November 9th, 2010
Hello everyone, and welcome to another exciting Grave Plots. For those of you who don’t yet know, it is Paladin Week here at Necromancers of the Northwest, and so today’s article will be focusing on adventures involving that most exalted of classes. These adventures are all loosely based on the epic deeds of Charlemagne’s twelve peers, the original paladins, derived from some of the better known chansons de geste, a collection of epic poems written in Old French from around the 11th and 12th centuries.
Fierabras the Giant
            High Priest  Denis Provencal, of the most resplendent and holy city of Erom, has sent word  to his brother, the great King Karlamangus, that the grand church of Saint  Oliver in Erom has been attacked by the evil king Balan, and that several of  the churches most sacred holy relics were stolen by the king’s forces.  Karlamangus is outraged to hear that the  church was attacked, and even more so to learn that the relics of Saint Oliver  have fallen into the hands of heathens, and so swears to his brother that he  will send an army into Balan’s foul kingdom to retrieve the missing  artifacts.  Denis is grateful but warns  his brother that Balan’s army is led by a fearsome fire giant knight by the  name of Fierabras.  Karlamangus, having  heard of Fierabras’ incredible size and fighting prowess, has decided that his  army is to be led by the greatest heroes of his own kingdom: the PCs.  
      
            Summoning  the PCs to his courtly chambers, he explains to them the situation and his  expectations that they recover the artifacts at any cost, explaining also  Fierabras’ dangerous reputation. Karlamangus makes sure that the PCs are up to  leading his armies on campaign, and coordinates with them on what kinds of  forces they will need for the coming battles.  The PCs will be expected to lead his knights  into Balan’s eastern kingdom, discover the stolen artifacts and retrieve them  safely, and, finally, lay siege to Balan’s capital, defeat his armies, and  personally face Fierabras, either slaying him in combat or converting him to Karlamangus’  righteous cause.  Following the short  mission briefing, the PCs are given command of the forces they requested and  sent on this holy quest, leading them into Balan’s evil kingdom and putting  them on the path to his foul capital of Zargos.
  The journey  will not be an easy one, and the dark king Balan is aware of the PCs’  approaching army and is preparing to meet them at the border.  This will be the PCs’ first challenge and,  without making exceptional use of scouts and spies, a large-scale battle is all  but unavoidable.  When the PCs arrive in  Balan’s kingdom his full army awaits them, with the giant Fierabras out in  front, garbed in savage armor and armed with a massive curved sword.  The battle is fierce and chaotic, and the PCs  are forced to engage in personal combat with common soldiers, Balan’s knights,  and even mighty demons called forth by the evil sorcery that backs Balan’s  evil.  
            Seeing the tides turning against  Balan’s forces, Fierabras hopes that by destroying the PCs he can still salvage  a victory against Karlamangus’s forces.  He  will instruct his men to try to separate the PCs from each other and from their  trusted lieutenants so that he can pick them off more easily.  During his battle with one of the PCs (or  more, depending on how successful his own men were), Fierabras finds himself  unable to triumph against their superior martial skills.  Taking this as a sign that he is on the wrong  side of the conflict, he offers his surrender to the PCs, volunteering to  become a vassal of Karlamangus and join the PCs in pursuit of their just  cause.  
  Balan,  aware of the battle’s course, orders his forces to retreat to his stronghold at  Zargos, summoning up a sandstorm to cover their retreat.  The PCs have won the day and earned Fierabras  as an ally; unfortunately, one of the PCs trusted lieutenants (or one of the  PCs themselves) have been captured by Balan’s demonic forces (in the case of a  captured PC, you may have that player assume the role of Fierabras for the time  being).  Fierabras, or one of the PCs’  own prisoners, informs them that Balan is keeping the stolen relics in his  palace in Zargos, and this is likely where any high-profile prisoners are being  held, also.  Indeed, the captured PC or  lieutenant is being held in the castle, having been given into the care of  Fierabras’ sister the lovely Floripas, who has taken a shining to her new  prisoner.  Floripas is beautiful beyond  imaging, wise, kind, but unfortunately possessing a quick temper and a  passionate personality.  Her prisoner may  have to tread very carefully with her or find himself in mortal peril, but  beneath her fiery exterior Floripas is actually quite sweet and sincere and  willing to make changes in order to pursue a romantic relationship with her  prisoner.  
      
            When the  PCs arrive at the capital and Balan’s armies see that the mighty Fierabras is  in the PCs’ service, they desert Balan in order to join the PCs in their  glorious cause and fight against their evil king.  Balan, enraged by this betrayal, calls upon  the dark forces he serves for the power to defeat the PCs, summoning up an army  of evil spirits which engage the PCs’ army.  This, however, leaves the PCs and Fierabras  free to sneak into the palace in order to liberate the captive and recover the  stolen relics.  When the PCs break into  the palace, they are confronted by Balan’s royal guards and evil spirits loyal  to the foul king.  After battling their  way to the treasury, they find the relics, guarded by an enchantment that only  those of true virtue (conveniently, the PCs fit the bill) can overcome.  When the PCs reach Floripas’ room they find  her and her captive getting along smoothly, and upon seeing her brother with  the PCs she agrees to convert to their cause if her prisoner will agree to take  her as his wife when all the trouble is over.  
  In the final confrontation with  Balan, his dark powers, true to form, abandon him in his hour of need, and he  is forced to face the PCs with mortal steel alone.  Though he is an accomplished swordsman, he  cannot triumph against the PCs and is slain.
      
Following the adventure king Karlamangus, now ruler of Balan’s lands, grants governance of the northern half to Fierabras for his support, and the southern half to the PCs for a job well done.
The Pilgrimage of the King
            This adventure, well-suited to a  one shot, begins when Karlamangus is having a discussion with his wife, during  which he asks her if her husband is not the most handsome man she has ever met.   To his great shame and fury, she answers  him nay, explaining that Hugo, ruler of the vast empire of Stambol to the southeast,  is ever so slightly more handsome than he.   Angry with his wife and determined to set the matter straight for  himself, Karlamangus has resolved to make the long journey to Stambol and meet  this Hugo in person, and with that he begins to plan his trip.  
      
            The PCs, as his most trusted allies  and the greatest and most valorous of all the men in his kingdom, are to  accompany Karlamangus as his advisors and lifeguards on the journey.  On the way to Stambol, the king and his  companions are confronted with many dangerous foes: the brigands, roaming  dragons and heathen knights that run rampant in the barbarous kingdoms between  Karlamangus’ shining empire and the great empire of Hugo.  
      
            Along the way they encounter three holy  men, each of which tests Karlamangus and his companions with a task. The first  holy man asks them to lend him use of their horses so that he might take some  wounded travelers to a church for healing.  At this church, a second holy man asks that  they give his town hope by defeating a marauding dragon.  During this battle, Karlamangus is horribly  poisoned, and while resting at the church a third holy man instructs the PCs to  pray for the well being of their king, claiming that the divine will intervene  on his behalf and save his life.  Around  the same time, and once the PCs are out of sight of the holy men, a cloaked  figure offers the PCs a potion that will surely save their king’s life should  they only trust in his magic.  If the king  and his companions complete all three tasks, first by giving up their horses,  second by slaying the dragon, and third by refusing the man’s potion and  trusting in heavenly forces, the three holy men reveal themselves to be agents  of divinity and proclaim Karlamangus to be the greatest of kings and the PCs to  be the most worthy of men, rewarding them each with relics of divine  providence.  
      
            Soon after that they arrive in  Stambol, a city truly of wondrous nature, without theft or treachery.  They approach the Emperor’s Palace, an  extraordinary building made from pure gold and held aloft in the air atop a  platform of purest light which revolves gently with the wind.  The king and his companions are received by  Hugo with full ceremony, and, much to Karlamangus’ personal shame, he clearly  sees that Hugo is, in fact, ever so slightly more handsome than he.  That night there is a feast, during which all  imbibe enchanted wine and boast to be capable of all kinds of impossible tasks;  for some ideas: juggling apples while standing astride two galloping horses;  walking across water; devouring 50 pots of stew in a single evening; or  whatever you can come up with.  
      
            In the morning Hugo jokes with  Karlamangus about the preceding night’s activity, making light of all the things  the PCs boasted, and perhaps throwing in a few jibes about his men drinking too  much.  Karlamangus, who doesn’t clearly  remember the night’s events too well, but feels insulted and certain of the  veracity of his knights, proclaims that HIS knights can in fact do all the  things they claim.  He makes a wager with  Hugo, who, of course, doesn’t believe him, that if his men can’t perform all  the tasks they claimed after the feast that Sunday, he will become Hugo’s  vassal, but if they can perform the tasks in question then Hugo will  become his vassal.  Hugo agrees and  provides Karlamangus with a list of incredible deeds his men are to attempt at  the end of the week.
      
            The PCs now have only six days to  figure out a way to perform their given impossible tasks, forced to rely on  their own skills, wits, and perhaps a bit of divine providence for help.  With their king’s honor on the line, the PCs  are forced to publicly perform the impossible tasks they were assigned.  They have heaven on their side and a great  deal of their own personal ingenuity to draw on, and with a little luck and a  stalwart drive to succeed they almost cannot fail in even the most impossible  of tasks.  Emperor Hugo is so impressed  by the quality of Karlamangus’ men and the knights’ deep commitment to honesty  that, in addition to swearing an oath of allegiance to the great king, he  presents each of the PCs with a fantastically magical gift.
  Once the affair has concluded the  PCs and their king head back to Karlamangus’ own territory, where the king  further congratulates the PCs on a job well done before making apologies to his  wife and swearing a vow to abstain from the consumption of alcohol.