Chapter 3: The Underbridge Cult: Difference between revisions

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[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]
[[Cloven Lands Playtest Material|[back to The Cloven Lands]]]


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


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Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.
Throughout the city, there are several entertainment centers such as sports arenas and playhouses, which keep the masses placated.


Bridgemoor has several temples to different deities and religious orders. The Order of the Darkscourge, the Fixers, and Vigil each have facilities in the city.
Bridgemoor has several temples to different [[deities]] and religious orders. The [[Order]] of the Darkscourge, the Fixers, and Vigil each have facilities in the city.
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'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between Kendaria and Nalathesh. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''
'''''Read Aloud:''''' ''The City-State of Bridgemoor holds a vital geographical and diplomatic position. As the whole city-state is an enormous bridge that straddles the Great Chasm, Bridgemoor serves as an easy trade route between the nations east and west of the Chasm, most immediately between [[Kendaria]] and [[Nalathesh]]. Bridgemoor’s trade economy has a mighty reputation. As it takes a full day of [[travel]] to cross the bridge, journeymen and merchants will often give business to at least a couple inns when passing through town, and many will spend their coin in the markets and bazaars for which Bridgemoor is famous. Its university also draws established scholars and prospective academics alike.''


''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''
''Tension is in the air, though. After being in the city for only a few hours, you begin to pick up murmurs of [[occult]] activity. These cultists, and the societal instability that they bring, threaten to severely damage Bridgemoor’s standing as a bastion of free trade internationally.''
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==== False Affiliation ====
==== False Affiliation ====
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, bartender, or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.
If a hero possesses a cult medallion and shows it to someone who is not in the cult, there could be trouble. Rumor that the cult uses medallions has circulated throughout the city. Showing the medallion to an innocent merchant, pawnbroker, [[bartender]], or the like will result in the NPC turning fearful and ending the conversation with the hero as quickly as possible. The NPC will then call for the Bridge Knights when they feel they can do so without being threatened by the adventurer in question.


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


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


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


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


As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
As the players begin investigating the cult, direct them to one another using these NPCs. For example, imagine one of your heroes is from Nalathesh and has spoken to a local merchant before. This merchant might also be friends with one of the heroes who completed the Bridgemoor Mine prologue. When the hero from Nalathesh asks the merchant about any rumors regarding the cult, the merchant might say something like, “Yeah, I have a friend that works in the mines. I think she’s had a run in with them… you can find her at the Oakbarrel Tavern.”
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The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.
The heroes can learn some valuable information about cult members and plans, but learn very little about Aradin himself from this room. More information about Aradin the Witchblade can be found in Appendix A, but the heroes will not necessarily discover any of this information yet.


Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an Amulet of Thirst (MCG p. ##) and Crane Paper (MCG p. ##).
Lastly, if the heroes manipulate the iron torch and sconce, they can find that it is actually a lever. If they pull on it, a small panel opens in the floor directly below the desk’s chair. Inside the panel, there is a smaller treasure chest. Unlocking it takes a DC 18 INT check. Once unlocked, the heroes find an [[Amulet of Thirst]] (MCG p. ##) and [[Crane Paper]] (MCG p. ##).


==== The Bolt Hole ====
==== The Bolt Hole ====
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== Proceed to Part Two ==
== Proceed to Part Two ==
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion).
Having completed the Underbridge Cult adventure, proceed to Part Two of the campaign. Your heroes should all be level 4 and have connections with at least a couple influential people who are currently Bridgemoor, regardless of whether they are from another nation (like the Luxxors or Lord Elarion). Heroes also gain 1 Professional Rank.