The Archbaron’s Decree
The evening after Fifth Sword Knight Allamar’s sermon, Razelago reports to his master, Archbaron Fex. The archbaron isn’t terribly concerned about the priestess or a few irate peasants, but he can’t ignore the mention of the Glorious Reclamation or the mysterious Angel Knight. As fate would have it, though, Fex has recently received word from the capital. In light of the surge in dissident activity across the nation, the Infernal Majestrix has placed Cheliax’s largest cities under martial law. While such extreme measures are not necessary (or feasible) everywhere in Cheliax, local lords have been empowered with extended authority to impose curfews, curtail citizens’ rights, and enact more brutal forms of justice. Given word of Glorious Reclamation activity in Longacre, Archbaron Fex imposes several strict new laws upon the town—now all he needs is someone to carry them out.
The following morning at dawn, Cimri once more gathers the PCs to meet in Razelago’s office, where the devil has a new job for them.
“Nothing more than an errand today, but one well suited to your skills. I met with the Archbaron last night.” Razelago’s silhouette inclines a hand toward a stack of rolled parchments on the table. “He has issued several new decrees that he’d like posted across town to inform the citizenry.”
Give the PCs a moment to investigate the documents, which are all copies of the archbaron’s decree (see Handout #1 on page 20).
All Citizens of and Visitors to the Town of Longacre,
By Order of His Lordship Darellus Fex, Archbaron of Longacre, and in accordance with the wishes of Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, the following decrees are now in effect:
Longacre’s western gate, known as the Castle Gate, is closed until further notice. All travel into and out of Longacre must employ the north or south gates and be officially sanctioned. Only the archbaron’s agents, sanctioned local businesses, or those displaying a writ of passage bearing the seal of House Fex, will be granted passage. All others must obtain a writ from the Longacre notary or do business elsewhere.
Longacre citizens shall not congregate in groups numbering greater than six in private, or in numbers greater than twelve in public. Exceptions will be made only for families with more than six members or for individuals undertaking the natural course of their business. Gatherings for the purposes of celebration, education, or religion are not exempt from this order.
A curfew is now in effect. From the hour after dusk to the hour before dawn, no citizen of Longacre is allowed upon the town’s streets without a writ of exception bearing the seal of House Fex. The archbaron’s agents and sanctioned local businesses are exempt from this order. Those seeking a writ of exception may apply at the Longacre Notary.
Any persons found in violation of these mandates or any other laws and sanctions of Longacre will be considered seditious agents and are subject to questioning, imprisonment, and summary judgment by the Archbaron of Longacre and officials of the town government.
For the prosperity of Longacre, the protection of the Empire, and the glory of House Thrune,
Darellus Fex, Archbaron of Longacre
“Post these decrees at the notice post in the church square, the jail, the Last Stand Tavern, and the Castle Gate. And while you’re at the jail, stop by the sheriff’s office. The Archbaron has a second decree for you to deliver.” Razelago’s shadow tilts toward Cimri, who picks up a folded page from the table. “One that dismisses Rhona Staelish as the sheriff of Longacre.
“You have until noon today. Perform as reliably as you have in your last two tasks, and I’ll pay what we agreed upon for your first task. If this assignment goes smoothly, the Archbaron would like to meet with you. It sounds as though he might soon have some civil positions to fill.”
The PCs are likely to have more questions than usual after reading the archbaron’s decree. Razelago patiently answers what he can, but dances around particulars of his relationship with the archbaron. His answers to some of the more likely questions include the following.
Why is the archbaron making these decrees?
“Archbaron Fex takes word of the Glorious Reclamation very seriously. Rather than seeing Longacre become a mire of fetid thinking, he seeks to steel his holdings against it before it takes root.”
How long will these laws remain in effect?
“Until the archbaron decrees otherwise.”
Why would the archbaron get rid of the sheriff?
“Staelish is popular with the people—because she’s soft. She’s never seen eye to eye with the archbaron. In these times, we need unity between our leaders and those who would enforce their will.”
What’s your involvement with the archbaron?
“We’ve had a variety of business dealings in the past. This is but one more.”
How does the archbaron expect the people to react?
“There will be grumbling, of course, but most of Longacre’s citizens know their place. For those that don’t—well, I should think the archbaron will need a sterner sheriff than the one he has.”
Who is the notary mentioned in the decree?
“Notary Brackenbol maintains the town’s records and has an office near the sheriff’s. He’s already been notified of the new laws.”
Once Razelago has answered the PCs’ questions, Cimri leads them back to the parlor. The PCs can prepare however they wish, but Cimri encourages them not to dawdle, expecting not just their employer, but also the archbaron, to be displeased if the decrees aren’t posted by noon. Meanwhile, Cimri retrieves a mallet and a few bent nails from about the house.
When the PCs are ready, they can visit the four locations where the decrees are to be posted in whatever order they wish, though Cimri encourages the group to visit the sheriff’s office last, not looking forward to the run-in with her aunt. At each location, the PCs will meet Longacre residents who express opinions about the new laws ranging from annoyance to outrage. None should result in deadly violence, though, unless the PCs escalate them into fights.
As before, Razelago follows the PCs, remaining invisible the whole time and spying on them with his infernal eye, but not interfering with anything that might transpire.
Notice Post
Longacre’s notice post is located in the church square (area C1).
A fifteen-foot-tall wooden post, scarred by nails and plastered with faded pronouncements, rises from a bed of posies in the church square. A verdigris-stained copper archer swivels atop a squeaky weather vane at the post’s summit.
Local news, business listings, and past decrees of lesser importance cover the stake at the center of Longacre’s church square. Those who peruse the papers here and succeed at a DC 16 Perception check find at least five decrees by Archbaron Fex imposing new or raising existing taxes on local businesses. A PC who succeeds at a DC 16 Knowledge (local) check identifies the archer atop the post as Alisa the Bandit Buster, who slew a bandit lord named Kalisboro who once preyed upon the town from the depths of the Whisperwood. Use the Sermon in the Square map on page 12 for this location.
Creatures: Adding anything to the notice post attracts the attention of several locals, who soon gather to read the decree. One of the first to approach is a rather severe woman named Doctor Gerya Rohalendi (NG female human commoner 5). While several of the townsfolk with her—about 10 or so—immediately get upset and start complaining about the injustice of a curfew and being treated like prisoners, Doctor Rohalendi keeps her head. She calmly follows the PCs, or calls out to them if they’re still nearby, and puts several questions to them about the decree’s specifics: Will those who break curfew to see to a medical emergency be arrested? Half of Longacre is related—what does “family” mean in this context? Is a group gathering at the tavern assisting the establishment in “the natural course of its business?” How can those from outside town obtain a writ of passage if they’re not allowed in to visit the notary?
She asks her questions earnestly and without any emotional response to the answers. If the PCs answer them all in a logical, reasonable fashion or succeed at a DC 16 Bluff or Diplomacy check, the doctor and those with her are assuaged. If the PCs fail the check, refuse to answer any questions, or respond to the questions with threats or force, the town accrues 1 Rebellion Point.
Story Award: Award the PCs 600 XP if they post the decree in the church square and don’t provoke a Rebellion Point.
D. Castle Gate
Longacre’s western gate looks almost as if some great giant picked up the stone gate from a rugged frontier fort and dropped it across the road leading into town. A set of weathered wooden doors stands open in the fortified stone.
The Castle Gate, as Longacre’s western gate is popularly called, might present a hindrance to invaders were it situated in a wall. As it is, the gate is merely a mossy stone tower connected to a short stone span that interrupts the aged, chest-high wooden fence surrounding the town. For most of Longacre’s residents, the gate is a symbol of their town’s grit and determination, but for the town’s honorary gatekeepers, managing it is a solemn charge.
Use the map on page 12 for this location; in addition, the Castle Gate is further detailed on page 32
Creatures: These gatekeepers, Bolouisia and Denton Gramel, live in a house close to the gate and rarely let the mossy pile of rocks out of their sight. Bo and Dent note everyone who passes through, greeting every neighbor, commenting on every loaded cart, and questioning newcomers as though they were guards at the imperial palace. For the most part, though, the couple is content to watch people come and go, and keep on alert for danger coming down the road. Few people in town know that Denton once served as an artillerist in the Second Egorian Royal Engineers and that Bo was his commanding officer, though the PCs might learn this information with a successful DC 20 Knowledge (local) check or Diplomacy check to gather information. Although the retired military couple wields no legal power, Longacre’s residents—especially the young folk— treat them as officials on par with the sheriff.
Bo watches the PCs approach the gate from a chair beneath a rigged-up awning atop the tower beside the gate. She greets the PCs as they draw near, but keeps her loaded heavy crossbow out of sight. Once she’s confronted with the archbaron’s decree, Bo is furious. She curses the archbaron and “his lackeys” (the PCs) as she goes on about how “We’ve kept this town safe and this gate open—except for nights and holidays—for all the eighteen years Dent and I have minded it!” and how “No cow-pile baron or his trumped-up dung-berries are going to make us close it.”
Bo’s bark is far worse than her bite, however, and she’s unwilling to back up her anger with more than words. At some point, Dent comes out from their nearby home and asks what the fuss is all about—giving Bo the opportunity to tell her husband what she thinks about the PCs. This gets him just as worked up, though he proves just as impotent. Ultimately, a successful DC 20 Diplomacy check or DC 14 Intimidate check causes the gatekeepers to back down. Obviously upset, the couple leaves a trail of muttering and nasty names behind them as they return to their home. If needed, Bo and Dent’s statistics can be found on page 37.
The gate can be closed manually with a successful DC 12 Strength check or by using the simple pulley mechanism inside the gate tower. Two awkward iron braces stand behind one of the gate doors. A pair of PCs capable of lifting 200 pounds can slide these brackets into place to lock the gates. Unless forced, neither Bo nor Dent assists the PCs in closing the gate.
Development: If the PCs attack either Bo or Dent, the couple attempt to flee to the sheriff’s office (area F), or try to barricade themselves in the gate tower.
Story Award: Award the PCs 600 XP for closing the Castle Gate and posting the archbaron’s decree.
E. The Last Stand Tavern (CR 3)
Colorful wooden shields and weathered antlers hang upon the deck girdling this rustic public house. Overhead, a sign carved with crenellations bears the name “The Last Stand Tavern”—the letters “L” and “T” formed with painted greenfletched arrows.
There are ample places to hang the archbaron’s decree upon the supports of The Last Stand’s porch. If the PCs are particularly subtle and succeed at a DC 14 Stealth check while posting the decree, they can do so without anyone noticing. Otherwise, they attract the attention of the tavern’s owner (see Creature below).
Use the map on page 12 for this location.
Creature: As soon as the PCs start hammering nails into the tavern’s porch, the tavern’s owner, cook, and most experienced drinker, Bolgart Caggan, bursts through the front doors holding a sturdy wooden spoon and, under his other arm, a half-full pot of spicy chili. If he lays eyes on the PCs in the act of beating a nail into his well-polished porch, he’s upset—an emotion he primarily conveys with his spoon. As soon as he reads the decree, though, he’s furious, immediately realizing the impacts a curfew and gathering restrictions have for his business. He colorfully demands the PCs take their ridiculous decree and return it to the archbaron for revision—among other less polite suggestions. If the PCs refuse, he demands they get off his porch and out of his sight. If they still don’t leave, Caggan throws his nearly boiling chili on the closest PC in a moment of blind anger. On a successful hit, the target must succeed at a DC 10 Reflex save or be blinded for 1d3 rounds as Caggan’s special blend of spices stings her eyes. Once Caggan throws his pot, he regains his composure, and makes no further attacks unless attacked first.
The PCs are in a challenging position to respond to this attack, but however they do, it’s witnessed by at least a dozen tavern patrons. Ultimately, probably the best thing PCs can do is to ignore the cook and bide their time. There will be opportunity for revenge later.
BOLGART CAGGAN CR 3
XP 800
hp 26 (see page 28)
Ranged pot of chili +4 touch (1d2 fire plus blinded)
Development: The PCs don’t have any authority to arrest Caggan and, even if they try, Sheriff Staelish frees him immediately once she gets involved. If they knock Caggan unconscious, the town soon hears of the thugs who clubbed Longacre’s most bombastic restaurateur, and the town gains 1 Rebellion Point. If the PCs kill Caggan, the town is shocked and enraged, accruing 3 Rebellion Points.
Story Award: Award the PCs 600 XP for posting the archbaron’s decree at The Last Stand. Award them an additional 200 XP if they do so without accruing any Rebellion Points.
F. Longacre Jail and Sheriff’s Office (CR 3)
With its unevenly mortared stones and barred windows, this squat structure looks like a miniature fortress. Despite the row of horseshoes hung beneath its sign, nothing can make the plain word “Jail” look welcoming. Two wooden pillories stand empty in front of the building.
Inside, a large common room contains three desks and a table with four chairs. Two doors exit the common room to the north, opening onto a narrow hallway with two jail cells. To the west of the common room, a waisthigh railing separates the sheriff’s office from the rest of the jail.
Use the map on page 12 for this location.
Creatures: No one likely notices the PCs’ initial approach to the jail, but once they start nailing the archbaron’s decree to the building, Sheriff Rhona Staelish and four of her junior deputies come outside in a group. If the PCs enter the jail first, they find Sheriff Staelish inside, enjoying a cup of tea with her deputies, goodnaturedly chatting over the small annoyances of their week.
While Sheriff Staelish isn’t pleased about the archbaron’s decrees, her deputies— Ashel Ballenry, Curtwyn Skape, Ertha Casada, and Saster Figgs—are far more troubled, and grow even more so when they learn that Sheriff Staelish is being dismissed from her post. Upon accepting the archbaron’s letter and rereading it two or three times, Staelish removes her black vest—embroidered with the symbol of Cheliax—and slaps her ebonhandled longsword on her former desk. She retrieves her personal crossbow, as well as a few effects from her desk, keeping her frustration bottled up in front of the PCs. She might make some comment about the archbaron being “too much of a coward to do his dirty work himself ” and that “I’m not worried about me, I’m worried about what the townspeople are in store for with thugs like you in charge.” She leaves quietly soon after, refusing to make eye contact with her niece Cimri the entire time.
Staelish’s deputies, on the other hand, aren’t willing to give up quite so easily. Curtwyn draws and loads his light crossbow, saying, “This ain’t right. You can’t just throw out this town’s only justice. It ain’t right!” The other deputies share similar sentiments. If the PCs seem apologetic and distance themselves from the archbaron’s decrees, or if they succeed at a DC 24 Diplomacy check or DC 12 Intimidate check, they can talk the deputies down. Otherwise, Ertha—more coolheaded than the other deputies—intercedes before things erupt into violence. She tells the others to put down their weapons, then takes off her own vest and throws it to the floor. One by one, Staelish’s deputies resign, leaving the jail to the PCs.
The deputies’ cool doesn’t last for long, though. They get outside and walk around the corner before deciding they can’t live with this injustice. Hefting their saps, they wait until the PCs come back outside to ambush them. The plan is to knock the PCs out and dump them in the woods outside town. It’s not a good plan, but it makes the deputies feel less helpless. Staelish is out of earshot of the fight by the time it happens and does not participate, but her stat block can be found on page 42, if needed.
JUNIOR DEPUTIES (4) CR 1/2
XP 200 each
Human warrior 2
LN Medium humanoid (human)
Init +5; Senses Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 15 each (2d10+4)
Fort +4, Ref +1, Will +0
OFFENSE
Speed 30 ft.
Melee mwk club +4 (1d6+1) or
sap +3 (1d6+1 nonlethal)
Ranged light crossbow +3 (1d8/19–20)
TACTICS
During Combat The deputies initially attack with their saps, trying to deal non lethal damage, then switch to their clubs, trying to beat foes unconscious.
Morale If any of the deputies are killed or knocked unconscious, the others attempt to collect their comrade’s body and escape out of town. If prevented from fleeing, the deputies surrender once two of their number are slain or debilitated.
STATISTICS
Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Alertness, Improved Initiative
Skills Intimidate +3, Perception +3, Ride +5, Sense Motive +3
Languages Common
Gear leather armor, light crossbow with 10 bolts, mwk club, sap, key to cabinets in area F, 44 gp
Treasure: The jail contains three cabinets, two in the common room and one in the sheriff’s office. The cabinets are locked (Disable Device DC 16; the sheriff and deputies all have keys) and hold an assortment of weapons and armor: three suits of leather armor, four light wooden shields, six clubs, four light crossbows and 40 bolts, four longswords, and six saps, as well as six potions of cure light wounds clearly marked with the symbol of Iomedae and two potions of remove disease. One of the cabinets also holds a key etched with the word “pillory,” which unlocks the sturdy padlocks on the pillories in front of the jail.
In addition, a lockbox sits behind the sheriff’s desk. It’s locked, but can be opened with a successful DC 20 Disable Device check (Sheriff Staelish has the only key). The lockbox contains an assortment of weapons and contraband confiscated over the years. Inside is a wand of shocking grasp (16 charges), a masterwork bronze scizore (Pathfinder RPG Ultimate Equipment 36, 53) decorated with a sculpted skeletal lion, 1 dose of blue whinnis, 10 doses of pesh (Pathfinder RPG GameMastery Guide 237), a collection of 17 pornographic Taldan quartos containing scripts for two-performer “plays” (including “Her Highness’s Tea Service” and “The Guardsman’s Fine Salute”) worth 2 gp each, seven skull-shaped onyxes (worth 25 gp each), and a pouch containing 10 pp and a bill of ownership for a “Halfling, male, 20 years, service-trained. Missing toe on left foot. Responds to the name ‘Ardin.’”
Story Award: If the PCs post the archbaron’s decree at the jail, relieve Sheriff Staelish of duty, and face down the deputies without fighting, award them XP as if they had defeated the deputies in combat.
Reporting to Razelago
Once the PCs have posted the archbaron’s decrees across town, Cimri again directs them to the Ash House to report to the group’s mysterious patron. As long as the PCs successfully posted the proclamations, Razelago is not concerned about the locals’ response, and he’s both thankful and impressed that the PCs have now successfully performed three tasks for him. In appreciation, he has two rewards for them. First, he’s increased the PCs’ payment by half; as before, it’s waiting in the parlor below (see Treasure). Second, he invites the entire group to meet him at Scarlet Crown, the manor of Archbaron Darellus Fex, at dawn the next day. Razelago wants to introduce the PCs to the archbaron, who has a proposal for them. Until then, however, the PCs are free to do as they want.
Treasure: A chest in the Ash House’s parlor (area B1) holds several crimson pouches, one for each PC and Cimri, each containing 150 gp.
Story Award: Award the PCs 1,200 XP for posting all of the archbaron’s decrees, relieving Sheriff Staelish of duty, and reporting back to Razelago.