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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 Merchants|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;" | {| class="wikitable" style="background-color: #d0e0e3;" | ||
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Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated. | Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated. | ||
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. | 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.'' | '''''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.'' | ''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.'' | ||
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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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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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''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/ | 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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{| class="wikitable" style="background-color: #d0e0e3;" | {| class="wikitable" style="background-color: #d0e0e3;" | ||
|'''Potions of Healing''' | |'''Potions of Healing''' | ||
Potions take 1 AP to drink and 2 AP to feed to a willing creature within | 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. | Drinking a Potion of Healing restores 1d4+1 HP. | ||
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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 | 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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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 | 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 Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. | 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. | ||
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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 ==== | ||
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|- | |- | ||
|'''Elarion Sutian''' (Kendarian Noble) | |'''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, | |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. | 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. | ||
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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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