Chapter 3: The Underbridge Cult: Difference between revisions

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[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]
[[Cloven Lands Playtest Material|[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.
Whether they came from [[the Bridgemoor Mines]], the [[Nalatheshi Merchants|Nalatheshi Caravan]], or the [[Kendarian Diplomats]] prologue, all of the heroes should now be in [[Bridgemoor]] and should be level 2.


{| class="wikitable" style="background-color: #d0e0e3;"
|'''Assumed Knowledge'''
It is assumed that every hero in Bridgemoor has at least a basic understanding of the current state of affairs in the city-state. Give this information to your players freely.


[[ASSUMED KNOWLEDGE
Bridgemoor is governed by a group called the Meritocrats. They are generally perceived as a snotty group of elites that don’t usually give anyone the time of day unless paid an exorbitant fee for the privilege of meeting them.


The Bridge Knights, who keep the peace in Bridgemoor, are fairly unpopular right now. Wealthy merchants appreciate their heavy-handed tactics, but poorer merchants, trades workers, and innkeepers feel crushed by overregulation.


'''''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 and west of the Chasm, most immediately between Kendaria and Nalathesh. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of travel to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''
Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.


''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of occult activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''
Bridgemoor has several temples to different [[deities]] and religious orders. The [[Order]] of the Darkscourge, the Fixers, and Vigil each have facilities in the city.
|}
 
 
 
'''''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 and west of the Chasm, most immediately between [[Kendaria]] and [[Nalathesh]]. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''
 
''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''


If a hero lives in Bridgemoor, they obviously have a vested interest in keeping the city stable. If they are simply an adventurer looking for work, a hero can easily sense that there is money to be made here: Bridgemoor will pay well for a quick resolution to the cultist problem.
If a hero lives in Bridgemoor, they obviously have a vested interest in keeping the city stable. If they are simply an adventurer looking for work, a hero can easily sense that there is money to be made here: Bridgemoor will pay well for a quick resolution to the cultist problem.
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=== 3: First Blood ===
=== 3: First Blood ===
After the heroes have made some headway with the investigation, there will be a combat encounter with the cultists. The exact nature of the encounter depends on their method of investigation. The cultists might attack an NPC merchant named Lauby, drawing the heroes in to defend their new friend. Alternatively, the cultists might single out one or two heroes as suitable humanoid sacrifices and attempt to abduct them in a darkened alley.
After the heroes have made some headway with the investigation, there will be a combat encounter with the cultists. The exact nature of the encounter depends on their method of investigation. The cultists might attack an NPC [[merchant]] named Lauby, drawing the heroes in to defend their new friend. Alternatively, the cultists might single out one or two heroes as suitable humanoid sacrifices and attempt to abduct them in a darkened alley.


The heroes level up, becoming level 3.
The heroes level up, becoming level 3.


=== 4: Attack on the Temple ===
=== 4: Attack on the Temple ===
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbirdge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.
After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbridge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.


The heroes can intervene in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.
The heroes can [[intervene]] in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.


=== 5: The Underbridge Cult ===
=== 5: The Underbridge Cult ===
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness Aradin the Witchblade, the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.
Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness [[Aradin the Witchblade]], the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.


=== 6: Fallout ===
=== 6: Fallout ===
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== Posing as Cultists ==
== Posing as Cultists ==
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with Magellus Black or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.
During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with [[Magellus Black]] or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.


If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.
If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.


An adventurer learns the following information based on how well they roll. This information is cumulative, so if they roll a 12, they learn the information from both the 8+ and the 12+ DCs.
An adventurer learns the following information based on how well they roll. This information is cumulative, so if they roll a 12, they learn the information from both the 8+ and the 12+ DCs.
 
{| class="wikitable"
 
|+
[[INFORMATION LEARNED
!DC
 
!Information Learned
|-
|8+
|You learn that the cultists communicate using secret keywords and nonverbal gestures. You can conduct further investigation if you wish to attempt learning this dialect.
|-
|12+
|You learn one randomly determined fact about the cultists.
|-
|16+
|Learn one additional fact about the cultists (rolling twice on the table and rerolling [[duplicate]] results).
|-
|20+
|Learn one additional fact about the cultists (rolling three times on the table and rerolling duplicate results).
|-
|24+
|Learn all four facts about the cultists from the table below.
|}


Note that if a hero rolls at least a 12, then they learn one random fact about the cultists as determined by the table below. If multiple heroes investigate the cult’s practices, this means that on a roll of 12 or higher, there is a chance that the heroes will learn different facts about the cultists, increasing their odds of successfully infiltrating the group.
Note that if a hero rolls at least a 12, then they learn one random fact about the cultists as determined by the table below. If multiple heroes investigate the cult’s practices, this means that on a roll of 12 or higher, there is a chance that the heroes will learn different facts about the cultists, increasing their odds of successfully infiltrating the group.


Roll on this table to determine the rumors that heroes pick up about the cultists. If a hero gets to know more than one clue, reroll duplicate rolls.
Roll on this table to determine the rumors that heroes pick up about the cultists. If a hero gets to know more than one clue, reroll duplicate rolls.
[[INFORMATION LEARNED
 
{| class="wikitable"
|+
!d4
!Information Learned
|-
|1
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their [[criminal]] activities.
|-
|2
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.
|-
|3
|The cultists do not allow anyone into their ranks who have Divine Power 1 or higher before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.
|-
|4
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing [[poison]] that render their enemies ineffective.
|}


==== Cult Dialect ====
==== Cult Dialect ====
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Any hero may spend a day observing areas in Bridgemoor that have been known to have high amounts of cult activity. After doing so, they can make an INT, AWR, or CHA check, adding a skill if relevant. They learn the following information accordingly. The information in this check is also cumulative, meaning if a hero rolls a 13, they learn the information from both the 8+ and the 13+ DCs.
Any hero may spend a day observing areas in Bridgemoor that have been known to have high amounts of cult activity. After doing so, they can make an INT, AWR, or CHA check, adding a skill if relevant. They learn the following information accordingly. The information in this check is also cumulative, meaning if a hero rolls a 13, they learn the information from both the 8+ and the 13+ DCs.


 
{| class="wikitable"
[[INFORMATION LEARNED
|+
!DC
!Information Learned
|-
|8+
|If the hero did not know all of the rumors on the table above, they randomly learn one new rumor (reroll if it is one that they already know).
|-
|13+
|The hero picks up on a key phrase that the cultists use when discreetly identifying one another in plain view. One will construct a situation where they need a small blade in order to cut binding on a package or some similar scenario. The second cultist will ask “Which blade?”
|-
|18+
|The hero observes a greeting where the phrase “Which blade” is used, and sees that the inquiring person holds out two small knives and the medallion when saying the phrase.
|-
|23+
|Having identified the two cultists, the hero can overhear a bit of their conversation. The hero will learn that their lair is somewhere in the Underbridge - a maze of warehouses and sewage tunnels in the bridge’s foundations - and learns that their leader is named Aradin.
|}


=== Cult Medallions ===
=== Cult Medallions ===
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into possession of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.
Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into [[possession]] of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.


These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.
These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.
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==== False Affiliation ====
==== False Affiliation ====
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, bartender, or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, [[bartender]], or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.


If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.
If the Bridge Knights respond in a timely fashion, they will try to subdue the heroes and take them to the Bridge Keep for questioning. Use the encounter calculator from the Bridge Knights section below to determine how many knights show up.


Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to panic and flee.
Showing the medallion to Magellus Black without first warning him or explaining how they found it will result in Magellus treating the hero with suspicion. Similarly, showing the medallion to Lauby without prepping them will cause them to [[panic]] and flee.


=== Infiltrating the Cult ===
=== Infiltrating the Cult ===
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== 1: Assembling the Party ==
== 1: Assembling the Party ==
You can choose to have the party come together in a few different ways, each detailed here.
You can choose to have the party come together in a few different ways, each detailed here.
 
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Adding a New Player'''
[[ADDING A NEW PLAYER
Often, once you begin a TTRPG campaign, the word gets out and you may get a hopeful friend, or friend of a friend, wanting to get in on the action. In such an event, remember first and foremost that you can say no if you feel that adding additional people would be too difficult for you. But if you ''do'' want to add someone new, this chapter is a great opportunity to do so. Ask the new player to make a level 2 character and to include justification for why their hero is in Bridgemoor. Then, in the following approaches to assembling the party, treat them like any other player.
|}


=== Individual Lives ===
=== Individual Lives ===
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If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.
If you want to still make the campaign feel like it organically came together while offering the heroes faster, more direct ways to find one another, use this approach.


Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three NPCs that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.
Begin as you would with the Individual Lives option. As players narrate their heroes’ lives, interject with two to three [[NPCs]] that the hero interacts with. Make note of the one that your player seems to respond to most enthusiastically.


As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
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When using this approach, copy the following table onto individual slips of paper and give one to each player. These are rumors that their heroes have picked up regarding the cultists. Some of this information is redundant with information that merchants, Bridge Knights, and the like might tell the heroes, but it can be a fun way to get your heroes interacting with each other directly.
When using this approach, copy the following table onto individual slips of paper and give one to each player. These are rumors that their heroes have picked up regarding the cultists. Some of this information is redundant with information that merchants, Bridge Knights, and the like might tell the heroes, but it can be a fun way to get your heroes interacting with each other directly.


 
{| class="wikitable"
[[RUMOR CARD TABLE
|+
!Player
!Rumor
|-
|1
|The Temple of Vigil has been targeted repeatedly by the cultists. Perhaps this has to do with the Temple’s high standing in the community, or perhaps it’s a religious matter.
|-
|2
|Many miners have expressed discontent at the current state of affairs. They receive little compensation for the vast riches they bring to Bridgemoor.
|-
|3
|The cultists might be targeting the Bridge Knights because of the Bridge Knights’ draconian enforcement of the law. Perhaps the cultists are just disgruntled merchants?
|-
|4
|A merchant named Lauby has had their door carved with a skull and scythe twice now. Lauby fears for their safety.
|-
|5
|One Bridgemoor miner named Brent Brentson is especially vocal about his dissatisfaction with the miners’ current compensation.
|-
|6
|The phrase “Witchblade” has circulated in hushed tones. This is believed to be in reference to the leader of the Underbridge Cult.
|}


=== Questgiver ===
=== Questgiver ===
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''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''
''He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.''


Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossipping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.
Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossiping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.


'''The Meritocrats.''' Magellus is a <nowiki>[[MID-RANKING]]</nowiki> member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.
'''The Meritocrats.''' Magellus is a <nowiki>[[MID-RANKING]]</nowiki> member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.
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* The Temple of Vigil
* The Temple of Vigil
* Trades Workers
* Trades Workers
* University AcademicsEach of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.
* University Academics
Each of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Seeking Each Other Out'''
If you are using the second method of bringing your party together, remember that as the heroes explore Bridgemoor and look for leads on the cultists, they should gradually be directed to one another, whereupon they can exchange intelligence.


[[SEEKING EACH OTHER OUT
Make sure that you prioritize the heroes finding each other, rather than learning new intelligence that none of them had access to, when using this approach.
Even if the party has already formed officially, the heroes may feel the need to split up in order to gain more information more quickly. This is fine (but could be dangerous); consider having them roll initiative to determine what order you focus on players if they split up.
 
[[GOODWILL
For example if one hero speaks with a barkeep and rolls an 11-15 on their CHA, the barkeep might recommend that they go talk to another hero with whom the barkeep is familiar. That hero, rather than the barkeep themself, has information about the cultists targeting the Order of the Darkscourge, Temple of Vigil, and of course the Bridge Knights.
|}
 
Even if the party has already formed officially, the heroes may feel the need to split up in order to gain more information more quickly. This is fine (but could be dangerous); consider having them roll [[initiative]] to determine what order you focus on players if they split up.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Goodwill'''
Having a good reputation comes in handy when trying to gather information. In this part of the adventure, secretly add a hero’s Goodwill score to their die rolls made to gather information when they are interacting with people of the appropriate occupation. For example, heroes with 2 Goodwill in Bridgemoor’s Mercantile occupation gain a +2 bonus to CHA checks made to speak with merchants.
|}


==== Heroes from the Mines ====
==== Heroes from the Mines ====
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==== CHA 20+ ====
==== CHA 20+ ====
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser Kellion Blacksky, Commander of the Bridge Knights.
In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser [[Kellion Blacksky]], Commander of the Bridge Knights.
Having learned of them, the heroes can now approach Lauby and speak with them directly.
Having learned of them, the heroes can now approach Lauby and speak with them directly.


=== The Bridge Keep ===
=== The Bridge Keep ===
The Bridge Keep sits near the center of the bridge, south of the Meritocrats’ Palace and slightly west, marginally closer to the Nalatheshi border. It looms several stories tall and is built from the same brown and yellow stones that compose the bridge itself. It serves as a more austere and militaristic mirror to the ornamented spires of the Bridgemoor University on the opposite side of the Meritocrats’ Palace.
The Bridge Keep sits near the center of the bridge, south of the Meritocrats’ Palace and slightly west, marginally closer to the Nalatheshi border. It looms several stories tall and is built from the same brown and yellow stones that compose the bridge itself. It serves as a more austere and militaristic mirror to the ornamented spires of the Bridgemoor University on the opposite side of the Meritocrats’ Palace.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Bridge Commander Ser Kellion Blacksky'''
If the heroes travel to the Bridge Keep, this would be the perfect opportunity to introduce Bridge Commander Ser Kellion Blacksky, who is the top military official in Bridgemoor.


Ser Blacksky is a [[human]] in his early thirties. He has dark hair, facial scruff that isn’t properly thick enough to call a full beard, and chiseled features. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite whether the heroes are there of their own volition or are there because they were arrested. Ser Blacksky will not get bogged down in a conversation with them, directing them to speak with one of his lieutenants if they want to have a lengthy talk.


[[COMMANDER KELLION BLACKSKY
Kellion Blacksky is the main villain of the campaign. He becomes more directly involved in the events of the campaign starting in Part Two.
 
|}


The adventurers might go to the Bridge Keep to speak with the Bridge Knights (use the section below in this instance). They might also come to the Bridge Keep to see if any cultists have been arrested. They might ask if they can interrogate the cultists or if they can look through the cultists’ personal belongings.
The adventurers might go to the Bridge Keep to speak with the Bridge Knights (use the section below in this instance). They might also come to the Bridge Keep to see if any cultists have been arrested. They might ask if they can interrogate the cultists or if they can look through the cultists’ personal belongings.
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If asked, the Bridge Knights will explain that some of their members have been working on infiltrating the ranks of the cultists, and some of the knights have made reasonable headway identifying key members of the cult. Such identities are confidential and the Bridge Knights will not disclose the names of their suspects unless they are magically compelled to do so.
If asked, the Bridge Knights will explain that some of their members have been working on infiltrating the ranks of the cultists, and some of the knights have made reasonable headway identifying key members of the cult. Such identities are confidential and the Bridge Knights will not disclose the names of their suspects unless they are magically compelled to do so.
 
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''What Really Happened'''
[[WHAT REALLY HAPPENED
The Bridge Knights that speak with the heroes are unaware of this information and therefore cannot tell the heroes even if they are getting along well. Some of the Bridge Knights have, indeed, infiltrated the cult. Unfortunately, these knights were magically radicalized by Aradin the Witchblade and now are double agents, undermining the Bridge Knights’ efforts to bring the cult to an end.
 
|}


Heroes that use magic to force the Bridge Knights’ hands will make enemies of the Knights provided that the Bridge Knights learn later on that they were magically influenced. If this happens, then the heroes that directly used magic on them lose 4 Goodwill in the Bridgemoor Militant occupation, and the other heroes that were present lose 2 Goodwill by association. Furthermore, the heroes must now move furtively throughout the city as described in the Bridge Knights section below, as the Knights will arrest them on sight.
Heroes that use magic to force the Bridge Knights’ hands will make enemies of the Knights provided that the Bridge Knights learn later on that they were magically influenced. If this happens, then the heroes that directly used magic on them lose 4 Goodwill in the Bridgemoor Militant occupation, and the other heroes that were present lose 2 Goodwill by association. Furthermore, the heroes must now move furtively throughout the city as described in the Bridge Knights section below, as the Knights will arrest them on sight.
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If the heroes do not learn anything new from this roll, allow them to make one additional CHA check with a +5 bonus from getting the inmates to cooperate with them up to this point. This may or may not yield any additional intelligence.
If the heroes do not learn anything new from this roll, allow them to make one additional CHA check with a +5 bonus from getting the inmates to cooperate with them up to this point. This may or may not yield any additional intelligence.
 
{| class="wikitable"
 
|+
[[INFORMATION LEARNED
!DC
!Information Learned
|-
|13+
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their criminal activities.
|-
|17+
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.
|-
|21+
|The cultists do not allow anyone into their ranks who have Divine Power before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.
|-
|25+
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.
|}


=== The Bridge Knights ===
=== The Bridge Knights ===
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If the adventurers resist this, then the knights will engage in [[combat]]. The knights each have a set of manacles, which they can attempt to put onto a creature that they have Grappled. They attack using STR vs REF, and if they hit then the target is Restrained (escape 25).
If the adventurers resist this, then the knights will engage in [[combat]]. The knights each have a set of manacles, which they can attempt to put onto a creature that they have Grappled. They attack using STR vs REF, and if they hit then the target is Restrained (escape 25).
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Fighting the Knights'''
Fighting the Bridge Knights is a bad idea and is supposed to be an unwinnable fight for these level 2 adventurers. If it seems that the adventurers are actually gaining the upper hand, then one of the knights shouts for backup, and more arrive.


 
If the adventurers run away, then they become fugitives. Each time they attempt to travel to a new location, the adventurers must make a DC 12 DEX or INT check to remain discreet. If any adventurer fails, then 1d4+1 knights spot that adventurer and attempt to drag them in for questioning.
[[FIGHTING THE KNIGHTS
|}
 


The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.
The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers.


These are all '''Bridge Knights''' (TCL p. ##).
These are all '''[[Bridge Knight|Bridge Knights]]''' (TCL p. ##).


If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.
If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours.
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Unfortunately, the Order does not have the ability to [[divine]] for the PCs; however, if the PCs roll a 18 or higher on their CHA check, then the Darkscourge equips them with 3 healing potions.
Unfortunately, the Order does not have the ability to [[divine]] for the PCs; however, if the PCs roll a 18 or higher on their CHA check, then the Darkscourge equips them with 3 healing potions.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Potions of Healing'''
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5 ft of you.


 
Drinking a Potion of Healing restores 1d4+1 HP.
[[POTIONS OF HEALING
|}


==== Order Membership ====
==== Order Membership ====
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the Legends of MythCraft, Chauncey, is from this order.
If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the [[Legends of MythCraft]], [[Chauncey]], is from this order.


=== The Meritocrats ===
=== The Meritocrats ===
If the adventurers attempt to contact the Meritocrats, then they must choose one hero to be their spokesperson. That hero makes a CHA check; if they roll 16 or higher, then they are able to secure an audience with a low-ranking Meritocrat 4 hours later. A hero with the Honorable profession automatically succeeds this roll.
If the adventurers attempt to contact the Meritocrats, then they must choose one hero to be their spokesperson. That hero makes a CHA check; if they roll 16 or higher, then they are able to secure an audience with a low-ranking Meritocrat 4 hours later. A hero with the [[Honorable]] profession automatically succeeds this roll.


If the spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.
If the spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.
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If the adventurers do meet with a Meritocrat, then each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with this official is listed based on their CHA rolls.
If the adventurers do meet with a Meritocrat, then each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with this official is listed based on their CHA rolls.


The Meritocrat that the adventurers meet with is an overweight satyr named Hengory, who seems a little inebriated when they speak with him. He has the stats of a '''[[Noble]]''' (CC p. 231).
The Meritocrat that the adventurers meet with is an overweight [[satyr]] named Hengory, who seems a little inebriated when they speak with him. He has the stats of a '''[[Noble]]''' (CC p. 231).


==== CHA 12 or less ====
==== CHA 12 or less ====
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=== University Academics ===
=== University Academics ===
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during daylight hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.
Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during [[daylight]] hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.


If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.
If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.
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==== INT or CHA 10 or less ====
==== INT or CHA 10 or less ====
Whether true cults or groups of disgruntled folk, countercultural movements have occurred throughout history. Sometimes this has resulted in violence or even civil war, but usually it fizzles into nothingness and people quickly move on. A little social unrest in Bridgemoor today is no reason to get distraught.
Whether true cults or groups of disgruntled folk, countercultural movements have occurred throughout history. Sometimes this has resulted in violence or even civil war, but usually it fizzles into nothingness and people quickly move on. A little social unrest in Bridgemoor today is no reason to get distraught.
 
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Silver [[Weapons]]'''
[[SILVER WEAPONS
If the heroes think to research demonology, fiends, or similar subjects, they can learn that many fiends resist the cut of common iron, but are defenseless against silver. They can commission a silver weapon from the marketplace for 4 times its normal price, which will be ready 24 hours after they request it.
|}


==== INT or CHA 11-17 ====
==== INT or CHA 11-17 ====
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If Lauby opens the door, convey the following information to your party.
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.''
'''''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.''
''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.''
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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.
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.
 
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Revenue from Lauby'''
[[REVENUE FROM LAUBY
If the heroes take Lauby up on gaining a little revenue from the Festival of Masks, then the heroes gain 15% of Lauby’s revenue from customers preparing for the holiday. This revenue pans out to pay each hero 8d10+20 sc.
|}


==== Cultist Costumes ====
==== Cultist Costumes ====
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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.
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.
 
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Truth of the Mining Situation'''
[[TRUTH OF THE MINING SITUATION
Brent raises some legitimate complaints about [[conditions]] in the mines, but it should be noted that miners who find magic artifacts for the Meritocrats are given a year’s wages in compensation. Supervisors are not given a cut of this payment, so they would argue that their higher baseline wages are completely fair.
 
|}


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 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.
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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.
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.
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.
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 '''[[Bandit Marauder]]'''. His buddies, if they are still around, have the stats of '''[[Thug (NPC)|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).
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).
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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.
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.
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|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
{| class="wikitable"
|+
!Players
!Cultists
|-
|1
|1 Underbridge Initiate and 1 [[Thug]]
|-
|2
|1 Underbridge Initiate and 3 Thugs
|-
|3
|1 [[Underbridge Cultist]], 1 Underbridge Initiate, and 3 Thugs
|-
|4
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|5
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|6
|2 Underbridge Cultists, 3 Underbridge Initiates, and 3 Thugs
|}


==== Cult Tactics ====
==== 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.
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.
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.
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 5 ft in a random direction once every 20 seconds. Putting out a 5 ft 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.
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.


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At the end of this combat, if the heroes were not already level 3, they advance to level 3.
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.
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.
[[GOODWILL
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Goodwill'''
Heroes that cooperate with and protect Lauby gain a favorable reputation in Bridgemoor. The Goodwill of a hero that helps Lauby increases by +2 in Bridgemoor’s Mercantile occupation.
|}


=== Target for Sacrifice ===
=== Target for Sacrifice ===
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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.
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.
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|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.
 
{| class="wikitable"
 
|+
[[CULTISTS
!Players
!Cultists
|-
|1
|2 Thugs
|-
|2
|1 Underbridge Initiate and 2 Thugs
|-
|3
|2 Underbridge Initiates and 2 Thugs
|-
|4
|2 Underbridge Initiates and 4 Thugs
|-
|5
|1 Underbridge Cultist, 1 Underbridge Initiate, and 4 Thugs
|-
|6
|1 Underbridge Cultist, 2 Underbridge Initiates, and 4 Thugs
|}


==== Cult Tactics ====
==== Cult Tactics ====
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==== End of Combat ====
==== End of Combat ====
At the end of this combat, if the heroes were not already level 3, they advance to level 3.
At the end of this combat, if the heroes were not already level 3, they advance to level 3.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Interrogating the Cultists'''
In the aftermath of the attack on Lauby or the attempted abduction, the heroes might interrogate a captured cultist. If any of the heroes succeed on a DC 14 CHA check or STR/Menacing check, they can gain the following information.
If they do not already know that the cultists are planning an attack on the temple, then they learn this now. The attack is planned for sundown the following night.


If the heroes are already aware of this, then their suspicions are confirmed. Furthermore, the captured cultist will inform them that the cult is planning a terrible ritual in the Underbridge.


[[INTERROGATING THE CULTISTS
If the heroes follow up and succeed on another DC 18 CHA check or STR/Menacing check, the cultist will explain how to find the entrances into the cultists’ lair. In the sewers beneath Bridgemoor, some stones in the walls have small divots where a cultist can press their medallion, touching the glyph side to the stone. This opens up a narrow passage in the wall, allowing them to enter their hideout.
|}


== 4: Attack on the Temple ==
== 4: Attack on the Temple ==
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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.
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.
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 5 ft 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 5 ft 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).
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 ====
==== 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.
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. 227, and stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235.
 
{| class="wikitable"
 
|+
[[CULTISTS
!Players
!Cultists
|-
|3
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|4
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|5
|1 Underbridge Cultist, 3 Underbridge Initiates, 1 [[Knight]], and 2 Thugs
|-
|6
|2 Underbridge Cultists, 3 Underbridge Initiates, 1 Knight, and 4 Thugs
|}


=== Pursuit ===
=== Pursuit ===
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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.
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.
 
{| class="wikitable"
 
|+
[[EFFECT
!DC
 
!Effect
|-
|10 or less
|Increase the Showdown encounter’s difficulty by 2 steps.
|-
|11-14
|Increase the Showdown encounter’s difficulty by 1 step.
|-
|15-18
|Do not adjust the Showdown encounter’s difficulty.
|-
|19+
|Decrease the Showdown encounter’s difficulty by 1 step.
|}


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.
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.
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== 5: The Underbridge Cult ==
== 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.
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.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''The Coming Confrontation'''
The approaching confrontation with the cultists in their lair will range in difficulty from easy to extremely difficult. The challenge posed to the heroes depends on how quickly they overcome the sewer rats encounter and how quickly they can locate the entrance into the cult’s lair.
|}


{| class="wikitable" style="background-color: #d0e0e3;"
|'''Entering the Sewers Prematurely'''
If the heroes enter the sewers in the Underbridge during their preliminary investigation into the cultists, allow them to make INT or AWR checks to look for signs of cult activity.


[[THE COMING CONFRONTATION
Any roll of DC 11 or higher reveals subtle markings that confirm that the cultists are using the sewers as their hideout, but does not reveal specific information about where they are hiding. As large as the sewers are, combing through the entire system would be impractical.
 


[[ENTERING THE SEWERS PREMATURELY
Any roll of DC 20 or higher allows an investigating hero to notice the circular notch where the cultists place their medallions. Do not specify that this is for the medallions unless the hero rolled a crit. If it was not a crit, heroes should figure this out for themselves or learn this from interrogating or spying on cultists.
|}


==== Venturing into the Sewers ====
==== Venturing into the Sewers ====
When the heroes are ready to enter the sewers, set the scene for them.
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.''
'''''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 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.''
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=== Sewer Rats ===
=== 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.''
'''''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.
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.
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.
 
{| class="wikitable"
 
|+
[[RATS
!Players
!Rats
|-
|3
|1 [[Dire Rat]]
|-
|4
|1 [[Dire Spider]]
|-
|5
|1 Dire Spider, 1 Dire Rat
|-
|6
|1 Dire Spider, 2 Dire Rats
|}


==== Recoup ====
==== Recoup ====
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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.
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.
 
{| class="wikitable"
 
|+
[[PLAYERS
!Players
!Bad
!Good
!Great
!Superb
|-
|3
|0-39
|40-48
|49-57
|58+
|-
|4
|0-52
|53-64
|65-76
|77+
|-
|5
|0-65
|66-80
|81-95
|96+
|-
|6
|0-78
|79-90
|91-114
|155+
|}


==== Bad Result ====
==== Bad Result ====
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''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.''
''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.''
''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.''
''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.''
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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.
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.''
'''''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.
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.
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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.
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.
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
Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' are in TCL p. ##. Stats for the '''[[Bonewraith]]''' are in CC p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. ##. Stats for '''[[Skeleton|Skeletons]]''' are in CC p. ##. Stats for '''[[Zombie|Zombies]]''' are in CC p. ##.
{| class="wikitable"
|+
!Players
!Easiest
!Easier
!Normal
!Harder
!Difficult
!Extreme
|-
|3
|Bonewraith <sup>2</sup>, 2 Thugs
|Bonewraith <sup>1</sup>, 2 Thugs
|'''Bonewraith, 2 Thugs'''
|Bonewraith, 2 Initiates
|Bonewraith, 1 Cultist, 1 Initiate
|Bonewraith, 2 Cultists
|-
|4
|Bonewraith <sup>2</sup>, 1 Thug, 2 Initiates
|Bonewraith <sup>1</sup>, 1 Thug, 2 Initiates
|'''Bonewraith, 1 Thug, 2 Initiates'''
|Bonewraith, 1 Cultist, 1 Initiate, 1  Thug
|Bonewraith, 2 Cultists, 1  Thug
|Bonewraith, 2 Cultists, 1  Initiate, 1 Thug
|-
|5
|Bonewraith <sup>2</sup>, 1 Cultist, 2 Initiates
|Bonewraith <sup>1</sup>, 1 Cultist, 2 Initiates
|'''Bonewraith, 1 Cultist, 2 Initiates'''
|Bonewraith, 1 Cultist, 2 Initiates, 2 Thugs
|Bonewraith, 2 Cultists, 2 Initiates
|Bonewraith, 2 Cultists, 3 Initiates
|-
|6
|Bonewraith <sup>2</sup>, 1 Cultist, 3 Initiates, 1 Thug
|Bonewraith <sup>1</sup>, 1 Cultist, 3 Initiates, 1 Thug
|'''Bonewraith, 1 Cultist, 3 Initiates, 1 Thug'''
|Bonewraith, 2 Cultists, 2 Initiates, 1 Thug
|Bonewraith, 2 Cultists, 3 Initiates, 1 Thug
|Bonewraith, 3 Cultists, 2 Initiates, 1 Thug
|}


==== Druvesk the Bonewraith ====
==== Druvesk the Bonewraith ====
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If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4.
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.
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 '''[[Skeleton|Skeletons]]''' (CC p. ##), and 2 '''[[Thug (NPC)|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.
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4.
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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.
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. ##).
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 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]].
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.''
'''''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 ==
== 6: Conclusion ==
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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.
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.
{| class="wikitable"
|+
!NPC
!What they do with the Cult Books
|-
|'''Adelaide and Reza Luxxor''' ([[Nalatheshi Merchants|Nalatheshi merchants]])
|The Luxxors use the information in the map to find and destroy Mort Ironheart’s hideout. You may decide whether Mort escapes or whether this is the end of the Ironheart Gang. The Luxxors may also ask the heroes to do this themselves in Part Two.
They also warn their family and other politicians in Aridala to be on the lookout for cultists with the skull and scythe medallions.
After 4d6 days, the Luxxors determine that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.
|-
|'''Elarion Sutian''' (Kendarian Noble)
|If the heroes did not already confront the cultist in Dustdale, Elarion sends a contingent of mercenaries (or the heroes themselves, prior to Elarion’s death in Part Two) to find and arrest or kill the cultist.
Elarion also sends word to warn his family and the nobles in Dalewright to be on the lookout for cultists with the skull and scythe medallions.


After 4d6+4 days, Elarion determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest.
|-
|'''Ezmerelda''' (Priestess at the Temple of Vigil)
|Ezmerelda will safeguard these books in her office in the Temple of Vigil. She does not do anything proactive with her intelligence.
|-
|'''Hengory Bridgemoor''' (Meritocrat)
|Hengory Bridgemoor, seeing the two X’s close to the city-state, will recruit the heroes or other mercenaries to deal with the Ironheart Gang and the cultist in Dustdale.


[[NPCs
He does not read the ledgers closely enough to determine that Captain Brendan Sterling is affiliated with the cult. Instead, he begins blaming innocent people whose businesses are in the ledgers. This dramatically escalates tensions in Bridgemoor in Part Two.
|-
|'''Kellion Blacksky''' (Commander of the Bridge Knights)
|Kellion Blacksky misconstrues the evidence if he receives it. In order to win the trust of the heroes and the Meritocrats, he arrests Captain Brendan Sterling as a scapegoat, and then he uses the books and “ongoing investigations” as means to accuse and interrogate anyone who stands in his way. He is careful and does not play this card very frequently.
|-
|'''Magellus Black''' (Academic and Meritocrat)
|Magellus Black immediately determines that Captain Brendan Sterling is affiliated with the cult, resulting in his arrest. He then safeguards the books and maps, but is willing to share them with the heroes at their request.
|}


=== Receiving Payment ===
=== Receiving Payment ===
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== Proceed to Part Two ==
== 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).
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 of influential people who are currently in Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion). Heroes also gain 1 Professional Rank.
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