother, and Adok doesnt like it. He needs the party to either somehow convince the priest to fight for his cause, make her leave, or kill her. The important thing is that she is either recruited, or she is gone. He doesnt trust her enough to let a fairly powerful caster stay in his land anymore, especially as war comes closer. If the players don't do this, then he will send his militia to drive her out. 1d8 of good folk will die in this, but the priestess will be slain. This is one of three stage two quests. Clear out Siwiec Ruins
Adok Pazerski wants to use the ruins as a base during the upcoming campaign. He plans to house soldiers there, and to use it as a jumping off point, and a place for the mercenaries from the U.M.T to potentially stay at after arrival. So, he sent a couple of men there a few days ago. However, they have yet to return, and he worries they may have encountered some issues there. So, he plans to send stronger folk there to make sure the site is safe and clear. In truth, beneath what remains of the Siwiec-wiezek, lies the tomb of house Siwiec. The spirits of the Tomb came to life when their resting place was disturbed by Orcs who tried to sack the tomb some months ago. Now, the place is filled with undead creatures, the remains of house Siwiec. If the players don't clear out the dungeon, then 1d12 militia men will fall in clearing out the dungeons, or Adok will simply decide to not use the Siwiec Ruins as a base. This is one of three stage two quests U.M.T Negotiators
The stage 3 quest, and the last one before the war begins in earnest, is to convince the U.M.T to send soldiers as aid. The group will need to head to Skrzyzowanie, and there convince one specific figure, the C.T.R himself, Jozef Dobosz. When they arrive, they will have barely a whole day until he arrives, and he will spend only a few hours in there, first going over reports, and then once done with that, he will be ammicable to recieveing the players. They will then get a chance to convince him that the effort is worthwhile, and to send military aid, officially this time. To convince him, they can either simply do their best to talk him into sending soldiers. Good arguments, and high rolls will be needed, or they could attempt to persuade the other important figures of Skrzyzowanie. There are four figures who could be persuaded, but without any proper reputation, getting to Hildegard, the C.R.M will be quite difficult. Hildegard is known to mostly reside in her personal chambers within the U.M.T Delegation building, and she is very busy, mostly speaking to her clerks, messangers, or other proper and well known U.M.T members. They would need a very good reason to get into her office at this point. Beyond Hildegard, there are three figures worth convincing by doing favours for them;
- Foundry Keeper Vorpip Flickerbelt - Test Subject Missing!
- Captain Helena Zientek - The Silver Lining!
- Quartermaster Piotrek - Dissapearing supplies!
Vorpip is shy and passive in most things, but not when it comes to his new armour that he is developing. In the basement of the U.M.T Foundry he has his testing hall. It is a nightmarish place. Great blades, automated crossbow machines, ballistas, a "spear poker 2000", and other strange and dangerous weaponry to test the limits of his technology. Nothing he ever makes himself works though, so all of this is highly dangerous for whomever is the test subject at the time. He has already chased away a few of the "dock workers" in town, whom he was paying handsomely. Now, if the players meet him, he will ask them to go find Biotr, the "Stupid Test Subject Who Doesn't Trust Science and Progress!". The players can either go and find Biotr, one of the G.M.S soldiers, a tough man, bruised and bloodied from experiments, who now spends most of days drinking away the pain at Konrad's Taphouse. There a dc 15 persuasion check can get him back, or alternatively they could find a new test subject. Or, they could simply take his place. One of them would be subject to serious damage, but if they survive, they will hear Vorpip exctatically shout things like "progress!", "I knew it was a perfect invention with absolutely no flaws!", or "PErfection! Perfection! PERFECTIoN!" The reward is 15gp, but if they acted as the test subject themselves, and survived, 50gp. They also gain his favour, which certainly counts for something. The Silver Lining!
On the evening of their arrival, assuming they arrive fairly early, if they speak to Captain Helena Zientek, she will offer them a job/mission, which is to take her place at a dinner up in Castle Skrzyzowanie. Helena dislikes dinners, especially the official ones, where she is expected to entertain the talkative baroness. She'd much rather be at home relaxing. However, she also needs something from the castle. See, Konrad has an unusual love for silver, and his birthday is coming up. Helena, the niece of Konrad, could always simply buy something of silver, but in her disslike of the baroness, she has decided that she wants to "aquire" an item from the baroness herself. There is a tapestry in the waiting room outside the baroness's chambers, and it is "Oh so beatiful!", it depicts a battle between the founder of house Skrzyzowanie, a tall and proud human with olive skin, clad in plate, and carrying a beutiful golden sword. Importantly, the tapestry is woven with silver thread, making it not only beatiful, but also expensive, and a perfect gift for Konrad. Helena will ask the players to get this tapestry for her. It's not incredibly large, but too large to sneakily move it out, so she will loan them a bag of holding for the job, one she expects back. She will have emptied it first, so there is nothing of value in there. If the players don't get the tapestry, she will still pay them 10gp, and thank them for taking her place at least. She will not count towards their favour unless the tapestry is aquired, in which case she will reward the players 100gp. Dissapearing supplies!
Quartermaster Piotrek has for a week weeks noticed some discrepancies in one of his warehouses. It seems like the imported fruit he gets for the tavern each month is going very quickly. Almost too quickly. He is considering placing extra peacekeepers to guard the warehouse, but it seems a bit useless to him, since they are his primary suspect. If approached by the players, he will ask them to lay in waiting for thieves of any kind to appear that night. If they do, they will likely see three figures, wearing bags with cutouts for eyes sneaking up to the warehouse, and then entering. They will then pilfer apples, and leave with one sack each of apples. The figures are unarmed, and just locals who think it's unfair that they don't get to buy these apples, since there are none growing here. They simply don't like the U.M.T much, and like apples a whole lot more. They will propose to the players that they could say it was a ghost took the apples. If they are brought to Piotrek, he will be a bit conflicted, but in the end he goes to Hildegard with the locals, and she will promptly place them under arrest, and use the event as an excuse to claim more of the settlement from the baroness. However, if the thieves are allowed to leave but promise to never steal again or something like that, they will find the players and give them an apple pie the next day.
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