Chapter 3: The Underbridge Cult

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[back to The Cloven Lands]

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


[[ASSUMED KNOWLEDGE


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.

If a hero lives in Bridgemoor, they obviously have a vested interest in keeping the city stable. If they are simply an adventurer looking for work, a hero can easily sense that there is money to be made here: Bridgemoor will pay well for a quick resolution to the cultist problem.

Adventure Overview

This adventure can quickly become a tangle of multiple plot threads, so it can be helpful to think of it in a few individual steps.

1: Assembling the Party

The adventuring party can come together in one of three ways detailed in this section.

2: Following Leads

This adventure begins with the heroes coming together and then working on an investigation together. Or, depending on how you structure and MC the story, it begins with the heroes working on the same investigation from multiple angles, and gradually coming together as a result.

By talking with different factions throughout the city, the heroes try to determine where the cultists lurk and whom they might target next.

3: First Blood

After the heroes have made some headway with the investigation, there will be a combat encounter with the cultists. The exact nature of the encounter depends on their method of investigation. The cultists might attack an NPC merchant named Lauby, drawing the heroes in to defend their new friend. Alternatively, the cultists might single out one or two heroes as suitable humanoid sacrifices and attempt to abduct them in a darkened alley.

The heroes level up, becoming level 3.

4: Attack on the Temple

After the first battle with the cultists, the heroes will probably interrogate the cultists to learn more. Regardless of whether they procure more information through interrogation or through asking around the city, they learn that the cultists have a lair in the Underbirdge, the network of sewers and massive storage cellars beneath Bridgemoor’s city streets. Accessing their lair requires a magical key that only cultists of high enough status possess, but one such cult leader is planning an attack on the Temple of Vigil.

The heroes can intervene in this attack and take the key by force, or they can follow the cultists back to their lair after the attack is carried out.

5: The Underbridge Cult

Inside the vast dungeon that is the Underbridge, the heroes must deal with typical sewage denizens such as rats and swarming bugs. When they finally reach the cultists’ main lair, they find that the cultists have just completed a dastardly ritual to summon a fiend from Melaneth, one of the regions of Inferno. They briefly witness Aradin the Witchblade, the leader of the Underbridge Cult. Aradin takes his leave, leaving the heroes to square off against the cultists and their summoned fiend.

6: Fallout

The conclusion of this adventure might be a complete success for the heroes: they stop the cultists for the time being and vanquish the fiend. It might be a partial success, with them achieving only one of the goals. It is possible that if the heroes end up retreating in the lair confrontation, their mission is considered a failure. Regardless, take note of the outcome of this adventure, as it will have ramifications later in the campaign. Even if the heroes completely succeed for the time being, they know that this problem is likely not over, as Aradin the Witchblade escaped.

Posing as Cultists

During the coming investigation, the heroes might take it upon themselves to pose as cultists and infiltrate the Underbridge Cult. Doing so is both difficult and dangerous. If the adventurers speak with Magellus Black or Lauby, either NPC will advise them against this course of action, or at minimum will impart upon the heroes just how dangerous this could be.

If one or more of the heroes attempt to impersonate the cultists anyway, they will need to meet several criteria. In order to learn these criteria, a hero must make an INT, AWR, or CHA check, adding a skill if relevant. This check represents the adventurer’s efforts to uncover the rules that the cultists must abide by.

An adventurer learns the following information based on how well they roll. This information is cumulative, so if they roll a 12, they learn the information from both the 8+ and the 12+ DCs.


[[INFORMATION LEARNED


Note that if a hero rolls at least a 12, then they learn one random fact about the cultists as determined by the table below. If multiple heroes investigate the cult’s practices, this means that on a roll of 12 or higher, there is a chance that the heroes will learn different facts about the cultists, increasing their odds of successfully infiltrating the group.

Roll on this table to determine the rumors that heroes pick up about the cultists. If a hero gets to know more than one clue, reroll duplicate rolls. [[INFORMATION LEARNED

Cult Dialect

The cult communicates using their own coded dialect of keywords and nonverbal communication such as body language and trash arranged in specific patterns in the alleys. Any hero that got an 8 or higher on their previous attribute check can make the following attribute check to conduct further research and/or reconnaissance. Varying levels of success will enable the heroes to portray themselves as cultists more convincingly.

Any hero may spend a day observing areas in Bridgemoor that have been known to have high amounts of cult activity. After doing so, they can make an INT, AWR, or CHA check, adding a skill if relevant. They learn the following information accordingly. The information in this check is also cumulative, meaning if a hero rolls a 13, they learn the information from both the 8+ and the 13+ DCs.


[[INFORMATION LEARNED

Cult Medallions

Each prologue adventure to this campaign includes a chance (albeit a small one) for heroes to stumble into possession of a strange medallion. Each of these medallions are described as being made of gold, with a skull and scythe on one side and an indecipherable glyph on the other.

These medallions are used by the Underbridge Cult as tokens of membership. When two members of the cult meet in public and have used their dialect to establish that they are both cultists, they will discreetly flash or pass their medallions to one another to verify their cult affiliation.

Heroes that both possess medallions and learn of their significance will have a much easier time infiltrating the cultists.

Finding a Medallion

If the heroes do not have any medallions but know of their significance, they might find medallions in a variety of ways. You may allow each hero to make a LUCK/Fortuity check and find a discarded medallion on a roll of 20 or higher.

At any point when the heroes fight, incapacitate, and loot a cultist, the cultist has a medallion on their person. The cultist might also be wearing their uniform dark robes, but they might be in more innocuous clothing depending on the circumstances.

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 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.

Infiltrating the Cult

If a hero shows the medallion to Brent Brentson or another NPC who they have identified as a member of the Underbridge Cult and works “Which blade” into the conversation, the NPC accepts them as cult initiates and will allow them into the Underbridge Cult’s lair, though never without supervision.

Heroes that have successfully infiltrated the cult in this fashion may see the cultists’ lair as described in section 5: The Underbridge Cult. This can provide valuable intelligence, but the heroes must periodically make INT or CHA checks, adding a skill as relevant, to maintain their cover. These checks should start at DC 12 and be increased or decreased based on whether the hero succeeds the initial check. The checks get harder if the hero fails, as the other cultists become suspicious. Once the hero fails three checks, their ruse is exposed.

If a hero initiates combat while their cover is still intact, their enemies are Partially Surprised.

1: Assembling the Party

You can choose to have the party come together in a few different ways, each detailed here.


[[ADDING A NEW PLAYER

Individual Lives

This approach is the slowest and most organic way to get the adventure started. It also works best if you have heroes that came from different prologues, rather than all coming from the same starting point. It can be a little tedious as the heroes do not have any external force guiding them together, so it is only recommended to use this method if you are confident in your players’ ability to drive the story forward even if their heroes do not come together for the first session or two.

In turn, have each player narrate a day or two in the life of their hero now that their hero has reached Bridgemoor. (If the hero did the Bridgemoor Mines prologue, then they might just keep working their mining job and have little to no deviation from their typical routine. This is fine.) It doesn’t matter what order the players narrate their lives, but if you wish, you may have them roll initiative to determine the narration order.

As the players narrate their individual lives, look for moments where they might run into one another. If two heroes frequent the same tavern or are staying in the same overnight inn, prompt them to strike up a conversation over a drink. If two heroes end up in the same marketplace looking for gossip, one may overhear the other speaking with a merchant about the rumors of cultists.

Using this approach, look for ways to introduce plot hooks to each hero individually. A hero that arrived from the Nalatheshi caravan would likely interact with a merchant. Someone from Kendaria might schedule an appointment with the Meritocrats. Residents of Bridgemoor already have connections in the city and might lean on any of these to try to learn more about the cult.

Allow the heroes to follow their leads on their own. Eventually, these leads will cause them to intersect with one another, whereupon they can team up and attempt stopping the cultists together.

Seek Each Other Out

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.

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.”

This way, the heroes come together before they risk any combat with the cultists directly, but the process of coming together still feels natural.

Rumor Cards

When using this approach, copy the following table onto individual slips of paper and give one to each player. These are rumors that their heroes have picked up regarding the cultists. Some of this information is redundant with information that merchants, Bridge Knights, and the like might tell the heroes, but it can be a fun way to get your heroes interacting with each other directly.


[[RUMOR CARD TABLE

Questgiver

Finally, if you want to use a tried-and-true start to a campaign, implement a questgiver that brings the heroes together with the explicit goal of having them investigate the cultist problem.

Magellus Black is a great NPC to fill this role if you choose to use a questgiver. Full information on Magellus is in Appendix A, but basic information about his personality and his request to the heroes is below.

Magellus Black

Read Aloud: Magellus Black is a tall, middle-aged human man with brown skin and broad features. His dark eyes twinkle with wisdom and humor. His hair is long, kept in a ponytail, and he has a long beard bound in a leather cord to match; all his hair is dark, but is beginning to frost with gray. He wears a deep green robe trimmed with blue threaded filigree, and walks with a cane of polished mahogany.

He gives off an air of both inside knowledge and mystique; a sort of personal magnetism that makes you want to lean in and see what he has to say. Although he is soft-spoken, when he walks into a room, everyone notices.

Magellus likes to keep a low profile despite being in multiple high positions of power. Heroes that live in Bridgemoor might have heard of him, and might know a little about him if they can succeed a DC 17 INT/Politics of Bridgemoor or a CHA/Gossipping check. If a hero succeeds on this roll, they have heard of Magellus in one of the two following capacities.

The Meritocrats. Magellus is a [[MID-RANKING]] member of the Meritocrats that legislate Bridgemoor’s code of laws and international trade agreements. He has outsized influence for his role, but wields his influence sparingly.

Bridgemoor University. Magellus is a senior professor at Bridgemoor University, teaching courses on both history and introductory arcane magic. Out of his students of magic, he occasionally takes on promising apprentices and trains them more intensely in arcane abilities.

The Quest

Once Magellus has brought the heroes together, he sits them down and explains the situation to them.

Read Aloud: Magellus steeples his fingers. “I have been watching you each for some time, and I brought you together because I think that you have potential to be great heroes. You are, no doubt, aware of the problem festering in our city. Cultists scratching frightening glyphs on people’s doorways, not to mention the occasional disappearance. People are scared. The cultists need to be run out of town. I think that you all possess the shared expertise needed to do it.”

Magellus is willing to offer each hero 100 sc for stopping the cultists. They will receive one quarter of their payment upon accepting the quest, and the rest after there have been no cult-related kidnappings or instances of vandalism for at least two weeks.

If the heroes ask Magellus why he doesn’t go to the Bridge Knights or the Meritocrats to deal with the problem, he politely dodges the question. He might say “My reasons are my own,” or appeal to the heroes’ sense of adventure by saying “If you don’t feel up to the task, just say so.” In truth, Magellus suspects that the Meritocrats and Bridge Knights will be trying to capitalize on the chaos for their own political ends.  By approaching heroes with little to no reputation, Magellus hopes to undermine any effort for Bridgemoor’s political factions to muscle their way into more power.

2: Following Leads

Whether the heroes have come together already or have not yet formed a party and are following leads individually, they might approach any of the following factions in an effort to learn more:

  • Barkeeps
  • The Bridge Knights
  • The Fixers
  • Merchants
  • Order of the Darkscourge
  • The Meritocrats
  • The Temple of Vigil
  • Trades Workers
  • University AcademicsEach of these factions, along with persons of interest related to these factions, are detailed below. While CHA checks are the primary attribute checks listed in the social encounters below, feel free to creatively implement other attribute checks if a player can justify how it might come in handy.

[[SEEKING EACH OTHER OUT Even if the party has already formed officially, the heroes may feel the need to split up in order to gain more information more quickly. This is fine (but could be dangerous); consider having them roll initiative to determine what order you focus on players if they split up. [[GOODWILL

Heroes from the Mines

If one or more of the heroes began their journey with the Bridgemoor Mines prologue, then they do not need to make LUCK checks that could result in them learning about Brent Brentson. As they already know Brent, then when they would be prompted to make a LUCK check to see if they learn of Brent, they automatically succeed such checks.

Barkeeps

Local barkeeps are a great source of information as they often have their ear to the ground and hear rumors from folk that represent many strata of Bridgemoor’s economy. Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with barkeeps is listed based on their CHA rolls.

CHA 10 or lower

The barkeep is not particularly talkative. An AWR check of DC 13 reveals that the barkeep is keeping quiet out of fear of drawing the cultists’ ire. If any hero succeeds this AWR check, they may make one additional CHA check to try to tease more information out of the barkeep.

CHA 11-15

The barkeep doesn’t want to say much, but suggests that the adventurers speak with one of the organizations that the cultists have targeted directly: the Bridge Knights, the Order of the Darkscourge, and the Temple of Vigil.

CHA 16-19

In addition to the above information, the barkeep suspects that the cultists might be targeting the Bridge Knights because of their harsh regulatory edicts. If this is true, then perhaps the cultists aren’t really a cult, but just a bunch of disgruntled merchants that want to remain anonymous. Have the heroes make a LUCK/Fortuity roll; if any roll above a 11, then the barkeep they speak with also happens to know of a grumpy dwarven miner named Brent. He usually hangs out at the Oakbarrel Tavern after his shift. The heroes may now approach and speak with Brent.

CHA 20+

In addition to the above information, the barkeep explains that their friend, a merchant named Lauby, was targeted directly by the cultists. Their friend is a member of the Temple of Vigil, which is how they know that the cultists have had clashes there. One of the most influential people at the Temple of Vigil is Ser Kellion Blacksky, Commander of the Bridge Knights. Having learned of them, the heroes can now approach Lauby and speak with them directly.

The Bridge Keep

The Bridge Keep sits near the center of the bridge, south of the Meritocrats’ Palace and slightly west, marginally closer to the Nalatheshi border. It looms several stories tall and is built from the same brown and yellow stones that compose the bridge itself. It serves as a more austere and militaristic mirror to the ornamented spires of the Bridgemoor University on the opposite side of the Meritocrats’ Palace.


[[COMMANDER KELLION BLACKSKY


The adventurers might go to the Bridge Keep to speak with the Bridge Knights (use the section below in this instance). They might also come to the Bridge Keep to see if any cultists have been arrested. They might ask if they can interrogate the cultists or if they can look through the cultists’ personal belongings.

If the heroes wish to interact with the cultists or their belongings, they must make a CHA check.

The Cultists’ Belongings

If any hero rolls a 14 or higher, the Bridge Knights will allow them to observe the cultists’ belongings, but only while supervised.

The heroes will find three sets of dark robes and three cult medallions (as described above in the Posing as Cultists section). No matter how convincing the heroes are, the Bridge Knights will not allow them to borrow the robes or medallions unless they are magically compelled to do so.

If asked, the Bridge Knights will explain that some of their members have been working on infiltrating the ranks of the cultists, and some of the knights have made reasonable headway identifying key members of the cult. Such identities are confidential and the Bridge Knights will not disclose the names of their suspects unless they are magically compelled to do so.


[[WHAT REALLY HAPPENED


Heroes that use magic to force the Bridge Knights’ hands will make enemies of the Knights provided that the Bridge Knights learn later on that they were magically influenced. If this happens, then the heroes that directly used magic on them lose 4 Goodwill in the Bridgemoor Militant occupation, and the other heroes that were present lose 2 Goodwill by association. Furthermore, the heroes must now move furtively throughout the city as described in the Bridge Knights section below, as the Knights will arrest them on sight.

Interrogating the Cultists

If any heroes at the Bridge Keep roll an 18 or higher on their CHA check, then the Bridge Knights will allow them to interrogate the cultists in a supervised environment.

The cultists are all wearing burlap prison tunics, have no shoes, and look like they aren’t being fed enough. They do not otherwise look physically harmed.

The heroes may interrogate the cultists using CHA. They may not use STR/Menacing in this environment as the Bridge Knights will intervene if the heroes attempt to get physical with the inmates.

The heroes learn the following information based on their CHA roll. This information is cumulative, so if a hero rolls a 17, they learn the information for both the 13+ and 17+ entries.

If the heroes do not learn anything new from this roll, allow them to make one additional CHA check with a +5 bonus from getting the inmates to cooperate with them up to this point. This may or may not yield any additional intelligence.


[[INFORMATION LEARNED

The Bridge Knights

It is not difficult for the adventurers to find soldiers of the Bridge Knights, given that they wear distinctive silver armor with black pauldrons and short blue capes. Bridge Knights treat the adventurers with brusque indifference, and getting them to open up beyond very basic information is difficult.

Each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Bridge Knights is listed based on their CHA rolls.

CHA 12 or lower

The Bridge Knights begin interrogating the adventurers, suspicious about why the adventurers are poking their noses around in city business. The knights accuse the heroes of being cultists and trying to figure out what the knights know.

One of the heroes can attempt to talk their way out of the situation, making another CHA roll. On a roll of less than 15, the knights will have none of it and they drag the adventurers to the Bridge Keep for further questioning.

If the adventurers resist this, then the knights will engage in combat. The knights each have a set of manacles, which they can attempt to put onto a creature that they have Grappled. They attack using STR vs REF, and if they hit then the target is Restrained (escape 25).


[[FIGHTING THE KNIGHTS


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. ##).

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.

CHA 13-18

Bridge Commander Kellion Blacksky is the commander in charge of the Bridge Knights. He is an upstanding citizen and a devout attendee of the Temple of Vigil. He believes that good people must be strong and decisive in order to stop evil from spreading. Many merchants that try to cut financial corners dislike him because of how incorruptible he is.

The Bridge Knights are competent and will handle the cultist problem; the adventurers have no need to concern themselves with it further.

CHA 19+

The Temple of Vigil has been targeted repeatedly by the cultists. The cultists have drawn skulls and scythes on the doorways of congregants at night, which has many people - especially those who frequent the Temple - very worried.

The Fixers

The Fixers are a group of psions that sell their services as adventurers to fight monsters and help bring justice when it would otherwise be neglected.

Each adventurer may make an INT check; use the highest out of these rolls. Information the heroes can uncover by speaking with the Fixers is listed based on their INT rolls, reflecting logical arguments and deductive reasoning that they present to the Fixers.

INT 11 or lower

The Fixers are allowed a base of operations in Bridgemoor, but because of their contract with the Bridge Knights, they are not allowed to directly take any jobs or involve themselves with investigations within Bridgemoor’s sovereign territory. As such they are unable to help.

INT 12-17

While the Fixers cannot get directly involved in the investigation, they indirectly help the heroes by reviewing the suspicions so far. If the adventurers have already been informed of the Temple of Vigil, the Fixers will confirm that this seems to be the cultists’ primary target, likely because of the Temple’s harsh stance against any form of criminality.

INT 18+

While the Fixers cannot get directly involved in the investigation, they reason that using divining magic to help the heroes is not technically getting directly involved.

The Fixers magically identify a poor merchant who has been threatened by the cultists: Lauby.

Having learned of them, the heroes can now approach Lauby and speak with them directly.

Merchants

By chatting up the merchants in the multitudinous bazaars throughout Bridgemoor, the heroes might uncover some information.

Each adventurer may make an CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with merchants is listed based on their CHA rolls.

AWR 10 or lower

The adventurers discover nothing noteworthy.

AWR 11-18

There is certainly an air of tension about Bridgemoor. By chatting with various merchants and observing customers, the PCs can glean that the cultists have been leaving markings on certain people’s doorways. A little inquiry reveals that each of these people who have been targeted are members of the Temple of Vigil.

The miners in particular have been discontented lately, and the cult isn’t helping anyone sleep better at night. Ask the heroes to make a LUCK/Fortuity check. A roll of 12 or higher results in one of the merchants overhearing the heroes and mentioning that they might want to talk with a dwarf named Brent Brentson, one of the most vocal miners. He usually hangs out at the Oakbarrel Tavern after his shift.

Having learned of Brent, the heroes may now approach him.

AWR 19+

One victim from the Temple of Vigil is named Lauby, and Lauby has been quite intimidated by the cultists’ threats.

Having learned of them, the heroes can now approach Lauby and speak with them directly.

Order of the Darkscourge

The Order of the Darkscourge has no information beyond that of the Fixers (see above). Speaking with the Order necessitates CHA checks rather than INT checks, revealing the same information as the Fixers at the same DCs.

Unfortunately, the Order does not have the ability to divine for the PCs; however, if the PCs roll a 18 or higher on their CHA check, then the Darkscourge equips them with 3 healing potions.


[[POTIONS OF HEALING

Order Membership

If one of the heroes is a member of the Order of the Darkscourge, then the Order will give the party an additional healing potion (even if they rolled lower than an 18) because the hero is from their order. One of the Legends of MythCraft, Chauncey, is from this order.

The Meritocrats

If the adventurers attempt to contact the Meritocrats, then they must choose one hero to be their spokesperson. That hero makes a CHA check; if they roll 16 or higher, then they are able to secure an audience with a low-ranking Meritocrat 4 hours later. A hero with the Honorable profession automatically succeeds this roll.

If the spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.

If the adventurers do meet with a Meritocrat, then each adventurer may make a CHA check; use the highest out of these rolls. Information the heroes can uncover by speaking with this official is listed based on their CHA rolls.

The Meritocrat that the adventurers meet with is an overweight satyr named Hengory, who seems a little inebriated when they speak with him. He has the stats of a Noble (CC p. 231).

CHA 12 or less

The cultists are unlikely to become powerful enough to pose any kind of threat or legitimate concern to Bridgemoor.

Each adventurer may make an AWR check. If any rolls above a 16, they know that Hengory is quite worried but trying to save face. In this case, one adventurer may make this CHA check again.

CHA 13-16

The cultists are certainly a concern. If the heroes are able to root them out and handle the situation, then they will each be paid 100 sc and given a citywide 25% discount on all goods.

CHA 17+

The heroes’ reward for finding and stopping the cultists will be doubled from 100 sc each to 200 sc each. Their citywide discount on goods is unchanged.

The Temple of Vigil

If the PCs head to the Temple of Vigil, they can speak with a dwarven priestess named Ezmerelda. Ezmerelda expresses grave concern about the cultists and confirms that many of her congregants have been threatened.

Each adventurer may make a CHA check; use the highest out of these rolls.

Ezmerelda offers no particularly useful information that might yield leads on the cultists, but if any of the heroes roll a 16 or higher, then she mentions one congregant in particular: Lauby. She says that she hasn’t heard from Lauby or their family in a few days and wants the adventurers to check in on them. If the adventurers will do this for her, then she will pay them each 10 sc for their trouble.

Having learned of them, the heroes can now approach Lauby and speak with them directly.

Trades Workers

Trades workers have the same information as merchants (see above) Speaking with Trades workers necessitates AWR checks rather than CHA checks, revealing the same information as the merchants at the same DCs.

University Academics

Bridgemoor University sprawls near the zenith of the city, slightly to the west of the Meritocrats’ Palace and along the northern edge of the bridge. While many of its halls are reserved for current students, professors, and residing academics, it has a world-famous library that is open to the public during daylight hours. The party may wish to research cult activity in the library, or they might try to secure a little time with a professor.

If the party speaks with a professor and Magellus Black was not their questgiver, then this would be a good opportunity to introduce Magellus to the campaign. If he was their questgiver or has interacted with them already, then a scholarly dwarven woman named Thina will speak with them.

If the heroes look for information in the library, ask for INT checks. If they speak with Magellus or Thina, ask for either INT or CHA checks (each hero may choose). Regardless, they learn the same set of information based on their rolls, gaining knowledge by reading books in the library or by having conversations on anthropology with one or both scholars.

INT or CHA 10 or less

Whether true cults or groups of disgruntled folk, countercultural movements have occurred throughout history. Sometimes this has resulted in violence or even civil war, but usually it fizzles into nothingness and people quickly move on. A little social unrest in Bridgemoor today is no reason to get distraught.


[[SILVER WEAPONS

INT or CHA 11-17

Periods of social unrest historically have occurred when a large enough minority of society has felt discontented with the status quo. If the heroes spend more time poking around some specific industries that have a larger quantity of unhappy workers, they may find leads. The heroes can determine without much difficulty that speaking with the miners and a small subset of struggling merchants and artisans could prove fruitful in this regard.

INT or CHA 18+

After gathering the above information, the heroes can also check through recent records of public discourse and determine that a miner named Brent Brentson has been vocally displeased with the miners’ current state of affairs.