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Arc IV: City of Sacrifice

The Hellraisers arrive in Astu Sacrificium, the hidden city in the mountains. They find it to be inhabited by a cult capable of granting one their innermost desires, but all is not what it seems. The party is kept from exploring the entire city, strange noises can be heard at night, and their captors seem to be hiding something. A tower looms menacingly over the city, where the Iron Queen resides.  

Chapter 1: Discovering the City

The Hellraisers teleport into an unknown evergreen wilderness somewhere in the Kingdom of Emyel. A light drizzle can be felt, with the smell of fresh rain After searching around the woods, they discover an overgrown building that appears to be a station of some kind. It is styled as a small church, however it is constructed out of steel, iron, and cobblestone with various gargoyles mounted on its roof. Inside, they find a small metal trolley with folded open doors which sit agape. The trolley sits upon a set of rails which go under a large iron gate. If the party follows the rails, the find that they travel along a narrow mountain path which is deadly to cross on foot. Inside the trolley, there are many church pews intended to be used as benches. At the head of the trolley is the upper half of a warforged mounted upon many gears and machinery that connect it to the mechanisms of the trolley. The warforged is lifeless, however a DC 19 investigation check will reveal a small patent that can be seen on a circuit board seen through the warforged's eye socket which reads VTG in Dwarvish. Next to the warforged is a small hole built into the console just over an half an inch in diameter. A DC 19 investigation check reveals a fulcrum of some kind about 2 inches into the hole. Various runes line the interior of the hole. Above the hole is the phrase "Pay to Embark" written in Abyssal. Any items inserted into the hole will be ejected by an unseen mechanism. If they insert their ring finger, it will be severed, returned to them, and they will take 1d4 slashing damage. If any other finger is inserted, it will be severed, dealing 1d4 slashing damage, and the finger will be disintegrated by a glowing red light from inside the hole. After this, the trolley will spring to life. A bell will ring for 10 seconds, after which the doors to the trolley automatically close. The iron gate in front of the tracks will lift, and the trolley will begin to move down the track. The warforged will spring to life, greeting the Hellraisers by saying "Hello Pilgrim! Thank you for riding the Gateway Trolley! We will be arriving in Astu Sacrificium in 45 minutes. Please relax, make yourself comfortable, and prepare to begin your spiritual journey!" The Warforged is named Bob, which stands for Basic Operator Boy. If asked, he will tell the party about the wonders that can be experienced in Astu Sacrificium, about how anything can be attained, and the wonderful power the Iron Queen brought to the city. After about 35 minutes, the tracks come to an end at the edge of a cliff, where Astu Sacrificium can be seen across a deep valley on a plateau. A single cable connected to an iron pole next to the tracks dangles across the valley and connects to a market small square at the edge of the city. The trolley then extends a mechanism which connects to the cable, then lifts the trolley off of the tracks as it slowly crawls across the cable, dangling in the wind, as it makes its way towards Blightlit Square.  

Chapter 2: Arrival in Blightlit Square

The trolley comes to a stop in a similar station as the one they disembarked from, however this one has been impeccably maintained. Bob says "Thank you for riding the Gateway Trolley. Enjoy your new life in Astu Sacrificium." Bob and the trolley then shut down, and the finger hole remains closed.   Outside the station is Blightlit Square, an area surrounded by houses, each built with gothic architecture, and a single chapel. At the doors to the station, a bald woman named Ambassador Tsua waits for the party. She wears red robes with gold embroidery around the sleeves. She welcomes the Hellraisers to the city, telling them that she has been sent to assist them in making the transition to becoming citizens. Tsua will ask the party why they decided to seek the city. If questioned, she will tell the party that she knows nothing about the Amulet of Desire, Vorston, the Eclipse, or the Iron Queen. She will say that the city is ruled by Queen Sintl, but she's never heard her referred to as the Iron Queen. A DC 23 Insight check will reveal that Tsua isn't necessarily lying, but definitely knows more than she's letting on. Tsua and all others who are indoctrinated into the Sacrifician Faith use the phrase "Blessing of the Angel upon you."   Tsua will notice that one of the party members is missing a finger from the trolley, and will offer to take the party somewhere to "show them why people seek this city." She will lead them through the square, where many people in white robes are praying to a large statue of an angel wearing a blindfold, draped in cloth, and holding a ceremonial knife, laid flat in both hands. The angel is bestowing the knife to a woman in an elegant dress, who is on her knees. A plaque on the base of the stone statue reads "The Bestowal of the Key to Desire" The statue appears to be brand new, as if it was less than a week old.   Tsua will lead the Hellraisers into Blightlit Chapel, a small chapel that boarders the square, where a man named Deacon Tommas sits at a pew. The Deacon will welcome the Hellraisers to the chapel, telling the injured party member that the Angel's blessing can heal their injury. The deacon will pick up a blade from the chapel altar and cut his hand with it, dripping the blood into a small basin. He will insist the player submerge their hand into the basin, and upon doing so will chant in abyssal while holding his hands above theirs. The basin will glow a bright crimson for a moment as the blood vibrates before forming into a new finger. The hitpoints lost from losing the finger are now restored. Deacon Tommas tells the party that higher members in the faith can use the Angel's Blessing in ways that use mediums other than blood, but Tommas has not reached the proper rank. Tommas will tell the Hellraisers that the Angel's Blessing can cure any illness, heal any wound, and grant one anything they wish. All that is needed is an equivalent exchange (Likely to catch Toland's attention).   If asked about gaining an audience with Queen Sintl, Deacon Tommas will tell the party that, while all are welcome to immigrate to Astu Sacrificium, its citizens are distrusting of outsiders, and a demonstration of faith must be shown to gain entry to the rest of the Wantcraft District. In order to demonstrate their faith, a Priest must be called down to Blightlit Square in order to perform a miracle for those who seek entry. Luckily, a priest will be coming down to the Square tomorrow morning. For the time being, the Hellraisers are welcome to stay in the chapel, as several Deacons have been promoted to higher ranks, leaving behind empty quarters. For now, the party is free to wander the square and get adjusted to their new environment. Deacon Tommas can be overheard telling a fellow clergyman to inform Caligo that more potential converts have arrived (DC 17 Perception).   The following things can be experienced in Blightlit Square:
  • In the chapel quarters, the Hellraisers will be greeted by a young couple. Their names are Fienic and Yelina of the Havenflayer Clan. Feinic is a tall, skinny man with unkempt black hair and a neat beard. Yelina has short, wavy blonde hair, is short, and is noticeably pregnant. Unlike all other citizens seen so far, the Havenflayers wear worn clothes intended for traveling. The Havenflayers have been in Blightlit Square for four days, and have had nothing but good experiences. They traveled to the city to escape persecution in Hori, as the rival Riltid clan began overthrew their clan's leadership, so they migrated Emyel just days before the borders shut down. They were told about the city by an emissary who had told their fellow Havenflayers of the city days prior. They have come to the city hoping to start a better life for their unborn child, and while they have seen no children, nor any sign of their fellow clansmen, they believe wholeheartedly that they can be found deeper in the city. They are excited for the priest to come into town tomorrow.
  • In the square, several people in white robes are worshiping the central statue. If questioned about the statue's significance, the citizens will tell the story of how Queen Sintl was approached by an Angel, who told her of the power of its blessing. The Angel led Sintl to Astu Sacrificium, an ancient city brimming with magical power. Once there, the Angel's Blessing was fully realized, and Sintl was made a monarch.
  • The main gate to the Wantcraft District is guarded by two Deacons wielding spears. The Deacons will prevent the party from passing through the gate, however on the other side can be seen a group of merchants standing on a street corner. Two children run out of an alleyway with pinwheels. A merchant and a commoner are arguing about whether or not selling a pineapple for two gold pieces is too expensive or not. If enough time passes, the two children can be seen again, running out of the exact same alleyway, and the two men will repeat their conversation word for word.
  • In the square, there's a small store, Blightlit Knives and Blades, run by a blacksmith named Vargrim. Vargrim is a short, stout man, but clearly not a dwarf. He has a shaved head and a black beard. He is muscular, his body glistens with sweat. He wears a chain (unbreakable by normal means; cursed) around his right ankle, which is chained to an anchor point in the center of his workshop in the floor. His workshop features many tools and unfinished blades scattered around, left on workbenches and on the floor. Vargrim mainly produces blades for the clergymen to use in their rituals but will produce weapons for the party for a price. He is under near constant surveillance, and is hesitant say anything negative about the clergymen. The following is a table of his wares:
Item Description Price
Sacrificial Dagger: A curved dagger inscribed with abyssal runes that describe the Angel's Blessing. When an attack lands on an enemy that has not noticed you, this dagger can drain their life energy and transfer it to yourself. Roll a D12 to transfer damage from the target to yourself as temporary hit points. [1d4 piercing+1d12 necrotic] (Temporary hit points do not stack, if you attempt to do this again, you are required to take the lower value.) 120gp
Throwing Knives: Small knife designed for throwing. [1d4 piercing] (15 in stock) 2gp each
Vile of Silver Essence (x10): A vile of liquid silver, kept in a cool liquid state by magic runes on the bottle. Pouring this over a weapon will cause that weapon to be silvered for three minutes. 5gp each
Blade of Mortal Vengeance: A longsword carved with abyssal runes that describe the story of a warrior who gave up everything in order to save his people. [1d8 slashing] Versatile: [1d10 slashing]   Special: Bloodwave Slash You slice your non-dominant hand along the blade [1d6 slashing], followed by a horizontal cut, dealing damage to all creatures within a 15ft cone in front of you [1d8+ConstMod slashing] (No Hit, No Save). 200gp
Bottle of Lightning: A manifestation created by a Bishop or Archbishop, contained within a small round bottle. Can be thrown up to 60 feet, dealing damage to all creatures within 20 feet of it [2d10 Lightning], or uncorked and pointed at a singular enemy within 20 feet [4d10 Lightning]. A creature caught by this effect can receive half damage on a successful DC 18 Dex saving throw. (2 in stock) 80gp
Scrap of a Painting: A rolled-up piece of cloth belonging to the upper-left corner of a larger oil painting. The back of the painting has abyssal runes forming an arch, but they do not spell a complete word. The painting appears to be a view of Astu Sacrificium from a high vantage point; however, the age of scrap indicates this painting is perhaps thousands of years old. 2cp
Custom Weapon: Vargrim offers to craft a weapon tailored to its user. The DM and the player will work together to decide what this weapon is and how it functions. Vargrim will require two days to craft this weapon. Price Negotiable
The sun begins to set behind the Emyelian mountain range, and all citizens slowly make their way to their residences as curfew begins to take effect. Before long, the entire city is cast in shadow.  

Chapter 3: An Encounter in the Night (Blightlit Square)

In the middle of the night, Kebab is awoken to the sound of something banging and growling on the gate leading to the Runesmith District, the sound emanating from just outside their window. Any perception check to see out the window will reveal nothing but an empty street, however on a perception check of 18 or higher, the character will notice a small fly bumping into the window, attempting to get in. Every time the fly flies more than 8 inches away from the window, it vanishes, only to reappear a few seconds later. A few seconds later, they hear the voice of a panicked young boy outside the window, followed by more intense growling, but the source of neither sound can be seen.

Sacrificed Werewolf CR: 6

Medium humanoid, beast, chaotic evil
Armor Class: 15
Hit Points: 105
Speed: 30 ft

STR

15 +2

DEX

13 +1

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Perception +4, Stealth +3
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't silvered
Senses: Passive Perception 14
Languages: None
Challenge Rating: 6

Keen Hearing and Smell The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack

The werewolf makes two attacks: one with its bite and one with its claws

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. (2d8 + 2) piercing damage.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. (1d8 + 2) slashing damage.

A werewolf created as a result of a sacrificial rite in Astu Sacrificium
  The player has two options: 1. Ignore the sounds and return to sleep. (Blythe is brutally killed by a Werewolf) 2. The player can attempt to save the boy by rolling a DC 22 Strength Saving Throw to break the window and attempting to usher the boy inside. After every action made by the player, roll a d12. On a 9 or higher, the window magically reforms, dealing 5d10 slashing damage to any creature in the window frame as well as a d20 to determine a crit, and requiring the saving throw to break it to be made again.   (Only if Blythe lives) After saving the boy, he will thank the person who saved him. The boy wears tattered peasant attire, is barefoot, and has wavy, dirty, brown hair. The boy's name is Blythe Vandt. He and his mother, Judith, and sister, Rose, were lured to this city with the promise of curing his mother's mysterious illness, which she contracted after trying to help a scared elf who had stolen from her bakery. Upon arrival, the Vandt family eventually came to trust the clergymen. Eventually, the day came to cure Rose's illness, and the family was taken to the Angel's District. They were taken to a chapel and tied up, and Blythe was forced to watch as Rose was tortured for hours and then murdered as many clergymen chanted around his dying mother. Once the ritual was complete, his mother was transformed into a horrific abomination. The same ritual was going to be cast on Blythe, but he was able to escape his bonds and run off into the city. He has been surviving on his own for over two weeks.   Blythe will tell the party that they need to get out of the city at any cost. He will also refuse to leave the room for fear of being seen by the clergymen and insist the party mentions him to no-one. He has heard that the only safe place in the entire city is located in The Convergence, where a small group of survivors have collected. Blythe says that there are others who entered the city with them, but the ones who did not convert were rounded up and sent to the Prison of Heretics. He doesn't know of a way to leave Blightlit Square without displaying faith in the clergymen's cause. Bythe will admit that he doesn't know what the clergymen are plotting, but there is someone who might know. When his family arrived, a strange man came with them. He said his daughter had left for the city, but he had not heard from her since. He manage to sneak out of Blightlit Square. Three days later, Blythe overheard the clergymen talking about how he'd been arrested, and is being held in the Prison of Heretics.  

Chapter 4: Arrival of the Priest (Blightlit Square)

The following day, all citizens are awoken by multiple church bells going off, an indicator that the Priest has come. A steel-plated carriage rolls into Blightlit Square, where around 60 people are kneeling in prayer, many of whom are missing fingers. The carriage doors open, and out steps an 7ft tall man with white hair, a bushy beard, and small irises, wearing purple robes with gold trim, the same color scheme as King Nursk's robes. He pulls from his robes a glass bottle of blood and drizzles it on the foreheads of the converts. The converts then mumble prayers to themselves, causing their fingers to magically regenerate. The priest then approaches Blightlit Chapel, introducing himself to the party, Feinic, and Yelina as Father Caligo, High Priest of the Crimson Order. He asks the party what they seek from the city. He claims to not know of the pendant they seek, but assures them at all earthly things can be acquired in Astu Sacrificium.   Father Caligo will tell the party that, in order to grant access to the city, the party will need to prove their faith to the Crimson Order by swearing an oath to follow the teachings of the Angel of the Perfect World, as well as making their first Blood Sacrifice. Caligo will then assist the players, as well as Feinic and Yelina Havenflayer, in swearing the oath and making the Blood Sacrifices. Feinic will sacrifice some of his blood to create a red flower, which he will put in Yelina's hair. Yelina will use her blood to create a small wooden horse, which she plans to give to her child. If at any point a player refuses to swear the Oath or make a Blood Sacrifice, Caligo will accuse them of being a heretic and will attempt to have them arrested. If anyone tries to stop the arrest, the entire party will be blamed as heretics and will be made public enemies. When Toland is performing his rites, Caligo will pay extra close attention, asking him where he might be from.   Caligo's Oath: "Doth thou, humble lamb of the old world, whose life is surely scarred by the flaws it exhibits, swear to surrender thine mind, body, and soul, in order to bring about thine truest desire, in the name of creating a new, perfect world, as described by the Angel sent by our Lord?"   After the rituals are completed, Caligo will guide the party, as well as Feinic and Yelina, through the main gate to the Wantcraft District. As they approach, all the children and merchants will enter their homes and disappear down alleyways, which Caligo will attribute to them being afraid of outsiders. As they pass through, all members of the party, aside from Toland, Feinic, and Yelina, will notice a tingling sensation washing over them. As they walk, they pass many clergymen, dressed in red, white, and occasional yellow robes. In the streets are many angelic statues, fountains, and murals, including one depicting four figures sending an Angel down to a small farm. They come to a staircase, with one side facing a stone brick wall, which the other side provides a gorgeous view of the city, gothic spires and statues posed atop towers seemingly reaching up into the sky.  

Chapter 5: Survivors (Convergence)

The party enters the Convergence, the part of the city from which all other districts can be accessed. The houses in this district are owned by mid-tier members of the Crimson Order, such as Deacons and Pastors. The party is led down the street into Cathedral Square, whey find a giant cathedral, as well as a many wooden poles, planted into iron stands, with large wooden wagon wheels on top of them. Strapped to each wheel is a naked man or woman, each with broken arms and legs, woven in between the spokes. Some of them are alive, while others are long dead. Many crows have flocked to each of the decaying bodies, pecking at them and tearing off tiny bits of flesh. Father Caligo will tell the party not to avert their eyes, as this is the punishment of those who betray their oath to the Crimson Order.   Caligo tells the party that they are free to explore the city as they see fit. If they wish to own a house, all that is necessary is to give a sacrifice to the church. There are only two places they are unable to go: the Angel's District and the Tower of Desire. He then puts his hands on the shoulders of Yelina and Feinic, telling them that the Crimson Order would like to extend particular assistance to acclimating them to life in the city, due to Yelina's pregnancy. He will then lead the couple away down the street towards the Inner Ward.   In the convergence, the following stores can be found:

Pawnbroker

A pawn shop operated by a single indoctrinated woman with fair skin and blonde hair named Jane Nazarin. Her husband is named Deacon Nazarin. Clothes from many different countries can be purchased here for relatively low prices. She will purchase any items the players wish to sell.

Serilith's Anatomy Shop

A hidden shop, only capable of being found unintentionally by passing through a wall or other large solid object. The shop's owner, Serilith, is a lizard humanoid with the head of a cobra. He is missing his left eye and wears an armored battle skirt and a cloak. His right eye glows an unnatural blue hue. Serilith seeks to collect rare body parts, such as dragon scales and demon limbs, with a particular interest in eyes. Serilith is looking for his left eye, which was stolen from him by someone he cannot remember. Serilith is the God of Missing Things, manifested by the wills of the people of Kindevion when suspicions ran high during the height of the Resource War. He sells the following items:
Item Name and Description Price
Bagpipes: Normal Bagpipes, Serilith isn't even sure how someone could lose Bagpipes. He wants to get rid of them. (5gp)
War Spider Eyes (2x): Pickled eyes of a War Spider, which have been preserved for 2000 years. When consumed, the next creature the consumer makes eye contact with will become paralyzed for 3 minutes. (600gp ea)
Fairy Dust (x3): Red dust created by drying and grinding the corpse of a fairy, kept in a small glass bottle. Sprinkling this dust on a weapon will enchant it, adding an extra die to the weapons next damage roll. (1000gp ea)
Vile of Silver Essence (x5): A vile of liquid silver, kept in a cool liquid state by magic runes on the bottle. Pouring this over a weapon will cause that weapon to be silvered for three minutes. (25gp ea)
Scroll of Sending: A spell scroll containing details on how to learn the spell Sending. Studied by the Psychic Witches of the Royal Academy of Vush. Standard issue among freshman witches, likely was left behind in a classroom. Within the book are five pieces of copper wire, which are necessary to conduct the spell. (100gp)
Tome of the Cosmos: A large leather-bound book with intricate decorations on the covers. Serilith remarks that it came into his possession because it had fallen behind a bookshelf in the Royal Academy of Vush, finds it unremarkable. Its pages describe an in-depth explanation of the concept of Dimensional Layering. The book seems to be missing a single page. Serilith doesn't know where the page is, so therefore it isn't missing. (25gp)
Finger of Lod, Commander of Ego: Legendary finger of Lod, the Commander of Ego and one of the four demon lords. Severed during the battle of Bomberdia by Orc King Goldrine. This finger never rots. Anyone this finger touches and fails a DC 16 Wisdom Saving Throw can be mind-controlled by whoever has attuned this item for 5 minutes. (5000gp)

Lairah's Bathhouse

This establishment is owned by a young woman named Lairah. She used to be a slave working in a bathhouse in Brilon, but she was able to one day earn enough money to buy her freedom. She moved to Astu Sacrificium in order to start a new life, but decided she still enjoyed opperating a bathhouse. All of her workers are women who suffered in the outside world, whom Lairah has given a new purpose. She doesn't care what method her patrons pay, so long as they pay.   The public bath, which is unheated, is 2gp per person, while the private rooms which have heated baths are 10gp. She stresses that, should anything happen to her workers, she will not hesitate to take action.   Using the public bath grants a +2 to the players' next charisma check, while the private bath grants a +4 to the next charisma check and a +6 if that check is persuasion.  

The Escape

A figure wearing a dark cloak will enter the Convergence, sparking the attention of some spear-wielding clergymen. Before the men reach the cloaked figure, he holds a single glass bottle containing a murky red liquid in the air, before throwing it down on the ground. As the glass shatters, red gas explodes from the bottle, quickly enveloping the figure and the clergymen, and after a short time the entire street is shrouded in thick red mist. After some time, the figure makes their way to the party. They tell the party to hold their breath and to follow them. The hooded figure will ask the party where the pregnant woman is, becoming frustrated when they discover they were too late. They then quickly lead the party through the mist and down an alleyway. They snake through the alley, eventually coming up on a dead end, stacked with barrels and crates. The figure begins to move a barrel, revealing a large sewer grate underneath. They descend down the manhole, encouraging the party to do the same. After dropping in, the party slides down a slick brick slope.   At the bottom of the slope, the party lands in a shallow pool of rainwater, located within a pitch black sewer chamber. At the far end of the chamber, the cloaked figure lights a torch, revealing a passage leading further into the sewer. The figure lowers their hood, revealing the face of a young woman beneath. The woman's name is Averill, and she originally is from Einblick, where she was a farmhand but studied to be a geologist on the side. Her village was destroyed by the Brilons after they failed to meet their food production quota. She came to the city for a new life, but quickly found that the clergymen's faith is dangerously misguided.   Averill leads the party through the tunnels, telling them about how these sewers are incredibly old, potentially thousands of years. And the stones that make up the bricks aren't any kind she's seen before, and she can't even begin to imagine how they might have been formed.   Eventually, the tunnels lead to an open chamber where many men, women, and children are gathered. They appear to be of all different ethnicities, hailing from all over Kindevion, and of all different ages. Various small campfires are scattered throughout the chamber, serving as the only available light source. There, the party is introduced to Proctor Willingham, a traveling priest hailing from Arbhor who was attracted to Astu Sacrificium after overhearing talk about it in a local village. He has been elected to lead the survivors, stressing to the party that he has no intentions on leading a resistance, as that would only get more innocent people killed. Right now, the Proctor Willingham's main concern is getting his people out of the city safely, but that's not possible currently, as the gondola leading out from the city is heavily guarded. Proctor Willingham admits that he doesn't know why the Crimson Order is doing all this, theorizing that there must be a bigger purpose to their actions. He had heard from Vargrim that a pregnant woman had entered the city and assumed that the clergymen would target her, but needed to wait for them to be taken out of Blightlit Square in order to get to her.   Proctor Willingham is aware of the storm sorcerer Blythe spoke about. His name was Gabirel Slatecutter, and he is being held in the Prison of Heretics. Willingham strongly advises the party not to go to the prison and that they should leave the city, as whatever could be gained from coming here will do more harm than good. He then leads the party through some tunnels to a sewer passage, where liquid is constantly flowing. Willingham illuminates the waterway, revealing it to be a constant stream of blood. The Proctor tells the party that this stream flows from the prison, insisting that something terrible is happening there, but citing it as all the more reason for them to avoid it at all costs.  

Tiefling Tomb

  Willingham will lead the party to a passageway that leads to an old tomb. He does not know how to exit the tomb, but is confident the party can figure it out. Inside the old tomb, many stone caskets lie imbeded within the walls. A DC 14 strength check will allow the lid of a casket to be opened, revealing a skeleton with ram-like horns within. There is no source of light within the chamber.   At the far end of the chamber and up a flight of stairs is a stone door. The door is magical, and can only be destroyed with a Nat 20. Any attempts to magically alter the door's physical makeup will always fail. Upon the door are four white, rectangular stones arranged in a diamond pattern. When the door is touched, three of the stones will change color one after the other, but do not illuminate (Note: Darkvision does not allow the perception of color.). The order in which the stones change color is random. The top stone will always turn red, the bottom stone will always turn blue, the left stone will always turn yellow, and the right stone will always turn green. In order to open the door, the stone which does not change color must be touched. If any other stone is touched, a different random sequence will occur.   At this stage, it should be late afternoon. By night time the next day, the Blood Moon will begin to occur.   From this moment onwards, this adventure module will take the Place with Condition format, rather than the Chronological format. This provides ample player agency without taking away the ability to tailor encounters.  

Park of Devotion

  The party will exit the mausoleum into the Park of Devotion. The park is populated with numerous headstones, although it is apparent that the location is meant to be enjoyed as a park rather than a cemetery. In the center of the park, there is a statue of a human warrior with long hair. The statue is much older than the one in Blightlit Square. The plaque upon the statue, although it is heavily rusted, can be read in Abyssal. The text translates to "Vilrick the Brave."   Occasional patrols of Crimson Order Deacons pass through this area, with an increased activity at night, except for the night of the Blood Moon.

Prison of Heretics

  The Prison of Heretics is a large, rectangular, three leveled building. All of the building's windows are sealed with iron bars and located fifteen feet off the ground at the least. Patrols of Crimson Order Pastors circle the building regularly. Its front entrance is guarded by two Deacons at all times. A door on the roof of the complex requires a DC 19 SoH check to open. The facility can also be accessed via the sewers, as there is an manhole nearby. Doing so will require the PC to swim through blood and waste, causing them to have disadvantage on all stealth and charisma checks for two hours. There are also Abyssal runes carved into the streetlamps which surround the prison.   Within the prison, each floor is connected by a stairwell at the end of the rectangle. The side of the rectangle the stairwell is on alternates every floor. These stairwells are sealed off by cursed iron doors. Any Athletics or SoH checks to open these doors that roll anything but a Nat 20 will cause the person attempting to open it to forget the last IntModx1d4 hours of events (For example, a PC with an intelligence modifier of six could lose up to 24 hours of their memory, since 6x4 is 24.) The only way to open these doors safely is with Sanguine Keys. These keys are crafted through blood sacrifice, disappear when used, and can only be found on the bodies of Priests (25% chance of being on a priest) or in security rooms (100% chance of one key being in a security room.)   On the top level, there are two persons of interest:   The first of these persons is Potluk, a small, deformed human, and also one of Korrin's former captors in Novodelia. Potluk was sent to Astu Sacrificium by Poluck Zaphriel as punishment for laying his hands upon his daughter. Potluk now has no fingers or toes, as they've all been sacrificed by the Crimson Order. Potluk recognizes Korrin as his former prisoner and will hint at his true nature, although not saying anything directly. A DC 14 intimidation check will convince Potluk to tell the party that the Crimson Order seem to be preparing for something, as the Prison of Heritics is now running on a skeleton crew.   The second person of interest is Gabriel Slatecutter, who has been imprisoned at the furthest cell from the stairs. Gabriel wears the sophisticated clothes of a scholar beneath cobbled together pieces of steel plate. His left eye has been gouged out and his hands have been severed. Gabriel cannot cast his storm sorceries without them, but he believes they can be retrieved, as they were severed by magical means. When there is spare time, Gabriel will ask if the party knows the whereabouts of his daughter, Sylvia, who bears a striking resemblance to Gabriel and wears a necklace with a Stormstone in it. (Stormstones are small jewels made by magically compressing an active thunderstorm into a small space. They are said to grant good fortune to their possessors, and can be broken to release the tempest within.)   A search will reveal that Gabriel's hands are not anywhere in the prison, but a DC 16 Investigation check performed in the Warden's office will reveal a Record Book in a drawer, written in circular abyssal, owned by Warden Th'aklashun. The contents of the record book describe the names of all prisoners who'd entered the prison, as well as a roster of the guards and a transcript of all non-prisoner arrivals and departures. The transcript features multiple departures to a location within the Angel's District called Angel's Deliverence.   Outside the prison, there is a sewer grate which will lead back to the Survivor's hideout.  

Angel's District

  The Angel's District is made up mostly of large warehouses, barns, and storage facilities. Werewolves regularly patrol this district, climbing atop buildings. During the day, werewolves can be found alone, but at night they travel in packs of up to four.   In the center of the Angel's District, there is a large facility, known as Angel's Deliverance. Angel's Deliverance can be located easily if the party has found the Record Book in the Prison of Heritics. If the Record Book has not been found, the facility can be discovered after three hours of searching.  

Angel's Deliverance

  Angel's Deliverance is a large, five story building with several large smoke stacks, each releasing plumes of deep red and black smoke and are each 200 feet tall. A placard on the exterior of the building, written in Abyssal, identifies the building's title. The building large and T-shaped and lacks any windows. It has three entrances:
  • A set of forty foot tall wooden doors, located at the farthest end of the T, through which carts covered with sheets are permitted to enter the structure. The carts arrive every fifteen minutes, the large doors opening at exactly the right moment in order to receive them before closing again. The doors are held open by two Sacrificial Pastors. When the doors are closed, there is no way to pick them open, since they are held shut by a large wooden crossbeam from inside.
  • A main entrance, guarded by two Sacrificial Priests, each wielding spears. The doors behind them are made from reinforced metal, requiring a DC 27 Strength check to force open. Alternatively, a DC 22 Slight of Hand check to lockpick the door will cause them to open, although the lock possesses a defense mechanism which will destroy lockpicks on a failed check. On a Nat 1, the failure to pick the lock will cause an alarm to ring out, signaling Illithids to arrive on site in 5 minutes.
  • A sewer entrance, which can be found by passing a DC 18 Perception check outside the premises. By entering a manhole, a drainage path can be utilized which leads to a grate beneath a table in the center of the facility.

Armory Floor (1st Level)

  Inside the facility on the first level, large machines decorated with abyssal runes manufacture armor by transmuting corpses. The machines produce the same black and red smoke that was visible from outside. The armor they create seems identical to Illithid armor. This floor is overseen by two Sacrificial Pastors who stay next to the large shipping doors. An elevator leads to the other floors, its design similar to the elevators within the Mountain Eater, however this is clearly an imitation of that technology. The elevator is very large, about 20 feet wide and 15 feet tall.   The elevator is labeled with five buttons, each with text written in Abyssal. They are labeled, in order from bottom to top:
  • Armory
  • Factory
  • Nursery
  • Barracks
  • Containment

Factory Floor (2nd Level)

  The factory level is a large, dark room filled with altars. The altars are small, stone pillars with glowing abyssal runes upon their surfaces. There is about twenty altars in this room, some with Sacrificial Bishops in trace-like states before them. The Bishops appear to be conducting rituals upon weapons and other small objects at each of these altars. Some of the bishops are conducting their rituals on small black stones, a box of these stones located next to the altars. At one altar in the center of the room, a ritual is being conducted on Gabriel's severed hands, a red wispy essence trailing out from the wrists.

Nursery Floor (3rd Level)

The nursery level is a long corridor filled with large glass tubes full of a light-red liquid. An abyssal ritual ring describing a transmutation spell surrounds each of the tubes. Submerged within each of the tubes is a human being, each in various stages of metamorphosis into Illithids. They each have tubes within their mouths which seem to be providing them air.

Barracks Floor (4th Level)

The Barracks level is a series of about prison cells, each containing various monsters. The monsters are either Sacrificial Werewolves, Werewolf Brutes, or Flesh Abominations. One of these werewolves wears a small necklace with a Stormstone in it, suggesting the werewolf may be Sylvia Slatecutter, Gabriel's daughter. All creatures within this floor will attempt to break through the bars of their confinement once they see the party, requiring passing of a DC 18 Athletics check.   In an unoccupied security room at the opposite end of the floor from the elevator, there are the following items:
  • A master key, which unlocks any door within the facility, including each of the cells on this floor.
  • A recordbook, written in abyssal, which describes the identities, ages, and genders of the people who were transformed into the monsters. Among the list is Sylvia Slatecutter and a woman named Sarah Vandt, Blythe Vandt's mother. The recordbook also contains a transcript of all the monsters which had been checked out of the facility, which describes the dispach of three werewolves to Blightlit Square on the day the party arrived in the city.
  • An Iron Flask (Magic item, see DM's guide), placed upon a shelf, with a note attached written in abyssal. The note reads: "Alock, please do not touch this flask. There's not Amniotic Fluid or Greymatter in here, so don't try to drink it. Caligo wants to know if we can transport the troops around magically, and this is one of the ways the Priests cooked up. Do. Not. Open. -Kalaygh." The Iron Flask contains a Werewolf Brute.
Kalaygh the Mind Flayer lurks on this floor. If he is defeated, the players gain access to a torn page from the Tome of the Cosmos, which is located on his person. This page has a physical copy, which the DM should be in possession of.

Containment Floor (5th Level)

The Containment level features only a single, small, brick room with a large archway directly in front of the elevator. The archway is filled with slimy black tentacles, interweaving together to form a single, writhing mass, preventing passage. There are two lit torches on either side of the door, and an iron plaque to the door's left. The text upon the plaque is written in abyssal: "Beware. Before you lies the Chamber of Ruin, the final resting place of The Emissary. Though its soul be contain'd, none without great astral strength shall enter and disturb its slumber, lest this world fall, descending to the Deep."   The chamber cannot be accessed. No level of lockipicking, magical attacks, or strength checks will remove the tentacles from the doorway. The tentacles will, however, allow passage of a creature with great ties to the astral plane, such as a god, a Demon Lord, or one who has been exposed to the Aetherwilt curse. Any creatures, such as Rocky, who do not meet this criteria will be prevented from entry. (If Rocky were brought through this barrier, his soul would be freed permanently.)   Beyond the barrier is a large room, in which black tentacles cover every surface. In the center of the room, there is a stone throne. Sitting in the throne is a suit of blackened metal armor, most notable for its helmet, which takes the likeness of a horned dragon. The armor is empty, although closer inspection reveals many small abyssal runes carved into its plate. This armor is the Armor of Ruin.

Fight Against Kimbal

When using the elevator to return to the first floor, the party will be stopped by Kimbal, Demonsworn Orc, who runs into the party by chance. Kimbal will initiate a fight. If Kimbal drops to 3/4ths or half his total hit points, he can choose to flee Angel's Deliverance and be picked up by a flying creature which is obscured by thick fog.

Tower of Desire

The Tower of Desire can be split into 7 major sections:
  • The Front Courtyard
  • The Wine Cellar (B)
  • The Ballroom (G)
  • The Pleasure Garden (1st)
  • The Leisure Chambers (2nd)
  • The Ascent (3rd)
  • The Cathedral (4th)

The Front Courtyard

When approaching the tower from the Inner Ward, the party must pass through the main courtyard. The courtyard is a 75ft by 150tft rectangle surrounded on all sides by 30ft high stone walls. There is a single archway which leads into the courtyard, as well as a single door at the other side which leads to The Ballroom. On either side of the door, there are three rows of slits through which arrows can be fired. There are no structures within the courtyard to hide behind which would block arrowfire.    Normally, there are two crimson order Deacons who guard the main door, who will call in the archers if they spot an intruder. The guards would then have to hold off the party while they wait for the archers to arrive.   On the night of the Blood Moon, the archers are already in position, and no guards are positioned at the door.   In combat, the archers all share a single turn, which takes place at the end of the already established initiative order. As a reaction, the archers can use their arrow attack on a single creature who takes the dash action. The archers gain a +7 to hit, rolled with advantage, and can target up to three targets at once. On a hit, the targets take 8d6 piercing damage. This damage is cut to 4d6 if the target is within 20ft of the door to the Ballroom.

The Wine Cellar (B)

The Wine Cellar serves as a secondary entrance to the tower, which Gabriel Slatecutter knows about. It can be accessed by passing behind the tower through the Angel's district, climbing over the fence on the cliff face of the plateau, and entering a sewer pipe which juts out from the cliff. After walking through the pipe for half an hour, the party will come to a grate above them which can be lifted to enter the Wine Cellar.    Normally, the Wine Cellar is guarded by two Crimson Order Bishops.   On the Night of the Blood Moon, the Wine Cellar is guarded by only a single Deacon.   In the Wine Cellar, there can be found a crate containing 1 Potion of Superior Healing and 1 Potion of Invulnerability. There is a stepladder which leads to a trapdoor, which opens into the Ballroom.

The Ballroom (G)

The Ballroom is a large, octagonal room. There are six pillars with angelic statues, all recently built, which provide full cover when hid behind. In this room, there is a Mind Flayer who guards the main stairs leading to the Pleasure Garden. If he spots intruders, he will summon two Pastors from the Pleasure Garden via telepathy. They will arrive 18 seconds (3 rounds) after he calls them. The Mind Flayer can, however, be snuck past.

The Pleasure Garden (1st)

The Pleasure Garden is an octagonal room similar in size to the ballroom. There are stone pathways which separate gardens of flowers, foliage, and trees (this area counts as Forrest terrain). While the gardens are considered to be rough terrain, any stealth checks made while standing within them are made with advantage. There are also gazebos and statues which provide cover. This area is patrolled by two Bishops and an Archbishop. A spiral staircase at the other side of the garden leads to the Leisure Chambers.

The Leisure Chambers (2nd)

The Leisure Chambers are a collection of private bedrooms, living spaces, and entertainment rooms. There are four rooms in total, each seeming to have previously been a bedroom. There are no doors separating these spaces, and the architecture is very ornate and regal, with statues depicting batwing demons crouched like gargoyles.   Normally, the Leisure Chambers are occupied by Crimson Order Nobles, each of whom are too wrapped up in their leisurely activities to care about the party. If the party has reached this point before the Blood Moon, three archbishops would arrive from upstairs, gaining a surprise round, which they will use to cast Sleep at 4th level. Once all members of the party are asleep, they would be relocated to the Prison of Heretics, placed in separate cells, and stripped of their items.   On the Night of the Blood Moon, the Leisure Chambers are empty. The furniture within the rooms can be searched for gold, with a rare chance of other treasure. On the balcony which overlooks the city, there is a small scrap of a painting which is contained within a glass case. If the other two painting scraps have been acquired and the painting is reassembled, the person who assembled the painting is dragged into it by goopy black hands. In the painting, they experience the following scene:   "You find yourself standing on the same balcony where you just were, but something feels different. The air has a different quality to it, and the sun is now setting on the city. You look around you, but you cannot see the rest of the party. Instead, you are only aware of two individuals; A painter, siting on a stool and crafting an illustration identical to the one you were transported through, and a blonde haired man sat in a throne, clad in silver armor detailed with otherworldly designs, the fingertips of his gauntlets coming to sharp points. The armored main is looking out over the horizon upon the city.   You hear the sounds of someone approaching from the hallway behind the balcony. The seated man does not look to see the person who has approached. The figure who has approached is a woman, clothed in a dress decorated with bones and wearing a horned headpiece. The man speaks in a familiar voice:   Vorston: How is Azeroth becoming accustomed to the city?   Emna: He is currently in the park, playing with the children. He plays surprisingly well with the Tieflings, and they've taken quite a liking to him. I would have thought they would be afraid of him.   Vorston: We have much to thank him for. Without his help, we never would have found this.   Vorston raises a small bone, possibly an arm bone. It glows faintly.   Vorston: And yet, I am hesitant to use it.   Emna moves to Vorston's side.   Emna: Why, my lord? Namek has forced the Elves into submission, the Changelings have resorted to hiding like the cowards we always knew them to be, and Lod's campaign in Bomberdia has the Orc's practically to their knees. All that is left is to wipe out the Dwarves. Our new friend has given us that opportunity. Why not take it?   Vorston: I am a general, Emna. I wage war. What this is capable of is akin to extermination. We are better than that.   Emna: Will our people see it that way, my lord? They go about their lives down in that city, and they look to us for hope. Woulds't thou really strip them of that?   Vorston: Those... things... are not our people. They are a mistake, a reminder of my own failure.   Emna: That may be... but we still have a duty to them, and to the Humans. If we do this, you will end the war after only a year. A year, Vorston! You will spare the lives of countless humans from the tyranny of their machines. Never again will a Dwarvish fortress crush a human settlement beneath its treads... You will be remembered for all time, as their savior. What more is there to decide?   Vorston falls silent for a moment.   Vorston: Fine, Whore Queen. (He tosses the bone to her) Do as you see fit. I shall take no part in it.   Emna bows to Vorston. She rises, holding the bone in both hands. She begins to chant in Abyssal, the bone she clutches glowing more intensely with each word. Suddenly, the bone disappears in a flash of crimson light. You are momentarily blinded as a beam of white light appears far on the horizon. After mere moments, the light fades, and an air of stillness overtakes the scene.   Emna: And with that, the great Dwarvish land of Zakib is no more. You can rest easy, my lord, for your war is over. I shall begin preparations for departure back to our realm.   Emna leaves.   Vorston, speaking to the painter: Destroy that painting. This is not such a time as to be remembered.    The painter nods. He removes the painting from its canvas and begins to tear it. As he does, you are flung backwards towards a sea of black ink. You are expelled from the painting, back onto the balcony, covered in black ink. The painting is now on fire." There is a set of spiral stairs next to the entrance to this floor which lead to the Ascent.

The Ascent (3rd)

The Ascent is a long spiral staircase which wraps around the interior of the tower. There are many cages hanging from chains in the center of the room, each at varying heights, and are capable of being raised and lowered magically. The stairs wrap around the interior three times before leading to a safe room at the top, the exit of which can be sealed off. There are statues dotting the railings which can provide full cover, but only for a single person. Three Bishops and an Archbishop will assault the party as they make their way up the staircase by casting magic on them as they stand on the cages hanging from the ceiling.    If the party makes their way to the safe room, they may throw down a metal door which will seal off the lower levels of the tower. The party is permitted a single short rest in the safe room before a Deacon interrupts them.

The Cathedral (4th)

After resting the Safe Room, the party can exit through a door onto an exterior walkway with a bird's eye view of the city. At this moment, the party will begin to notice the crescent moon becoming darker and darker as the shadow overtakes it. Just before the party enters the cathedral, the moon is fully overtaken by the shadow and the moon begins to glow a deep, dark red. As this occurs, the party notices that, down in the city, a red ring has formed around the Prison of Heretics, passing through each of the streetlamps which surround the building. If, for whatever reason, the Prison of Heretics does not contain any prisoners, an entire chunk of the city is sacrificed instead, a ring surrounding the Wantcraft, Runesmith, Convergence, and the Inner Ward districts. After this ring appears, dark clouds begin to form overhead. They linger there for a moment, before giant black tentacles begin to descend from them. The tentacles tear apart the prison, reaching inside and snuffing out the lives of the prisoners. Soon after, blood begins to trickle up the side of the tower, over the balcony, and under the door to the Cathedral.   Inside the Cathedral, there is a large open space with six pillars to hide behind. There is also a raised platform taking up the back of the room, upon which stands two Bishops, two Archbishops, and Father Caligo. Behind them, there is a large Batwing Demon strung up on chains in a christ-like pose. The Batwing Demon is still alive, and the party, except for Korrin, recognize it to be the one that escaped them back in the Northern Neutral Zone. The five cultists are conducting a ritual, holding their hands up towards a floating body in front of them: the body of Yelina, the pregnant woman the party had met previously. She is still alive, for now. The blood of the prisoners snakes along the ground, floating up towards Yelina and slowly coalescing around her.   The raised platform where the ritual is being conducted seems to be encased in a red force field, which will prevent all physical attacks from passing through it and blocks all magic from crossing its barrier. It is at this point that Queen Sintl descends from the ceiling, a magical red orb floating in the center of her headpiece and a pendant located around her neck. Sintl explains that this ritual was dictated to her by the angel, pointing to the Batwing Demon, and that its the only way for the savior to be reborn and end the Resource Wars. As she's talking, it becomes clear the that the red orb on her headpiece is controlling the forcefield, and that only her death can stop it.   The battle against Queen Sintl then begins. She is capable of summoning Deacons, Pastors, and Illithids to her cause as legendary actions, which should be used to prolong the fight as long as possible. When Queen Sintl dies, the barrier will be lifted, but by then it will be too late...

Epilogue

As the orb of blood around Yelina fully envelops her, a flash of bright red light fills the room, followed by a thick shroud of red mist, preventing sight further than 5ft. After a few moments, the mist clears, and Yelina is nowhere in sight. There is, however, a nude man standing where she once was. The man has long, blonde hair, a thin figure, and piercing blue eyes. He speaks:   "Finally... It has been so long since I have been able to truly feel..."   This voice is instantly recognizable to everyone except for Korrin, although the shiver that he feels when he speaks is quite familiar. Before the party stands, Vorston, the Lord of Wrath, reborn into a human body. Before anyone can react, a something large and powerful smashes through the window behind the party, taking down structural supports and large chunks of the cathedral.    All party members are forced to make a DC 25 Dexterity saving throw. On a failed save, the target takes 4d10 bludgeoning damage and is knocked prone by falling debris. A DC 23 Athletics check will free a downed target from the rubble.   At the far end of the room where Vorston and Caligo are standing, there is a massive red dragon, which has enveloped Vorston and Caligo under its wings. Vorston speaks to it:   "Azeroth, my old friend. It is good to see you."   Azeroth replies in a voice the party can hear within their own heads. "I have come to take you from this place, my lord. I have gathered your Lieutenants, Kimbal and Mythra. They are awaiting your arrival in Brilon."   Vorston speaks: "Good. First, we must make a stop in Zakib. We have another ally to pick up."   Azeroth: "And what of them, my lord? (Guesturing to the party) Would you have me immolate them? They are surely nuisances."   Vorston: "No, Azeroth, I think not. Their punishment has only just begun. It's only a matter of time until they destroy themselves."   Father Caligo and Vorston climb aboard Azeroth and take off into the night.

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