Chapter 3: The Underbridge Cult: Difference between revisions

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[[ASSUMED KNOWLEDGE
ASSUMED KNOWLEDGE
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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.''


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.
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.
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=== 3: First Blood ===
=== 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.
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.
The heroes level up, becoming level 3.
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[[INFORMATION LEARNED
[[INFORMATION LEARNED
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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.
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
[[INFORMATION LEARNED
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==== Cult Dialect ====
==== Cult Dialect ====
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[[INFORMATION LEARNED
[[INFORMATION LEARNED
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=== Cult Medallions ===
=== Cult Medallions ===
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[[ADDING A NEW PLAYER
[[ADDING A NEW PLAYER
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=== Individual Lives ===
=== Individual Lives ===
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[[RUMOR CARD TABLE
[[RUMOR CARD TABLE
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=== Questgiver ===
=== Questgiver ===
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[[SEEKING EACH OTHER OUT
[[SEEKING EACH OTHER OUT
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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.
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
[[GOODWILL
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==== Heroes from the Mines ====
==== Heroes from the Mines ====
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[[COMMANDER KELLION BLACKSKY
[[COMMANDER KELLION BLACKSKY
 
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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.
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.
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[[WHAT REALLY HAPPENED
[[WHAT REALLY HAPPENED
 
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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.
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.
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[[INFORMATION LEARNED
[[INFORMATION LEARNED
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=== The Bridge Knights ===
=== The Bridge Knights ===
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[[FIGHTING THE KNIGHTS
[[FIGHTING THE KNIGHTS
 
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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.
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[[POTIONS OF HEALING
[[POTIONS OF HEALING
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==== Order Membership ====
==== Order Membership ====
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[[SILVER WEAPONS
[[SILVER WEAPONS
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==== INT or CHA 11-17 ====
==== INT or CHA 11-17 ====
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[[REVENUE FROM LAUBY
[[REVENUE FROM LAUBY
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==== Cultist Costumes ====
==== Cultist Costumes ====
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[[TRUTH OF THE MINING SITUATION
[[TRUTH OF THE MINING SITUATION
 
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Brent then rambles on from the problems with mine wages to the current social unrest in light of the cultists. It seems that the cultists are targeting the wealthy and the elite of society, especially those of prominence at the Temple of Vigil. Brent seems to admire the cultists’ brazen attacks, and while he denounces them, any hero that makes a DC 8 AWR check can sense that he doesn’t actually disapprove of their behavior.
Brent then rambles on from the problems with mine wages to the current social unrest in light of the cultists. It seems that the cultists are targeting the wealthy and the elite of society, especially those of prominence at the Temple of Vigil. Brent seems to admire the cultists’ brazen attacks, and while he denounces them, any hero that makes a DC 8 AWR check can sense that he doesn’t actually disapprove of their behavior.
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At the end of this combat, if the heroes were not already level 3, they advance to level 3.
At the end of this combat, if the heroes were not already level 3, they advance to level 3.
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.
If the heroes nonlethally incapacitated one or more cultists, they can interrogate them, learning information as described in the sidebar below.
[[GOODWILL
[[GOODWILL
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=== Target for Sacrifice ===
=== Target for Sacrifice ===
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[[INTERROGATING THE CULTISTS
[[INTERROGATING THE CULTISTS
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== 4: Attack on the Temple ==
== 4: Attack on the Temple ==
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[[THE COMING CONFRONTATION
[[THE COMING CONFRONTATION
 
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[[ENTERING THE SEWERS PREMATURELY
[[ENTERING THE SEWERS PREMATURELY
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==== Venturing into the Sewers ====
==== Venturing into the Sewers ====