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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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The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers. | The exact number of knights and potential reinforcements is dependent upon the number of heroes in the confrontation. There are X+1 knights initially, where X equals the number of players. If they call for reinforcements, the knights gain 2 additional knights if there are 1-3 heroes, or 3 additional knights if there are 4-6 adventurers. | ||
These are all '''Bridge Knights''' (TCL p. ##). | These are all '''[[Bridge Knight|Bridge Knights]]''' (TCL p. ##). | ||
If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours. | If the adventurers do not resist (or resist and are subdued), then they are eventually cleared of suspicion after lengthy interrogation. They are let out of the Bridge Knights’ precinct after 2d4 hours. | ||
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Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions. | Brent himself is a member of the Underbridge Cult. He is also a member of the Ironheart Gang, although this affiliation is unlikely to be relevant or come up during these discussions. | ||
The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted. | The heroes can convince Brent that they are also part of the cult - or at least that they want to become initiated into it - in a couple different ways. If they know the cult’s practices for introducing themselves to each other, they can do so and Brent will not suspect that they are not who they claim to be. If they spend 20 sc on Brent’s favorite brandy, they will get him talking a bit too freely and he will eventually admit that he is part of the cult without being prompted. | ||
If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a ''' | If the heroes do not get Brent to willingly divulge his affiliation, they can try to physically beat the information out of him. Brent has the stats of a '''[[Bandit Marauder]]'''. His buddies, if they are still around, have the stats of '''[[Thug (NPC)|Thugs]]''' in CC p. ##. If he is nonlethally subdued, the heroes may each make a CHA check (or a STR/Menacing check) vs Brent’s WILL. If at least ½ of the party succeeds on this roll, then Brent informs them of the cult’s next target. Otherwise, he spits out a wad of blood and tells them to go to hell. | ||
The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple). | The cultists’ next target is Lauby (see section 3: First Blood), unless Lauby has already been attacked. If this is the case, then the cultists’ next target is the Temple of Vigil itself (see section 4: Attack on the Temple). | ||
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Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics. | Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a difficult encounter and the heroes are much more likely to fare better if they take time to plan an ambush, utilize Lauby’s windows for cover, and establish some baseline party tactics. | ||
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other. | Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other. | ||
{| class="wikitable" | {| class="wikitable" | ||
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Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly. | Based on your party’s size, the Underbridge Cult ambushes them in the following numbers. This is a mechanically normal fight, but the cultists may have the element of surprise, which could turn the fight deadly. | ||
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other. | Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Encounter Difficulty ==== | ==== Encounter Difficulty ==== | ||
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Knights''' are in CC p. 277, and stats for '''Thugs''' are in CC p. 235. | Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' can be found in TCL p. ##. Stats for '''[[Knight|Knights]]''' are in CC p. 277, and stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. 235. | ||
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This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3. | This could result in the final encounter being anywhere from 2 steps easier than normal to 10 steps more difficult than normal. The table below only provides combat calculations for up to 3 steps harder than the normal encounter. If your heroes face an encounter more than 3 steps harder than normal, add 1 [[Underbridge Initiate]] for each additional step beyond 3. | ||
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' are in TCL p. ##. Stats for the '''Bonewraith''' are in CC p. ##. Stats for '''Thugs''' are in CC p. ##. Stats for '''Skeletons''' are in CC p. ##. Stats for '''Zombies''' are in CC p. ##. | Stats for '''[[Underbridge Cultist|Underbridge Cultists]]''' and '''[[Underbridge Initiate|Underbridge Initiates]]''' are in TCL p. ##. Stats for the '''[[Bonewraith]]''' are in CC p. ##. Stats for '''[[Thug (NPC)|Thugs]]''' are in CC p. ##. Stats for '''[[Skeleton|Skeletons]]''' are in CC p. ##. Stats for '''[[Zombie|Zombies]]''' are in CC p. ##. | ||
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If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4. | If the heroes were triumphant, they may explore the cultists’ lair. They also level up to level 4. | ||
If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''Bonewraith''' (CC p. ##), several '''Skeletons''' (CC p. ##), and 2 '''Thugs''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes. | If the heroes fled, consider challenging them with a second showdown two nights later. This showdown should take place at some location that is noteworthy to the heroes, like Lauby’s house or the Temple of Vigil. This confrontation pits Druvesk the '''[[Bonewraith]]''' (CC p. ##), several '''[[Skeleton|Skeletons]]''' (CC p. ##), and 2 '''[[Thug (NPC)|Thugs]]''' (TCL p. ##) against the heroes. The number of skeletons should be 2 fewer than the number of heroes. | ||
Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4. | Again, Druvesk will attempt to flee when Bloodied. If the heroes are otherwise victorious, then they level up to level 4. | ||