Chapter 3: The Underbridge Cult: Difference between revisions

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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.


{| class="wikitable" style="background-color: #d0e0e3;"
|'''Assumed Knowledge'''
It is assumed that every hero in Bridgemoor has at least a basic understanding of the current state of affairs in the city-state. Give this information to your players freely.


ASSUMED KNOWLEDGE
Bridgemoor is governed by a group called the Meritocrats. They are generally perceived as a snotty group of elites that don’t usually give anyone the time of day unless paid an exorbitant fee for the privilege of meeting them.
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Info'''
The Bridge Knights, who keep the peace in Bridgemoor, are fairly unpopular right now. Wealthy merchants appreciate their heavy-handed tactics, but poorer merchants, trades workers, and innkeepers feel crushed by overregulation.
Info
 
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.
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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.
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.


 
DC INformation Learned
[[INFORMATION LEARNED
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Info'''
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== 1: Assembling the Party ==
== 1: Assembling the Party ==
You can choose to have the party come together in a few different ways, each detailed here.
You can choose to have the party come together in a few different ways, each detailed here.
[[ADDING A NEW PLAYER
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Adding a New Player'''
Info
Often, once you begin a TTRPG campaign, the word gets out and you may get a hopeful friend, or friend of a friend, wanting to get in on the action. In such an event, remember first and foremost that you can say no if you feel that adding additional people would be too difficult for you. But if you ''do'' want to add someone new, this chapter is a great opportunity to do so. Ask the new player to make a level 2 character and to include justification for why their hero is in Bridgemoor. Then, in the following approaches to assembling the party, treat them like any other player.
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* Trades Workers
* 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.
* 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.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Seeking Each Other Out'''
If you are using the second method of bringing your party together, remember that as the heroes explore Bridgemoor and look for leads on the cultists, they should gradually be directed to one another, whereupon they can exchange intelligence.
Make sure that you prioritize the heroes finding each other, rather than learning new intelligence that none of them had access to, when using this approach.


[[SEEKING EACH OTHER OUT
For example if one hero speaks with a barkeep and rolls an 11-15 on their CHA, the barkeep might recommend that they go talk to another hero with whom the barkeep is familiar. That hero, rather than the barkeep themself, has information about the cultists targeting the Order of the Darkscourge, Temple of Vigil, and of course the Bridge Knights.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
Info
|}
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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
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Goodwill'''
Info
Having a good reputation comes in handy when trying to gather information. In this part of the adventure, secretly add a hero’s Goodwill score to their die rolls made to gather information when they are interacting with people of the appropriate occupation. For example, heroes with 2 Goodwill in Bridgemoor’s Mercantile occupation gain a +2 bonus to CHA checks made to speak with merchants.
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=== The Bridge Keep ===
=== 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.
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.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Bridge Commander Ser Kellion Blacksky'''
If the heroes travel to the Bridge Keep, this would be the perfect opportunity to introduce Bridge Commander Ser Kellion Blacksky, who is the top military official in Bridgemoor.


Ser Blacksky is a [[human]] in his early thirties. He has dark hair, facial scruff that isn’t properly thick enough to call a full beard, and chiseled features. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite whether the heroes are there of their own volition or are there because they were arrested. Ser Blacksky will not get bogged down in a conversation with them, directing them to speak with one of his lieutenants if they want to have a lengthy talk.


[[COMMANDER KELLION BLACKSKY
Kellion Blacksky is the main villain of the campaign. He becomes more directly involved in the events of the campaign starting in Part Two.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
Info
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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.
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
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''What Really Happened'''
Info
The Bridge Knights that speak with the heroes are unaware of this information and therefore cannot tell the heroes even if they are getting along well. Some of the Bridge Knights have, indeed, infiltrated the cult. Unfortunately, these knights were magically radicalized by Aradin the Witchblade and now are double agents, undermining the Bridge Knights’ efforts to bring the cult to an end.
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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.
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
[[INFORMATION LEARNED
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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).
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).
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Fighting the Knights'''
Fighting the Bridge Knights is a bad idea and is supposed to be an unwinnable fight for these level 2 adventurers. If it seems that the adventurers are actually gaining the upper hand, then one of the knights shouts for backup, and more arrive.


 
If the adventurers run away, then they become fugitives. Each time they attempt to travel to a new location, the adventurers must make a DC 12 DEX or INT check to remain discreet. If any adventurer fails, then 1d4+1 knights spot that adventurer and attempt to drag them in for questioning.
[[FIGHTING THE KNIGHTS
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
Info
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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.
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.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Potions of Healing'''
Potions take 1 AP to drink and 2 AP to feed to a willing creature within 5ft of you.


 
Drinking a Potion of Healing restores 1d4+1 HP.
[[POTIONS OF HEALING
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
Info
|}
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=== The Meritocrats ===
=== 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 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 spokesperson rolls lower than a 16 CHA, then the Meritocrats will not see the adventurers.
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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.
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).
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 ====
==== CHA 12 or less ====
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==== INT or CHA 10 or less ====
==== 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.
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
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Silver [[Weapons]]'''
Info
If the heroes think to research demonology, fiends, or similar subjects, they can learn that many fiends resist the cut of common iron, but are defenseless against silver. They can commission a silver weapon from the marketplace for 4 times its normal price, which will be ready 24 hours after they request it.
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If Lauby opens the door, convey the following information to your party.
If Lauby opens the door, convey the following information to your party.


'''''Read Aloud:''''' ''From behind the door, you hear a series of clicks and rattles as Lauby unlocks at least six metal bolts and chains securing the entry. When the door finally swings open, you see a short kleppin with the features of a raccoon. Lauby’s beady eyes appear watery with fright and sleep deprivation. Their fur is matted and their fuzzy red robes are disheveled, though you might note that the robes are of a fine, comfortable make.''
'''''Read Aloud:''''' ''From behind the door, you hear a series of clicks and rattles as Lauby unlocks at least six metal bolts and chains securing the entry. When the door finally swings open, you see a short [[kleppin]] with the features of a raccoon. Lauby’s beady eyes appear watery with fright and sleep deprivation. Their fur is matted and their fuzzy red robes are disheveled, though you might note that the robes are of a fine, comfortable make.''


''The ground floor is poorly lit, stripes of light from the boarded up windows and the open door itself providing the majority of the illumination. You see wooden crates arranged to serve as a kind of barricade partitioning off the floor into two rooms of sorts. In the forefront, you see several metal rods that have various colorful, ornamented clothes hanging from them. The back of the ground floor, which you have surmised to be some kind of clothing store, is a small workspace covered in fabrics, threads, and yarns. Behind the workspace, an open doorway leads into a small kitchenette.''
''The ground floor is poorly lit, stripes of light from the boarded up windows and the open door itself providing the majority of the illumination. You see wooden crates arranged to serve as a kind of barricade partitioning off the floor into two rooms of sorts. In the forefront, you see several metal rods that have various colorful, ornamented clothes hanging from them. The back of the ground floor, which you have surmised to be some kind of clothing store, is a small workspace covered in fabrics, threads, and yarns. Behind the workspace, an open doorway leads into a small kitchenette.''
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The Festival of Masks is coming up in three weeks, and Lauby worries that their family will be in for very tight times if they can’t reopen their store soon so that people can prepare for the festival. If the heroes are able to stop the cult threat before the festival, then Lauby will pay them each a percentage of their revenue from the festival after it is over. Lauby can’t promise how much money that might make them, but it will be at least 20 sc each. Alternatively, Lauby is happy to make the heroes each a free costume if they do not mind waiting until after paying customers have brought in a little more funding.
The Festival of Masks is coming up in three weeks, and Lauby worries that their family will be in for very tight times if they can’t reopen their store soon so that people can prepare for the festival. If the heroes are able to stop the cult threat before the festival, then Lauby will pay them each a percentage of their revenue from the festival after it is over. Lauby can’t promise how much money that might make them, but it will be at least 20 sc each. Alternatively, Lauby is happy to make the heroes each a free costume if they do not mind waiting until after paying customers have brought in a little more funding.
[[REVENUE FROM LAUBY
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Revenue from Lauby'''
Info
If the heroes take Lauby up on gaining a little revenue from the Festival of Masks, then the heroes gain 15% of Lauby’s revenue from customers preparing for the holiday. This revenue pans out to pay each hero 8d10+20 sc.
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The miners themselves make the smallest income after working the most labor-intensive jobs. The Meritocrats take a huge share of the gold and gems, and they take the entirety of magical artifacts unearthed. The supervisors and administrators that oversee the mines directly aren’t much better and are paid more than the miners to simply watch and complain when the miners don’t work hard enough.
The miners themselves make the smallest income after working the most labor-intensive jobs. The Meritocrats take a huge share of the gold and gems, and they take the entirety of magical artifacts unearthed. The supervisors and administrators that oversee the mines directly aren’t much better and are paid more than the miners to simply watch and complain when the miners don’t work hard enough.
[[TRUTH OF THE MINING SITUATION
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Truth of the Mining Situation'''
Info
Brent raises some legitimate complaints about [[conditions]] in the mines, but it should be noted that miners who find magic artifacts for the Meritocrats are given a year’s wages in compensation. Supervisors are not given a cut of this payment, so they would argue that their higher baseline wages are completely fair.
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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
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Goodwill'''
Info
Heroes that cooperate with and protect Lauby gain a favorable reputation in Bridgemoor. The Goodwill of a hero that helps Lauby increases by +2 in Bridgemoor’s Mercantile occupation.
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==== End of Combat ====
==== End of Combat ====
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.
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Interrogating the Cultists'''
In the aftermath of the attack on Lauby or the attempted abduction, the heroes might interrogate a captured cultist. If any of the heroes succeed on a DC 14 CHA check or STR/Menacing check, they can gain the following information.


If they do not already know that the cultists are planning an attack on the temple, then they learn this now. The attack is planned for sundown the following night.


[[INTERROGATING THE CULTISTS
If the heroes are already aware of this, then their suspicions are confirmed. Furthermore, the captured cultist will inform them that the cult is planning a terrible ritual in the Underbridge.
{| class="wikitable" style="background-color: #d0e0e3;"
 
|'''Info'''
If the heroes follow up and succeed on another DC 18 CHA check or STR/Menacing check, the cultist will explain how to find the entrances into the cultists’ lair. In the sewers beneath Bridgemoor, some stones in the walls have small divots where a cultist can press their medallion, touching the glyph side to the stone. This opens up a narrow passage in the wall, allowing them to enter their hideout.
Info
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== 5: The Underbridge Cult ==
== 5: The Underbridge Cult ==
Once the adventurers have a fix on the cultists’ lair, they can enter the Underbridge (although they should probably Take a Rest first). They may be stealthily tailing cultists and following them into their lair, or they may have acquired the information they need through interrogating a captured cultist. Heroes that are captured by the cultists will also reach the heart of their lair, albeit in much more compromising circumstances.
Once the adventurers have a fix on the cultists’ lair, they can enter the Underbridge (although they should probably Take a Rest first). They may be stealthily tailing cultists and following them into their lair, or they may have acquired the information they need through interrogating a captured cultist. Heroes that are captured by the cultists will also reach the heart of their lair, albeit in much more compromising circumstances.
[[THE COMING CONFRONTATION
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''The Coming Confrontation'''
Info
The approaching confrontation with the cultists in their lair will range in difficulty from easy to extremely difficult. The challenge posed to the heroes depends on how quickly they overcome the sewer rats encounter and how quickly they can locate the entrance into the cult’s lair.
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[[ENTERING THE SEWERS PREMATURELY
{| class="wikitable" style="background-color: #d0e0e3;"
{| class="wikitable" style="background-color: #d0e0e3;"
|'''Info'''
|'''Entering the Sewers Prematurely'''
Info
If the heroes enter the sewers in the Underbridge during their preliminary investigation into the cultists, allow them to make INT or AWR checks to look for signs of cult activity.
 
Any roll of DC 11 or higher reveals subtle markings that confirm that the cultists are using the sewers as their hideout, but does not reveal specific information about where they are hiding. As large as the sewers are, combing through the entire system would be impractical.
 
Any roll of DC 20 or higher allows an investigating hero to notice the circular notch where the cultists place their medallions. Do not specify that this is for the medallions unless the hero rolled a crit. If it was not a crit, heroes should figure this out for themselves or learn this from interrogating or spying on cultists.
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