Chapter 3: The Underbridge Cult: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 43: Line 43:
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.
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.
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 ===
=== 5: The Underbridge Cult ===
Line 320: Line 320:
!Information Learned
!Information Learned
|-
|-
|
|13+
|
|The cultists wear custom-made dark robes with wooden masks carved and lacquered to resemble skulls. This hides their identities during their criminal activities.
|-
|-
|
|17+
|
|The cultists all have gold medallions on their person, which they pass back and forth in public to discreetly verify one another’s identity. These medallions have a skull and scythe on one side and an indecipherable glyph on the other.
|-
|-
|
|21+
|
|The cultists do not allow anyone into their ranks who have Divine Power before joining. Cultists who gain Divine Power after joining the cult are not seen as problematic.
|-
|-
|
|25+
|
|The cultists do not fight exclusively with small blades, but they do coat their small blades in numbing poison that render their enemies ineffective.
|}
|}


Line 450: Line 450:


=== University Academics ===
=== 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.
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 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.
Line 567: Line 567:
!Cultists
!Cultists
|-
|-
|
|1
|
|1 Underbridge Initiate and 1 [[Thug]]
|-
|-
|
|2
|
|1 Underbridge Initiate and 3 Thugs
|-
|-
|
|3
|
|1 [[Underbridge Cultist]], 1 Underbridge Initiate, and 3 Thugs
|-
|-
|
|4
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|-
|
|6
|
|2 Underbridge Cultists, 3 Underbridge Initiates, and 3 Thugs
|}
|}


Line 611: Line 611:


Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Thugs''' are in CC p. 235. Regardless of a cultist’s stats, all of these cultists wear dark, hooded clothing in addition to any armor they might have. They all have a medallion on their person that has a skull and scythe on one side and an indecipherable glyph on the other.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 619: Line 616:
!Cultists
!Cultists
|-
|-
|
|1
|
|2 Thugs
|-
|-
|
|2
|
|1 Underbridge Initiate and 2 Thugs
|-
|-
|
|3
|
|2 Underbridge Initiates and 2 Thugs
|-
|-
|
|4
|
|2 Underbridge Initiates and 4 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 1 Underbridge Initiate, and 4 Thugs
|-
|-
|
|6
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 4 Thugs
|}
|}


Line 679: Line 676:
==== Encounter Difficulty ====
==== Encounter Difficulty ====
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Knights''' are in CC p. 277, and stats for '''Thugs''' are in CC p. 235.
Based on your party’s size, the Underbridge Cult shows up in the following numbers. Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' can be found in TCL p. ##. Stats for '''Knights''' are in CC p. 277, and stats for '''Thugs''' are in CC p. 235.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 687: Line 681:
!Cultists
!Cultists
|-
|-
|
|3
|
|1 Underbridge Cultist, 2 Underbridge Initiates, and 2 Thugs
|-
|-
|
|4
|
|1 Underbridge Cultist, 3 Underbridge Initiates, and 2 Thugs
|-
|-
|
|5
|
|1 Underbridge Cultist, 3 Underbridge Initiates, 1 [[Knight]], and 2 Thugs
|-
|-
|
|6
|
|2 Underbridge Cultists, 3 Underbridge Initiates, 1 Knight, and 4 Thugs
|}
|}


Line 713: Line 707:


Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.
Eventually, the captured cultist will crack, but it will do so more quickly with a higher roll. Use the highest CHA roll out of the party. Heroes may also make STR/Menacing checks instead of CHA checks. The results of this roll should not be made public, but should be recorded and kept for later reference. Depending on how quickly the heroes gather information, the upcoming showdown with the cultists may be notably easier or notably harder.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 722: Line 712:
!Effect
!Effect
|-
|-
|
|10 or less
|
|Increase the Showdown encounter’s difficulty by 2 steps.
|-
|-
|
|11-14
|
|Increase the Showdown encounter’s difficulty by 1 step.
|-
|-
|
|15-18
|
|Do not adjust the Showdown encounter’s difficulty.
|-
|-
|
|19+
|
|Decrease the Showdown encounter’s difficulty by 1 step.
|}
|}


Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.
Regardless of their rolls, the heroes can eventually learn that accessing the cultists’ lair requires one of the cult medallions. Inserting this coin glyph-side first into a small notch in the stones in the Underbridge sewers opens a narrow doorway into their lair.
Line 775: Line 764:


One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.
One or more hungry, emaciated critters attack the party. This is an easy encounter. Roll Initiative and resolve the combat. Stats for '''Dire Rats''' are in CC p. ##, and stats for '''Dire Spiders''' are in CC p. ##. The Dire Rats in this encounter cannot use their Brood ability.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 784: Line 769:
!Rats
!Rats
|-
|-
|
|3
|
|1 [[Dire Rat]]
|-
|-
|
|4
|
|1 [[Dire Spider]]
|-
|-
|
|5
|
|1 Dire Spider, 1 Dire Rat
|-
|-
|
|6
|
|1 Dire Spider, 2 Dire Rats
|}
|}


Line 804: Line 789:


If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.
If the party does not know the specifics about [[how to]] find the cultists’ secret entrance to their lair, then it will be considerably harder for them to locate it. In such an event, ask each hero to make an INT or AWR check to determine the hidden entrance’s location and to devise how one might open it. They might add any skill that they can make a good case for, but INT/Dungeoneering and AWR/Investigating are especially relevant. Add up the total of each hero’s roll to determine the party’s outcome as shown on the table below.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 814: Line 797:
!Superb
!Superb
|-
|-
|
|3
|
|0-39
|
|40-48
|
|49-57
|
|58+
|-
|-
|
|4
|
|0-52
|
|53-64
|
|65-76
|
|77+
|-
|-
|
|5
|
|0-65
|
|66-80
|
|81-95
|
|96+
|-
|-
|
|6
|
|0-78
|
|79-90
|
|91-114
|
|155+
|}
|}


Line 885: Line 868:


Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' are in TCL p. ##. Stats for the '''Bonewraith''' are in CC p. ##. Stats for '''Thugs''' are in CC p. ##. Stats for '''Skeletons''' are in CC p. ##. Stats for '''Zombies''' are in CC p. ##.
Stats for '''Underbridge Cultists''' and '''Underbridge Initiates''' are in TCL p. ##. Stats for the '''Bonewraith''' are in CC p. ##. Stats for '''Thugs''' are in CC p. ##. Stats for '''Skeletons''' are in CC p. ##. Stats for '''Zombies''' are in CC p. ##.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 988: Line 969:


Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.
Handing over the books from Aradin’s office to the proper authorities would also constitute proof that the heroes stopped the cultists. Pay close attention to whom the heroes trust. If the heroes give Aradin’s books to an NPC, that character will have a significant amount of knowledge that they may misuse if they have their own agenda. Below is a table of notable NPCs that they might trust with this information and how the NPCs might utilize it.
{| class="wikitable"
{| class="wikitable"
|+
|+