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Pariah was the tenth adventure released for the Blackwheel Company Faction Adventure to be run as part of the Xen'drik Expeditions campaign.

Synopsis[]

The plot of Pariah is linear. There are a few choices, decisions and key points in the adventure, but they do not affect the overall narrative. Encounters flow from one to the next directly. The actions of the players do have an impact on later encounters and good choices early in the adventure can make the final battle easier.

For reference, the adventure starts early one morning and continues until late at night on the same day.

Part One[]

The PCs are summoned to an emergency Blackwheel Company meeting. They receive no votes, but are asked to attend as they are perceived as neutral parties. The vote of no-confidence fails and the Field Marshal remains in command.

General Ogdin then gives the PCs a mission—he wants to patch things over with the Field Marshal, and asks that they deliver a message. This is a ruse&mash;the Field Marshal's skiff is untraceable and since the vote has failed, General Ogdin intends to use force. The PCs, however, are simply collateral damage.

Part Two[]

The PCs and Field Marshal are ambushed as soon as they meet—General Ogdin's plans and betrayal of the platoon is obvious. Afterwards, the PCs will work with the Field Marshal in a last-ditch effort to keep the Company from imploding.

General Ogdin has sent couriers to a number of other Blackwheel company officers. The Field Marshal wants the platoon to intercept one of these and discover the nature of the communication. The PCs track one to a makeshift bar set up on the island where they try to retrieve the letter by stealth, subterfuge or force.

Leaving the area, their return to the Field Marshal is blocked by mercenaries employed under General Ogdin's command. Taking a different route, they are challenged through difficult terrain, testing their mobility and athleticism prior to rejoining the Field Marshal.

With the letter in hand, the Field Marshal sends the PCs on a diplomatic mission—to speak with and hopefully sway the opinion of General Pilgrim—one of General Ogdin's old adventuring comrades.

Part Three[]

The Field Marshal intends to confront General Ogdin directly; he returns to the docking tower via the skiff while the PCs proceed on foot. The timing of their mission is off, and the PCs confront General Ogdin directly without the Field Marshal's help.

If they defeat General Ogdin his fate is in their hands...will they let him escape to the deeps of Xen'drik? Will they turn him over to the Field Marhsal? Will they slay him themselves?

Appendix[]

Connections[]

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