Chapter 3: The Underbridge Cult: Difference between revisions

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(Created page with "[back to The Cloven Lands] Whether they came from the Bridgemoor Mines, the Nalatheshi Caravan, or the Kendarian Diplomats prologue, all of the heroes should now be in Bridgemoor and should be level 2. ASSUMED KNOWLEDGE '''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east...")
 
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==== INT or CHA 18+ ====
==== INT or CHA 18+ ====
After gathering the above information, the heroes can also check through recent records of public discourse and determine that a miner named Brent Brentson has been vocally displeased with the miners’ current state of affairs.
After gathering the above information, the heroes can also check through recent records of public discourse and determine that a miner named Brent Brentson has been vocally displeased with the miners’ current state of affairs.
== Lead 1: Protecting Lauby ==
The heroes likely do not know about Lauby at the beginning of the adventure. By talking to certain merchants or by meeting with Ezmerelda at the Temple of Vigil, they will become aware of Lauby and might seek them out. Lauby lives in a small townhome on the outskirts of the West Bazaar. If the heroes approach them, describe the state of Lauby’s home.
'''''Read Aloud:''''' ''The townhome in question, like most in Bridgemoor, is built up rather than out. It’s a narrow three-story affair, and its wooden walls with stonework frames would look quaint if not for the obvious air of fear emanating from the house. The windows are boarded up, the window garden on the ground floor has wilted and become overgrown with weeds, and the front door has two sets of skulls and scythes carved into its wood.''
If the heroes make any threatening gestures, Lauby will not open the door and they will either have to leave or break in if they wish to speak with Lauby that badly.
If the heroes approach calmly and explain that Ezmerelda or one of the other merchants sent the heroes to check in on Lauby, then Lauby might be willing to open up.
Peeking out through a peephole in the doorway, Lauby will assess the heroes. The heroes must each roll a CHA check and may not add Intimidating. Heroes holding Unwieldy weapons have a -3 penalty.
If the group average is 12 or higher, Lauby will let them in. If it is lower than 12, Lauby will conduct the entire muffled conversation through the locked door. If, at the end of the conversation, the heroes have convinced Lauby that they intend to help, then Lauby might let them in, at the MC’s discretion.
If Lauby opens the door, convey the following information to your party.
'''''Read Aloud:''''' ''From behind the door, you hear a series of clicks and rattles as Lauby unlocks at least six metal bolts and chains securing the entry. When the door finally swings open, you see a short kleppin with the features of a raccoon. Lauby’s beady eyes appear watery with fright and sleep deprivation. Their fur is matted and their fuzzy red robes are disheveled, though you might note that the robes are of a fine, comfortable make.''
''The ground floor is poorly lit, stripes of light from the boarded up windows and the open door itself providing the majority of the illumination. You see wooden crates arranged to serve as a kind of barricade partitioning off the floor into two rooms of sorts. In the forefront, you see several metal rods that have various colorful, ornamented clothes hanging from them. The back of the ground floor, which you have surmised to be some kind of clothing store, is a small workspace covered in fabrics, threads, and yarns. Behind the workspace, an open doorway leads into a small kitchenette.''
''A shadowed staircase behind the work area leads up to the higher floors in the townhome. Peeking down from the stairs, you see two more huddled shadows. As your eyes adjust, you see that they are also kleppin with raccoon features.''
''“My wife Sheila,” Lauby says. “And our daughter, Kitty.”''
==== Lauby’s Costume Shop ====
Whether the conversation takes place inside Lauby’s house or through the locked doorway, talking with Lauby for any amount of time reveals that they are simply a kind-hearted merchant trying to make a living for themself, their wife, and their daughter. Lauby has always loved costuming and was in a juvenile theatre near Bridgemoor University when they were a child, so as an adult they saved and borrowed money until they could open a costume shop. Lauby’s costumes are primarily commissioned by the handful of professional theatres throughout Bridgemoor, but the Festival of Masks in early autumn is usually a lucrative time for Lauby as many folk enjoy participating in the festival by donning colorful costumes.
The Festival of Masks is coming up in three weeks, and Lauby worries that their family will be in for very tight times if they can’t reopen their store soon so that people can prepare for the festival. If the heroes are able to stop the cult threat before the festival, then Lauby will pay them each a percentage of their revenue from the festival after it is over. Lauby can’t promise how much money that might make them, but it will be at least 20 sc each. Alternatively, Lauby is happy to make the heroes each a free costume if they do not mind waiting until after paying customers have brought in a little more funding.
[[REVENUE FROM LAUBY
==== Cultist Costumes ====
The heroes might inquire as to whether Lauby has any costumes resembling those the cultists use: either the skull masks, the dark robes, or both. If Lauby has been thoroughly convinced that the heroes mean them no harm, they will admit that they do have dark robes similar to the cultists’ attire. These are not identical to the robes that the cultists wear, and Lauby put the robes into storage as soon as the trouble started.
If the heroes decide to attempt infiltrating the cultists’ ranks, Lauby would be willing to make alterations to the robes for the heroes. Lauby has seen the cultists’ robes before and is able to produce convincing replicas given 90 minutes per robe.
==== Defending Lauby ====
The heroes know that Lauby is a target of the cultists, and Lauby will request - even to the point of begging - that the heroes stay in Lauby’s townhome and protect them and their family from the cultists.
When you feel that the time is right, whether the heroes have just met Lauby or are returning to speak with them again, initiate the Defending Lauby encounter in Section 3: First Blood.
== Lead 2: The Disaffected ==
The heroes can pursue this lead once they are directed to speak with Brent Brentson. It is possible that a hero who did the Bridgemoor Mines prologue will think to do this even if they are not directed to by another NPC. If this happens, allow the heroes to pursue this lead even though they were not told to by another character.
'''''Read Aloud:''''' ''The Oakbarrel Tavern is your typical low-end watering hole for common laborers and working merchants. The Oakbarrel’s tables are rough and poorly sanded. Old, empty barrels double as standing tables, and the walls are bare of decoration aside from a few varnished branches of oak trees. Wooden chandeliers hold wax candles that offer dingy illumination, augmented by a flickering fire in the hearth.''
''The tavern itself may be a bit run down, but its occupants are lively enough. In the center of one long, low table, surrounded by his buddies from the mine, is Brent Brentson. He seems to be the life of the party, although upon listening to his tirades, you sense that his magnetism comes more from always being pissed off about something rather than having any good-natured charm. The dwarf has a face and hands as rough as coal, and his hair and beard are a tangled mess of black, ropy knots. When he grins, it rarely reaches his eyes, and you note that he’s missing a lower front tooth.''
=== Talking with Brent ===
The heroes can attempt to talk with Brent and try to get his take on the events of the past few weeks. Getting him to talk about anything substantial first requires the heroes to endure ridicule, as Brent goes out of his way to take cheap shots at strangers’ appearance, accents, or questions in order to look tough in front of his friends. As dislikeable as he may be, Brent is unoffended if a hero responds in kind. In fact, responding to Brent’s insults in kind actually makes Brent respect the hero more; after such an exchange, he invites the heroes to take a seat at the miners’ table.
==== Brent’s Perspective ====
Brent has no shortage of opinions on anything that has happened in Bridgemoor recently. If the heroes make it past his insults, he will explain to them how there was recently a cave in, and thanks to his heroics (and the help of the other miners, of course) they were able to clear out the cave in quickly enough that they prevented an attempted robbery.
Heroes that were part of the Bridgemoor Mines prologue may dispute this, of course. Brent will wave away any minor disparities in their narration as remembering the same event slightly differently, but the basic story remains the same no matter how you tell it. If heroes press him on this, he becomes verbally combative and may stop talking with them altogether.
Assuming that they manage to keep Brent talking, he will move from the matter of the cave in to the overall systemic problems with Bridgemoor’s mines.
The miners themselves make the smallest income after working the most labor-intensive jobs. The Meritocrats take a huge share of the gold and gems, and they take the entirety of magical artifacts unearthed. The supervisors and administrators that oversee the mines directly aren’t much better and are paid more than the miners to simply watch and complain when the miners don’t work hard enough.
[[TRUTH OF THE MINING SITUATION
Brent then rambles on from the problems with mine wages to the current social unrest in light of the cultists. It seems that the cultists are targeting the wealthy and the elite of society, especially those of prominence at the Temple of Vigil. Brent seems to admire the cultists’ brazen attacks, and while he denounces them, any hero that makes a DC 8 AWR check can sense that he doesn’t actually disapprove of their behavior.
==== Brent’s Cult Affiliation ====
Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions.
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted.
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''STAT''' in XXX p. ##. His buddies, if they are still around, have the stats of '''Thugs''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell.
The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple).
==== Brent’s Suspicion ====
If the party raises suspicion and is unable to get Brent to genuinely open up to them, then he will take mental note of the heroes and will alert the cultists. The cultists will then attack the heroes as described in section 3: First Blood below.
== 3: First Blood ==
The first violent confrontation with the cultists will come in one of two circumstances: either the heroes are defending Lauby, or the cultists target one or two heroes as potential sacrifices.
Regardless of which encounter you run, or if you run both with different heroes, each adventurer should level up to level 3 after these encounters.
=== Defending Lauby ===
If the heroes decide to defend Lauby from the cultists, then allow the heroes to know the full schematics of Lauby’s house. They may wish to fortify it further or to use the windows as archery slits.
Lauby’s ground floor includes the front showroom, back workshop, and small kitchenette attached to the workshop. A backdoor leads from the kitchenette out to the alleyway. The showroom and workshop are part of the same room, separated by wooden crates.
The workshop has a narrow staircase that leads up to the second floor. This is a two-room floor with a wall partitioning off a family living area and a bedroom. The living area has another staircase leading up to the third floor, which is intended for additional storage space. Lauby’s daughter Kitty has turned the space into her play fort, having dragged boxes around and draped blankets over them to make a sort of tent.
The windows on every floor are boarded up. Heroes that peel off a wooden board from any of Lauby’s windows can use the window as a defensible vantage point. They have Partial Cover (+3) while behind such a window, and their own attacks are unimpeded.
Adjust the following read aloud text as needed based on your party’s size.
'''''Read Aloud:''''' ''As twilight deepens and dusky shadows stretch along the square, a conspiracy of dark-robed figures stalk towards the house. They make no pretense to hide the knives and clubs they wield, and as they approach and fan out, you see that a couple of them are holding vials of flame as well. Things just got very real, very quickly.''
==== Cult Forces ====
In this combat, nobody is Surprised.
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics.
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
[[CULTISTS
==== Cult Tactics ====
While the majority of cultists will remain in the front of Lauby’s home, 1-2 will sneak through the alleyway and come in through the kitchenette.
The cultists will make no effort to use their Summoning Circle feature.
Two of the cultists each have 1 flask of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend to use the fire on Lauby’s home. The fire spreads 5ft in a random direction once every 20 seconds. Putting out a 5ft area of fire requires dirt or a soaked cloth and takes 3 AP.
If more than ½ of the cultists are incapacitated, the rest will attempt to flee. While they originally came with the intent to [[kill]] Lauby, they will settle for damaging Lauby’s property if they are forced to retreat.
==== End of Combat ====
At the end of this combat, if the heroes were not already level 3, they advance to level 3.
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.
[[GOODWILL
=== Target for Sacrifice ===
If the heroes have not met Lauby, or if they have gotten on the wrong side of Brent, then cultists will ambush them and try to nonlethally subdue them to use as sacrifices for their occult activity. The cultists will try to attack when only one or two heroes are together, but will set up an ambush for the entire party if they see no alternative.
As the heroes describe how they go about their activities, look for an opportunity for the cultists to spring their ambush. Such an opportunity would likely be when the heroes are in a less populated part of town or cut through an alley to save time. It might also be in a sparsely populated tavern where the cultists can easily cajole the few bystanders into conveniently forgetting that they saw anything.
When this circumstance arises, make one INT/Evading roll to represent the cultists’ efforts to remain covert. If this would hit the ANT of each hero, then the heroes are Partially Surprised when the fight starts. Otherwise, nobody is surprised.
==== Cult Forces ====
Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly.
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
[[CULTISTS
==== Cult Tactics ====
At least 2 cultists will approach the heroes on the ground. Up to 3 additional cultists will approach from an elevated vantage point if possible, such as a rooftop or a tavern’s indoor balcony. Any additional cultists beyond this number will approach on the ground.
The cultists are fighting nonlethally. If they knock out a hero, they will bind the hero in thick ropes and drag them into the Underbridge, where the hero will be sacrificed as part of the ritual to summon the Bonewraith. Heroes that are captured in this way may attempt to escape, first by succeeding on a DC 14 check to escape their ropes, then by fighting or sneaking out of the Underbridge. The check to escape ropes could be STR, DEX, or INT.
The cultists will make no effort to use their Summoning Circle feature. If more than ½ of the cultists are incapacitated, the rest will attempt to flee.
==== End of Combat ====
At the end of this combat, if the heroes were not already level 3, they advance to level 3.
[[INTERROGATING THE CULTISTS
== 4: Attack on the Temple ==
After the heroes defend Lauby or fight off the cultists, allow them a little time to recover (including Taking a Rest if they wish) and to debrief.
The next day, the town is abuzz with a new development: the Temple of Vigil had a skull and scythe scrawled on its doors. If the heroes talk with Lauby, Ezmerelda, or other congregants, the general consensus is that the members of the Temple fear that the cultists plan on vandalizing it.
Indeed, later that same night, the cultists do attack the temple with the intent of property destruction. The heroes should almost certainly see this coming, so they might set up an ambush and confront the cultists directly, or they might watch the cultists without engaging and follow them back to their lair.
=== Combat ===
Combating the cultists at the temple should be difficult, and if the party takes time to set up an ambush it will give them a notable edge that evens the odds a bit. Scale the exact number of cultists based on the size of your party. Note that it is assumed that your party has more or less assembled at this point, so it is assumed that there are at least three level 3 heroes in this confrontation.
To determine if the heroes can successfully set up an ambush, ask them each to make DEX or INT checks to hide themselves well enough to stay undetected. The DC is 14. If any hero rolls above this DC, then the cultists are Partially Surprised when combat begins. If any hero rolls above this DC and other heroes roll below this DC, then the heroes that roll below this DC are also Partially Surprised, representing how they are flat-footed when it comes time to act.
==== Terrain ====
The battle takes place several hours after sundown. The Temple of Vigil faces a large public square that is empty of merchant carts by nightfall, although foot traffic is still common in the area. The alleyways on either side of the Temple are relatively clean and spacious. The alleys are completely unlit, while the town square has lanterns offering dim lighting to the area.
==== The Cultists ====
Note that regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
The Underbridge Cultists and Underbridge Initiates each have 3 flasks of Alchemist’s Fire, which they use their DEX to attack with vs a creature’s REF. On a hit, a creature gains Burning 1d6. The cultists intend the fire to be used on the building, but will throw one or two vials at the adventurers if they feel it will help scare them off. If they throw the fire onto the ground, it spreads 5ft in a random direction every 20 seconds if there is flammable fuel (such as wood or cloth). It takes 3 AP to snuff out a 5ft area of fire, and efforts to put out the fire with water fail; a hero must use dirt or a soaked cloth to smother the flames.
If the PCs capture a cultist by dealing nonlethal [[damage]] to it, restraining it with manacles, or some similar preventative measure, then they can interrogate it (see Interrogation below).
==== Encounter Difficulty ====
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Knights''' are in CC p. 277, and stats for '''Thugs''' are in CC p. 235.
[[CULTISTS
=== Pursuit ===
If the cultists are in full retreat, or if the party does not engage them in combat but instead follows them back to their lair, then there is a pursuit.
If the adventurers have not made themselves known to the cultists, each adventurer must make a DEX check against the cultists’ AWR check (roll one check for the cultists, and separate checks for the adventurers). If the cultists do not detect the adventurers, then they are able to follow the cultists back to their lair (see section 5).
If the cultists are aware of the adventurers, then each cultist and each adventurer must make a STR check as the cultists attempt to run away. Any cultist that rolls higher than all of the adventurers is able to escape. Any adventurer that rolls higher than a cultist is able to catch up with the cultist and have one turn of combat against it (and the cultist can take one turn as well) before repeating the process.
If the cultists are aware of being pursued, they will not return directly to their lair, but instead will lead the heroes as far away from the lair as possible.
=== Interrogation ===
If the adventurers capture a cultist, either during the attack on the Temple or in a pursuit thereafter, then they can each make CHA checks to learn details about the cult’s lair.
Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.
[[EFFECT
Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.
== 5: The Underbridge Cult ==
Once the adventurers have a fix on the cultists’ lair, they can enter the Underbridge (although they should probably Take a Rest first). They may be stealthily tailing cultists and following them into their lair, or they may have acquired the information they need through interrogating a captured cultist. Heroes that are captured by the cultists will also reach the heart of their lair, albeit in much more compromising circumstances.
[[THE COMING CONFRONTATION
[[ENTERING THE SEWERS PREMATURELY
==== Venturing into the Sewers ====
When the heroes are ready to enter the sewers, set the scene for them.
'''''Read Aloud:''''' ''The first thing that hits you is the stench. Rotting crap is not a pleasant odor even in isolation, and when overlaid with rancid urine, molding meat, and rotten eggs, the foul smell is something you almost feel on your skin. Breathing through your nose is enough to make your eyes water, and breathing through your mouth conjures up images of the plague.''
''The second thing that hits you is the enormity of the sewers. In your scant illumination, you see slimy stone walls. The pathway is shaped like a trough, allowing you to walk on either raised side while streams of sludge and refuse ooze through the middle of the tunnel. The tunnel branches and forks, each new offshoot looking identical to the one before it. One could easily become lost down here, and judging by the humanoid-looking bones you see on occasion… some people have.''
''The sewers are neither particularly hot nor cold. Just… moist.''
Ask them to establish a marching order and to determine if they have any sources of light. When establishing a marching order, ask the heroes to arrange themselves in single file and in double file. The sewers generally accommodate two adventurers walking abreast, but it’s helpful to know specifically what order they walk in when single file marching is necessary.
Each hero should make an INT or AWR check to navigate the sewers. They can use any skill that they make a good case for, but AWR/Navigating, AWR/Tracking, and INT/Dungeoneering are the most relevant. To benefit from AWR/Navigating, a hero must procure city records of the sewers, which are available to copy from the public records of the Meritocrats’ Palace.
Out of all the heroes’ rolls, use the highest. If it beats DC 15, then the heroes suffer no penalty. If it does not beat DC 15, increase the Showdown encounter difficulty by 1 step.
=== Sewer Rats ===
'''''Read Aloud:''''' ''Skittering noises are ubiquitous in the sewers, but they still make you jump and flinch when you hear them. It’s hard to identify what is a new noise and what is an echo, and determining where the noises come from is a difficult task.''
Heroes may make AWR/Perceiving checks relying on their hearing. Anyone who meets a DC 14 is aware of the approaching rats; anyone who fails this check is Partially Surprised.
One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.
[[RATS
==== Recoup ====
If the party has time to spare after the battle, they can choose to Catch their Breath or Recoup. If they Recoup, increase the Showdown encounter’s difficulty by 1 step.
=== Finding the Entrance ===
If they discovered the secret entrance to the cultists’ lair through interrogation or by stealthily following cultists back to the sewers, then they may skip this section as they can find the entrance to the cult lair without too much difficulty.
If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.
[[PLAYERS
==== Bad Result ====
By the time the party finally finds the way into the lair, the cultists have had ample time to prepare. Increase the Showdown encounter’s difficulty by 2 steps.
==== Good Result ====
The party is able to find the doorway with only a little trouble. The Showdown encounter’s difficulty increases by 1 step.
==== Great Result ====
The party quickly finds the doorway. The Showdown encounter’s difficulty is unaltered.
==== Superb Result ====
The party almost instantly finds the doorway. The Showdown encounter’s difficulty decreases by 1 step.
==== Using the Medallion ====
Once the heroes find the doorway, they must still use a medallion to open the door. Doing so has no bearing on the final Showdown encounter. However, if they do not have a medallion at this point, they may manually break into the hidden entrance, but doing so is loud and automatically increases the Showdown encounter difficulty by 4 steps.
=== Cultist Showdown ===
When the adventurers finally arrive in the maintenance chamber to confront the cultists, they see a deeply disturbing sight.
'''''Read Aloud:''''' ''A dark gathering of hooded figures fill the converted warehouse. Clusters of wax candles and wrought iron lanterns are scattered about the room in loose concentric circles, providing dim illumination that casts nightmarish shadows across the scene before you. A wide pentagram of blood is painted on the floor, and it seems that there are some humanoid viscera in the painted star as well. A mass of bones and shadows radiates with flickering red light that it draws from the blood. The fiend’s empty sockets seem to drink in the light, and its jaw and hands are unnaturally, impossibly long.''
''A quick glance around the room allows you to assess the terrain. Old boxes and barrels offer potential cover, as do old columns of the same redstone that makes up most of Bridgemoor. On the far side of the room, a collection of crates have been pushed together to form a makeshift podium.''
''On the podium of crates, overlooking the grizzly ritual, a dark figure looms. A fiendblood with dark purple skin that resembles onyx in the dim light, this figure has long black hair and a series of short, protruding horns that resemble an unholy crown. His irises catch and absorb the light, glowing a luminous, malicious green, his irises surrounded by inky black rather than typical whites.''
''He is tall and powerfully built. Broad shoulders and a muscular frame easily carry his dark steel armor and his midnight black cape. Dark batlike wings sprout from his back between his shoulders.''
''“Ah, we have guests,” he says when he sees you. His voice is a creamy baritone. “And just in time. Our new friend Druvesk is hungry.”''
If necessary, remind the heroes that retreat is always an option. Depending on how well they did in tasks leading up to this confrontation, the heroes may face a somewhat easy fight or an incredibly dangerous one.
==== Surprise ====
It is unlikely that anyone in the battle is Partially Surprised (except Druvesk the Bonewraith, if the heroes arrive while he is still weak from being summoned), but you may decide otherwise based on the situation.
==== Aradin the Witchblade ====
The fiendblood, whose name is Aradin the Witchblade, does not participate in this combat. Instead, on Initiative count 20 during the first turn, he makes a declaration to the heroes and then takes his leave.
'''''Read Aloud:''''' ''The fiendblood smiles down on the carnage. “Know that you were slain by disciples of Aradin the Witchblade!” he bellows. Then, almost nonchalantly, he turns and strides through a shadowed hallway at the back of the podium.''
Heroes that get to go before Aradin and attempt to attack him will not be able to deal sufficient damage to seriously endanger him. If they attack him, describe how he shrugs it off without a second thought.
==== Cult Forces ====
The number and strength of the cult forces that confront the heroes in this final showdown depend upon how successful the heroes were in the events leading up to this showdown. The battle starts at Medium difficulty, but is adjusted up or down by the events starting after the battle at the temple.
This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 Underbridge Initiate for each additional step beyond 3.
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' are in TCL p. ##. Stats for the '''Bonewraith''' are in CC p. ##. Stats for '''Thugs''' are in CC p. ##. Stats for '''Skeletons''' are in CC p. ##. Stats for '''Zombies''' are in CC p. ##.
[[BIG TABLE
==== Druvesk the Bonewraith ====
The bonewraith that the cultists summoned is named Druvesk. Druvesk uses the tactics typical of any Bonewraith, snuffing out sources of light so that his attacks are stronger. If he is Bloodied, Druvesk will attempt to flee via the same exit that Aradin took. If he gets away, he will appear later in the campaign.
If the battle is easier than normal for the heroes, then adjust Druvesk’s abilities as denoted in the appropriate superscript number.
'''1.''' Druvesk cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.
'''2.''' Druvesk is Partially Surprised on the first round. Furthermore, he cannot use his Growing Horde ability during this combat. If he escapes the combat, he may use it later.
==== Resolving the Battle ====
The battle is over once the heroes have fled or have defeated the cultists. The cultists will fight until dead or incapacitated. Take note of whether the Bonewraith fled or not. This has no bearing on whether the heroes are considered the winners of the fight; if Druvesk fled and the heroes defeated the cultists, they won.
If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.
If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''Bonewraith''' (CC p. ##), several '''Skeletons''' (CC p. ##), and 2 '''Thugs''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes.
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.
==== Interrogating the Cultists ====
If the heroes leave one or more cultists alive to interrogate later, they learn that the dark cult leader who left at the beginning of the fight is named Aradin the Witchblade. They learn that Aradin and the Underbridge Cult wanted to destabilize Bridgemoor; their chief goal in the city was to cause chaos. They have grander plans - the cultists can only assume that Aradin has his eye set on conquest - but Aradin has not actually divulged his schemes to his subordinates, so this is speculation. All that the cultists know for certain is that they were supposed to summon fiends to join Aradin’s cause, and they would be rewarded for standing with him when it came time to enact Aradin’s greater plans.
=== The Lair and Treasure ===
The cultists’ lair consists of several more rooms than the initial chamber where the battle takes place. If the heroes are victorious, they may explore the lair.
==== The Crates ====
The crates are mostly empty. Those that have contents are usually filled with moldy food, frayed textiles, and other goods that would be useless to sell. A hero may make a LUCK/Fortuity check, finding sc equal to their roll. On a roll of 10 or higher, they find one randomly determined trinket. On a roll of 18 or higher, they also find one intact tool or kit of their choice (see CRB p. 312-14).
==== Living Quarters ====
To the left of the ritual chamber, there are a series of smaller rooms that have hostel-style sleeping arrangements. Straw mattresses are arranged on crates or on wire bed frames, usually four or five to a room. At the end of this hallway, there is a latrine that obviously empties directly into one of the streams of sewer sludge.
==== Aradin’s Office ====
In the back left corner of the ritual chamber, behind the hallway leading to the living quarters, there is another hallway blocked by boxes. Heroes that move these boxes and head down the short hall find a small but well-stocked administrative office that they can surmise was used by the cult leader that fled. It is unlit when the heroes enter, but a single wall sconce holds an iron torch that provides adequate illumination to the room once lit.
'''''Read Aloud:''''' ''The torch on the wall provides dim light to a small office. A single narrow bookshelf in one corner has dusty-looking books, and a polished wooden desk with a matching chair seems to be the only other object of note in the room.''
A narrow bookshelf holds basic economic information. With a successful DC 14 INT check, heroes that read these records will be able to deduce that the cultists were siphoning revenue from virtually every economic sector in Bridgemoor: merchants, barkeeps, performers, and even governmental officials have all lost coin to the cultists. It is unclear whether these were bribes, thefts, or dues. If a hero makes a successful DC 30 INT check, they can decipher a code within these books; Aradin uses them as a way to keep track of high profile people that are affiliated with his cult, including one of the Bridge Knights who is a captain in the force. The captain in question is named Brendan Sterling.
The heroes find a locked chest under Aradin’s desk, and with a successful DC 13 INT check, they can open it. It contains 6,000 sc worth of coins and gems.
In the drawers in Aradin’s desk, the heroes can find more paperwork covering matters similar to the books on the shelves. They also find an envelope with a broken wax seal. The seal is simply a circle of inky black wax. There is no letter inside.
Heroes that started their adventure with the Kendarian Diplomats prologue might have seen a similar letter if they went to Dustdale and found the cultist there.
If the heroes investigate the drawers to see if there are any false bottoms, they find a hidden compartment that has a map of the Great Chasm and the nations around it. Red ink X’s are drawn over Bridgemoor, a small town on the border of Bridgemoor and Kendaria (this is Dustdale), and in the foothills to the northwest of Bridgemoor in Nalatheshi territory (this is where Mort Ironheart lurks with his gang). Aridala and Dalewright, the capitals of Nalathesh and Kendaria respectively, are circled in the same red ink.
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.
Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an Amulet of Thirst (MCG p. ##) and Crane Paper (MCG p. ##).
==== The Bolt Hole ====
The last area of interest that the heroes might explore is the tunnel that Aradin retreated through. If Druvesk escaped, he also fled down this [[passage]].
'''''Read Aloud:''''' ''You climb over the podium and follow the tunnel, which remains flat for a time before becoming a steep, downward-spiraling staircase. It descends for a considerable time before simply opening up into empty air. Far below, you can see the faint, diffuse glint of the Chasm River. In the warm night, a thin mist blankets the river, twinkling in the light of the stars and the five moons. You are literally under the bridge. It seems that the cult leader - who you recall had wings - simply dropped out of this bolt hole and flew away.''
== 6: Conclusion ==
After the heroes reach level 4 by defeating the cultists in a showdown (even if the [[Bonewraith]] escapes), they are recognized and thanked for their efforts. They will need to offer proof that the cultists will not be causing problems again in the immediate future; escorting the Bridge Knights into the cult’s lair is sufficient proof, and Commander Blacksky would lead such a contingent of Bridge Knights personally.
Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.
[[NPCs
=== Receiving Payment ===
The heroes may at this point receive payment for their efforts if they negotiated a reward in advance. This might come in the form of profit sharing with Lauby, being paid by the Meritocrats for ending the nuisance, or receiving a reward from Magellus Black for a job well done. It is possible that the heroes managed to secure all three forms of payment.
=== Gaining Goodwill ===
When the heroes defeat the immediate threat of cult activity in Bridgemoor, they gain [[Goodwill]]. Each hero gains 2 Social Goodwill in Bridgemoor. They also gain 2 Goodwill in the same category or another category of their choice, provided that they can justify it. Helping Lauby is grounds for assigning their additional Goodwill to the Mercantile occupation, for example, while speaking with Hengory in a constructive fashion is reasonable justification for gaining Goodwill in the Aristocratic or Political occupations.
== Proceed to Part Two ==
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion).

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