Chapter 10: The Blacksky Regime

[back to Cloven Lands playtest material]

After the heroes have briefly faced Ser Commander-Governor Kellion Blacksky in combat at either the capital of Aridala or Dalewright, Blacksky will withdraw to Bridgemoor. The heroes must now venture back to Bridgemoor, fighting their way through Blacksky’s army, in order to confront him for the final time.

Advancing on Bridgemoor

In order for the heroes to get close enough to Bridgemoor to even contemplate entering the city-state again and confronting Blacksky, they must conduct a series of warfare encounters to press closer to the Chasm.

Take the average positive Militant Goodwill of each hero for the region they are in, either Kendaria or Nalathesh.

The heroes can muster 5,000 troops x their collective Militant Goodwill.

Adjusting Army Size

If the heroes have engaged in many warfare encounters before this point, consider adjusting the army’s size. If they were primarily victorious, increase their troops to 7,500 x Militant Goodwill. If they were primarily defeated, decrease their troops to 2,500 x Militant Goodwill.

The heroes must Advance or Rout Blacksky’s army four times in order to reach Bridgemoor. If they lose more than 60% of their army at any point, then the rest of their army disperses, unwilling to keep risking their lives.

The heroes may choose to utilize the Fighting Directly option from Chapter 8 instead of the Macro Combat option, potentially sparing the lives of their army at the risk of their own safety.

When the heroes have the potential to earn their fourth victory, thereby coming within a day’s travel of Bridgemoor, they must face one of Kellion Blacksky’s top generals, Ser Hogan Stone, who has the stats of a Paladin.

Party Advancement

Upon defeating Ser Hogan Stone and coming within a day’s travel of Bridgemoor, the heroes should level up to level 15 if they had not already.

Entering the City

Bridgemoor is heavily guarded, the gateways into the city rigorously manned by guards that check every entry and exit from the city. Refugee camps blanket the land overlooking the Chasm to Bridgemoor’s north and south, and the gateways themselves are brutally and efficiently organized to minimize a chaotic area where ne’er do wells might slip through.

At this point in the campaign, it is possible that one or more heroes possess the ability to fly, teleport, or otherwise maneuver into Bridgemoor, possibly undetected. If they cannot, there are four possible methods for the heroes to enter the city, briefly summarized here and detailed below.

City Infiltration. The heroes can try to pose as legitimate merchants who only seek to do business in Bridgemoor’s markets.

Favor Returned. If the heroes helped Malsasa Swiftclaw or Tazqipy Miraj with their side quests, then the NPC may appear and offer them a magical solution, such as temporarily gaining a fly speed, that may help them.

Storming the Gates. The heroes might try to directly assault the guards keeping watch over the gates.

Underbridge Access. Recalling that Aradin the Witchblade had an open air bolthole underneath Bridgemoor, the heroes could attempt to use climbing equipment to climb along the underside of the bridge and enter through that access point.

Hiding In Bridgemoor

Once inside the city, if the alarm was raised due to combat or a failed check, the heroes must hide by succeeding on DEX/Sneaking, INT/Disguising, or INT/Evading checks. The DC is 23, as the guards are more focused on the points of entry but know to look out for the heroes specifically. The DC increases by 2 for each additional day that they remain in Bridgemoor.

If they get into the city without raising the alarm, they must still succeed on these checks against a DC of 14 + 2 for each additional day that they remain in Bridgemoor. Once they fail, they are found, and hiding becomes more difficult in the future.

If found, they must face a deadly encounter (ML = ½ party level +6) against Bridge Knights, Knights Errant, Soldiers, and Paladins. This likelihood resets to 23 each time they win this fight or successfully retreat into hiding again.

City Infiltration

The heroes can try to pose as legitimate merchants who only seek to do business in Bridgemoor’s markets. Doing so is incredibly difficult, given that the Bridge Knights stop and search every individual and merchant cart that enters the city.

If the heroes engage in reconnaissance or pay someone else to do so, they learn that the Bridge Knights also use magic items to cast the Sense Magic spell, allowing them to detect any magical disguises.

Furthermore, there are ledgers containing names and descriptions of key individuals that the Bridge Knights must not let into Bridgemoor at any costs. The heroes are among the names, along with key political figures from Nalathesh or Kendaria, such as the Luxxors and Sutians.

For the heroes to infiltrate the city, they will each need to succeed on DC 30 INT/Evading, INT/Disguising, or DEX/Sneaking checks. If any hero fails, the party is presented with a very deadly combat encounter (ML = the party level), fighting Bridge Knights, Knights Errant, Soldiers, and Paladins. The enemy forces call for reinforcements, so the heroes must press into the city within the first five rounds or the number of enemies they must fight doubles.

Favor Returned

If the heroes assisted Tazqipy Miraj or Malsasa Swiftclaw in either of their side quests, then that NPC will show up in one of the refugee camps outside Bridgemoor and offer to help the heroes enter the city.

Either NPC will offer the heroes each a consumable, which is a spell scroll in Malsasa’s case and a potion in Tazqipy’s. The effect is the same: it grants the heroes a fly speed for 1 hour upon consumption.

This will allow the heroes to fly into Bridgemoor under the cover of night, though if they descend into the city from overhead, they must each succeed on a DC 17 DEX/Sneaking check or they are spotted.

If any hero fails, the party is presented with a deadly combat encounter (ML = ½ party level + 6), fighting Bridge Knights, Knights Errant, Soldiers, and Paladins.

Storming the Gates

The heroes may try a direct assault against the guards at the gates, muscling their way in. Because this is a bold and unexpected strategy, the enemy forces are Partially Surprised. Nonetheless, this is a very deadly combat encounter (ML = the party level), fighting Bridge Knights, Knights Errant, Soldiers, and Paladins. The enemy forces call for reinforcements, so the heroes must press into the city within the first five rounds or the number of enemies they must fight doubles.

Underbridge Access

The heroes may recall that Aradin the Witchblade, the former leader of the Underbridge Cult, had a bolt hole emerging underneath Bridgemoor, which he used to escape his lair when the heroes confronted the Underbridge Cult in Part One.

Attempting this is dangerous, but if the heroes succeed, they may move about the city freely as they are completely undetected by the Bridge Knights, who have been watching the entry gates and the airspace above the city.

In order for them to approach this entry point, they will first need to descend into the Great Chasm a day’s journey north or south of Bridgemoor so that they can approach unseen. Use the table below to adjudicate the skill difficulties and possible encounters that the heroes face descending the Great Chasm and traveling within it.

Note that if they already created a navigable path down the Great Chasm in the Advance Forces quest, they do not need to repeat those checks and can skip to the ascension beneath the bridge.

Descent

The first challenge that the heroes face is finding a safe way to descend the cliffs of the Great Chasm. Represent this by a series of attribute checks that take place over a montage of a couple days’ worth of charting a safe trail.

This challenge involves both individual checks and party checks, as denoted on the table below. When an individual check is called for, only one party member may attempt the check. Failing a check will result in a specific consequence, as denoted in the table. The exact nature of these consequences is explained in long form after the table. When multiple attributes or skills are listed, the party or individual may choose which one to use.

The “Lead descent” and “Lead ascent” challenges can be completely circumvented if a hero has a climb speed or fly speed.

To introduce an element of suspense and randomness that reflects the dangers of charting new territory, the DCs on this table are not fixed, but are modified by die rolls.

Descending the Great Chasm

Challenge Attribute/Skill Individual or Party DC Elevation Fail Consequence
Find safe place to begin descent AWR/Navigating;

INT/Cartography;

INT/Geography

Party 20+1d6 800 ft

(80d4 falling)

Arduous Journey
Secure anchor for belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 12+1d4 800 ft

(80d4 falling)

Fallible Gear
Lead descent STR/Athletics;

DEX/Balancing

Individual 17+1d8 800 ft

(80d4 falling)

Plummet to Death
Secure guardrails AWR/Sheltering;

INT/Carpentry;

INT/Dungeoneering

Party 13+1d6 740 ft

(74d4 falling)

Fallible Gear
Lay a bridge STR/Applied Force;

INT/Dungeoneering

Party 13+1d6 690 ft

(69d4 falling)

Plummet to Death
Second set of guardrails AWR/Sheltering;

INT/Carpentry;

INT/Dungeoneering

Party 15+1d6 550 ft

(55d4 falling)

Fallible Gear
Establish cliffside campsite AWR/Foraging;

AWR/Sheltering;

INT/Dungeoneering

Party 17+1d6 480 ft

(48d4 falling)

Arduous Journey
Lead descent STR/Athletics;

DEX/Balancing

Individual 23+1d8 260 ft

(26d4 falling)

Plummet to Death
Final set of guardrails AWR/Sheltering;

INT/Carpentry;

INT/Dungeoneering

Party 30+1d6 80 ft

(8d4 falling)

Fallible Gear
Chart course across the river AWR/Navigating;

INT/Nature

Party 23+1d6 0 ft Arduous Journey
Establish canyon floor campsite AWR/Foraging;

AWR/Sheltering;

INT/Dungeoneering

Party 12+1d8 0 ft Arduous Journey

Arduous Journey: Failing this check does not come with an immediate setback. Instead, it increases the next check DC by 2d4.

Fallible Gear: Through user error or poor quality equipment, the gear you use is not up to the task. Each hero must make a DC 16 LUCK check. On a fail, resolve the Plummet to Death consequence.

Plummet to Death: A hero begins to plummet to their death. The hero can make a DC 20+1d6 DEX/Balancing or STR/Athletics check; on a fail, then they fall. See the challenge’s elevation to determine how far they fall. If this falling damage reduces them to 0 HP and would reduce them to negative HP equal to their total HP, they die immediately. Otherwise, if it reduces them to 0 HP but does not kill them outright, then they may make a DEX/Tumbling, END, or LUCK/Fortuity check to determine the extent of their injuries (this may still kill them).

DC Injury
18 or less Instant Death
19-25 Broken Back, 2 Broken Legs, Broken Rib, Punctured Lung
26-37 2 Broken Legs, Broken Rib, Punctured Lung
38+ 1 Broken Leg, Broken Rib

Trench Creatures

While the heroes are exploring the canyon floor, they will be attacked by Trench Abominations and Trench Wyrdlings. This should be a difficult encounter, so the ML should approximately equal ½ the party level +2. The trench creatures will fight until dead.

If you wish to make this quest a more significant portion of your campaign, feel free to reference more of the potential encounters and events detailed in Chapter 9: The Great Chasm.

Ascension

Once the heroes reach the Chasm floor beneath Bridgemoor, they may begin their ascent.

Read Aloud: Overhead, Bridgemoor’s underbelly blots out the sky. What an architectural wonder, that such a city was crafted by mortal hands. As you crane your neck to study the city and plan your ascent, you see detritus and refuse streaming from underneath the bridge, raining down humanoid excrement mingled the rubbish produced by a city of such grand size. The splattering, grotesque rain causes noxious puddles in the dips and crannies along the Chasm floor, but the Chasm’s walls seem dry enough.

The heroes will need to make skill checks using the same method as the previous challenge. However, the ascent will also call for “Every Individual” checks, which track each hero’s results instead of looking at the average, as in a party check. The consequences are the same as in the Descending the Great Chasm table.

Once the heroes ascend the Chasm, they must climb along the underside of the bridge. The checks and consequences are explained on the Overhang table, with failure the consequences listed after the Overhang table. During the Overhang skill challenge, a creature with a climb speed but without the specific ability to walk on upside-down surfaces may make the Advance skill checks rolling 2d20 and keeping the higher.

Ascension

Challenge Attribute/Skill Individual or Party DC Elevation Fail Consequence
Find safe place to begin the climb AWR/Navigating;

INT/Cartography;

INT/Geography

Party 20+1d6 60 ft

(6d4 falling)

Arduous Journey
Lead ascent STR/Athletics;

DEX/Balancing

Individual 12+1d4 160 ft

(16d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d8 160 ft

(16d4 falling)

Fallible Gear
Secure guardrails for a Recoup AWR/Sheltering;

INT/Carpentry;

INT/Dungeoneering

Each Individual 13+1d6 220 ft

(22d4 falling)

Fallible Gear
Lead ascent STR/Athletics;

DEX/Balancing

Individual 15+1d6 350 ft

(35d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d6 350 ft

(35d4 falling)

Fallible Gear
Establish cliffside campsite AWR/Foraging;

AWR/Sheltering;

INT/Dungeoneering

Party 17+1d6 480 ft

(48d4 falling)

Arduous Journey
Lead ascent STR/Athletics;

DEX/Balancing

Individual 23+1d8 600 ft

(60d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d8 600 ft

(60d4 falling)

Fallible Gear
Lead ascent STR/Athletics;

DEX/Balancing

Individual 23+1d8 720 ft

(72d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d8 720 ft

(60d4 falling)

Fallible Gear

Overhang

Challenge Attribute/Skill Individual or Party DC Elevation Fail Consequence
Lead advance STR/Athletics;

DEX/Balancing

Individual 23+1d8 740 ft

(74d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d6 740 ft

(74d4 falling)

Fallible Gear
Climb along the belaying rope STR/Athletics; DEX/Balancing Each Individual 7+1d10 740 ft

(74d4 falling)

Plummet to Death
Resist vertigo INT

AWR

CHA

Each Individual 13+1d6 740 ft

(74d4 falling)

Gain Vertigo
Lead advance STR/Athletics;

DEX/Balancing

Individual 23+1d8 760 ft

(76d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d6 760 ft

(76d4 falling)

Fallible Gear
Climb along the belaying rope STR/Athletics; DEX/Balancing Each Individual 7+1d10 760 ft

(76d4 falling)

Plummet to Death
Resist becoming exhausted END Each Individual 760 ft

(76d4 falling)

Become Exhausted
Lead advance STR/Athletics;

DEX/Balancing

Individual 23+1d8 780 ft

(78d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d6 780 ft

(78d4 falling)

Fallible Gear
Climb along the belaying rope STR/Athletics; DEX/Balancing Each Individual 7+1d10 780 ft

(78d4 falling)

Plummet to Death
Ignore stink of excrement drop point END

AWR

Each Individual 13+1d6 780 ft

(78d4 falling)

Sudden Movement
Lead advance STR/Athletics;

DEX/Balancing

Individual 23+1d8 800 ft

(80d4 falling)

Plummet to Death
Secure belaying rope INT/Dungeoneering; INT/Sleight of Hand Individual 17+1d6 800 ft

(80d4 falling)

Fallible Gear
Climb along the belaying rope STR/Athletics; DEX/Balancing Each Individual 7+1d10 800 ft

(80d4 falling)

Plummet to Death

Fallible Gear: Through user error or poor quality equipment, the gear you use is not up to the task. Each hero must make a DC 16 LUCK check. On a fail, resolve the Plummet to Death consequence.

Plummet to Death: A hero begins to plummet to their death. The hero can make a DC 20+1d6 DEX/Balancing or STR/Athletics check; on a fail, then they fall. See the challenge’s elevation to determine how far they fall. If this falling damage reduces them to 0 HP and would reduce them to negative HP equal to their total HP, they die immediately. Otherwise, if it reduces them to 0 HP but does not kill them outright, then they may make a DEX/Tumbling, END, or LUCK/Fortuity check to determine the extent of their injuries (this may still kill them).

DC Injury
18 or less Instant Death
19-25 Broken Back, 2 Broken Legs, Broken Rib, Punctured Lung
26-37 2 Broken Legs, Broken Rib, Punctured Lung
38+ 1 Broken Leg, Broken Rib

Gain Vertigo: If a hero gains vertigo, they are Sickened the next time they make a skill check.

Become Exhausted: If a hero becomes exhausted, they gain 1 Fatigue, 2 additional Death Points, and are Shaken on their next skill check.

Sudden Movement: If a hero makes sudden movement, they must immediately make a Fallible Gear check.

One Final Scare

After finishing the final challenge on the table, they reach Aradin’s bolt hole. Make an attack roll vs each hero’s ANT as suddenly awakened bats stream out of the hole. On a hit, the hero suffers the effects of Sudden Movement.

Upon completing these skill challenges, the heroes may press through Aradin’s bolt hole and have entered the city without raising the alarm as to their presence.

Blacksky’s Battalions

When the heroes are ready, they may storm the Bridge Keep, Blacksky’s seat of power. A few blocks north of the Meritocratium, the Bridge Keep overlooks the northern zenith of Bridgemoor.

If the heroes’ presence in the city is unknown, then they can ignore the second and third wave of enemies, skipping straight to the Final Showdown after overcoming the first wave of enemies.

Blacksky’s forces include Bridge Knights, cultists, and fiends. After accounting for the requisite creatures based on the wave of combat, add additional creatures from the list below to reach the desired ML.

ML Creature
1 Draft Horse, Skeleton, Soldier, Underbridge Initiate, Zombie
2 Underbridge Cultist
3 Knight, Veteran Soldier, War Horse
4 Bridge Knight, Trench Wyrdling
5 Bonewraith, Mage, Zombie Hulk
6 Knight Errant
8 Trench Abomination
9 Barghest
10 Necromancer, Paladin
12 Catharsuli, Night Devil, Scourge Steed

Wave 1

The heroes launch their attack on the Bridge Keep! This is a difficult encounter (ML = ½ party level +2) and includes at least 1 Paladin and 2 Bonewraiths.

The heroes may circumvent this encounter if they all succeed on both DC 17 STR/Athletics and DC 23 DEX/Sneaking checks to scale the walls outside the Bridge Keep and drop down into the courtyard unseen. This can only be attempted at night.

Wave 2

After completing Wave 1, the heroes may Catch their Breath. Then, they must face another group of adversaries. This is a normal encounter (ML = ½ party level) and includes at least 1 Necromancer and 2 Zombie Hulks.

The heroes may circumvent this encounter if they circumvented the first encounter through stealth, and if they all succeed on DC 23 DEX/Sneaking checks to remain hidden.

Wave 3

After completing Wave 2, the heroes may find a safe place within the keep to Recoup. Then, they must face the final group of adversaries. This is a normal encounter (ML = ½ party level) and includes at least 5 Bridge Knights.

The heroes may not circumvent this combat encounter through stealth unless their presence in the city is completely unknown (as described prior to wave 1).

The Final Showdown

After fighting their way through the Bridge Keep, the heroes face off against Ser Commander-Governor Kellion Blacksky himself. They find him in an interior balcony overlooking the Bridge Keep’s mess hall, but he quickly moves the battle outdoors, facing the heroes on the flat, crenelated rooftops of the Bridge Keep. On the northernmost side of the battlemap, the Bridge Keep’s towering walls overlook the Great Chasm. Falling from this height would deal 100d4 falling damage.

This should be a very deadly encounter (ML = ½ party level + 6). Include Kellion Blacksky, his winged unicorn Ansel, and Bridge Knights, Bonewraiths, Skeletons, Soldiers, Underbridge Cultists, and Zombies as needed to achieve the desired ML.

Ansel has wings that resemble those of a diseased condor. Ansel has the stats of a Unicorn but has a fly speed of 60 ft and is a Fae Fiend instead of an Eldritch Fae.

Kellion will immediately use the Thunderstorm feature of his lance.

Defeating Kellion Blacksky on the towers overlooking Bridgemoor’s apex is the final battle of the campaign.