Introduction to: The Cage of Thorns
a Realms of Edeos D&D 4E adventure for 3-6 PCs Level 7-10 (Heroic 3 tier) written by Andy Schiller
The Cage of Thorns: A Realms of Edeos Adventure
If you are playing a character in The Cage of Thorns, DO NOT READ THIS unless you want to spoil all the surprises, and take all the discovery out of your game.
Playtested at Total Escape Games, Broomfield, CO, June-August 2011.
Written by: Andy Schiller
Original Edeos Concept by: Josh Robillard and Andy Schiller
This game can be played in 4 sessions, with each ses- sion being 3-4 hours. It is a great way to introduce new party members to each other, and makes an excellent story seed for an ongoing campaign.
“Each of the four foes holds the key to the other’s demise.”
This adventure provides a great premise to start a new group, and to introduce the PCs to each other. It also provides a recurring theme that will take Level 1 characters nine more levels to complete.
Each PC spends the night at a different inn. In the morning, they all regain conciousness in a jail cell. Having never met each other, the PCs are forced to form an alliance. “Who teleported us here, and why?”. “How do we escape?”.
The party finds themselves in the lair of a quartet of ill-tempered outlaws: a disgraced knight, a necromancer, an assassin, and a shadow priest. The ‘four foes’ have plenty of minion guards. These four evil-doers are capturing unwitting travelers through teleportation as they sleep, and siphoning their essence into a “death gate”. When 1,000 souls are captured and stored, the outlaws intend to summon an other-planar being to do their bidding.
Of course, none of the brigands trusts each other. The shadow priest has a magic item that will immobilize the assassin, if the need arises. The assassin has a chisel that negates the wizard’s arcane spells, that he keeps hidden. The wizard has an instrument that stuns, then weakens the fighter, in case of confrontation. And the fighter has an item that will blind and silence the shadow priest, that he keeps on him at all times. If the PCs can learn this, they can use it to their advantage to take on the ‘four foes’ one at a time.
Inside the cell with the party is a skeleton. A brief search of the corpse reveals a diary. In this book, the deceased adventurer writes about being teleported into this jail cell numerous times, with his comrades. He describes escaping this dungeon by climbing through a pit of sand, and making plans to defeat “the 4 foes”. Of course, it doesn’t say how, except for some cryptic clues about a glass shattering ritual, and an harmonic hammer. The diary warns against “taking the southern corridor”, which resulted in losing his entire party. It also eludes to a giant cage, which he escapes by shrinking to the size of a mouse, and fitting between the bars. He talks about escaping a second time through a labyrinth of blades. After escaping, he was teleported into the jail cell again. On his third abduction, he escaped the jail cell by playing a ruse on the guards. In his wanderings through the dungeon, he came across a chasm filled with a river of molten lava. It does not say how he crossed it. Across the chasm he stumbled upon a huge, glowing glass cylander. It seemed to radiate dark magic. Perhaps his mind was just playing tricks on him, but the thought he saw the faces of his friends inside the jar.
The PCs can smell food as they sit in the jail cell. However, the guards do not bring the party nourishment. The party has no food, and keeps getting a -2 for each 8 hours spent without eating…
“Quickly! After the perpetrator! We will call a meeting of the council immidiately! Do not let the fiend escape! And be sure to bring her back alive!” The companions turn to chase the traitor. “Which way did she go?” Afton wonders aloud. Delsior groans. “That way,” he points. “Into the teleportation chamber…”
This week, we hear the stunning conclusion of this adventure. We start with the heroes witnessing the re-animation of the Empress. As she blinks and draws in her first breath, her eyes fix on Kaylee, the Elven Wizard. “It was YOU who threw that death ray spell at me! But you cannot kill me so easily, for I AM THE GODDESS MELORA! AND I HAVE COME IN TO THE WORLD OF MEN TO MEDDLE IN YOUR AFFAIRS!” And with that, a blinding light begins to shine from her body as she floats upward. “THIS LAND MUST BE RULED FAIRLY BY A COUNCIL, WHERE ALL RACES HAVE EQUAL VOICE! FAREWELL…” She continues floating up, growing more insubstantial. “DO NOT REVEAL THE SECRET THAT I WAS THE EMPRESS, OR FACE MY CURSE. AND DO NOT KILL MY ATTACKER, INSTEAD, MAKE HER SEE THE ERROR OF HER WAYS…” And with that, she disappears into the sky.
The heroes make a grab for the Elven Wizard. Poof. Kaylee blinks out and reappears on the other side of the room. She turns and runs into the teleportation chamber. The PCs persue, but the rest of the council stays. As the heroes enter the chamber with the magic circle, its glow is fading, as though someone just stepped through it. “Hurry! If we go now, we will be teleported to the same place that Kaylee went!” Afton cries.
“But where is that place? And is it safe? What if its on the other side of the world? How will we get back?” Valcora asks.
“Does it matter?” Delsior says, and steps onto the circle and disappears. Valcora and Afton follow.
The party finds themselves in a forest clearing. There, they see Kaylee, who is pulling a rusty box from the ground. She opens it, revealing three cards. “You’ll never catch me!” She cries. Tossing once of the cards onto the ground, she speaks words of magic. Six skeletons appear around her. She then turns to run.
The party rushes the skeletons. A lightning spell from Afton targets Kaylee, but the Wizard simply hold up her hand, and deflects the bolt onto one of her minions. It explodes. Delsior fires and arrow at the traitor. Again, she holds up her palm, and the arrow bounces toward one of the minions. (DM note: Kaylee has a power which allows her to deflect any incoming attack toward any adjacent ally, twice per encounter. She also casts Re-Animate on one of the slain minions.)
On the next turn, Kaylee summons and steps through a magic portal. The PCs make short work of the skeleton minions and follow her. Now they find themselves in a sewer. Across a river of sludge they see Kaylee, headed for another glowing portal. “Still after me? This should slow you down!” She tosses a second card to the ground, and two hellhounds appear. She then runs through the portal and escapes.
The party defeats the hellhounds from afar, not wanting to get close. They fire arrows and cast spells from their side of the river, keeping their distance. (DM note: the hounds have a charge ability that knocks an enemy prone, then they have an immediate reaction attack when an enemy tries to stand that knocks them prone again, then they have a damage bonus to attacks versus enemies who are prone!!!)
Now the PCs face the following decision. Take the time to find a bridge and walk around the river of sludge, or jump right in to in and head straight for the portal. The opt for the latter. Each PC that enters the sludge takes 5 points of acid damage. Valcora, with her plate mail armor, arrives at the portal one turn after Delsior and Afton.
In this third room, The PCs find Kaylee amid giant statues underground. She tosses her final card to the ground, and summons six giant leeches all around her. Then she uses a teleportation power that allows her to trade places with an enemy. That enemy is Afton. Now Afton is surrounded on all sides by six leeches, and Delsior is the only one who stands between Kaylee and her escape through the portal. Luckily, he hits with a spell and dazes her, giving the PCs another round to try to grab her. Just in time, Valcora steps through the portal. The ensuing battle is a long one. Afton gets bit several times and goes down to 5 Hit Points, but uses Delsior’s healing aura. She uses a close burst 1 power and kills most of the leeches in one shot. Delsior and Valcora keep pushing Kaylee away from the portal. And after everyone has used all their daily and encounter powers, Valcora finally Intimidates Kaylee into surrender. The entire party had about 15 Hit Points collectively by this point…
Join us next week as we meet one more time, and have a unique story twist as well as one more short battle to conclude this adventure! This will be the last time this group meets for the year, as life will get busy with a new baby coming. However, we may start this adventure in December from where we left off. There is still some unfinished business for the party. Will Afton accept an invitation to join the Council of Tenn, among all the distrust of Elves in the land? And will Valcora accept the position of First Lieutenant in General Guren’s Army? And will Delsior finally learn “Every Rose Has Its Thorn” on his lute???
“I’m sending this mouse into the Citadel, to seek rumors and hearsay. Perhaps more can be learned about the comings and goings of the council members.” And with that, Afton lifted the tiny varmint to her lips and whispered into its ear. It began to wag its tail excitedly. She set it on the ground, and it immediately scurried down the hallway.
This week’s session starts with the party visiting with their hired scholars. The librarians provide the information that the ceremony involving two steps with the left foot refers to a crowning ceremony. Specifically, it is a rite of passage for the King of Sarpadia. Unfortunately, they also find out that this ceremony is happening tomarrow!
Ambassador Cedric meets with the group at the hideout. A knock can be heard at the door. Delsior opens it, and before him is the Brown Fox, who is hastily putting on his right glove. Just for an instant, the Satyr sees a signet ring with a rose emblem. The Brown Fox enters, and they discuss the clues so far.The party also gives the Brown Fox the needed gargoyle dust, and the Brown Fox says that he will begin the re-animation ritual on the Empress immidiately. It will take exactly 24 hours to complete…
The group travels through the magic circle and arrives early. After passing some Stealth checks (and Diplomacy for Valcora) the group manages to get “back stage”, and goes down a staircase to the basement of the grand hall. Here, they find ladders that take them inside the giant statues lining the parade grounds. Two of the statues have been trapped with mechanical devices. Upon inspecting them more closely, the party can tell that these machines are meant to trigger giant bows that will fire arrows directly at the throne. Unable to disarm them, the party waits in hiding.
Out of the darkness comes General Guren. His eyes are rolled back in his head, and he is walking very stiffly. The PCs manage to tackle him, and hold him down. For about 10 minutes he is completely unresponsive. A successful Arcana check reveals that he is being dominated. He soon comes around, and says that he can remember nothing. But he also reveals that his black out periods began when he started wearing a yellow pendant – a gift from Kaylee, the Elven Wizard. The heroes turn to each other in recognition of this final clue, and agree that Kaylee must indeed be the perpetrator.
The PCs emerge onto the parade grounds after the ceremony. The crowd is milling around and beginning to head for the exits. Each PC tries to follow one of the council members secretly, but all three fail their streetwise roll. The party regroups and heads back to the capitol, and walks to the citadel. At the entrance, they happen to run in to the Court Bard, Xonnith. Delsior notices the signet ring with the rose emblem on his right hand. “My, that is an attractive ring. Are there any others that are like that, or is it one of a kind?”
The Bard wrinkles his brow. “Well, there is only one like this. Why do you ask?”
“Because the Brown Fox wears a ring exactly like that. And since there is only one ring like that, you must be the Brown Fox.”Delsior says.
The Bard smiles, and looks to each of the companions in turn. “I am afraid you have discovered my secret identity. I trust that you will never reveal this information to anyone…”
And with that, the party enters the throne room, to see a magical light coming from the statue of the Empress. Her skin turns from a rocky grey to rosy pink, and she tumbles to the floor unconcious. And then… DUN DUN DUUUUN! Next week, the conclusion…
A tiny, high pitched voice made Afton and Delsior turn. “Did you hear something?” the Satyr asked. Valcora turned. “I hear nothing. Focus on the battle at hand!”
A tiny mouse emerged from between two boulders, a miniature scroll fixed to its collar. “Hello? Hey You! Over here! I’ve got a message from Allbright for you…” Afton quickly whispered in the language of magic, and a ghostly mage hand coalesced out of thin air. It swooped up the tiny mouse and carried it to her. Stuffing the mouse into her pocket, the Elf unfurled the small scroll, which suddenly expanded to full size. She looked down at a letter from her mentor, a hand-drawn map of the magic circles criss-crossing the world, and a dozen rituals that Allbright gifted to her.
This week’s episode starts where we left off last time. The party has just defeated the Ooze, and has donned the magic items found in the treasure hoard. Now they explore the cavern, and uncover a dark staircase that descends into the darkness. Afton lights the end of her staff, shedding light on the dismal stairs. The light is warm, like a hearth fire, and lets off an almost inaudible hum. The party then passes a check to recall Allbright’s description of the stairs to the Cathedral. “I’m sure it’s this way…” Afton says, as the PCs head down the stairs.
Then more stairs. And more. Exhausted, the party is forced to pass an Endurance Check, or be forced to stop and rest. Valcora rolls a “1” and plops down on the stairs. “I can’t go any further!” Lose a healing surge, DragonBorn.
Then the heroes continue down the seemingly endless flight of stairs. Three more Endurance Checks later, every PC in the party has lost at least one healing surge. And Delsior goes down to ZERO surges. Seeing an orange glowing light ahead, the party is relieved as they approach the end of the stair. The PCs emerge into a huge cavern with rivers of molten lava. Ahead can be seen a dais, containing Gargoyles.
“There they are!” Afton spots them first. The party approaches cautiously, sneaking ahead. When they get up to the gargoyle statues, shimmering figures appear. These are the spirits of the creatures that have been turned to stone. They immediately attack the PCs. Valcora soon learns that her Holy Smite works wonders against creatures that are vulnerable to radiant damage. Her dragon breath wipes out several minions in one shot. Then she dazes the leader using her SpellScar ability. In the middle of the battle, the party sees a small mouse. This tiny creature is talking to them! It claims to have a message from Allbright. Afton sweeps up the mouse and puts it in her pocket as the battle continues.
The PCs make short work of the wights. As the last ghost sputters out like a candle in the wind, a soft “ting ting ting” can be heard. The party searches the floor for a metallic object, but fails to find anything. Pulling out the mouse, the heroes command it to look in all the crooks and crannies to find any small metal objects. It emerges five minutes later, a gold ring in it’s mouth. Valcora puts on the ring, and her eyes roll back in her head. Sweeping visions of the past roll through her mind, as the ring shows her its origins. It was made by the Cult of the Dragon Egg, a secretive group that believes that this planet is actually a huge dragon egg. They also believe that some day it will hatch, destroying the world. Members of the Cult attempt to usher in this new age in any way possible, viewing it as the beginning of the world, not the end.
As Valcora returns to her waking state, she finds that her shield arm feels more lithe. She swings her shield around, and VIOLA! she knows that as long as she wears the ring, she can use the Shield Bash power once per encounter.
After making short work of the monsters in this encounter, the heroes carefully gather the required Gargoyle Dust, and head for the exit. Since the Magic Circle that will take them back to Allbright’s castle is at the TOP of the staircase, the PCs figure that they will have to go all the way up the stairs. That means climbing back to where they were, PLUS going that much further as well. In no mood for more stairs, Afton flips through the Rituals gifted to her by Allbright. She finds one in particular that allows the party to travel at an increased rate. The heroes patiently wait a few hours for her to study and learn the ritual. Then she completes it, allowing the PCs to climb the entire staircase in an hour, without tiring.
At the top of the stairs, the party finds the top of a mountain that has been sheered off in a perfectly flat plane, by some divine force. Here awaits their magic circle. Stepping into it, they are instantly whisked back to Allbright’s house.
And there, the heroes see a table with a note addressed to them. This sits right next to the front door. Apparently, this is the only exit, because the rest of Allbright’s tower is surrounded by a glimmering magic shield. This must be protecting his belongings while he is away…
The group approaches the table. Afton picks up the note and reads it aloud. “Dear Valcora, Afton, and Delsior, please place the jar on the table, and speak aloud its contents. Your reward will appear. Thanks. Allbright.” After reading the note, they pull out the jar given to them by Allbright. Setting it on the table, the group intones the words “Gargoyle Dust”, and 500gp magically solidifies in front of them. Just when the party is divvying up the loot, there is a knock at the door. “Allbright, are you home?” speaks a male voice from the other side of the closed door. The party elects to hold perfectly still, until the guest goes away.
Back at the hideout, the heroes meet with the scholars that were hired to look up information at the library. One scholar found that the General of the Army is indeed the next in line to the throne. If something were to happen to him, then the council would elect one of its own members to rule. The party also finds out that the feather is Elven (again). And, they find that the godess Melora has been known to take human form, and intercede in the affairs of mortals, in order to defeat evil.
The party is much closer than they think to uncovering the mystery. Won’t you tune in to next week’s Episode: Unmasking the Brown Fox…
“Hey! Get back here! Stop doing that! You little menace! No – awww, that was my favorite vase. Let GOOOOO!
The party burst through the door. Allbright was in his pajamas. The old grey wizard’s hair was swinging wildly as he waved his hands around, swatting. A hundred or so furry creatures swarmed about him like a cloud, picking up every small object they could find and dropping it on him. A crowbar lay next to an open barrel marked “Flying MonkeyBats”. A cuddly animal picked up the crowbar.
“Hep. Need some Hep! A littlehp. Ow, that’s gonna leave a mark.
This week’s session was heavy with role play, in conversations between the PC’s and Abott Pelthanis of the Brotherhood of light, Allbright the Mentor of Afton, General G’uren, and an Acid Spitting Irridescent Ooze (and its BudLings)… Pelthanis tells the PCs that there are brethren within his clergy that are scholars, and these would be the best candidates to hire for searching the Great Library for information. So the party ponies up the gold pieces, and five trusted sages head off to the library, each one searching for a different topic. Just in case they are spied upon, two of the five are given ‘red herring’ subjects to look up. The other three are looking for information about the feather piece found at the crime scene, gargoyle dust and its uses, and who would legally be the next in line to the throne. We should have an answer in about three days. (Whoops, the party forgot to research the ceremony with two left-footed steps. Oh well, maybe next time…)
Meanwhile, back at the hideout, the group discusses the fact that General G’uren admitted to blacking out for 15 minutes the night of the crime. He does not remember where he went or what he did. Hmm… Perhaps interviewing the guards that were on duty that night would reveal more clues. The party talks about this as they install the new security system in their lair. A flaming jet trap, poison needles, and a false door.
Then the group travels outside the city to the tower of the infamous Allbright, elder human wizard. He is Afton’s Mentor. Upon arriving, the group knocks on the wooden door. Inside, they hear yelling. They burst through the door just in time to grab their 20 siders and start a skill challenge: put the monkeybats back into the barrel. Unfortunately, Dear Reader, the Dice Gods frowned on the PCs that dark night, and the group only succeeded in wrangling about 50 of the 100 little critters. Drat.
Allbright was chipper and daft as ever, as he explained to the heroes that the feather was definitely of Elvin origin. Then he sold the group a Pool of Scrying for their secret hideout, so that they could keep tabs on it while they are away. Next, the PCs explain that they are on a quest to acquire gargoyle dust. The old wizard totters over to his shelves, brushes the dust off some of the labels on the cork-topped bottles, and pulls one off the shelf. “Fresh Out!” he exclaims, as he pops the top off a container marked ‘Gargoyle Dust‘. “I’ll give you 500 gold if you can manage to fill this container and bring it back to me. The stuff comes in handy every hundred years or so.” The group then decides that teleporting closer to their destination through a ‘Ladder’ (aka Magic Circle) would be easier than a week on horseback (each way). Allbright shows them his own personal magic circle, and away they go…
The PCs find themselves in a forest, within sight of a beautiful waterfall. A successful Nature check from Delsior reveals three sets of humanoid tracks leading from the forest into the waterfall. The heroes plunge through the wall of falling water, and step through the secret entrance to a forgotten lair…
As the heroes peered around the corner, they gasped in delight. In front of them was a treasure pile, filled with gleaming weapons, glowing armor, and golden coins. Smiling to each other, they stepped forward. Afton held her staff aloft, whispering the keyword that would cause the crystal to glow brightly. A gruesome scene causes them to look away in horror. The bodies of two kobolds lay half eaten – no, half digested in the corner of the room. Rats were nibbling on what was left. (Each character needed to have a minimum CON score or lose their lunch.)
“Wait. Wasn’t there three sets of tracks?” Delsior mumbled aloud. Just then he looks up, darting to the side, then rolling in to a graceful tumble. “Guys, look ooooouuuuuuut!”
Valcora and Afton watched the nimble Satyr, their jaws slack. “What the-” was all that could be heard as a gigantic Irridescant Ooze detached itself from the ceiling and fell, smothering the pair. The glistening skull of a kobold stuck out of it, heckling the party with its silent grin. Delsior sighed. “The Dice Gods are quite unkind to us tonight, aren’t they?”
Long story made short, the party hacked the ooze to pieces – literally. Each time the ooze was reduced to three-quarters hit points, then half hit points, then a quarter hit points, a budling minion emerged. Valcora stood right in the creature’s face (does an ooze have a face???) and hacked away at it visciously. She also took the most damage and had to use Delsior’s healing aura twice. She also used her spellscar ability to Daze the enemy, then move away, giving the party a moment to regroup. Afton blasted the minions with a lightning bolt and killed both of them in one shot. After the battle, the party managed to loot 81 gold each, plus a Magic Sword, Magic Cloak, and a Magic Shield. That should come in handy.
Next week, the party will move forward through the catacombs, and enter the Forgotten Cathedral, looking for a few teaspoons of Gargoyle Dust. All this trouble, just to save the petrified Brelia, Empress of Sarpadia…
The four council members stood speechless at Delsior’s verbal lashing. Valcora stepped forward, her jaw set, her gaze scanning each councilor menacingly. “One of you turned the Empress to stone, and when I find out which of you is guilty, I will avenge her!” she promised, thumping her fist loudly on her breastplate. The council members took a step back in unison. The heroes turned to leave the throne room, and when they were out of earshot, Afton turned to the others. “If someone wants the Empress dead, perhaps an ally of the throne petrified her, to keep her safe…”
Last week, we left the PCs in the Abandoned Temple of Melora. After freeing the Ambassador Cedric, the party decides to travel directly to Sarpadia, without stopping for any reason. However, curious graffiti covers the walls of this ruined temple, and the party passes a simple group Diplomacy check to convince the Ambassador that 5 minutes of investigation won’t delay their journey significantly. So the heroes spread out, looking for anything out of the ordinary.
The roof is partially collapsed. The bell in the tower is fallen and smashed. A family of raccoons has made a nest under a bench. The Knight Valcora searches and finds nothing. “Are you guys ready to leave yet?” Afton finds that the altar has been defaced with the words “Melora has left us” and a date pointing back about 13 years. Delsior wipes the moss away from a brass plate, reading “All ye who find rest on these grounds, be ye alive or dead, are under the protection of Her Grace Melora.” A successful religion check reveals that this sign refers to the standard ‘sanctified ground’ ritual, which grants several benefits to all creatures inside the temple ground’s borders: 1) +1 to all defenses 2) +1 to all attacks vs undead 3) healing spells automatically have maximum effect 4) all Priests of Melora’s spells function as if 3 Levels higher 5) all corpses are immune to black magic, shadow magic, necromancy, evil, possession, animation, and domination.
Finally, the hero’s search has come to an end, and they head for the door. But not before (cue music:)
DUNT DUNT DAAAAAAN!
A figure in a hawk-feathered mask appears, blocking the exit from the Temple. “You meddling kids know too much!” Scooby and Shaggy tremble, hug each other, and say ‘Zoinks!’. Whoops, wrong story. Where was I? Ah, yes. Pointing at the DragonBorn Cavalier, he beckons. “Come with me, Knight of the Empire, for you will prove useful in defending the Empire.”
The knight is taken aback. Her voice strong, she answers in a very Lawful Good tone: “I serve the Empire. In fact, I am on a mission for the Empress herself. And I will defend my friends.”
The figure sighs. “So be it. It is unfortunate that a Knight with your talents will not serve me. But, you leave me no choice. You must die with the others.” And with that, dear Reader, the DM calls for an initiative roll.
Sometimes, in Old School D&D, the DM made the characters roll initiative NOT to start a battle, but instead to see if any of them can react before the NPC or villain. And that is exactly what is happening here. The DM has an action in mind for the figure in the hawk-feathered mask, but he gives the PCs the chance to have one action first, whatever that might be. However, none of them beat the whopping 23 that the villain rolled.
The party stands Flat-Footed as the figure in the hawk-feathered mask kicks over a lit lantern on a stand, spilling the oil and immidiately starting the building ablaze. The flames spread like wildfire through the rotting building, its beams lighting up like a tinderbox. The figure steps behind the smoke and flames and disappears from sight…
Their only doorway blocked by flames, smoke, and crashing timbers, the party quickly looks for alternate exits. The windows are all too small for people to crawl through. The party finds one single door covered with vines. Valcora gets a running start and bursts through it at full speed, followed closely by Delsior, then Ambassador Cedric, and finally Afton.
The shattered doorway leads the party directly into the graveyard. The sun has just set. The Ambassador turns to the group, and mumbles “It looks like we are in the graveyard past dusk. Maybe it wasn’t such a good idea to spend an extra five minutes searching the Temple.” The Ambassador, exhausted from being kidnapped, kept in a cage, not fed, as well as tied up and gagged, slumps against Delsior. The Satyr is forced to toss the unconcious Diplomat over his shoulder…
At this point, the PCs take a look around. In the center of the graveyard is a fountain, featuring a statue covered in chalky script. There are mossy tombstones scattered randomly, and in various states of repair. Some graves look like they’ve been dug up recently. The entire graveyard is surrounded by an iron fence, ten feet high, with spikes at the top.
A glowing figure floats out of a nearby crypt. She casts a ghostly blue-ish light all around her. Her insubstantial body stands in mid-air, about a foot above the ground. “Fresh bodies!” she shouts. “Before you become my victims, behold the awe of my creations. My minions, rise!” A frankenstein-esque monstrosity rises from one of the graves, sewn together from moldering corpses. The armor of the torso matches the armor worn by Valcora, although a more old-fashioned style. The runes on the statue in the middle of the graveyard begin to glow with that same sickly blue light. The statue turns its head toward the party, and dust falls from its neck. It stands, chains in its hands.
“Wait a second,” Afton comments. “I though all living AND DECEASED are under the protection of Melora. How can there be undead here?” She turns to Delsior.
The Satyr shrugs. “Unless Melora HAS indeed left this world…”
1 Level 4 Adjuvanant, 1 Level 3 Chain Golem, 1 Level 2 Headless Corpse.
Roll Initiative. After a few rounds of battle, it becomes clear that this ghast and her two minions are much more powerful than the PCs. The party decides its best course of action is to bolt for the exits, and leave the graveyard and the monsters behind. Delsior runs straight for the gates. The chain golem manages to hit each one of the PCs with a Chain Grab attack, but all of them break the grab with a successful Athletics check. The headless corpse falls, as Valcora attacks it about four turns in a row. Afton blasts each of the monsters with small amounts of damage, but knocks them back three squares each time, allowing safe passage for everyone to run out the gates. Delsior carries the Ambassador to safety, and then turns around and comes back, just in time to heal Valcora (who had only 7 Hit Points!). The ghast wails as the last of the party steps through the gate. The battle is over. Whew!
Now the heros find their horses and ride back to the temple with the magic circle. As the party prepares to step through the portal, Delsior suggests that the group take another five minutes to search this temple. The rest of the party reluctantly agrees. As they spread out to look around, it becomes obvious that this is ANOTHER empty Temple of Melora. But rather than being defaced, this one simply looks abandoned. Upon closer inspection, Valcora finds that most of the place is covered in dust, except the Altar. It has been recently cleaned and polished. Afton finds that the candles have been replaced and are fresh. Delsior finds footprints in the dust, from only a day or two ago. Someone has been coming to this place and taking care of it; not all of it, just the Altar. Hmmm….
The PCs step through the portal, and… (cue Wayne’s World Sound Effect:) DOODOOLOO DOODOOLOO!!!
When everything stops being wavy, and the party can see clearly again, they find themselves standing in the back of the throne room, in the Citadel of the Empress of Sarpadia. They approach the dais. And Dear Reader, do you remember the very first paragraph of the very first entry of this blog? No? Tsk Tsk. Well, let me remind you:
“The companions returned to the Throne Room, victorious in their mission to free the Emissary of Ultair. Her Majesty stood stoically, facing the party with unblinking eyes. Wondering why the Empress was so still, they approached cautiously. Before them was poised a statue in the perfect likeness of Brelia. Her face was frozen in a pleading gaze, her hands raised as if to shield a bright light. To their horror, they suddenly realized that in their absence, the Empress had been turned to stone…”
After s short conversation with the Four Royal Advisors leads nowhere, the party retires to the Blind Pig in to gather rumors and regroup. So far, it looks like the general public is not aware of the Empress’ situation. After some discussion, the party decides that Valcora will accompany the Ambassador into the alleyway to meet the Brown Fox. Afton climbs up on the roof to eavesdrop. Delsior climbs into a barrel, shuts the lid, and watches through a knothole. Ater waiting about a half hour, a figure in a mask made from the fur of a brown fox emerges and approaches the Ambassador. He stops about ten feet away. The Brown Fox utters one word, and one word only: “May.”
“-onaise,” the Ambassador replies. “It has been too long since we’ve spoken.”
“I see you brought friends this time,” the Brown Fox says, chuckling as he glances to the rooftop, then the barrel. Their cover blown, Afton and Delsior climb out of their hiding places and join the group. The party looks to the Brown Fox in anticipation, silently asking ‘What Happened to the Empress?’.
“I’m not sure who did it, but I have my suspicions. I was roused at the break of dawn by General Guren, who told me there had been a situation during the night. I ran down the hallway, outpacing the huge fighter and his metal armor. Arriving on the scene, I saw the Empress turned solid as a rock. I noticed a piece of a feather on the floor, so I picked it up. No one saw me take it.” He reached into his pocket and took out the feather piece, handing it to the Ambassador. “If you could find out what this is, and where it comes from, we will have another clue. Now, take this as well.” He reaches into a fold in his robes and pulls out a scroll, handing it to Afton. “This is the ritual for reversing petrification. I have all the necessary spell components, save one. It is Gargoyle Dust. You must travel to Aebris, to one of the lost Cathedrals of Sinde, and take a sample from one of the magical statues.”
Afton pockets the scroll carefully. The Ambassador continues the conversation. “The Silver Eagle will be struck down by a wooden song when he takes two steps with his left foot. That is the information I’ve brought to deliver to the Empress. We know the wooden song means a bow and arrow.”
“What exactly is the ‘Silver Eagle’? Valcora asked.
The Brown Fox blinked. “The King of what is now the Brother Kingdoms was known by that name. At his death, his twin sons argued and fought for the throne, each claiming to be the firstborn. The land has been split down the middle, each son reigning over half the Kingdom. Both of them now claim their father’s title ‘Silver Eagle’. Much rumor and gossip revolves around which of them murdered his father. A poison dagger to the back. A terrible way to die. Especially if it was your son that killed you. But there is no evidence or proof that either one of them had anything to do with it.”
“Why would someone want to kill either of the brothers? And what does that have to do with the plot against the Empress? Could the same person be planning both?” Afton wondered aloud.
The Brown Fox looked around, as if to seek out ambushers. “One brother killing the other would only consolidate the Brother Kingdoms. They would still be part of the Empire, under the Empress’ rule, unless they plan on a war of independence from the Empire. It doesn’t make sense that a usurper who wants to become Emperor would actively help a Kingdom secede…” The Brown Fox looked up at the stars. “Time is short, and I must be off…”
“Wait! One more question!” Delsior interjected. “We saw two temples to Melora that were abandoned about thirteen years ago. At one temple, her holy ground appeared to be corrupted, her altar defaced. At the other, we saw evidence that someone is still lighting candles and caring for it. What can you tell us about that?”
The Brown Fox sighed deeply. “Melora’s followers abandoned her temples about 13 years ago when she stopped answering all prayers. Her clerics lost all their powers and spells. Some of her congragation, angry at the betrayal, burned and looted her temples. Others are hopeful that she is simply in another plane, and will return shortly. They await her return secretly. As far as her protections on holy ground failing, it is obvious that she has indeed left this realm. Is she dead? Where did she go? And for what purpose? Will she return? No one knows.”
Valcora interrupted. “That seems like a side-trek, a distraction. Let’s get back to the matter at hand.”
The Brown Fox began to back away into the shadows. “Do NOT stay at the inn. Your lives are in danger. And do NOT stay in the Citadel, as every word you say will be spied upon. Don’t stay with any innocent bystanders, as you will be putting them in danger. Find a safe house that no one knows about, not even me, and hide there. Make sure you aren’t followed, and make certain that no one sees you come or go.” With that last statement, the Brown Fox turned the corner, and disappeared into the night.
The heroes turned toward each other. Delsior broke the silence. “We don’t have money to buy land or buildings. And if we did, the tax assessor will know our names. Who knows if he is in league with the enemy. If we only know someone that owed us a favor…”
Valcora snapped her fingers. “Of course!” she exclaimed. “The Brotherhood of Light. They owe me a favor. Let’s go talk to Brother Peltanis!”
The PCs walk down the street a dozen blocks and enter the orphanage that Valcora so kindly paid for. The Brother greets her with a bear hug and gushes in thanks and gratitude to the DragonBorn Knight. After the initial pleasantries, the PCs and the NPC retire to the library. Taking seats, the tone turns serious. Valcora informs the Brother that she is here to collect on a promise. “Name it, and I shall do all in my power to make it happen,” he replies. Valcora asks about a safe place to hide while the party is in town. The Brother walks over to his desk, shuffles through some papers, and pulls out a rolled up parchment. Pushing away a candle, he spreads it out on the desk. It appears to be a map of the Sarpadian capitol. One specific building is marked with a large circle in red ink. “A faithful follower has recently passed on, naming the Brotherhood of Light the single heir to all his worldly possessions. Among them, a condemned warehouse near the docks. It’s not pretty, but no one goes there. Will it suit your purpose?”
“It’s the perfect hideout!” Valcora responds with a grin. “Keep this quiet. No one can know about this warehouse.”
“What warehouse?” the Brother asks with a smirk, lighting the map on fire with a candle.
The party splits. Valcora accompanys the Ambassador to the Citadel to protect him while he gathers rumors. Delsior and Afton go to the new hideout to scope it out. The pair sneaks in through a window. “The first thing we should do is add a flaming jet trap to the front door.” Delsior says. “Then, a false door/wall. Then maybe some other traps. And Afton, you’ve got to learn how to cast globe of darkness, so we can come and go without being seen…”