# Intro Formally known as the 4th Provisional Expeditionary Force to Reclaim the Capital, the Hooded Lanterns are an irregular military drawn up from veterans of the Civil War and remnants of the old Drakkenheim City Watch. Led by the dour Lord Commander [[Elias Drexel]], they wage a guerrilla war against the monsters, bandits, and scavengers who have taken root in their nation’s capital. Each has pledged their swords and lives to rebuild Drakkenheim and restore the Realm of [[Westemär]]. %%Several noble houses have set aside their feuds to support the Hooded Lanterns’ efforts. These families believe once the city is restored, evidence will emerge revealing the true heir to the throne of Drakkenheim... or enable a cunning house to seize the crown.%% “There cannot be a Westemär without Drakkenheim.” — Lord Commander Elias Drexel # Key Figures Lord Commander [[Elias Drexel]] leads the Expeditionary Force as the Faction leader. He has two close confidants who interchangeably act as the faction lieutenant: Captain [[Ansom Lang]] and his sister, Lieutenant [[Petra Lang]]. - Lord Commander [[Elias Drexel]] - Captain [[Ansom Lang]] - Lieutenant [[Petra Lang]] - [[the Warden]] - a knight who oversees the defences and dungeons of the [[City Watch Barracks]] - [[the Quartermaster]] - a spy who attends to the supply cache - [[the Apothecary]] - a human druid who tends the wounded and manages their hospice - [[the Master of the Forge]] - a dwarf priest - [[Paige]] - a commoner and personal attendant to the Lord Commander - Captain [[Raine Highlash]] - A human urban ranger who runs patrols around the Outer City. %% - Captain [[Jakob Slovak]] - A human urban ranger of Shepherd’s Gate. - [[Chud Hopkins]] - A halfling scout who occasionally helps with patrols or watches, or works as a chef in the barracks kitchen. - [[Sten Livingston]] - A human scout often positioned out in front of the [[City Watch Barracks]] as one of the head watchmen. - [[Luther Hess]] - A rotund guard, lazy and unwilling to do above the bare minimum. - [[Alena Kruger]] - A calm human veteran who prides herself in her observational skills. - [[Tresa Metterling]] - An optimistic guard with a hopeful outlook for Drakkenheim. - “Old” [[Symon Vasilisk]] - An aging human guard who rarely leaves the barracks and is on his way to retirement. - [[Rolf Wagner]] - A young man of noble birth, sent to the city on his father’s behalf to fight for the Lanterns. - [[Greta Braun]] - A young guard with aspirations of climbing the ranks of the Lanterns. - [[Alycia Martell]] - Afraid of almost everything in Drakkenheim but determined to fight for her beliefs. %% ### Company Roster The [[Hooded Lanterns]] are organized into a regiment of five companies, making up a total force of approximately one thousand soldiers plus their support staff, orderlies, and crew. Each company is led by a captain and two lieutenants, and each has a distinct role: **Scout Company**. Intrepid infiltrators who undertake dangerous reconnaissance operations into the city centre. Led by Captain [[Raine Highlash]]. **Garrison Company**. Protects the established holdings of the [[Hooded Lanterns]] such as the [[Emberwood Village#Watchtower| Emberwood Watchtower]], [[Shepherd's Gate]], and the [[Drakkenheim Garrison]]. Led by Captain [[Jakob Slovak]], the Garrison company operates at double strength, since these soldiers must be constantly rotated to prevent them from becoming contaminated while on duty. **Vanguard Company**. These experienced shock troops carry out offensive operations against priority targets, led by Captain [[Ansom Lang]]. **Reserve Company**. A reserve force maintained outside the city composed of new recruits and aging veterans charged with maintaining supply routes. %% **Royal Guard**. A special unit activated only if the [[Hooded Lanterns]] discover a royal heir. This small unit is composed of veterans hand-picked by the Lord Commander for trustworthiness and skill. %% # Roleplaying Characteristics **Symbol** A hooded lantern held bby a dragon's claw %% ### Personality Traits - We’re not looking for glory or wealth, we’re fighting for our home. We expect others to respect the seriousness and importance of our goals. - We are resolute in facing dangerous monsters and terrible horrors head on. These mutated creatures aren’t human anymore. - If you’re willing to join our cause, we’ll embrace you as a loyal comrade-in-arms. ### Ideals - We all must do our duty to restore our nation. When your commander gives you an order, you follow it without question. You must be prepared to give your life for the cause. - In battle, you have to seize every advantage. A plan is worth more than any weapon. - We will uphold the old ways of [[Westemär]]. This must be a city of laws and order. They mean no less today than they did twenty years ago. ### Bonds - This city was our home, and it will be again. It’s the heart of the realm. There cannot be a [[Westemär]] without Drakkenheim. - We trust our comrades-in-arms with our lives and are deeply loyal to one another. We staunchly believe that together we can accomplish what none of us could do alone. - The old nobility of [[Westemär]] provide us with material and supplies. We have a responsibility to ensure their investments and interests are protected, otherwise we won’t have the resources to continue our fight. ### Flaws - After a decade of [[The Civil War]] and years fighting for survival in the ruins, most of us know nothing but war. Our young recruits don’t even have any memory of the old Drakkenheim. - We all knew the risks when we signed up. If we are to win the battles ahead, we must be willing to sacrifice the lives of our comrades. - Drakkenheim must be rebuilt the way it used to be. The crown, the castle, the city must all be retaken and rebuilt. It wouldn’t be home otherwise. %% # Background Multiple military operations have attempted to retake Drakkenheim over the past fifteen years. Each has ended in miserable failure, and the contaminated ruins have swallowed thousands of soldiers’ lives. What remains of these assaults are merely twisted monsters and undead monstrosities formed from the risen corpses of these regiments. After these disastrous attempts, Drakkenheim was left abandoned while [[The Civil War]] ripped [[Westemär]] apart instead. These conflicts also ended in vain, with the royal line of [[House von Kessel]] undone by fratricide. [[Westemär]] is slowly disintegrating into a realm of squabbling fiefdoms, yet some amongst the fractured nobility hold a glimmer of hope in restoring the nation and rebuilding the capital. Three years ago, they marshaled up the remnants of the royal guard, the city watch, and patriotic veterans of [[The Civil War]] to make one last-ditch attempt to retake the city. Although officially dubbed the 4th Provisional Expeditionary Force to Reclaim the Capital, this guerilla regiment was nicknamed after oil lamps carried by the old city watch: the [[Hooded Lanterns]]. The core members of the [[Hooded Lanterns]] are warriors fighting for their homeland. Few honest soldiers survived [[The Civil War]], so many veterans have a life of bloody deeds behind them already. On the other hand, new recruits are seldom old enough to have any strong memories of Drakkenheim before it was destroyed. As such, many possess naïve and idealistic notions honed into simmering rage and fury at a golden age stolen from them. Under the leadership of Lord Commander [[Elias Drexel]], the [[Hooded Lanterns]] have finally broken the losing streak of previous military operations. Rather than making an all-out assault on the ruins, they have taken a methodical approach. After spending nearly a year carefully scouting out the ruins, they began clearing out important fortifications in the city to use as staging grounds for future operations. This strategy has paid off: the [[Hooded Lanterns]] have managed to establish countless safehouses and supply caches within the city. They captured [[Shepherd's Gate]] and the [[Drakkenheim Garrison]] last year. However, in recent months their efforts have been stymied by sabotage enacted by the [[Queen of Thieves]], and the emergence of a horrific [[garmyr]] warlord in the Inner City known as the [[Lord of the Feast]]. While the [[Hooded Lanterns]] have imposed the mantle of law-and-order in the city, these setbacks have revealed their actual authority is limited to their strength of arms. The regiment maintains only a fragile foothold in Drakkenheim, and their supply lines are now exceptionally difficult to maintain. It’s taking almost everything the [[Hooded Lanterns]] have to hold their current position. %% The [[Hooded Lanterns]] are supported by surviving loyal vassals of the royal family who wish to see the old monarchy of [[Westemär]] restored. Many of these wealthy nobles lost estates, treasure vaults, family heirlooms, and personal documents when the city was destroyed, and expect the [[Hooded Lanterns]] to retrieve them. In return, these noble houses provide soldiers, material, and other supplies to the [[Hooded Lanterns]] on a periodic basis, but their financial resources are not inexhaustible. Indeed, the [[Hooded Lanterns]] have often resorted to selling [[delerium]] themselves to make ends meet. %% # Attire The [[Hooded Lanterns]] are a professional military unit. Every member uses standardized equipment: their uniform consists of a forest green cloak with yellow trim, the traditional colours associated with the Drakkenheim coat-of-arms. They bear the [[Hooded Lanterns]]’ symbol on their chest pieces, and shoulder stitches denote their rank and company. Scout units wear light armour, and often wield longswords, shortswords, and longbows. Guard units are equipped with chainmail, shields, spears, and crossbows. Each member also wears a metal chain with an inscribed plate bearing their name, hometown, and next of kin. Most [[Hooded Lanterns]] cut their hair when they sign up, but since many spend weeks at a time fighting, they end up a disheveled mess by the end of their assignments. ![[Hooded Lantern.png|300]] # Strongholds The [[Hooded Lanterns]] hold three key positions in Drakkenheim and its environs: the [[Emberwood Village#Watchtower|Emberwood Watchtower]], [[Shepherd's Gate]], and the [[Drakkenheim Garrison]]. They have converted the stockade beneath the garrison into a bunker insulated from [[The Haze]]. Beyond these key locations, the [[Hooded Lanterns]] have several minor bases in old cottages and watchtowers a few days outside the city where their soldiers rest and recuperate after being posted to the ruins. %% # Objectives ## Restore Drakkenheim The patriotic warriors of the [[Hooded Lanterns]] desperately want to rebuild their former home. The rank-and-file soldiers fight a guerilla war to reclaim Drakkenheim street-by-street, slaying monsters, driving out outlaws, and arresting scavengers. Lord Commander [[Elias Drexel]] plans on establishing strongholds at key sites of strategic importance: the City Gates, [[St. Selina's Monastery]], [[St. Vitruvio's Cathedral]], [[Cosmological Clocktower]], and eventually, [[City Locations/Castle Drakken]]. Thus far, the [[Hooded Lanterns]] have only succeeded in taking [[Shepherd's Gate]] and the [[Drakkenheim Garrison]]. ## Obtain the Seals of Drakkenheim The ruling council of [[Westemär]] wore enchanted badges of office attuned to the magical defences and arcane wards that once protected Drakkenheim, and also served as the keys to [[City Locations/Castle Drakken]] itself. Known as the [[Seals of Drakkenheim]], all are lost within the ruins save the [[Lord Commander's Badge]], carried by [[Elias Drexel]] himself. Until all the seals are assembled, the city’s magical defences are subject to the chaotic whims of [[the Haze]]. The [[Hooded Lanterns]] are constantly searching the ruins for any sign or clue of the whereabouts of these items. Unfortunately, several are already in the hands of rival factions. ## Re-Establish a rightful Monarchy Many [[Hooded Lanterns]] hope a legitimate heir to the throne still survives somehow. Others believe that even if [[House von Kessel]] is truly extinct, a new monarchy could be formed by a prominent noble house with some connection to the royal line. Both [[St. Vitruvio's Cathedral]] and [[City Locations/Castle Drakken]] are believed to contain archives detailing the line of succession, and magically preserved vials of royal blood that can be used in a special ritual to confirm legitimate royal ancestry. A potential claimant with access to these documents could galvanize the support needed to ascend to the throne. However, proof of royal ancestry alone is not enough - any claim is spurious at best without the [[Seals of Drakkenheim]], the [[Crown of Westemär]], and [[City Locations/Castle Drakken]]. Even a true heir to [[House von Kessel]] will have immense difficulty holding the Realm of [[Westemär]] together without these keys to power. # Missions ### Missing Lantern [[Petra Lang]] went missing on a recent supply run. Her brother, [[Ansom Lang]] has resolved to rescue her from the [[Rat's Nest Tavern]] ### Potions Inspectors The recent shipment of health potions from [[Oscar Yoren]] never showed up. The [[Hooded Lanterns]] need someone to look into this matter at [[Reed Manor]] and make sure Oscar is still upholding his end of their deal. ### Dwarven Prospects A group of intrepid dwarves has a [[delerium]] mining operation in the Smithy on [[the Scar]], and have brought incredible equipment with them. The [[Hooded Lanterns]] want to make a deal with the dwarves to secure their equipment and a share of the [[delerium]]. ### Resupply Mission The [[Hooded Lanterns]] dispatch the characters into the Inner City to set up and resupply several hidden caches and safehouses. ### Time for a new outpost The [[Cosmological Clocktower]] has long been an important objective. Clear it out so the [[Hooded Lanterns]] can establish it as a forward base at the centre of the city. ### Sizing Up the Knights of the Silver Order [[Elias Drexel]] commissions the characters to approach the [[Knights of the Silver Order]] as a neutral third party. He wants information: why they’re here and what their plans are, and if they are open to an alliance or truce. ### Hazy Solutions The [[Hooded Lanterns]] don’t possess a reliable defence against [[the Haze]] or a remedy to [[contamination]]. The [[Hooded Lanterns]] will need to secure the assistance of another faction to develop a means of dealing with [[the Haze]]: either the [[Amethyst Academy]], the [[Followers of the Falling Fire]], [[Knights of the Silver Order]], or perhaps even the malfeasant wizards rumoured to dwell in the city. ### Noble Backer A wealthy noble who supports the [[Hooded Lanterns]], used to own the [[Kleinberg Estate]]. They demand the [[Hooded Lanterns]] obtain a family heirloom and personal documents left behind in the estate vault. Otherwise, they’ll pull their crucially needed funding. ### Audience with the Queen of Thieves The [[Hooded Lanterns]] believe the [[Queen of Thieves]] has information and spies within the regiment, which have made it difficult for them to plant their own agent inside the [[Queen's Men]]. They commission the adventurers to try to infiltrate the [[Queen's Men]], get close to the [[Queen of Thieves]], figure out her plans, and find a way to bring her down. ### Capture the Cathedral The [[Hooded Lanterns]] ask characters to coordinate an assault on the [[St. Vitruvio's Cathedral]] to slay the [[Lord of the Feast]] and open the cathedral vaults. This will hopefully have crucial evidence for locating a royal heir. ### Expedition to Castle Drakken Once the [[Hooded Lanterns]] have assembled the [[Seals of Drakkenheim]] and found a new heir, they plan an attack on [[City Locations/Castle Drakken]] to claim the castle, crown the new monarch, and use [[Minazorond]] to defend the city! # Boons **Supply Caches** The [[Hooded Lanterns]] have hidden stockpiles of supplies in the city for emergencies. They’ll teach characters how to find them quickly. Each contains 1d6 potions of healing or a restorative ointment, healer’s kits, ammunition, specially preserved rations, and the location is usually a safe place to take a short rest. **Greencloaks** The Hooded Lanterns offer each character either a cloak of elvenkind or a cloak of protection bearing the insignia of the [[Hooded Lanterns]]. **Armoury** As a reward for completing an important mission, the [[Hooded Lanterns]] grant the party one magical weapon from their armoury. This will be an uncommon magic weapon for an Outer City mission, a rare magic weapon for the Inner City or a faction stronghold, or a very rare magic weapon for a successful mission to [[City Locations/Castle Drakken]] or [[St. Vitruvio's Cathedral]]. The Hooded Lanterns will grant this boon once per player character. **Call for Aid** The [[Hooded Lanterns]] give the characters a flare gun and a horn that can be used as an action to summon emergency help. When used, help arrives 10 (3d6) minutes later in the form of a randomly determined [[Hooded Lanterns#Strike Teams]]. Player characters who call for help recklessly or without appropriate need lose this boon. **Intelligence Reports**. No one knows the layout and the defences of Drakkenheim better than the [[Hooded Lanterns]]. If asked, the [[Hooded Lanterns]] can provide detailed descriptions, directions, and information on the prominent structures in the city, maps of the city streets and public buildings, as well as information about the movements of known monster groups and other factions in Drakkenheim. **Urban Survival Training** Characters can spend one month training with veteran [[Hooded Lanterns]] soldiers to gain one of the following: - Ability Score Improvement. The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 30. - New Feat. The character gains a new feat of their choice (subject to GM approval). # Strike Teams The [[Hooded Lanterns]] are urban guerilla fighters honed by training, discipline, and experience. Their combat doctrine emphasizes organized teamwork, scouting ahead, stealth ambushes, hit-and-run tactics, seizing elevated ground, and heavy use of ranged attacks and traps. Once engaged, squads communicate using whistles, code-signs, signal flares, and horn calls to execute complex and practiced maneuvers. While the [[Hooded Lanterns]] don’t have access to much magic, they’re prepared to fight spellcasters in battle. They know much about the monsters they fight on a regular basis, and they always confirm their kills. The [[Hooded Lanterns]] know the layout of the city streets well, and stash caches of healing potions and emergency supplies throughout the city. ## Supply Convoys These supply convoys are often encountered in [[Emberwood Village]] and the northwestern side of the outer city, usually bound for one of the [[Hooded Lanterns]]’ strongholds. Each consists of 10 (3d6) guards, 7 (2d6) scouts, 2 (1d4) veterans, and 5 (2d4) mules. ## Scout Squad A typical [[Hooded Lanterns]] unit consists of 10 (3d6) scouts led by an urban ranger. Smaller teams act as dispatch riders on warhorses. ## Garrison Squad 10 guards led by a veteran. Occasionally, the garrisons have a chaplain, either a priest or a druid. Such units may also have brought traps, field defences, or even crew siege equipment. ## Vanguard Commando Squad A [[Hooded Lanterns]] commando squad consists of 5 (2d4) urban rangers led by an assassin. These units employ the full playbook of [[Hooded Lanterns]] combat tactics. ## Royal Guard A group of 10 (2d6) veterans led by a gladiator. # Schemes **Search and Seizure**. A squad of [[Hooded Lanterns]] confront the characters and demand the characters turn over their equipment and vacate the city immediately. If they are seen again, they will be brought to justice. **Blockade**. The [[Hooded Lanterns]] forbid characters from entering the city via [[Shepherd's Gate]]. They step up patrols around the other gates to block characters from using them. **Stalkers**. A [[Hooded Lanterns]] strike team tails the characters as they move through the streets. They assault the characters after they are weakened by a difficult encounter and attempt to arrest them. **Wanted!** A series of wanted posters are put up around [[Emberwood Village]] with a reward for bringing the characters to justice. This draws the attention of [[Queen's Men]] bounty hunters as well as [[rival adventurers]], and anyone else keen to make money to bring the characters to justice. **Deadly Ambush**. The [[Hooded Lanterns]] set up extensive traps down a city street and lure the characters into a deadly ambush where two strike teams await on rooftops and in covered windows to surprise the characters. They attempt to encircle the characters in a pincer maneuver. **Crown Authority**. The [[Hooded Lanterns]] banish the characters from [[Emberwood Village]]: local merchants refuse to do business with the characters as a result, and the characters won’t be allowed to stay at any of the inns or taverns. The [[Hooded Lanterns]] place additional patrols in [[Emberwood Village]] at the [[Emberwood Village#Watchtower|Emberwood Watchtower]] and [[Emberwood Village#Caravan Court|Caravan Court]] to drive out the characters when they come into town. **Strange Bedfellows**. In desperate situations, the [[Hooded Lanterns]] ally themselves with another faction who also has made an enemy of the player characters. **Execution Sentence**. The [[Hooded Lanterns]] orchestrate a deadly plan to draw the characters into battle against the [[Executioner]] of [[Slaughterstone Square]].They blockade the roads and take positions on the roofs, preventing the characters from escaping the square while the [[Executioner]] kills them. %% # Image ![[Hooded Lanterns Flag.png]]