North Ward Story

started in the roots of progress. We already explored the fantasy equivalence of historical preservation, the resentment caused by gentrification, and the often legitimate concerns of business owners caused by urban redevelopment. Now I want to focus on another thing that Gentrification, urban development, or any major project in a community can also cause, Fear.

It is an old sentiment that people fear change, they fear the loss of the familiar, especially when they have no real control over the change and intense fear can render people quite stupid. We saw this in the run-up to the February election in Milton. The anti-rezoning faction used fear-mongering to convince a mostly democrat town to vote against a zoning change created by a majority democrat state government that further goals the residents of the town supposedly believed in. Top it all off the anti-rezoning faction used nonsensical arguments to justify not rezoning (how is building apartment buildings within walking distance of train stations and bus stops bad for the environment?)

Unfortunately, this is a pretty common sight across the US. Fear of change leads to a backlash against projects that could potentially help the community, this is especially common for renewable energy projects and multi-family housing. So I decided to take this phenomenon to its logical extreme. Fear and hate are the thing that enables fascist populists so I decided to turn North Ward of Sliberberg into a pressure cooker of racial tensions with the looming specter of a mysterious construction project that many in the ward fear might be a sign that the ward is about to be gentrified. Add in two rival populists pushing opposing racist messages and you got a recipe for a city on fire, unless the players can stop it before things get out of hand.

Adventure Background:

The North Ward of Sliberberg, once a bleak reminder of Vasrock’s oppressive regime, has evolved into a vibrant yet troubled district within the city. Originally conceived as a slave camp and brainwashing center during Vasrock’s conquest of Mountainheart, the North Ward was intended to serve as a slum for the workers of the city’s proposed weapon-making industry. However, with Vasrock’s defeat and Mountainheart’s resurgence, the district saw an influx of immigrants from both the mortal and fey realms, leading to the haphazard construction of tenements and houses.

In the wake of this migration rush, King Fredrick’s fledgling government struggled to regulate and plan the development of the North Ward effectively. As months passed, the district became increasingly overcrowded, its chaotic street plan causing major traffic issues and hindering the delivery of essential services. The close quarters exacerbated cultural friction between the diverse inhabitants, comprising fey from all four courts and mortals from various backgrounds.

Queen Maeve, dismayed by the deteriorating state of the North Ward, sees it as a blight on the city’s landscape. Determined to enact change, she initiated a major redevelopment project aimed at transforming the district into a more aesthetically pleasing and functional part of the city, while still catering to its working-class residents. She intended to be a wonderous surprise for the city however Maeve’s secretive approach to the project, withholding information even from King Fredrick, leads to rumors spreading throughout Sliberberg.

Speculation abounds that Maeve intends to gentrify the North Ward, displacing its current residents in favor of wealthier newcomers. Supporting these rumors are telltale signs of construction activity, including a new gate in the upper city walls, a storage yard for supplies and work camps outside the city walls, and an influx of engineers and architects into the ward. Tensions escalate as residents grow suspicious and anxious about their future.

Amidst this atmosphere of uncertainty and fear, two populists emerge as focal points for the residents’ discontent: Gunther Eisenberg, a human activist, and Branwen Aelwyd, a hobgoblin leader. Their rhetoric stokes the flames of anger and resentment, driving a wedge between mortal and fey residents. The situation reaches a boiling point with a tragic bombing at one of Gunther Eisenberg’s safe houses, resulting in the loss of all the residents of the tenement where the safehouse is located.

As the North Ward teeters on the brink of chaos, the players find themselves drawn into a web of intrigue and conflict, tasked with uncovering the truth behind Maeve’s redevelopment plans and preventing further bloodshed in the city’s most volatile district.

Adventure Begins:

As tensions reach a fever pitch in the North Ward of Sliberberg, Watch Commander Tamsin Ironshoal summons the players to the watch compound with urgency. The district teeters on the brink of chaos, with every available officer deployed to maintain order amidst growing unrest.

With a grim expression, Tamsin addresses the players, her voice tinged with concern. “The North Ward is on the verge of exploding,” she declares, her gaze unwavering. “We’ve got every cop we can find keeping the peace, but we need capable hands to get to the bottom of this recent bombing.”

The players, esteemed for their past deeds and reputation for getting results, come highly recommended by their peers. Tamsin entrusts them with a crucial task: to investigate the bombing at 6 Ten Penny Lane and bring the perpetrators to justice before the situation escalates further.

“I need you to speak with Bubbles Strohm and his forensics team,” Tamsin continues, her tone firm. “They’re waiting for you at the scene. Find out what they’ve uncovered and follow any leads you can. If you succeed, I’ll see to it that the city government issues you a reward worthy of your efforts.”

6 Ten Penny Lane

As the players arrive at the scene of the bombing, they are met with a grim sight: 6 Ten Penny Lane reduced to little more than a pile of rubble and debris. Thick yellow and black ropes cordon off the area, with Sergeant Colhan, a formidable bugbear clad in full riot gear, standing guard over the site with a towering shield and a mace that looks more like a polearm than a standard mace. Nearby, a team of figures dressed in attire more suited to wizards than watchmen sift through the wreckage under the direction of a gnome with brass goggles with an array of lenses.

Objective: Assist the forensics team in uncovering clues about the bombing and the events leading up to it.

Suggested Skill Checks:

  1. Investigation: Search through the debris for any remnants or clues about the nature of the explosion.
  2. Arcana: Identify traces of magical residue or patterns that may indicate the use of spellcasting.
  3. Perception: Observe the surroundings for any subtle details or anomalies that could provide insight.
  4. Insight: Assess the behavior and reactions of the forensics team and the locals to gauge their involvement or knowledge of the incident.
  5. Persuasion: Attempt to engage with the forensics team and gather information about their findings and observations.
  6. Stealth: Move discreetly through the area to eavesdrop on conversations or gather information without drawing attention.

Clues Uncovered:

  • Multiple casts of the fireball spell are discovered amidst the rubble, indicating a deliberate and coordinated attack rather than a conventional bomb.
  • Evidence suggests that the basement of the tenement served as a safehouse for Gunther Eisenberg’s populist movement, with stored arms further implicating their involvement in the incident.
  • Hostile glances from the locals and their swift departure raise suspicions of potential ties to the perpetrators or knowledge of the attack.

Conclusion: As the players assist the forensics team in their investigation, Sergeant Colhan, having overheard the findings, suggests seeking out Corporal Knobs, a patrol officer with extensive informants throughout the city.

Damp Way

As you approach Damp Way, the air carries a faint scent of moisture from the nearby reservoir, lending a dampness to the surroundings. Ahead, you spot a figure marching down the street, clad in a mismatched suit of riot half-plate armor that seems several sizes too large. Despite the incongruity of his attire, the goblin Corporal carries himself with an air of authority, his grip firm on the hilt of a longsword over his shoulder.

If the players inquire about the recent bombing, Knobs’ brows furrow with a mixture of concern and annoyance. “Ah, that blasted business,” he mutters, his tone darkening. “Word on the street is, it’s them Brans at it again. Rotten fey lot with a bone to pick with the Gunts.”

Roleplay Tips:

  • Corporal Knobs is proud and defensive about his choice of equipment, taking offense if it’s commented upon. Players should tread carefully to avoid aggravating him further.
  • Knobs’ speech reflects his working-class background, characterized by slang and colloquialisms. Players may need to adjust their communication style to effectively interact with him.
  • Despite his ridiculious exterior, Knobs possesses valuable information about the ongoing tensions between rival crews in the North Ward. Players should engage him diplomatically to glean insights into the situation.

Direction to the Speakeasy: When questioned about the whereabouts of the Brans, Knobs grunts in acknowledgment. “Aye, they’re a sneaky lot, but they ain’t too hard to find. Just head a couple blocks from here, where that new street from the upper city meets Pine Street. You’ll find a speakeasy there, where the Brans like to gather and plot their mischief.”

The Bran’s Speakeasy

As you descend into the dimly lit basement of the tenement building, the air grows heavy with the scent of stale alcohol and the faint echoes of raucous laughter. However, as your footsteps echo against the creaky floorboards, the jovial atmosphere abruptly gives way to tense silence.

The patrons, a motley crew of hobgoblins, elves, and goblins, all turn their attention towards you, their expressions hardening as they reach for their weapons. The dimly lit room feels suddenly claustrophobic, the air thick with anticipation and hostility.

Encounter Overview: In the cramped confines of the Bran’s Speakeasy, the players find themselves facing off against a group of hostile thugs and a cunning mage. With the potential for fire hazards lurking amidst the alcohol-soaked tables and spilled whiskey puddles, the stakes are higher than ever.

Enemies:

  • 3 Thugs sitting at the corner table
  • 1 Mage on a stool far side of the bar

Battlefield Details:

  • The dive is small, approximately 30 by 30 feet, with a bar lining one wall and booze-soaked tables filling the rest of the space.
  • Puddles of spilled whiskey dot the floor, creating a potential fire hazard that could escalate the danger of the encounter.

The Bran’s Headquarters

As the dust settles from the intense battle in the Bran’s speakeasy, the players’ keen eyes catch sight of a slightly ajar door hidden behind a tattered tapestry at the back of the room. Curiosity piqued, they cautiously approach and push the door open, revealing the clandestine headquarters of the Brans.

Read Aloud:

Behind the concealed door, you find yourselves in a dimly lit chamber, filled with the scent of musty air and the lingering echoes of whispered conversations. Tables strewn with maps and documents dominate the space, while the faint glint of weapons propped against the walls hints at the Brans’ militaristic intentions.

Objective:

Explore the Bran’s headquarters to uncover crucial evidence linking Queen Maeve to their activities and her true intentions for the North Ward.

Key Points:

  1. Battle Plans and Weapons Stockpiles: The tables are laden with maps detailing battle plans against the mortal population, alongside crates of weapons and ammunition, indicating the Brans’ aggressive intentions.
  2. Incriminating Maps and Documents:
    • Engineer and Architect Sightings: One map correlates sightings of engineers and architects with the movements of the Gunts, suggesting a collaboration between the mortal crew and professionals involved in urban development.
    • City Redevelopment Plans: A detailed map of the northern part of the city showcases radical changes to the North Ward, with notes in Queen Maeve’s unmistakable handwriting outlining her vision for gentrification. The plans indicate imminent construction activities scheduled to commence within the week.
    • Speech Draft: Among the documents, a rough draft for a speech accuses Queen Maeve of intending to gentrify the North Ward and forcibly expel the fey residents, using the maps as damning evidence to support the claim.

Confronting Queen Maeve

At level 12 the players are well known adventures and likely also part of the nobility of Mountainheart so they will have no trouble getting an audience with Queen Maeve. The players are lead into the castle sitting room where they find Maeve, resplendent in her regal attire, greets them with a warm smile and an air of genteel charm.

Read Aloud:

As you enter the grand chamber, adorned with opulent furnishings and intricate tapestries, Queen Maeve sits upon her throne, her demeanor radiating an aura of serene elegance.

“Greetings, dear friends,” she begins, her voice melodic and honeyed. “What brings you to my court on this fine day? Do tell me, how may I be of service to you?”

Initially, Queen Maeve maintains her airhead persona, offering polite pleasantries and feigned innocence in response to the players’ accusations. She bats her eyelashes demurely, playing the role of the naive queen with practiced finesse. As the players press their accusations and present the fabricated evidence, cracks begin to appear in Maeve’s facade. Her charming smile falters, replaced by a furrowed brow and a steely glint in her eyes as her true bratty nature starts to emerge. When confronted with the plans for the new North Ward, Maeve’s demeanor shifts once again, this time to one of confusion and annoyance.

As you present the meticulously drawn map detailing the proposed redevelopment plans for the North Ward to Queen Maeve, her expression shifts from hostility to confusion. She takes the map in her delicate hands, her eyes scanning the familiar lines and landmarks with growing bewilderment.

This… this cannot be right,” she murmurs, her voice tinged with disbelief. “Yes, the handwriting is mine, but… it’s incomplete. Where are the dozens of annotations that filled the margins? And what is this?” Her voice catches in horror as she spots a glaring discrepancy, a note scrawled in bold letters amidst the detailed streets and buildings.

” ‘Tear down these first,’ ” she reads aloud, her voice trembling with indignation as her gaze falls upon the neighborhoods marked with ominous arrows. “That’s not… that’s not my handwriting.”

Queen Maeve’s confusion gives way to a simmering anger, her eyes flashing with a mix of annoyance and concern. “Where did you obtain this map?

Players proficient in the use of a forgery kit or skilled in insight may attempt a DC 25 check to confirm Queen Maeve’s declaration that the note in the middle is indeed a forgery of her handwriting.

With determination in her eyes, Queen Maeve leads the players to King Frederick’s study, where she unveils the original copy of the map, hidden away amidst the king’s private collection of documents. As she unfurls the parchment before them, the true scope of her vision for the North Ward is laid bare.

Read Aloud:

As Queen Maeve carefully unrolls the parchment before you, the room is bathed in the soft glow of candlelight, casting long shadows across the intricately detailed map spread out before you. The original copy of the document is a marvel of meticulous planning, its surface crowded with labels, notes, and timetables that paint a vivid picture of Queen Maeve’s grand vision for the North Ward.

Clusters of vibrant ink denote the proposed locations of several new residential neighborhoods to the north of the city walls, each meticulously planned to ease the burden of overpopulation and provide much-needed relief to the crowded streets below. A network of winding streets and bustling market squares begins to take shape, woven together by the careful hand of the queen herself..

Maeve eagerly expounds upon her grand plan, detailing her intentions to alleviate overpopulation by constructing new residential neighborhoods to the north of the city walls before embarking on the comprehensive redevelopment of the existing North Ward. Her eyes shine with excitement as she outlines the myriad benefits and improvements that the project will bring to the city and its residents. When questioned about the secrecy surrounding the project, Maeve’s demeanor softens, a wistful smile playing upon her lips. She reveals her intention to unveil the project as a surprise on the anniversary of the city’s official refounding, a gesture of celebration and renewal that would herald a new era of prosperity for Mountainheart. But as she finishes a new change starts to flow over her face, read the following out loud.

As Queen Maeve proudly details her grand plan for the North Ward, her voice resonates with conviction and enthusiasm, each word imbued with a sense of purpose and determination. Yet, in a fleeting moment of realization, her expression shifts, a flicker of horror passing across her features as she comprehends the gravity of the situation.

With a growl of frustration, she slams her hands on the desk, the airhead facade crumbling away as she launches into a tirade of self-centered indignation. “Those dreadful idiots,” she seethes, her voice tinged with disdain. “The Brans and the Gunts, stirring up trouble in my city. They think they can manipulate my townsfolk, use them as pawns in their power games.”

Her words spill forth in a torrent of anger and frustration, railing against the populists and their nefarious schemes. “They seek to rule the ruins after the smoke clears,” she continues, her tone laced with venom. “And the bloody idiot townsfolk are going along with it, blinded by their false promises and empty rhetoric.”

With her outburst subsiding, Queen Maeve turns to the players with a mixture of exasperation and determination. “Put an end to this nonsense,” she implores, her voice still tinged with frustration. “Stop the Brans and the Gunts before they tear my city apart.”

If the players inquire about their next steps, Queen Maeve fixes them with a withering gaze, her demeanor bratty and impatient. “You were smart enough to take the battle plans from the hideout, weren’t you?” she retorts. “Get them to Commander Ironshoal. She can help you put a stop to whatever violence those two populists are planning.”

Street fighting Men

As the sun sets over the North Ward, casting long shadows across the dilapidated streets, the players find themselves at the epicenter of a city on the brink of chaos. The battle plans they delivered to the watch have set events into motion, leading to a decisive crackdown on the rival gangs of Gunther Eisenberg and Branwen Aelwyd. However, amidst the chaos of the ensuing confrontation, the leaders of both factions remain at large, their whereabouts unknown.

Read Aloud:

Evening falls like a shroud over the beleaguered streets of Mountainheart, as the city braces itself for the final reckoning. The watch’s efforts have borne fruit, as hundreds of goons from both the Brans and the Gunts have been apprehended, their reign of terror brought to a sudden halt. Yet, amidst the clamor of battle and the wails of the captured, two figures still elude justice, their shadows lurking in the twilight.

Description:

As the players prepare to make their move on the last remaining Bran hideout, a sudden commotion erupts from down the street. Gunther Eisenberg, flanked by a contingent of his loyal followers, emerges from the shadows, his expression a mask of grim determination. Before the players can react, a blast of arcane energy erupts from the nearby building, signaling the arrival of Branwen Aelwyd and his own band of hardened warriors.

Enemies:

  • Branwen Aelwyd: Uses the Mage stat block, but with the addition of the Eldritch Blast cantrip.
  • Gunther Eisenberg: Knight (CR 3).
  • Bandits: Each leader is backed up by a force of 6 bandits, for a total of 12 bandits.

Setting: The encounter takes place on a dimly lit street in the North Ward, with dilapidated buildings providing cover and obstacles. Crates, debris, and overturned carts litter the area, creating a dynamic battlefield where tactics and strategy will play a crucial role.

Overview: As Gunther Eisenberg and Branwen Aelwyd emerge from the shadows, their respective forces rally behind them, ready to do battle. Gunther, clad in heavy armor and wielding a formidable sword, takes up a defensive position at the forefront of his band of loyal followers. Meanwhile, Branwen, his hands crackling with eldritch energy, stands poised to unleash his arcane might upon any who dare to challenge him.

Tactics:

  • Gunther Eisenberg: With his Knight abilities, Gunther focuses on protecting himself and his allies while dealing devastating melee attacks. He prioritizes targeting the most threatening opponents and seeks to engage them in close combat.
  • Branwen Aelwyd: Branwen utilizes his Mage abilities to control the battlefield from a distance, casting spells such as Eldritch Blast to whittle down the players’ health from afar. He maintains a defensive position behind his band of bandits, using cover and obstacles to his advantage.

Bandit Support:

  • The bandits accompanying Gunther and Branwen provide additional firepower and act as a buffer between the leaders and the players.
  • They attack opportunistically, targeting weakened opponents and attempting to flank or surround them to gain an advantage.

Conclusion:

With Gunther Eisenberg and Branwen Aelwyd defeated, the streets of the North Ward finally fall silent, the echoes of battle fading into the dawn of a new day. King Fredrick, buoyed by the support of his loyal subjects, steps forward to announce the long-awaited redevelopment project for the troubled district. As the sun rises on the anniversary of the city’s refounding, Fredrick officiates the groundbreaking ceremony, symbolizing a new chapter in Mountainheart’s history.

Maeve’s Decision:

Wise enough to recognize the importance of her husband’s image and the unity of the kingdom, Maeve chooses to remain in the shadows, allowing King Fredrick to take the lead in the public eye. Though her influence behind the scenes is undeniable, she understands the value of discretion and the need to preserve the delicate balance of power within the court.

Rewards for the Players:

Grateful for their invaluable assistance in resolving the crisis in the North Ward, Maeve bestows upon the players a purse containing 300 platinum pieces, a token of her appreciation for their discretion and loyalty. However, alongside the reward comes a solemn oath of secrecy, as Maeve’s bratty outburst remains a closely guarded secret, known only to those who were present.

Return to Normalcy:

As construction commences and the North Ward begins its transformation, the city gradually returns to a sense of normalcy, the once-troubled district now filled with the promise of renewal and hope. With the players’ aid, Mountainheart stands united, ready to face whatever challenges the future may hold.