To rebuild the power of the church.
As part of the turmoil in the barony, the White Sisters are targeted in a series of “attacks”. This discredits them and/or does financial and physical damage. They need help. The party seems to be, while allied with the barons interests, at least a somewhat independent group. The Justicar that delivered them is gone, fighting the darkness in the eastern lands. The Lightbringers are sending a new Justicar, to sort out the enemies of the light and observe and document how the White Sister’s new protective servants are working out.
Message from the White Sisters
You receive a missive from the White Sisters of Aerna staying in Torrelsons Ford. Two of them have been trying to develop a following there, though with little success. Their mission was originally to observe and discover a great darkness that was supposedly rising in the edges of the small barony. War, strife, all manner of strange creatures and incidents have happened. The goddess of storms and the spirits of nature fight using weather, fog, sun and moon. The ghosts of ancient battles are fought over and over. The Dame Mother has left word for you that she is asking for your presence on the ‘morrow, at high noon. The place is a small field on the east end of the north ridge.
=====
Nice clothes?
It’s strange, such a place has little to recommend it unless it is a time of faires or jousts. You arrive and you can see a large pavilion tent of white and gold. Two armed servitors stand under the overhang – barely out of the weather. As you approach one darts inside while the other holds up a hand. “Enter” is shouted from inside, and the guard stands aside and motions for you to go in. The flag of Umbak flies above the crest of the Justicars of Balthazaar. Inside is a table, small, but sturdy. There are chairs and benches for you to sit on. A man in half armor sits upon a chair which rests on a small raised platform (obviously to represent his dominance over the rest of the room). A small stone hearth is behind him, with a small flame burning in it, but the warmth is coming from 2 large braziers. He motions for you to sit, “Please, i have pure water, and honey tea. Break bread with me, my guests – enjoy the Amarata of the Light, brought to you by the White Sisters.” You pass a folding table with bread and cheese – all very well presented and expensive but simple.
=====
DC 15 Wisdom (Perception): He wears a thin brassard emblazoned with the symbol for the Order of the Silver Talents of Umbak.
DC 20 Intelligence (History): Amarata follower (tradition)
Paladin; Oath of the Ancients; 10th – he is a young justicar (35), this is his second mission. He was a Silver Talent.
You take repast and soon settle, wondering what this is – for there are no White Sisters. “Ho there. There is no trap or deception here. The Dame Mother knew you may not accept my summons in the capacity I am here in – not one of law and order, but to purge the darkness of chaos. I seek the counsel of thy company. I am Ajaxtus, servant and justicar of Balthazaar the Just. I keep the light, the flame, and the white heat of life and justice for the Lightbringers. Come, enjoy the repast!” He gestures behind him, “The young squire here is Edmund, he has been with me since I left the order to become a Justicar. Come, let us continue to fill ourselves as the sun begins its downward path. Let us get to know each other.”
—–
He will ask each character how they see themselves. When a man asks, how would you want to be portrayed? How far has the party traveled? What is the most interesting place? Have they been to Umbak? (oh you must! It is most fair and wonderful!)
Now that we are content in our bellies, let us address our souls. You are all known to me and to the great lords of light. Their light has shined its way upon the blood you have spilled and the shadows you walk in. Far from the justice of the light do you walk, and I would offer you a chance to regain some of the grace you have lost. My friends, you do not look like fools. And only a fool would cast aside this opportunity for the grace of Balthazaar! What say you!?
—–
> No
Your words strike me hard. If there is nothing I can do to persuade you, I will accept it. But I warn you, if I find you in my way, there will be no mercy. Let us hope it is not the case. I thank you for your time and graciousness.
> Yes
It is good that I have come when I have. I can see the shadows stretch forth from you. We need to rekindle that bright spark and burn away the darkness! Acts of service for the Lightbringers will be the fine wine and sweet cakes upon which you sup.
At each task:
I hereby deputize you in the name of the maker, mother, and judge. My harth is your harth, until this deed is done, and you may speak with the righteousness of the just.
> Response with Amarata gives them Inspiration on each quest.
I have seen the storm crow pass before the sun, and the sun’s rays have struck it down. It is the hand of Elancil I see reaching out – overreaching and she shall pay the price! Her servants are nigh invisible, and prowl after dark, when cold storms come to pass. They have drained the life from a few who have had the light of their memory extinguished. I can see these hollow folk, we need to fill them with light again! Go, into the night, and wait until the moon has vanished and the dark clouds of the storm queen brings the smell of brine and the chill of the deep sea is upon the land. Her servants will strike then, you must capture their spirits so that i may return them to the dark forgetfulness of the grave. Take this Botaku – the symbol of the silvered pyramid to the heavens. It will hold the light of the spirits if you touch them with it.
Botaku = Silver Torch of Ikribu – it is an upside down metal torch, with a place for a candle at the wide bottom, and a stone at the top of the tapered handle. It is an “unmaker” of Ikribu. Light the candle within 5’ of the target and the spirit will be pulled into the faceted gemstone – making it difficult terrain. If the candle is touched, the incorporeal undead must make a DC 12 Charisma save to not be trapped inside the Botaku.
> Works on faith, Wisdom check – proficiency if a Lightbringer
There are events in town – fights, etc. that clearly show tensions are rising.
The police forces are overwhelmed with the war efforts ramping up.
The strange spirits that fight each other are roaming across the countryside. This is affectin harvests and transportation – just at a time when its needed for war. Many think the Gwinnish have done it on purpose, to interrupt supply lines.
Get an audience to the Baron
Persuade rather than force him to do it (White Sisters want this, not Justicar)
Spirits can be seen in the day time and night.
Perception DC 15 to see, 10 checks; DC 12 Wisdom to capture
Bella can tell you where to go, what to look for at night = Advantage (at night)
1-3 on d6 = Brine Soldiers (of Gwinn) # = 4 + d4
d8/4 dehydration/burn in 5’ radius
4-5 on d6 = Rime Soldiers (of Bronzemen) # = 6 + d4
d8/4 cold in 5’ radius
1 on d6 = Phantasmal Shadows; https://roll20.net/compendium/dnd5e/Specter#content # = d8
+1 reputation if they get 6 or more.
White Sister and/or Justicar encourage a special (but not required) mission.
Capture the Light of the Rime Soldiers
These are not so bad, their souls are not black as night like the brine soldiers. They seem hollow, and flicker with a red-green color. But they are not of the light, and they must be returned to the dark.
A mission to get near one of the apparitions of the cold soldiers and trap it in a prism of light
https://roll20.net/compendium/dnd5e/Specter#content
Free the Women of the Brothel and take them to the White Sisters
Some are drugged, some are there by choice. 15 prostitutes. 2 males. 2 leaders
> meeting room has hidden safe, dc 20 has wages, ledger with dc 15 to change
> madame room: dc 20 lock; investigation at makeup desk dc 15, jewelry box
> cellar 200 sp wine x 8 bottles
Frahd Elgor = silent investor; he will try and Persuade the PCs not to follow through. Maybe a couple of the older prostitutes could be let go.
-1 Reputation if the young women are freed.
> its minor, but he wants a surprise inspection on a couple boats
Persuade the harbor master
Boat #1
Boat #2
Boat #3
Two missions take place northeast of Torrelsons Ford, in Yarans Round
Town:
Night after night the forge flares and is extinguished by her tears. She must be laid to rest. She must be beat, and her last tears captured (or she will reform)
The ghost of an ancient Umbakian Hearth Fire Chantress;
http://gdnd.wikidot.com/clericsubclass:forge-domain
https://roll20.net/compendium/dnd5e/Ghost#content
Boon of white sisters = reward
—————— Phase 2 ————————————–
The JUSTICAR LEAVES
Squire Edmund is left behind. He has a few more tasks, and his words are mine.
A merchant from Fandelok has insulted the honor of the Lightbringers
A Mission to reclaim the honor of Balthazaar, who the merchant claims has failed him in his endeavors. He is very public about his disregard. He has just arrived overland from the east. The journey was hard – the weather was awful and he lost his wagon.
Kill his beasts of burden is the request in retribution.
Alternate = persuade to donate the cost of one of his horses, or a horse.
A mission to place holy objects on the north ridge, and protect him while he sanctifies the area where the Baron lives. Each night the party must place one, performing a ritual of cleansing. It takes 4-5 hours, requires holy water, a holy symbol of the Lightbringers, and a Religion check. He teaches the ritual to the PCs.
Elancil is not happy, sends a weather event. And each night a drowned servant, escalating:
Shadow
Specter
Specter
Wraith
Drowned: Fog Cloud (obscure themselves/surprise) 1/Short Rest; Salt Wounds: AC 8; On a major hit, the target must make a DC 10 Constitution save or takes massive dehydration and gains a level of Exhaustion until a short Rest is taken. Only a single level can be taken, further its cannot cause more to be lost.
Kill the evil Lizard Folk! It’s time this rabble was stamped out once and for all. They smell, they are dangerous and practice vile magicks and worship evil spirits!
——
He is ignorant enough to believe the troglodytes are lizard men if the party executes a raid and returns with a few heads.
Refusing
If not this one, the curse of the light be upon you – mote of disdain = Faerie fire at night constantly!
To break the curse need a warding stone or the tears of a priest of light
Bella can do it, but when it’s done she wants the party to ambush the two Umbakian knight’s Pages as they leave town – just give them a whooping and rob them.
ALT > Bella can help persuade to move lizard men further away, but a raid on the trog lair – very public – is needed
The final task is for the heart of a creature without fear in the barony.
Old Greg
There is darkness. A foul stench of evil coming from the docks. Ajaxtus stood at night grasping his holy symbol. He passed on his thoughts before leaving, and squire Edmond says that Balthazaar has commanded a sacrifice, worthy of his power.
The final task is for the heart of a creature without fear in the barony.
Wereboar – something about the battling gods has held his lycanthropy at bay. It’s been a reprieve for him since he stayed in the Bentwillow Cross Inn, on his way to the Saelish. He came west, looking for work. He knows it may not last, but it’s been months without a trigger.
He is impressive looking, broad shouldered and heavily muscled. His graying black beard is stiff and coarse. His eyes are filled with distrust.
> he gets in fights like every night – drinking or not! No fear.
Elancil, the bitch of chaos, has sent a warning to Old Greg. Old Greg leaves a note for the party to find, saying that he will meet them at Silt Sister Creek south of town, where it crosses Barnstead Trail about a mile out of town.
=====
Old Greg has a mule he leads with all his worldly possessions he has managed to accumulate since his form stabilized. This consists of nothing more than clothes, tent, dishes, and mundane items and some carvings he has done for himself. Everyone knows Old Greg has panned for gold, and rumors are he’s secretly rich. He will lure the party with the mule and a campfire in the distance, and ambush them on the trail.
https://roll20.net/compendium/dnd5e/Wereboar#content
Feats: Charger, weapon mastery: duelist +2, athlete
AC: 16
HP 60
Str 20, con 20
Barbarian 6th or 9th (depending on party skill); https://www.dndbeyond.com/classes/barbarian
What can be made from his remains (by Bella): Blood a potion of growth (DC 12 – 3 days), teeth wand of war mage (DC 18 – 21 days)/goats figurines of wondrous power (DC 20 – 30 days), skull – ioun stone strength (DC 15 – 11 days) – brain/wand of polymorph/ring of ram; potion of heroism in blood (DC 13 – 2 days)
> Bella gets mad when she finds out what the party has done! Either after he is killed, or as a response to the PCs asking about him ahead of time.
“You fucking idiots. Who do you think you are, that you can kill with impunity!? I should wash my hands of you, but you’re too much of a silver mine to me. The price of my services just went up.”
—— Once Old Greg is dead, she requests a meeting
“What was he to me? He was a fucking good, hard, shag! What a beast! He could last all night. His beastial nature had been suppressed by the battle between the gods somehow, and his energy needed to be spent. He had no problem with me, warts and all. He was insatiable! Sure, I walked funny for days, but it was worth it! And now you’ve done it. I guess I should not have expected more from creatures such as you. Tell me you still have the body? I can at least get compensated somehow.”
= Hint at her nature dc 20 see her shadow much bigger (expands to giant sized then snaps back)
She would suggest a Moor Cat, or a Froghemoth, if asked about a creature with no fear.
https://www.aidedd.org/dnd/monstres.php?vo=froghemoth
She can make a potion of web (DC 17), a potion of Heroism, and its brains a potion of Jumping
Folk in town will suggest killing the old hedge witch (Bella) or Rols the duelist. Lastly, if the party finds none of these options to their liking, let the party suggest one!
If Rols has not already met his fate, the Lightbringers ask or suggest that he be challenged. It does not have to be to the death, just until one person asks for mercy – the loser must make a public apology and leave town. The Lightbringers do not like lawlessness, and are willing to engage the party clandestinely to put an end to such things outside of normal channels since dueling is permitted in Dunstrand but not Umbak.
If the party has been reluctant or does not feel inclined:
“I hereby summon you, the redemption seekers, to an audience. There is darkness on the horizon! Come at once, to the light and away from the lies and deception.”
IF the Party does it for the honor and redemption, the rewards are as follows:
1 vial of holy water for each character.
1 Cure Light Wounds a day (assuming White Sisters are still in town)
The White Sisters will perform the “Unburdening” ritual on each party member (this restores any sanity lost in the last monthly cycle).
They will cast a Lesser Restoration an amount of times equal to the size of the party.
Reputation +1 (local barony and earldom)
Fame +1 (all central heartlands)
Can keep 50% of the coinage found, all else of value must be returned to the Lightbringers.
There will be an interview by either the White Sisters or Justicar to gather what was done.
If the Party does it because of guilt or as a personal favor for any reason, the rewards are as follows:
All credit will go to the Lightbringers – no mention will be made of the PCs
All coinage can be taken without accounting.
There will be an interview with the White Sisters at the end, to collect knowledge of the site and events