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Act Two: Relgoth Mysteries

Scene One: Arrival

It is several days after the end of the previous act. The heroes have had an uneventful trip to Relgoth, a city in Skie's realm occupied by Knights of Takhisis.

Overview

In this scene, the heroes stealthily enter Relgoth - a major collection point of human spawn fodder. The poor folk left here serve as Dark Knight slaves.

Getting Started

The Narrator can check Dusk or Dawn, Chapter Three, for details on the Dark Knights, in case the heroes meet a guard while trying to enter the city.

First Impressions

As the scene begins, the heroes stand atop the crest of a dry, bowl-shaped valley, looking down upon a walled town from a mile or so away. It is noon.

The feature dominating Relgoth is a towering, misshapen structure that looks like some form of castle. From your vantage point, it resembles a giant black anthill rising from the sandy ground, its highest peak soaring at least one hundred fifty feet into the air. This sprawling dark fortress spills over and around the walls of city, covering a sizable section of town. The bizarre structure seems lowest to the south, and there you can see the top of a tower rising from the curious structure.

"The Bastion of Darkness," Marda whispers, "one of the strongholds of Khellendros. My captors said it took a talon of Thorn Knights a year to build it, even with a huldre to bolster their magic. I had no idea what they were talking about at the time."

The Story Continues

After they have taken in the sight of the Bastion of Darkness, the heroes can observe the rest of Relgoth from their vantage point. The dirty walls are heavily patrolled, and Dark Knights stop everyone entering or leaving the city through the gates on the southwest and southeast walls. Perceptive heroes can even see that the Knights search and question each individual.

The heroes need to formulate a plan to get into the city. They can try:

- Bluffing their way through the gates;
- Scaling the wall after nightfall;
- Stowing away in an arriving merchant caravan; or
- Creatively employing magic.

Should the heroes try to pass through the city gates, the guards ask their business in Relgoth. The heroes need a convincing story. Marda might suggest that nonhuman heroes pretend to be bounty hunters delivering prisoners to Lord Sivaan, overseer of this spawning site (if the heroes learned of him in Act One), and that the humans pose as their prisoners. The heroes also could disguise themselves as locals to get in, but the guards will not let them enter without giving a password.

If the heroes try to climb the twenty-five-foot city wall, they must avoid the notice of the Dark Knights patrolling it. Of course, if the guards spot the heroes, they will try to apprehend them.

In any case, Marda conceals herself outside of town, explaining that if she's captured again, she'll never find Wilie.

The Battle

Three Dark Knight guards stand duty at Relgoth's gates at all times, and Knights also patrol the city walls in groups of two. Should a fight break out, ten more will arrive within five minutes. Heroes who fail to act fast in a fight soon become hopelessly outnumbered.

Although the guards remain alert, they can't possibly account for every contingency the heroes might dream up. If the group has a solid plan for getting into the city, it ought to have a chance to succeed - as long as the heroes don't botch the job. Should the worst happen and one or more of them get captured, the others can stage a rescue attempt.

Atmosphere

The Narrator should strive for a feeling of tension in this scene, making the heroes feel as though they are about to be discovered any moment.

Actions

An average Perception action lets the heroes see the Dark Knight guards questioning and searching everyone they stop. Marda can confirm this fact, should the heroes fail to detect it.

Other actions needed in this scene will depend on how the heroes choose to enter the city. Descriptions of two possible scenarios follow.

Through the Gate

The guards will accept the bounty hunter story if the hero posing as the lead bounty hunter succeeds at an easy Presence (Reason) action.

Heroes wanting to enter Relgoth undisguised can obtain the password by intercepting peasants or merchants leaving the city. Threatening or bribing them for the password requires a successful average Presence (Reason) action, but a mishap means the character gives the heroes a false password.

Disguising themselves as locals is an easy Presence (Reason) action for human heroes, but challenging for nonhumans. Failure means the guards turn the hero away, believing him a beggar or errant adventurer. However, a mishap arouses their suspicions and leads them to attempt to capture the hero.

Convincing a merchant to hide the heroes is a challenging Presence (Reason or Spirit) action; stowing away in a caravan proves an average Reason action. In either case, a mishap means the merchant sends someone for the guards.

Over the Wall

Climbing the wall requires each hero to perform a successful average Dexterity action. A mishap means he falls, suffering 3 damage points. At night, a hero climbing must make a second average Dexterity action to avoid detection by the guards (daunting in daylight). Either way, a mishap means the hero falls from the wall and incurs 5 damage points. If the mishap action card had an odd-numbered face value, he tumbles to the outside; if it was even, he falls into the city.

Characters

In addition to Marda, this scene also involves Dark Knights and locals.

Marda: Human adult female, reserved demeanor, Adventurer. Ag 8A, Dx 9B, St 5C, En 5B, Re 8X, Pe 7C, Sp 9X, Pr 7A, Dmg +2 (dagger or sling), Def 0 (common clothing), also uncontrolled mystic power (see Act Three, Scene One for details).

Dark Knight guards: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail), also missile weapons (crossbow/+5).

Townsfolk or merchants: Humans of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 6, Es 4, Dmg 0 (unarmed), Def 0 (common clothing).

Outcome

This scene's outcome depends on whether the group managed to enter Relgoth without being caught.

- Once inside the city, free heroes (even those pursued by Dark Knight guards) can begin Scene Two.
- Captured heroes go to Scene Three.

Scene Two: The Streets of Relgoth

This scene begins as the heroes get their first close-up look at Relgoth and meet some of the people who live there.

Overview

This scene gives Narrators a quick look at the city's different quarters and personalities. It is by no means a complete or exhaustive description, but it offers threads the Narrator can use to weave side adventures for the heroes as they head toward the Bastion of Darkness. Narrators also can use the information in this scene as foundations for action and intrigue of their own devising, should the heroes ever return here - perhaps in an effort to liberate the city.

Getting Started

Narrators should review the sidebar starting on page 18 and the map on page 19 for details about specific areas in Relgoth. If the heroes meet a draconian during their visit to Relgoth, Narrators can review their powers by turning to Chapter Six in the Book of the Fifth Age.

First Impressions

Narrators should read the appropriate text aloud as the heroes enter each section of Relgoth, a city once home to far more people than currently dwell here.

Heroes entering Relgoth through the gates pass into the New City.

Most of the buildings here stand vacant and ruined, their windows and doors gaping toward the cloudy sky. All around you see sickly, crippled beggars, rail-thin street urchins, and Dark Knight patrols.

After walking through the New City (or climbing the north or northeast sections of the city wall), heroes find themselves in the Old City. The Old City seems quite populated, although many of the buildings here appear to have been turned into barracks for Dark Knights, mercenaries, draconians, brutes, and other unsavory types. Civilians in this area include street performers and merchants running open-air stalls. These haggard folk give the heroes frightened glances and shrink from the gaze of the Knights.

The Story Continues

Most of Relgoth's population lives in the Old City, once the merchant and noble quarter. Today, weary townsfolk of all social levels share the manors and stores. They exist in the shadows of Castle Rel, home to the Knight of Takhisis who administers the city, and the Bastion of Darkness, a strange, otherworldly stronghold overseen by Lord Sivaan. Heroes can find most kinds of stores in this area, although they cannot openly buy weapons or armor.

The heroes, fearing that dallying will only endanger them, may decide to head straight for the Bastion of Darkness to save the prisoners. On the other hand, they want to look around the city before heading into the stronghold. The sidebar starting on page 18 examines Relgoth in greater detail for explorers.

Atmosphere

Relgoth exists under a heavy weight of oppression. Its people, unwilling slaves to the minions of a Great Dragon, have served as a source of spawn for several years. However, the Knights have drawn fewer and fewer victims from the populace of late, as if they seek to preserve the servitor population.

The locals exude an aura of fear and despair so strong as to seem almost tangible. Most of them know their days are numbered - sooner or later they will fall victim either to the pique of a short-tempered Knight or to the Blue Dragon's need for spawn.

Actions

Heroes moving about the city in disguise should attempt periodic actions to maintain their facades: easy Presence (Reason) actions for human heroes, average ones for nonhumans. Failure causes suspicion in locals and leads guards to attempt to seize the hero.

Characters

Heroes wandering the streets of Relgoth may meet a variety of characters.

The spirit of most Relgoth citizens, and perhaps even their will to live, has been broken (giving them a low Spirit score). They scurry through the heavily patrolled streets, trying to avoid attention from anyone. They act fearful of the heroes, believing them mercenaries.

Townsfolk: Humans of varied age and demeanor, Unknown and Rabble. Co 5, Ph 5, In 6, Es 4, Dmg 0 (unarmed), Def 0 (common clothing).

Tall, blue-painted brutes travel the streets in groups of three, usually under the command of a Dark Knight. They serve as the Blue's muscle.

Two hundred brutes: Hostile nonhumans. Co 6, Ph 11, In 6, Es 8, Dmg +8, Def -5, also missile weapons.

Knights of Takhisis patrol the city streets in groups of ten. Should a fight break out, a second patrol arrives within five minutes. Other Knights guard the gates in threes and patrol the city walls in pairs. All guards carry crossbows.

Few Dark Knights here know anything specific about Khellendros's plans, nor do most realize what he does with prisoners brought into the Bastion of Darkness (they assume he eats them). When the heroes question a Dark Knight about matters involving the prisoners, spawn, or artifacts, the Narrator should turn a card from the top of the Fate Deck. Only if the resulting card belongs to the Suit of Dragons and has a value of 5 or higher does the Knight know the truth.

Only an impossible Presence (Spirit) action and threats of violence or use of magic can penetrate a Knight's fanatic loyalty to his Order and the dragon.

Dark Knights: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail).

A Dark Knight officer walks with every brute patrol and often stays with the guards at the gates between the various quarters. (Picking a card with a black aura in a random draw might mean an officer is present.) All Presence actions the heroes attempt involving lies or con games become one degree more difficult when an officer is around, even if the heroes don't speak to him directly.

Knight-Officer: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 7, Es 7, Dmg +8 (two-handed sword), Def -5 (plate armor).

Throughout Relgoth, Baaz draconians enjoy terrorizing townsfolk just because they can. Sivaks, in turn, bully the Baaz.

Forty Baaz: Draconians of varied demeanors, Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4, Def -3, also can glide, turn to stone on their death.

Forty Sivaks: Draconians of varied demeanors, Novices. Co 10, Ph 12, In 7, Es 7, Dmg +12, Def -5, also can fly, shapechange, explode on their death.

Outcome

When the heroes have tired of exploring the city, they can approach the Bastion of Darkness in Scene Three.


Areas of the City

The following pages offer description for heroes who explore Relgoth instead of heading straight to the Bastion of Darkness. The locations refer to sites marked on the Relgoth map opposite.

The Gates

Except for farmers on their way to till the dry fields outside the city walls, most townsfolk stay away from the gates - it's too easy to unknowingly break one of the Knights' many rules, with dire consequences. Three Dark Knights guard each gate, possibly overseen by an officer (see "Characters" on page 17).

The New City

In the years following the War of the Lance, Relgoth experienced a boom. Locals had discovered mineral deposits nearby, and the city's proximity to the Vingaard Road made it an ideal resupply point for caravans, since ruined Vingaard was occupied by river pirates. Seeing nothing but a bright future ahead, the optimistic city lords began expanding. Although the job nearly bankrupted them, it paid off; by the Summer of Chaos, merchants, farmers, and other newcomers packed the New City.

Then came the Chaos War. Shadowwights wiped out many of Relgoth's citizens, their names now forever lost to memory. A few years later, draconians and Dark Knights arrived, in the service of Khellendros the Blue.

Now, the city that supposedly once rivaled Palanthas in beauty lies mostly deserted, its buildings slowly falling to ruin. The Dark Knights and brutes patrol this New City only lightly, relying upon the guards at the gates and on the walls to spot any trouble.

As the Knights have forced all ablebodied citizens into the Noble Quarter, the New City now holds only the old, the crippled, and the orphaned. Heroes passing through the New City will have to contend with swarms of filthy, emaciated folk begging for food. (However, anyone on the run can rest for days in one of the New City's abandoned buildings with little risk of detection.) For food or clothing, these poor souls will tell the heroes the New City's tragic history.

Cripples or beggars: Humans of varied age and demeanor, Unknowns. Co 4, Ph 3, In 6, Bs 4, Ding 0 (unarmed), Def 0 (common clothing).

Heroes spending any time in the New City should make random draws to see whether local street urchins make off with any of their possessions. A black aura on the resulting card means they've fallen victims to the little thieves.

Street urchins: Human children, varied demeanors, Rabble. Co 7, Ph 4, In 5, Es 4, Dmg 0 (unarmed), Def 0 (common clothing).

The Old City

Relgoth was founded in 940PC by the third son of a lord of Vingaard who, knowing he would not inherit much from his father, struck out with several other younger children of nobles and, with serfs given to them by their parents, founded a new farming community near the Vingaard Mountains.

The "Old City" was the entire city until after the War of the Lance, and it had more or less grown to capacity by 250PC, when the city wall was built. The lord who ordered the construction of this circular, towerless wall died during its construction. Legend has it that his spirit became part of the wall and ensured that the city would never fall to invaders. The legend held true until Khellendros came. Now, the Dark Knights administer Relgoth for the dragon and have buried a third of the Old City beneath the Bastion of Darkness.

Today the Old City primarily contains barracks for Dark Knights and mercenary forces in the area. Three hundred fifty Knights - in addition to human and elf mercenaries, draconians, brutes and a few goblins - live in this section. The townsfolk who also live here fill the soldiers' entertainment and mercantile needs. However, these are an oppressed people. The dances of Relgoth's street performers hold no joy - many of these folk even sport bruises, evidence of their hard lives.

It might surprise some to learn of elf mercenaries working alongside Dark Knights - the fact would surely disgust other elves. However, the elves in Relgoth are the remainder of a fighting force stranded outside Silvanesti's enchanted forest when the magical shield was raised. This crew, bitter that they had heard no call to come home before the raising of the barrier, cut a deal with Khellendros the Blue. The dragon promised that if they would agree to defend Relgoth from attack, he would bring down the Silvanesti Shield and permit them to go home.

These mercenaries know nothing of the dragon's spawning efforts. They are not at all happy about serving a dragon, but considered the alternative - losing all Silvanesti fellowship - much worse.

Fifty elf mercenaries: Silvanesti adults of varied demeanor, Adventurers. Co 6, Ph 4, In 5, Bs 5, Dmg +7 (long sword), Def -2 (leather), also missile weapons (selfbow/+2).

The Silvanesti mercenaries follow Alor Lightleaf, a handsome elf who has led them since the War of the Lance, when he formed part of the delegation that negotiated peace between the Silvanesti, Qualinesti, and Kagonesti on Southern Ergoth. Alor seems aloof and rather racist, frowning upon such things as half-elves and mixed marriages. Yet he burns with anger toward the people who abandoned him.

Alor Lightleaf, a mercenary leader: Silvanesti adult male, bigoted demeanor, Master. Ag 9A, Dx 9B, St 6C, En 6C, Re 5D, Pe 7C, Sp 6X Pr 7A, Dmg +4 (long sword), Def -7 (chain mail, ring of renown), also missile weapons (self bow/+2).

Unlike the elves, Relgoth's human mercenaries are drawn from the basest of riffraff. These men and women conduct kidnapping raids to secure spawn. Most of them assume the captives serve as food for the dragon, though they really don't care what happens to their prisoners - as long as they get paid.

One hundred human mercenaries: Human adults of varied demeanor, Adventurers. Co 6, Ph 6, In 5, Es 5, Dmg +6 (broad sword), Def -4 (scale).

The Noble Quarter

In the Noble Quarter, Relgoth's oldest neighborhood, citizens live in gilded cages. Roughly fifteen hundred men, women, and children here reside in the homes that once belonged to the privileged class.

One individual who has thus far managed to escape the Dark Knights' notice is Shen Korras, a half-elf merchant and sorcerer. He dresses in blue robes and wears a mustache similar to those popular among Solamnic Knights.

Korras alone among the townsfolk still has spirit left. Should the heroes end up on the run in the Noble Quarter, he can provide them with a place to hide. He will seem impressed by heroes seeking to rescue the prisoners in the Bastion of Darkness and tells them that a Sivak draconian named Lord Sivaan is directly in charge of the prisoners in the Bastion. He adds that the Bastion's entrance lies in this quarter and will even offer them food and weapons.

Shen Korras: Half-elf adult male, shrewd demeanor, Hero. Ag 9A, Dx 8B, St 10A, En 8C, Re 10A (100), Pe 8B, Sp 8B (64), Pr 7A, Dmg +8 (great sword), Def -3 (chain mail), also sorcery (spectramancy, electromancy, aeromancy) and mysticism (animism).

Locals know Korras as a merchant who fled to Relgoth when Palanthas fell to the Storm Over Krynn. He speaks little of his past and isolates himself in his home for weeks on end, conducting research into sorcery and mysticism. Many believe he seeks to drive the Great Dragons and Dark Knights from Ansalon, but no one - especially the Dark Knights - has ever been able to prove his involvement in subversive activity.

Korras's name is familiar to Jasper or any other Citadel hero. Korras was one of the Citadel of Light's early supporters, even if he never studied there. He helped supply food to the dwarf craftsmen building the Citadel, paid for much of the ornamentation inside the structure, and purchased the ferry that services the island. His money also paid for the War of the Lance monument raised on Schallsea in 16SC. Korras says his family died in a battle on that site, and he wanted to mark their passing. He has a home on the island as well as in Relgoth.

If anyone asks Korras why he lives in Relgoth, the merchant explains he came here to learn more of Skie plans, as well as to assist any brave souls who dare stand up to the dragon. He has not yet uncovered what the Blue intends to do with his spawn, but he does know that the dragon sends them out to do his bidding all across his realm.

Castle Rel

A bulky fortress called Castle Rel crouches on a small hill between the Noble Quarter and the Old City. Once impressive, the castle is now dwarfed by the otherworldly Bastion of Darkness. Ranking Dark Knights dwell here with their personal guard, a few dozen young people training for entry into the Knighthood, and their instructors.

The identity and gender of the Lord Knight in charge of Relgoth remains unknown, although folks think him a Knight of the Lily. He often is accompanied by two equally enigmatic Commanders: a Skull Knight and Thorn Knight. No one has yet seen this trio in public without full armor. The secrecy surrounding these three remains a subject of discussion among Solamnic Knights, Legionnaires, guild thieves, and others who offer organized resistance to the Dark Knights. So far, no one has been able to discern the reason for the secrecy or penetrate its veil.

The truth is that all three ranking Dark Knights in Relgoth are dark elves of Silvanesti stock. When Mirielle Abrena began rebuilding the Order shortly after the Second Cataclysm, they promised to assist her in an invasion of Silvanesti in return for the opportunity to Join the Knighthood as adults. Before they could enact this plan, however, the Silvanesti raised their mysterious shield.

These three govern the Knights in Relgoth at Khellendros's request. They must keep their identities secret, lest they lose the respect of those they command - after all, no elf may normally wear the austere armor of a Knight of Takhisis, and all other Knights must join the Order as children, not adults. Eventually, as these three oversee the training of more and more young Knights of Takhisis, they may admit more and more dark elves into the ranks to pursue world domination in the name of Takhisis.

Although dark elves, these three - who will never give their names, even if captured, as they do not wish to dis- honor their families further - retain the traditional Silvanesti attitudes and outlooks ingrained within them.

The Lord Knight, Order of the Lily: Silvanesti adult, scheming demeanor, Master. Co 8, Ph 6, In 7, Es 8, Dmg +8 (two-handed sword), Def -5 (plate).

Thorn Knight Commander: Silvanesti adult, opinionated demeanor, Master. Co 8, Ph 6, In 8 (81), Es 8, Dmg +6 (broad sword), Def -5 (plate armor), also missile weapons (selfbow/+2), sorcery (divination).

Skull Knight Commander: Silvanesti adult, grandiose demeanor, Master. Co 8, Ph 6, In 7, Es 8, (64), Dmg +7 (long sword), Def -5 (plate armor), also mysticism (animism, mentalism, necromancy).

The Bastion of Darkness

This structure is described in Scenes Three and Four.


Scene Three: Into the Darkness

By now, the heroes have made their way to the entrance to the Bastion of Darkness in Relgoth's Noble Quarter - either freely or in an elephant-drawn prison wagon (if captured in Act Three).

Overview

To find the prisoners, the heroes must either bluff or sneak past the Knights at the stronghold's entrance. Of course, if the heroes themselves are captives, they will be herded right into the Bastion - they might see a chance to escape.

Getting Started

Narrators may wish to refer to the Relgoth map on page 19 during this scene.

First Impressions

From near the entrance to the Bastion of Darkness, Relgoth's dominant feature, the heroes can see the following:

The immense black stronghold towers over the city. It looks bizarre, like a giant anthill. It spills over a third of the Old City, absorbing everything it touches. It looks as though the fortress has somehow pushed its way up from below.

The sprawling walls, which appear to be made of black sand, are dotted with openings of various sizes. The largest rests at ground level, a great, gaping maw opening into darkness. This portal looks wide enough for two wagons to enter side by side. Dark Knights guard it vigilantly, stopping all who approach and questioning them thoroughly before letting them enter.

The Story Continues

The heroes discover, as they approach the walls (or once they're inside) that the Bastion of Darkness is made up of normal sand held together by magic.

Although the structure appears solid, heroes can scoop handfuls of sand from the floors and walls. The feat of creating such an effect should disturb sorcerers even as it makes them marvel: Apparently Khellendros, like the Silvanesti elves with their shield, discovered how to create permanent magical effects using the new magic of the age.

Dark Knight guards order captive heroes out of their wagon and usher them into the gaping maw of the citadel. If the heroes decide not go along quietly, they could use magic or muscle to make a break for freedom.

Free heroes must formulate a plan to get into the citadel. For instance, they might try using the same ruse that worked for them at the city gates: pretending to be bounty hunters returning with prisoners for Lord Sivaan. The Narrator should let them work through their many options with minimal input.

As players formulate their plan, the Narrator should think about the defenses the Dark Knights may have in place to prevent someone from stealing into the stronghold that way. The guards at the gate might ask all who try to enter for a password and their business within. They also might have additional guards posted near the windows in case someone should try to climb the walls. But are they prepared for trespassers who make creative use of spells?

The options below describe a few of the ways free heroes might try to enter the Bastion of Darkness. As always, the Narrator must keep in mind that his primary duty is to challenge the group with a fun and interesting series of events - getting into the Bastion should not be impossible, but it's no cakewalk, either.

- Through the gate: The heroes can try passing themselves off as merchants or as mercenaries with their prisoners again. As long as they mention Lord Sivaan, the password that got them into the city will get them into the stronghold, too. If they fail to mention Sivaan, the guards turn them away. Once the heroes are admitted, a Dark Knight escorts them to Lord Sivaan; those who want free run of the citadel must dispose of this escort.
- Climbing the wall: Anyone trying to climb the exterior wall of the sandy structure finds the exercise much like scaling a vertical sand dune: He has next to nothing to grab onto or to give him a foothold. Heroes who manage to climb fifty feet up the wall (or otherwise gain access on one of the upper levels) can enter the fortress through a window.
- Digging: Once the heroes discover this citadel's sandy consistency, they may attempt to tunnel in. Unless they wield geomancy, though, any tunnel collapses before they can use it.

Atmosphere

An air of menace hangs over this otherworldly black structure. Armored warriors patrol ledges that jut from oddly angled openings. The looming stronghold dwarfs these figures, as well as the guards at the entrance, even while it strengthens their malevolent appearance. And who can say what fell creatures might emerge from the Bastion of Darkness to defend the fortress?

Heroes standing in the shadow of this dark citadel should experience a feeling of foreboding and insignificance. Narrators can also mention that lightning plays in the dark clouds overhead and thunder rumbles far away.

Actions

Once let out of the prison wagon, a captive hero can bolt for freedom with a successful challenging Agility (Perception) action, running either into the Bastion or away from it into town. Three Dark Knights immediately give chase.

Using the bounty hunter or merchant story to win through the Bastion's gate is harder than it was to enter the city: The group's leader must succeed at an average Presence (Reason) action. The heroes might obtain a necessary password by bribing or threatening townsfolk, as described in Scene One. Passing themselves off as locals to get in requires the leader to make a successful average Presence (Reason) action for human heroes, but a daunting one for nonhumans. (The Narrator can alter the difficulty based on the credibility of the heroes' story.)

Heroes must attempt a challenging Agility action to begin scaling the wall (a daunting action for centaur heroes). They must then perform an additional challenging (or daunting) Agility action to keep from sliding down the side of the fortress in a cloud of sand. Heroes incur no damage from this gradual fall, but they do attract the guards' attention. If a hero suffers a mishap while climbing, the wall suddenly gives way and sucks him in like quicksand, smothering him into unconsciousness. The others may try to rescue him, but anyone who gets too close risks being sucked in, too: A black aura on a randomly drawn card means the would-be rescuer shares this fate.

Characters

The Dark Knights around the citadel patrol and guard in groups of three.

Dark Knights: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-handed sword), Def -5 (plate armor), also missile weapons (crossbows/+5).

Outcome

From this scene, the adventure could veer off in one of several directions.

- Heroes who bluff their way into the citadel and go to Lord Sivaan continue with Scene Four.
- If the heroes scale the wall, ditch their Knight escort, or break free of their guards and run into the Bastion, the story moves to Scene Five.
- Should captive heroes escape their guards and run from the Bastion, they are pursued through the streets of Relgoth in Scene Two.
- Heroes captured or recaptured are knocked unconscious by the guards. They, as well as anyone drawn into the sandy wall, awaken in Scene Six.

Scene Four: A Talk with Lord Sivaan

After bluffing their way into the Bastion of Darkness in Scene Three, the heroes come face to face with one of Khellendros's chief henchmen.

Overview

Their escort leads the heroes to Lord Sivaan, a Sivak draconian. After a brief conversation, the Sivak has Dark Knights attempt to subdue the heroes and throw them in with the potential spawn.

Getting Started

The Narrator can reference the Book of the Fifth Age, Chapter Six, for background on Sivak draconians.

First Impressions

From the entrance, the heroes follow their Dark Knight escort into a twisting maze of tunnels that exist - almost impossibly - within the loose black sand.

The floor beneath your feet shifts like the sand on a beach - some of it even finds its way into your shoes. Flickering braziers provide dim light in the upward-slanting hall. Every so often, you pass openings guarded by a trio of Dark Knights, beyond which beckons open sky. More frequently, you pass closed doors that somehow manage to stay upright, despite the fact the walls around them are barely solid. Muffled cries sound from behind the doors.

Eventually, your escort stops outside a wide door. He knocks twice, and a sibilant voice bids him enter. Inside, a Sivak draconian - large even compared to other members of his race - sits behind a hulking desk. His wings slowly beat, stirring the air in the room. The office contains decorative stonework on the walls, a rich rug covering the floor, and several mounted human and elf heads.

The Story Continues

The draconian introduces himself as Lord Sivaan, overseer of the Bastion of Darkness. If the heroes try to bluff their way through this meeting, he asks their names, their business with him, and/or how they came to be in his employ - he has no memory of hiring a band of their description. Sivaan appears to accept any explanation with a toothy grin. However, the suspicious draconian doesn't really believe a word of the group's story: He just wants to toy with the heroes before calling the guards.

If they claim to have brought him captives, he congratulates the "bounty hunter" hero(es). "Someone made a wise choice in securing your services. But it seems you have not been fully instructed: I want the prisoners subdued. Guards!" Answering Sivaan's call, Dark Knights pour into the room.

Should all the heroes pose as bounty hunters, merchants, or other subjects reporting to him. Lord Sivaan listens politely to their stories and asks questions until they have grown obviously uncomfortable. Then, with a wicked, lizardlike grin, he calls for the guards and attacks.

The Battle

The Knights of Takhisis who rush into the office attempt to beat the heroes with clubs, continuing the assault until they have rendered all of them unconscious. If two of the Knights fall, they switch to their far more lethal swords.

Sivaan hangs back, letting his guards do the fighting for him, until the heroes appear to have the upper hand. When he wades into battle, he focuses on the particularly strong heroes, though not as gently as the Dark Knights: The draconian counterattacks to kill.

Atmosphere

The Narrator should strive to convey the strangeness of the Bastion of Darkness by describing the sand running down the walls and the dancing shadows that twist their way across the surfaces. Distant screams rise and fall from various directions.

Once the heroes confront Sivaan, however, the atmosphere should change to one of immediate danger. Sivaan will seem cordial even after he orders the Dark Knights to subdue the heroes, but the mounted heads staring blankly down at the group should prove that his friendliness is only a facade. Sivaan hates humans just as much as most other draconians do, if not more.

Actions

Ultimately, the heroes' only viable course of action in this scene is to flee, fight, or cast spells. No attempt to bluff the savvy draconian can succeed. Should the heroes surrender then attempt to escape, a successful challenging Agility (Perception) action allows them to break free of their captors. The guards immediately give chase.

Characters

When called, two Knights appear for each hero and character in the party.

Dark Knights: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 7, Es 6, Dmg +8 (two-handed sword), Def -5 (plate mail).

Sivaan: Sivak draconian, treacherous demeanor, Champion. Co 10, Ph 12, In 7 Es 7, Dmg +12 (two-handed sword with serrated blade), Def -5, also can fly, shapechange, explodes upon death.

Outcome

This scene has a variety of outcomes.

- Heroes who escape Sivaan's office or vanquish their foes there will be on the run in the dark fortress, as described in Scene Five.
- The story also moves to Scene Five if the heroes break free of their escort before they reach Sivaan's office.
- Heroes who become prisoners in this scene are knocked unconscious, to reappear in Scene Six.

Scene Five: Dark Wanderings

The heroes wander the Bastion after either entering through stealth, dispatching their Dark Knight escort, or fleeing the battle in Lord Sivaan's office.

Overview

This scene takes the heroes though the twisting halls of the black fortress, where they may chance upon interesting - but potentially deadly - individuals.

Getting Started

The Narrator can plan which characters the heroes might meet in the stronghold's sandy halls, or he can make a random draw from the Fate Deck and consult the card's value: If he draws a One, the heroes meet the first character listed at right. If he draws a two, they meet the second, and so on. If the Narrator draws the Ten of Dragons, the heroes move on to the next scene.

First Impressions

If the group has not played Scene Four, Narrators should read the text below.

The floor beneath your feet shifts like the sand on a beach - some of it even finds its way into your shoes. Flickering braziers provide dim light ill the sloping hall. Dotting the passages are openings guarded by trios of Dark Knights, beyond which beckons open sky. You also spy closed doors that somehow manage to stay upright, despite the fact the walls around them are barely solid. Muffled cries sound from behind the doors.

The Story Continues

Should the heroes try to open some of the doors in the hopes of finding the prisoners, they'll have to get through some tough locks (see "Actions"). Some of the rooms serve as storage space (a red aura) or offices (a black aura on a random draw; a Dragons card means the office is occupied by three Dark Knights). A white aura card, however, lets the heroes find a dank prison cell with a number of captives equal to the card's value. One of these frightened, starving folk tells the heroes that dozens of other prisoners are being held elsewhere in the Bastion.

This section suggests some of the characters the heroes might meet as they wander the dark citadel's mazelike halls. Their game information appears in the "Characters" section at the end of the scene. The Narrator can include as many such meetings as he desires.

- Wench (noncombatant): A young woman, the mistress of a brutal Dark Knight, walks to her lover's quarters carrying food and drink for him.
- Scribes (noncombatants): A pair of local functionaries has come to perform a count of prisoners on behalf of the Lord Knight of Relgoth.
- Mercenaries: A group of sellswords has just gotten done delivering prisoners to one of the holding pens. One appears for each hero.
- Dark Knight patrol: Knights patrol the corridors in groups of three.
- Inductees: A group of black-clad children about twelve years of age are on their way to weapons practice.
- Torturer: As a scarred man in black leather closes a door behind him, the heroes can hear voices in the room pleading for mercy. Moments later, screams drift into the hallway.
- Squire: A young member of the Knighthood is running an errand for his liege. Eager to please his master, he will be suspicious of the heroes.
- Baaz: Five draconians have lost their way in the twisting corridors. They will try their best to get directions to the holding pens without letting the heroes know they are lost.
- Servants (noncombahwts): Alone or in pairs, these characters are performing menial tasks for the Dark Knights and draconians.

When staging these encounters, the Narrator might decide based on the situation how a character reacts to the heroes' presence (if he sees them). He also can use the inscription on a randomly drawn Fate Card to determine an individual's attitude, or even try checking its aura:

- White aura: The character seems helpful and friendly.
- Red aura: Distrustful of the heroes, the character demands an explanation for their presence. He turns hostile if he finds them unconvincing (determined by another random draw), but might become helpful if the heroes offer a persuasive story.
- Black aura: The character either attacks the heroes, attempts to betray them, or calls for reinforcements to help capture or kill them.

Characters listed above can feed the heroes information, too. For example, a friendly person might reveal the way to the prisoners in the holding pen (Scene Six) or tell the heroes that Knight-Officer Nikoles - the officer who has Marda's brother - is assigned to the Knight's Spur encampment on the Vingaard River (detailed in Act Three). The Narrator can even give the heroes dues leading to adventures of his own devising.

When the group has played through the desired encounters, the Narrator should go to the "Outcome" section.

Atmosphere

The atmosphere in this scene can vary from tense and otherworldly to hectic and nightmarish. If the heroes are being chased, the mood should be one of nonstop action. And all the while, the Narrator should emphasize the alienness of the sandy hallways and the many unsettling sounds coming from all directions.

Actions

The variety of actions the heroes might attempt during this scene are too varied to mention. If they have gotten into the stronghold undetected, many encounters may revolve strictly around role-playing. However, for heroes on the run, the meetings will lead to combat.

In general, heroes likely will attempt Reason and/or Dexterity actions to move through the halls undetected. Additional Reason actions might allow them to find hiding places, while Presence actions can let them bluff their way past characters. Picking a lock on a door requires a challenging Dexterity action, while breaking the lock is a challenging Strength action.

Characters

The characters on the previous page fall into one of the following categories:

Baaz: Draconians of varied demeanors, Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4, Def -3, also can glide, turn to stone upon their deaths.

Dark Knights: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +4 (cudgel) or +7 (long sword), Def -5 (plate armor).

Noncombatants: Humans of varied age and demeanor, Unknowns. Co 5, Ph 4, In 6, Es 6, Dmg +2 (dagger), Def 0 (common clothing).

Mercenaries/Torturer: Human, elf, and half-elf adults of varied demeanor, Adventurers. Co 6, Ph 6, In 5, Es 5, Dmg +6 (broad sword), Def -3.

Inductees/Squire: Human youths of varied demeanor, Unknowns. Co 5, Ph 4, In 6, Es 6, Dmg +2 (dagger), Def 0 (common clothing).

Prisoners: Humans of varied age and demeanor, Unknowns. Co 6, Ph 5, In 5, Es 5, Dmg +2 (rocks) or by captured weapon, Def 0 (common clothing).

Outcome

Eventually, the hallway the heroes are following ends in an unlocked door.

Opening it, they find themselves overlooking a scene of misery: a holding pen for those slated for spawning. (Due to the mazelike effect of the twisting halls, they end up there no matter where they were heading.) Now, Scene Six can begin.

Scene Six: The Prisoners

This scene opens in one of two ways: After roaming the citadel in the previous scene, the heroes step through a door that leads to a balcony overlooking a holding pen. Heroes captured earlier find themselves led here to take their place among the prisoners instead.

Overview

Here, the heroes witness the first step in the spawning process and perhaps free two hundred captives - a group that may include several of their comrades.

Getting Started

The Book of the Fifth Age, Chapter Six, offers background on Baaz draconians, featured in this scene.

First Impressions

The Narrator should read the text below aloud to players of free heroes:

From your vantage point on the balcony, you can see in the center of the rocky, open-air courtyard below a two-story house, its windows equipped with bars. Similar structures ring the courtyard, partially crushed and absorbed into the sandy black walls.

A pair of heavily armored Dark Knights enters the house, while several others remain outside with a handful of Baaz draconians. They all appear watchful, as though they expect trouble. The haggard faces of men and women press against the windows of the buildings top floor, despair reflecting deeply in their eyes and features. After a few moments, the Dark Knights emerge from the building herding a dozen men and women.

Captured heroes arrived at the holding pen some time ago, unconscious, and were thrown in the house. Their players should now hear the following text:

You awaken armorless and weaponless as a pair of Dark Knights raps you with the flat of their blades, ordering you to get up. Around you, inside what appears to be a small house, stands a collection of downtrodden, broken-spirited townsfolk and adventurers. Some of them look like they've been kept prisoner tor weeks. A handful of these captives are ushered outside with you into a rock-strewn courtyard. The high sandy black walls of the fortress surround a tiny spot of sky high above.

This final passage applies to all heroes:

One of the Dark Knights announces to those in the courtyard,"I am Knight-Warrior DeValier. Do not bother asking why you are here or why this is happening to you. All you need to know is that some of you can leave this place alive. How? By fighting your fellow prisoners and surviving until I call a halt to the combat. Those who refuse to fight will be executed immediately."

The other Knights and the draconians take up positions in a wide half-circle that curves along the courtyard wall. "You make the choice," the Knight continues. "You can fight bravely and possibly die honorably. Or you can die like cattle in a slaughterhouse."

A brief silence falls over the courtyard. From far above the sandy walls comes the cheery chirping of a bird. Then a thin woman in ragged clothes lets out a shriek and launches herself at one of her fellow captives.

The Story Continues

The Knights and Baaz force the dozen selected prisoners to fight each other to the death with their bare hands. Any heroes captured earlier in this adventure are among those brought outside to fight. Should the heroes refuse to fight the prisoners, they come under attack from one Dark Knight and one Baaz.

Heroes chased onto the balcony at the start of this scene are captured, relieved of their equipment, and marched down to take their places among those chosen to fight. If no heroes are prisoners, they can watch as a bloody brawl ensues beneath the grim stares of the Knights and the reptilian grins of the Baaz.

The Battle

If possible, the ragged woman mentioned earlier assails the hero with the lowest Strength score and attempts to claw out his eyes with her fingernails. The other captured heroes shortly find themselves attacked as well.

Narrators can consider that characters fighting characters kill each other at the rate of one every two minutes. Once a character knocks a hero (or another character) unconscious, he grabs a rock to bash the victim's head in.

From the balcony, the heroes can get off one surprise near-missile range attack against the draconians and Dark Knights (if they weren't pursued). Once they peg a couple guards, the fighting characters realize that they need not kill each other and turn on their captors instead. Heroes on the balcony who want to attack at melee range can jump down to the courtyard.

In any case, heroes among the prisoners or on the balcony should involve themselves in the battle; the captives cannot defeat the Knights and Baaz alone.

Atmosphere

Initially, a mood of crushing despair and oppression hangs over this scene. Once the fight begins, however, the Narrator should pick up the tempo and create an atmosphere of desperate madness. Spectating heroes should feel compelled to join the combat.

Actions

Jumping from the balcony requires a successful average Agility action. If the hero fails, he stumbles and cannot attack for two minutes, though he can defend himself normally. A mishap inflicts 1 damage point on him as well.

Characters

Aside from those forced to fight for their lives, one hundred eighty more captives wait locked in the building in the center of the courtyard. If freed, they will all grab rocks and weapons from the ground, kill the Knights and Baaz, then rush into the citadel in fury.

Prisoners: Humans of varied age and demeanor, Unknowns. Co 6, Ph 5, In 5, Es 5, Dmg +2 (rocks) or by captured weapon, Def 0 (common clothing).

Baaz: Draconians of varied demeanors, Novices. Co 8, Ph 6, In 6, Es 7, Dmg +4, Def -3, also can glide, turn to stone upon on their deaths.

Six Dark Knights: Humans of varied age and demeanor, Adventurers. Co 7, Ph 8, In 5, Es 6, Dmg +4 (cudgel) or +7 (long sword), Def -5 (plate armor).

Knight-Warrior DeValier, a Knight of the Thorn: Human adult male, fierce demeanor.,Champion. Co 9, Ph 7, In 7 (49), Es 8, Dmg +8 (broad sword), Def -8 (plate/target), also sorcery (aeromancy, electromancy, hydromancy).

Outcome

Before rushing off, one of the rougher-looking prisoners pauses to tell the heroes that the Knights hold a group of elves prisoner in a cell down the hall from the balcony entrance. (Narrators can disregard this message if the heroes already rescued elves in Act Three.)

As they make their way back through the Bastion, the heroes and prisoners may meet up with several of the characters mentioned in Scene Five.

- Should the group manage to escape the Bastion, they can wander Relgoth a bit (Scene Two) or depart (Act Three, Scene One), finding Marda waiting where they left her.
- Heroes wishing to free the elves now can go to the Epilogue, Scene One.
- For those who have already rescued the elves and played Act Three, the Narrator should move on to Scene Two of the Epilogue just as the heroes are exiting the Bastion.

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