++++++++++++++++++++++++++ Set everything right again ++++++++++++++++++++++++++ The army of dead is growing in the mountain stronghold and the party has to stop it. This adventure involves figuring stuff out, waiting for things to happen, and searching for things. It is way less "railroad" than the others. Use random encounters mixed in to keep the players engaged or as a way to eat up time. .. contents:: :local: Events ====== * The party returns with the relic and gives it to the cleric * The cleric gives the relic to his acolyte and tells him to and drop it in the middle of the sea * The acolyte sells the relic instead to the thieves' guild with the condition that the thieves' guild takes it far away before selling it. Nobody anywhere near here must find it. * The cleric and his acolytes sneak away to the necropolis * The cleric transforms one of his acolytes into a ghoulish slave, and the other one goes mad and runs off * The mad acolyte sneaks back into town and smokes lots of opium in order to forget the awful stuff he saw in the necropolis * The monk arrives to look for the missing cleric * The monk seeks out the party * The party meets the monk * The monk explains how the cleric is missing * The party tells the monk how they stole the relic * The monk asks the party to help set things right again and describes a few choices (see the `possible adventures`_ section) * The party sees the mad acolyte on the street and the mad acolyte runs off * The party tracks down the mad acolyte and talks to him * The mad acolyte explains how he sold the relic to the thieves' guild * Either the monk reads or the party reads the cleric's notes. Whoever reads it learns that the cleric is waiting for when the stars line up to a certain pattern and then the cleric will summon the wraith. Possible adventures =================== * The party gets the relic back from the thieves' guild * The party goes straight to the necropolis to stop the cleric While the party was doing other stuff ===================================== After the party hands the relic over to the party, the cleric and his two acolytes disappear and sneak into the necropolis. The cleric then uses the power of the necropolis to animate lots of corpses. Next he attacks the shrine with the horde of zombies. The guards try to use the relic but it doesn't work (since it is a fake) and then they're overwhelmed. Maybe a few run away. The cleric starts transforming the pilgrims and guards into more ghouls and zombies. The other acolyte runs away in terror once he sees how the cleric . See the section below `the escaped acolyte`_ below for what he's been up to since escaping. Now the cleric (in a disguise) rules the mountain shrine. The monk ======== The monk arrives to investigate the disappeared cleric and acolytes. He knows about the shrine and its true importance. He knows that it has recently fallen. The monk does not suspect that the cleric turned evil. He suspects some evil force killed the cleric and his acolytes and maybe that evil force is also involved in destroying the shrine. The monk wants the party to help search for the cleric. The mad acolyte =============== Mostly he stays bombed out in an opium den (maybe I should use a D&D euphemism instead) to keep from remembering the awful stuff he saw in the necropolis. He has a small room that he rents where he paints the walls with holy glyphs to keep him safe while he sleeps. Like I said, he's crazy. The party can discover him in any of these ways: * successful perception checks in a tavern or on the street mean the party spots him sneaking around. But he'll try to run away. * local magical item vendors talk about a visitor that wanted to sell a glowing gem. * There's a soothsayer in town that can locate anyone in town. As long as she has some item of their clothing, or some hair, or something that they wrote. She can't exactly locate the person really, just see some visions of what that person is seeing. Maybe the soothsayer knows the witch in the desert too. And she'll say something like "Elphaba says Hi". After the party finds the acolyte, if they get him to talk, he'll explain how the cleric told him to take the relic, then sail to the middle of the sea, and then throw it in there. But instead, he sold it to the thieves guild. Now, he mostly just stays bombed out all day, but other times, he carves glyphs in the walls to protect him. The cleric's office =================== If the party searches the cleric's office, they'll find lots of good stuff: * The notes of how to make the plague remedy written by a cleric several centuries ago. * The private diary of that same cleric. He went on the old mission to trap the wraith. * In a locked cabinet, lots of books on necromancy. * The cleric's journals have notes: * The cleric started summoning spirits to look for a cure to the plague. * Then he met the wraith. The wraith convinced him to help free him. * Then the cleric started collecting books on necromancy and studying them. * the stars will be soon aligned enough to allow the wraith to return to this plane. .. vim: set filetype=rst :