Chapter 4: Structuring the Campaign: Difference between revisions

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In addition to information about the various regions, towns, and NPCs that you might encounter in these regions, these chapters also provide brief recaps or updates on quests that the heroes might undertake.
In addition to information about the various regions, towns, and NPCs that you might encounter in these regions, these chapters also provide brief recaps or updates on quests that the heroes might undertake.
If the heroes wish to explore the Great Chasm, see Part Three for detailed information on this region.


== This Chapter ==
== This Chapter ==
The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from [[Kendarian Diplomats|Kendarian diplomats]]. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.
The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from [[Kendarian Diplomats|Kendarian diplomats]]. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.
== Social Confrontations ==
Many events or disputes in major cities such as Bridgemoor, Aridala, or Dalewright can be resolved through roleplaying, or social arguments.
If you want to run a more dramatic confrontation instead of relying on singular skill rolls, then you can use the following system.
In social confrontations, there are three rounds, or arguments. A player can use any AWR, INT, or CHA skill, which is rolled against the NPC’s appropriate defense (AWR vs ANT, etc.). For every 2 the player beats the defense by, they gain a +1 to their next argument roll; for every 1 they fail by, they suffer a -1 to the next roll.
You may add circumstantial bonuses to NPC’s defenses based on the scenario. For instance, convincing a [[guard]] to do their job may lower their defense by 2, whereas convincing that same guard to betray their city may bolster their resolve, increasing the relative defense by 5 or even more.
At the end of the three arguments, tally the number of successes.
'''0 Successes.''' ''Complete failure.'' The individual attempts to hinder the player or does the exact opposite of what they request. This may result in combat.
'''1 Success.''' ''Indifferent failure.'' The individual doesn’t respond negatively, but refuses to budge.
'''2 Successes.''' ''Partial victory.'' The individual follows in a limited capacity, such as a guard turning their back when suggesting they should take a break, but not leaving.
'''3 Successes.''' ''Total victory.'' The individual acts according to the players’ suggestions.


== Backdrop: Rising Tensions ==
== Backdrop: Rising Tensions ==
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==== '''Summary''' ====
==== '''Summary''' ====
Duke Reston Bruneau (Appendix A) learns of the heroes and asks them to escort him to Greenvalley so that he can offer a gift to the Sutian house.
Duke [[Reston Bruneau]] (Appendix A) learns of the heroes and asks them to escort him to Greenvalley so that he can offer a gift to the Sutian house.


==== '''Transit Times to the Bruneau Estate''' ====
==== '''Transit Times to the Bruneau Estate''' ====
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=== Ongoing Quest Opportunities ===
=== Ongoing Quest Opportunities ===
If the heroes did not complete the Bandit Encampment or Underbridge Cult Leader quests in the late summer, they are still available to complete during this season.
If the heroes did not complete the Bandit Encampment or Underbridge Cult Leader quests in the late summer, they are still available to complete during this season. In the early fall, this quest might be offered by any of the major questgivers in Bridgemoor: Hyleth Othen, Kellion Blacksky, Magellus Black, or Melki. The rewards will be the same as laid out in the quest entry in the late summer; simply change the narration regarding the questgiver.


=== Extend Condolences ===
=== Extend Condolences ===
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==== '''Summary''' ====
==== '''Summary''' ====
The Sutians request that the heroes help them convince Duke Reston Bruneau and Duke Leon Marstemal that they should declare war on Nalathesh, or at least consider the ramifications of not responding to the crime. Details on both Reston and Leon can be found in Appendix A.
The Sutians request that the heroes help them convince Duke Reston Bruneau and Duke [[Leon Marstemal]] that they should declare war on Nalathesh, or at least consider the ramifications of not responding to the crime. Details on both Reston and Leon can be found in Appendix A.


Note that this quest should take a long time to complete and includes the likelihood of completing sub-quests in order to progress. Keep track of how long the heroes spend on this quest compared to the overarching timeline. By the time you reach part 5 of this quest, it is likely that at least 6 weeks have passed - possibly more.
Note that this quest should take a long time to complete and includes the likelihood of completing sub-quests in order to progress. Keep track of how long the heroes spend on this quest compared to the overarching timeline. By the time you reach part 5 of this quest, it is likely that at least 6 weeks have passed - possibly more.
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|-
|-
|Preemptive Strike
|Preemptive Strike
|
|The Kendarian military should mobilize and strike before Nalathesh gets a chance to prepare.
|
|Leon Marstemal, Brimmel Rockwall, Garen Rockwall
|-
|-
|Diplomatic Embargo
|Diplomatic Embargo
|
|Kendaria should leverage its diplomatic power to force Bridgemoor to shut its gates to [[Nalatheshi Merchants|Nalatheshi merchants]].
|
|Desmond Sutian, Astaria Gillian, Renga Rockwall, Melody Sutian
|-
|-
|Ignore the Issue
|Ignore the Issue
|
|As long as Kendaria doesn't respond, things will cool down in time.
|
|Blaise Sutian
|-
|-
|Threats, but no Actions
|Threats, but no Actions
|
|Kendaria should issue official warnings to Nalathesh but take no military action.
|
|Dandelion Sutian
|-
|-
|Prep Military for Defensive Action
|Prep Military for Defensive Action
|
|Kendaria should mobilize its military and reinforce defensive points throughout Kendaria's western border, especially near Bridgemoor.
|
|Lisa Sutian, Reston Bruneau
|-
|-
|Send Assassins to Wipe out the Luxxors
|Send Assassins to Wipe out the Luxxors
|
|This should not escalate to full-blown warfare. A few knives in the dark will be enough.
|
|Sheen
|}
|}


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==== '''2. Into the Desert Kingdom''' ====
==== '''2. Into the Desert Kingdom''' ====
In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding and extraditing Isavella is a long-term quest, so introducing other major quests contained within this timeframe would make sense. They may meet Cyrus Drake or Dawn Roledo, battle M’l’ykkri, or even take a side quest down to the Floating Islands.
In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding and extraditing Isavella is a long-term quest, so introducing other major quests contained within this timeframe would make sense. They may meet Cyrus Drake or [[Dawn Roledo]], battle M’l’ykkri, or even take a side quest down to the Floating Islands.


==== '''3. Isavella''' ====
==== '''3. Isavella''' ====
Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.
Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by [[Zaiden Destev]].


In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.
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==== '''1. Receiving the Quest''' ====
==== '''1. Receiving the Quest''' ====
The heroes might receive this quest from any notable figures in Kendaria: the Sutians, Reston, Leon, Queen Astaria, or Queen Amelia. If the heroes are embroiled in the conflict between the two queens, this quest serves as a potential point of unity, as both queens want the forest rot to be cleansed.
The heroes might receive this quest from any notable figures in Kendaria: the Sutians, Reston, Leon, Queen Astaria, or Queen Amelia. If the heroes are embroiled in the conflict between the two queens, this quest serves as a potential point of unity, as both queens want the forest rot to be cleansed.
{| class="wikitable"
|
==== '''Dangerous Foes''' ====
The heroes may face all manner of creatures as they seek to defeat the corruption in the forest. Whenever they engage in combat with these creatures, the combat should be at least moderately difficult (ML = ½ party level). Some encounters should be difficult or deadly (ML = (½ party level) +2 or +4), especially when the heroes confront a Dergue.
The following creatures are good choices to utilize when running these encounters. You can also use any environmentally appropriate beast from CC chapter 3, but describe how they have glazed eyes and fungal growths in their fur, feathers, or scales. The rest of these monster suggestions can be found in CC chapter 2.
* [[Blightweed]]
* Any Bloodoak of appropriate ML
* Dergue
* Fungal [[Dryad]]
* [[Fae Stalker]]
* [[Grash]]
* Slaugh
* Spore Bat
* [[Thresher Moss]]
* [[Forest Warden]]
* [[Wilting Warden]]
* [[Wilderguard]]
|}
==== '''2. The Old Forest''' ====
The corruption that has so affected the land obviously originates from the Old Forest. Heroes may be asked to head into the forest to try and find the metaphorical or literal roots of the corruption and put a stop to it.
Reference the Old Forest in chapter 6 when determining where the heroes might venture. Intermingling the various points of interest and side quests presented in the Old Forest with the heroes’ current quest is a great way to add texture and complexity to this adventure.
Note the Dergue Blight subsection below when the heroes confront any Dergue in this region. One of the main Dergue strongholds is in the Levidian Mists. If the heroes go there, see the Dergue Blight section below.
If the heroes venture into the Wychwood, make it clear to them through narration and through combat that this may be above their heads at the present. Any combat in the Wychwood should be deadly or even very deadly (ML = party level), unless the party is already level 8 or higher.
The Wychwood is the primary location for a showdown with Grunhilde, the witch that is responsible for this wave of corruption from the Old Forest.
==== '''3. Redleaf Dale''' ====
One of the three major epicenters for the growing network of Dergue is Redleaf Dale. If the heroes arrive in Redleaf Dale and confront the Dergue, see the Dergue Blight subsection below.
==== '''4. The Dergue Blight''' ====
Blights of Dergue have an especially strong presence in Redleaf Dale, the Levidian Mists, and the Wychwood.
Their stronghold in the Wychwood is their capital of sorts, and heroes should not attempt to take them on in that environment until they are at least level 8. Details on this environment are in the Late Fall Quests: Kendaria section below.
In the ruins of Fort Levidia and in the town of Redleaf Dale, the Dergue maintain a strong presence. At any given point, there may be as few as three or as many as a dozen Dergue in either of these locations.
'''Spore Bed.''' Each Dergue has a patch of mushrooms that their life force is magically dependent upon. Burning this mushroom patch will cause a lesser Dergue to spontaneously combust. There are four Dergue in this adventure strong enough to resist this immolation: Chardeth Ilvaless, Baron Herrivald Mordrake, Ser Valean, and Denrose Candor. These four Dergue are especially powerful and are considered the leaders of the blight. They have the normal stats of Dergue, but have additional features as noted below.
{| class="wikitable"
|
==== '''Dergue Leaders''' ====
These four Dergue have the normal stats of Dergue, but with the following modifications. They also do not immediately die if their mushroom patches are burned, but must have their patches burned ''and'' be killed separately.
'''Chardeth Ilvaless.''' Lives in Redleaf Dale. Always smoking a mycelium cigar. He exhales clouds of spores, rather than just smoke. Anyone within a 10 ft radius of him becomes infected with Dergue Plague; if they die within 24 hours, they become Dergue. If they do not die within 24 hours, the plague passes harmlessly through their body.
'''Herrivald Mordrake.''' Lives in Redleaf Dale. Has the Mob Boss's "Sic 'Em!" attack, which he can use if he spends his turn doing nothing else.
* '''Sic 'Em!''' All of Herrivald's allies within 30 ft of Herrivald and within 5 ft of a creature of Herrivald's choice may make melee attacks against that creature.
'''Ser Valean.''' Lives in Fort Levidia. Has 3 STR. ears field plate, boosting his AR to 15 and lowering his REF to 11. Fights with a greatsword, which he can use in place of using Move or Bite.
* '''Greatsword.''' ''Reach 5 ft Weapon Attack.'' +3 vs AR. '''Hit:''' 10 (2d6 + 3) sharp.
'''Denrose Candor.''' Travels back and forth between Fort Levidia, Redleaf Dale, and the Wychwood regularly, serving as a messenger. Also has the [[Student]] of the Arcane feature.
* '''Student of the Arcane.''' Using INT, Denrose can cast the following cantrips and spells. She has 20 SP/Rest.
** Cantrips: [[Frostbite]], [[Illuminate]], [[Sensory Illusion]]
** Spells: [[Arcane Disguise]], [[Conceal]] Spell, Fly, [[Grounded]], [[Ice Daggers]], [[Locate Creature]], [[Minor Illusion]], [[Swift Teleport]]
|}
In Fort Levidia, there is an old wine cellar that contains the mushroom patches of six Dergue. Six more smaller patches of mushrooms grow throughout the fort.
In Redleaf Dale, an old grain silo contains the mushroom patches of eight Dergue, and four more smaller patches grow in the woods just outside the town. The silo is locked with a [[Seal/Unseal]] spell cast at 15 SP.
Both of the large mushroom patches are protected by a sleeping Wilting Warden and several Spore Bats. Opening the doorway to a large mushroom patch immediately infects all nearby heroes with spores, giving them Dergue Plague. If an infected creature dies less than 24 hours after being infected, it rises as a Dergue 2d12 hours later. If a creature does not die in this time, then the infection harmlessly passes through the creature’s system.
==== '''5. Pulling the Strings: Grunhilde''' ====
Each of the lesser Dergue report to their four leaders, who in turn sit on the council for a powerful forest witch, Grunhilde, who truly calls the shots for this new blight of Dergue.
Grunhilde was raised in a coven of witches that made the Wychwood their home. During the Kendarian civil war, some of the witches got involved in the war and ended up killed. Others abandoned Ancerra altogether, traveling to Oldstone and from there into the Everwilds, where they made their new home. Grunhilde, however, believes that it is their hereditary right to control not only the Wychwood, but all of the Old Forest - if not all of Kendaria. Over many years, she has been responsible for exacerbating a variety of natural and magical seasonal events that have caused difficulty for Kendaria. The most recent is the rise of a blight of Dergue that respond directly to Grunhilde’s leadership.
{| class="wikitable"
|
==== Tazqipy's Quest ====
As the heroes get involved in the Dergue blight, consider introducing them or reintroducing them to Tazqipy Miraj. Tazqipy may ask them for help on a quest of her own, as she seeks to become reunited with Grunhilde. See the Wanderers section at the end of this chapter for more information on Tazqipy Miraj and her quest.
|}
==== '''6. Quest Conclusion''' ====
The Forest Rot (Slaughter) quest is considered concluded when the heroes have, at minimum, defeated the Dergue in Redleaf Dale. They may become aware of the Dergue in the Levidian Mists, and may choose to deal with that now or at a later point. Either way, once Redleaf Dale is restored, the heroes will receive the following rewards.
Each hero receives 400 sc and a magic item of 15 or fewer Essence.
Each hero receives the following Goodwill in Kendaria: +3 Aristocracy, +3 Mercantile, +3 Religious, and +3 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -2 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.
This quest has the option to continue into the Wychwood in the Late Fall: Kendaria section.
=== Repair the Queen’s Road ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if they all have positive Mercantile and Social goodwill in Kendaria.
==== '''Summary''' ====
The heroes must clear out debris, repair sections of washed-out road, and otherwise ensure the safety and usability of the stretch of land between Dalewright and Greenvalley.
==== '''1. Receiving the Quest''' ====
This is a relatively easy quest, especially if the heroes are high level. It does not pay very much sc, but pays dividends in Goodwill. The heroes may choose to delegate this quest to competent NPCs, or they may handle this quest while simultaneously dealing with the Forest Rot (Slaughter) quest.
==== '''2. Challenges on the Road''' ====
If the heroes are taking a direct role in clearing out obstacles and repairing the road, you may use the following attribute challenges to determine how quickly and successfully they do so.
If they are just overseeing other NPCs’ work or are hired protection, they might have to deal with any of the random encounters detailed in chapter 6. They might engage heavily in the Forest Rot (Slaughter) quest while checking in on the road reconstruction team.
==== '''3. Quest Completion''' ====
Once the road is in good operating condition and connects Dalewright and Greenvalley, the heroes each receive 100 sc. They also receive quite a bit of Goodwill in Kendaria: +2 Aristocracy, +4 Mercantile, and +5 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -3 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.
The well-repaired road decreases the travel time between Dalewright and Greenvalley by 3 days.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
== Early Fall Quests: Nalathesh ==
If the heroes are in Nalathesh during the early fall, they will likely become involved in one or more of these quests. If they are the guests of the Luxxors, then they are naturally positioned to serve as the Luxxors’ personal emissaries.
Carefully note the Prerequisites section of these quests, if they have one. Some of these quests are two sides of the same coin: finding intelligence on [[Neferu]] will help the leader of the Sandsnakes, and conversely the heroes may find themselves conscripted into Neferu’s efforts to find and defeat the Sandsnake leader.
Also note that the M’l’ykkri Rot quest from late summer may still be available in early fall.
=== A New Bandit King ===
==== '''Prerequisites''' ====
The heroes must have at least 4 Goodwill in one of Nalathesh’s occupational categories: Mercantile, Militant, or Social.
==== '''Summary''' ====
The bandit encampments in the Nalatheshi desert seem to have regrouped and gained more organization in the wake of previous encampments being scattered. The heroes will need to intervene to keep the roads safe for traveling merchants.
==== '''Transit Times to Bandit Territory''' ====
'''From Lonerock:''' 1 Day
'''From Bridgemoor:''' 2 Days
'''From Aridala:''' 3 Weeks
==== '''1. Receiving the Quest''' ====
The heroes can receive this quest from Cyrus Drake, Zaiden Destev, or Dawn Roledo, although Dawn will be more eager to get the heroes to go into the Flesh Pit. Cyrus is intent on stopping the bandits in the region to keep his own town and trade prospects safe, and Zaiden may ask the heroes to handle it so that the Sandsnakes don’t have competition.
Whoever offers the heroes this quest will offer each hero 400 sc for completing the quest, along with an ongoing profit share for trade that flourishes with a bandit-free road. Each hero will receive 40 sc per month from these trades so long as they maintain at least 2 Goodwill in the Nalatheshi Mercantile occupational sphere.
==== '''2. The Bandits''' ====
Use the Bandit Encampment quest for the majority of this section, but replace Gnawd with other '''Bandit Captains''' or '''Mob Bosses'''. The heroes will have to clear out three separate bandit encampments, and some of the bandits in these encampments are more powerful: use '''Veteran Soldiers, Knights, Elf Archers,''' and '''Lesser Mages''' to represent these more experienced bandits.
{| class="wikitable"
|
==== ''The Heartstone of Vedrathis'' ====
If the heroes completed The Heartstone of Vedrathis and left Raymera alive, use Raymera as the Bandit King.
|}
The Bandit King can be found and confronted in the final of the three encampments. He is an elf named Hiliearan with the stats of a '''[[Ranger]]''' (CC chapter 4) with TA against Humanoids. This should be a deadly encounter: ML = (½ party level) + 4.
==== '''3. Quest Conclusion''' ====
In addition to the sc earned from the quest, each of the heroes receive the following Goodwill in Nalathesh: +5 Mercantile, +3 Militant, +3 Social, and -1 Underworld. They do not suffer the Underworld penalty if they received the quest from Zaiden. They also gain +5 Goodwill among Nalatheshi Traders/Merchants, and +3 among Nalatheshi Commoners.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
=== Crack Down on Religion ===
==== '''Prerequisites''' ====
The heroes must have 4 Goodwill in the Nalatheshi Aristocracy, Militant or Religious occupational sphere to receive this quest. The heroes must be in Aridala.
==== '''Summary''' ====
The heroes are tapped by one of the Radiant Princes and given a private assignment from Godking Neferu: begin a campaign of disrupting non-official religious services and try to drive people back to worshiping the Godking.
==== '''1. Receiving the Quest''' ====
When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. Disrupting religious services is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.
Heroes are not expected to disrupt any private or quiet display of religious fealty to another god. Silently praying to another god in a public temple is permissible, and spending time in contemplation or meditation before a shrine to any generic god is not to be punished. Neferu is only concerned with vocal displays of worship that involve two or more individuals publicly praising a god besides him.
The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the [[Noble Title]] profession.
==== '''2. Disrupting Religious Rites''' ====
Finding unauthorized religious ceremonies will require the heroes to succeed a DC 16 INT check. A CHA/Gossiping check is also acceptable. If all the heroes fail this check, then they can try again in 1 week, giving them time to engage with the city or potentially take other quests.
Once the heroes find an unauthorized religious ceremony, they can very easily disrupt it. Talking over the liturgy, interrupting the clergy’s sermon, or even committing acts of vandalism such as overturning altars or statues will all cause the service to be disrupted.
Some of the congregants may fight back against the heroes. They have the stats of '''Commoners''' or '''[[Clergy]]''' (CC chapter 4).
==== '''3. Quest Conclusion''' ====
After the heroes have disrupted four unauthorized religious services, the frequency of public gatherings dramatically reduces, such that it is of negligible interest to the Godking. Practitioners of these religions still meet in secret, congregating in houses or in the back rooms of supportive businesses, but they no longer proselytize in the public fashion that was causing the Godking concern.
In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: -4 Academic, +6 Aristocratic, -4 Mercantile, +6 Militant, -6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.
If the heroes have not received the Find the Sandsnake Leader quest, Neferu will ask them to work on this quest.
=== Find Isavella ===
==== '''Prerequisites''' ====
The heroes will not be offered this quest if they all have at least 2 Goodwill in Kendaria. If any of the heroes do not have this Goodwill, they can be offered this quest.
==== '''Summary''' ====
The Luxxors approach the heroes and ask them to track down Isavella. They hope to speak with her and determine exactly what she was hoping to gain by murdering Elarion.
==== '''Transit Times Within Nalathesh''' ====
'''Aridala to Lonerock:''' 2 Weeks and 6 Days
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
'''Aridala to the Floating Islands:''' 6 Days
'''Lonerock to the Flesh Pit:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
'''The Flesh Pit to the Floating Islands:''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
In Nalathesh, the Luxxors may reach out to the heroes and ask for their assistance in locating Isavella.
The quest is straightforward: find Isavella and her associates, and bring them back to Aridala to speak with the Luxxors.
If the heroes accept this quest, they are paid 100 sc each upfront, and promised 500 additional sc once the job is complete.
==== '''2. Exploring Nalathesh''' ====
In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding Isavella may take several days once the heroes are in Aridala, so they might have some downtime or might take on a side quest.
==== '''3. Isavella''' ====
Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.
Isavella has become paranoid and constantly looks for people that might attempt to capture her. When they find her, she will attempt to flee. If she escapes the initial confrontation, she will flee to another town or point of interest in Nalathesh.
Finding Isavella and convincing her to go to the Luxxors might place the heroes directly at odds with Zaiden and the Sandsnakes.
==== '''4. Goodwill''' ====
This quest can dynamically change the heroes’ goodwill over the course of its duration.
When the heroes first accept the quest, they gain the following Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with [[Nalatheshi Merchants]]/Traders.
If they find Isavella and convince her not to flee, they gain the following Goodwill in Nalathesh: +2 Mercantile, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Traders/Merchants.
Upon returning to the Luxxors with Isavella, her heroes gain more Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Merchants/Traders.
==== '''5. Ramifications''' ====
If the heroes complete this quest before Late Fall is over, then they will be informed of the Luxxors’ plans to send a guarded envoy to Bridgemoor and try to negotiate with the Sutians. Learning of this may give them an opportunity to intercept Kellion Blacksky’s strike force and foil his plans.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
=== Find Sandsnake Leader ===
==== '''Prerequisites''' ====
At least one of the heroes must have negative Goodwill with the Nalatheshi Underworld to gain this quest, and at least one of the heroes must have positive Goodwill with the Nalatheshi Aristocracy or Military.
==== '''Summary''' ====
Godking Neferu contacts the heroes via one of his Radiant Princes and asks them to root out the leader of the Sandsnakes and bring them before the Godking for trial.
==== '''Transit Times Within Nalathesh''' ====
'''Aridala to Lonerock:''' 2 Weeks and 6 Days
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
'''Aridala to the Floating Islands:''' 6 Days
'''Lonerock to the Flesh Pit:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
'''The Flesh Pit to the Floating Islands:''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. The leader of the Sandsnakes is something of an urban legend and has some popular support, so finding and incarcerating them is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.
The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the Noble Title profession.
==== '''2. Finding and Capturing Zaiden''' ====
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Zaiden.
Zaiden is highly competent and knows [[how to]] avoid detection, so this may take quite some time. Take the average of each of the heroes’ rolls; if they do not beat DC 18, then they do not find Zaiden, but may try again 1 week later.
During this time, allow them to pursue various leads speaking with merchants, traders, bartenders, and even members of the Bronzeguard that might know of Zaiden or covertly be in league with the Sandsnakes. Pursuing this line of questioning is likely to result in some tense conversations, some chase sequences, and some combat. When dealing with the Sandsnakes, use '''Charlatans, Thugs, Bandits, Thieves, Rogues, Nobles, Mob Bosses,''' and even the occasional '''[[Assassin]]''' (all CC chapter 4) to represent the various specialized members of the organization.
For every two social, chase, and/or combat encounters that the heroes engage in over the week, permanently lower the DC to find Zaiden by 1.
As this may take some time before the heroes track Zaiden down, feel free to introduce other side quests or major quests from the Luxxors, Neferu, or Malsasa Swiftclaw (see Wanderers’ Quests at the end of the chapter).
Once the heroes find Zaiden, Zaiden will do everything in their power to talk their way out of the situation. They will appeal to the heroes’ morals, reminding them that Godking Neferu is, in their estimation, a tyrant ruler and needs to be brought down to size. Zaiden may even offer the heroes the Intelligence on Neferu quest.
If the heroes are unwilling to negotiate or work with Zaiden, then Zaiden will flee while their underlings try to hold off the heroes. If Zaiden escapes the encounter, they will flee to another region in Nalathesh.
The heroes will then have to track them down, and if they fail enough AWR, INT, and CHA checks (set the DC to 15 and take the heroes’ average) to follow Zaiden, then they lose the trail and Zaiden goes free. In the next 6 weeks, if the heroes travel to southern Nalathesh, Lonerock, or the Vulture Watchtower, there is a 33% chance that they encounter Zaiden again. Otherwise, after those 6 weeks, Zaiden returns to Aridala and resumes commanding the Sandsnakes.
==== '''3. Quest Conclusion''' ====
After the heroes have captured Zaiden, and brought them before Neferu, Neferu will throw Zaiden in prison indefinitely. The Sandsnakes become disorganized and fall apart over the next 1d4 weeks, turning into small, ineffective gangs.
In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: +6 Aristocratic, -2 Mercantile, +6 Militant, +6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.
Even if the heroes fail to complete the quest, they still suffer the negative Goodwill, but they do not gain the positive Goodwill.
If the heroes have not received the Crack Down on Religion quest, Neferu will ask them to work on this quest.
=== Intelligence on Neferu ===
==== '''Prerequisites''' ====
The heroes might gain this quest from the Luxxors or the Sandsnakes. In order to gain this quest from the Luxxors, the heroes must be on speaking terms with them and must not have negative Social Goodwill in Nalathesh. In order to gain this quest from the Sandsnakes, the heroes must not have negative Underworld Goodwill in Nalathesh.
Alternatively, even if they have negative Underworld Goodwill, they may gain this quest if they accept Zaiden’s counterproposal upon confronting them as a result of taking the Find the Sandsnake Leader quest.
==== '''Summary''' ====
The heroes will need to ingratiate themselves with Godking Neferu and then gather information on him, determining his weak spots or secrets that their questgivers might leverage to their political advantage.
==== '''1. Receiving the Quest''' ====
The heroes will receive different awards and different Goodwill based on who gives them the quest (to determine this, check the Prerequisites subsection above).
The Luxxors will offer the heroes a payment of 100 sc each upon accepting the job, and 1,000 sc each upon bringing noteworthy intelligence back to the Luxxors.
The Sandsnakes will offer the heroes a payment of 20 sc each upon accepting the job, and 500 sc each upon bringing noteworthy intelligence back. They will also offer the heroes each an Arcanium weapon upon completing the job.
{| class="wikitable"
|
==== Arcanium Weapons ====
An Arcanium weapon costs 15 Essence to bond with. It offers a +1 to attack and damage rolls, and counts as magical. It also allows the hero to cast one arcane cantrip at will (the MC chooses which cantrip), using INT as their magic modifier.
|}
==== '''2. Gaining the Godking’s Attention''' ====
Gaining the Godking’s attention will probably be the slowest and most tedious part of the quest, as the goal is to gain the Godking’s admiration, rather than drawing his ire.
Heroes may do this over a period of weeks by performing civil service and publicly displaying loyalty to the Godking in temples. This will take 1d6+6 weeks, and at the end of this time if they have done nothing to spoil their good reputation, one of the Radiant Princes will reach out and offer them a private audience.
If the heroes want to gain the Godking’s attention at a more accelerated rate, they will need to try something more dramatic. The heroes may come up with their own ideas, but some example plans are listed below.
'''Stellar Performance.''' The heroes might reserve a night to perform at the Sunrise Theater. If they put on a particularly noteworthy performance (CHA DC 16) that also praises the Godking, slanders his enemies, or both, then one of the Radiant Princes will reach out to them.
'''Root Out Criminals.''' If the heroes can find a small local gang in Aridala and report them to the Bronzeguard, and if this report proves meritorious, then the heroes will each be given 30 sc for the tip and a Radiant Prince will reach out to them.
If the heroes are working with the Sandsnakes, they can find a small gang within 1d4 days. If they are not, then they may each make AWR, INT, or CHA checks to attempt to locate local gangs. Subtract their average roll from 25; the difference (min 1) is the number of days it takes them to find such a gang.
'''Stop a Robbery or Riot.''' Brazen acts of crime are very uncommon in Aridala. The heroes might attempt to stage a robbery or riot and then stop it themselves in order to gain the Godking’s attention. If the Sandsnakes hired them, then the Sandsnakes will readily help stage this deception, provided that their operatives are able to escape after the heroes recover the stolen goods, or after they begin to calm the riot. A high-profile success (even if it is staged) with such a crime will quickly cause a Radiant Prince to reach out to the heroes.
{| class="wikitable"
|
==== The Radiant Princes ====
Once a Radiant Prince reaches out to the heroes, regardless of how it happens, they will be granted a brief closed-doors conference with Neferu. This results in them gaining either the Crack Down on Religion or the Find the Sandsnake Leader quest.
|}
==== '''3. Gaining the Godking’s Trust''' ====
Provided that the heroes demonstrate reasonable progress on a quest given to them by the Godking, Neferu will slowly begin to trust the heroes. At first, he will allow them guest quarters within his palace, and eventually he may even start dining with them on occasion.
If the heroes complete a quest that he gave them, then he will trust them even more and will immediately assign them the other quest that he might offer.
Note that the Luxxors are willing to accept the heroes even if they engage in the Crack Down on Religion quest, and Zaiden is willing to work with them even if they engage in the Find the Leader of the Sandsnakes quest. In both cases, the Luxxors and Zaiden have their eye on long-term victories, even at the expense of short-term defeat. One of Zaiden’s loyal followers is willing to pose as the leader of the Sandsnakes to throw the Godking off of Zaiden’s scent.
==== '''4. Gaining the Godking’s Secrets''' ====
As the heroes work on one or both of the quests that the Godking offers them, they will be afforded more and more freedom within the Godking’s palace.
When they feel that it is reasonably safe to do so, they may attempt to spy or eavesdrop on him. The heroes may find creative solutions to this with various spells and magical effects; otherwise, any hero that engages in this will need to succeed on a DC 20 DEX/Sneaking or INT/Evading check, followed by a DC 20 AWR/Investigating or Perceiving check, followed finally by a DC AWR/Eavesdropping check.
If any hero attempting this fails, then they are discovered. This will lead to an unwinnable combat as more and more Radiant Princes and members of the Bronzeguard join the confrontation. Escaping is extremely difficult, and if the heroes do not manage to escape then they will be imprisoned for 1 week and then publicly executed.
If, however, all heroes who engage in this espionage manage to succeed at each of their rolls, then they overhear the Godking and learn either one or two key secrets. One hero may make a LUCK/Fortuity check; on a DC of 20 or higher, they learn both secrets. Otherwise, they only learn the first secret.
'''Secret 1.''' Godking Neferu’s real name is Relian Ios Ahnadi. The Ahnadi family has been passing down the Godking’s mask for many generations, preserving the illusion of an immortal leader when they are in fact just mortal dynastic monarchs.
'''Secret 2.''' Neferu is worried that General [[Tenemei]] is gaining too much soft power within Nalathesh’s military. He would have Tenemei removed from office, but thinks that Tenemei already has too much support and would overthrow Neferu if he tried anything.
==== '''5. Rewards''' ====
Provided that Neferu is unaware that the heroes have spied on him, it will not be too difficult for them to slip away. They can proceed as though they are continuing one of his quests, and then once they are in the city, they can return to the Luxxors or Sandsnakes and complete their quest.
In addition to the other rewards promised by the Luxxors or Sandsnakes, the heroes gain the following Goodwill in Nalathesh: +2 Academic, +1 Aristocracy, -4 Militant, -2 Religious, +2 Social, and +4 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners, and -6 Goodwill with the Nalatheshi Monarchy/Religious Orders.
==== '''6. Aftermath''' ====
This quest has serious ramifications for the political landscape of Nalathesh. Rumors begin to swirl that the Godking is just a mortal; such rumors have cropped up and died out for generations, but these rumors are particularly forceful and convincing.
After several weeks of floundering, Godking Neferu’s power is effectively replaced. General Tenemei steps in and imposes martial law on Aridala. This causes great concern when folk in Bridgemoor hear of this, and the Meritocrats - fearful of a military dictatorship - ask the Kendarians to mobilize their military and help secure Bridgemoor’s Nalatheshi border.
The Kendarians are only too happy to comply.
=== Into the Flesh Pit ===
==== '''Summary''' ====
The heroes must venture into the Flesh Pit to rescue a diplomat from Bridgemoor.
==== '''Transit Times to the Flesh Pit''' ====
'''From Aridala:''' 1 Week and 5 Days
'''From Lonerock:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
==== '''1. Receiving the Quest''' ====
The heroes might receive this quest from Dawn Roledo in the Vulture Watchtower, or from Cyrus Drake in Lonerock. Either way, the heroes are informed that a diplomat from Bridgemoor was traveling to Aridala and wanted to see the Flesh Pit. This proved folly, and now he is missing.
The diplomat, named Dennick Othen, is one of Hyleth’s grandsons.
==== '''2. Into the Pit''' ====
The Flesh Pit is detailed in Chapter 7. It is quite dangerous, and heroes should know that this quest may prove futile. Use the information in Chapter 7 to run the Flesh Pit [[exploration]].
==== '''3. Tragedy and Reward''' ====
Unfortunately, Dennick Othen has already been devoured, and if the heroes make it to the maw, they are able to find Dennick’s personal effects.
Upon returning to their questgiver, the heroes are each awarded 200 sc for their efforts. They also gain the following Goodwill in both Nalathesh and Bridgemoor: +2 Academic, +3 Aristocracy, +2 Military, and +3 Social. They gain +2 Goodwill among Nalatheshi Commoners and Nalathesh Merchants/Traders, as well as +2 Goodwill among Bridgemoor Meritocrats and Bridgemoor Traders.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
== Late Fall Quests: Bridgemoor ==
If the heroes are in Bridgemoor during the Late Fall timeframe, note that it seems the Underbridge Cult has not fully been snuffed out.
=== Cult Resurgence ===
==== '''Summary''' ====
The Underbridge Cult continues to cause problems within Bridgemoor.
==== '''1. Receiving the Quest''' ====
Any of the Meritocrats or Kellion Blacksky might ask the heroes to intervene with the Underbridge Cult, given their previous success dealing with them.
==== '''2. Mayhem in the City''' ====
At your discretion, the Underbridge Cult may impose an ongoing atmosphere of menace to the city as they did in Chapter 2, or they may engage in more direct acts of chaos. This could include, but is not limited to:
* Burning or vandalizing temples and religious centers
* Inciting riots in marketplaces; organized theft of markets; arson in public areas
* Causing cave-ins in the Underbridge by carefully eroding structural supports, corrupting arcane enchantments in the stone, and destroying load-bearing columns
* Kidnapping, sacrificing, or publicly executing respected members of Bridgemoor’s society
If the cult is engaged in subtle activities, use Chapter 2 as a guideline for how the heroes might locate them.
If the cult is more brazen, it is easy for the heroes to find their cells of operation. The cultists have the stats of '''Underbridge Cultists''' and '''Underbridge Initiates.'''
==== '''3. Confrontation''' ====
If [[Aradin the Witchblade]] and/or Druvesk the [[Bonewraith]] are still alive, then they are the leaders of the cult. Otherwise, the following creatures could make ideal leaders for the cult.
'''ML Creature'''
5 Bonewraith, Lesser [[Hex Witch]]
10 Greater Hex Witch, [[Necromancer]]
15 [[Occult Maniac]]
==== '''4. Reward''' ====
Upon defeating the Underbridge Cult again, the heroes will be awarded 1,000 sc each by the Meritocrats. They also gain 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 Fall Quests: Kendaria ==
In addition to the quests offered below, the heroes may continue any of the quests they were previously offered in Kendaria. Many of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.
=== Depose Amelia ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if Duke Leon believes them to be capable or trustworthy, or if he thinks that they are desperate enough for the queen’s ear that they will undertake this mission.
==== '''Summary''' ====
The heroes must travel to Grace Grove and convince self-styled “Queen” [[Amelia Grace]] to give up her claim that she is the queen of the Old Forest.
==== '''Transit Times to Grace Grove''' ====
'''From Dalewright:''' 2 Days
'''From Greenvalley:''' 8 Days
'''From Redleaf Dale:''' 6 Days
==== '''1. Receiving the Quest''' ====
Duke Leon Marstemal is likely to give this quest to the heroes when they arrive in Dalewright looking for an audience with the Queen. Leon will explain to the heroes that Queen Astaria is very preoccupied with a lot of things, and one of the chief threats to the stability of her regime is the child-queen Amelia Grace. Amelia must be approached tactfully, because crushing a so-called nation run by a popular child would destroy Astaria’s credibility in the people’s eyes. If the heroes can convince Amelia to peacefully recant on her claims to be the queen, then they will be handsomely rewarded by Queen Astaria.
==== '''2. Through the Old Forest''' ====
Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route, the heroes may face any of the random encounters listed in the Old Forest.
==== '''3. Grace Grove''' ====
Detailed information on Grace Grove can be found in chapter 6. Be sure to reach the entries for Amelia Grace and [[Tusken Sparrow]] in Appendix A as well. Queen Amelia will be delighted to meet more heroes and hear of their stories.
'''Tusken and the Foresters.''' Tusken perceives Amelia’s interest in the heroes as a threat to his influence over her, and so while he is decorous and cordial to the heroes’ faces, he will scheme about ways that he might remove them from the picture, such as sending them into the heart of the Wychwood to face a grizzly death. While in the wilderness away from Amelia’s eyes, he might even attack the heroes himself.
==== '''4. Standoff''' ====
Once Amelia realizes that the heroes are there to convince her that she should abdicate her throne to Queen Astaria, Amelia will become dejected and uninterested in cooperating with the heroes. Tusken, obviously, will leverage this to drive a wedge between the heroes and Amelia.
If the heroes continue to appeal to Amelia’s more fanciful side by telling her stories of their exploits and by promising to consider her side of the conflict, then Amelia will give them the “Establish a New Nation” quest (below).
The heroes might choose to travel back to Dalewright and beseech Queen Astaria on Amelia’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.
==== '''5. Potential Resolutions''' ====
This is a very delicate quest that could quickly devolve into a horribly messy situation. Depending on the heroes’ actions, the quest may resolve itself in a number of ways. It could end in an ongoing stalemate, with no change to the status quo. It could end with Grace Grove being crushed militarily, or even with Dalewright crumbling to a coup. Or, it could end with the two queens reaching some kind of arrangement, although this will prove incredibly difficult and may result in more problems for Kendaria down the road.
'''Stalemate.''' If the quest has no noteworthy progression after the heroes’ intervention, then they are not given any monetary reward. They do gain the following Goodwill in Kendaria for their worthy efforts: +1 Aristocratic, +1 Social, and +1 [[Criminal]]. They also gain +1 Goodwill with Kendarian Nobility and with Kendarian Commoners.
'''Graceless Defeat.''' If the conflict ends in the total defeat of Grace Grove, then Queen Astaria awards the heroes each 1000 sc for their efforts. They gain the following Goodwill in Kendaria: +6 Aristocratic, +1 Mercantile, +6 Militant, -6 Social, and -6 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and -6 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
'''Dalewright Rewritten.''' If the conflict ends in the deposition of Queen [[Astaria Gillian III]] and either anarchy or a new government in Dalewright, then Queen Amelia Grace awards the heroes each 1000 sc for their efforts, taking the money from Astaria’s vaults. They gain the following Goodwill in Kendaria: -6 Aristocratic, -2 Mercantile, -4 Militant, +6 Social, and +6 Underworld. They also gain -6 Goodwill with the Kendarian Monarchy, and +7 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
'''Peace and Progress.''' It is unlikely that the heroes will manage to resolve the conflict, but they may be able to move it forward in a meaningful way. If Astaria and Amelia can be brought to a negotiating table, and if both of their egos can be kept in check, then they may be able to peacefully move the conflict closer to resolution.
Amelia will completely refuse to give up her title of queen, but with enough discussion she might be willing to accept the title “Queen of the Old Forest” as a moniker that has no political weight, and might accept being named Duchess of Grace Grove legally.
Given enough time and negotiation, Astaria might be willing to rewrite certain legislation in Kendaria, renaming herself Empress of Kendaria and promoting all dukes - including the newly appointed Duchess Amelia - to the title of king and queen over their regions. This would allow Amelia to legally be the queen, but still be deferential to Astaria.
Either such resolution is an ideal compromise for both Amelia and Astaria, and elevates them both in the eyes of Kendarian commoners, but other politicians such as Duke Reston Bruneau or Duke Leon Marstemal will see compromise as weakness. Queen Astaria’s inability to handle the situation more decisively may lead to ongoing conflict with either of these dukes - or kings, as the case may be - later on.
If the heroes manage to bring about either of these compromises, then they will be rewarded handsomely. They will each receive 2000 sc and a magic item of 25 or fewer Essence. They will also gain the following Goodwill in Kendaria: +6 Aristocratic, +4 Mercantile, -2 Militant, +6 Social, and +2 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
=== Establish a New Nation ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if they all have a positive Kendarian Social Goodwill.
==== '''Summary''' ====
The child queen, Amelia Grace, asks the heroes to help convince Queen Astaria Gillian III that Grace Grove and the surrounding woodlands should become an independent nation.
==== '''Transit Times to Dalewright''' ====
'''From Grace Grove:''' 2 Days
==== '''1. Receiving the Quest''' ====
The heroes may receive this quest if they are in Grace Grove and are well-regarded by Amelia Grace. They may also receive this quest as a counter-quest to the Depose Amelia quest.
A significant number of villages and hamlets throughout the Old Forest see Grace Grove and Queen Amelia as their true ruler, rather than Queen Astaria.
==== '''2. Through the Old Forest''' ====
Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route to or from Dalewright, the heroes may face any of the random encounters listed in the Old Forest.
==== '''3. Dalewright''' ====
Detailed information on Dalewright can be found in chapter 6. Be sure to reach the entries for Queen Astaria and Leon Marstemal in Appendix A as well. The heroes are likely to have a hard time holding private counsel with Queen Astaria, but might be able to publicly beseech her when she holds court.
==== '''4. Standoff''' ====
When Queen Astaria hears that the heroes wish to beseech her on behalf of Amelia Grace, she becomes uninterested in working with them. She will delegate them to speaking with Duke Leon Marstemal, who is militantly opposed to Amelia. The heroes may be able to convince Leon to have ongoing conversations, but will not likely make any meaningful headway on their first trip to Dalewright.
The heroes might choose to travel back to Grace Grove and beseech Amelia on Astaria’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.
==== '''5. Possible Conclusions''' ====
The possible conclusions of this quest are identical to the possible conclusions of the Depose Amelia quest. If the heroes have both quests (and it is assumed that they will), they are only given the rewards one time.
=== Forest Rot (Wychwood) ===
==== '''Prerequisites''' ====
The heroes should complete Forest Rot (Slaughter) before taking this quest, which serves as a sequel and conclusion to that quest. The heroes should also be at least level 8 before attempting this adventure.
==== '''Summary''' ====
Heroes delve into the Wychwood and confront Grunhilde and the remaining Dergue in their stronghold. A [[portal]] to the Everwilds offers the heroes a possibility to battle a very deadly enemy: tremendous risk for great reward.
==== '''1. Receiving the Quest''' ====
The heroes may receive this quest from Queen Astaria or Queen Amelia, or one of the officials in any of Kendaria’s towns. They may also take this quest upon themselves after completing the Forest Rot (Slaughter) quest, wishing to see the journey through to the end and vanquish the Dergues completely.
==== '''2. Into the Unknown''' ====
While en route to the Wychwood, the heroes may face any of the random encounters listed in the Old Forest.
{| class="wikitable"
|
==== Dangerous Foes ====
Reference the Dangerous Foes sidebar from the Forest Rot (Slaughter) when designing encounters as the heroes approach Grunhilde’s lair. The encounters should be medium to deadly provided that the heroes are already at least level 8. If they are not, then these encounters should be very deadly (ML = party level).
|}
==== '''3. Grunhilde’s Barrow''' ====
Grunhilde lives in a large barrow in the center of the Wychwood. It is a relatively simple dungeon to navigate, but quite a deadly one nonetheless.
'''Entrance.''' The only entrance to Grunhilde’s barrow is through a thick cluster of undergrowth guarded by a '''[[Bloodoak Arborean]].''' The Arborean will fight until killed or until any intruders retreat.
Heroes will have time to Catch their Breath, but not to Recoup. If they attempt to Recoup, make them face a deadly encounter as calculated by the Dangerous Foes sidebar.
'''Hall of Thorns.''' Once inside the barrow, the heroes must navigate a hall of densely packed thorns. Grunhilde and most of her minions can safely navigate this tunnel using primal or innate magic.
Heroes may come up with creative solutions to this challenge, but if they simply try to endure the thorns or dexterously maneuver their way around them, they must each make a STR, DEX, END, or AWR check. The result determines how much damage they take from the thorns, as shown on the table below.
{| class="wikitable"
|+
!DC
!Damage
|-
|12 or Less
|3d4, and Bleeding 1d4
|-
|13-16
|3d4
|-
|17-23
|2d4
|-
|24+
|1d4
|}
'''Grunhilde’s Chapel.''' After they make it through the hallway, the heroes finally arrive in Grunhilde’s chapel, where they can confront her.
Grunhilde is a '''Greater [[Forest Witch]]''' (CC chapter 4). This encounter should be deadly: ML = (½ the party level) +4. Add additional monsters from the Dangerous Foes sidebar as appropriate to reach this difficulty. If any of the major Dergue are still alive, they are present for this fight; this may cause the encounter’s adjusted ML to be even deadlier.
Tree roots puncture down from the cavernous ceiling, and vines, ivy, lichen, and mushrooms grow along the walls and floor. This allows Grunhilde to benefit from any of her [[Primal Spells|primal spells]] that require the use of plants.
'''The Portal.''' One entire wall of Grunhilde’s chapel contains a large podium that serves as a shallow, semicircular stairway up to a portal. This portal will take the heroes to the Everwilds if they step through it.
Heroes that study the portal for 10 minutes and succeed on a DC 16 INT/Arcana check will learn that Grunhilde maintains the portal herself, and it will disappear on its own 1d3 days after Grunhilde stops maintaining it.
'''Grunhilde’s Living Quarters.''' On the far side of her chapel, an earthen stairway spirals downward to Grunhilde’s living quarters. Her personal effects are largely worthless, albeit eccentric. Her cauldron, however, is quite valuable.
{| class="wikitable"
|
==== Grunhilde's Cauldron ====
''Cauldron, Very Rare, Essence 35''
Gain +4 Alchemy.
You may produce a number of potions each day equal to ½ your Alchemy skill. These potions follow the rules of the Witch’s Brew talent from the Witch’s Brew track of the Witch class. You may create a potion that has an SPC of 16 or fewer in this way; however, if you exceed the normal limit of the talent, then the potion counts as 3 of the potions that you can make on that day.
|}
==== '''4. What Lies Beyond''' ====
If the heroes venture through the portal, they arrive in a humid bog in the Everwilds. The swamp might contain any of the monsters mentioned in the Dangerous Foes sidebar, along with '''Eyesquitos''' and '''[[Eyesquito]] Swarms''' (CC chapter 2). A half-mile away, they can see a ramshackle hut. Inside the hut, there is a '''[[Bog Hag]]''' (CC chapter 2).
If the heroes defeat the Bog Hag, they find its treasure horde, which gives the heroes each 5,000 sc worth of gems. Each hero also gains +10 maximum SP, and if they had no SP previously, they learn one primal spell of their choice.
If the heroes see the bog hag’s hut and decide not to approach, they can retreat through the portal. Causing Grunhilde’s barrow to cave in will bury the portal and make it unusable; it will then fade out after 1d3 days.
==== '''5. Quest Conclusion''' ====
Upon completing the quest, heroes will receive 2,500 sc collectively from various Kendarian persons of interest. They also gain the following Goodwill in Kendaria: +4 Aristocratic, +4 Mercantile, +6 Militant, and +6 Social. They also gain +4 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
== Late Fall Quests: Nalathesh ==
The heroes may continue any of the quests they were previously offered in Nalathesh. Virtually all of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.
== Wanderers’ Quests ==
Two wandering figures, [[Malsasa Swiftpaw]] and Tazqipy Miraj, might interact with the heroes in various circumstances. Both of these figures can be very helpful for steering your campaign when you want to offer a course of action to your heroes, or when they seem stuck as to what they should do next. Below are ideas that you might implement to do so.
=== Recover Stolen Goods ===
==== '''Summary''' ====
Malsasa has had some of his magical goods stolen. He spots the heroes and recruits their help.
==== '''1. Receiving the Quest''' ====
Malsasa may know some of the heroes already, or he might just spot them and make them out for the capable adventurers that they are. Either way, he will approach them and ask them to retrieve his stolen goods for him.
If the heroes accept, then Malsasa will pay them each with one of the following options (each hero gets to choose):
* 2500 sc
* A magic item with 15 or fewer Essence
* A promise that Malsasa will track down a more powerful item for them and sell it to them at a steep discount
If a hero chooses the third option, they may choose any magic item with 35 or fewer Essence. Malsasa will sell it to them for 20x its Essence, a significant discount. Malsasa does not have these items on hand, though, and will require a minimum of 3d10 days to find such an item. The next time the heroes are in any urban marketplace after the minimum number of days, Malsasa will find the hero or heroes and offer the item at its discounted price.
==== '''2. Recovering the Goods''' ====
Recovering Malsasa’s stolen goods is a great way to get the heroes focused on another quest hook and intertwine them.
If in Nalathesh, you might decide that the bandit encampment stole Malsasa’s goods. Maybe the Sandsnakes stole them, or maybe they were even confiscated by the Radiant Princes.
If in Kendaria, the goods might be tracked to Silverbranch, where the Poppy Guild plans to sell them to Nevnan traders. Maybe the goods were stolen by the Merry Foresters, leading the heroes to confront Tusken Sparrow.
=== Find the Lost Witch ===
==== '''Summary''' ====
Tazqipy is looking for her former mentor, a witch named Grunhilde. If the heroes seem morally flexible, she will likely enlist their help.
==== '''1. Receiving the Quest''' ====
Tazqipy might know the heroes already, or might have just been studying them from afar. Regardless, once she feels that they might offer her aid for the right unscrupulous price, she will approach them.
Tazqipy would not readily reveal her entire backstory or the fact that Grunhilde abandoned her. Instead, she would simply explain that she and her mentor were separated, and she’s hoping to find Grunhilde again to complete her training.
If the heroes can help her track down Grunhilde, and if Tazqipy successfully rejoins her mentor, then Tazqipy will offer them each one of the following options (each hero gets to choose):
* 2500 sc worth of gems of the hero’s choice
* A potion that, when consumed, affects the hero as though under the effects of the [[Carnage]] primal spell. The potion remains potent for 1d4 months, whereupon it spoils.
==== '''2. Finding Grunhilde''' ====
Grunhilde is a '''Greater Forest Witch''' (CC chapter 4) primarily responsible for the corruption in the Old Forest (see the Forest Rot quests).
The heroes will likely find her after completing multiple smaller quests in Kendaria, so Tazqipy may introduce herself early in the campaign and have her quest as an ongoing side quest for the heroes.
Finding and confronting Grunhilde will likely first involve fighting '''Slaughs, Dergues,''' and '''Wilting Wardens''' (all in CC chapter 2) as they investigate the Forest Rot. See Chapter 6 for more detailed information on the Old Forest, particularly the Wychwood.
==== '''3. Confrontation''' ====
If the heroes find Grunhilde and kill her, then Tazqipy will not reward them, instead retreating. She will go on to do everything in her power to make life more difficult for the heroes from afar and may appear in combat at a critical moment to turn the tide against them.


Info
Completing this quest may simultaneously resolve another quest if the heroes are investigating the Forest Rot. Completing two quests at once only levels them up one time unless they are unlikely to reach at least level 10 by early winter at this rate.

Latest revision as of 15:11, 15 October 2024

[back to Cloven Lands playtest material]

Part Two of The Cloven Lands is significantly less linear than Part One. While it is true that Part One has several potential starting points, each prologue in Chapter 2 and the Underbridge Cult adventure in Chapter 3 are all scripted in rough sequential fashion.

By contrast, Part Two is much more open-world. The heroes may travel to all or only some of the locations described in the coming chapters. They may complete many of these quests in any order, and do not need to complete every quest before proceeding to Part Three.

Personalized Quests

Part Two is also the easiest section of the campaign for you as the MC to add your own side quests and subplots. Review your heroes’ backstories. Of the official missions described in this campaign, are there any that you could adjust slightly to make more meaningful to your heroes?

The Next Three Chapters

The next three chapters each provide detailed information on specific regions pertinent to The Cloven Lands. Chapter 5 details Bridgemoor, Chapter 6 is about Kendaria, and Chapter 7 discusses Nalathesh in detail.

In addition to information about the various regions, towns, and NPCs that you might encounter in these regions, these chapters also provide brief recaps or updates on quests that the heroes might undertake.

If the heroes wish to explore the Great Chasm, see Part Three for detailed information on this region.

This Chapter

The rest of this chapter sets the stage for the growing conflict in the region and offers a rough timeline of upcoming events. It also presents several quests that the heroes might accept as their primary goals heading into this part of the campaign. They might receive these quests from the Meritocrats of Bridgemoor, from Nalatheshi traders, or from Kendarian diplomats. If they present as both competent and politically neutral, they may even receive quests from all three political entities and will need to decide as a party whom they prioritize.

Social Confrontations

Many events or disputes in major cities such as Bridgemoor, Aridala, or Dalewright can be resolved through roleplaying, or social arguments.

If you want to run a more dramatic confrontation instead of relying on singular skill rolls, then you can use the following system.

In social confrontations, there are three rounds, or arguments. A player can use any AWR, INT, or CHA skill, which is rolled against the NPC’s appropriate defense (AWR vs ANT, etc.). For every 2 the player beats the defense by, they gain a +1 to their next argument roll; for every 1 they fail by, they suffer a -1 to the next roll.

You may add circumstantial bonuses to NPC’s defenses based on the scenario. For instance, convincing a guard to do their job may lower their defense by 2, whereas convincing that same guard to betray their city may bolster their resolve, increasing the relative defense by 5 or even more.

At the end of the three arguments, tally the number of successes.

0 Successes. Complete failure. The individual attempts to hinder the player or does the exact opposite of what they request. This may result in combat.

1 Success. Indifferent failure. The individual doesn’t respond negatively, but refuses to budge.

2 Successes. Partial victory. The individual follows in a limited capacity, such as a guard turning their back when suggesting they should take a break, but not leaving.

3 Successes. Total victory. The individual acts according to the players’ suggestions.

Backdrop: Rising Tensions

Tensions between Kendaria and Nalathesh have been simmering for a while, and in Bridgemoor this conflict finally boils to a head. Two instigating events in particular lead to Nalathesh and Kendaria seeing one another as serious economic and military threats.

These events develop over several weeks (see the Timeline below). As the MC, you may decide to involve the heroes in this conflict, or you may direct them to pursue other missions assigned by potential questgivers (below) and occasionally update them on the tensions escalating between Nalathesh and Kendaria.

Mercantile Theft

During the events of Chapter 3, trade goods from a Nalatheshi merchant named Isavella were stolen. This merchant travelled with the Luxxors in the Nalatheshi Caravan prologue, so some heroes may know her.

You may decide that the entire investigation took place while the heroes were dealing with the cultists, or you might want to involve the heroes in this conflict directly. Note that the animosity between Nalathesh and Kendaria must increase throughout Part Two, so if your heroes tend to be successful at deescalating and serving as diplomats, it might be better if this conflict takes place “off-screen” and they hear about it later.

If you want to involve your heroes in the investigation, then run them through a series of social encounters similar to the ones that they did in Chapter 3. By making AWR, INT, CHA, and perhaps LUCK checks, the heroes can gain more and more evidence. They might start by speaking with the Luxxors, the bereaved trader, and other merchants in Bridgemoor’s bazaars. These discussions will lead them to follow a trail of evidence that eventually brings them to the Cedar Lodge, a high-end inn and tavern where the Kendarian noble Lord Elarion Sutian and his entourage are in residence.

The Culprit

Whether it is the heroes or the Bridge Knights who investigate on behalf of the robbed merchant, they find the stolen wares in the room of Filandra of Silverbranch, a known associate and close confidant of Lord Elarion. If questioned, Filandra will not apologize for her actions, swearing that she was doing what she felt like she had to in order to secure stability for her own mercantile ventures.

What Actually Happened

Filandra will not admit this, but in truth she was the unlucky pawn of a plot contrived by Aradin Witchblade and Ser Kellion Blacksky. Using magic to alter his appearance, Aradin approached her posing as an influential merchant in Bridgemoor. He name-dropped Lauby to earn Filandra’s trust, and explained to her how the Nalatheshi had stolen his own goods, and swore that if Filandra could recover his goods for him, he would elevate her status among his peers. Filandra swore that she would do so and swore not to speak of their meeting.

Aradin approached Lord Elarion shortly thereafter in a similar disguise, posing as the Baron of Silverbranch, Filandra’s home town. In this disguise, Aradin entreated Lord Elarion to defend Filandra at all costs. While she must face the consequences of her theft, the “Baron of Silverbranch” tells Lord Elarion that Silverbranch will be indebted to House Sutian if he demonstrates public solidarity with Filandra. Lord Elarion agrees.

If the heroes question Filandra, she readily admits that she did everything of which she is accused. If they speak with Elarion, he will try to walk a middle road, explaining that he does not approve of her actions and believes that her sentence should play out in accordance with Bridgemoor’s laws, while also holding that he will offer public support to the people of his own nation. Ego plays a big role in these conversations, as Lord Elarion in particular tries to leverage his status as social currency.

Legal and Public Opinion

Filandra’s brazen admittance of the crime and refusal to apologize or seek amends lands her in prison after several days of court hearings. Her attitude enrages the Luxxors and the other Nalatheshi merchants. Furthermore, during the court hearings and afterwards in public statements, Lord Elarion defends her rather than denouncing her, which makes relations between Nalatheshi and Kendarian folk in Bridgemoor much worse.

Murder

Matters are made dramatically worse when Lord Elarion’s body is found a couple days later.

Know your Table

If the details of Lord Elarion’s murder are too gruesome for your group of players, change or water down the exact details, or hint that “it’s too bad to describe.” It is important to prioritize your players’ concerns and yellow and red zones above campaign accuracy.

Lord Elarion’s body is found in his room at the Cedar Lodge. His neck is purple and swollen, and blood vessels under his skin have burst, suggesting that he was strangled. His hands are missing both their thumbs… and his detached thumbs have been shoved through his eyes.

Heroes that have traveled with the Luxxors or are familiar with Nalatheshi customs can easily infer that Elarion’s missing thumbs are reminiscent of Nalathesh’s punishment for thieves. Whether the heroes witness this crime scene or not, the Bridge Knights reach a similar conclusion.

To make matters worse, Isavella left town early in the morning before Lord Elarion’s body was discovered. She left along with two of her friends who were residents of Bridgemoor but originally Nalatheshi. These friends were both bouncers at a rough tavern and could easily have committed the murder.

The Luxxors

Adelaide and Reza Luxxor denounce Isavella, saying that she should have obeyed Bridgemoor’s legal regulations to seek recompense. At the same time, they note that Isavella was abiding by Nalatheshi law, and if this crime had taken place inside Nalathesh’s sovereign territory, Lord Elarion would have received similar treatment.

Timeline

The timeline is presented in terms of the number of days or weeks that have passed since the events of the Underbridge Cult. One week is seven days.

Late Summer

1-6 Days: Heroes can have some down time or might receive 1-3 quests from the various questgivers.

1 Week: Filandra steals wares from Isavella.

1 Week and 3 Days: Filandra is arrested.

2 Weeks: Filandra faces her trial, which lasts for several days.

2 Weeks and 1-6 Days: Heroes can have some down time, continue one of their quests, or receive a new quest.

2 Weeks and 5 Days: Filandra is convicted and sentenced to two years in prison. Lord Elarion defends her, damaging his reputation.

3 Weeks and 1-6 Days: Heroes can have some down time, continue one of their quests, or receive a new quest.

3 Weeks and 1 Day: Isavella and her two friends leave town.

3 Weeks and 2 Days: Lord Elarion’s dead body is discovered.

3 Weeks and 3 Days: The Luxxors denounce Isavella, but also suggest that Lord Elarion had it coming.

4 Weeks: Proceed to Early Fall.

Early Fall

In the early fall, news of Filandra’s theft and of Elarion’s murder ripples through the greater region, reaching the seats of power in Kendaria and Nalathesh. Both the Luxxors and the Sutians become more focused on military security in anticipation of trouble from the other side. The Meritocrats in Bridgemoor keep close tabs on this and will try to send diplomatic envoys accordingly, though Kellion continually finds ways to subtly undermine these efforts.

Early Fall lasts for 6 weeks.

4 Days: The Luxxors send a trusted diplomat to extend condolences to the Sutians and ask for ongoing diplomacy.

4 Weeks: The Luxxors’ diplomat is captured and killed by Kellion Blacksky’s network. Planted evidence incriminates Lekim, a Kendarian merchant. Lekim is nowhere to be found.

5 Weeks and 3 Days: News of the diplomat’s murder reaches the Sutians.

6 Weeks: The Sutians send word to [[the lords of Silverbranch to discuss the situation.

Late Fall

Late Fall lasts for 6 weeks.

2 Days: The Sutians and [[lords of Silverbranch meet to discuss matters.

4 Days: They agree to publicly support Lekim’s actions against the Luxxors, but not to interfere with Bridgemoor’s legal system as the murder took place in Bridgemoor.

Note: The heroes will have a chance to prevent this, but only if they are in the room and in the Sutians’ good graces.

4 Weeks and 4 Days: The Luxxors hear of the Sutians’ decision. They send word that blood has been met with blood, and that hostilities should cease.

5 Weeks and 3 Days: Brimmel Rockwall and Blaise Sutian travel to Bridgemoor.

6 Weeks: The Luxxors’ messenger and guards are all killed on the road and replaced by Kellion Blacksky’s men. The Luxxors’ seal is carefully transferred to a new letter.

Note: The heroes will have a chance to prevent this, but only if they are aware of what the Luxxors are up to.

Early Winter

At this point, tabulate the amount of Goodwill that the heroes have garnered and the “points of Alliance” that Nalathesh and Kendaria have each procured (noted at the end of each quest). Whichever nation has more successes gains Bridgemoor’s favor. Preliminary back-channel talks begin between Bridgemoor and its favored nation. Rumors of formal war swirl.

If Nalathesh and Kendaria are tied, then the heroes will have a chance to prevent war altogether, but even if they are tied, this chance for peace is difficult and unlikely to prevail. Details on this are in Part Three.

Potential Questgivers

Each of the following NPCs can serve as potential questgivers to the party in the beginning of Part Two. These quests take place against the backdrop of rising tension between Kendaria and Nalathesh, and the heroes may involve themselves directly in the political conflict. They may remain distant from the conflict described above, instead focusing on the quests given to them by these notable individuals. All of these NPCs are described in greater detail in Appendix A, but their missions, motives, and personalities are summarized here.

Regardless of whether these individuals give heroes quests, you should still keep track of what they might be up to. These figures may become questgivers at some point, but regardless, they will all be influential in the course of the campaign. Once the heroes meet these figures, they may also request that the heroes go on missions for them. Such requests will be noted in the Quests section at the end of this chapter. All of these NPCs are described in greater detail in Appendix A and are listed here in short form for reference.

Quests

This table lists all of the major questgivers that your heroes may interact with, along with quests they might offer. These quests are organized by time of year, so consult the timeline to determine which quests are on offer. Details on each quest are at the end of this chapter.

The Heartstone of Vedrathis

It is implied that the heroes first gain fame and gain sponsors for quests after they achieve some measure of success in dealing with the Underbridge Cult. However, if some of your heroes came from the separate The Heartstone of Vedrathis prologue, then they have not yet gained much of a reputation. Magellus Black will know the heroes from this prologue and will get them in touch with the other heroes.

Using Magellus Black’s “Investigate an Underbridge Cave-In” quest can be a good way to help with group cohesion when heroes are coming from the Vedrathis prologue and meeting other heroes that came from prologues in Part One of this campaign.

Questgiver Time of Year
Bridgemoor Late Summer Early Fall Late Fall
Hyleth Othen Bandit Encampment;

Underbridge Cult Leader

Bandit Encampment;

Extend Condolences

Cult Resurgence
Kellion Blacksky Underbridge Cult Leader Bandit Encampment;

Underbridge Cult Leader; Extend Condolences

Cult Resurgence
Magellus Black Investigate an Underbridge Cave-In;

Underbridge Cult Leader

Bandit Encampment;

Extend Condolences

Cult Resurgence
Melki / Lekim Check Assets in Silverbranch;

Underbridge Cult Leader

Bandit Encampment;

Extend Condolences

Cult Resurgence
Kendaria Late Summer Early Fall Late Fall
Amelia Grace - Establish a New Nation;

Forest Rot (Slaughter)

Establish a New Nation;

Forest Rot (Wychwood)

Astaria Gillian, Queen - Depose Amelia;

Forest Rot (Slaughter)

Get Amelia to Back Down;

Forest Rot (Wychwood); Repair the Queen's Road

Leston Marstemal, Duke - Depose Amelia;

Forest Rot (Slaughter)

Get Amelia to Back Down;

Forest Rot (Wychwood)

Reston Bruneau, Duke A Gift to the Sutians Forest Rot (Slaughter);

Repair the Queen's Road

Forest Rot (Wychwood);

Repair the Queen's Road

Sutian House Bring News of Legal Trouble Convince Dukes to go to War;

Forest Rot (Slaughter); Find Isavella

Forest Rot (Wychwood)
Nalathesh Late Summer Early Fall Late Fall
Cyrus Drake Bandit Encampment A New Bandit King;

M'l'ykkri Rot

Into the Flesh Pit
Dawn Roledo M'l'ykkri Rot A New Bandit King;

Into the Flesh Pit

Into the Flesh Pit
Luxxor Family - Intelligence on Neferu;

Find Isavella

Intelligence on Neferu;

Find Isavella

Neferu, Godking - Find the Sandsnake Leader;

Crack Down on Religion

Find the Sandsnake Leader;

Crack Down on Religion

Zaiden Destev - A New Bandit King;

Intelligence on Neferu

Intelligence on Neferu
Other Late Summer Early Fall Late Fall
Malsasa Swiftclaw Recover Stolen Goods Recover Stolen Goods Recover Stolen Goods
Tazqipy Miraj Find the Lost Witch Find the Lost Witch Find the Lost Witch

Bridgemoor

The following NPCs are prominent Meritocrats or other leading officials in Bridgemoor’s politics. They will likely be the first to tap the heroes to go on quests.

The Feast and Famine Amulets

Twin amulets made of a Willidium alloy were unearthed in the mines beneath Bridgemoor some time ago. Ser Kellion Blacksky quietly arranged for these amulets to make their way into the possession of the Meritocrats, as he knew that doing so would cause ongoing ruptures between them. At the beginning of this leg of the campaign, the Famine Amulet is in Magellus’s possession, and the Feast Amulet in Hyleth’s. Neither are aware of these items at the start of the campaign. Both items are detailed in Appendix B.

Hyleth Othen

An elderly halfling Meritocrat with a sharp wit. Hyleth has historically believed in decisive action rather than ongoing deliberation, and he has said that perfection should never stand in the way of progress.

Kellion Blacksky

The male human commander of the bridge knights. Ser Kellion quietly pulls strings and applies pressure to ratchet up tensions between Kendaria and Nalathesh. He has established a large criminal network that enacts his wishes to that end, and notably Aradin the Witchblade is a key ally.

Magellus Black

A human male who is both a member of the Meritocrats and a respected professor of arcane magic at Bridgemoor University. Magellus is not a top-ranking Meritocrat but exerts influence as though he were, as he is widely respected by all. He tries not to wield his influence unless he feels that it is absolutely necessary, instead just reiterating indisputable facts and leaving the interpretation of these facts to other minds.

Melki

Melki is a male dragonfolk and a low-ranking member of the Meritocrats. He also has a second persona, “Lekim,” a gaunt elf who is an international merchant with dealings in both Bridgemoor and Silverbranch. Melki utilizes both of his personas to keep an eye on the political and economic wellbeing of the region.

Kendaria

The following NPCs are located in Kendaria. They may become allies or enemies to the heroes based on the heroes’ actions. On the whole, if the heroes choose to go on quests in Kendaria, it increases the likelihood of Bridgemoor favoring Kendaria in the conflict.

Amelia Grace

The self-styled Queen of the Old Forest, Amelia Grace is a human child whose claim to queendom has been welcomed with surprising alacrity from the folk living in the region. This is a tremendous pain for Queen Astaria, who struggles to maintain order in the region without becoming unpopular for opposing a popular child.

Astaria, Queen

Queen Astaria Gillian III of Kendaria is a human in her middle years. Although generally regarded as a compassionate leader, her reputation is haunted by the civil war that she brutally ended by executing three of her dukes. Rumors - which are true - also suggest that Astaria has made some kind of pact with a malicious fae entity.

Leon Marstemal

Leon Marstemal is a halfling male and is one of Kendaria’s dukes. He is in charge of a region of territory that includes Amelia Grace’s so-called queendom, which causes him endless political headaches.

Reston Bruneau

Reston Bruneau is an ill-tempered elderly human male, and a duke of Kendaria. His territory includes Greenvalley, home of the Sutians, and he has personal grievances against them that have led to political and economic conflict in the region.

Sutian House

The Sutians are the barons of Greenvalley, a major city in southern Kendaria. Elarion Sutian, brother to Baron Desmond, is murdered in the beginning of Part Two. The Sutians rapidly become a powerful advocate for military action against Nalathesh.

Nalathesh

The following NPCs are located in Nalathesh. They may become allies or enemies to the heroes based on the heroes’ actions. On the whole, if the heroes choose to go on quests in Nalathesh, it increases the likelihood of Bridgemoor favoring Nalathesh in the conflict.

Cyrus Drake

The popular mayor and sheriff of a small Nalatheshi town near Bridgemoor. Cyrus is a human male and possesses a magical greatsword that shines with radiant light.

Dawn Roledo

A female dragonfolk and a bit of a mad scientist, Dawn lives near Nalathesh’s Flesh Pit and oversees a team of researchers trying to determine various applications of harvesting the flesh.

Luxxor Family

The Luxxor family are prominent nobles that live in Aridala, Nalathesh’s capital city. They oversee a successful international trade empire and quietly work to undermine Neferu’s claim to divinity without undermining his reign itself.

Neferu, Godking

The godking of Nalathesh is a human named Neferu. This is, in fact, a name passed down from one “godking” to the next - each Neferu claims that they are immortal and have always been, when in fact it is just an heir-based monarchy like any other. Each Neferu wears a gold mask that completely covers their face at all times, so their identity is never publicly revealed.

Zaiden Destev

Zaiden is a nonbinary human and the leader of the Sandsnakes, a small but rapidly growing crime syndicate operating throughout Nalathesh. They do not respect Neferu’s rule, but are not strong enough to openly defy the godking yet.

Misc/Traveling

Malsasa Swiftclaw

A traveling merchant that the heroes may have met in Nalathesh or Bridgemoor already. Malsasa is a kettek who keeps his alchemy egg close at hand. Malsasa does not offer major quests of his own, but is a familiar face that can serve as an arbiter between the heroes and key NPCs, perhaps arranging introductions.

Tazqipy Miraj

A nomadic kettek witch, Tazqipy sees it as her life’s mission to quietly observe and test potential heroes. She might send the heroes on a quest without them even realizing it, or she might directly reveal herself and present them with a remarkably difficult challenge. Tazqipy also longs to find her former instructor, a witch who has been missing for decades.

Quests

Each of the major quests in the previous Quests table are detailed here. This section does not go into detail about notable NPCs or locations, instead referring you to the appropriate chapter or appendix. If there is a location or NPC that is not notable enough to appear in that chapter or appendix, pertinent information will be included here.

Character Advancement

By the time the heroes proceed to Part Three, they should be between levels 10 and 12. Heroes should level up approximately once per major quest completed in Part Two, but slow down the level ups if this would cause them to exceed the target level for Part Three.

To reflect the political influence so critical to this campaign, grant heroes additional Professional Ranks at levels 8 and 12.

Transit Times

Note a quest’s transit time. This is the number of days that the heroes must travel from likely origin points to reach a location. Some of these travel days are likely uneventful, and for other days you may want to make use of the random encounter tables found in chapters 5-7. Especially during the late summer, keeping track of the number of days that pass is important as it corresponds to what events are currently unfolding in Bridgemoor. This is less important in the fall.

Quest Prerequisites

Note that the completion of certain quests will cause other quests to become unlocked, or conversely to become unavailable. Such ramifications will be noted in a quest’s “Prerequisites” section. If it does not have one, then assume that it is unaffected by the other quests that the heroes have completed.

Quest Organization

The following quests are listed first for Bridgemoor, then Kendaria, then Nalathesh. Within each region and within each time of year, they are listed in alphabetical order. Beyond the season, these quests cannot be presented chronologically, as heroes may choose to complete these quests in any number of different orders.

When determining which quests to offer your heroes, think about what will be most meaningful to them based on the prologue adventures that they completed, and especially based on their backstories and the personalities of the players.

Late Summer Quests: Bridgemoor

Meritocrats and other people of authority may ask the heroes to go on these quests during the late summer.

Bandit Encampment

Summary

Bandits have settled outside of Bridgemoor in Nalatheshi territory. They must be rooted out, preferably without bloodshed.

Transit Times to Bandit Territory

From Lonerock: 1 Day

From Bridgemoor: 2 Days

From Aridala: 3 Weeks

1. Receiving this Quest

In late summer, Hyleth Othen might give the heroes this quest. The bandits have come to Hyleth’s attention via one of his grandchildren who serves in the Bridge Knights.

Hyleth would gather the heroes together and say that they have come to his attention after their success defeating the Underbridge Cult. As the Bridge Knights only have jurisdiction within Bridgemoor, and the bandits are causing ongoing issues for merchants traveling through that region of Nalathesh, Hyleth hopes that the heroes will go break up the encampment. If it can be resolved peaceably, then that’s fine; otherwise, Hyleth asks that the heroes use nonlethal force and bring back the bandit leader for trial.

Hyleth assures the heroes that they will be handsomely rewarded if they can disband the encampment without killing any of the bandits. Hyleth gives the heroes 100 sc that they may offer the bandits in exchange for permanently calling off their attacks on passing merchants.

The heroes may decide to keep this money for themselves instead of using it as Hyleth directed. If Hyleth ever learns of this, he will not pursue retribution but will never hire them for another job and will not offer them any favors in the future.

The Heartstone of Vedrathis

If any of the heroes played The Heartstone of Vedrathis prologue, then this group of bandits is a surviving offshoot of the Black Hats, formerly run by Raymera the Bandit King. If none of the heroes played The Heartstone of Vedrathis, then this detail is irrelevant.

2. Locating the Bandits

The bandits know the terrain quite well and are unlikely to be surprised in their own territory. See Chapter 7 for more detailed information about Nalathesh’s desert and about the town of Lonerock; the bandits primarily occupy the eastern stretch a day’s journey northwest of Lonerock.

These bandits all have +6 to Sneaking, regardless of their typical base stats. Heroes that spot them can try to pursue them, but the bandits will try to retreat and hide if they are spotted in this fashion.

Heroes who know that the bandits are active in the region can easily pose as merchants, or escort legitimate merchants. Provided that the heroes do not look overly threatening, the bandits will find them.

3. Initial Confrontation

The initial confrontation, if it comes to blows, should be, on paper, a deadly encounter for the heroes. Using Bandits, Bandit Marauders, and Thugs, calculate an encounter where ML = (½ party level) + 4. However, the bandits fight with a strong sense of self-preservation. If one of them is Bloodied, it will retreat and resort to ranged weapons. Once three or more are Bloodied, they all flee. If the bandits flee and heroes try to track them, proceed to the Bandit Lair subsection below.

If the heroes offer Hyleth’s money to the bandits, they will first try to haggle, trying to talk the heroes into paying them 200 sc. Regardless of the final number, the bandits will eventually promise to clear out of the region. However, these are hollow words, and they will continue to rob merchants regardless of the attempted payoff.

4. Ongoing Confrontation

If the bandits retreated or if the heroes attempted to buy them off, then a series of protracted engagements over the coming days will plague the heroes. First, they hear reports that other merchants were robbed, even after they paid off the bandits. Then, the bandits may attack them again directly. This should be a medium encounter.

As this drags on, the heroes should come into contact with Cyrus Drake, sheriff and mayor of Lonerock. Detailed information about Cyrus is in Appendix A, and Lonerock can be found in Chapter 7. Cyrus serves as an ally to the heroes during this plot arc and will call on them for quests in the future if they remain on friendly terms. Cyrus is willing to reward the heroes for killing the bandits instead of simply incapacitating them, although his reward is not as rich as Hyleth’s.

For any medium encounter, using Bandits, Bandit Marauders, and Thugs, calculate an encounter where ML = ½ party level. The bandits fight with a strong sense of self-preservation. If one of them is Bloodied, it will retreat and resort to ranged weapons. Once three or more are Bloodied, they all flee. If the bandits flee and heroes try to track them, proceed to the Bandit Lair subsection below.

5. The Bandit Encampment

Tracking the bandits back to their lair will require a group attribute check. They might use STR or END to keep up with retreating bandits if applicable, or use AWR or INT to follow the bandits’ trail. If the heroes’ average meets a DC 14 check, then they successfully track the bandits back to their lair. Otherwise, the ongoing confrontation continues as described above.

Assuming that the heroes reach the encampment, they can observe that there are significantly more bandits than the heroes might safely fight on their own. The bandits appear to be following the leadership of a hondu that has hyena-like features.

If they attempt to fight the bandits directly, it is a very deadly encounter. Using a Bandit Captain and Bandits, Bandit Marauders, and Thugs, calculate an encounter where ML = party level + 2.

If they use clever tactics such as starting a brush fire or landslide, or something drastic such as attacking during a sandstorm, they can certainly gain an edge over the bandits; they’ll just need to contend with any additional environmental challenges present. If the heroes approach with Cyrus Drake and Lonerock’s posse, then they can confront the captain and his minions in a medium encounter: using the Bandit Captain and Bandits, Bandit Marauders, and Thugs, calculate an encounter where ML = ½ party level.

6. Quest Conclusion

Once the Bandit Captain (a hondu named Gnawd) and his followers are defeated, the heroes can claim their reward.

Reward from Hyleth. If the heroes bring Gnawd back to Bridgemoor to be incarcerated as Hyleth originally asked, then Hyleth will pay each hero 200 sc, unless he learns that they kept his original payment intended for the bandits. The heroes gain the following Goodwill in Bridgemoor and Nalathesh: +2 Mercantile, +1 Militant, and -1 Underworld. They also gain +2 Goodwill with the Bridgemoor Meritocrats, Bridgemoor Traders, and Nalatheshi Traders/Merchants.

Reward from Cyrus. If the heroes abandon Hyleth’s quest and focus on Cyrus Drake and Lonerock, then Cyrus pays them each 40 sc and promises them free room and board at Lonerock indefinitely. The heroes gain the following Goodwill in Bridgemoor and Nalathesh: +2 Mercantile, +1 Militant, and -1 Underworld. They also gain +2 Goodwill with Bridgemoor Traders and +4 Goodwill with Nalatheshi Commoners, and Nalatheshi Traders/Merchants.

Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.

Check Assets in Silverbranch

Summary

A rather mundane mission turns sideways when the heroes accidentally uncover a drug ring in Silverbranch. This gets the heroes entangled in Kendarian regional politics.

Transit Times to Silverbranch

From Greenvalley: 4 Days

From Bridgemoor: 10 Days

From Dalewright: 9 Days

1. Receiving this Quest

After gaining some fame from their handling of the Underbridge Cult, the heroes would be approached by a pale-skinned elf merchant named Lekim. This is the alternate persona of Melki, whom you can read more of in Appendix A. “Lekim” has business investments in the Kendarian town of Silverbranch that he checks in on four times per year, and requests that the heroes tend to his affairs this time. He explains that he prefers to go himself, but needs to send surrogates while Bridgemoor is recovering from the cult menace.

Checking in on his business investments will involve traveling to Silverbranch in person and speaking with three merchants who regularly do business with Lekim. Assuming that the heroes accept and are able to determine that Lekim’s business affairs are in order, then they will be able to deposit a notary from Lekim in Silverbranch’s bank. This will offer them a payout of 80 sc each, along with retroactive compensation for the room and board expenses sufficient to cover the duration of their stay.

Lekim obviously puts a great deal of trust in the heroes, citing how his economic endeavors in Bridgemoor were markedly suffering due to the Underbridge Cult. He is willing to trust that because the heroes put an end to that, they can help him in this matter as well.

The heroes can depart from Bridgemoor with Lekim’s promissory note and with a cheap iron signet ring bearing Lekim’s mercantile crest: a pine tree with the right half stylized to look like a dragon’s mouth. This ring will identify the heroes as legitimate to interact with Lekim’s business connections.

2. A Hidden Watcher

In addition to any other random encounters you decide to confront your players with, make note of their capacity to detect magical surveillance. If any of them are able to detect magic, then have them make AWR/Perceiving checks once per day. If they ever beat DC 20, they spot a pair of spectral eyes observing them from just behind a nearby tree line. If these eyes are spotted, they will immediately dissipate, and any further investigation does not reveal anything.

This is Tazqipy Miraj casting Gaze of a Thousand Miles to study them. Tazqipy has been observing them since the events of the Underbridge Cult and is tailing a day behind them on the road. She is curious how they will respond to various ethical challenges, which Tazqipy will exacerbate when the heroes reach Silverbranch. Depending on their response, Tazqipy may present herself to the party afterwards.

3. Greenvalley

On the way to Silverbranch, the heroes may stop off for a night, or for a longer stay, in Greenvalley. If they do, be sure that they interact with one or more of the Sutians in some capacity.

Any hero who rolls a DC 8 INT check (History or Politics would be relevant) recognizes the Sutian family name. Whether the Sutian in question reveals their identity is another matter, left up to your discretion.

If the heroes remain in Greenvalley for more than 24 hours, they might encounter Tazqipy as she arrives in town. If this happens, Tazqipy will play herself off as having never seen or heard of the heroes before, but may start praising them if she “learns” of the work they did stopping the Underbridge Cult.

4. Silverbranch

The heroes finally arrive at Silverbranch, which has grown into a thriving city. Reference Chapter 6 for a full description of Silverbranch.

The heroes will need to check on three of Lekim’s business investments. One is in a warehouse referred to as “Streamfront 37”; the second, an alchemy shop named the Wine Capsule; and the third, the textile factory.

The heroes must simply check in on each establishment and ensure that Lekim’s affairs are in order.

Streamfront 37. Streamfront 37 is a large warehouse that deals with many overland and maritime traders on a daily basis. Lekim has employees that handle imports and exports to and from Constel and Forsten, two nations to Kendaria’s north. The warehouse has plenty of illegal goods in it, including opium, but Lekim’s affairs are legal and in order. Unless the heroes look into the affairs of other individuals, they see nothing illegal.

The Wine Capsule. The Wine Capsule is an alchemical store whose owners are trying to perfect the craft of artificially aged wines and spirits. Lekim’s investments are growing in accordance with their written agreements, and there seems to be no illegal business being conducted.

The heroes are offered complimentary samples of wine that is only a month old but has been altered to taste as though it has aged for five years. To determine how successful this blend was, roll 1d20+2; the higher the roll, the better it tastes.

The Textile Factory. The heroes are met with hesitance when they ask to check Lekim’s investments in the textile factory. They are told they must come back the following day so that the bookkeepers can find and confirm Lekim’s investments. The bookkeepers that the heroes are dealing with are nervous under pressure and may contradict themselves; they are not doing a good job of covering up the fact that they’re hiding something.

If the heroes come back on the following day like they are asked, then the bookkeepers show that Lekim’s investments are growing and being managed correctly.

If, however, the heroes find that the bookkeepers are acting suspicious, they may push to see Lekim’s records immediately, or they may snoop around the factory at night.

5. Opium Stash

If the heroes push to look at Lekim’s records immediately, they will find that his investments have effectively been stolen.

If they come back and snoop at night, they will find a gang loading barrels onto a cart in a back alley. These barrels clink when loaded. If the heroes investigate, they look like they are full of textiles, but that doesn’t account for the clinking noise. Further investigation reveals that the boxes have dozens of jars of opium hidden within, underneath one or two folded reams of fabric.

Dark Deal. If the heroes attack, are spotted, or otherwise make their presence known, then a human drug dealer named Vinnie Brass will attempt to buy them off. He offers them each 4,000 sc to look the other way. He doesn’t have the money on him, but will withdraw it from the Silverbranch Bank on the morrow if the heroes back off.

If they push, he will also offer to cut them in on the ongoing profits: 100 sc per hero per month, which they can recover whenever they are in Silverbranch, Dalewright, Bridgemoor, or Aridala (or other major cities if they travel beyond the campaign’s major nations).

Fighting. If the heroes choose to fight rather than to take up the drug dealer on his offer, then they are faced with a deadly encounter: ML = (½ party level) + 4.

The drug dealer is a Mob Boss and he is accompanied by Thugs, Bandits, Bandit Marauders, Soldiers, and/or Veteran Soldiers.

6. Quest Conclusion

In addition to any rewards that the heroes gain from Lekim or from Vinnie, they also gain Goodwill in both Bridgemoor and Kendaria based on whom they helped.

If they helped Lekim, they gain the following Goodwill in both Bridgemoor and Kendaria: +2 Aristocracy, +4 Mercantile, and +1 Social. They suffer -1 Underworld.

If they made a deal with Vinnie, they gain the following Goodwill in both Bridgemoor and Kendaria: -2 Aristocracy, +2 Mercantile, +1 Social, and +4 Underworld.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor, regardless of whom the heroes side with in the opium conflict.

Regardless of what the heroes decide regarding the opium, Tazqipy will introduce herself after their business concludes but while they are still in Silverbranch. She will philosophize with them about whether they made the right decision or not.

Then, she will ask them to go on a quest for her: helping her find her lost mentor. See the Find the Lost Witch quest in the Wanderers’ Quests section.

Investigate an Underbridge Cave-In

Prerequisites and Incompatibilities

This is a time-sensitive quest that Magellus will handle on his own if the heroes do not complete it within the first week of this time period.

Summary

Magellus Black, having learned of his disgraced apprentice causing problems and conducting foul experiments in the Underbridge catacombs, will ask the heroes to poke around and see if they can learn what has become of his apprentice.

Transit Times to the Underbridge

From Bridgemoor: Less than 1 Day

1. Receiving the Quest

Word of the heroes’ success in stopping the Underbridge Cult has circulated throughout Bridgemoor. Therefore, Magellus Black will approach the heroes with a quest of his own.

If you used Magellus as a catalyzing figure in Chapter 3, then he will have even more reason to approach the heroes, appreciating their prior success.

The Heartstone of Vedrathis

If any of the heroes played The Heartstone of Vedrathis prologue, then they will have a good idea what happened in the cave-in. They may have even witnessed it, or been the ones to inform Magellus about his apprentice, Davra. If this is the case, then you might choose to still use this quest, or you might condense it into a conversation with Magellus, rather than stretching it into a full quest.

Magellus explains to the heroes that there is not much he can offer them right now in the way of finances, but he will subsidize modest room and board in Bridgemoor for them indefinitely while they have a good working relationship. He will also allow them to leverage his access to both Bridgemoor University and to the Meritocrats if they can determine what became of his former apprentice. Furthermore, any treasure they find in the ruins of the cave-in will be theirs to keep.

2. Breeze Tavern

Finding the cave-in is easy. Any structural damage to Bridgemoor is a significant event that immediately draws the emergency attention of civil engineers, arcanist stonemasons, and other laborers who make it their top priority to repair the bridge.

The cave-in appears not to have affected the surface of Bridgemoor yet, but a tavern simply called “Breeze” has been evacuated for fear that it will collapse.

The heroes can learn from any nearby laborer that the Underbridge beneath the Breeze is a wreck of broken flagstones and ruptured sewage pipes, descending for maybe six or eight floors before reaching the bottom of the Underbridge, where miners have seen the sewage dribbling out. Preliminary excavation has proven quite difficult: there is some kind of interference with the arcanists’ spells, rendering them unable to magically move the larger flagstones.

As the heroes are acting on Magellus’s orders, they will have no trouble convincing the workers that they should be allowed in.

3. Tedious Spelunking

Proceeding with care, the heroes can pick their way down into the rubble beneath Breeze Tavern.

Planar Rift. The bottom of this cave-in has a sizeable planar rift that interferes with magic. All magic, with the exception of psionic magic, struggles to take effect while the rift is open. When a caster attempts to use arcane, divine, occult, or primal magic, they must first make a DC 12 LUCK check. On a fail, they cannot cast their magic, but still spend the AP as though they did.

Ask each of the heroes to make an attribute check to determine the success of their spelunking. Heroes may use STR, DEX, END, AWR, or INT, and a variety of skills may be relevant. The DC is 16, or 12 if the heroes have climbing equipment. Heroes that fail gain 1 Fatigue and suffer 5 (2d4) blunt falling damage.

Make the following environmental attack against each hero as well.

Toxic Water. Reach 0 ft Environmental Attack. +2 vs FORT. Hit: 2 (1d4) toxic and the creature is Sickened for 30 seconds.

4. The Ruined Library

After this skill challenge, the heroes arrive in what seems to be the ruined remains of a study or library.

Read Aloud: You can spot shattered wooden desks underneath the rubble, and inkpots have broken and stained the stone in strange patterns. Books have fallen to pieces, their pages scattered throughout the wreckage.

If the heroes investigate, they can find a couple items of note. If they do not investigate, ask one or more of them to make DC 16 AWR or LUCK checks. On a success, they spot these items anyway. Otherwise, the heroes may need to come back here later if they get stuck at the end of the dungeon.

Spell Scrolls. Several of the scrolls, vellum, and parchments in the wrecked library are powerful spell scrolls. By spending the appropriate amount of AP and meeting the correct conjuring time, a hero may cast a spell without spending any SP. The scroll then disintegrates. There are six scrolls. They are:

These spell scrolls are subject to the magic-suppressing effects of the planar rift.

Dark Stone. An egg-sized onyx stone emits vague wisps of shadow. Any hero that picks it up, even with a gloved hand, gains Marked for the Nightcomers. A hero that interacts with the stone but does not pick it up directly (such as grabbing it with pliers, scooting it into a bag, and the like) is spared from the mark.

Marked for the Nightcomers

You have survived an encounter with Davra, King of the Nightcomers, and have been marked. After 1d4 days, this appears as a dark scar on your flesh that seems to bleed, twist, and change. You are frightened of creatures with the Nightcomer feature. When you kill a creature with the Nightcomer feature, roll 1d4. On a 4, you are no longer frightened of Nightcomers, and instead gain TA whenever attacking creatures with the Nightcomer tag.

5. Deeper in the Ruin

Repeat the Tedious Spelunking skill challenge and environmental attack as the heroes descend further into the cave-in.

After resolving this challenge, the heroes arrive in the deepest level of the cave-in, where Davra conducted his secret experiments.

Read Aloud: A glowing white-and-lavender arch-shaped rift dominates the center of the room, fifteen feet across at the base. In its glow, underneath so much rubble, it’s hard to tell exactly what happened. You do see a handful of twisted iron bars that look like they were once cages sized to contain humanoids. The rift itself has a semicircle of runes on this side of it, and through the swirling white and tints of purple, you can see another semicircle of runes on the other side of the rift. Oddly, the runes look as though they grew out from the rift’s base, rather than being drawn by humanoid hand,

Shutting off the rift will end the magical suppression and make it possible for arcanists to begin truly repairing the cave-in. Shutting the rift necessitates casting Dispel Circle twice - once on each side of the rift. Once both halves of the circle are dispelled, the rift immediately closes. Hasty heroes could lock themselves on the wrong side of the rift, so if they start to attempt dispelling the circle on Bridgemoor’s side of the rift first, allow them a DC 10 INT check to realize this.

Into the Pale. Heroes that step through the rift find themselves on rocky ground, with jagged boulders protruding in the corners of their vision. The entire landscape is shrouded in thick fog. Hollow screeches and guttural mutters echo in the distance. A DC 16 INT check reveals that this is the Pale. If the heroes do not succeed this check, Magellus can determine this once the heroes recount their story.

When the heroes enter the Pale, they are immediately attacked by a Trench Wyrdling (CC chapter 2) that was lurking behind a nearby pile of boulders. It will follow them through the rift and back into the Underbridge, continuing the fight as they attempt to dispel the circle. If they are still in the Pale after 2 minutes (12 rounds), then two Quasimares (CC chapter 2) also appear.

6. Quest Conclusion

To safely climb back out of the cave-in, the heroes will need to repeat the skill challenge from section 3 two more times. If this seems infeasible in their current state, they can Take a Rest in the cave-in. If they do, make the following environmental attack against them.

Toxic Water. Reach 0 ft Environmental Attack. +2 vs FORT. Hit: The creature gains Boilplague, but it is not contagious when gained in this way.

Upon returning to Bridgemoor proper, Magellus will wish to hear the story recounted. Upon learning that there was a rift to the Pale, Magellus assumes (correctly) that Davra is lost beyond hope of redemption. He is saddened by this news, but upholds his end of the bargain: so long as they maintain modest living expenses, Magellus will cover the heroes’ room and board in Bridgemoor in perpetuity contingent upon them maintaining reasonably good terms with one another. He will also offer the heroes his support whenever they need access to the Meritocrats or to Bridgemoor University.

The heroes each find 200 sc worth of gems in the cave-in. A hero may forego this reward, instead finding a dagger, dirk, or knife made out of Arcanium. This has the base stats of an ordinary weapon of its kind, but deals +2 damage and counts as a magical weapon.

The heroes also gain the following Goodwill in Bridgemoor: +2 Academic, +1 Aristocratic, +1 Mercantile, and +2 Social. They also gain +2 Goodwill with the Bridgemoor Meritocrats and Bridgemoor Traders.

Underbridge Cult Leader

Summary

The heroes hear word of Aradin Witchblade being sighted in a nearby town. If they can track him down and confront him, they might prevent the Underbridge Cult from experiencing a resurgence.

Transit Times to Dustdale

From Bridgemoor: Less than 1 Day

From Greenvalley: 6 Days

Transit Times to the Vulture Watchtower

From Bridgemoor: 1 Week and 2 Days

From Aridala: 1 Week and 5 Days

1. Receiving the Quest

The heroes may receive this quest from any of the prominent Meritocrats or from Bridge Commander Ser Kellion Blacksky himself. Regardless of the spokesperson, all leading officials in Bridgemoor are in agreement that the Underbridge Cult must be completely snuffed out. Rumor has it that Aradin Witchblade, the leader of the cult, was recently spotted. The officials in Bridgemoor wish for the heroes to hunt him down and put an end to his devilry. They will be well compensated.

Decide or randomly determine whether Aradin was sighted in Kendaria or in Nalathesh. If one nation already has more points of Alliance, then Aradin would likely appear in that nation. If he is in Kendaria, then he was last seen in Dustdale, just outside of eastern Bridgemoor. If he was seen in Nalathesh, then the heroes would learn that he is staying in the Vulture Watchtower just north of the Flesh Pit.

2. Pursuing Aradin

Once the heroes arrive in the appropriate location, a confrontation is near at hand. Aradin is angered over the heroes foiling his cult’s lair under Bridgemoor.

He will not retreat from them again without direct confrontation, but before he fights them directly, he gathers as much information about them as he can. He does this by watching them from the shadows, having his cultists interact with them and report back to him, and even by talking with them himself while maintaining a disguise.

3. The Showdown

After Aradin feels that he has learned enough about the heroes to deduce their fighting styles and their weaknesses, he will attack them. Otherwise, if the heroes see through his disguise or guess his identity and initiate combat, then he will rise to the confrontation.

Aradin tries to make full use of his occult rituals, casting them well enough in advance that he can challenge the heroes from the strongest possible vantage. He also fights them with a handful of lackeys. See his entry in Appendix A for more details.

If he confronts the heroes in Nalathesh, consider adding M’l’ykkri Fleshlings or M’l’ykkri Flesh Worms to the combat encounter. If it is in Kendaria, consider adding Wilting Wardens (stats for all in CC chapter 2) thanks to the help of one of his cultists named Leda.

Once he is Bloodied, Aradin will attempt to retreat if the party still looks reasonably strong. This may lead to additional confrontations later on, or may lead to a chase sequence ending in another combat when the heroes catch him.

4. Quest Conclusion

After defeating Aradin, the heroes can return to Bridgemoor and claim their rewards.

Each hero gains 120 sc. The heroes also gain the following Goodwill in Bridgemoor: +2 Aristocratic, +1 Military, +2 Religious, and -1 Underworld. They also gain +2 Goodwill with the Bridgemoor Meritocrats and Bridgemoor Traders.

The heroes also receive the following Goodwill in either Kendaria or Nalathesh, based on where the confrontation took place: +2 Aristocratic, +1 Military, +2 Religious, and -1 Underworld. They also gain +2 Goodwill with the Kendarian Monarchy and Kendarian Religious Orders if it took place in Kendaria, or +2 Goodwill with the Nalatheshi Monarchy/Religious Orders if it took place in Nalathesh.

The nation where the heroes completed this quest gains one point of Alliance with Bridgemoor.

Late Summer Quests: Kendaria

The heroes may take a quest from one of Kendaria’s dukes, or might take it upon themselves to deliver news of Lord Elarion’s legal trouble to his family in Greenvalley. If they take this approach, use the following quests as guidelines.

A Gift to the Sutians

Prerequisites

The heroes must already be in Kendaria to receive this quest.

Summary

Duke Reston Bruneau (Appendix A) learns of the heroes and asks them to escort him to Greenvalley so that he can offer a gift to the Sutian house.

Transit Times to the Bruneau Estate

From Greenvalley: 4 Days

From Bridgemoor: 1 Week and 4 Days

From Dalewright: 1 Week and 2 Days

From Silverbranch: Less than 1 Day

1. Receiving the Quest

Reston Bruneau has informants in Bridgemoor and learns of the difficult situation that has befallen Lord Elarion. He will ask the heroes to help him with this quest if they make progress on the Check Assets in Silverbranch quest.

If the heroes are pursuing the News of Legal Trouble quest, then when they reach Greenvalley, one of Reston Bruneau’s informants will make a low-profile connection with the heroes, perhaps buying them a mug of ale one of Greenvalley’s local taverns. The informant will ask them to prioritize traveling to Duke Reston posthaste.

However the heroes come into attendance at Reston’s court, he will present them with a very simple quest. He wants them to serve as his personal bodyguards on his journey from his estate to Greenvalley, and then back. He also has a Veteran Soldier, a Knight, and a War Priest (all CC chapter 4) that will accompany him.

Provided that the heroes remain in his attendance and serve as part of his entourage for the duration of his visit to Greenvalley and back, he will award each hero 150 sc and free room and board at his estate for the duration of their stay in Silverbranch upon their return.

This may seem a deceptively easy quest. If the heroes press for information, Reston will say that they don’t have to take the job if they don’t want to, but it’s easy money and good for their reputation. Reston would not let the heroes know that he is aware they were already headed to Greenvalley in order to talk to the Sutians, but he does encourage them to conduct “whatever business they needed to attend to” once they reach Greenvalley along with him.

Reston's Game

Reston has never let go of his resentment towards the Sutians. His ploy here is more petty than it is clever: by appearing in Greenvalley with the heroes in his entourage, Reston hopes to show the Sutians that loyalty is easy to buy and that he can afford a large group of colorful adventurers who are slowly making a name for themselves.

This will sting a bit more if any of the heroes traveled with Elarion in Part One. If this is the case, Reston will encourage the heroes to speak of their time with Elarion, rubbing it in the faces of the Sutians that while the heroes once traveled with Elarion, they are now employed by Reston himself.

2. Dark Tidings on the Road

Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Silverbranch to Greenvalley. Be sure to also use the following encounter.

While on the road at dusk, the heroes will be attacked by a group of monsters that reflect the slow decay of the Old Forest. This should be a difficult encounter for the party: the total ML = (½ the party’s level) + 2. Be sure to use at least one Slaugh, then use more Slaughs, Spore Bats, Blightweeds, and/or Wilting Wardens (all in CC chapter 2) as able to balance the encounter. It’s also fine to use a low-ML beast from chapter 3 of the CC to help balance the encounter, but if you do, be sure to describe how the creature’s eyes are vacant and mushrooms and fungus mat its fur or scales.

Any hero that succeeds on a DC 16 INT check can identify the Slaugh for what it is: the remains of a creature slaughtered by a Dergue.

Reston may inform the heroes that the fall harvest is expected to yield fewer crops than normal, and the Old Forest seems to be seeping with corruption. This has happened before, and will likely happen again; once every several years, the Old Forest causes some kind of seasonal inconvenience for Kendarians. It is simply a reality to be endured.

3. Political Sparring

In Greenvalley, Reston imposes himself on the Sutians and offers them a grand gesture, very publicly gifting them a chest full of gems that net a worth of 6,000 sc.

Aside from his generous magnanimity, Reston will essentially use any opportunity to throw his political weight around and inconvenience the Sutians. If he can use the heroes to that end, so much the better.

Any heroes who have interacted with Lord Elarion before will be especially valuable pawns to that end.

Heroes that have decent AWR/Intuiting or CHA/Empathy will more quickly figure out the dynamics at play, and may choose whether to go along with Reston’s games or distance themselves from him. If they ally themselves wih the Sutians, then he considers their contract with him to be void and he will pay them no reward.

4. Resolving the Quest

If the heroes complete the quest as requested by Reston, they each receive 150 sc as promised. They also gain the following Goodwill in Kendaria: +2 Aristocratic, +1 Underworld, and -1 Social. They also gain +2 Goodwill with the Kendarian Monarchy and -1 with Kendarian Commoners.

If the heroes abandon Reston and side with the Sutians in the games of status and prestige, then they do not receive payment but are welcome to stay in the Sutians’ estate for free whenever they wish, so long as they maintain a positive Goodwill with the Kendarian Aristocracy. If they do this, they also gain the following Goodwill in Kendaria: +3 Aristocratic and -1 Social. They also gain +2 Goodwill with the Kendarian Monarchy.

Firm up an Alliance

This may be a good way to get the heroes involved directly with the Sutians, if this is the direction you want to go in the campaign.

News of Legal Trouble

Summary

Any heroes that have traveled with Lord Elarion might get directly involved in the conflict between Filandra and Isavella as it unfolds. Elarion might ask the heroes to send word of the situation to his family in Greenvalley.

Transit Times to Greenvalley

From Bridgemoor: 6 Days

From Dalewright: 1 Week and 2 Days

From Silverbranch: 4 Days

1. Receiving the Quest

The heroes might take this upon themselves, or they might speak with Elarion and he may request that they head to Greenvalley to inform his family of what has happened. This is a low-paying quest but pays highly in Goodwill.

2. Dark Tidings on the Road

Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Silverbranch to Greenvalley. Be sure to also use the following encounter.

Use the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer at least twice in transit. Mix up the configuration of monsters present, but make sure at least one Slaugh or Spore Bat is included.

Heroes that are from Kendaria may know that this is not unheard of. Otherwise, upon reaching Greenvalley, any Kendarian locals may inform the heroes that the fall harvest is expected to yield fewer crops than normal, and the Old Forest seems to be seeping with corruption. This has happened before, and will likely happen again; once every several years, the Old Forest causes some kind of seasonal inconvenience for Kendarians. It is simply a reality to be endured.

3. Meeting the Sutians

In Greenvalley, the heroes can meet the Sutians when Desmond holds public court, or by finding some of the other Sutians out tending to their various hobbies and interests in the city. However they get in contact with the Sutians, the family is grateful for the heroes bringing word from Elarion. They will immediately send out a delegation complete with skilled barristers to advocate on Lord Elarion’s behalf; in the meantime, the heroes are granted indefinite free room and board in the Sutian estate so long as they maintain a positive Aristocratic Goodwill.

For completing this quest, each hero is rewarded 40 sc and the following Goodwill in Kendaria: +4 Aristocratic, +2 Mercantile, +2 Social, and -2 Underworld. They also gain +3 Goodwill with the Kendarian Monarchy, +2 with Kendarian Traders/Merchants, and +1 with Kendarian Commoners.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor.

Late Summer Quests: Nalathesh

If the heroes travel to Nalathesh during the late summer and are not already assigned a quest, they may encounter the bandits described in the Bandit Encampment quest under Late Summer Quests: Bridgemoor. Given that they are not assigned this quest by Hyleth Othen in this scenario, it is a good idea to introduce them to Cyrus Drake for this quest, so that they gain some kind of reward and Goodwill for completing it.

If the heroes stray close to the Flesh Pit - such as if they are traveling to Aridala by the most direct route - they might take on the M’l’ykkri Rot quest below.

M’l’ykkri Rot

Summary

By fate or ill fortune, the heroes are asked to investigate a moist gulley that is home to some horrible, squelching M’l’ykkri creatures.

Transit Times to the Quest

This quest can happen anywhere in Nalathesh and should be no more than a two day journey from the nearest civilization. Aridala, Lonerock, and the Vulture Watchtower are good options for this civilization.

1. Receiving the Quest

The heroes will receive the quest from a governing official in the nearby settlement. Cyrus Drake of Lonerock is an excellent choice; Dawn of the Vulture Watchtower could be another great candidate. There are several potential options in Aridala.

The questgiver will offer 200 sc per hero if they can clear out the M’l’ykkri, unless it is Cyrus. As he is strapped for funds, he can only offer 160 sc per hero. Any treasure the heroes might find is also theirs, and this will significantly improve their Goodwill in Nalathesh.

2. Fleshy Horrors

En route to the gulley, the heroes might deal with any Nalathesh random encounters, at your discretion. Once they find the gulley, it is not difficult to find the M’l’ykkri. Consider having them find a Zombie or two, each crawling with M’l’ykkri Flesh Worms (both CC chapter 2), to build suspense and dread. Emphasize how bad the flesh smells, and how it is in a state of partial decomposition.

When the heroes finally find the wandering M’l’ykkri abominations, they will have a deadly fight on their hands. The ML = (½ party level) + 4. Use M’l’ykkri Fleshlings, M’l’ykkri Flesh Worms, Zombie Hulks, and Zombies as desired to achieve the correct encounter difficulty.

M'l'ykkri Zombies

Zombies from this quest might infect heroes with Fleshling Fever, instead of Zombie Rot, with their bite attacks.

3. Reward

After the fight, the heroes find some additional treasure in the gulley - perhaps the former belongings of these zombies. Each hero can gain one mundane weapon or armor piece of their choice, or find 200 additional sc.

Regardless of who asked them to handle this quest, the heroes gain the following Goodwill in Nalathesh: +2 Mercantile, +2 Militant, +2 Social, +2 Nalatheshi Commoners, and +2 Nalatheshi Traders/Merchants.

If they completed the quest on behalf of Cyrus Drake, they gain an additional +1 in each of the Goodwill categories they gained points for.

Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.

Early Fall Quests: Bridgemoor

In the early fall, any or all of the major political figures in Bridgemoor might tap the heroes to deliver personal condolences to the Sutian House.

Ongoing Quest Opportunities

If the heroes did not complete the Bandit Encampment or Underbridge Cult Leader quests in the late summer, they are still available to complete during this season. In the early fall, this quest might be offered by any of the major questgivers in Bridgemoor: Hyleth Othen, Kellion Blacksky, Magellus Black, or Melki. The rewards will be the same as laid out in the quest entry in the late summer; simply change the narration regarding the questgiver.

Extend Condolences

Summary

The heroes must travel to Greenvalley and offer official letters of condolence from the appropriate questgivers.

Transit Times to Greenvalley

From Bridgemoor: 6 Days

From Dalewright: 1 Week and 2 Days

From Silverbranch: 4 Days

1. Receiving the Quest

Keep track of which officials from Bridgemoor ask the heroes to serve as ambassadors to Greenvalley. You might also consider having the heroes serve as hired protection for an official ambassador of the Meritocrats, who will deliver condolences themself.

2. The Road to Greenvalley

Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Bridgemmor to Greenvalley.

Also use the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer at least twice in transit. Mix up the configuration of monsters present, but make sure at least one Slaugh or Spore Bat is included.

3. Meeting the Sutians

In Greenvalley, the heroes can meet the Sutians and hold private counsel with them by presenting a writ from the Meritocrats or the Bridge Knights (or both).

If they were not aware of Elarion’s death already, the Sutians are violently upset about the news, demanding that they find the person or persons responsible. They will specifically be keen on tracking down Isavella and her associates, extraditing them from Nalathesh if necessary, and bringing them to justice. They say damning words about the Luxxors in private, but withhold public condemnation.

The Sutians are also grateful to the heroes for bringing this news, bitter as it is. If they were already aware, they are nonetheless grateful that the heroes engaged in this gesture of kindness.

For completing this quest, each hero is rewarded 100 sc and the following Goodwill in Kendaria: +4 Aristocratic, +2 Mercantile, +2 Social, and -2 Underworld. They also gain +3 Goodwill with the Kendarian Monarchy, +2 with Kendarian Traders/Merchants, and +1 with Kendarian Commoners. They lose the following Goodwill in Nalathesh: -2 Aristocratic, -3 Mercantile, and -2 Social, as well as -3 Goodwill among Nalatheshi Commoners and -3 among Nalatheshi Traders/Merchants.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor.

Early Fall Quests: Kendaria

If the heroes are in Kendaria during the early fall, they will likely become involved in one or more of these quests. If they are the guests of the Sutians, then they are naturally positioned to serve as the Sutians’ personal emissaries.

Certain quests, such as Depose Amelia or Establish a New Nation, are unlikely to come up in the early fall. They are listed in the Late Fall Quests: Kendaria section, but if the heroes spend a great deal of time in Kendaria, you may see fit to introduce these quests to them during this timeframe.

Convince Dukes to go to War

Prerequisites

The heroes can only take this quest if they have at least 1 Goodwill in Kendaria’s Aristocracy and if they are on friendly terms with the Sutians.

Summary

The Sutians request that the heroes help them convince Duke Reston Bruneau and Duke Leon Marstemal that they should declare war on Nalathesh, or at least consider the ramifications of not responding to the crime. Details on both Reston and Leon can be found in Appendix A.

Note that this quest should take a long time to complete and includes the likelihood of completing sub-quests in order to progress. Keep track of how long the heroes spend on this quest compared to the overarching timeline. By the time you reach part 5 of this quest, it is likely that at least 6 weeks have passed - possibly more.

Transit Times from Greenvalley

To Silverbranch (Reston): 4 Days

To Dalewright (Leon): 1 Week and 2 Days

1. Receiving the Quest

The Sutians, tremendously aggrieved over the murder of one of their own, recruit the heroes to travel to Dukes Reston and Leon and entreat them to consider a formal declaration of war against Nalathesh.

If the heroes have 4 or more Goodwill in the Kendarian Aristocratic domain, then the Sutians will give the heroes the necessary paperwork to act as legal ambassadors on their behalf. This is what the Sutians prefer as it allows them to focus on shoring up their own support in Greenvalley. If the heroes do not have the requisite Goodwill, then one of the Sutians will travel with them to speak in formal capacity. You may choose to have one of the Sutians travel with them anyway, as it can make the heroes more invested in helping them.

2. On the Road

When traveling to Silverbranch or Dalewright, consider using some of the random encounters typical to Kendaria, or using the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer.

The heroes may choose whether to head to Silverbranch or Dalewright first. Silverbranch is the home of Duke Reston Bruneau, the duke that oversees the region encompassing Greenvalley. Dalewright is the capital of Kendaria and is the home of Duke Leon Marstemal. There are other dukes and duchesses in Kendaria, but these two are the most pertinent for the Sutians to speak with, as Reston oversees their territory directly and Leon serves as a gatekeeper to the queen’s ear and favor.

Gaining Leon’s approval may force Reston’s hand, but gaining Reston’s approval will make it easier to gain Leon’s.

3. Reston Bruneau

Reston Bruneau’s ducal estate is a short distance outside of Silverbranch proper. He is a gracious if cold host, especially if the heroes have publicly helped the Sutians in the past.

Reston holds a deep grudge against the Sutians, a grudge that his daughter, Regina, neither shares nor understands. Given that his grudge involves Elarion refusing Regina’s hand, the matter of Elarion’s death might be something that allows Reston to finally lay his grudge to rest. If that happens, then Reston will readily agree to considering next steps. He does not condone rapid or hot-headed responses, but agrees to travel to Greenvalley to discuss the matter further… but he is still not likely to make any amends for years of spite.

Convincing Reston. Convincing the duke will involve a series of formal gestures, terse conversations, and a willingness to be chewed out for Elarion’s former audacity to refuse Regina’s hand.

Over the course of two days, Reston will hold counsel with the heroes four times. At each of these events, the heroes may make an INT or CHA check. Heroes may also make a DC 12 AWR/Intuiting check first, gaining a +2 on their INT or CHA check if they succeed.

Take the average of the heroes’ rolls across each of the four events, and add them together for the total. Consult the table below to determine how Reston responds.

For each moment when the heroes endure significant verbal abuse from Reston or offer him some kind of gift worth at least 20 sc, add +1 to the total score.

Total DC Reston's Reaction
Less than 35 Outright refuses to speak with the Sutians unless commanded by the Queen.
36-49 Only willing to talk to the Sutians if also discussing increased taxation of Greenvalley.
50-60 Willing to talk, but only if the heroes first look into the rot coming from the Old Forest. They must accept the Forest Rot (Slaughter) quest.
61-70 Willing to talk.
71-80 Willing to talk, and adds his own seal of approval to take this before Duke Leon and the Queen.
81+ Willing to talk, adds his seal of approval, for Duke Leon and the Queen, and commits to financially subsidize Greenvalley's wartime burdens should they arise.

4. Leon Marstemal

Leon Marstemal has an opulent ducal estate within the walls of Dalewright itself, the capital of Kendaria. A man of military sensibilities, Leon believes that blood shed by a foreign operative calls for a decisive response. He would readily support the Sutians; however, he cannot see how doing so would be a good idea while another threat is much closer to home. Leon is struggling to manage an ongoing conflict in the Old Forest: a young human girl has declared herself the Queen, and has somehow gained popular support.

Depose Amelia. If the heroes will help Leon resolve this matter with the Child Queen, then he will advocate to Queen Astaria that she should put her support behind the Sutians’ military endeavors. They may now acquire the Depose Amelia quest.

The heroes may circumvent their discussion with Leon and speak to the Queen directly if they have any abilities that allow them to secure audiences with nobility, such as certain BOP abilities. They can also gain an audience with the Queen if any hero has 10 or more Goodwill in any single Kendarian Goodwill category. Otherwise, before they can gain an audience with Queen Astaria, they must accept and begin the Depose Amelia quest.

5. The War Path

Once both Reston and Leon are in agreement that a conversation must be had about the appropriate response to the Luxxors, then they will each travel to Greenvalley. Queen Astaria herself may travel as well, if the heroes have made a good impression on her.

Once they are all in the same room, the Sutians, Reston, and Leon (and the Queen if present) will decide on a course of action. The heroes may influence this conversation proportionate to the amount of Aristocratic and Military Goodwill that they each have in Kendaria.

A few perspectives are presented below, along with who holds these perspectives. If the heroes do not intervene, then diplomatic embargos are to be pursued, cutting off Nalathesh from access to Bridgemoor. Simultaneously, Kendaria’s military will be mobilized and made ready to cross into Nalathesh, but it will not be deployed without further word from the Queen.

Perspective Details NPCs Holding this View
Preemptive Strike The Kendarian military should mobilize and strike before Nalathesh gets a chance to prepare. Leon Marstemal, Brimmel Rockwall, Garen Rockwall
Diplomatic Embargo Kendaria should leverage its diplomatic power to force Bridgemoor to shut its gates to Nalatheshi merchants. Desmond Sutian, Astaria Gillian, Renga Rockwall, Melody Sutian
Ignore the Issue As long as Kendaria doesn't respond, things will cool down in time. Blaise Sutian
Threats, but no Actions Kendaria should issue official warnings to Nalathesh but take no military action. Dandelion Sutian
Prep Military for Defensive Action Kendaria should mobilize its military and reinforce defensive points throughout Kendaria's western border, especially near Bridgemoor. Lisa Sutian, Reston Bruneau
Send Assassins to Wipe out the Luxxors This should not escalate to full-blown warfare. A few knives in the dark will be enough. Sheen

6. Quest Conclusion

Once the heroes complete this quest by returning to the Sutians with at least the two dukes, they are handsomely rewarded.

They may each gain a weapon of their choice that has +1 to attacks and damage, or gain armor that offers an additional +2 to their AR. Each hero also gains 500 sc.

Each of the heroes also gain the following Goodwill in Kendaria: +5 Aristocratic and +5 Militant. They also gain +5 Goodwill with the Kendarian Monarchy.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor.

Finding Isavella

Prerequisites

The heroes will not be offered this quest if they all have at least 2 Goodwill in Nalathesh. If any of the heroes do not have this Goodwill, they can be offered this quest.

Summary

The Sutians approach the heroes and ask them to track down the Nalatheshi merchant that murdered Elarion. This will take the heroes west into Nalathesh.

Transit Times to Aridala

From Bridgemoor: 3 Weeks

From Greenvalley: 4 Weeks and 1 Day

Transit Times Within Nalathesh

Aridala to Lonerock: 2 Weeks and 6 Days

Aridala to the Flesh Pit: 1 Week and 5 Days

Aridala to the Floating Islands: 6 Days

Lonerock to the Flesh Pit: 1 Week

Lonerock to the Floating Islands: 2 Weeks and 3 Days

The Flesh Pit to the Floating Islands: 1 Week and 2 Days

1. Receiving the Quest

In Kendaria, the heroes will only receive this quest from the Sutian House. They might receive this quest if the Sutians feel that more formal avenues of recompense will take too long, or if they think that Duke Reston will not support this kind of subterfuge.

The quest is straightforward: find Isavella and her associates, and bring them back to Greenvalley for their punishment. While Baron Desmond would much rather deal with them himself, if it is a matter of their escaping or their dying, Desmond would prefer that the heroes kill them.

If the heroes accept this quest, they are paid 200 sc each upfront, and promised 400 additional sc once the job is complete, with an added bonus of 100 more sc for returning Isavella to the Sutians alive.

2. Into the Desert Kingdom

In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding and extraditing Isavella is a long-term quest, so introducing other major quests contained within this timeframe would make sense. They may meet Cyrus Drake or Dawn Roledo, battle M’l’ykkri, or even take a side quest down to the Floating Islands.

3. Isavella

Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.

In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.

Isavella has become paranoid and constantly looks for people that might attempt to capture her. When they find her, she will attempt to flee. If she escapes the initial confrontation, she will flee to another town or point of interest in Nalathesh.

Finding, capturing, and extraditing Isavella will place the heroes directly at odds with Zaiden and the Sandsnakes.

4. Goodwill

This quest can dynamically change the heroes’ goodwill over the course of its duration.

When the heroes first accept the quest, they gain the following Goodwill in Kendaria: +3 Aristocratic, +1 Social, +1 Underworld. They also gain +2 Goodwill with Kendarian Commoners and +2 with Kendarian Merchants/Traders.

If they capture Isavella, they suffer the following Goodwill in Nalathesh: -2 Mercantile, -4 Militant, -3 Religious, -2 Social, -4 Underworld. They also suffer -2 Goodwill with Nalatheshi Commoners and -2 with Nalatheshi Traders/Merchants.

Upon returning to Greenvalley with Isavella, her heroes gain more Goodwill in Kendaria: +3 Aristocratic, +1 Social, +1 Underworld. They also gain +2 Goodwill with Kendarian Commoners and +2 with Kendarian Merchants/Traders. They gain an additional +1 Goodwill in each of these categories if they successfully bring her alive.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor.

Forest Rot (Slaughter)

Prerequisites

The heroes will only receive this quest if they all have positive Aristocratic and Mercantile goodwill in Kendaria.

Summary

The heroes take on the rot coming from the Old Forest, leading them to Redleaf Dale and a blight of Dergue.

Transit Times to Redleaf Dale

From Bridgemoor: 1 Week and 2 Days

From Greenvalley: 3 Days

From Silverbranch: 5 Days

From Dalewright: 6 Days

1. Receiving the Quest

The heroes might receive this quest from any notable figures in Kendaria: the Sutians, Reston, Leon, Queen Astaria, or Queen Amelia. If the heroes are embroiled in the conflict between the two queens, this quest serves as a potential point of unity, as both queens want the forest rot to be cleansed.

Dangerous Foes

The heroes may face all manner of creatures as they seek to defeat the corruption in the forest. Whenever they engage in combat with these creatures, the combat should be at least moderately difficult (ML = ½ party level). Some encounters should be difficult or deadly (ML = (½ party level) +2 or +4), especially when the heroes confront a Dergue.

The following creatures are good choices to utilize when running these encounters. You can also use any environmentally appropriate beast from CC chapter 3, but describe how they have glazed eyes and fungal growths in their fur, feathers, or scales. The rest of these monster suggestions can be found in CC chapter 2.

2. The Old Forest

The corruption that has so affected the land obviously originates from the Old Forest. Heroes may be asked to head into the forest to try and find the metaphorical or literal roots of the corruption and put a stop to it.

Reference the Old Forest in chapter 6 when determining where the heroes might venture. Intermingling the various points of interest and side quests presented in the Old Forest with the heroes’ current quest is a great way to add texture and complexity to this adventure.

Note the Dergue Blight subsection below when the heroes confront any Dergue in this region. One of the main Dergue strongholds is in the Levidian Mists. If the heroes go there, see the Dergue Blight section below.

If the heroes venture into the Wychwood, make it clear to them through narration and through combat that this may be above their heads at the present. Any combat in the Wychwood should be deadly or even very deadly (ML = party level), unless the party is already level 8 or higher.

The Wychwood is the primary location for a showdown with Grunhilde, the witch that is responsible for this wave of corruption from the Old Forest.

3. Redleaf Dale

One of the three major epicenters for the growing network of Dergue is Redleaf Dale. If the heroes arrive in Redleaf Dale and confront the Dergue, see the Dergue Blight subsection below.

4. The Dergue Blight

Blights of Dergue have an especially strong presence in Redleaf Dale, the Levidian Mists, and the Wychwood.

Their stronghold in the Wychwood is their capital of sorts, and heroes should not attempt to take them on in that environment until they are at least level 8. Details on this environment are in the Late Fall Quests: Kendaria section below.

In the ruins of Fort Levidia and in the town of Redleaf Dale, the Dergue maintain a strong presence. At any given point, there may be as few as three or as many as a dozen Dergue in either of these locations.

Spore Bed. Each Dergue has a patch of mushrooms that their life force is magically dependent upon. Burning this mushroom patch will cause a lesser Dergue to spontaneously combust. There are four Dergue in this adventure strong enough to resist this immolation: Chardeth Ilvaless, Baron Herrivald Mordrake, Ser Valean, and Denrose Candor. These four Dergue are especially powerful and are considered the leaders of the blight. They have the normal stats of Dergue, but have additional features as noted below.

Dergue Leaders

These four Dergue have the normal stats of Dergue, but with the following modifications. They also do not immediately die if their mushroom patches are burned, but must have their patches burned and be killed separately.

Chardeth Ilvaless. Lives in Redleaf Dale. Always smoking a mycelium cigar. He exhales clouds of spores, rather than just smoke. Anyone within a 10 ft radius of him becomes infected with Dergue Plague; if they die within 24 hours, they become Dergue. If they do not die within 24 hours, the plague passes harmlessly through their body.

Herrivald Mordrake. Lives in Redleaf Dale. Has the Mob Boss's "Sic 'Em!" attack, which he can use if he spends his turn doing nothing else.

  • Sic 'Em! All of Herrivald's allies within 30 ft of Herrivald and within 5 ft of a creature of Herrivald's choice may make melee attacks against that creature.

Ser Valean. Lives in Fort Levidia. Has 3 STR. ears field plate, boosting his AR to 15 and lowering his REF to 11. Fights with a greatsword, which he can use in place of using Move or Bite.

  • Greatsword. Reach 5 ft Weapon Attack. +3 vs AR. Hit: 10 (2d6 + 3) sharp.

Denrose Candor. Travels back and forth between Fort Levidia, Redleaf Dale, and the Wychwood regularly, serving as a messenger. Also has the Student of the Arcane feature.

In Fort Levidia, there is an old wine cellar that contains the mushroom patches of six Dergue. Six more smaller patches of mushrooms grow throughout the fort.

In Redleaf Dale, an old grain silo contains the mushroom patches of eight Dergue, and four more smaller patches grow in the woods just outside the town. The silo is locked with a Seal/Unseal spell cast at 15 SP.

Both of the large mushroom patches are protected by a sleeping Wilting Warden and several Spore Bats. Opening the doorway to a large mushroom patch immediately infects all nearby heroes with spores, giving them Dergue Plague. If an infected creature dies less than 24 hours after being infected, it rises as a Dergue 2d12 hours later. If a creature does not die in this time, then the infection harmlessly passes through the creature’s system.

5. Pulling the Strings: Grunhilde

Each of the lesser Dergue report to their four leaders, who in turn sit on the council for a powerful forest witch, Grunhilde, who truly calls the shots for this new blight of Dergue.

Grunhilde was raised in a coven of witches that made the Wychwood their home. During the Kendarian civil war, some of the witches got involved in the war and ended up killed. Others abandoned Ancerra altogether, traveling to Oldstone and from there into the Everwilds, where they made their new home. Grunhilde, however, believes that it is their hereditary right to control not only the Wychwood, but all of the Old Forest - if not all of Kendaria. Over many years, she has been responsible for exacerbating a variety of natural and magical seasonal events that have caused difficulty for Kendaria. The most recent is the rise of a blight of Dergue that respond directly to Grunhilde’s leadership.

Tazqipy's Quest

As the heroes get involved in the Dergue blight, consider introducing them or reintroducing them to Tazqipy Miraj. Tazqipy may ask them for help on a quest of her own, as she seeks to become reunited with Grunhilde. See the Wanderers section at the end of this chapter for more information on Tazqipy Miraj and her quest.

6. Quest Conclusion

The Forest Rot (Slaughter) quest is considered concluded when the heroes have, at minimum, defeated the Dergue in Redleaf Dale. They may become aware of the Dergue in the Levidian Mists, and may choose to deal with that now or at a later point. Either way, once Redleaf Dale is restored, the heroes will receive the following rewards.

Each hero receives 400 sc and a magic item of 15 or fewer Essence.

Each hero receives the following Goodwill in Kendaria: +3 Aristocracy, +3 Mercantile, +3 Religious, and +3 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -2 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.

This quest has the option to continue into the Wychwood in the Late Fall: Kendaria section.

Repair the Queen’s Road

Prerequisites

The heroes will only receive this quest if they all have positive Mercantile and Social goodwill in Kendaria.

Summary

The heroes must clear out debris, repair sections of washed-out road, and otherwise ensure the safety and usability of the stretch of land between Dalewright and Greenvalley.

1. Receiving the Quest

This is a relatively easy quest, especially if the heroes are high level. It does not pay very much sc, but pays dividends in Goodwill. The heroes may choose to delegate this quest to competent NPCs, or they may handle this quest while simultaneously dealing with the Forest Rot (Slaughter) quest.

2. Challenges on the Road

If the heroes are taking a direct role in clearing out obstacles and repairing the road, you may use the following attribute challenges to determine how quickly and successfully they do so.

If they are just overseeing other NPCs’ work or are hired protection, they might have to deal with any of the random encounters detailed in chapter 6. They might engage heavily in the Forest Rot (Slaughter) quest while checking in on the road reconstruction team.

3. Quest Completion

Once the road is in good operating condition and connects Dalewright and Greenvalley, the heroes each receive 100 sc. They also receive quite a bit of Goodwill in Kendaria: +2 Aristocracy, +4 Mercantile, and +5 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -3 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.

The well-repaired road decreases the travel time between Dalewright and Greenvalley by 3 days.

Privately note that this grants Kendaria one point of Alliance with Bridgemoor.

Early Fall Quests: Nalathesh

If the heroes are in Nalathesh during the early fall, they will likely become involved in one or more of these quests. If they are the guests of the Luxxors, then they are naturally positioned to serve as the Luxxors’ personal emissaries.

Carefully note the Prerequisites section of these quests, if they have one. Some of these quests are two sides of the same coin: finding intelligence on Neferu will help the leader of the Sandsnakes, and conversely the heroes may find themselves conscripted into Neferu’s efforts to find and defeat the Sandsnake leader.

Also note that the M’l’ykkri Rot quest from late summer may still be available in early fall.

A New Bandit King

Prerequisites

The heroes must have at least 4 Goodwill in one of Nalathesh’s occupational categories: Mercantile, Militant, or Social.

Summary

The bandit encampments in the Nalatheshi desert seem to have regrouped and gained more organization in the wake of previous encampments being scattered. The heroes will need to intervene to keep the roads safe for traveling merchants.

Transit Times to Bandit Territory

From Lonerock: 1 Day

From Bridgemoor: 2 Days

From Aridala: 3 Weeks

1. Receiving the Quest

The heroes can receive this quest from Cyrus Drake, Zaiden Destev, or Dawn Roledo, although Dawn will be more eager to get the heroes to go into the Flesh Pit. Cyrus is intent on stopping the bandits in the region to keep his own town and trade prospects safe, and Zaiden may ask the heroes to handle it so that the Sandsnakes don’t have competition.

Whoever offers the heroes this quest will offer each hero 400 sc for completing the quest, along with an ongoing profit share for trade that flourishes with a bandit-free road. Each hero will receive 40 sc per month from these trades so long as they maintain at least 2 Goodwill in the Nalatheshi Mercantile occupational sphere.

2. The Bandits

Use the Bandit Encampment quest for the majority of this section, but replace Gnawd with other Bandit Captains or Mob Bosses. The heroes will have to clear out three separate bandit encampments, and some of the bandits in these encampments are more powerful: use Veteran Soldiers, Knights, Elf Archers, and Lesser Mages to represent these more experienced bandits.

The Heartstone of Vedrathis

If the heroes completed The Heartstone of Vedrathis and left Raymera alive, use Raymera as the Bandit King.

The Bandit King can be found and confronted in the final of the three encampments. He is an elf named Hiliearan with the stats of a Ranger (CC chapter 4) with TA against Humanoids. This should be a deadly encounter: ML = (½ party level) + 4.

3. Quest Conclusion

In addition to the sc earned from the quest, each of the heroes receive the following Goodwill in Nalathesh: +5 Mercantile, +3 Militant, +3 Social, and -1 Underworld. They do not suffer the Underworld penalty if they received the quest from Zaiden. They also gain +5 Goodwill among Nalatheshi Traders/Merchants, and +3 among Nalatheshi Commoners.

Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.

Crack Down on Religion

Prerequisites

The heroes must have 4 Goodwill in the Nalatheshi Aristocracy, Militant or Religious occupational sphere to receive this quest. The heroes must be in Aridala.

Summary

The heroes are tapped by one of the Radiant Princes and given a private assignment from Godking Neferu: begin a campaign of disrupting non-official religious services and try to drive people back to worshiping the Godking.

1. Receiving the Quest

When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. Disrupting religious services is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.

Heroes are not expected to disrupt any private or quiet display of religious fealty to another god. Silently praying to another god in a public temple is permissible, and spending time in contemplation or meditation before a shrine to any generic god is not to be punished. Neferu is only concerned with vocal displays of worship that involve two or more individuals publicly praising a god besides him.

The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the Noble Title profession.

2. Disrupting Religious Rites

Finding unauthorized religious ceremonies will require the heroes to succeed a DC 16 INT check. A CHA/Gossiping check is also acceptable. If all the heroes fail this check, then they can try again in 1 week, giving them time to engage with the city or potentially take other quests.

Once the heroes find an unauthorized religious ceremony, they can very easily disrupt it. Talking over the liturgy, interrupting the clergy’s sermon, or even committing acts of vandalism such as overturning altars or statues will all cause the service to be disrupted.

Some of the congregants may fight back against the heroes. They have the stats of Commoners or Clergy (CC chapter 4).

3. Quest Conclusion

After the heroes have disrupted four unauthorized religious services, the frequency of public gatherings dramatically reduces, such that it is of negligible interest to the Godking. Practitioners of these religions still meet in secret, congregating in houses or in the back rooms of supportive businesses, but they no longer proselytize in the public fashion that was causing the Godking concern.

In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: -4 Academic, +6 Aristocratic, -4 Mercantile, +6 Militant, -6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.

If the heroes have not received the Find the Sandsnake Leader quest, Neferu will ask them to work on this quest.

Find Isavella

Prerequisites

The heroes will not be offered this quest if they all have at least 2 Goodwill in Kendaria. If any of the heroes do not have this Goodwill, they can be offered this quest.

Summary

The Luxxors approach the heroes and ask them to track down Isavella. They hope to speak with her and determine exactly what she was hoping to gain by murdering Elarion.

Transit Times Within Nalathesh

Aridala to Lonerock: 2 Weeks and 6 Days

Aridala to the Flesh Pit: 1 Week and 5 Days

Aridala to the Floating Islands: 6 Days

Lonerock to the Flesh Pit: 1 Week

Lonerock to the Floating Islands: 2 Weeks and 3 Days

The Flesh Pit to the Floating Islands: 1 Week and 2 Days

1. Receiving the Quest

In Nalathesh, the Luxxors may reach out to the heroes and ask for their assistance in locating Isavella.

The quest is straightforward: find Isavella and her associates, and bring them back to Aridala to speak with the Luxxors.

If the heroes accept this quest, they are paid 100 sc each upfront, and promised 500 additional sc once the job is complete.

2. Exploring Nalathesh

In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding Isavella may take several days once the heroes are in Aridala, so they might have some downtime or might take on a side quest.

3. Isavella

Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.

In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.

Isavella has become paranoid and constantly looks for people that might attempt to capture her. When they find her, she will attempt to flee. If she escapes the initial confrontation, she will flee to another town or point of interest in Nalathesh.

Finding Isavella and convincing her to go to the Luxxors might place the heroes directly at odds with Zaiden and the Sandsnakes.

4. Goodwill

This quest can dynamically change the heroes’ goodwill over the course of its duration.

When the heroes first accept the quest, they gain the following Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Merchants/Traders.

If they find Isavella and convince her not to flee, they gain the following Goodwill in Nalathesh: +2 Mercantile, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Traders/Merchants.

Upon returning to the Luxxors with Isavella, her heroes gain more Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Merchants/Traders.

5. Ramifications

If the heroes complete this quest before Late Fall is over, then they will be informed of the Luxxors’ plans to send a guarded envoy to Bridgemoor and try to negotiate with the Sutians. Learning of this may give them an opportunity to intercept Kellion Blacksky’s strike force and foil his plans.

Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.

Find Sandsnake Leader

Prerequisites

At least one of the heroes must have negative Goodwill with the Nalatheshi Underworld to gain this quest, and at least one of the heroes must have positive Goodwill with the Nalatheshi Aristocracy or Military.

Summary

Godking Neferu contacts the heroes via one of his Radiant Princes and asks them to root out the leader of the Sandsnakes and bring them before the Godking for trial.

Transit Times Within Nalathesh

Aridala to Lonerock: 2 Weeks and 6 Days

Aridala to the Flesh Pit: 1 Week and 5 Days

Aridala to the Floating Islands: 6 Days

Lonerock to the Flesh Pit: 1 Week

Lonerock to the Floating Islands: 2 Weeks and 3 Days

The Flesh Pit to the Floating Islands: 1 Week and 2 Days

1. Receiving the Quest

When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. The leader of the Sandsnakes is something of an urban legend and has some popular support, so finding and incarcerating them is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.

The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the Noble Title profession.

2. Finding and Capturing Zaiden

In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Zaiden.

Zaiden is highly competent and knows how to avoid detection, so this may take quite some time. Take the average of each of the heroes’ rolls; if they do not beat DC 18, then they do not find Zaiden, but may try again 1 week later.

During this time, allow them to pursue various leads speaking with merchants, traders, bartenders, and even members of the Bronzeguard that might know of Zaiden or covertly be in league with the Sandsnakes. Pursuing this line of questioning is likely to result in some tense conversations, some chase sequences, and some combat. When dealing with the Sandsnakes, use Charlatans, Thugs, Bandits, Thieves, Rogues, Nobles, Mob Bosses, and even the occasional Assassin (all CC chapter 4) to represent the various specialized members of the organization.

For every two social, chase, and/or combat encounters that the heroes engage in over the week, permanently lower the DC to find Zaiden by 1.

As this may take some time before the heroes track Zaiden down, feel free to introduce other side quests or major quests from the Luxxors, Neferu, or Malsasa Swiftclaw (see Wanderers’ Quests at the end of the chapter).

Once the heroes find Zaiden, Zaiden will do everything in their power to talk their way out of the situation. They will appeal to the heroes’ morals, reminding them that Godking Neferu is, in their estimation, a tyrant ruler and needs to be brought down to size. Zaiden may even offer the heroes the Intelligence on Neferu quest.

If the heroes are unwilling to negotiate or work with Zaiden, then Zaiden will flee while their underlings try to hold off the heroes. If Zaiden escapes the encounter, they will flee to another region in Nalathesh.

The heroes will then have to track them down, and if they fail enough AWR, INT, and CHA checks (set the DC to 15 and take the heroes’ average) to follow Zaiden, then they lose the trail and Zaiden goes free. In the next 6 weeks, if the heroes travel to southern Nalathesh, Lonerock, or the Vulture Watchtower, there is a 33% chance that they encounter Zaiden again. Otherwise, after those 6 weeks, Zaiden returns to Aridala and resumes commanding the Sandsnakes.

3. Quest Conclusion

After the heroes have captured Zaiden, and brought them before Neferu, Neferu will throw Zaiden in prison indefinitely. The Sandsnakes become disorganized and fall apart over the next 1d4 weeks, turning into small, ineffective gangs.

In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: +6 Aristocratic, -2 Mercantile, +6 Militant, +6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.

Even if the heroes fail to complete the quest, they still suffer the negative Goodwill, but they do not gain the positive Goodwill.

If the heroes have not received the Crack Down on Religion quest, Neferu will ask them to work on this quest.

Intelligence on Neferu

Prerequisites

The heroes might gain this quest from the Luxxors or the Sandsnakes. In order to gain this quest from the Luxxors, the heroes must be on speaking terms with them and must not have negative Social Goodwill in Nalathesh. In order to gain this quest from the Sandsnakes, the heroes must not have negative Underworld Goodwill in Nalathesh.

Alternatively, even if they have negative Underworld Goodwill, they may gain this quest if they accept Zaiden’s counterproposal upon confronting them as a result of taking the Find the Sandsnake Leader quest.

Summary

The heroes will need to ingratiate themselves with Godking Neferu and then gather information on him, determining his weak spots or secrets that their questgivers might leverage to their political advantage.

1. Receiving the Quest

The heroes will receive different awards and different Goodwill based on who gives them the quest (to determine this, check the Prerequisites subsection above).

The Luxxors will offer the heroes a payment of 100 sc each upon accepting the job, and 1,000 sc each upon bringing noteworthy intelligence back to the Luxxors.

The Sandsnakes will offer the heroes a payment of 20 sc each upon accepting the job, and 500 sc each upon bringing noteworthy intelligence back. They will also offer the heroes each an Arcanium weapon upon completing the job.

Arcanium Weapons

An Arcanium weapon costs 15 Essence to bond with. It offers a +1 to attack and damage rolls, and counts as magical. It also allows the hero to cast one arcane cantrip at will (the MC chooses which cantrip), using INT as their magic modifier.

2. Gaining the Godking’s Attention

Gaining the Godking’s attention will probably be the slowest and most tedious part of the quest, as the goal is to gain the Godking’s admiration, rather than drawing his ire.

Heroes may do this over a period of weeks by performing civil service and publicly displaying loyalty to the Godking in temples. This will take 1d6+6 weeks, and at the end of this time if they have done nothing to spoil their good reputation, one of the Radiant Princes will reach out and offer them a private audience.

If the heroes want to gain the Godking’s attention at a more accelerated rate, they will need to try something more dramatic. The heroes may come up with their own ideas, but some example plans are listed below.

Stellar Performance. The heroes might reserve a night to perform at the Sunrise Theater. If they put on a particularly noteworthy performance (CHA DC 16) that also praises the Godking, slanders his enemies, or both, then one of the Radiant Princes will reach out to them.

Root Out Criminals. If the heroes can find a small local gang in Aridala and report them to the Bronzeguard, and if this report proves meritorious, then the heroes will each be given 30 sc for the tip and a Radiant Prince will reach out to them.

If the heroes are working with the Sandsnakes, they can find a small gang within 1d4 days. If they are not, then they may each make AWR, INT, or CHA checks to attempt to locate local gangs. Subtract their average roll from 25; the difference (min 1) is the number of days it takes them to find such a gang.

Stop a Robbery or Riot. Brazen acts of crime are very uncommon in Aridala. The heroes might attempt to stage a robbery or riot and then stop it themselves in order to gain the Godking’s attention. If the Sandsnakes hired them, then the Sandsnakes will readily help stage this deception, provided that their operatives are able to escape after the heroes recover the stolen goods, or after they begin to calm the riot. A high-profile success (even if it is staged) with such a crime will quickly cause a Radiant Prince to reach out to the heroes.

The Radiant Princes

Once a Radiant Prince reaches out to the heroes, regardless of how it happens, they will be granted a brief closed-doors conference with Neferu. This results in them gaining either the Crack Down on Religion or the Find the Sandsnake Leader quest.

3. Gaining the Godking’s Trust

Provided that the heroes demonstrate reasonable progress on a quest given to them by the Godking, Neferu will slowly begin to trust the heroes. At first, he will allow them guest quarters within his palace, and eventually he may even start dining with them on occasion.

If the heroes complete a quest that he gave them, then he will trust them even more and will immediately assign them the other quest that he might offer.

Note that the Luxxors are willing to accept the heroes even if they engage in the Crack Down on Religion quest, and Zaiden is willing to work with them even if they engage in the Find the Leader of the Sandsnakes quest. In both cases, the Luxxors and Zaiden have their eye on long-term victories, even at the expense of short-term defeat. One of Zaiden’s loyal followers is willing to pose as the leader of the Sandsnakes to throw the Godking off of Zaiden’s scent.

4. Gaining the Godking’s Secrets

As the heroes work on one or both of the quests that the Godking offers them, they will be afforded more and more freedom within the Godking’s palace.

When they feel that it is reasonably safe to do so, they may attempt to spy or eavesdrop on him. The heroes may find creative solutions to this with various spells and magical effects; otherwise, any hero that engages in this will need to succeed on a DC 20 DEX/Sneaking or INT/Evading check, followed by a DC 20 AWR/Investigating or Perceiving check, followed finally by a DC AWR/Eavesdropping check.

If any hero attempting this fails, then they are discovered. This will lead to an unwinnable combat as more and more Radiant Princes and members of the Bronzeguard join the confrontation. Escaping is extremely difficult, and if the heroes do not manage to escape then they will be imprisoned for 1 week and then publicly executed.

If, however, all heroes who engage in this espionage manage to succeed at each of their rolls, then they overhear the Godking and learn either one or two key secrets. One hero may make a LUCK/Fortuity check; on a DC of 20 or higher, they learn both secrets. Otherwise, they only learn the first secret.

Secret 1. Godking Neferu’s real name is Relian Ios Ahnadi. The Ahnadi family has been passing down the Godking’s mask for many generations, preserving the illusion of an immortal leader when they are in fact just mortal dynastic monarchs.

Secret 2. Neferu is worried that General Tenemei is gaining too much soft power within Nalathesh’s military. He would have Tenemei removed from office, but thinks that Tenemei already has too much support and would overthrow Neferu if he tried anything.

5. Rewards

Provided that Neferu is unaware that the heroes have spied on him, it will not be too difficult for them to slip away. They can proceed as though they are continuing one of his quests, and then once they are in the city, they can return to the Luxxors or Sandsnakes and complete their quest.

In addition to the other rewards promised by the Luxxors or Sandsnakes, the heroes gain the following Goodwill in Nalathesh: +2 Academic, +1 Aristocracy, -4 Militant, -2 Religious, +2 Social, and +4 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners, and -6 Goodwill with the Nalatheshi Monarchy/Religious Orders.

6. Aftermath

This quest has serious ramifications for the political landscape of Nalathesh. Rumors begin to swirl that the Godking is just a mortal; such rumors have cropped up and died out for generations, but these rumors are particularly forceful and convincing.

After several weeks of floundering, Godking Neferu’s power is effectively replaced. General Tenemei steps in and imposes martial law on Aridala. This causes great concern when folk in Bridgemoor hear of this, and the Meritocrats - fearful of a military dictatorship - ask the Kendarians to mobilize their military and help secure Bridgemoor’s Nalatheshi border.

The Kendarians are only too happy to comply.

Into the Flesh Pit

Summary

The heroes must venture into the Flesh Pit to rescue a diplomat from Bridgemoor.

Transit Times to the Flesh Pit

From Aridala: 1 Week and 5 Days

From Lonerock: 1 Week

Lonerock to the Floating Islands: 2 Weeks and 3 Days

1. Receiving the Quest

The heroes might receive this quest from Dawn Roledo in the Vulture Watchtower, or from Cyrus Drake in Lonerock. Either way, the heroes are informed that a diplomat from Bridgemoor was traveling to Aridala and wanted to see the Flesh Pit. This proved folly, and now he is missing.

The diplomat, named Dennick Othen, is one of Hyleth’s grandsons.

2. Into the Pit

The Flesh Pit is detailed in Chapter 7. It is quite dangerous, and heroes should know that this quest may prove futile. Use the information in Chapter 7 to run the Flesh Pit exploration.

3. Tragedy and Reward

Unfortunately, Dennick Othen has already been devoured, and if the heroes make it to the maw, they are able to find Dennick’s personal effects.

Upon returning to their questgiver, the heroes are each awarded 200 sc for their efforts. They also gain the following Goodwill in both Nalathesh and Bridgemoor: +2 Academic, +3 Aristocracy, +2 Military, and +3 Social. They gain +2 Goodwill among Nalatheshi Commoners and Nalathesh Merchants/Traders, as well as +2 Goodwill among Bridgemoor Meritocrats and Bridgemoor Traders.

Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.

Late Fall Quests: Bridgemoor

If the heroes are in Bridgemoor during the Late Fall timeframe, note that it seems the Underbridge Cult has not fully been snuffed out.

Cult Resurgence

Summary

The Underbridge Cult continues to cause problems within Bridgemoor.

1. Receiving the Quest

Any of the Meritocrats or Kellion Blacksky might ask the heroes to intervene with the Underbridge Cult, given their previous success dealing with them.

2. Mayhem in the City

At your discretion, the Underbridge Cult may impose an ongoing atmosphere of menace to the city as they did in Chapter 2, or they may engage in more direct acts of chaos. This could include, but is not limited to:

  • Burning or vandalizing temples and religious centers
  • Inciting riots in marketplaces; organized theft of markets; arson in public areas
  • Causing cave-ins in the Underbridge by carefully eroding structural supports, corrupting arcane enchantments in the stone, and destroying load-bearing columns
  • Kidnapping, sacrificing, or publicly executing respected members of Bridgemoor’s society

If the cult is engaged in subtle activities, use Chapter 2 as a guideline for how the heroes might locate them.

If the cult is more brazen, it is easy for the heroes to find their cells of operation. The cultists have the stats of Underbridge Cultists and Underbridge Initiates.

3. Confrontation

If Aradin the Witchblade and/or Druvesk the Bonewraith are still alive, then they are the leaders of the cult. Otherwise, the following creatures could make ideal leaders for the cult.

ML Creature

5 Bonewraith, Lesser Hex Witch

10 Greater Hex Witch, Necromancer

15 Occult Maniac

4. Reward

Upon defeating the Underbridge Cult again, the heroes will be awarded 1,000 sc each by the Meritocrats. They also gain 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 Fall Quests: Kendaria

In addition to the quests offered below, the heroes may continue any of the quests they were previously offered in Kendaria. Many of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.

Depose Amelia

Prerequisites

The heroes will only receive this quest if Duke Leon believes them to be capable or trustworthy, or if he thinks that they are desperate enough for the queen’s ear that they will undertake this mission.

Summary

The heroes must travel to Grace Grove and convince self-styled “Queen” Amelia Grace to give up her claim that she is the queen of the Old Forest.

Transit Times to Grace Grove

From Dalewright: 2 Days

From Greenvalley: 8 Days

From Redleaf Dale: 6 Days

1. Receiving the Quest

Duke Leon Marstemal is likely to give this quest to the heroes when they arrive in Dalewright looking for an audience with the Queen. Leon will explain to the heroes that Queen Astaria is very preoccupied with a lot of things, and one of the chief threats to the stability of her regime is the child-queen Amelia Grace. Amelia must be approached tactfully, because crushing a so-called nation run by a popular child would destroy Astaria’s credibility in the people’s eyes. If the heroes can convince Amelia to peacefully recant on her claims to be the queen, then they will be handsomely rewarded by Queen Astaria.

2. Through the Old Forest

Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route, the heroes may face any of the random encounters listed in the Old Forest.

3. Grace Grove

Detailed information on Grace Grove can be found in chapter 6. Be sure to reach the entries for Amelia Grace and Tusken Sparrow in Appendix A as well. Queen Amelia will be delighted to meet more heroes and hear of their stories.

Tusken and the Foresters. Tusken perceives Amelia’s interest in the heroes as a threat to his influence over her, and so while he is decorous and cordial to the heroes’ faces, he will scheme about ways that he might remove them from the picture, such as sending them into the heart of the Wychwood to face a grizzly death. While in the wilderness away from Amelia’s eyes, he might even attack the heroes himself.

4. Standoff

Once Amelia realizes that the heroes are there to convince her that she should abdicate her throne to Queen Astaria, Amelia will become dejected and uninterested in cooperating with the heroes. Tusken, obviously, will leverage this to drive a wedge between the heroes and Amelia.

If the heroes continue to appeal to Amelia’s more fanciful side by telling her stories of their exploits and by promising to consider her side of the conflict, then Amelia will give them the “Establish a New Nation” quest (below).

The heroes might choose to travel back to Dalewright and beseech Queen Astaria on Amelia’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.

5. Potential Resolutions

This is a very delicate quest that could quickly devolve into a horribly messy situation. Depending on the heroes’ actions, the quest may resolve itself in a number of ways. It could end in an ongoing stalemate, with no change to the status quo. It could end with Grace Grove being crushed militarily, or even with Dalewright crumbling to a coup. Or, it could end with the two queens reaching some kind of arrangement, although this will prove incredibly difficult and may result in more problems for Kendaria down the road.

Stalemate. If the quest has no noteworthy progression after the heroes’ intervention, then they are not given any monetary reward. They do gain the following Goodwill in Kendaria for their worthy efforts: +1 Aristocratic, +1 Social, and +1 Criminal. They also gain +1 Goodwill with Kendarian Nobility and with Kendarian Commoners.

Graceless Defeat. If the conflict ends in the total defeat of Grace Grove, then Queen Astaria awards the heroes each 1000 sc for their efforts. They gain the following Goodwill in Kendaria: +6 Aristocratic, +1 Mercantile, +6 Militant, -6 Social, and -6 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and -6 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.

Dalewright Rewritten. If the conflict ends in the deposition of Queen Astaria Gillian III and either anarchy or a new government in Dalewright, then Queen Amelia Grace awards the heroes each 1000 sc for their efforts, taking the money from Astaria’s vaults. They gain the following Goodwill in Kendaria: -6 Aristocratic, -2 Mercantile, -4 Militant, +6 Social, and +6 Underworld. They also gain -6 Goodwill with the Kendarian Monarchy, and +7 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.

Peace and Progress. It is unlikely that the heroes will manage to resolve the conflict, but they may be able to move it forward in a meaningful way. If Astaria and Amelia can be brought to a negotiating table, and if both of their egos can be kept in check, then they may be able to peacefully move the conflict closer to resolution.

Amelia will completely refuse to give up her title of queen, but with enough discussion she might be willing to accept the title “Queen of the Old Forest” as a moniker that has no political weight, and might accept being named Duchess of Grace Grove legally.

Given enough time and negotiation, Astaria might be willing to rewrite certain legislation in Kendaria, renaming herself Empress of Kendaria and promoting all dukes - including the newly appointed Duchess Amelia - to the title of king and queen over their regions. This would allow Amelia to legally be the queen, but still be deferential to Astaria.

Either such resolution is an ideal compromise for both Amelia and Astaria, and elevates them both in the eyes of Kendarian commoners, but other politicians such as Duke Reston Bruneau or Duke Leon Marstemal will see compromise as weakness. Queen Astaria’s inability to handle the situation more decisively may lead to ongoing conflict with either of these dukes - or kings, as the case may be - later on.

If the heroes manage to bring about either of these compromises, then they will be rewarded handsomely. They will each receive 2000 sc and a magic item of 25 or fewer Essence. They will also gain the following Goodwill in Kendaria: +6 Aristocratic, +4 Mercantile, -2 Militant, +6 Social, and +2 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.

Establish a New Nation

Prerequisites

The heroes will only receive this quest if they all have a positive Kendarian Social Goodwill.

Summary

The child queen, Amelia Grace, asks the heroes to help convince Queen Astaria Gillian III that Grace Grove and the surrounding woodlands should become an independent nation.

Transit Times to Dalewright

From Grace Grove: 2 Days

1. Receiving the Quest

The heroes may receive this quest if they are in Grace Grove and are well-regarded by Amelia Grace. They may also receive this quest as a counter-quest to the Depose Amelia quest.

A significant number of villages and hamlets throughout the Old Forest see Grace Grove and Queen Amelia as their true ruler, rather than Queen Astaria.

2. Through the Old Forest

Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route to or from Dalewright, the heroes may face any of the random encounters listed in the Old Forest.

3. Dalewright

Detailed information on Dalewright can be found in chapter 6. Be sure to reach the entries for Queen Astaria and Leon Marstemal in Appendix A as well. The heroes are likely to have a hard time holding private counsel with Queen Astaria, but might be able to publicly beseech her when she holds court.

4. Standoff

When Queen Astaria hears that the heroes wish to beseech her on behalf of Amelia Grace, she becomes uninterested in working with them. She will delegate them to speaking with Duke Leon Marstemal, who is militantly opposed to Amelia. The heroes may be able to convince Leon to have ongoing conversations, but will not likely make any meaningful headway on their first trip to Dalewright.

The heroes might choose to travel back to Grace Grove and beseech Amelia on Astaria’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.

5. Possible Conclusions

The possible conclusions of this quest are identical to the possible conclusions of the Depose Amelia quest. If the heroes have both quests (and it is assumed that they will), they are only given the rewards one time.

Forest Rot (Wychwood)

Prerequisites

The heroes should complete Forest Rot (Slaughter) before taking this quest, which serves as a sequel and conclusion to that quest. The heroes should also be at least level 8 before attempting this adventure.

Summary

Heroes delve into the Wychwood and confront Grunhilde and the remaining Dergue in their stronghold. A portal to the Everwilds offers the heroes a possibility to battle a very deadly enemy: tremendous risk for great reward.

1. Receiving the Quest

The heroes may receive this quest from Queen Astaria or Queen Amelia, or one of the officials in any of Kendaria’s towns. They may also take this quest upon themselves after completing the Forest Rot (Slaughter) quest, wishing to see the journey through to the end and vanquish the Dergues completely.

2. Into the Unknown

While en route to the Wychwood, the heroes may face any of the random encounters listed in the Old Forest.

Dangerous Foes

Reference the Dangerous Foes sidebar from the Forest Rot (Slaughter) when designing encounters as the heroes approach Grunhilde’s lair. The encounters should be medium to deadly provided that the heroes are already at least level 8. If they are not, then these encounters should be very deadly (ML = party level).

3. Grunhilde’s Barrow

Grunhilde lives in a large barrow in the center of the Wychwood. It is a relatively simple dungeon to navigate, but quite a deadly one nonetheless.

Entrance. The only entrance to Grunhilde’s barrow is through a thick cluster of undergrowth guarded by a Bloodoak Arborean. The Arborean will fight until killed or until any intruders retreat.

Heroes will have time to Catch their Breath, but not to Recoup. If they attempt to Recoup, make them face a deadly encounter as calculated by the Dangerous Foes sidebar.

Hall of Thorns. Once inside the barrow, the heroes must navigate a hall of densely packed thorns. Grunhilde and most of her minions can safely navigate this tunnel using primal or innate magic.

Heroes may come up with creative solutions to this challenge, but if they simply try to endure the thorns or dexterously maneuver their way around them, they must each make a STR, DEX, END, or AWR check. The result determines how much damage they take from the thorns, as shown on the table below.

DC Damage
12 or Less 3d4, and Bleeding 1d4
13-16 3d4
17-23 2d4
24+ 1d4

Grunhilde’s Chapel. After they make it through the hallway, the heroes finally arrive in Grunhilde’s chapel, where they can confront her.

Grunhilde is a Greater Forest Witch (CC chapter 4). This encounter should be deadly: ML = (½ the party level) +4. Add additional monsters from the Dangerous Foes sidebar as appropriate to reach this difficulty. If any of the major Dergue are still alive, they are present for this fight; this may cause the encounter’s adjusted ML to be even deadlier.

Tree roots puncture down from the cavernous ceiling, and vines, ivy, lichen, and mushrooms grow along the walls and floor. This allows Grunhilde to benefit from any of her primal spells that require the use of plants.

The Portal. One entire wall of Grunhilde’s chapel contains a large podium that serves as a shallow, semicircular stairway up to a portal. This portal will take the heroes to the Everwilds if they step through it.

Heroes that study the portal for 10 minutes and succeed on a DC 16 INT/Arcana check will learn that Grunhilde maintains the portal herself, and it will disappear on its own 1d3 days after Grunhilde stops maintaining it.

Grunhilde’s Living Quarters. On the far side of her chapel, an earthen stairway spirals downward to Grunhilde’s living quarters. Her personal effects are largely worthless, albeit eccentric. Her cauldron, however, is quite valuable.

Grunhilde's Cauldron

Cauldron, Very Rare, Essence 35

Gain +4 Alchemy.

You may produce a number of potions each day equal to ½ your Alchemy skill. These potions follow the rules of the Witch’s Brew talent from the Witch’s Brew track of the Witch class. You may create a potion that has an SPC of 16 or fewer in this way; however, if you exceed the normal limit of the talent, then the potion counts as 3 of the potions that you can make on that day.

4. What Lies Beyond

If the heroes venture through the portal, they arrive in a humid bog in the Everwilds. The swamp might contain any of the monsters mentioned in the Dangerous Foes sidebar, along with Eyesquitos and Eyesquito Swarms (CC chapter 2). A half-mile away, they can see a ramshackle hut. Inside the hut, there is a Bog Hag (CC chapter 2).

If the heroes defeat the Bog Hag, they find its treasure horde, which gives the heroes each 5,000 sc worth of gems. Each hero also gains +10 maximum SP, and if they had no SP previously, they learn one primal spell of their choice.

If the heroes see the bog hag’s hut and decide not to approach, they can retreat through the portal. Causing Grunhilde’s barrow to cave in will bury the portal and make it unusable; it will then fade out after 1d3 days.

5. Quest Conclusion

Upon completing the quest, heroes will receive 2,500 sc collectively from various Kendarian persons of interest. They also gain the following Goodwill in Kendaria: +4 Aristocratic, +4 Mercantile, +6 Militant, and +6 Social. They also gain +4 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.

Late Fall Quests: Nalathesh

The heroes may continue any of the quests they were previously offered in Nalathesh. Virtually all of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.

Wanderers’ Quests

Two wandering figures, Malsasa Swiftpaw and Tazqipy Miraj, might interact with the heroes in various circumstances. Both of these figures can be very helpful for steering your campaign when you want to offer a course of action to your heroes, or when they seem stuck as to what they should do next. Below are ideas that you might implement to do so.

Recover Stolen Goods

Summary

Malsasa has had some of his magical goods stolen. He spots the heroes and recruits their help.

1. Receiving the Quest

Malsasa may know some of the heroes already, or he might just spot them and make them out for the capable adventurers that they are. Either way, he will approach them and ask them to retrieve his stolen goods for him.

If the heroes accept, then Malsasa will pay them each with one of the following options (each hero gets to choose):

  • 2500 sc
  • A magic item with 15 or fewer Essence
  • A promise that Malsasa will track down a more powerful item for them and sell it to them at a steep discount

If a hero chooses the third option, they may choose any magic item with 35 or fewer Essence. Malsasa will sell it to them for 20x its Essence, a significant discount. Malsasa does not have these items on hand, though, and will require a minimum of 3d10 days to find such an item. The next time the heroes are in any urban marketplace after the minimum number of days, Malsasa will find the hero or heroes and offer the item at its discounted price.

2. Recovering the Goods

Recovering Malsasa’s stolen goods is a great way to get the heroes focused on another quest hook and intertwine them.

If in Nalathesh, you might decide that the bandit encampment stole Malsasa’s goods. Maybe the Sandsnakes stole them, or maybe they were even confiscated by the Radiant Princes.

If in Kendaria, the goods might be tracked to Silverbranch, where the Poppy Guild plans to sell them to Nevnan traders. Maybe the goods were stolen by the Merry Foresters, leading the heroes to confront Tusken Sparrow.

Find the Lost Witch

Summary

Tazqipy is looking for her former mentor, a witch named Grunhilde. If the heroes seem morally flexible, she will likely enlist their help.

1. Receiving the Quest

Tazqipy might know the heroes already, or might have just been studying them from afar. Regardless, once she feels that they might offer her aid for the right unscrupulous price, she will approach them.

Tazqipy would not readily reveal her entire backstory or the fact that Grunhilde abandoned her. Instead, she would simply explain that she and her mentor were separated, and she’s hoping to find Grunhilde again to complete her training.

If the heroes can help her track down Grunhilde, and if Tazqipy successfully rejoins her mentor, then Tazqipy will offer them each one of the following options (each hero gets to choose):

  • 2500 sc worth of gems of the hero’s choice
  • A potion that, when consumed, affects the hero as though under the effects of the Carnage primal spell. The potion remains potent for 1d4 months, whereupon it spoils.

2. Finding Grunhilde

Grunhilde is a Greater Forest Witch (CC chapter 4) primarily responsible for the corruption in the Old Forest (see the Forest Rot quests).

The heroes will likely find her after completing multiple smaller quests in Kendaria, so Tazqipy may introduce herself early in the campaign and have her quest as an ongoing side quest for the heroes.

Finding and confronting Grunhilde will likely first involve fighting Slaughs, Dergues, and Wilting Wardens (all in CC chapter 2) as they investigate the Forest Rot. See Chapter 6 for more detailed information on the Old Forest, particularly the Wychwood.

3. Confrontation

If the heroes find Grunhilde and kill her, then Tazqipy will not reward them, instead retreating. She will go on to do everything in her power to make life more difficult for the heroes from afar and may appear in combat at a critical moment to turn the tide against them.

Completing this quest may simultaneously resolve another quest if the heroes are investigating the Forest Rot. Completing two quests at once only levels them up one time unless they are unlikely to reach at least level 10 by early winter at this rate.