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PlotsDescriptionChapter 01Chapter 02Chapter 03Chapter 04
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The Greater GoodA paladin of the old way, comes to town to find the man that killed his former master and bring him to justice---only that man is the commander of the city's fleet and the crime was pardoned by the city during the Founding.Day 01 - Rumors spread around Greywyle of an adventurer from a distant land coming to Greyghast with a band of warriors. Sir Broadways spreads around good coin for word of a half-orc named Vulkswain or Wullswain, likely with a Western accent, maybe in the company of a dwarvish artisan named Rosler. He's spread some stories about being in Greywyle, outside the city gates of Greyghast, to respect the laws of the state--however, he's here to revenge himself.Day 02 - The paladin stands quietly at the West Gate of the city, waiting for his warning and demand to be communicated to his prey. He refuses to leave and insists he is within his holy rights, and ready to die for his oath of vengeance, and promises to come for the half-orc himself in three days time. His colleagues stay at the Horizon Lodge.Day 05 - Ser Broadways has intelligence from his comrades that the murderer Wullswain is hiding in a ship dry-docked at the Borges Rail in Wetside. At the stroke of noon, after three days standing vigil, the paladin races into the city with his party protecting him and the populace and makes a beeline for the ship. Upon stepping onto the ship, it takes only 1 round to find Wullswain hiding in the captain's quarters, turns out Wullswain is Fleet Master Kirik dur Guhl. It will take Broadways only 2 rounds to kill him. After which, Broadways will submit to lawful authority, allow himself to be disarmed and imprisoned awaiting his defence. Day 08 - His party attempt to kill the witnesses to the attack on Wullswain (constables as well) to protect Broadways, who knows nothing about their clean-up. If confronted with the truth of their murder of the witnesses or their attempt, he will plead for taking on their crimes himself as he believes they only did it for him. His plea will carry much weight, the justicars will allow it. Broadways' colleagues go free, he is sentenced to death and accepts it freely.
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Ever and GreenA high noble has died and his son, a foppish and seemingly unwitting young man, appears to be the prime suspect. However, another dark figure may be playing everyone for fools with the frame-job.Day 02 - Viscount ir'Valence is found murdered in his manse in HIghtown. The constable on the scene, Briers Wayne, has the late Lord's elder son, Dameon, in custody and believes he did it based on finding Dameon passed out in the room with the murder weapon (a dagger) with clear knowledge of having done it. Interrogating the young lordling reveals that he does remember doing it but doesn't know why and suspects he must be mad or under the power of some unseen force. If investigated, he does not appear to be under magical influences. Nevertheless, Viscount ir'Valence 's own personal sage and advisor--Madam Darkthorn--is missing and nobody can seem to find her but she has friends in the Temple Woods, hags and witches according to any of the servants. Day 03 - Madam Darkthorn can be found in Temple's Woods in the morning, as she finds her needed reagents early and makes her way back out to go home. If stopped, she is playful and cautious with her words; if told about the Viscount's death she immediatley suggests the son might have done it--very quickly, seeming coy. Insight would reveal she seems to be honest. Magical intrusion would reveal she blocks out such magics somehow. (She is, in truth, innocent and simply dramatic; Dameon did it and is crazy, suffering from an affliction whereby he often doesn't know what he's doing).
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A Seller's MarketMembers of the Fannath, a tribe of barbarians, make plans for war and their leader--a swordswoman--plans distracting skirmishes only to strike at the Spire itself.Day 02 - Reports of brutal attacks and pillaging to the North. The Hamish farm and Quetwill Mill being burned just this morning. Valam Gaar, a kade (chief) of the Fannath, has two warbands moving fast and causing disturbances to lure constables away to the North. Day 03 - One of the warbands catches a merchant caravan owned by Count da'Fewail, murdering everyone and burning the wagons. South of the city, Gaar assembles a small army of 30 thanes to take advantage of the distraction, scale the wall in the night, and pillage and burn the Shrikespire itself.Day 04 - In the early morning hours, the remaining Fannath storm the gates, kill the constables on watch and any civilians in their way, race to the Shrikespire, and proceed to conduct wholesale slaughter inside. If they succeed, they try to make their way out of the city again, back to their scattered camp to the South; if they fail, they die.Day 05 - The remaining Fannath at the camp are old men, women, and children and they are easily overpowered. Any remaining thanes submit to overwhelming odds. Some may be executed, some imprisoned. The rest will be allowed to stay in and with the city, under the charter, and several Fannath bards---amongst the young---begin to compose and circulate stories and songs about the glorious strike; inspiring a new generation of Fannath.
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Power in the Palm of My HandA dwarvish caravan pulls into the city and after several days of commerce, the objects (common tools) they sold come to life and murder the new owners and return to the wagon where they escape into the countryside.Day 02 - There's a cheer in Gildt and gathering crowd as Master Turnablout's Fine Goods pulls into an open lot and opens for business selling novelties and rarities from across the continent. Despite local ordinace about the sale of weapons and weaponry, the merchant does a bit of business in behind the scenes trade on the black market for it. If caught or confronted, he agrees easily to the fine and abides by the probation he'll be given (and simply be more careful, not stopping).Day 03 - There is outbreak of violence in Hightown, at the establishment of Ruze Pordo (Pordo's Lounge is a wine genterie for the upscale clientele), as a young noblewoman goes on a murderous spree and attacks many of the city's gentry. 1d3 die before she is put down. Her ability seems to far outstrip her training.Day 05 - Several more outbreaks of similar berzerker violence show up in Potters and Hightown. All with the same pattern of unlikely or meek people going on murder sprees.Day 08 - Turnablout packs up and leaves Greyghast quietly in the night up the Holm Road. By dawn, on this day, he is nearly ten miles out to the West.
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The Touch of a ManA splinter group of evokers and necromancerrs come to the city to demand arcane power and secrets hidden in the arcane guild..Day 02 - With great pomp and circumstance, the Entropists ride their pale horses into Gildt and begin demanding to be shown to the Scholam--an arcane guildhall of sorts they'd heard of on their travels. They cause a ruckus with their rude, foreign ways and anger the merchants in Gildt who lose business that morning due to their causing an unpleasant disruption. After getting the proper directions and common folk to lead them on their processional, they shout their demands to the Scholam for entrance and access and make idle threats.Day 03 - Two of the Undermasters at the Scholam (which has no formal Master), Patrician Thetch ir'Hawkis and the mysterious Pontifex of Secrets, call the Greyguard to make the Entropists go away, despite them having done largely nothing illegal. They fear an attack and worry that they're there to steal the Scholam's secrets and texts. The Entropists insist they are, pompously, the true heirs to all arcane power and continue their idle threats while frequently stopping outside the Scholam to and from the Hornhead Inn, where they're staying.Day 04 - The Pontifex calls and insists on the constables removing one of the Entropists (Vera of the Darklands, self-styled) from the building, claiming she's trespassing. But, the Entropists insist that they have the proper paperwork to enter, having a formal writ as Guests of the Scholam (it is forged, but otherwise would be a legitimate pass to peruse the archives in the building). Arresting Vera is uncontested and a large part of the Entropists plans.Day 05 - With Vera apprehended on a minor charge, at worst she'll suffer a few weeks in the jail, the other Entropists use that opportunity (having lulled the Scholam into thinking they are easily dealth with) to shatter and smash-and-grab books and scrolls and artifacts in the middle of the night. They make off with 50% of the arcane wealth of the Scholam and make like hell for the East gate. From Potters to the East Gate they take a direct and fast path on magebred horses straight there where they attempt to blow the gate with thunderous magic and race into the countryside.
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MilitantA high noble has a series of attempts made on his life by a mysterious figure, really a woman he had raped when he was young seeking vengeance.Day 02 - Ingelstadt demands the constables investigate a supposed attempt on his life the night before. He reports that a bold, large man grabbed him bodily from his carriage on his way to The Gardens the evening before and he fought them off and got away. He describes the man inconsistently, and it appears that while he's telling the truth of the attack he is inflating the dangerousness of the assailant.Day 04 - A new demand, this time with some bite, is issued from the High Table (the council of the most senior nobility of Greyghast) that Count ir'Ingelstadt is raising concern (shared, then, by that council for no other reason than Ingelstadt is a member) about the lax performance of the Greyguard in an attempt on his life that morning by a group of assassins described as being very likely elvish.Day 06 - A third attempt is made in the early evening hours, whle Ingelstadt is visiting his nephew--a minor baron named Yan Tamsu. A woman puts a crossbow bolt through his neck from a rooftop and flees. She hides out with a friend of hers, a Master Jewler in Gildt (Rittle Dal'wren) that doesn't know her business in the city but is an old friend from before the war thinking she's just visiting him. He knows her for who she really is, Tessie Sprintwile, a childhood friend of his from the South. Day 09 - After laying low for three days, she disguises herself as a farmer with a wagon of barley and rides out the East Gate at dawn.
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Death is BecomingGreywyle suffers an outbreak of a mysterious plague brought by a traveling entertainment troupe, their showmaster a doppleganger planning on bringing chaos to the city.Day 02 - Sister's Medicine Revival, a caravan of travelling performers and nomads, rolls into Greywyle. While selling tinctures and telling fortunes aren't illegal, some residents complain while others are delighted for the entertainment. Their troupe leader, Mara Wurding, is happy to share minor healing savles and trinkets with constables to demonstrate good faith. These are all legtimate, if only marginally useful. Her cousins and friends (a dozen of them) put on a show.Day 04 - Several individuals are sick in Greywyle and there are rumors of the sickness resisting all but powerful magical treatment. The Premier of the village suspects it is some kind of curse, likely brought by many of the outsiders and travellers coming through the village of late. He has the Regulators (a private security force) begin violently convicing people to leave. Many flee into Greyghast and complain. The Regulators take the opportunity to steal and abuse folks in their duty.Day 05 - Tensions are high as many constables are upset about the Regulators jurisdiction in this matter and the displaced travellers and outsiders insisting they've been beaten, robbed, and attacked. Many are threatening to fight back and regain their property. Mara Wurding and her troupe are at the center of a riot that breaks out late in the evening (having sown the seeds of discord for days by committing many of the most violent acts as Regulators and changing back into injured common folk to declare blame). Nearly a dozen constables and over two dozen commonners along with several travelling merchants (with their own guards) spill over into Greywyle and a street-war begins with the Regulators that threatens to draw more Greyguard to fight with their friends.Day 06 - Unless otherwise killed or run-off, Mara Wurding and her friends abandon their wagon, shift into constables in the early morning hours, and leave by the East gate--far from the trouble the night before. While the Greyguard investigate the riot (and there are many holes in the story, Regulators that don't exist attacking people nobody had ever seen or met before, etc.), the dopplegangers will be gone by mid-day.
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Only the Good Die YoungAfter losing a court case where they petitioned to be allowed to conduct a dangerous ritual, a group of priests accidentally conjure a monster while trying it anyway.Day 01 - In the Balaraht--the chief judicial building in Greyghast for nobility, and clergy, as well as the wealthy gentlemen and Masters--there is a clamor as the Brotherhood of the Storm (a cult or faith that worships the god of thunder and lightning) loses a case they brought before the justicars regarding the raising of their high holy tempest in the Bay. Angrily, they storm out of the building vowing that their will and the will of their god will not be denied.Day 04 - The previous night, in eight locations around the Bay in the city, cloaked alcolytes of the Brotherhood sneak, attack, and subdue various constables and citizens to etch the runes of their ritual into the buildings and docks and streets. 5 of their victims will die from this skulduggery with no other trace of what happened or why aside from the hidden runes.Day 06 - In the afternoon, the Brotherhood begins a slow and ritualistic walk from their temple in Greywale, down through the streets of Greyghast and stand at the Fallin Rail in Wetside, calling forth the Storm. If at least half of them survive or remain conscious after 3 turns, a Great Water Elemental rises from the bay, bringing a gale-like hurricane with it, smashing ships and threatening the city. The Brotherhood flee, obviously unprepared for this, and scatter away from the city entirely. Day 10 - After a few days, the remnants of the Brotherhood camp out on the South Bank awaiting help from allies to the South to take them away and to safety.
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Rebellion in G MajorA cult worshipping a mythical necromancer, plans a display of power in the form of a raising of the dead and havoc being let loose in the city.Day 02 - Farmers Walden Peal and his brother Wolden with a cotton farm over in North Bank watch a coven of dark figures burning a pyre in the middle of one of their fields in broad daylight. Fearing evil powers, they flee to Greywale and tell the constables there about the situation. Jurisdiction questioned (so far from the city or the village) raise questions and the chief constables have to be contacted for clarification that ends up taking two days.Day 04 - When authorization is given, and the Peals return with the constables, there is only a burned field and they two (and their families) will be unable to replant before winter. Without money to see them through, there will be starvation. The constables notice a cart trail, with deep tracks in the soft ground, headed West. Following it, they find a smoldering field belonging to Jessup Gamm, wheat, and he tells the constables that the dark figures left only hours before and he laments his burned field. They were headed Southwest.Day 05 - In the early morning dark, the Bone Dragons light another field on fire at the Binker Farm, calling their ritual into the skies and flames. If stopped or confronted, they refuse to cooperate and can be taken prisoner easily, only saying that work for the master and his grand design will shake Greyghast to its core. They intend to finalize the ritual, requiring one of their deaths, willingly given. At which point, all the dead in Greyghast's graveyard (only for noblility and gentry) will rise and attack. Every minute for ten minutes, 1d6 such undead rise and flee into the city.Day 08 - At their trial, the Bone Dragon cult pleas for leniency. They anticipated that the ritual would have been more dramatic and less lethal than that. Unless a compelling case is made, Viscount d'Lanni (working for Marquis Themmin, whose son is one of the Bone Dragons) convinces the justicars that they would be a good addition to the Scholam if they can behave themselves. If spared, they enthusiastically join Greyghast and will contribute zombie soldiers to the military at need. If anyone speaks against them at trial, they are hanged at dawn (except for the Marquis' son, who is spared under thin pretense).
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The Weight of HistoryAn adept constable decides he needs to make a name for himself and sets out to kill a nobleman suspected of funding a guild of thieves and assassins for years, after the death of one of the constables. Day 02 - A constable (Will Toyer) in the Stacks is found dead. His possessions stripped and left naked in the sun with multiple stab wounds left by capable and clever murderers. Constable Walish Vangart claims this must have been done by Count von Heim in retaliation for investigations Vangart had authorized. He swears to bring the nobleman down and the Fellows (his nework of thieves and spies) as well. Investigating the area or murder, one easily finds two men easily confessing to the murder and claiming it was a mugging gone wrong. They are mind controlled, but convincing.Day 05 - Due to a rapid confession, the men are tried at the Balaraht (with Baron Dul Graed, a colleague and minion of the Count both directing the prosecution and hastening its speed), convicted, hanged and the case is closed all in the same day. Vangart refuses to accept that and goes rogue with his few trusted constables, hiding in the city deep undercover. Two constables express worry at this recklessness and the reputation of the Greyguard should something go wrong.Day 09 - In Gildt, at noon and in view of the market, Vangart attacks the Count and charges him with murder and treachery. The fight between the Count's men and the rogue constables spills into the street and a riot happens that threatens the life of many. The Count's men kill Vangart and attempt to kill the other rogue constables unless stopped (even if only verbally challenged, they will stop). Day 12 - The Count petitions a suit of the city for incompetance by the Greyguard, wins a quick (too quick) summary judgment from the justicars, and constable pay is reduced 10% for two years to balance the budget. The presiding justicar is under the same mind control the confessors were and any detect magic will reveal the exact same signature.
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A Walk Through the RosesThe Spider's Children, a Necromany scholar's circle all but banned in the city, arrange to secure a more accepted role for their work by quietly tearing down the wall between worlds and increasing the chance of spectral beings crossing over.Day 02 - Gerhardt Wol, the senior undertaker near the Points Cemetary falls ill to poison meant to look natural. With the cemetary largely unguarded, the Spider's Children begin rummaging through graves and mausoleaums at midnight looking for the right ritual components.Day 05 - Several Children make their way through the city's markets to find additional reagents and restricted materials. They pay in thick forein gold and their requests disturb the merchants. Day 07 - Two Children begin buying livestock at the morning auction to the annoyance of farmers, butchers, and other commonfolk. The mass purchases raise the price of goods and there's unrest. The Children pay for the livestock to be coralled at the auction, promising to return for it.Day 09 - Late at night, the Spider's Children drive their livestock to the cemetary, paying off several constables claiming they only want to move them through. They conduct the ritual, and a mass slaughter. All the dead they disturbed a week ago rise and the cemetary advantages Necromancy while within it.
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The Union of BrotherhoodA former soldier sends his trusted minions amongst the constables of the city to recruit them to his cause---overthrowing the Marquis and instituting a new rule.Day 02 - Dina Helgrave, the former captain of the First Company, is taking drinks in the Tattered Bridge Inn and having a meeting in the corner with several of her former colleagues, soldiers that transitioned to the Greyguard. They discuss the corrupt state of the bureaucracy and one of the younger constables, Borris Wahttle, is uncomfortable with the nearly treasonous talk and leaves angrily to the nervous stares of the others.Day 06 - Borris is found dead, expertly killed with a gored hole through his chest. His body is left naked in the streets of Spirecourt and none of the Greyguard patrolling that night saw who or what left it. All signs point to political dissidents from the low class dregs of the city, possibly because Borris uncovered some criminal dealings. Closer inspection reveals that a wagon with a notched wheel left tracks near the body, and likely stopped next to where it was found. The tracks are impossible to track with the many footprints and trampling of the Greyguard around the scene.Day 10 - Hellgrave meets in secret with four chief constables of the Greyguard in the backroom of the Lordly Tavern in Stacks, they all stick out like a sore thumb and they plan for a full on coup of the Marquis by deploying the Greyguard to take the Shrikespire and Spirecourt the next night. They talk about the regretable incident with Borris. They intend to rouse the 30 constables loyal to their cause and hold the Marquis hostage against the inevitable seige from the First Company and remaining loyalist constables. They don cloaks and ride the wagon with the bad wheel back to their homes, Day 11 - 30 constables take the Shrikespire before dawn. They entrench deeply and with great organization. A remaining three squads of constables roam the Spirecourt to alert and protect the rebels inside. Demands are issued to the First Company to lay down arms, their officers to surrender to the Shrikespire (where they will be executed, secretly), and for the remaining constables to join the cause. If all of that happens, the Marquis are killed and no more blood is shed as Hellgrave takes the title of Archduchess of Greyghast to the easily bullied support of the high nobility. If any of it doesn't, the Marquis and many trapped nobility are massacred by nightfall and war breaks out in the city, riots in the streets, bloody murder, total devestation.
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The Thing About MasksAccumulating under the city are many dozens of halfling soldiers, mostly from the South---all having snuck in through the old tunnels and spider-web of caverns beneath the city---the ruins of a forgotten empire far below. They plan to finish moving their forces in and then invade the city, murder all the Greyguard, and then sell it to a foreign power backing the whole affair.Day 07 - Several large groups of halflings arrive at Ejaz Hill outside the city where they set up camp. To the casual observer, they're just more refugees from some place or another, though so many (40) is strange. The halflings quietly find hidden tunnels in the hill, based on intelligence they had from their mysterious backers known only as The Firestarters. Upon finding the entrances, they hide them and send word to their comrades to hurry.Day 08 - More halflings show up at Ejaz Hill. It now resembles a large gathering. Inquiring anything of them is met with stiff resistance as they seem to be well aware of the Greyguard's jurisdictional areas and which are out of bounds. They are peculiarly well informed, and committing no crime. If observed secretly, it is clear they're amassing and protecting several tents. If investigated, these tents are hiding tunnels going deep into the ground. If followed, they will continue down into dark ruins beneath the city seemingly uninhabited and ancient.Day 09 - The halflings vanish from the hill, their camp intact and only loosely overseen by two or three individuals. They've all ventured underground where their warmages have conjured forth weapons and scavenged some lost armories. They number nearly 200 and plan to attack the city, take the gates, and hold until The Firestarter contacts them.Day 10 - The halflings invade in the night, kiling any constables that see them and making bee lines for the gates where they overwhelm the constables there. Holding the gate, they keep the First Company at bay. By afternoon, The Firestarter contacts them and tells them to hold while his army comes. They must hold for 2 days at which point a Northern Army comes to invade Greyghast and are able to simply charge right in. If stopped or killed, the gates remain shut at that time.
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The Price of a DeathA group of adventurers wander into town and cause general ruckuses all over the place while they wander between adventures.Day 07 - Silverjames (halfling bard), Tierk of Doss (dwarvish cleric), Trollin' Braun (human ranger), and Dashingstache (human paladin) start and finish a fight in Piper's Place, a large inn in Gildt. The altercation was over a drunk saying rude things at them, which they over-reacted to and then pummeled some Greyguard who tried to arrest them for it. They ran off to Greywyle to hide out for a bit, staying under false names at the Horizon Lodge.Day 08 - The group go find the Scholam (asking around about places with magic items and scrolls) and proceed to force their way in, getting into a bloody scuffle with many of the adepts there and killing a few. They escape before the constables can get there to stop them. They go to the Lordly Tavern in Stacks under other false names and hide it out.Day 09 - The group gets stopped by members of the Hard Boys as they leave the city out of the West Gate, as the crooks try and rob them. The group bloodily murders all the would-be muggers in broad daylight and threaten and lie to everyone aobut it (Silverjames says it was all to save the common people at the very same time Teirk tells them they should be grateful while Dashingstache threatens to murder anyone that stops them going on their way. The constables let them go, The group heads to Temple's Woods to camp out.Day 10 - The group comes back to Gildt to rob a blacksmith whose prices, they felt, were too high. They're noticed coming back through the West Gate and the Greyguard are on alert to apprehend them if possible. They will fight to the death for no reason at all. If apprehended and jailed, they will break out and kill people in the process. They cannot be reasoned with, they think they're the good guys.
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The Oldest WaysA young woman, the daughter of a nobleman, is being mugged by ruffians and falls for a hero that saves her and grants him her favor, her father takes interest and wants the man investigated.Day 06 - Anin, the daughter of Baron ir'Facada, and her entourage are assaulted in the morning as they make their way from the Hall of Muses in Wetside--a place of artistry and priests of the goddess the Lady of Laughter. A dashing young man, Errandi Laylor--a bard in the service of Count d'Bellweather, chases off the ruffians and escorts the young lady to her father's estate in Hightown. The Baron requests the Greyguard investigate the situation and has his doubts about the convenient boy-hero. Errandi masterfully hides throughout the city for days.Day 10 - Finding Errandi is difficult as he is positively terrified of being accused of orchaestrating the attack (which he didn't), but while in deep hiding sends a letter to Anin declaring his love. The letter is sent via his nephew, a young boy, and delivered with ease. The nephew doesn't know how to find him and was found by Errandi and given the letter that morning. Investigating back through the population is a tour of the city's Inns and Taverns most of a day. Day 11 - Errandi attempts to elope with Anin in the night. If successful, the Baron blames the constables for failing to find the criminal (he believes his daughter was kidnapped), and Count d'Bellweather wishes them well despite being disappointed at losing his bard. If stopped, he declares his love and she declares hers and the Baron applies political and (monetary) pressure to have Errandi locked up for attempted kidnapping and Count Beckel calls for the High Table to disband the Justicariate entirely for corruption.Day 12 - The High Table insists the Marquis disband the Justicariate formally, preferring judicial control be held with the Chief Constable of the Greyguard for the time being until a new bureaucracy can be formed.
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The Old WarHidden
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The Late and GreatHidden
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The End of the Good TimesHidden
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The Dreams EndlessHidden
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Something WickedHidden
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Safety is RelativeHidden
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Rivals and RevelsHidden
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Return of the Hand of EblisHidden
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Power of PrayerHidden
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One Way In, One Way OutHidden
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Once and the FutureHidden
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Money at the RootHidden
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Love Conquers AllHidden
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Knowing is The Whole BattleHidden
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Keys to the SunHidden
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His Fire and FlameHidden
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Heroes AllHidden
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For HonorHidden
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FatherHidden
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Containing the StormHidden
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Bridgands AllHidden
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