Act I: Into the Land of the Dead
For he is gone, where all things wise and fair
Descend - oh, dream not that the amorous Deep
Will yet restore him to the vital air;
Death feeds on his mute voice, and laughs at our despair.
—Percy Bysshe Shelley, “Adonais” (1821)
Act I (like Act III), can be considered "railroading" -- a linear series of events that more-or-less must occur in a certain (if, hopefully, natural) order.
Act I begins when the PCs enter Necropolis.
Scene Four: The Shrouded Realm
At the moment the PCs step foot in the domain, an eerie chill passes through them, and they fall under the effects of the Shroud. A few PCs may even hear their own names being softly whispered on the breeze, as if the land is beckoning to them.
At some point during Act I, each PC should experience at least one drowning dream.
Domain Overview
A very basic overview of western Necropolis -- nothing really that you can't find in Gaz II.
Traveling Encounters
Here's the whole section.
At first glance, Necropolis still appears to be a thriving kingdom, despite its empty throne. Sadly, the domain is rotten at its core. The barons of the cities bicker with each other and ignore the troubles brewing beyond their city limits, but the continuing political collapse pales before the supernatural melancholy imposed by the Shroud. As the heroes journey across the domain, they can encounter numerous examples of Death’s enervating influence over the domain.
* Almost to the last, be they human or demihuman, young or old, the inhabitants of Necropolis look ashen and wan, as if they have been ravaged by a raging fever. A few people have suffered unduly from the Shroud, and appear so pale and consumptive that unwitting heroes could be led to suspect the mass predations of vampires.
* The heroes encounter a frail madman (male human Com1) begging for alms by the side of the road. If anyone offers the beggar any charity, he falls upon that PC, pitifully thanking him or her. Suddenly the beggar bursts into tears, begging for help and wailing that he has lost his soul, or even, bizarrely, that his soul has died yet his body lives on as an empty shell.
* Any more sensible passersby the heroes choose to speak with can confirm that, yes, everyone’s health is slowly failing, and many people suffer from strange and terrible nightmares. These locals are quick to blame these ailments on “the Shroud,” and explain that this is all caused by Death’s presence. “All life has been wrapped in Death’s Shroud.”
* Although the Eternal Order is all but extinct in this region, it has left its mark. Many people believe in the tales of Azalin the Lost King, or that death itself rules Il Aluk and is gathering its armies for the day it conquers Necropolis to establish a new kingdom of the dead.
The heroes can also sense the weight of the Shroud on the land itself:
* While out in the countryside, the heroes enjoy a quiet moment. Far too quiet, in fact, as total silence briefly falls across the land. If this occurs during the day, the heroes realize the landscape surrounding them has grown completely still. No breezes stir the trees, no birds sing overhead. If the DM uses this encounter at night, a character on watch at midnight can notice that the soothing nocturnal chorus of crickets has suddenly fallen silent, as though a predator is nearby.
* Any animals owned by the party may abruptly fly into a panic without provocation, requiring successful Handle Animal checks to soothe them.
* The land seems to be filled with phantasmal bogeymen. Seen out of the corner of one’s eye or in darkness, random objects and shadows appear to take on malevolent shapes. A pile of clothes on the floor takes on the silhouette of a tiny corpse; a stain on the wall resembles a tortured face.
Death's Embrace
Details of Death's half of the effects of the Shroud. At the stroke of midnight on the first night after PCs enter the domain, the PCs experience Death's touch. If they're asleep at the time, they experience a vivid nightmare:
Your eyes snap open, suddenly awake. You struggle to breathe, and to your horror you feel a massive, unseen weight pressing on your chest, pinning you. Straining to peer down at your chest, you see nothing strange there — but beyond there lurks a living darkness, deeper than any shadow. A pale skull with eyes like embers floats within a dark shroud of mist and shadow, glaring at you hatefully. The creature somehow looms over you, yet seems far away. You can only watch as the spirit stretches a skeletal hand toward you, plunging it into your chest. Waves of torturous cold flow through your body — you would scream if you could — as the ghostly hand pulls a shimmering, misty heart from your chest. As the specter clutches its prize, it whispers its consolation to you in a chilling voice [roll 1d6]:
1. “This was never yours.”
2. “One less sliver to take.”
3. “Surrender this life.”
4. “Return what is mine.”
5. “Your loss is my strength.”
6. “This was wasted on the living.”
The monstrous specter withdraws into the night, taking its prize with it, and you sink back into oblivion.
When the PCs wake, they feel weak and fatigued. They suffer 2 points of drain from their highest ability score. If they recover from these effects (fatigue by bed rest, the ability drain by magic), the effects hit them again a few days later, again at the stroke of midnight. In addition, while living within the Shroud, if a PC takes at least 10% of its normal hit point total in damage, its effective maximum hit points drops by 10% until they leave the Shroud. This effect is a one-time occurance; maximum hit points can't drop below 90% this way.
Scene Five: Enter Famine
This is the scene where the PCs really get embroiled in the events to follow.
Rivalis
The PCs reach Rivalis, and have a some time to settle their business (taking Wat home and enjoying his family's hospitality or tracking down Barter).
Basically, the PCs have time to breathe before they're directed toward the town's open-air marketplace. If they're here with Wat, they can go with him to shop for the celebatory meal; if they're hunting Barter, leads indicate he'll be there.
The Hungry Child
Rivalis has a bountiful marketplace, but prices are 50% above normal. If the PCs ask about this, it's because many farmers in the area have recently suffered strange crop failures -- their crops have literally been withering in the fields, without rhyme or reason.
If the PCs aren't with Wat or hunting Barter, they have a minor encounter that tips them off about the situation: A painfully thin human urchin named Petris steals apples from a halfling's cart, and goes running with the owner hot on his heels. The PCs can intervene however they like. If the PCs don't catch Petris, the local constables do. Petris begs for mercy, saying his family's crops "won't grow right." The applemonger is sympathetic but can't simply let the child get away with theft. If the PCs offer to pay for the kid's apples, however, he sees fit to let Petris go. (Petris is hauled away by a constable for a "stern talking to.") The PCs can then ask the merchant about the blights.
From Feast to Famine
While the PCs are going about their business at the market -- perhaps just after the PCs have spotted Barter and taken chase through the crowds -- the Horseman Famine bursts onto the scene.
As you push your way through the milling crowds, a sudden chorus of terror erupts ahead of you. Mad panic flashes through the crowd, and you struggle just to keep your footing as shrieking townsfolk pour past. As the crowd thins, you behold the source of their terror: An emaciated corpse slumps upon the exposed spine of a similarly wasted horse. The skin of both horse and rider is stretched tightly across their bones, and the rider’s belly is grotesquely distended. Both look like they should be dead after years of starvation, yet they stand before you, silently observing the chaos around them. The horse’s head sags weakly towards the ground, but the rider — wrapped only in a fraying burial shroud — watches the fleeing villagers with malevolent glee in its eyes. In growing horror, you notice the stalls surrounding this wasted monster. Fruit withers as you watch, and once-fresh meat shrivels and blackens in seconds. Yet dozens of people caught in this aura of decay are wrestling each other to reach this rotted food, and stuffing it into their gagging mouths!
Grinning wickedly, the rider reaches out with a tarnished sickle, snagging the shoulder of a fleeing passerby. The shrieking victim is hauled up onto the saddle, his legs kicking wildly. Suddenly you realize that you recognize this horror’s hapless captive!
Depending on the chain of events that led the PCs here, Famine's doomed captive is either Wat, Barter, or Petris.
Here's the Wat/Petris version ("The Innocent Dies"):
The withered horror presses the child, Petris, tightly against the saddle. “Ah,” it coos to its thin captive. “You are my child.” The creature does not have a true voice. When it speaks, it forms words from the sounds of buzzing flies and cracking wood. The creature turns its hateful attention to the terrified crowd. “We seek a Fiery Eye,” it announces, “and the two men who bear it. Give them to us, and the suffering of this innocent will end.” The creature does not seem upset that its demand produces nothing but blind terror. Without prodding, the emaciated steed takes a few heavy steps further into the marketplace. As the horror moves, its dire influence spreads; more food rots and more people collapse, weakly trying to devour what remains.
“Not one of you will save this innocent?” buzzes the horror. “Then look upon us and know fear. Your fear speaks to us. Remember this day, and spread your terror to all who will listen. Let all who live know that we seek the Fiery Eye, and that we shall plague you until we have what we want. Seek an eye of gold and crystal, think upon your terror, and we shall hear you.”
As the fiend continues to lecture the terrified throng, you realize that its captive’s struggles have faded to faint twitches. Suddenly you see why; like the food in the stalls, he is wasting away before your eyes!
And the Barter version ("The Bigger Fish"):
The withered horror presses Barton tightly against the saddle. “I know you, mortal,” it coos to its helpless captive. “You would steal candy from the mouths of babes.” The creature does not have a true voice. When it speaks, it forms words from the sounds of buzzing flies and cracking wood. The creature’s tone twists from amusement to spite. “We seek a Fiery Eye,” it announces, “and the two men who bear it. You have seen that which we seek; I taste it in your fear. Give us the Fiery Eye, and this suffering will end.” Barton tries to respond, but chokes on his words, unable to speak. The creature does not seem upset that its demand has produced nothing but blind terror. Without prodding, the emaciated steed takes a few heavy steps further into the marketplace. As the horror moves, its dire influence spreads; more food rots and more people collapse, weakly trying to devour what remains.
“Will any of you step forward to save this man?” buzzes the horror, addressing the terrified crowd. “No? Then look upon us and know fear. Your fear speaks to us. Remember this day, and spread your terror to all who will listen. Let all who live know that we seek the Fiery Eye, and that we shall plague you until we have what we seek. Seek an eye of gold and crystal, think upon your terror, and we shall hear you.”
As the fiend continues to lecture the terrified throng, you realize that its captive’s struggles have faded to faint spasms. Suddenly you see why; like the food in the stalls, he is wasting away before your eyes!
Whoever Famine has nabbed is doomed. The PCs can attack, of course, but at this stage of the game they'd be lucky to so much as get within melee distance before succumbing to the Horseman's powerful aura.
If the PCs do attack Famine, all they really do is gain its attention. Without nudging, its steed calmly clops over toward them, plunging the PCs into its aurs if they aren't aready affected. Once Famine has the PCs at its mercy, it finishes whatever it still had to say, patiently waiting for its captive to starve to death. It then concludes with this:
The withered horror glances at the limp victim folded over its saddle, then glares down at you from its high perch. It frowns, its desiccated skin crinkling like parchment. “You are bold to oppose us,” it buzzes. “But all mortals come to us, in time.” Without flourish it releases its captive, allowing the lifeless bundle of dry bones to collapse on top of you.
The unholy horseman tugs at the reins of its lifeless steed, and they turn away, spreading more famine in their wake. The creature halts at the edge of the marketplace. It does not turn to address what remains of the crowd, but you hear the sound of buzzing flies offering its farewell: “Remember that we are never far away.” With that, the abomination gallops towards the fields with surprising speed and power, the echoes of its hooves hanging over the market long after the monstrosity has gone.
Aftermath
The bucolic marketplace has now been transformed into a scene of death and horror. Swarms of constables converge on the scene, helping the dozens of affected victims recover and attempting to restore order. As paniced witnesses flee the marketplace, they spread the word and unsettle the entire town.
If the PCs chase Famine, they'll likely need mounts to keep up with its galloping steed. If they can keep up, they following its aimless trail around the countryside. They catch up with Famine soon enough, and this time Famine stands its ground. The PCs aren't capable of permently destroying Famine, and more likely would be lucky to escape the encounter with their lives.
If the PCs stick around to help out at the marketplace, they overheard a lot of terrifying gossip about what they just saw. All the villagers agree that it was the legendary Famine. Someone spreads claims that another hamlet to the north, Carnari, was wiped out by War less than a month ago, but a second person chastizes the former for spreading such tales: No creature killed the people of Carnari -- they all killed each other with every tool at their disposal.
If Barter just met his end, he still has the stolen goods on his corpse, along with a little extra loot for good measure.
The "Fiery Eye" Famine demands is the
soul focus -- it's crafted in the shape of Azalin's personal symbol (which is displayed on banners all over the place). The Horsemen are unsubtle interrogators, so their plan is simple: Terrify as many people as possible, and get them fearfully thinking about the fiery eye. As more people think about it, Azalin will start thinking about, and Azalin's thoughts will bleed through into the Drowning Dreams. Death can then pick up on the clues and narrow down the
soul focus' location. Their need to spread fear is essentially all that's holding the Horsemen back from simply destroying everyone they encounter.
Scene Six: Friends and Foes
This scene occurs in the immediate aftermath of Scene Five. The PCs are leaving the marketplace and still reeling from the event.
Old Enemy
Once the PCs have gone a few blocks in any direction, Valana launches her next attack. The PCs are likely still on their guard, so just before she strikes, they might notice a pair of men acting suspiciously -- they seem to be trying to sneak away from the marketplace without being noticed. (And of course that's just what draws attention to them.) These two are Oldar and Balitor, not that this means anything to the PCs just yet.
You take note of a pair of burly men as they slip out from between two buildings. Like you, they seem to be coming from the general direction of the marketplace. One burly man has a boyish face, and is taking directions from his even larger, bearded companion, who looks to be twice his age. Each man wears threadbare clothes, bears a sword on his hip, and carries a small, caged bird in one hand. Though none of this might strike you as noteworthy on any other day, after the horror of the marketplace the pair’s skulking glances draw your attention. As the men start to cross the street, glancing furtively back and forth as they walk, you get a look at the older peasant’s sword: the extravagant hilt gleams with inlaid gold and jewels.
While you keep an eye on the two men, a slight movement beyond them distracts you. You shift focus to a dressmaker’s shop at the end of the street. Gauzy curtains flutter from an open window on the shop’s second floor, almost hiding the dark figure crouching behind them. The dark shape leans forward, and a loaded crossbow slides out into the sunlight.
Valana knows that the meeting of the PCs and O&B is a significant step toward the fate she is trying to prevent, so she uses this moment to spring a risky attempt at arranging a face-to-face confrontation.
She starts out by firing her crossbow at Oldar (she's still poisoning her bolts). Whether or not that first shot hits, she starts sniping at any foe that gives her a shot. (And yes, if the first shot hits Oldar, she uses the old sniper trick of using a fallen target to lure other foes out in the open.) She maintains as much cover as she can throughout the firefight.
The simple fact that the same sniper who attacked them is now going after these two stangers should be enough to tip off the PCs that there's some sort of connection here. Balitor makes the same connection and offers to join forces with the PCs.
For the moment, however, the pressing concern is for the PCs to work their way up to the shop Valana has commandeered.
Valana is on the second floor of the shop; her horse is waiting in the garden out back. When the PCs burst inside the ground floor, they find Sirta, the seamstress who lives here, a crossbow bolt still jutting from her shoulder. She's bound and gagged, and just starting to recover from the effects of Valana's poison. She begs the PCs for their help -- the madwoman is upstairs -- with her baby! The PCs may also notice something else rather disturbing: Valana has liberally splashed numerous flasks of lantern oil all over the walls and floor. This wooden building is a tinderkeg!
When the PCs get upstaits, Valana is waiting for them.
The door swings open to reveal a chilling sight. A wooden crib stands in the center of a humble bedroom. A chubby baby sleeps calmly within the crib, oblivious to the oil splashed all over the walls, the floor, the bed — and soaking into the crib itself.
A gaunt and angular woman stands on the far side of the crib, waiting for you. A crossbow is slung under her arm and a belt gleaming with throwing knives encircles her narrow waist. Her clothes are cut in exotic gypsy fashions, but all are black, gray, or the color of rust. Lustrous black hair falls past the dark, leathery, and sunken features of her face, and wide black eyes give you an icy stare.
Your attention is immediately drawn to the blazing torch the woman loosely holds with the fingertips of one spindly hand. In the instant you first see the woman, she addresses you, her smoky voice quivering with tension and hatred.
“If I let go of this, we burn,” she hisses, her voice thick and exotic. She dips her head toward the infant. “All of us.”
This, in Valana's mind, is how one arranges for a conversation. Using the baby as a hostage, Valana wants to talk. Oldar and Balitor back off immediately (assuming Balitor isn't back in the street, tending to Oldar's wound).
If the PCs hear Valana out, she starts by barking orders: Everyone is to back down the stairs. She picks up the baby and carries it downstairs, and they'll talk down there. When they're done, the PCs will go out the front door, she'll go out the back, and she'll leave the baby on the back stoop.
Valana keeps a readied action throughout the encounter -- if anyone tries anything, she tosses a poisoned dagger at them (preferably disrupting any spells being cast). The second time anyone makes a move, she drops the torch (knowing she and the baby are the first to burn).
So, what does Valana have to say?
“This is your final warning! The worst evils all rise from the failure of the best intentions. I have seen the future you will bring forth! I cannot block it out! My eyes burn from what I see! The King of Death would destroy the world for the sake of a single soul, and it is you that will unleash him from his prison. Leave these lands today, and never return! If you do not stop marching blindly towards your fate, then I will be forced to bring an end to you.”
(The fact that the heroes vastly outpower Valana is the only reason she hasn't tried simply killing them, as a note.)
The PCs can ask questions, but Valana mainly just rants about the "King of the Dead" in her deranged fashion. She never clarifies just exactly who she's talking about (so let the PCs keep their assumptions that she means Death).
Valana does her best to escape this encounter alive. If the PCs obey her demands, she keeps her end of the bargain, leaving the baby in the garden as she gallops away. If the PCs kill her -- well, she isn't done just yet. Either way, Valana dispenses with the threats from here on out. If the PCs don't heed her warnings and flee the country for good, she starts plotting their deaths.
New Allies
Once the encounter with Valana is resolved, the PCs can get to know these new guys Balitor and Oldar, who are obviously involved somehow. In fact, unless the PCs beat him to it, Oldar makes the first connection, peppering the PCs with questions about the madwoman who just attacked them: Who is she? What does she want with us? Oldar and Balitor have never encountered her before, so they assume the PCs must know something. Balitor shuts him up after a few questions, however, not wanting to spill any secrets.
Oldar is receptive to Azalin's dreams, but otherwise ultimately just a farmboy. Balitor is an experienced adventurer, but mainly just has decades of insider information on his side. Together, these two guys know they have no chance going up against Tavelia's Kargat, so they'll take any help the PCs can offer.
Oldar and Balitor can answer lots of questions -- the section is basically a rundown of what they do or don't know and what they'll admit -- but Balitor in particular is fairly cagey with what he'll reveal. He explains the basic situation, but, for now, keeps to himself that the king they're trying to rescue is himself an undead monster. Oldar's fresh off the turnip truck himself, so between them they can give the PCs a broad, but heavily whitewashed, version of the current situation. I won't go into the whole thing, but the information categories covered are "Oldar & Ballitor," "Azalin Rex & Requiem," "The Shroud & Drowning Dreams," "The 'Fiery Eye' (Soul Focus)," "Their Plan," "The Kargat," "Tavelia," "Death & the Horsemen," "The Kargatane," "Galf Kloggin," "Darklings & the Tarokka," and "Martira Bay."
Here's the section on Galf for a quick example:
* Balitor contemptuously describes the halfling currently guarding Avernus and Azalin’s phylactery as easily lured by the scent of gold; the greedy leader of a gang of highwaymen who plague travelers in the Forest of Shadows. Balitor claims to have learned of Galf through a few ex-Kargat that joined his bandits. As he did with Tavelia, Balitor gained Galf’s aid by telling him only what he wanted to hear. Balitor promised Galf the keys to a massive, secret (and nonexistent) treasury if the bandits would occupy Avernus until Balitor returned.
* Unfortunately, Kloggin’s bandits cannot be called upon to help recover the soul focus; being the dishonorable brigands they are, if Galf learned that Balitor’s goal was to restore Azalin’s iron rule, his men would waste no time in putting a blade in Balitor’s back and cutting themselves a better deal. But Balitor assures the PCs that there is no reason to worry; isolated off in Avernus, Galf has no way to learn what Balitor is really planning until the deed is done.
The section is, ultimately, a massive info dump, but it isn't intended to be ladled out all at once. For the rest of the adventure, whenver the PCs ask these two about an above topic, the DM would just check back here to see what info to provide.
Scene Seven: No Escape
This scene covers what happens if the PCs decide to bail out on the adventure and simply run for it.
Rats from a Sinking Ship
As the PCs flee the domain, they encounter a Necropolitan merchant, Beltan Miktis, who is frantically packing up his entire family to escape the "curse" that's fallen on the land (the Shroud). Beltan exaggerates the immediate threat of the curse -- he thinks it's killing his family -- but he has a cousin who fled to Lamordia and has written back, saying his health was restored almost immediately upon crossing the border. Basically, the purpose of the encounter is to relieve some of the pressure on the PCs' cooker -- letting them know that the Shroud
isn't a permanent condition, and they'll be fine whenever they do leave.
In addition, Oldar and Balitor do their utmost to warn the PCs of the dire fate awaiting Necropolis if either Tavelia enslaves Azalin or Death consumes him. They also refuse to flee with the PCs -- Oldar won't abandon his family, and Balitor judges that he'll crumble to dust within a year without Azalin's magic, so there's no point in him fleeing. In other words, guilt trip.
Ultimately, however, if the PCs want to simply run away at this point in the adventure, there's nothing stopping them. Oldar and Balitor try to go it alone and fail; without the PCs events ultimately culminate in "Tavelia Triumphant."
Recovering from the Shroud
If the PCs
do flee the domain, simple instructions on how the effects of the Shroud fade over time.
Act I ends when the PCs reach Martira Bay. Next post: Act II.