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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