Amberfell
Chapter 3: The Day Turns Ugly
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Part 3: Crowning the Protector
In the afternoon of Day 3, the final competition will take place which will be attended by almost everyone – the Overall Archery competition. The top 10 contenders of the Distance, Accuracy and Power competitions are compared and any that fall into all 3 are automatically entered into the Overall. Walk-ons are also accepted, but are required to compete first to weed out the unqualified.
The Overall Competition is similar to the individual ones, but are harder and only using one type of bow (users’ choice – usually longbow). Tactical competitors do not use their full skillset during the individual but rather hold back and scope out the competition. Thus the Overall appears to be much more exciting and spectacular.
As you enter the archery grounds, you see several tables are set up with trays of large mugs and casks of ale. Someone nearby tries to take one, but a stern-looking woman holds him back, “These are for the toasts to the new Protector! You’ll need to wait like everyone else lad.”
At the end of the competition, a local woodsman who grew up in the area named Colton Romer is crowned Protector for the next year and the audience is all but drooling for the traditional toast. But in uncharacteristically reserved fashion, the now filled mugs are passed out to the spectators and Father Ganter makes his customary speech, ending with:
“The results are now official – I would like to introduce this year’s Protector of the Amberfell Archer’s Day Festival – Colton Romer!”

Part 4: All Hell Breaks Loose
At the conclusion of the ceremony, everyone raises their mug in a toast and then people quickly make their way to the after parties throughout town. Father Ganter hurriedly announces that he will be holding a short service to honor Erastil at sundown which is in about an hour.
What the partiers don’t know is that Ganter was able to slip some of the Orvian poison into 12 of the 24 casks of ale at the Archery finals and the effects should take place within the next 30 minutes.
Ask the party where they would like to go. There are celebrations all over town, both inside familiar inns and taverns as well as the Biergarden. Colton will be attending the Biregarden celebrations. Once they have begun their celebrating, the following happens:
Food, drink and music is flowing freely now and you see many familiar faces among the crowds who smile and hold a cup in your direction. Spontaneous dancing has started and the younger party-goers are eyeing each other with both shyness and a boldness that strong ale can provide. Someone close by sits down heavily in a chair – you think to yourself “what a featherweight!” But then they pitch forward and onto the ground. Suddenly, people are toppling over like dominoes onto the ground. People start running in all different directions, crying out in horror and confusion.
There is a 50% chance that the party make have drank from a tainted mug, so have them roll % and anyone getting < 50 will need to make a DC28 Fort save or die and be transformed. Have everyone roll the % and Fort save? Any party member who dies, can choose a new character from the Iconics compendium.
Allow the surviving party members to examine the dead people, with a DC30 Med or Alch roll, they will discover that they have been poisoned, but are not fully dead. The skin begins to turn either gray or yellow and a foul odor begins to emit from the bodies. Almost as one, their eyes fly open and are either black holes with burning red dots of light or are dull yellow and green. They all rise to attack.
3 Ghouls, 3 Ghasts, 3 Zombies – award 1 hero point when defeated
During the poisoning event, Boris failed a couple of important rolls and ended up dead! Another local fighter, Valeros, was recruited by Joel.
Part 5: Finding the Source: A Murder Mystery
When the party is done with the undead in the Biergarden, they will hear calls of help from Redfoot’s Rest (6).
As you finish off the last of the undead, you hear the sounds of combat nearby and just outside the biergarden area you see Protector Colton finishing off a pair of zombies with a sweeping stroke of his woodsman axe. He wipes blood and sweat from his brow and smiles thinly at you. “This is a nightmare…” he mutters.
Somewhere nearby a man and woman cry out for help – it sounds like it is coming from a local tavern called Redfoot’s Rest. Colton looks towards the tavern and then back up the hill to the small church. “Can you try to help those folks in the tavern? I’m going to head up to the church and see if Father Ganter can do something about these undead!”
Redfoot’s Rest
When the party arrives at Redfoot’s they will find a dead body on the front porch and more cries for help coming from inside somewhere. Several dead patrons lay in pools of blood and there does not seem to be any signs of combat in the immediate area.
DC20 Per to determine that the cries are coming from downstairs.
The party can either find the stairs in the main tavern or use the cellar doors outside to gain access. A gang of ghouls has cornered the owners, Jo and Kirin Ponab with two local patrons against the shelves of the basement. Jo is holding an old wooden holy symbol of Erastil (bow) in a feeble attempt to ward them off while Kirin is keeping them at bay with a long-handled mop.
5 Ghouls
Once the party has finished with the ghouls, they may want to check on Colton and Father Ganter. If they do not think to check on them, have the party roll a DC26 Per check to hear sounds of combat coming from the church nearby.