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Info
= '''Quests''' =
 
== Early Winter Quests ==
 
=== Death of Adelaide ===
 
==== '''Prerequisites''' ====
The heroes must be on speaking terms with the Luxxors and must not have negative Social [[Goodwill]] in Nalathesh.
 
==== '''Summary''' ====
Adelaide Luxxor has been found dead, clearly having been murdered. Her husband asks you to investigate the murder and find the killer, so they can be brought to justice.
 
==== '''1. Receiving the Quest''' ====
A Nalatheshi messenger approaches you, delivering a letter from Reza Luxxor. He informs you of the murder of his wife, Adelaide, and asks you to meet with him immediately, wanting to hire you to investigate the murder. The letter contains an address in Eastbridge and a seal, the latter of which can be shown to the guards at the location.
 
Once you arrive at the location, which is a rather large guest house, one of the guards takes you to Reza, who is sitting in a small lounge room. He looks like he hasn’t slept much, and clearly isn’t doing well. He does try to greet you with as much grace and kindness as he can muster.
 
'''''Read Aloud:''''' ''Gesturing for you to sit, Reza closes the door behind you. He then turns to you, tired eyes meeting your gaze one by one. “Thank you for coming, it is very much appreciated. I… The past day has not been easy. My wife was the wick that kept my candle burning, and I have been feeling awfully cold since her passing.” He takes a seat across from you, though stands up again shortly after to begin pacing. “I cannot rest until Adelaide’s murder has been solved. I have heard you are a capable troupe of heroes, which is why I have called you here.”''
 
Reza immediately suspects the Sutians, though believes they are too clever to have conducted the murder with their own hands. If you agree to investigate, Reza promises to pay 240sc per hero if they can find out more about the murderer, or 1200 sc if the murderer is caught and brought in alive.
 
==== '''2. Investigating the murder''' ====
Reza will give the heroes access to an office within the guest house, where Adelaide was murdered. He’ll explain that she tended to work late nights and it wouldn’t be uncommon for her to get to bed long after he’d gone to sleep. Somewhere in the middle of the night, he’d woken up because of some noise in the office, but by the time he’d reached the office, Adelaide was already dead. It’s clear he feels like he failed as a husband.
 
Inside the office, heroes can make AWR and INT checks to look for clues. Adelaide’s body has been removed from the scene, but the office has otherwise not been touched. On a 13 or higher, a bloodied letter opener is found underneath the desk, likely used by Adelaide in self defense. On a 21 or higher, a humanoid boot print is found near the window. On a 27 or higher, a hero notices that the window had been forced open with some kind of weapon, and that there’s an indent on the window frame that takes the shape of a small star. If any hero has 10 or more Mercantile Goodwill in Bridgemoor, then that hero will recall that there’s a blacksmith by the name of Nila Ster who marks all her [[weapons]] with a small star at the edge of a blade. If none of the heroes know this but tell Reza what they found, Reza can direct them to Nila Ster.
 
If the heroes decide to visit Nila Ster, she will simply inform them that what her clients do with her weapons is not her responsibility. With a DC 21 CHA check, she can be persuaded to tell a little more about her recent clients, including a [[human]] girl, fair skinned with short blonde hair, who she doubted would be over the age of 20. The girl was soft-spoken and clearly did not know her way around a blade, but claimed that she was buying it for her father. Nila would recall that the girl had a distinctly Kendarian accent.
 
==== '''3. Kendartown''' ====
If the heroes spend time in Kendartown, they can eventually spot a girl that fits the description skulking about in the Meritasscracy.
 
She is skittish and will flee if she sees the heroes approaching, but will readily give up what she knows if she is caught. She will explain that she bought the knife for an [[assassin]] named Tomas, who has been hiding in the condemned ruins of the Breeze Tavern near Nalatown.
 
==== '''4. Confronting the Murderer''' ====
When the heroes approach the Breeze Tavern, it appears completely empty, as it has been condemned due to the unstable sinkhole of rubble beneath it.
 
Unless each hero succeeds on a DC 27 DEX/Sneaking check, Tomas sees them coming. They will spot him fleeing along the rooftops.
 
Pursuing him will force the heroes to the rooftops, where they will have to give chase. Each hero must first make a DC 14 DEX/Balancing check to avoid falling. If a hero falls, they land on the streets of Eastbridge and take 2d4 falling [[damage]]. If they succeed, a hero must then make a DC 17 STR/Sprinting check to catch up to Tomas, whereupon they may fight him. Tomas has the stats of an '''Assassin.'''
 
If the heroes manage to apprehend Tomas, they might interrogate him or drag him back to Reza. Use the Interrogating the Assassin section earlier in this chapter.
 
Once he is Bloodied or senses that the heroes might retreat, Tomas will try to flee again, climbing down the side of a building to make it to the streets. If the heroes fail at their attempts to keep up with him, she will vanish into the crowd. Searching for him immediately after will give them a 50% chance to find him again within the next 10 minutes. If they fail, they may keep searching for 1 more hour, but only have a 30% chance of finding him at that point.
 
==== '''4. Quest Conclusion''' ====
If the heroes succeed at bringing the assassin before Reza, they will get the 1200 sc reward Reza promised and will gain +4 Goodwill among the Luxxor family, and +2 Goodwill in the Aristocratic sphere of Bridgemoor. The assassin is handed over to the Bridge Knights. Reza is forever thankful, but unbeknownst to him or to the heroes, Tomas “escapes” the Bridge Knights’ custody 1d4 days later (in truth, he is covertly released by [[Kellion Blacksky]]).
 
If the heroes don’t succeed, they will receive 240 sc from Reza, who thanks them for their efforts regardless. If the heroes have at least informed the authorities about the assassin, they will gain +2 Goodwill in Bridgemoor.
 
If the heroes never managed to find the assassin, in the first place or produce any notable leads about the assassin, Reza pays them 20 sc each for their efforts and thanks them for trying, though otherwise dismisses them.
 
=== Evacuate Diplomats from Aridala ===
 
==== '''Prerequisites''' ====
The heroes must be on speaking terms with the Sutians and must not have negative Social Goodwill in Kendaria.
 
==== '''Summary''' ====
As war looms on the horizon, a group of Kendarian diplomats are seeking help in fleeing Nalathesh. The adventurers have been tasked with assisting the ambassadors in safely evacuating to Bridgemoor.
 
==== '''Transit Times''' ====
'''Aridala to Bridgemoor:''' 3 Weeks
 
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
 
==== '''1. Receiving the Quest''' ====
The heroes receive word from their Kendarian contacts that a group of three diplomats stationed in Aridala are requesting aid in escaping to Bridgemoor. They are asked to meet the diplomats in the House of Lanterns, an upscale inn just outside of Aridala’s marketplace.
 
==== '''2. Meeting the Diplomats''' ====
Upon locating the diplomats at the House of Lanterns, the heroes are given a full explanation of the situation. Due to the rising tensions, the three diplomats have been under careful watch by the Radiant Princes. Though they have not done anything wrong, they are concerned that if they attempt to leave, they will be detained by the Nalatheshi authorities as suspected spies.
 
Additionally, they are unequipped for desert [[travel]], and require assistance in gathering the appropriate supplies without being observed.
 
The heroes will be appropriately compensated for their assistance upon their arrival in Bridgemoor, though it is clear that they will be paid far better if they can keep the diplomats relatively comfortable throughout the journey.
 
==== '''3. Escaping the City''' ====
Refer to Chapter 7 for more details on the districts and notable locations within Aridala.
 
In [[order]] to escape the city, the heroes must first obtain the appropriate traveling [[equipment]] for the three diplomats to travel through the desert. This includes, at minimum, food camping equipment, though additional items that make the journey less unpleasant may result in an increased reward.
 
Additionally, the heroes must find a way to smuggle the diplomats out of the city undetected. They may attempt to disguise the diplomats. Disguises for the diplomats can be assembled from items purchased in the marketplace, or from costumes acquired at the Windswept Circus or the Sunrise Theater. Alternatively, adventurers with [[criminal]] connections might be able to find aid from smugglers at the Feathered Head tavern.
 
As the adventurers purchase supplies and prepare to smuggle the diplomats out of the city, have each of them make a CHA, INT, or DEX check. If the adventurers have the relevant [[skills]], they may add their Sneaking, Disguising, Evading, Deceiving, or Savoir Faire skill bonuses to the check. The adventurers gain successes based on the table below.
{| class="wikitable"
|'''Skill Roll'''
|'''Successes'''
|-
|Less than 15
|<nowiki>-1</nowiki>
|-
|15-19
|0
|-
|20-27
|<nowiki>+1</nowiki>
|-
|28-33
|<nowiki>+2</nowiki>
|-
|34 or more
|<nowiki>+3</nowiki>
|}
The number of successes required to escape the city undetected is equal to the number of heroes in the party plus three. If the party achieves the required successes, set the diplomats’ satisfaction to 5 at the start of the next section.
 
If the party does not achieve the number of successes required to escape the city undetected, but does accumulate at least three successes, they will be stopped by the Bronzeguard along the road outside of Aridala. Use the stats for a '''[[Knight]] Errant''', two '''Soldiers''', and three '''Dracanises''' that the Bronzeguard are riding. The party may fight their way out or attempt to flee. After successfully escaping this encounter, they will not be pursued in the next section. If any of the diplomats are injured in the conflict, set the diplomats’ satisfaction to -5 at the start of the next section.
 
If the party achieves less than three successes, they will be stopped by the Radiant Princes before leaving the city. Two members of the Radiant Princes will attempt to detain the heroes and the diplomats. Use the stats for a '''[[Paladin]]''' and a '''[[Mage]] (Greater)'''. The party may fight their way out or attempt to flee. Either way, they begin the next section being pursued by the Radiant Princes. If any of the diplomats are injured in the conflict, set the diplomats’ satisfaction to -5 at the start of the next section.
 
==== '''4. Desert Travel''' ====
The travel time between Aridala and Bridgemoor is approximately three weeks. The Flesh Pit is approximately halfway between the two, and the heroes may resupply there if necessary.
 
Throughout the journey, track the diplomats’ satisfaction with the adventurers. If they escaped Aridala unnoticed, it begins at 5. If they were caught while escaping but the diplomats were uninjured, it begins at 0. If the diplomats were injured during the escape, it begins at -5.
 
For each week of travel, the party must make three AWR, CHA, or LUCK checks. If the adventurers have the relevant skills, they may add their Foraging, Navigating, Sheltering, Entertaining, Leadership, Persuading, Fortuity, or Scavenging bonuses to the checks. The same skill cannot be used for multiple checks within the same week of travel. Determine the results based on the table below.
{| class="wikitable"
|Skill Roll
|Result
|-
|Less than 14
|Roll on the Environmental Hazard encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”).
 
-3 to the diplomats’ satisfaction.
|-
|14-20
|Roll on the NPCs and Creatures encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”). If any of the diplomats are injured in an encounter, -2 to the diplomats’ satisfaction.
|-
|21-26
|Roll on the Events encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”).
|-
|27-36
|No event. +1 to the diplomats’ satisfaction.
|-
|37 or more
|The day goes extremely smoothly and travel is pleasant. +3 to the diplomats’ satisfaction.
|}
If the adventurers were pursued upon escaping from Nalathesh, use the following table instead.
{| class="wikitable"
|Skill Roll
|Result
|-
|Less than 14
|The party is found by their pursuers. One of the Radiant Princes ('''Paladin''' stats) and a group of Bronzeguard (three '''Veteran Soldiers''' and three '''Dracanises''') attack the party. Upon defeating them, the party successfully escapes further pursuit.
 
If any of the diplomats are injured in the encounter,  -2 to the diplomats’ satisfaction.
|-
|14-20
|Roll on the Environmental Hazard encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”).
 
-3 to the diplomats’ satisfaction.
|-
|21-26
|Roll on the NPCs and Creatures encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”). If any of the diplomats are injured in an encounter, -2 to the diplomats’ satisfaction.
|-
|27-35
|Roll on the Events encounter table (Chapter 7, under “Nalatheshi Desert Random Encounters”).
|-
|36-40
|No event. +1 to the diplomats’ satisfaction.
|-
|41 or more
|The day goes extremely smoothly and travel is pleasant. +3 to the diplomats’ satisfaction.
|}
 
==== '''5. Conclusion''' ====
When the party arrives at Bridgemoor with the diplomats, they receive a reward for their help.
 
If any of the diplomats did not reach Bridgemoor, the party will be paid 100 sc for each of the diplomats that arrive safely in Bridgemoor, but will also lose 2 Goodwill in the Aristocratic sphere of Kendaria.
 
If all of the diplomats are brought to Bridgemoor, the party will be reimbursed for any materials purchased for the diplomats, and paid based on the diplomats’ satisfaction with their work.
 
If the diplomats’ satisfaction was 0 or less, the adventurers are paid 100 sc each.
 
If the diplomats’ satisfaction was at least 1, but no more than 7, the adventurers are paid 400 sc each.
 
If the diplomats’ satisfaction was at least 8, the adventurers are paid 1200 sc each and gain 2 Goodwill in the Aristocratic sphere of Kendaria.
 
=== Evacuate Diplomats from Dalewright ===
 
==== '''Prerequisites''' ====
The heroes must be on speaking terms with the Luxxors and must not have negative Social Goodwill in Nalathesh.
 
==== '''Summary''' ====
As war looms on the horizon, a group of Nalatheshi diplomats are seeking help in fleeing Kendaria. The adventurers have been tasked with assisting the ambassadors in safely evacuating to Bridgemoor.
 
==== '''Transit Times''' ====
'''Dalewright to Bridgemoor:''' 3 Weeks
 
==== '''1. Receiving the Quest''' ====
The heroes receive word from their Nalatheshi contacts that a group of three diplomats stationed in Dalewright are requesting aid in escaping to Bridgemoor. They are asked to meet the diplomats in the Fishmonger Hostel, a downscale establishment in Sheryn’s Quay, which is a coastal wharf in the capital city.
 
==== '''2. Meeting the Diplomats''' ====
Upon locating the diplomats at the Fishmonger Hostel in Sheryn’s Quay, the diplomats explain to the heroes that rising tensions between Nalathesh and Kendaria have put their professions - and maybe their lives - at stake. Although innocent, the diplomats fear that if they attempt to leave, they will be apprehended as suspected spies. The heroes will be appropriately compensated for their assistance upon their arrival in Bridgemoor, though it is clear that they will be paid far better if they can keep the diplomats relatively comfortable throughout the journey.
 
==== '''3. Escaping the City''' ====
Refer to Chapter 6 for more details on the districts and notable locations within Dalewright.
 
In order to escape the city, the heroes must first obtain the appropriate traveling equipment for the three diplomats to travel through the forest.
 
This includes, at minimum, food camping equipment, though additional items that make the journey less unpleasant may result in an increased reward.
 
Additionally, the heroes must find a way to smuggle the diplomats out of the city undetected. They may attempt to disguise the diplomats. Disguises for the diplomats can be assembled from items purchased or costumes acquired in the marketplaces throughout Dalewright. Alternatively, adventurers with criminal connections might be able to find aid from opium traders. Heroes need at least 3 Criminal Goodwill in Kendaria to have this option, but it is the most reliably way of getting the diplomats out of the city.
 
As the adventurers purchase supplies and prepare to smuggle the diplomats out of the city, have each of them make a CHA, INT, or DEX check. If the adventurers have the relevant skills, they may add their Sneaking, Disguising, Evading, Deceiving, or Savoir Faire skill bonuses to the check. The adventurers gain successes based on the table below.
{| class="wikitable"
|'''Skill Roll'''
|'''Successes'''
|-
|Less than 15
|<nowiki>-1</nowiki>
|-
|15-19
|0
|-
|20-27
|<nowiki>+1</nowiki>
|-
|28-33
|<nowiki>+2</nowiki>
|-
|34 or more
|<nowiki>+3</nowiki>
|}
The number of successes required to escape the city undetected is equal to the number of heroes in the party plus three, unless they utilize connections in the opium trade, in which case the number of successes required to escape is the number of players minus 2 (min 1). If the party achieves the required successes, set the diplomats’ satisfaction to 5 at the start of the next section.
 
If the party does not achieve the number of successes required to escape the city undetected, but does accumulate at more than half the required successes, they will be stopped by Queen Astaria Gillian’s military and some fae creatures that have taken up the queen’s cause. They are stopped along the road outside of Dalewright, where there will be no witnesses. Use the stats for a '''Centaur [[Ranger]]''', two '''Elf Archers''', and two '''War Horses''' that the elves are riding. The party may fight their way out or attempt to flee. After successfully escaping this encounter, they will not be pursued in the next section. If any of the diplomats are injured in the conflict, set the diplomats’ satisfaction to -5 at the start of the next section.
 
If the party achieves less than three successes, they will be stopped on an abandoned stretch of road by more senior officials in Kendaria’s army. Use the stats for a '''[[Druid]],''' a '''Forest [[Witch]],''' and an '''[[Oak Arborean]]'''. The party may fight their way out or attempt to flee. Either way, they begin the next section being pursued by the Kendarian army. If any of the diplomats are injured in the conflict, set the diplomats’ satisfaction to -5 at the start of the next section.
 
==== '''4. Forest Travel''' ====
The travel time between Dalewright and Bridgemoor is approximately three weeks. The heroes will pass near several major towns during this time, and provided that they leave the diplomats in hiding, they may resupply in these towns. This may involve splitting the party if the diplomats feel unsafe when left alone.
 
Throughout the journey, track the diplomats’ satisfaction with the adventurers. If they escaped Dalewright unnoticed, it begins at 5. If they were caught while escaping but the diplomats were uninjured, it begins at 0. If the diplomats were injured during the escape, it begins at -5.
 
For each week of travel, the party must make three AWR, CHA, or LUCK checks. If the adventurers have the relevant skills, they may add their Foraging, Navigating, Sheltering, Entertaining, Leadership, Persuading, Fortuity, or Scavenging bonuses to the checks. The same skill cannot be used for multiple checks within the same week of travel. Determine the results based on the table below.
{| class="wikitable"
|Skill Roll
|Result
|-
|Less than 17
|Roll on the Old Forest [[Combat]] Encounter encounter table (Chapter 6, under “Old Forest Random Encounters”).
 
-3 to the diplomats’ satisfaction.
|-
|17-26
|Roll on the Old forest Oddities Encounter table (Chapter 6, under “Old Forest Random Encounters”). If any of the diplomats are injured in an encounter, -2 to the diplomats’ satisfaction.
|-
|27-36
|No event. +1 to the diplomats’ satisfaction.
|-
|37 or more
|The day goes extremely smoothly and travel is pleasant. +3 to the diplomats’ satisfaction.
|}
If the adventurers were pursued upon escaping from Nalathesh, use the following table instead.
{| class="wikitable"
|Skill Roll
|Result
|-
|Less than 17
|The party is found by their pursuers. A group of Kendarian combatants attack the party: two '''Centaur Rangers''' and three '''Elf Archers''' each riding '''War Horses.''' Upon defeating them, the party successfully escapes further pursuit.
 
If any of the diplomats are injured in the encounter,  -2 to the diplomats’ satisfaction.
|-
|17-26
|Roll on the Old Forest Combat Encounter encounter table (Chapter 6, under “Old Forest Random Encounters”).
 
-3 to the diplomats’ satisfaction.
|-
|27-35
|Roll on the Old forest Oddities Encounter table (Chapter 6, under “Old Forest Random Encounters”). If any of the diplomats are injured in an encounter, -2 to the diplomats’ satisfaction.
|-
|36-40
|No event. +1 to the diplomats’ satisfaction.
|-
|41 or more
|The day goes extremely smoothly and travel is pleasant. +3 to the diplomats’ satisfaction.
|}
 
==== '''5. Conclusion''' ====
When the party arrives at Bridgemoor with the diplomats, they receive a reward for their help.
 
If any of the diplomats did not reach Bridgemoor, the party will be paid 100 sc for each of the diplomats that arrive safely in Bridgemoor, but will also lose 2 Goodwill in the Aristocratic sphere of Nalathesh.
 
If all of the diplomats are brought to Bridgemoor, the party will be reimbursed for any materials purchased for the diplomats, and paid based on the diplomats’ satisfaction with their work.
 
If the diplomats’ satisfaction was 0 or less, the adventurers are paid 100 sc each.
 
If the diplomats’ satisfaction was at least 1, but no more than 7, the adventurers are paid 400 sc each.
 
If the diplomats’ satisfaction was at least 8, the adventurers are paid 1200 sc each and gain 2 Goodwill in the Aristocratic sphere of Nalathesh.
 
== Late Winter: Bridgemoor ==
 
=== Investigate Hyleth ===
 
==== '''Prerequisites''' ====
The heroes must be on reasonably good terms with [[Magellus Black]] to receive this quest.
 
==== '''Summary''' ====
Rumors about who called for the attack on Amelia Luxxor spread through Bridgemoor. Magellus Black asks you to find out the truth behind one concerning rumor: that prominent Meritocrat [[Hyleth Othen]] wants to undermine the fragile peace to seize power for his family.
 
==== '''1. Receiving the Quest''' ====
A messenger from the Meritocratium approaches you, saying Magellus Black has summoned you to his office. No matter how you ask, it is clear the messenger is unaware of what Magellus wishes to discuss, and finds the situation particularly mysterious. If pressed, they may explain, “You know how the professor can be, all questions and no answers—not that I have a problem with him myself, mind. Just how it is.”
 
Once you find Magellus, he escorts you to his office with a hushed urgency veiled beneath stately calm.
 
'''''Read Aloud:''''' ''Taking one last look into the hallway to be sure no one is there, Magellus closes the door. The lock falls shut with a heavy strike of metal and wood. Although he smiles and bids you, “Please, sit,” with all the cordiality of long acquaintance and trust, an air of disquiet permeates the room. His face seems especially careworn today as he takes the chair behind his desk and steeples his fingers. “I expect you are wondering why I have called you here today.”''
 
Before telling you his concerns, Magellus asks you what you already know about rumors around who was behind the assassination. In the end, he will reveal that his main concern is the rumor that a member of Bridgemoor’s own ruling elite sent the assassin. He wants the heroes to look into Hyleth Othen, a powerful Meritocrat with a wealth of social connections, family members in every sphere of influence, and what Magellus calls a habit of acting rashly and intemperately, without reasonable discretion.
 
As he has recently heard more about Hyleth’s interest in securing “the Othen legacy,” the risk that Hyleth may seize power for his family is at the forefront of Magellus’s thoughts. He asks the heroes to learn about Hyleth’s family and political connections, including searching Hyleth’s home for evidence confirming or disproving his ambitions.
{| class="wikitable"
|
==== '''Famine Amulet''' ====
If Magellus still possesses the Famine Amulet, he will insist on complete secrecy. No matter what information you find, he will ask that you bring it only to him, and that you not alert anyone to his suspicions. He will believe the situation too unstable, and unscrupulous actors may take advantage. The best plan is caution, and to ensure all the facts are in hand before considering another step.
|}
 
==== '''2. Investigate the Rumors''' ====
The heroes can learn throughout Bridgemoor that Hyleth’s children and grandchildren are respected Bridge Knights and merchants, and one advisor to Meritocrat Hengory Bridgemoor. As a figure of renown, many people know of Hyleth in superficial terms and may have interest in rumors, although whether they believe them is another matter. To get reliable information, the heroes must investigate among the Bridge Knights, the Eastbridge Market, and the Meritocrats.
 
Explain to the heroes that they may be able to call in favors by spending their Goodwill in certain occupational spheres, if they wish.
 
'''The Bridge Knights:''' A few of Hyleth’s grandchildren serve in the Bridge Knights. If the heroes have the right connections or persuade the right people, they may be able to find Bridge Knights who have heard personal details about Hyleth, or even talk to Hyleth’s grandchildren. While the Bridge Knights aren’t averse to discussing Hyleth, someone with work to do might not appreciate the bother.
 
Heroes can make AWR, CHA, or LUCK checks to persuade the right people to tell them more about Hyleth. Have each participating make this check, then take the average.
{| class="wikitable"
|'''DC'''
|'''Result'''
|-
|1-15
|The heroes’ contact is unwilling to discuss Hyleth.
|-
|16-20
|Hyleth Othen? So sad about his wife passing away. Has it only been three years? Poor man.
|-
|21-25
|Rumors about him making a mess of the peace talks are nonsense if you ask me. All he talks about is peace.
|-
|26-30
|I think he’s losing his edge. He used to like action and bold strokes. Now he talks about compromise and taking your time.
|-
|31-35
|He must be going batty all alone in that big empty house in Eastbridge Market. I heard he’s looking for a new place in Westbridge of all places.
|-
|36+
|He’s made friends with all the street urchins in Westbridge, too. They all call him “Uncle Hyleth” now.
|}
Heroes can spend Goodwill to pressure their contacts into giving more information. A hero can pay multiple Goodwill to gain this bonus multiple times. If a hero spends Aristocratic or Militant Goodwill in Bridgemoor to gain this bonus, they gain +2 to their individual attribute check for each Goodwill spent.
 
'''Eastbridge Market:''' The prominent merchants among Hyleth’s children and grandchildren should be easy to find in Eastbridge Market, especially if they advertise under the Othen name. Even people who have no direct relation to Hyleth may know him or his family well, considering the Othen family to be pillars of their community.
 
Heroes can make AWR checks to notice details and conversations around them, or make INT, CHA, or LUCK checks to wheedle information out of canny merchants. These merchants may grow suspicious if they think the heroes have bad intentions toward one of their own, so the heroes should need to win a social confrontation if their contact grows uneasy before they can discuss Hyleth.
{| class="wikitable"
|'''DC'''
|'''Result'''
|-
|1-20
|The [[merchant]] tries to redirect you to their current special sale.
|-
|21-25
|Hyleth! What a fixture in this town. You can look there and see his house peeking over the shops, and you know he’s looking out for us. Such a pity about his wife. We all closed for the funeral.
|-
|26-30
|Such an odd thing, I hear he’s been asking for books on raising children. You’d think with all the children he’s raised, he’d be the expert.
|-
|31+
|He’s placed lots of odd orders lately. Clothing for children, none of it what his great grandbabies would wear, more food than one old man would eat, checking prices on lumber and stone. But he’s a good man, and who doesn’t get a little odd at his age?
|}
Heroes can spend Goodwill to make their contacts more forthcoming. A hero can pay multiple Goodwill to gain this bonus multiple times. If a hero spends Aristocratic, Mercantile, or Social Goodwill in Bridgemoor to gain this bonus, they gain +2 to their individual attribute check for each Goodwill spent.
 
'''The Meritocrats:''' Some of the information you can find about Hyleth may have a paper trail you can discover by talking to some of the Meritocrats. Since one of Hyleth’s grandchildren is an advisor to Hengory, Hyleth may have also fostered a relationship with him, even though he is a low-level Meritocrat.
 
While reviewing the public archives requires navigating multiple levels of bureaucracy, which may offer less secrecy than Magellus would like for this investigation, convincing someone to tell you about paperwork they’ve seen Hyleth filing or researching leaves no official record. Heroes may make INT, CHA, and LUCK checks with a DC of 17 to ask what Hyleth has been doing recently. On a success, roll 1d4 to determine what the heroes learn. The heroes may make this check more than once, or for each DC +10 on the success, roll again on the table, rerolling duplicates. So, if a check succeeds at 27, the heroes will learn two things. At 37, they will learn three things. At 47, they will learn all four things.
{| class="wikitable"
|'''1d4'''
|'''Result'''
|-
|1
|Hyleth opened a trust in the name of his deceased wife.
|-
|2
|Hyleth is researching property in Westbridge, making offers on five condemned houses on one block.
|-
|3
|Hyleth filed a request for Bridgemoor to cooperate fully with security for diplomatic envoys, calling it “a small price to pay for peace.”
|-
|4
|Hyleth started import paperwork for a large volume of construction supplies.
|}
Heroes can spend Goodwill to grease the wheels of bureaucracy. A hero can pay multiple Goodwill to gain this bonus multiple times. If a hero spends Academic, Aristocratic, or Social Goodwill in Bridgemoor, they gain +2 to their individual attribute check for each Goodwill spent. For 2 Goodwill points, a hero can ensure that a bureaucrat or Meritocrat keeps quiet about their conversation.
{| class="wikitable"
|
==== '''Feast Amulet''' ====
Throughout this investigation, the heroes may meet friends, relatives, and acquaintances of Hyleth. If Hyleth discovered the Feast Amulet prior to this, anyone may have the amulet without their knowledge. Perhaps it changed hands more than once. Or perhaps Hyleth still has the amulet, unaware of its existence.
 
A hero who succeeds on an AWR/Perceiving or an AWR/Investigating roll at 25+ may find the Feast Amulet when it is present. However, a hero who possesses the amulet must try to give it to someone else without being noticed. See table for Finding the Feast Amulet.
 
If Hyleth still has the amulet without being aware of it, the heroes receive +2 to social confrontation rolls when persuading Hyleth to be lenient or unsuspecting.
|}
Finding the Feast Amulet: The hero finds a small stone disc engraved with a reclining figure eating from a plate piled with fruit, as two other figures toast with ale horns behind them. It shows a patina of wear, but the image is still clear. If the hero takes hold of the amulet, they feel the need to share any good fortune with others. Roll 1d100 to determine where the hero found the amulet.
{| class="wikitable"
|'''1d100'''
|'''Scenario'''
|-
|1-50
|In a dusty corner of a building, seemingly dropped or forgotten.
|-
|51-75
|In or falling out of the bag or pocket of another hero or an NPC.
|-
|76-90
|In your own [[possession]].
|-
|91-100
|While someone is trying to give you the amulet.
|}
 
==== '''3. Suspicious Activity''' ====
If the heroes press any leads on Kellion Blacksky or make specific inquiries about the assassin’s attack on Amelia Luxxor during the investigation, have each hero make a LUCK check and take the average. If the result is 15 or lower, the investigation has aroused suspicion. Shortly after the heroes leave their current encounter, a cluster of Bridge Knights wearing dark clothing without identifiable markings will corner the heroes and try to intimidate them into stopping the investigation. The heroes may choose to talk their way out or run away, and the Bridge Knights will not pursue them. However, if the Bridge Knights become suspicious during the investigation a second time, they will attack after cornering the heroes.
 
If the heroes choose to fight, or if the Bridge Knights attack after a second incident, an Assassin that is actually Kellion’s brother joins them. This should be a deadly encounter, so the total ML should be approximately ½ the party level +4.
 
For more information on Kellion’s brother, see the “The Assassin” subsection in the “Preventing the War” plot at the beginning of Chapter 8.
 
==== '''4. Hyleth’s Home''' ====
During their investigation, the heroes may learn that Hyleth has a well-appointed, three-story residence in Eastbridge on the outskirts of the Eastbridge Market area. They should be able to learn enough to know when there will be no one at home if they wish to try searching his home. However, to gain access, they must get through the protective enchantment on the property.
 
Both the front and back doors to the house have mundane locks the heroes can pick with a DC 20 INT/Lockpicking check, or break with a DC 20 STR/Applied Force check. If the heroes fail at these checks collectively three times, local patrols will notice their presence, and they must make a DC 17 DEX/Sneaking check to avoid being spotted. If the Bridge Knights spot a hero trying to break into Hyleth’s home, and the heroes cannot flee, fight, or talk their way out, the Bridge Knights may take the heroes to the Keep.
 
While the Bridge Knights will release the heroes the next morning after Hyleth has said there was no harm done, the arrest causes Magellus to tell the heroes he is ending the investigation. This has brought too much attention.
 
Both the front and back doors have a [[Seal/Unseal]] spell cast on them at 15 SP. If someone casts the same spell or a similar one for at least 15 SP, they can open the magical lock. However, the house as a whole is imbued with a variant of the [[Sensory Illusion]] cantrip that responds to a wooden token carved with a bell hanging inside Hyleth’s front door.
 
When the carved side is facing the wall, touching the sigil hidden behind it, the spell is set. If the heroes enter the house by any means without disabling this spell, including through walls, windows of all levels, and the roof, Sensory Illusion will activate ten seconds after the heroes open or break their point of entry. The spell will create a large golden bell over the top of the house that rings with a clear tone people can hear for miles, and a bright amber [[arcane]] glow that blinks slowly but steadily like a beacon.
 
Local Bridge Knights will come to investigate within 1d6 + 4 minutes unless the spell stops. A hero who succeeds on an INT, AWR, or LUCK roll of DC 33 may realize that turning over the wooden token by the front door will disable the spell. If the heroes realize they need to turn over the wooden token within the ten seconds before the spell activates, the spell will not go off at all. The heroes can also disable the Sensory Illusion spell by casting [[Unravel Magic]] for at least 12 SP, or using similar magic, before or after breaking into the house. Failing to disable the Sensory Illusion spell in this way will trigger the alarm.
 
'''Hyleth Comes Home:''' If Hyleth is unaware of trouble at home, the heroes will have all the time they need to search. However, wherever he is in Bridgemoor, Hyleth will return to check on unexpected visitors, even if the alarm stops. Have the heroes make two attribute checks to resolve the alarm, including relevant skill bonuses.
 
Note the sum of each hero’s two rolls, and take the average for the whole party. The average combined roll is the number of minutes the heroes can stay before Hyleth will return. Note that this will affect the difficulty of finding information in Hyleth’s home.
 
For example, in a party of four, one hero rolls 41 and 7 for a total of 48, another rolls 28 and 25 for a total of 53, another rolls 8 and 29 for a total of 37, and the last rolls 27 and 31 for a total of 58. The average of these is 196 / 4, or 49. Therefore, Hyleth will return home in 49 minutes. If he finds the heroes, he will have questions about what they’re doing, but he is open to a reasonable explanation.
 
Increase the difficulty of rolls to locate information relevant to the investigation as follows according to how much time the heroes have to search before Hyleth returns.
{| class="wikitable"
|'''Minutes'''
|'''Added DC'''
|-
|1-30
|<nowiki>+10</nowiki>
|-
|31-60
|<nowiki>+5</nowiki>
|-
|61-90
|<nowiki>+2</nowiki>
|-
|91-120+
|0
|}
On the ground floor are a kitchen and several public rooms and amenities for entertaining guests, with pictures of the Othen family displayed alongside what you suspect are craft projects from several generations of Othen children, as they clearly vary in age from ancient misshapen pottery awarded to “Bridgemoor’s Best Father” to unidentifiable objects made of sticks and woolen yarn where you can almost smell the wood sap.
 
If they heroes look in the drawers of a small writing desk in the parlor, on a DC 12 AWR/Investigating check they can find a book of contact information for Hyleth’s acquaintances, which contains an unsent partial letter to Kellion Blacksky. In it, he reminds Kellion that reassuring the diplomats from Kendaria and Nalathesh of their safety in Bridgemoor is critical to lasting peace, and that stability in the long run is more critical than who makes what gains today.
 
The second floor is primarily guest rooms Hyleth maintains for when his family visits, or for when visitors stay the night. Each room is tastefully decorated and kept clean and ready for guests. If the heroes search the closet in the room in the southeast corner, there is a torn shirt. On a DC 17 AWR/Investigating check, they may notice that it is too small, even for a [[halfling]], and the shirt is noticeably dirty, worn, and of low quality. Meanwhile, the bureau drawer has a collection of new, well-made garments in various children’s sizes that look like they have never been worn.
 
Hyleth’s bedroom and office are on the third floor. The bedroom is luxurious, with a canopied bed and more portraits of his family. He has an ensuite bathroom with heated plumbing, where he keeps a magically waterproofed jokebook.
 
The office is lined with bookshelves on three walls, all filled with books arranged meticulously but not using a standard system. Determining a system is not important, but if the heroes wish to try, they will need to succeed at an INT roll with an appropriate bonus of DC 30. The desk contains a small stack of tomes on child psychology, early education, and general childcare.
 
On an AWR/Investigating check of DC 17 or better, the heroes may determine that there is a magically sealed safe behind a painting of a waterfall on the one wall not covered in books. The magical lock on the safe requires a Seal/Unseal spell of 15 SP or more, and the mundane lock on the safe requires an INT/Lockpicking or STR/Applied Force check of DC 20 to open. In the safe, the heroes may find information on several buildings Hyleth is considering buying, and plans for an orphanage Hyleth intends to endow in the name of his late wife. By helping children of no family and no means in Westbridge access a stable environment and education, he can secure a brighter future for Bridgemoor. That peace, prosperity, and stability, he says in his notes, is what he hopes to give his family as the Othen legacy.
 
==== '''5. Quest Conclusion''' ====
If the heroes report back to Magellus without being arrested or fighting the Bridge Knights, he will reward them upon their return with 400sc each, and they will receive +4 Goodwill in the Aristocratic sphere of Bridgemoor. If they have been arrested or fought the Bridge Knights, the reward will be 100sc, and in addition to the +4 Goodwill in the Aristocratic sphere, they will receive -2 Goodwill in the Militant sphere of Bridgemoor.
 
Upon receiving the results of the investigation from the heroes, Magellus informs them that he will consider [[how to]] proceed carefully, and asks them not to take any independent action related to this. He is especially cautious if the heroes ask him about the Bridge Knights or any connections to Kellion Blacksky. He asks for their complete secrecy and their trust.
 
If the heroes pursue any investigation of Kellion Blacksky on their own, be aware that this could make very dangerous enemies, as described in the “Investigate Kellion” quest.
 
=== Investigate Kellion ===
 
==== '''Prerequisites''' ====
The heroes must be on reasonably good terms with Hyleth Othen to receive this quest.
 
==== '''Summary''' ====
Hyleth suspects that Kellion is gradually muscling his way into more power and fears that he may become a demagogue. He wants the heroes to look into Kellion’s past to see if there are any proverbial skeletons in his closet.
 
==== '''1. Receiving the Quest''' ====
The heroes receive a request from a low-ranking bureaucrat working for Hyleth, asking that the heroes speak with Hyleth in strict confidence.
 
Upon accepting, Hyleth will confide in the heroes that he worries Kellion Blacksky has greater aspirations than Bridge Commander. Hyleth thinks that Kellion wants to turn Bridgemoor into a police state. Making any actual charges would be grounds to arrest Hyleth for treason, so he wants the heroes to investigate Kellion’s past and, if possible, his quarters. He wants them to find any evidence that they might be able to deploy against Kellion.
{| class="wikitable"
|
==== '''Feast Amulet''' ====
If Hyleth still possesses the Feast Amulet unknowingly, then he will impart upon the heroes the importance of not officially accusing Kellion. He thinks that the Bridge Commander has been good for Bridgemoor, even if he is up to no good now, and does not want to impose any legal action until absolutely necessary. That time has not yet come, according to Hyleth.
|}
 
==== '''2. The Investigation''' ====
The heroes can investigate Kellion’s legal history in Bridgemoor, and they might attempt to sneak into his rooms. See the below subsections, Citizenship, Leadership, and Kellion’s Quarters, for more information.
 
Explain to the heroes that they may be able to call in favors by spending their Goodwill in certain occupational spheres, if they wish.
 
==== '''3a. Citizenship''' ====
The heroes may look into Kellion’s official documentation available in public record. Doing so will involve dealing with multiple layers of bureaucracy in the Meritocratium. This can be handled through a series of attribute checks, and the heroes may spend their Goodwill in a number of ways when making these checks.
 
While the archives are available to the public, access is gatekept through official appointments. First, the heroes must make INT, CHA, or LUCK checks to convince the relevant Bureaucrat to expedite their request to view the archives. Have each participating hero make such a check, then take their average. The result determines how many hours or days it will take before their request processes, as shown on the table below.
{| class="wikitable"
|'''DC'''
|'''Result'''
|-
|1-17
|The heroes must wait 2d6 days before their appointment.
|-
|18-27
|The heroes must wait until tomorrow before their appointment.
|-
|28-37
|The heroes must wait 1d8 hours before their appointment.
|-
|38+
|The heroes are granted admittance immediately.
|}
Heroes can spend Goodwill in the following ways to enhance their request to view the archives. A hero can pay multiple Goodwill to gain the same bonus multiple times. Heroes can spend Academic, Aristocratic, Mercantile, or Social Goodwill in Bridgemoor to gain these bonuses.
{| class="wikitable"
|'''Goodwill Spent'''
|'''Bonus'''
|-
|1
|<nowiki>+2 to your individual attribute check</nowiki>
|-
|1
|Subtract 2 hours from your wait time.
|-
|2
|“I was never here.” Your name or the name of one ally is left off the written record of archival visitation.
|}
Once the heroes are in the archival library, they must sift through a substantial amount of information to find records on Kellion.
 
The heroes must now make AWR, INT, or LUCK checks to determine how much information they are able to dredge up about Kellion within their allotted time frame. Have each participating hero make such a check, then take their average. The result determines the extent of the records that they can dig up.
{| class="wikitable"
|'''DC'''
|'''Result'''
|-
|1-14
|No useful information
|-
|15-26
|Name Change
|-
|27-39
|Family Relocation
|-
|40+
|Juvenile Behavioral Issues
|}
Heroes can spend Goodwill to recruit clerks to assist them. A hero can pay multiple Goodwill to gain this bonus multiple times. If a hero spends Academic or Aristocratic Goodwill in Bridgemoor to gain this bonus, they gain +2 to their individual attribute check for each Goodwill spent.
 
Based on the heroes’ rolls, they can learn the following information.
 
'''Name Change.''' Kellion Blacksky was originally named Georgify, and he changed his name when he legally came of age. He has no known relatives in Bridgemoor.
 
'''Family Relocation.''' His family (father, mother, and younger brother) used to live in Bridgemoor, but his parents have since been evicted from their homes by order of the Bridge Knights and forcibly relocated into east Nalathesh. Last record of their emigration had them located in Lonerock.
 
'''Juvenile Behavior Issues.''' Multiple reports are filed displaying disturbing behavior in Georgify’s youth, namely abusive behavior towards his younger brother. This behavior includes but is not limited to burning his brother’s arms with scalding oil.
 
The heroes do not get multiple attempts to sift through this information, as they are operating on a limited time window within the archives.
 
==== '''3b. Leadership''' ====
The heroes might choose to approach the Bridge Knights directly and speak with any connections that they have made throughout their past adventures. Speaking with the Bridge Knights about Kellion comes with an obvious challenge: no subordinate in a military organization is likely to readily accuse their superior.
 
Heroes can make AWR, CHA, or LUCK checks to twist the right arms and empathetically convince the right [[Bridge Knight]] personnel to disclose information. Have each participating hero make such a check, then take their average. The result determines how fruitful their discussions are with Bridge Knight officials.
 
Whomever the heroes speak with will refer to any criticism of Kellion in the third person, hinting that “some would say” or “certain people think that” rather than directly disparaging the Bridge Commander.
{| class="wikitable"
|'''DC'''
|'''Result'''
|-
|1-15
|The heroes’ contact is unwilling to discuss the issue.
|-
|16-20
|Personal loyalty is very valuable to Commander Blacksky. And why not? He’s the leader, and he deserves respect.
|-
|21-25
|The people that Blacksky trusts the most are given positions commensurate with their trustworthiness. Rumor has it that some kind of spirit or [[ghost]] keeps watch over them.
|-
|26-30
|The people he deems most trustworthy are either his immediate subordinates in Bridgemoor, or his spies in Aridala and Dalewright.
|-
|31-35
|Those that Blacksky deems unreliable, or too ambitious, never seem to last. If they climb too high in the ranks, they disappear.
|-
|36+
|The ghost, or spirit, that keeps watch over Blacksky’s men is likely some kind of highly skilled assassin that takes care of the ones that step out of line.
|}
Heroes can spend Goodwill to pressure their contacts into giving more information. A hero can pay multiple Goodwill to gain this bonus multiple times. If a hero spends Aristocratic or Militant Goodwill in Bridgemoor to gain this bonus, they gain +2 to their individual attribute check for each Goodwill spent.
 
After the conversation, have each hero make a LUCK check and take the average. If the result is 15 or lower, then the heroes will be attacked 1d4 days later at an opportune moment. The attack is led by an '''Assassin''' that is actually Kellion’s brother, but he is accompanied by a number of '''Bridge Knights''' wearing dark clothing without identifiable markings. This should be a deadly encounter for the heroes, so the total ML should equal approximately ½ the party level + 4.
 
For more information on Kellion’s brother, see the “The Assassin” subsection in the “Preventing the War” plot at the beginning of this chapter.
 
==== '''3c. Kellion’s Quarters''' ====
If they are particularly daring, the heroes might investigate Kellion’s personal quarters in the Bridge Keep.
 
Breaking into Kellion’s personal chambers will involve a series of difficult skill checks and will force the heroes to overcome magical barriers. Each time the heroes fail to dismantle a magical barrier, and each time one or more heroes fail a skill check, every hero must make a DC 17 DEX/Sneaking roll. If any hero fails, then they are spotted and must flee or fight their way out of a dire situation.
 
This is an extremely deadly encounter for the heroes, so the ML should equal the party’s level. Use '''Bridge Knights, Paladins,''' and '''Soldiers''' for the stat blocks of Bridge Knights, Bridge Captains, and Bridge Squires.
 
If the heroes get caught after they have already broken into Kellion’s chambers, then also add an '''Assassin''' to the combat. This is Kellions’ younger brother. For more information on Kellion’s brother, see the “The Assassin” subsection in the “Preventing the War” plot at the beginning of this chapter.
 
In order for the heroes to sneak into Kellion’s quarters, they must succeed on three consecutive attribute checks: first INT, then AWR, then DEX. Each hero must make these checks, and the DC for each of these checks is 17.
 
Once they reach Kellion’s chambers, they will need to overcome both magical and mundane locks.
 
The mundane lock can be picked with a DC 27 INT/Lockpicking check, or broken with a DC 27 STR/Applied Force check. If the heroes fail either of these checks collectively five times, then they are discovered even if they continue to succeed on their DEX/Sneaking checks.
 
Furthermore, the door is protected with the Seal/Unseal spell cast at 20 SP. If someone casts the same spell or similar magic for at least 20 SP, then they can undo the magical lock.
 
Within, Kellion’s room is tidy and minimalistic. A narrow bed with a foot locker rests against one wall, and a wardrobe and writing desk are on the other. A round table and four chairs occupy the middle of the room, [[resting]] on a circular woven rug. The floors are wooden, and the interior walls plaster with a wooden frame. The wall to the outside is stone, with a series of arrow slits that offer a poor simulation of a full-sized window. Next to the window, a narrow door lets out to a small balcony.
 
The heroes can investigate the room freely. If they look under the rug or succeed on a DC 17 AWR/Investigating check, they find a trapdoor compartment. The trapdoor, the foot locker, and the writing desk drawers are all sealed, each with a Seal/Unseal spell worth 15 SP. They also have mundane locks that require a DC 24 INT/Lockpicking or STR/Applied Force check to open. Failing any of these checks requires them to make another DEX/Sneaking check; failing any of these checks a collective total of five times forces combat, even if the heroes succeed on their DEX/Sneaking checks.
 
Inside the desk drawer, there is a false bottom that the heroes can find with a DC 14 AWR/Investigating check. If they do, then they discover a list of names, many of which have been crossed off.
{| class="wikitable"
|
==== '''The List of Names''' ====
If they compare notes with a Bridge Knight that they trust, they can confirm that the names that have been struck through are former Bridge Knights that looked like they might eventually pose a political threat to Kellion.
|}
After investigating Kellion’s quarters, have each hero make a LUCK check and take the average. If the result is 20 or lower, then the outer door to the balcony opens as the heroes prepare to leave, and an '''Assassin''' spots them. The Assassin is Kellion’s younger brother. He immediately calls out for help, causing '''Bridge Knights, Paladins,''' and '''Soldiers''' to rush to the scene 1d2 rounds later. This should be a very deadly encounter for the heroes, so the total ML should equal the party level.
 
==== '''4. Quest Conclusion''' ====
Upon returning any information they learn to Hyleth Othen, the heroes each receive 1,000 sc for their trouble, along with +4 Goodwill in the Aristocratic occupational sphere in Bridgemoor and -2 Goodwill in the Militant occupational sphere in Bridgemoor.
 
Hyleth himself, armed with this information, assures the heroes that he will determine a means for dealing with Kellion, but asks that they do not let anyone else know what they have learned.
 
The heroes may elect to ignore Hyleth. If they approach the Magister Superior’s office with this information, they will not be able to speak with the Magister Superior directly, but will instead be received by a Bureaucrat that will take their statement and “look into it as soon as possible.”
 
If the heroes start a public defamation campaign against Kellion, then they will be endlessly accosted by '''Bridge Knights''', '''Paladins''', and '''Soldiers,''' as well as the '''Assassin,''' Kellion’s brother. These hostiles will not be particularly concerned with taking the heroes alive or dead, but if they are taken alive, they will be quietly placed in a dark dungeon deep below the Bridge Keep. The dungeon is an antimagic zone. Heroes left in the dungeon will be given no food and will be left to starve.
 
=== Investigate Melki ===
 
==== '''Summary''' ====
Rumors about a high-profile con artist spread through Bridgemoor. Kellion Blacksky asks you to find out the truth behind one concerning rumor: that prominent Meritocrat [[Melki]] has a false identity and is playing some kind of political game to further a personal agenda.
 
==== '''1. Receiving the Quest''' ====
A messenger from the Bridge Knights approaches you, saying Bridge Commander Ser Kellion Blacksky has summoned you to the Bridge Keep.
 
The Bridge Knight is a common peace officer and has no further information but assures the heroes that it is urgent.
 
Upon arriving, Kellion ushers the heroes into his office and reveals the nature of the meeting.
 
'''''Read Aloud:''''' ''“My Bridge Knights do an admirable job of keeping the city safe,” Kellion says, “And they do what they can to stay informed. Even so, there is a limit to their expertise. It has come to my attention that a member of the Meritocrats has a… how should I say this… a [[duplicate]] identity. I have reason to suspect that Meritocrat Melki is more than he first seems. I believe that he uses an alternate identity, or that “Melki” itself is an alternate identity to the true person. To maintain the integrity of the Meritocratium, I ask that you investigate this and determine [[weather]] these rumors hold credence.”''
 
Kellion does not know who Melki’s alternate identity might be, but believes him to be an influential merchant within Bridgemoor. He suggests that the heroes carefully inquire among merchants to try to determine who this might be. Tailing Melki or seeing which merchants are not present while Melki is known to be in litigation with the Meritocrats might also yield valuable insights.
 
==== '''2a. Tailing Melki''' ====
The heroes may attempt to tail Melki to determine his typical habits within Bridgemoor. Doing so in a nondescript fashion will first require each hero tailing him to make a DC 13 INT/Evading check. If any hero fails, Melki realizes that he is being followed and he takes evasive action. Heroes must succeed on an AWR/Tracking check in order to keep up with Melki, contested by his INT/Evading check.
 
If the heroes fail, they lose Melki and cannot attempt to tail him again for 2 days. Furthermore, if they fail and if they took no steps to hide their identity, then Melki will order them banned from the Meritocratium and the heroes lose 4 Aristocratic Goodwill.
 
If the heroes succeed, they may tail him until he disappears inside an enclosed flea market in a warehouse. When the heroes follow after him, he is nowhere to be seen. Rather, the warehouse holds a multitude of merchants hawking their wares.
 
==== '''2b. The Flea Market''' ====
Allow the heroes some time to brainstorm how they might determine which merchant in all of Bridgemoor has a secret life. They will quickly find that a plurality of merchants in a highly populated city all have something to hide, investigating Melki from this angle will be very difficult if the heroes go in without a clear sense of direction.
 
If they look into merchants that are known to keep odd hours or travel frequently, the heroes can narrow down possible suspects to a few dozen.
 
Cross-referencing this list with the names of the merchants that operate in the enclosed flea market from part 2a reduces the list to eight possible individuals.
 
These individuals, their personalities, and the justification for their odd schedules are provided below. Using magic such as the [[Sense Magic]] spell reveals little, as each of these merchants possess at least one magical trinket that they keep on their person. Notably, however, only Lekim is using Altering magic. Melik, the [[dragonfolk]], has Enchanting magic. Elmik has Illusory magic, and the rest have Warding magic. Heroes might use this to rule out all save Lekim, Melik, and Elmik.
 
'''Elmik.''' Elderly female [[urkou]] that sells honey. She has a gentle disposition and offers free samples. She has a hair clip that uses illusory magic to make her look 10 years younger.
 
'''Kelim.''' Nalatheshi human that sells spices, particularly paprika, cardamom, and turmeric. A pushy salesman in a friendly, bantering kind of way. Kelim has a magic warding bracelet that gives him 1 [[Shield]] HP the first time he takes damage each day.
 
'''Kemil.''' Female halfling that sells collectible taxidermy mice and relief wood carvings on small conifer plaques. She has a cheerful disposition and an inviting smile. Has a magic warding earring that gives her Resist Charmed 5.
 
'''Klemi.''' A nonbinary [[bhrunai]] running an eccentricities stall, Klemi has a cranky but somehow endearing personality. They always have an assortment of trinkets such as those on the d100 table in Chapter 6 of the CRB. Klemi wears a silver cap on the end of one of their horns, which has warding magic that gives them +1 WILL.
 
'''Lekim.''' A star elf with porcelain white skin, black hair, and red eyes, Lekim looks almost vampiric. He sells journals and loves a good story, whether real or fictional or a joke. He will spin colorful tales about how he found the paper and cured the leather for each of his books. Lekim has altering magic coming from him, but no identifiable item that is causing it. (This is actually Melki.)
 
'''Limek.''' A [[kleppin]] with chipmunk features, Limek sells small cogwork trinkets that have no obvious purpose other than to still an overactive mind. Limek constantly fiddles with these objects, and one of them seems to emit warding magic that gives Limek Resist Psychic 1.
 
'''Mikel.''' Mikel is a [[dwarf]] from kendaria who runs a food stall. Mikel is loud and boastful, claiming that all his food tastes even better than it smells. He sells various savory goods:
 
# Thin cut lamb meat with sliced tomatoes and copped lettuce, wrapped in flatbread
# Crispy corn flour shells stuffed with ground meats, shredded lettuce, and diced tomatoes
# Sausage nested in a split baguette with tomato paste garnish
 
Mikel’s beard tie wards against tangled hair and magically disintegrates any of his own hair that falls in his food.
 
'''Melik.''' A dragonfolk from Nalathesh with blue and turquoise scales. Melik sells geodes, polished stones, and little glass jars with colored sand layered in such a way that the sand creates a scenic art piece against the edge of the glass. Melik is quiet and lets his sparkling wares speak for themselves. While he is quiet, if asked, he will expound at great length on the various qualities of minerals. One of his crystals emits enchanting magic that makes prospective buyers Vulnerable Charmed 1.
 
==== '''3. Two Places at Once''' ====
In order to effectively narrow down the suspects, the heroes will need to determine when Melki is undeniably in a legislative session with the Meritocrats while simultaneously watching one or more suspects. This is achieved most efficiently if the heroes have succeeded in both their 2a and 2b missions.
 
When Melki is in the legislative hall or is scheduled to be soon, the heroes may pick any of their remaining suspects and engage them in conversation or tail them as they leave the market.
 
For any suspect that they pick, roll 1d8. On a roll of 1, that suspect does not show up to the market on that day.
 
On any other result, if the heroes engage any of the suspects in conversation besides Lekim, the merchant will happily speak with the heroes and will attempt to sell them miscellaneous trinkets.
 
If the heroes engage in conversation with Lekim, then he will try to pawn them off on another merchant, explaining that “he has to start his journey back to Silverbranch, where he has to tend to affairs.”
 
Any hero that succeeds on a DC 13 AWR/Intuiting check can call Lekim’s bluff, noting that he has no travel bags or even a knapsack, and recognizing his nervous behavior as him hiding something.
 
Alternatively, if the heroes watch from a distance, then approximately 1 hour before the meeting, Lekim and two other randomly determined suspects will leave the flea market.
 
The heroes may attempt to tail them, making DC 14 INT/Evading and AWR/Tracking checks to keep up with any merchant besides Lekim. Keeping up with Lekim requires a DC 23 check on both counts.
 
Heroes that succeed on the checks for anyone besides Lekim can reliably confirm that they do not go to the Meritocratium and are therefore not Melki, whom the heroes can later confirm to have been in attendance at the meeting.
 
Heroes that succeed on both checks for Lekim watch him round a corner, and when they round the corner after him, Lekim is nowhere to be found… but Melki is striding down the road, unaware that he is being watched.
 
It may take several attempts, as the various suspects will not likely all be in the flea market at once. However, once they rule out everyone else or confirm their suspicions about Lekim, the heroes can accurately determine that Lekim is Melki.
 
==== '''4. Confronting Melki/Lekim''' ====
If confronted, Melki/Lekim will ask the heroes to keep his secret. Seeing no other choice, he will come clean to them, explaining that his methods are unorthodox but his intentions pure. Heroes will not detect any deceit in his explanation and must choose whether to report him to Kellion Blacksky or keep his secret. Melki will not offer the heroes any monetary compensation for keeping his secret, as that would legally constitute bribery and could make them all liable to arrest.
 
If the heroes issue a warning but promise not to report him, Melki will agree no longer to pose as Lekim in Bridgemoor. He tries to leave out the fact that he intends to continue exploiting his Lekim persona ''outside'' of Bridgemoor.
 
If Melki got the heroes banned from the Meritocratium, they may press for him to withdraw the ban, and he will do so willingly.
 
==== '''5. Quest Conclusion''' ====
If the heroes report Melki to Kellion, then they each earn 1500 sc. If Melki got the heroes banned from the Meritocratium, Kellion overrules the ban and he arrests Melki for fraudulent use of an alias. The heroes gain Goodwill in Bridgemoor: +6 Militant, +4 Aristocratic, -4 Mercantile, and -2 Criminal.
 
Conversely, if the heroes mislead Kellion, withhold information from him, or if they simply abandon the quest, then they receive no sc. Instead, they gain Goodwill in Bridgemoor: +6 Mercantile, +4 Criminal, and -6 Militant.
 
== Early Spring: Bridgemoor ==
The quests in Late Winter involving the investigation of the Meritocrats or Ser Kellion Blacksky are still available, if unfulfilled.
 
=== Backchannel Diplomacy ===
 
==== '''Summary''' ====
After loss of life and loss of trust between the Sutians and the Luxxors, the heroes take charge of bringing both families back to the negotiating table. If they succeed in preventing opposed forces from undermining the process, it may be the last chance for peace between three nations.
 
==== '''Prerequisites''' ====
To receive this quest, the heroes must be friendly with both [[the Sutian House]] and the Luxxors, and they must have positive Aristocratic and Social Goodwill in both Kendaria and Nalathesh.
 
==== '''Transit Times''' ====
'''Bridgemoor to Greenvalley:''' 6 Days
 
'''Bridgemoor to Aridala:''' 3 Weeks
 
'''Greenvalley to Aridala:''' 4 Weeks and 1 Day
 
==== '''Receiving the Quest''' ====
Depending on social connections the heroes have developed throughout the campaign, one final plea for diplomacy may come from many places, although Kellion Blacksky is not one of them. Think carefully about the players’ alliances and the shape of the campaign they have built to this point. Look for the right person, with the right connections and motivations that blend with the story you have crafted.
 
If the heroes have the favor of a Meritocrat such as Hyleth Othen or Magellus Black, they may ask the heroes to persuade the Sutians and the Luxxors to attempt negotiations again in order to prevent war raging through the city. If the heroes are close to one or both families, a member of the Sutian family or the Luxxor family who is not ready for war may ask the heroes to bring the leaders of their clan back to the negotiation table. Another [[noble]] from either country may ask if the heroes can help resolve this before it goes too far. Or perhaps the heroes will want to take this on of their own volition, wanting to help both families avoid more bloodshed.
 
==== '''Preparing to Negotiate''' ====
The heroes should have leeway to improvise creative solutions to roleplaying how to bring two warring parties back into communication. The expected method is to gain agreement from one side through persuasion and trading Goodwill, then gain a reciprocal agreement from the other side. Negotiators exchange demands, rebuttals, and compromises until reaching an agreement.
 
However, if the heroes follow a different path, such as inviting both families to a surprise party to stage an intervention, be prepared to [[adapt]] the available encounters and mechanics to suit the narrative as it plays out. The diplomatic tools here are designed for typical situations, but should be able to adapt to anything.
 
'''The Luxxors and the Sutians:''' Both noble families have suffered loss and outrage, and if Kellion Blacksky has been successful in switching official letters from the Luxxors to the Sutians, this has increased the calls for vengeance. Because Bridgemoor was unable to provide the safe location they expected for negotiations, they may feel there is no hope for peace talks to succeed. They would need to put themselves at the mercy of hostile forces who, to the best of their knowledge, may work for their rival.
 
The heroes must approach the Luxxor and Sutian families and convince them:
 
* The rival family may not be guilty of everything they seem to have done or said. Some evidence is suspect.
* Peace will have a better impact on the interests of the nation as a whole, and their family in particular, than war.
* The heroes can personally ensure the safety of all messages and emissaries.
 
Having the quest giver mention these points or having the NPCs address them during roleplay will help the heroes find the right direction on this mission. Have the heroes make INT, AWR, CHA, and LUCK checks during their conversations to persuade the Luxxors and the Sutians to re-enter negotiation. They may trade Goodwill here, redeeming 1 Aristocratic Goodwill in the relevant nation for a +2 bonus to a single skill check.
 
Once both families agree, negotiations may begin.
{| class="wikitable"
|
==== '''Negotiation Goodwill''' ====
In order for negotiations to succeed, the heroes must handle the negotiation process so both families stay involved. For the negotiation, the heroes will have “Negotiation Goodwill” for each family to represent this. This will start at +5 Negotiation Goodwill per family, and if the heroes do their job well, Negotiation Goodwill with the Luxxors and the Sutians will go up.
 
At 10 Negotiation Goodwill, the family will agree to meet if a draft trade agreement exists. At 15 Negotiation Goodwill, the family will sign a finished trade agreement. At 0 Negotiation Goodwill, the family withdraws from negotiation.
|}
See examples below of things that will cause the heroes to gain or lose Negotiation Goodwill. Consider [[actions]] the heroes take, and what the impact would be on the Luxxors and the Sutians.
{| class="wikitable"
|'''Goodwill'''
|'''Action'''
|-
|<nowiki>+1 one family</nowiki>
|Heroes trade 1 Aristocratic Goodwill from family nation
|-
|<nowiki>+1 both families</nowiki>
|Negotiate a compromise, in person or by genuine letter
|-
|<nowiki>+2 both families</nowiki>
|Clear up a misunderstanding
|-
|<nowiki>-1 one family</nowiki>
|Lose message (lose Goodwill with senders)
|-
|<nowiki>-1 both families</nowiki>
|Deliver a counterfeit message
|-
|<nowiki>-2 both families</nowiki>
|Negotiations worsen relations
|-
|<nowiki>+2 both families</nowiki>
|Have a decisive victory over attacking enemies
|-
|<nowiki>-2 both families</nowiki>
|Suffer a decisive loss when attacked
|-
|<nowiki>+5 both families</nowiki>
|Find evidence that attackers are an outside group.
|-
|<nowiki>-5 one family</nowiki>
|One or more family members are in mortal peril
|-
|<nowiki>-10 one family</nowiki>
|A family member suffers a severe injury or dies
|}
 
==== '''Sending Messages''' ====
Trustworthy communication is critical to any negotiation. After receiving fake messages and having assassins target their locations, members of the Luxxor and Sutian families should have worries about how the heroes will ensure messages they send and receive are genuine, that they will reach their destination intact, and that no enemy spies will intercept key information. They are right to have those worries, because Kellion Blacksky will send forces to try just that.
 
'''Attacking the Messengers:''' During journeys between Greenvalley and Aridala, the heroes should face at least one to two encounters with groups of Bridge Knights wearing dark clothing without identifiable markings. These may include creatures or brigands local to the area of the encounter, as well as fiends associated with the Underbridge Cult of ML 6 and under. However, the leading members of the party should be corrupt Bridge Knights.
 
'''The Bridge Knights will have these goals:'''
 
# Attempt sneaking and spying outside of battle encounters to learn information about the negotiations.
# Steal correspondence, both to learn information and to derail negotiations.
# Tamper with messages or substitute false messages to derail negotiations.
# Endanger people involved in negotiating, especially members of the Luxxor and Sutian families.
 
The Bridge Knights will attempt to complete goals 1 and 2 throughout any encounter with the heroes. They will only attempt goals 3 and 4 if they have already learned the information they need for those goals. For example, if the heroes succeed at preventing the Bridge Knights from learning what is in earlier letters, the Bridge Knights cannot make convincing false messages. Or, if the heroes prevent the Bridge Knights from learning where the final negotiation site will be, the Bridge Knights cannot plan an ambush. They can only attack by following the heroes’ party.
 
'''Thwarting the Attacks:''' Promising the Sutians and the Luxxors that they will handle messages with care should not be enough to reassure them. If the players insist that will work, let them roll a CHA check with DC 35. If anything bad happens to a message, they should have to make that check again, and the DC should increase by 5 each time.
 
An NPC can make basic suggestions to prompt a hero, either by asking about the problem or the solution. For example, disguising a message so an enemy cannot read it is a problem that a hero may solve by creating an encryption method using an INT check or using a Weaving skill to hide the message in a belt the attackers will overlook. Encourage heroes to play to their skillset and use their creativity.
 
The noble families have long used seals to verify that the letters they send are genuine, but there has already been one attempt to transfer a genuine seal to a fake letter. Some solutions to an NPC wanting to be sure that a message is genuine might be using Alchemy to create a new kind of wax that is more difficult to move to another letter, or a carefully managed inventory of paper that makes a purple flame when burned. Encourage the heroes to think about how they can use their skills to make sure the letter in hand is real.
 
If Alchemy is not a strong suit for the party, something as simple as a secret duplicate copy of the letter is an easy way to verify that something is correct, and have a backup in case an attacker steals the original. Depending on the skills the heroes have cultivated, NPCs may offer ideas as simple as placing a [[Signature]] cantrip over the sealed flap of an envelope or as complex the heroes can reasonably accomplish with the given time and resources.
 
Especially when the time comes to pick a meeting site, the Luxxors and the Sutians may wish to be sure that no enemies will follow them or be laying in wait. Heroes with strong business connections may be able to lay a false trail by booking inns in three different towns, or heroes with a stronger background in magic may create body doubles to truly lead their enemies astray. Or perhaps the letter naming the meeting spot lists five places, and a circle around the true location only shows itself when you hold it in front of a full moon.
 
While any specific scenario is unlikely—such as writing the message on a strip of paper wrapped around a stick, so you can only read it with a stick of the same diameter, then enchanting the paper to become a ribbon the hero can braid into their hair that will only transform back over a candle flame, or developing a clockwork device that makes a constantly shifting encryption and hiding the encrypted message in the artwork of a magic temporary tattoo on the hero’s back—encourage the heroes to think of creative applications for the skills their characters are best at.
 
Once they do, have the heroes make appropriate skill checks to determine the success of their proposed methods. Their level of success on these skill checks should translate into bonuses if Black Knights attacking the party put those methods to the test.
 
For example, if the heroes want to create a tamper-proof sealing wax for the Sutians and the Luxxors, they make an INT/Alchemy check to craft the recipe for the wax. Perhaps they wish to make the wax so that it cannot be detached from paper without cracking, or each exposure to heat changes its color. Pick an appropriate DC for the difficulty of the description the player gives.
 
The heroes earn successes based on their roll. If attackers try to move the seal to a fake letter, the heroes make an opposed skill check. In this case, perhaps the attacker’s INT/Forging check against the heroes’ AWR/Perceiving check. During this opposed skill check, the heroes receive a bonus equal to the number of successes from creating their tamper-proof wax recipe.
 
See the table for successes based on the heroes’ roll relative to the DC of their plan. Above the table maximum, continue the pattern.
{| class="wikitable"
|'''Skill Roll'''
|'''Successes'''
|-
|DC - 5 or below
|<nowiki>-1</nowiki>
|-
|DC - 1 to 4
|0
|-
|DC + 0 to 4
|<nowiki>+1</nowiki>
|-
|DC + 5 to 9
|<nowiki>+2</nowiki>
|-
|DC + 10 to 14
|<nowiki>+3</nowiki>
|-
|DC + 15 to 19
|<nowiki>+4</nowiki>
|-
|DC + 20 to 24
|<nowiki>+5</nowiki>
|}
 
==== '''Setting Terms''' ====
Before the Luxxors and the Sutians will sit down for a final meeting, they will want assurances that they can find a meeting of the minds—on paper. As most of this negotiations phase will take place with the heroes delivering messages between the families, NPCs may wish to remind the heroes of the dangers on the road. It will be important to be familiar with the “Sending Messages” guidelines.
 
Besides delivering messages safely, the heroes negotiate, offering suggestions, persuading each family to agree to compromises, acting as trustworthy investigators to verify claims that one family makes to the other, and reminding the families of the benefits making peace will bring.
 
Goals to move the negotiations from “Setting Terms” to “Middle Ground” are:
 
* At least +10 Negotiation Goodwill for both families.
* Both families receive and approve of a draft trade agreement addressing at least 75% of their concerns.
* Both families agree to a meeting location and a meeting date.
 
{| class="wikitable"
|
==== '''Neutral Territory''' ====
Neither the Sutians nor the Luxxors will want to meet in a place where the other family has the upper hand, which takes both Kendaria and Nalathesh off the table. Bridgemoor let them down, and they may be wary of meeting there again. Let your players offer reasons why various locations may be good meeting places, but if they have trouble finding a meeting place on their own and convincing the NPCs to trust them, an appropriate NPC may suggest the Great Chasm (see Chapter 9).
|}
Continue to have the heroes make INT, AWR, CHA, and LUCK checks to drive negotiations toward these ends. They can still trade 1 Goodwill to receive a +2 bonus to a single skill check, or to bolster one family’s Negotiation Goodwill by +1.
 
==== '''Middle Ground''' ====
With the date and location for negotiations set, and an initial draft of the trade agreement in hand, both the Luxxors and the Sutians are ready to meet. The next challenge is to ensure both families reach the negotiating table safely.
{| class="wikitable"
|
==== '''Key Items''' ====
If negotiations succeed, each party will face an attack featuring fake evidence laying blame on the Luxxors or the Sutians. Ensure the heroes see the genuine items.
 
'''Reza Luxxor:''' a red silk handkerchief, embroidered with a white lotus. Fine enough that you can see your hand through the fabric, the scent of cardamom and tamarind embedded in its fibers from life as a [[trader]].
 
'''Blaise Sutian:''' a thin book in a gray dustjacket, “Scientific Study of People and Governance,” where takes handwritten notes. Hidden inside is a comedic murder mystery for the stage, with a blue cover, that he is studying for an audition.
|}
'''Enemy Goals:''' If the attackers sent by Kellion Blacksky can do so, they will attack each party en route to the negotiations, and attack the site of the negotiation itself. During “Setting Terms,” there should be attempts to discover the location of the final meeting, whether this is through stealing communications or through a spy sneaking close to a private discussion. If those attempts succeed and the heroes do not change their meeting location, you may wish to make the attack on the negotiation site into an ambush.
 
To make sure the heroes consider how to account for this, the heads of the Sutian and Luxxor families should make it clear that, while they have their own guards, they are relying on the heroes to secure their [[passage]] to the negotiations and protect everyone while negotiations are in progress. If an emissary from one of the families is in mortal danger, meaning that there is a threat to their safety so direct that a personal [[guard]] next to them must act, this will decrease the family’s Negotiation Goodwill.
 
'''Moving the Parties:''' There is no one right way to manage moving two parties of diplomats from rival countries to a secure location from opposite directions. The heroes may decide to split the party so that some heroes can travel with and protect the Luxxors while the others travel with and protect the Sutians. They may prefer to move one family while sheltering the other family in a secure location. They may feel the best strategy is to get everyone to the meeting site as fast as possible, or they may want to keep the families a short distance away until they are sure no one has followed the party.
 
The heroes should have the option to cooperate with guards working for the Luxxors and the Sutians who are not assigned to a specific family member’s protection if they wish. While there will likely not be any convenient security teams to recruit, although players may make their case if they wish to do so, loyal guards in service to the two noble families will follow commands from the heroes on the road and at the negotiation site if their employers tell them the heroes are in charge. Follow the mechanics outlined in the “Warfare Encounters” section if the heroes choose to act as commanding officers for NPC guards.
 
'''Peace Talks:''' While in the final negotiations, the goals are:
 
* At least +15 Negotiation Goodwill for both families.
* Revisions to the trade agreement that satisfy all disputes, written and signed by both the Luxxors and the Sutians, with the family heads affixing their seals. Note that there should be two copies, one for each family.
* Successfully avoiding or repelling enemy attack without endangering the diplomats.
 
Any heroes not engaged in defense actions should act as negotiators to help the Sutians and the Luxxors reach a mutually beneficial agreement. INT, AWR, CHA, and LUCK checks will remain important here, and the heroes may continue to leverage their Goodwill with both families to help the negotiations along.
 
==== '''Concluding Negotiations''' ====
Treaties signed and sealed in the hands of the Luxxors and the Sutians means the heroes are in the home stretch, quite literally. The final goal of the quest is to ensure that each family makes it home safely, with their copy of the trade agreement. Once this happens, it will be the responsibility of the noble families of Kendaria and Nalathesh to pull their governments back from the brink of war.
 
As this will be the last chance to disrupt potential peace, Kellion’s men should attack both parties of diplomats returning to their homes in force. These should be potentially deadly encounters, with a total ML of half the party’s combined level +4, where the attackers’ goals are:
 
* Destroy the trade agreement if possible.
* Attempt to assassinate a leading family member with the power to convince the government to scale back the war.
* Leave false evidence of the rival family’s involvement to undermine the peace.
 
'''False Evidence:''' The attack on the Sutians should feature weaponry characteristic of Nalathesh, hired Nalatheshi combatants in addition to the corrupt Bridge Knights in command, and an opportunity for one of the attackers to drop a red silk handkerchief that resembles Reza Luxxor’s. On an AWR/Investigating or Perceiving check of DC 17, the heroes realize the handkerchief is fake. The lotus embroidered on the handkerchief has two fewer petals than Reza Luxxor’s, the silk is too thick and opaque, and it smells like mineral oil instead of cardamom and tamarind.
 
In addition to corrupt Bridge Knights, the attack on the Luxxors should feature monsters and magic users characteristic of Kendaria, although probably hired from Bridgemoor. Monsters such as Bloodoak Hosts that Kendaria and the Underbridge Cult have in common may be useful here. There should also be an opportunity to drop a copy of a small gray textbook, “Scientific Study of People and Governance,” with handwritten margin notes. This resembles the book Blaise Sutian often had out during the negotiations. On an AWR/Investigating or Perceiving check of DC 17, the heroes will notice that this textbook does not have a dustjacket, and the contents match the cover. This is not the murder mystery play Blaise had during negotiations, and the handwriting does not match.
 
The mercenaries will not know details about who hired them, but will have no problem saying this was work for hire if their bosses have died or fled. Regardless of any danger from this encounter, if the heroes are able to demonstrate that the rival family was not responsible for the attack, the Luxxors and the Sutians will abide by the trade agreement they signed. Although concerns linger over just who may be trying to sabotage the relationship between these two noble houses specifically, and between Kendaria and Nalathesh by extension, everyone is grateful to the heroes for their role in brokering peace.
 
The Sutians and the Luxxors each reward the heroes with 1000 sc apiece, and upon hearing the news, the Meritocrats of Bridgemoor likewise reward each of the heroes with another 1000 sc in thanks. The heroes receive the following Goodwill in Nalathesh and Kendaria: +6 Aristocracy, +4 Mercantile, +5 Social, and -2 Underworld. The heroes receive the following Goodwill in Bridgemoor: +4 Aristocracy, +4 Mercantile, +3 Social, and -2 Underworld. They also gain +3 Goodwill with the Meritocrats of Bridgemoor, the Luxxors, and the Sutians.
 
If members of either family died or were seriously injured in the final encounter, reduce these values by ½, rounding up.
 
==== '''Confronting Blacksky''' ====
With the prospects of all-out warfare decreasing, Kellion Blacksky will attempt to have the heroes assassinated. Acting out of emotion rather than tact, he may even attack the heroes himself if he can catch them in an unpopulated area, such as a stretch of road in the Old Forest or the Nalatheshi Desert. Having successfully averted war, once the heroes defeat Kellion Blacksky, the campaign concludes.
 
== Early Spring: Kendaria ==
 
=== Advance Forces ===
 
==== '''Prerequisites''' ====
The heroes must have at least 5 Goodwill in Kendaria to receive this quest.
 
==== '''Summary''' ====
The Kendarians ask the heroes to chart a safe course through the Great Chasm, a day’s journey south of Bridgemoor, so that they can establish a supply line and advance troops independent of Bridgemoor’s cooperation.
 
==== '''1. Receiving the Quest''' ====
The heroes receive this quest from the Sutians or from Duke [[Leon Marstemal]]. Either way, the details and rewards are the same.
 
The quest is straightforward, but quite dangerous. Heroes with climb speeds or the capacity to fly can mitigate the most deadly [[exploration]] encounters in this adventure.
 
The questgiver will ask the heroes to travel about a day’s journey south of Bridgemoor; between 6 and 8 hours travel should be sufficient. The heroes are tasked with charting a course through the Great Chasm and into East Nalathesh. This quest will involve marking a trail with signposts, installing fencing where helpful, determining which areas make for safe campgrounds, and marking areas of treacherous footing.
 
==== '''2. Navigating the Cliffs''' ====
The first challenge that the heroes face is finding a safe way to descend the cliffs of the Great Chasm. Represent this by a series of attribute checks that take place over a montage of a couple days’ worth of charting a safe trail.
 
This challenge involves both individual checks and party checks, as denoted on the table below. When an individual check is called for, only one party member may attempt the check. Failing a check will result in a specific consequence, as denoted in the table. The exact nature of these consequences is explained in long form after the table. When multiple [[attributes]] or skills are listed, the party or individual may choose which one to use.
 
The “Lead descent” and “Lead ascent” challenges can be completely circumvented if a hero has a climb speed or fly speed.
 
To introduce an element of suspense and randomness that reflects the dangers of charting new territory, the DCs on this table are not fixed, but are modified by die rolls.
{| class="wikitable"
|'''Challenge'''
|'''Attribute/Skill'''
|'''Individual or Party'''
|'''DC'''
|'''Elevation'''
|'''Fail Consequence'''
|-
|Find safe place to begin descent
|AWR/Navigating;
 
INT/Cartography;
 
INT/Geography
|Party
|20+1d6
|800 ft
 
(80d4 falling)
|Arduous Journey
|-
|Secure anchor for belaying rope
|INT/Dungeoneering; INT/Sleight of Hand
|Individual
|12+1d4
|800 ft
 
(80d4 falling)
|Fallible [[Gear]]
|-
|Lead descent
|STR/Athletics;
 
DEX/Balancing
|Individual
|17+1d8
|800 ft
 
(80d4 falling)
|Plummet to Death
|-
|Secure guardrails
|AWR/Sheltering;
 
INT/Carpentry;
 
INT/Dungeoneering
|Party
|13+1d6
|740 ft
 
(74d4 falling)
|Fallible Gear
|-
|Lay a bridge
|STR/Applied Force;
 
INT/Dungeoneering
|Party
|13+1d6
|690 ft
 
(69d4 falling)
|Plummet to Death
|-
|Second set of guardrails
|AWR/Sheltering;
 
INT/Carpentry;
 
INT/Dungeoneering
|Party
|15+1d6
|550 ft
 
(55d4 falling)
|Fallible Gear
|-
|Establish cliffside campsite
|AWR/Foraging;
 
AWR/Sheltering;
 
INT/Dungeoneering
|Party
|17+1d6
|480 ft
 
(48d4 falling)
|Arduous Journey
|-
|Lead descent
|STR/Athletics;
 
DEX/Balancing
|Individual
|23+1d8
|260 ft
 
(26d4 falling)
|Plummet to Death
|-
|Final set of guardrails
|AWR/Sheltering;
 
INT/Carpentry;
 
INT/Dungeoneering
|Party
|30+1d6
|80 ft
 
(8d4 falling)
|Fallible Gear
|-
|Chart course across the river
|AWR/Navigating;
 
INT/Nature
|Party
|23+1d6
|0 ft
|Arduous Journey
|-
|Establish canyon floor campsite
|AWR/Foraging;
 
AWR/Sheltering;
 
INT/Dungeoneering
|Party
|12+1d8
|0 ft
|Arduous Journey
|-
|Lead ascent
|STR/Athletics;
 
DEX/Balancing
|Individual
|23+1d8
|120 ft
 
(12d4 falling)
|Plummet to Death
|-
|Secure belaying rope
|INT/Dungeoneering; INT/Sleight of Hand
|Individual
|25+1d6
|140 ft
 
(14d4 falling)
|Fallible Gear
|-
|Lay a bridge
|STR/Applied Force;
 
INT/Dungeoneering
|Party
|17+1d6
|460 ft
 
(46d4 falling)
|Plummet to Death
|-
|Secure guardrails
|AWR/Sheltering;
 
INT/Carpentry;
 
INT/Dungeoneering
|Party
|17+1d6
|600 ft
 
(60d4 falling)
|Fallible Gear
|-
|Establish clifftop outpost
|AWR/Foraging;
 
AWR/Sheltering;
 
INT/Dungeoneering;
 
INT/Evading
|Party
|12+1d4
|800 ft
 
(80d4 falling)
|Spotted by the Enemy
|}
'''Arduous Journey:''' Failing this check does not come with an immediate setback. Instead, it increases the next check DC by 2d4.
 
'''Fallible Gear:''' Through user error or poor quality equipment, the gear you use is not up to the task. Each hero must make a DC 16 LUCK check. On a fail, resolve the Plummet to Death consequence.
 
'''Plummet to Death:''' A hero begins to plummet to their death. The hero can make a DC 20+1d6 DEX/Balancing or STR/Athletics check; on a fail, then they fall. See the challenge’s elevation to determine how far they fall. If this falling damage reduces them to 0 HP and would reduce them to negative HP equal to their total HP, they die immediately. Otherwise, if it reduces them to 0 HP but does not [[kill]] them outright, then they may make a DEX/Tumbling, END, or LUCK/Fortuity check to determine the extent of their [[injuries]] (this may still kill them).
{| class="wikitable"
|'''DC'''
|'''Injury'''
|-
|18 or less
|Instant Death
|-
|19-25
|Broken Back, 2 Broken Legs, Broken Rib, Punctured Lung
|-
|26-37
|2 Broken Legs, Broken Rib, Punctured Lung
|-
|38+
|1 Broken Leg, Broken Rib
|}
'''Spotted by the Enemy:''' The heroes fail to establish a covert outpost on the other side of the chasm. Upon completing their quest, they only receive half their sc in payment and only +2 Goodwill as relevant, instead of +4.
 
==== '''3. Trench Abominations''' ====
While the heroes are exploring the canyon floor, they will be attacked by '''Trench Abominations''' and '''Trench Wyrdlings'''. This should be a difficult encounter, so the ML should approximately equal ½ the party level +2. The trench creatures will fight until dead.
 
==== '''4. Other Challenges''' ====
If you wish to make this quest a more significant portion of your campaign, feel free to reference more of the potential encounters and events detailed in [[Chapter 9: The Great Chasm]].
 
==== '''5. Quest Conclusion''' ====
Upon completion of the quest, the heroes will be paid 1,200 sc for their efforts. They also receive +4 Goodwill in Kendaria’s Militant and Social occupational spheres. They suffer a -2 penalty to their Goodwill in Nalathesh’s Militant and Social occupational spheres.
 
== Early Spring: Nalathesh ==
 
=== Advance Forces ===
 
==== '''Prerequisites''' ====
The heroes must have at least 5 Goodwill in Nalathesh to receive this quest.
 
==== '''Summary''' ====
The Nalatheshi ask the heroes to chart a safe course through the Great Chasm, a day’s journey south of Bridgemoor, so that they can establish a supply line and advance troops independent of Bridgemoor’s cooperation.
 
==== '''1. Receiving the Quest''' ====
The heroes receive this quest from the Luxxors or from General [[Tenemei]]. Either way, the details and rewards are the same.
 
The quest is straightforward, but quite dangerous. Heroes with climb speeds or the capacity to fly can mitigate the most deadly exploration encounters in this adventure.
 
The questgiver will ask the heroes to travel about a day’s journey south of Bridgemoor; between 6 and 8 hours travel should be sufficient. The heroes are tasked with charting a course through the Great Chasm and into West Kendaria. This quest will involve marking a trail with signposts, installing fencing where helpful, determining which areas make for safe campgrounds, and marking areas of treacherous footing.
 
==== '''2. Quest Details''' ====
The challenges of this quest are identical to those in the “Advance Forces” quest in the Early Spring: Kendaria section prior.
 
==== '''3. Quest conclusion''' ====
Upon completion of the quest, the heroes will be paid 1,200 sc for their efforts. They also receive +4 Goodwill in Nalathesh’s Militant and Social occupational spheres. They suffer a -2 penalty to their Goodwill in Kendaria’s Militant and Social occupational spheres.
 
== Late Spring - Early Summer ==
If the heroes remain in Bridgemoor, they may continue to investigate any Meritocrat that they have not yet investigated, or investigate Kellion Blacksky if they have not.
 
They may also take the Cult Resurgence quest below.
 
If the heroes engage in the war effort, use the [[Warfare Encounters]] section below to structure various military endeavors as seems appropriate.
 
=== Cult Resurgence ===
 
==== '''Summary''' ====
Despite the heroes dealing with their leaders, the remaining members of the Underbridge Cult reorganized to sow further chaos. They have new members, summoned new creatures from Inferno, and are supplied for a new plan: blow up the bridge itself. They are well enough supplied, in fact, that they must have a noble benefactor.
 
==== '''Noticing the Cult''' ====
Fearful gossip includes people in Westbridge and Eastbridge Market seeing people in black cloaks. Some mention hearing of shadowy figures, even demons, menacing citizens. Some citizens disappear, or fall ill and die, leading to rumors of a curse. Everyone wants to warn everyone to be indoors by nightfall, lock doors and windows, and never answer a knock at the door. Some neighbors deny old stories after going missing, and seem different than they used to be. Harder to talk to, and suddenly friends with a new crowd.
 
Merchants in Eastbridge Market have [[sympathy]] for Kouri Tikayon, last of an urkou family of produce merchants famous for melons for three generations. Her father, Tamo, was first to warn people about demons, and died later that month. Townsfolk argue over whether he died of illness, assault, or ghostly fright. After Kouri’s father died, her mother, Hyoumi, also saw a demon, and died the same way, leaving their nineteen-year-old daughter in charge of the family business.
{| class="wikitable"
|
==== '''The Amanojaku''' ====
The members of the Tikayon family have, one by one, been possessed by an [[Amanojaku]] summoned by the Underbridge Cult (Creature Compendium, Chapter 2). First Tamo, then Hyoumi, and now Kouri acted as the Amanojaku’s face to [[entice]] citizens and travelers into the cult’s clutches.
|}
Through roleplay or with an INT or AWR check of DC 17, the heroes realize current rumors sound like the Underbridge Cult. If they visit the sewers without investigating Kouri, skip to the confrontation at the lair entrance.
 
'''Investigating Kouri:''' The heroes may look for more information by speaking with Kouri at Tikayon Fresh Produce. Upon entering they see a young urkou trying to keep a decently sized store running by herself. This early in spring, there is little actual fresh produce other than a display of winter melons near the entrance, but they sell a wide array of melon jams and squash butters, along with candied melon peels, dried fruit, and the like. It would keep five stockers and clerks busy, let alone one.
 
While tired and overwhelmed, the store owner greets you cheerfully. She seems nervous, but intentionally allows the heroes to convince her to talk about her family. If the Amanojaku uses abilities like Negative Influence to persuade the heroes to follow her or Fiendish Whispers to enthrall the heroes, a successful CHA check to resist may not always reveal the Amanojaku. However, a hero who notices something unusual may realize that Kouri is possessed on an INT or AWR check with relevant skills of DC 30.
 
Kouri will tell the heroes this story:
 
* Before her father got sick, there was a strange knock in the middle of the night. When her father answered the door, no one was there.
* Later, people in black cloaks with knives threatened her father. He went twice a week to give them food and money.
* When her father died, they pressured her mother. Kouri followed one delivery. They went to the sewers, where the people in black lowered their hoods. They seemed to be fiends or wraiths.
* One dropped a golden medallion, which she kept and shows the heroes. It is an Underbridge Cult medallion.
 
'''The Underbridge Cult:''' This can proceed in many ways, but all roads lead to the Underbridge. The heroes may follow when Kouri offers to show them where the Cultists are, whether enthralled, trusting, or untrusting. If they trigger a confrontation with the Amanojaku, the outmatched fiend will run, and play on the sympathies of Eastbridge Market if the heroes pursue. The heroes may approach the sewers on their own, or may go to Bridgemoor authorities to explain the renewed danger.
 
Any Meritocrat asks the heroes to handle this without delay. Kellion Blacksky notes problems like this are why Bridgemoor needs a stronger guiding hand to prevent disorder. The cult resurgence may figure in his political rhetoric after this. Administrators will offer rewards in exchange for facing the Underbridge Cult again.
 
Storming the Underbridge
 
'''The First Line of Defense:''' The heroes are familiar with the secret door to the lair. It has been repaired, reinforced, and camouflaged, but is in the same place. They may still have a medallion, or they may use Kouri’s medallion. If the heroes do not come with Kouri, she will arrive shortly after the heroes enter the sewer with 1d4 enthralled Moorian residents to deliver to the Cult.
 
The reinforced door requires a STR check of DC 15 to break if not using a medallion. This removes any possibility of convincing the guards that you come in peace.
 
The former meeting space is now a security checkpoint. Bloodoak Hosts and Mawgawths challenge anyone they don’t recognize. The heroes may attempt to convince them and the Amanojaku that you wish to join the Underbridge Cult. Given history and the circumstances, this should require INT, CHA, or LUCK rolls of DCs that range from Strenuous to Nearly Impossible.
 
See the table below for suggested opponents.
{| class="wikitable"
|'''Players'''
|'''Opponents'''
|-
|3
|Amanojaku, 2 Bloodoak Hosts, [[Mawgawth]]
|-
|4
|Amanojaku, 3 Bloodoak Hosts, 2 Mawgawths
|-
|5
|Amanojaku, 3 Bloodoak Hosts, 3 Mawgawths
|-
|6
|Amanojaku, 4 Bloodoak Hosts, 4 Mawgawths
|}
See Creature Compendium for Bloodoak Hosts and Mawgawths. Moorian civilians enthralled by the Amanojaku, if present, stand back, or flee if no longer enthralled, but should not engage. If the Amanojaku stops possessing Kouri, roll 1d10 – 1 to determine HP Kouri has remaining. On a 1 (0 HP), roll 1d4 to determine Death Points.
 
Moorians who flee may summon Bridge Knights to assist during “Saving the Bridge.” Heroes may choose not to use help if they consider it too risky.
 
Once the heroes may search, the guard room has a desk by the far wall. There is a map on the desk with a duty roster for fiends and Cultists.
 
On an INT or AWR check of DC 17, the heroes notice the map covers a much larger area than the old lair, and marks for the duty roster are in a new space that resembles an ant farm. If the heroes check the drawers, they find duty passes on an AWR/Investigating check of DC 30. On an INT roll using appropriate bonuses of DC 20, the heroes forge a convincing pass. This will not prevent later fights, but it may delay them.
{| class="wikitable"
|
==== '''X Marks the Spot''' ====
This map shows cult plans to destroy the bridge with explosives. Dealing with this should be difficult, but the heroes should have every opportunity to discover what is at stake.
|}
No cultists are in the old compound. Searching the rooms reveals one room for blood summoning rituals, with multiple stains that will not come out. One room appears to be a break room for fiends who eat mortal flesh, with bodies of people killed for sacrifice stacked in a corner under a preservation spell, and a large table in the center of the room with a pile of clean plates, several condiments, and a portable grill. A smaller table to the side has a pint mug half full of finger bones labeled “Swear Jar.”
 
There is likewise a break room for those who do not eat other people, less well appointed, with the same meager, spoiled provisions as last time you were here. A few prisoners destined for blood sacrifice held in small cages may be the only ones who eat it. The heroes can release the prisoners with a DEX/Lockpicking check of DC 12, or a STR/Applied Force check of DC 12.
 
'''Searching the Storeroom:''' Where there was a dead end, there is now a trapdoor, obvious thanks to heavy traffic from dirt-covered shoes. Going through the trapdoor leads to a tunnel where the cult broke through the bottom of a stopped sewer pipe and dug out compacted dirt and gravel down to the understructure of the bridge.
 
'''''Read Aloud:''''' ''The angled descent levels onto a ceramic floor, flat as a steam iron. Brushing it with your foot, you find the ceramic coating has been scraped to dust in places, striated ironstone underneath. You realize this is the base of the bridge, perhaps a yard or two of stone between you and the the Chasm, before the dust escapes your foot. It races back to place, looking undisturbed, as if you had never moved it.''
 
INT or AWR rolls with appropriate bonuses, such as arcane materials, or history or architecture in Bridgemoor, may provide details. At DC 15, the heroes know materials used on the bridge are self-repairing. At DC 30, the heroes recognize this is samarium mortar, rare minerals in a ceramic base. Applied to the bridge’s ironstone ribs, curing it with fire transferred the mortar’s self-repairing properties to the bridge understructure. Even the stones will return to position—if they can.
 
The passage leads to a large space interspersed with metal poles for stability. Stacks of crates fill this area, and Cultists use material from the crates to prepare packages. The heroes cannot investigate before passing the encounter. See the table below for recommended encounter level.
{| class="wikitable"
|'''Players'''
|'''Opponents'''
|-
|3
|[[Column Crawler]], 2 Galepiercers, [[Underbridge Cultist]]
|-
|4
|Column Crawler, 3 Galepiercers, 2 Underbridge Cultists
|-
|5
|2 Column Crawlers, 3 Galepiercers, 2 Underbridge Cultists
|-
|6
|2 Column Crawlers, 4 Galepiercers, 3 Underbridge Cultists
|}
Heroes with a duty pass may attempt an INT, CHA, or LUCK check of DC 23 to convince the Cultists they are fellow members. If the heroes investigate instead of assembling explosives, talking their way out again should be Nearly Impossible. Failure will begin combat.
 
If the heroes do not get a tour and do not detonate the crates with a [[fireball]], after battle they find crates of explosives components: black powder, saltpeter, ammonal, Alchemist’s Fire, hundreds of yards of fuses, detonators, tubes for charges, and packing cotton. On an AWR/Investigating or Perceiving check of DC 17, the heroes notice crates marked for Bridge Knight stations across Bridgemoor. With no reported thefts and low odds that every station’s quartermaster is corrupt, these must have come from the main depot without raising alarm. The Cult has a connection high in Bridgemoor.
 
'''Following the Map:''' The heroes can match the day’s duty roster to the map to find where the Cult is laying explosives with an INT or AWR check of DC 12. If they do not have the map, they can find one on the storeroom work table with an AWR/Investigating or Perceiving roll of DC 25. On failure, they only find instructions for packing explosives.
 
Searching without a map, the heroes may follow tracks and sounds of labor with an INT, AWR, or LUCK check. At DC 25, they find a deserted location where they may find hidden explosives according to directions in “Saving the Bridge.” At DC 35, they find Cultists and fiends chipping mortar and moving stones.
 
This is a deadly encounter, with recommended opponents in the table below.
{| class="wikitable"
|'''Players'''
|'''Opponents'''
|-
|3
|[[Bonewraith]], 3 Death Soldiers, Underbridge Cultist
|-
|4
|Bonewraith, 4 Death Soldiers, 2 Underbridge Cultists
|-
|5
|Bonewraith, 5 Death Soldiers, 2 Underbridge Cultists
|-
|6
|Bonewraith, 6 Death Soldiers, 3 Underbridge Cultists
|}
The heroes see a Bonewraith directing Cultists to bundle explosives and Death Soldiers to shift a stone, holding it to stop it returning to place. The Cultists lay multiple explosive bundles, and the Death Soldiers ease the stone into place. It is no longer flush because the charge bundles raise it slightly. The fuses are also visible. The space is dark and the fuses blend, but are not hidden.
 
The heroes’ reputation precedes them, and the Cultists attack without offering an option to talk.
 
Observation before or investigation after battle shows the cult plans to place enough explosives by key elements of the bridge to overwhelm its self-repairing enchantment. Even partial success will cause tremors and damage across the upper levels of Bridgemoor.
 
==== '''Saving the Bridge''' ====
The Cult has hidden explosives under 2d6 (default 7) stones. Distribute these across no more than three locations. This assumes the heroes stopped the cult early in their plan.
 
If the heroes took the duty roster and map, they find these locations with an INT or AWR check of DC 12. Otherwise, they find traces from burying explosives on an INT, AWR, or LUCK check of DC 22. Once there, finding a single disturbed stone is DC 10. Every additional stone is +5 to the DC. For three stones with explosives, the DC to find all three is 20. On a 10, the heroes find one of the three stones. On a 15, two of three stones. The heroes may leave any Bridge Knights to handle identified stones if they wish, but success is not guaranteed.
 
Roll 1d6 to determine success of Bridge Knights helping clear the explosives.
{| class="wikitable"
|'''1d6'''
|'''Result'''
|-
|1
|All charges broken, none removed. Explosion causing local damage and a bridgequake.
|-
|2
|Half of charges broken, half removed
|-
|3
|One quarter of charges broken, three quarters removed
|-
|4-6
|No charges broken, all removed
|}
To clear the explosives, the heroes make an opposed STR check to move the stone, using bonuses from tools they can show apply. Multiple heroes can cooperate, but at least one person must be free to retrieve the explosives. Treat the stone as an opponent with STR 6. The self-repairing enchantment provides a +10 bonus its check. A STR check by the heroes that matches or exceeds a STR check by the bridge will move the stone. Exceeding the stone’s STR check by a greater margin gives the heroes more leeway, reducing the DC of a DEX check to remove the explosives.
{| class="wikitable"
|'''STR Check'''
|'''DEX DC'''
|-
|Even to +7
|35
|-
|<nowiki>+8 to +14</nowiki>
|25
|-
|<nowiki>+15 to +21</nowiki>
|15
|-
|<nowiki>+22 and above</nowiki>
|8
|}
Failing the opposed STR check means the heroes do not get the stone clear, but may result in a broken charge leaking explosive powder. They can propose ways to remove this, but leaving the explosive powder in the bridge will cause trouble.
 
Failing a DEX check may mean removing some explosives but not all, a broken charge spilling powder, or similar. If the heroes have fire, they risk detonating the explosives. The heroes may attempt searching for removing explosives multiple times, but if they leave even broken explosives, remaining Cultists or their benefactor will detonate them, causing a major bridgequake.
 
==== '''Explosions and Bridgequakes''' ====
An explosion in an open area is equivalent to [[Nova]] cast at 20 SP, upcharged twice for range and for damage. An explosion under a stone blocks this but causes a quake.
 
The first quake is an unnoticeable microquake of 1.0. Each subsequent quake increases by 0.5. Every simultaneous explosion multiplies the intensity by 2. If you had one explosion during removal but leave three explosives, when the Cultists set those off, the base intensity is 1.5, times 4 for two simultaneous explosions, for a total of 6.0.
 
A 4.0 quake will cause minor damage to Bridgemoor. 9.0, catastrophic damage. 10+ will destroy the bridge. See table for time to repair the bridge, removing quake modifiers.
{| class="wikitable"
|'''Intensity'''
|'''Repair Time'''
|-
|1-1.5
|12 +1d6 hours
|-
|2-2.5
|24 + 1d8 hours
|-
|3-3.5
|40 + 1d10 hours
|-
|4-4.5
|72 + 1d20 hours
|-
|5-5.5
|6 + 1d4 days
|-
|6-6.5
|11 + 1d6 days
|-
|7-7.5
|19 + 1d12 days
|-
|8-8.5
|34 + 1d20 days
|-
|9-9.5
|62 + 2d20 days
|}
Upon reporting their actions to any Meritocrat and turning over materials from the cult lair, the heroes will receive heartfelt thanks, as well as 1000sc per person and the following Goodwill in Bridgemoor: +3 Academic, +4 Aristocracy, +4 Mercantile, +3 Military, +3 Religious, +3 Social, and -2 Underworld. They also gain +3 Goodwill with the Meritocrats of Bridgemoor, the Bridge Knights, and Bridgemoor Traders.
 
== Late Summer ==
As this is the anniversary of the instigating events (theft and Elarion’s murder), both Nalathesh and Kendaria will redouble their war efforts. Use Warfare Encounters as appropriate.
 
If the heroes are still in Bridgemoor, they may deal with the Cult Resurgence quest (even if they have dealt with it already). They may also visit their incarcerated friend Lauby and attempt to prove their innocence by taking the quest below.
 
=== An Innocent Framed ===
 
==== '''Summary''' ====
The heroes must try to prove the innocence of their friend Lauby, the raccoon-kleppin costume designer that worked with them in the Underbridge Cult mission in Part One of the campaign.
 
==== '''1. Receiving the Quest''' ====
Lauby has been incarcerated on grounds of conspiracy against Bridgemoor and engagement in harmful [[occult]] activity. Their wife would reach out to the heroes and ask the heroes to prove his innocence.
 
The heroes can offer a character witness during Lauby’s trial, and they can investigate certain claims made by the prosecution. While the Bridge Knights press for a speedy trial, the Grand Magister slows the trial to be conducted over several weeks, allowing the heroes time to investigate each of the prosecution’s claims.
 
==== '''2. The Trial''' ====
The heroes can act as the defense, or they can assist another defending magister. The prosecuting magister is a haughty young adult star elf - perhaps a hundred and thirty years old - with [[slick]] features, a cool demeanor, and an uncanny capacity to twist any expression or statement. The elf’s name is Deserian Lejeis.
 
The first subsection below details the nature of making a character witness claim. Each of the subsections after that discuss different claims that the prosecution lobbies and how the heroes might gather evidence.
 
==== '''2a. Character Witness''' ====
Each hero may take the witness stand and discuss their impression of Lauby. A hero may make an INT or CHA check, adding a skill if relevant. On a result of 8 or higher, they paint Lauby in a favorable light. On a result of 16 or higher, they also gain 1 Social and Mercantile Goodwill in Bridgemoor.
 
The heroes may also contact other merchants that they may know, who also offer favorable testimonies for Lauby.
 
At the end of this series of witness testimonials, public consensus is in favor of releasing Lauby.
 
==== '''2b. Possession of Cultist Robes''' ====
Prosecution brings evidence to bear: robes that are known to be the cut and coloration of the Underbridge Cult. By bringing Lauby to the stand, the prosecutor asks Lauby if they made the robes, and Lauby confirms that they did. Before he is able to offer further context, the prosecutor prevents him from speaking further.
 
The heroes may claim that Lauby made these robes to help with a disguise so that they could stop the cultists (especially if they actually used this ruse in the campaign), or that Lauby might have made them for the Festival of Masks.
 
Each hero may make an INT or CHA check. If any hero gets a result of 40 or higher, they can prevent public opinion from turning against Lauby. Otherwise, public opinion is now mixed, but generally opposed to Lauby.
 
==== '''2c. Possession of a Cultist Knife''' ====
Prosecution brings more evidence to bear: a knife that has dark inscriptions carved into its blade by a hand that is clearly unskilled with ironmongery.
 
Lauby denies having ever seen that knife before.
 
If the heroes examine the knife, they see that there is a small, raised star design on the base of the blade, near the hilt. If they investigated Adelaide’s murder, they might recall Nila Ster, a blacksmith who marks her blades with such a signature. Otherwise, it takes them 2d12 hours of inquiring among merchants and blacksmiths to track down Nila.
 
Nila Ster, for her part, admits that she made the knife, but has no affiliation with the cultists. She is friends with Lauby and has no reason to suspect Lauby, so she suggests that the knife may have been planted in Lauby’s possessions.
 
The next day, the heroes may present this evidence in court. This prevents public opinion from being swayed entirely against Lauby, but the public is still hostile towards them overall.
 
==== '''2d. Possession of a Cultist Medallion''' ====
The prosecutor displays a cultist medallion that came from within Lauby’s wardrobe on the second floor of his house (according to the prosecutor, whose testimony is confirmed by three Bridge Knights).
 
The heroes may argue that whoever framed Lauby with the knife is doing so with the coin as well. They might also return to Lauby’s house to look for clues.
 
On an AWR/Investigating DC of 17 or higher, the heroes can find a human-sized boot tread smudged on the side of the wall in the back of Lauby’s house, suggesting that someone climbed the outer wall to slip into the house from the second floor.
 
This evidence, when brought before court, seems to heavily imply that Lauby was, in fact, framed. Public opinion continues to waver.
 
==== '''3. Lauby’s Confession''' ====
Finally, prosecution asks Lauby to take the stand again.
 
'''''Read Aloud:''''' ''Prosecutor Deserian smooths his clothes and smirks at Lauby. He takes his time, directing the quiet anticipation of the courtroom to Lauby until the kleppin’s whiskers begin to tremble. Finally, Deserian strides up to Lauby and asks a direct question: “Are you a member of the Underbridge Cult?”''
 
''For a moment, Lauby does not answer. Their whiskers and lower lip tremble, their eyes large and full of wet light. Finally, their shoulders shake and Lauby breaks down crying. Through choking sobs, they admit that they are a cultist.''
 
Any hero may make an AWR/Intuiting check. On a result of 10 or higher, they can tell that Lauby is in a great amount of duress.
 
Bringing attention to this will galvanize the Grand Magister into intervening directly.
 
'''''Read Aloud:''''' ''The Grand Magister leans forward. “Lauby,” the Magister says, “You are under the protection of the Bridge Knights and the Magistrate of Bridgemoor, the highest law and security in the land. This is a courtroom that values honesty above all. Is what you say true? Or were you threatened?”''
 
''Through their tears, Lauby sniffles and spots their family in the front row of the audience. “Will my family be safe?”''
 
''The Magister nods. “Of course.”''
 
''“Then… Yes, your honor. I was threatened. My family is to be hurt if I did not confess. Please protect them!”''
 
The Grand Magister pronounces Lauby innocent and offers that Lauby’s family should live within the Meritocratium for safety until further notice. There is a great deal of public confusion and outcry over this proclamation. If the heroes performed admirably in their court presentations and in their investigations, then the public is split; otherwise, they are generally unfavorable towards the Magister’s decision.
 
==== '''4. Quest Conclusion''' ====
The heroes gain no sc from this quest, but gain 16 total Goodwill that they may distribute among the Social, Mercantile, Academic, Aristocratic, and Religious occupational spheres of Bridgemoor in any distribution of their choice.
{| class="wikitable"
|
==== '''A Brutal Twist''' ====
Know your table. The following optional twist should only be implemented if your table has the stomach for it.
 
Lauby and their family might reside in the Meritocratium until Blacksky is overthrown at the end of the campaign, or the heroes might help Lauby and their family escape from Bridgemoor after Blacksky’s coup.
 
Alternatively, after Kellion Blacksky seizes Bridgemoor, he might make an example of the former Grand Magister, the Governor, and Lauby’s family, as well as Lauby themself. Blacksky might order them all executed, their heads tarred and mounted on stakes outside the Meritocratium, to remind the people of Bridgemoor what happens to those who defy the justice of the Blacksky regime.
|}
 
== Early Fall ==
Kellion Blacksky triggers his coup de grace, seizing totalitarian power in Bridgemoor. He immediately sends his forces to conquer the capital of Bridgemoor’s ally.
 
The heroes will be approached and asked to help overthrow Blacksky’s puppet dictator in whichever capital he has conquered. Use the quests below accordingly. Continue to rely upon the Warfare Encounters section liberally throughout this time period.
 
=== Liberating Aridala ===
 
==== '''Summary''' ====
The heroes must liberate Nalathesh from Blacksky’s puppet regime.
 
==== '''1. The Attack on Aridala''' ====
If the Nalatheshi have invaded Kendaria, then the majority of their forces will be on the east side of the Chasm, allowing Blacksky’s forces to sweep through Nalathesh and capture Aridala.
 
If the heroes are in Nalathesh at the time of the advance, they may conduct warfare encounters and might prevent this incursion entirely. Doing so should involve the heroes winning at least five separate warfare encounters before losing three. If they lose three, then the Blacksky advance forces press into Aridala.
 
Conduct one more warfare encounter, using the Fighting Directly table with -4 Favorability. The heroes will likely be overwhelmed, and retreating and hiding should be an option (and likely the best outcome). If they are not hostile with [[Zaiden Destev]] and the Sandsnakes, the Sandsnakes will offer them shelter.
 
If the heroes are not present when Blacksky’s forces enter Aridala, or if they are unable to stop the invasion, then [[Godking]] [[Neferu]] is murdered, his head left on a spike in public view, and one of Kellion Blacksky’s generals (use the stats of a '''Paladin''') imposes martial law until a new king can be chosen. This general, Ser Hogan Stone, is one of Kellion’s most trusted lieutenants.
 
==== '''2. Puppet Dictator''' ====
After three weeks have passed, Kellion Blacksky arrives in Aridala himself to install a puppet king. He chooses a greedy but weak-willed human merchant named Kalak.
 
Word of Aridala’s fall reaches the front lines in Kendaria two weeks after Kalak has become Nalathesh’s new king. At this point, General Tenemei, the Luxxors, [[Cyrus Drake]], or any other Nalatheshi NPC who views the heroes in a neutral or favorable light will ask them to lead a small team of elite fighters to overthrow the regime.
 
The heroes will be rewarded 2000 sc each if they can achieve this.
 
==== '''3. Deposing the King''' ====
Make use of the Fighting Directly subsection of the warfare encounters section below as the heroes press into hostile territory. They should have to overcome at least three fights with Blacksky’s forces as they advance on Aridala.
 
They can enter Aridala covertly if they are on neutral or good terms with Zaiden Destev and/or the Sansnakes. Otherwise, they will have to overcome another Fighting Directly encounter with -2 Favorability.
 
Once in the city, they must remain in hiding, utilizing their friendship with the Sandsnakes and/or the Luxxors.
 
At the start of each day, there is an X% chance that they are discovered and must face another Fighting Directly challenge with -1 Favorability. X = 10 times the number of days they have remained in the city.
 
When they finally approach the Godking’s palace where Kalak is ruling, they must overcome another Fighting Directly challenge with -2 Favorability. DEX/Sneaking, INT/Evading, and any other skill that might help them subvert their way into court is allowed and encouraged.
 
Once they arrive in the throne room, they find Kalak… who is currently holding an audience with Ser Commander-Governor Kellion Blacksky.
 
Blacksky’s personal steed, a fiendish winged [[unicorn]] named Ansel, stands at attention in the shadows of the courtroom, along with Blacksky’s personal honor guard.
 
The heroes will have to forcibly defeat Blacksky’s forces in order to overthrow this regime. This should be an extremely deadly encounter (ML = Party Level), although Blacksky and his steed will retreat halfway through. Use the following creatures to achieve approximately the desired encounter ML.
 
Kellion Blacksky
 
Ansel the Unicorn
 
Honor Guard ([[Knight Errant]])
 
Honor Guard ([[War Priest]])
 
Honor Guard ([[Soldier]])
 
Kellion Blacksky will not use the Thunderstorm feature of his lance during this fight until he is Bloodied and attempting to make a getaway.
 
Ansel has wings that resemble those of a diseased condor. Ansel has the stats of a '''Unicorn''' but has a fly speed of 60 ft and is a Fae Fiend instead of an Eldritch Fae.
 
Once Blacksky or his steed are Bloodied, they will retreat, leaving the heroes to mop up the remainder of the encounter. Kalak, the puppet king, simply has the stats of a '''Merchant'''.
 
If the heroes execute Kalak, they gain +6 Aristocratic Goodwill in Nalathesh. If they spare Kalak, they gain +2 Mercantile and +2 Social Goodwill in Nalathesh.
 
==== '''4. Determining a New Leader''' ====
After deposing Kalak, the heroes can leverage their influence to help determine a new leader. To quantify the heroes’ influence, add up the sum of all Goodwill each hero has in Nalathesh and then take the average. Consult the table below to determine how influential their opinions are.
{| class="wikitable"
|'''Influence'''
|'''Result'''
|-
|0 or less
|Their wishes sway a vast majority of the public against them, and their select candidate cannot be crowned.
|-
|1-5
|Their wishes sway a minority of the public. Their select candidate has a 30% chance of being crowned.
|-
|6-10
|Their wishes sway a plurality of the public. Their select candidate has a 45% chance of being crowned.
|-
|11-15
|Their wishes sway a narrow majority of the public. Their select candidate has a 70% chance of being crowned.
|-
|16-20
|Their wishes sway a vast majority of the public, and their select candidate is crowned.
|}
Below is some information about what the next Nalatheshi age will look like if the heroes’ selection for the next king is honored.
 
Each candidate that the heroes did not back has an even share of the remaining percentage of the vote. If the heroes’ candidate has a 70% chance of being chosen, then each of the other three candidates have a 10% chance each.
 
'''Cyrus Drake.''' Cyrus Drake is stern but charismatic, able to win over popular support throughout Nalathesh. He does away with the idea of the godkings, claiming himself as king but fully mortal. He allows freedom of speech and religion, but imposes a strict military presence in major Nalatheshi cities and along the nation’s borders. This puts his regime in ongoing conflict with the Sandsnakes.
 
'''General Tenemei.''' General Tenemei claims that he has been the true godking all along and imposes oppressive religious and martial laws on the entire nation. Under his tyranny, Nalathesh’s economy and social fabric suffers, but its military swells to become an international threat.
 
'''Lucius or Mattias Luxxor.''' The Luxxors usher in an era of international trade and relative social stability. Merchants and tradesfolk prosper, but the military grows weak. Nalathesh becomes a powerful economic force but can easily be threatened by neighboring nations with a larger military.
 
'''Zaiden Destev.''' Zaiden does not want to become monarch, but if chosen, they will try to rule with sensitivity to the individual. They introduce socialist policies that generally improve the quality of life for people within Nalathesh, but weaken Nalathesh’s military and international presence.
 
=== Liberating Dalewright ===
 
==== '''Summary''' ====
The heroes must liberate Kendaria from Blacksky’s puppet regime.
 
==== '''1. The Attack on Dalewright''' ====
If the Kendarians have invaded Nalathesh, then the majority of their forces will be on the west side of the Chasm, allowing Blacksky’s forces to sweep through Kendaria and capture Dalewright.
 
If the heroes are in Kendaria at the time of the advance, they may conduct warfare encounters and might prevent this incursion entirely. Doing so should involve the heroes winning at least five separate warfare encounters before losing three. If they lose three, then the Blacksky advance forces press into Dalewright.
 
Conduct one more warfare encounter, using the Fighting Directly table with -4 Favorability. The heroes will likely be overwhelmed, and retreating and hiding should be an option (and likely the best outcome). If they are not hostile with [[Amelia Grace]] and the folk of the Old Forest, Amelia will offer them shelter.
 
If the heroes are not present when Blacksky’s forces enter Dalewright, or if they are unable to stop the invasion, then Queen [[Astaria Gillian III]] is murdered, her head left on a spike in public view, and one of Kellion Blacksky’s generals (use the stats of a '''Paladin''') imposes martial law until a new ruler can be chosen. This general, Ser Hogan Stone, is one of Kellion’s most trusted lieutenants.
 
==== '''2. Puppet Dictator''' ====
After three weeks have passed, Kellion Blacksky arrives in Dalewrigvht himself to install a puppet king. He chooses a greedy but weak-willed human politician named Duns.
 
Word of Dalewright’s fall reaches the front lines in Nalathesh two weeks after Duns has become Kendaria’s new king. At this point, the Sutians, Leon Marstemal, or any other Kendarian NPC who views the heroes in a neutral or favorable light will ask them to lead a small team of elite fighters to overthrow the regime.
 
The heroes will be rewarded 2000 sc each if they can achieve this.
 
==== '''3. Deposing the King''' ====
Make use of the Fighting Directly subsection of the warfare encounters section below as the heroes press into hostile territory. They should have to overcome at least three fights with Blacksky’s forces as they advance on Dalewright.
 
Otherwise, they will have to overcome a Fighting Directly encounter with -2 Favorability in order to infiltrate Dalewright.
 
The people of Dalewright are eager to overthrow Duns and will offer the heroes shelter. At the start of each day, there is an X% chance that they are discovered and must face another Fighting Directly challenge with -1 Favorability. X = 10 times the number of days they have remained in the city.
 
When they finally approach the palace where Duns is ruling, they must overcome another Fighting Directly challenge with -2 Favorability. DEX/Sneaking, INT/Evading, and any other skill that might help them subvert their way into court is allowed and encouraged.
 
Once they arrive in the throne room, they find Duns… who is currently holding an audience with Ser Commander-Governor Kellion Blacksky.
 
Blacksky’s personal steed, a fiendish winged unicorn named Ansel, stands at attention in the shadows of the courtroom, along with Blacksky’s personal honor guard.
 
The heroes will have to forcibly defeat Blacksky’s forces in order to overthrow this regime. This should be an extremely deadly encounter (ML = Party Level), although Blacksky and his steed will retreat halfway through. Use the following creatures to achieve approximately the desired encounter ML.
 
Kellion Blacksky
 
Ansel the Unicorn
 
Honor Guard (Knight Errant)
 
Honor Guard (War Priest)
 
Honor Guard (Soldier)
 
Kellion Blacksky will not use the Thunderstorm feature of his lance during this fight until he is Bloodied and attempting to make a getaway.
 
Ansel has wings that resemble those of a diseased condor. Ansel has the stats of a '''Unicorn''' but has a fly speed of 60 ft and is a Fae Fiend instead of an Eldritch Fae.
 
Once Blacksky or his steed are Bloodied, they will retreat, leaving the heroes to mop up the remainder of the encounter. Duns, the puppet king, simply has the stats of a '''Noble'''.
 
If the heroes execute Duns, they gain +6 Aristocratic Goodwill in Kendaria. If they spare Duns, they gain +2 Mercantile and +2 Social Goodwill in Kendaria.
 
==== '''4. Determining a New Leader''' ====
After deposing Duns, the heroes can leverage their influence to help determine a new leader. To quantify the heroes’ influence, add up the sum of all Goodwill each hero has in Kendaria and then take the average. Consult the table below to determine how influential their opinions are.
{| class="wikitable"
|'''Influence'''
|'''Result'''
|-
|0 or less
|Their wishes sway a vast majority of the public against them, and their select candidate cannot be crowned.
|-
|1-5
|Their wishes sway a minority of the public. Their select candidate has a 30% chance of being crowned.
|-
|6-10
|Their wishes sway a plurality of the public. Their select candidate has a 45% chance of being crowned.
|-
|11-15
|Their wishes sway a narrow majority of the public. Their select candidate has a 70% chance of being crowned.
|-
|16-20
|Their wishes sway a vast majority of the public, and their select candidate is crowned.
|}
Below is some information about what the next Kendarian age will look like if the heroes’ selection for the next king is honored.
 
Each candidate that the heroes did not back has an even share of the remaining percentage of the vote. If the heroes’ candidate has a 70% chance of being chosen, then each of the other three candidates have a 10% chance each.
 
'''Amelia Grace.''' The child-queen, now the queen of an entire nation, rules with generosity and naivete. Kendaria prospers for several years, then its economy and military gradually decline. Kendaria would fade to international irrelevance if not for the opium trade operating out of Silverbranch.
 
'''Desmond or Winnifred Sutian.''' The Sutians rule with a mix of mercy and pragmatism. Kendaria maintains its respectable status that it garnered under the Gillians before the Sutians, and does not notably shift in its international outlook.
 
'''Leon Marstemal.''' Leon is as militant as king as he was when he was a duke. He immediately strips Amelia Grace of all legal titles and strengthens Kendaria’s military to prevent any future coups or incursions. He finds and shuts down the opium trade, which causes Kendaria’s economy to spiral. He compensates by turning Kendaria into a military state who extorts neighboring nations (besides Bridgemoor) to support the economy as needed.
 
'''[[Reston Bruneau]].''' Reston Bruneau, having been aware of and involved with the opium trade based in Silverbranch, expands the drug empire to be run out of Dalewright itself. This results in a massive influx of both money and crime. Kendaria’s economy and military as a whole prosper, but the heartland of Kendaria also sees a tremendous increase in violent crime.
 
== Late Fall ==
If the heroes have not yet liberated the conquered capital, they have another chance to do so in late fall. They might choose to confront Kellion Blacksky directly at this point, though getting close to Bridgemoor will be easier if they can recruit both the Kendarians and the Nalatheshi to help them. When the heroes are ready to approach Kellion, proceed to Chapter 10.
 
== Early Winter ==
When the heroes are ready to approach Kellion, proceed to Chapter 10.
 
If they defeat Kellion Blacksky, then the heroes may make peace between Luxxors and Sutians, restore some measure of peace and stability to the three nations, and end the campaign.

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