The Cage of Thorns, Introduction

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…


An Empress Betrayed, Episode 6

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…

An Empress Betrayed, Episode 5.

“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…

Coin Pile

Coin Pile

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…

I made these out of sculpting clay.

I made these out of sculpting clay.

An Empress Betrayed, Episode 4

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:)


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…”

An Empress Betrayed, Episode 3

“The Empress is in danger! She plans on turning over power to a ruling council. One of her entourage would like to see the Empress taken out, and himself on the throne before this happens. But which one? I do not know. They are all suspects…”

One of the most fascinating genres in books, movies, and RPGs is the classic “whodunnit”, or Murder Mystery. The story unfolds as the heroes gather clues, paring down the list of suspects one by one. Finally they confront the perpetrator, where there is always an unexpected twist… As a writer of D&D adventures for 20 years, this one just might be the most involved, most complex storyline of any I’ve created to date…

Last week, we left off with the heroes leaving the Pirate Ship, en route to catch up with a travelling circus. The circus had a one day head start, but is rumbling down the road slowly with all its wagons, carts, and a menagerie of performers who are on foot. The party decides to buy horses in the Village of Mighty Oak, and gallop at full speed down the road. It is only a matter of hours before they catch up with the wagon train…

The PCs approach the lead wagon with hands outstretched, making no threatening gestures. A successful diplomacy check from Delsior gets them a “meeting” with the Chief. A pudgy, greasy man sticks his head out of the curtain. “Yea, wuddaya want?”.

“When you picked up the wild animal cage back in Mighty Oak from our Sailor friends, they forgot to put on his collar! I’ve brought it to you. The customers will be VERY irate if you’ve forgotten this important detail. If we could just see the cage for a moment…” Bluff check. 20 on the die!!!

“Well, we already delivered the cage. We met a man in a hood a gloves back up the trail about a half mile. There’s a path that goes up into the mountains. Big pine tree there too. Can’t miss it. If you hurry, you can catch up… Oh, and by the way, make sure you stay OUT of the graveyard at night. It’s HAUNTED!!!”

The heroes snark at the old Carnie, and ride off at a gallop. Backtracking the way they came a short distance, they find the trail, and the big pine tree, and a broken cage. A group Nature check reveals several sets of footprints going in to the wilderness. After a bit of riding through the woods, the trail becomes a scramble up the rock face, and the group is forced to leave their horses behind. Another hour of climbing and the party reaches a ridge overlooking the road. “If anyone was watching the road, they certainly saw us approach,” Delsior says. Ahead in the distance, a ruined building can be seen, the tracks leading toward it…

Now, dear Reader, the group tries to sneak up on the building, using a group stealth check. (Lowest stealth roll out of all the characters is the result.) Did the warrior in plate mail armor with a +0 to stealth roll the lowest result? No. Delsior the Bard, with his +1, rolls a “1” on the die, for a result of 2. He steps on a stick. CRACK! “Hey guys, WATCH OUT FOR THAT STICK!” He shouts, forgetting to keep his voice down because they are sneaking. Tisk Tisk.

As the group approaches the ruins, arrows begin flying out of the trees. Ambush! The heroes are surprised. (Hmmm, didn’t see that one coming.) Roll Initiative.

1 Level 3 Goblin Underboss, 1 Level 2 Goblin Hex Hurler, 2 Level 1 Goblin SharpShooter Minions, 2 Level 2 Goblin Cutthroat Minions.

DM note: I picked up the “Haunted Temples” mapset published by Wizards of the Coast at my Friendly Neighborhood Gaming Store, Total Escape Games, in Broomfield, CO. I used the temple map with the graveyard for this encounter…

After making short work of the minions, the party takes its time dispatching the wizard and the boss. They get dangerously low on HP, and have to use up Delsior’s “Skald’s Aura” healing almost right away. All characters use their second wind during the encounter, as Valcora even drinks her one and only healing potion. All the characters used up their complete array of Encounter Powers, and were down to only at-wills toward the end. Afton decided to save her Daily spell just in case she needs it later… The party surrounds the goblin boss, and once he is bloodied, Valcora holds her sword above her head and shouts SURRENDER! The goblin cowers and her mighty words, drops his axe, and throws up his hands. (Successful Intimidate check.) The party is victorious, but got VERY close to being completely wiped out.

The goblin apparently does not speak Common. And none of the party speak Goblin. “How many Goblins are there? How many inside?” Valcora says over and over. After some creative sign language, the boss holds up seven fingers. “Great.” Valcora rolls her eyes. “We fought six goblins. There is a seventh out there somewhere…”

After tying up the Goblin Boss, they enter the temple. A sigh of relief rolls through the PCs as they see a human in expensive clothing tied up and gagged. The Ambassador, Cedric Quillistan! Quickly, Delsior pulls off his gag and cuts his ropes. “Boy, am I glad to see you!” he exclaims. “Did the Empress send you to rescue me?”

The heroes explain the they are indeed on a mission for the Empress herself, and that they are to escort the Ambassador personally to the safety of the Sarpadian Capitol. He seems relieved and exhausted, his ordeal finally over. He explains that he knows almost nothing about his kidnappers. They nabbed him as he was travelling through Ultair, handed him off to the Pirates, who then handed him off to the circus, who then handed him off to the goblins. It seems that whoever is behind the kidnapping doesn’t want to get their hands dirty, as they have not shown their face yet. They have only hired lackeys and goons to do their bidding. He says that he understands only a few words of the goblin language, but he is certain that they said “Treasure Room” as they walked up and down a dark and malodorous flight of stairs. He points to the  corner, where a descending staircase can be seen and smelled.

“We must warn the Empress immediately!” the Ambassador says. “There is a traitor in her midst, one of her advisors. Her life is in danger. She has no husband and no children. If she were to die, rule of the Empire would pass to one of her entourage. One of those four would be the new Emperor.” He takes a deep breath. “But that’s not all. The Empress plans on stepping down and giving away the rule of the land to a council. She plans on doing this at the harvest festival in three months. If a traitor strikes before then, he could become the new Emperor, and the dream of a land ruled by a council will die with the Empress. We have to find the traitor and expose him! There is only one person we can trust. And that is my contact, who delivered messages back and forth from me to the Empress. I trust him completely, though I do not know his true identity. He always appeared to me wearing the mask of a Brown Fox.”

The party takes a deep breath as they take in the gravity of the situation. They excuse themselves, and move into the corner of the room and talk amongst themselves in low voices. They decided that it would be wise to ask the Ambassador for the secret message that he is to deliver to the Empress’ ears. The PCs then approach Cedric.

The heroes tell the Ambassador that they would like the secret message revealed to them, just in case something happens to Cedric. At first, he refuses. He tells them that they would have to know the secret code word, that only he, the Empress, and his contact know. Then Delsior, mustering a serious look, gazes deeply into the eyes of the Ambassador. “Mayonaise.” The Ambassador looks stunned, then shakes his head, smiling.

“You are indeed in the good graces of the Empress. Here is the message:”

The Silver Eagle will be struck down by a Wooden Song, when he steps twice with his left foot.

The heroes look at each other in confusion. “That makes no sense!” Afton cries. “What does it mean?” Cedric says that he does not know the answer to the riddle, but he heard the message as he was eavesdropping on the unknown conspirator. The ambassador scratches his chin, furrows his brow, and admits that he thinks the Wooden Song could refer to an ancient legend in poetic form. The verse speaks about an orchestra of string players, dealing death to their enemies through a song. But the music coming from the strings is not a song played by fiddles or lutes, but by bowstrings. The ‘Wooden Song’ referred to in the poem are the sound of bow strings…

“Let’s check out this ‘Treasure Room’,” Afton says. The party mulls it over and then votes on it. Of course, Valcora, being a Knight, is not interested in treasure, as it distracts from her immediate priority of getting the Ambassador to safety. Bonus experience points for playing your Alignment! The group decides NOT to go down the dark and fetid staircase, but instead to high-tail it back to the Capitol without hesitation.

That’s where this weeks episode will end (cue sound track: aaawwwwwwww). But tune in next week, as the brave heroes leave the ruins and enter the graveyard. (You ask: the haunted one?) Yep. That one.

An Empress Betrayed, Episode 2

“The companions approached two dockhands in the midst of loading crates onto a ship. After Valcora made some small talk about the sunny weather, the sea dogs grumbled something about rain tomarrow. The pair continued their labor, paying little attention to the newcomers. “I hear a storm is brewing tonight,” she said in a serious tone. “Do you know where we can seek shelter?” The two workers almost dropped the load they were carrying, and turned to gape at the dragonborn, their jaws dropped and their eyes wide. “I think you should talk to the Captain. Follow me…”

In our last Episode, the Empress herself charged our group of three stout heroes to find the kidnapped Ambassador. They are to find him in the lair of an anarchist group who seeks to separate themselves from the Empire. But who do they really represent? The Ultairians? The Elves? The Gnomes? And what is this secret that the Ambassador was in such a hurry to deliver to the Empress?

The three companions weigh their options. They could travel to the forests of Ultair, where the Ambassador was last seen. Perhaps there was a witness to his kidnapping. They could travel to the mapmaking sage, and seek out any ancient caves, ruins, or hideouts in the Grey Mountains. Or they could travel blindly into the Grey Mountains, and without any clues or information, hope to luckily stumble into the lap of the cultists. Of course, they chose the later.

The Royal Wizard agrees to teleport the trio to a Cathedral of Light in the Grey Mountains, since there just happens to be a magic circle still active there. There is no one to greet the PCs, as the temple has been abandoned decades ago. Oh well, at least no one saw the group enter town, so they’ve got the element of surprise on their side…

The group walks in to the local tavern, the Blind Pig Inn. A Dwarf jumps up onto a table and shouts; “I need a hearty band of adventurers for a quest!” No, wait, that’s the wrong story. Let me start over:

The group walks in to the local tavern, the Blind Pig Inn. Can you smell a Skill-Challenge coming on?After using some Streetwise, Insight, Intimidation, Perception, and Bluff, the party passes themselves off as sympathizers to the rebellion. Valuable information is gathered about the local magic shop owner, and a curious verbal code about the weather is revealed.

Wait. Hold the story. How does a Knight of Sarpadia in red plate mail armor bearing the symbol of the Empire fool the townfolk into believing that she is indeed a rebel sympathizer? She put on a non-descript, baggy grey robe, that’s how!

Anyways, the trio heads off to the local magic shop where some more successful Diplomacy (lying) by Delsior gets the owner to reveal that “Its the docks where you may find what you are looking for…”

And so, as the companions walk down to the docks, they happen upon two scurvy sea dogs loading boxes onto a boat. They strike up a conversation with some small talk. Then the subject quickly turns to hatred of the Empire, the blasted Empress, yada yada yada, and soon the sailors are nodding in agreement. Then Valcora turns the conversation to the weather, and everything changes. The pirates suddenly look afraid of the companions (or afraid in general) and they insist on taking the group to see the Captain.

The Captain. He doesn’t beat around the bush. “So these are the annoying newcomers that walk into our local watering hole asking too many questions. Boys, let’s do to them what we did to that stinkin’ Ambassador! Lock ’em up in the lion’s cage!”

Roll initiative. The dice gods were cruel, cruel hosts to our heroes this evening, as the tank of the party rolls a “1” on the die. Afton rolls a “3”, and Delsior gets a “4”. It can’t get much worse.

DM Note: for this encounter, I used One Level 3 Pirate Captain, One Level 2 Githanki Sky Pirate (First Mate), and 4 Level 1 Human Pirate Minions. The deck of the ship also contained a 2×2 terrain feature: bars. Walking across the bars requires an Acrobatics check of 15, or the creature falls prone. The pirates can open the bars with a standard action, and then try to push the PCs into the cage. The pirates can then shut the door to the cage as a standard action, trapping the PC within…

And so, dear readers, suffice it to say that the party was victorious, and is learning to work as a team. Valcora toasted two pirates the first round with her dragon breath, and Afton zapped the other two with a lighting bolt. Delsior didn’t hit any of the pirates even once throughout the entire encounter, but his Bard’s Aura came in handy for a couple heals.

And so, fast forward to the Pirate Captain’s footlocker, where the PCs find an order for delivery of one “wild animal” in a cage. The travelling circus apparently picked up the wooden cage from the docks, and is delivering it to an abandoned temple in the Grey Mountains. Tune in next week when the party follows this circus train, and wanders into the Temple of Anarchy! Mwah ha ha haaaa!

An Empress Betrayed, Episode 1

“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…”

The first meeting of the companions is tonight, in beautiful Longmont, CO. In the group so far, we have three Level 1 characters:

Valcora – a Dragonborn Cavalier, played by Angela

Afton – an Elven Mage, played by Shasta

Delsior – a Satyr Bard, played by Andy

As a child, Valcora disobeyed the direct orders of her parents, and ran into a burning building to save her two brothers. Unfortunately, she could carry only one of them, and had to leave the other behind. Upon exiting the collapsing home, her mother gave her the ring off her finger, saying “No matter what happens, make certain that you bring this ring to Master Simon.” Her mother then ran into the flames to rescue her still trapped son – but neither emerged. To this day, the brother she saved is bitter toward Valcora, as if it was her fault that they lost both a brother and a mother.

Years later, Valcora is in the Young Cavaliers program, learning about military discipline and defending the Empire of Sarpadia. During this time she takes an oath to obey every order she is given by her superiors. One evening, as she is walking past the alchemist’s tent, he commands her to enter. “Drink this!” her orders, handing her a green, frothy potion. Obeying the order, she drinks it without hesitation. The liquid burns her mouth and throat, as well as the inside of her skull, and the back of her eyes. Lightning shoots upward from the ground, and scars her with a purple streak from the bottom of her right ear, down her throat, and across to her left armpit. She is now spell-scarred for life. Sometimes the purple streak glows with a ghoulish light when she gets angry, or when she is in the midst of battle, but she does her best to hide it beneath her collar…

Later in her teenage years, Valcora is constantly teased by her rival, Xanth. He is a handsome human Cavalier, who pokes fun at her spell-scar and constantly tries to embarrass her. During a parade, she finds herself in several situations where she could push him in to a mud puddle, or embarrass him in a speech at an awards ceremony. She elects to do neither, taking the high road of honoring fellow knights. Upon graduation from the academy, Xanth pulls her aside and commends her on holding back, and a delicate truce is declared between the two as they both attempt to move up the ranks as Knights…

As Valcora takes her first assignment as a knight, her father dies of old age. Being a Knight himself, and having served decades faithfully for the Empire, the Dutchess of the Grey Mountains commissions a statue in his honor, to be built on the burned out ruins of the family home. The land is cleared, but before the project can get started, Valcora decides to take the budget for the project and give it to poor hungry children instead. Cleric Peltanis visits Valcora personally, and thanks her for the donation. It is more money than his charity has seen for three decades! He promises Valcora “If you ever find yourself in need of a favor from the Brotherhood of Light, name it, and I will see that it is yours.”

Spirits high, Valcora walks the streets of the capital city as a celebrity. Roses pelt her from every direction, and dirty children and street urchins jostle for a touch of her cape. But the reverie is shattered as she passes her old home where the statue was meant to be – a merchant named Jardan is now building there, having bought the land from the Dutchess for ONE GOLD PIECE! Angered by court politics, she demands to know how her family’s land can be sold off for pocket change, but she is dismissed by a wave of Jardan’s hand. “Finders keepers, loosers weepers! You should have kept it, you fool! But now its mine and there’s nothing you can do about it!” he says with a crooked grin.

And now, dear reader, the childhood of Afton the Elven Mage. When she was 8 years old, a band of High Elves came to conscript her father into the Army. Rather than hide in a tree trunk with her mother, Afton jumps out and tries to fight off the brigade single-handedly. The captain of this Elven unit has his eyebrows singed bu Afton’s child-sized fireball, and is impressed. He decides to conscript her as well.

The Army gathers to fight a huge dragon, a nightmarish beast of both red and black scales. The Army is decimated in minutes, and Afton’s magic bounces off the wyrm’s skin harmlessly. The dragon’s tail swipes through the ancient oaks like tissue paper, and Afton and one other child from her village are buried beneath the timbers. When the smoke clears, Afton and Lagor are the only two survivors.

After living in a Wild Elf village for several years, Afton comes across a gruesome scene in the forest. A human caravan has been destroyed, all of its members slain. All valuables have been picked clean by some unknown thief, but Afton finds a magic wand of unspeakable power among the rubble. Instead of keeping it, she travels to the nearest human town to try to find its rightful owner. She eventually finds him; she gives the wand to Allbright the Ancient, a wizard of enormous power. Impressed by her selflessness, he takes her on as an apprentice. After years of tutelige, he tells her that he’s taught her all he can, and encourages her to make her own way in the world. Allbright promises to remain her staunch ally.

As Afton travels to the Sarpadian capital to participate in the tournament, she finds herself in a tavern. Overhearing the local’s conversation, she is flabbergasted: she hears the name of her father mentioned! Not only alive, but a famous dragonslayer? Although she did not find his body after the dragon attack all those years ago, she assumed he was dead just like all the rest of the Elves. But these townsfolk speak of him in fear, as they are afraid of his ‘dark magic’. After asking for a bit more information from the townies, they begin to get curious. “Why do you want to know?” they ask. Afton elects not to tell anyone her true identity until she can find out more about this “DragonLord”…

The adventure begins with an Arena Battle, where the Empress chooses this season’s champions. If any of the PCs are victorious in defeating another level 1 adventurer (with one magic item), that PC will gain experience points and that magic item.

DM Note: each character starts by roleplaying a backstory, which will have a major story event at the end of level 10, as well as the end of level 20. The story will conclude with a major battle and story hook at the end of level 29. In other words, when the character is created, the DM already has a plan for major events in the character’s career, and eventual success in their life’s major quest…

The Empress then called on her new champions. She described a sticky situation that needs a brave group of heroes to solve. A Sarpadian ambassador was kidnapped, and is held for ransom. The group claiming responsibility is a sect of anarchists, intent on bringing down the Empress’ rule. What’s worse, the Ambassador had some important and secret news he was bringing back for the Empress’ ears only. The party is to save the Ambassador if possible, but more importantly, get the top secret information and bring it back as soon as possible.

Next week: the party travels to the Forests of Ultair (where the Ambassador was last seen) to gather clues. Ultair is one of the Brother Kingdoms. It used to be one Kingdom, but when the king died, the twin brothers split the land down the middle and created two kingdoms…