Religious Trouble in East Torbin

Part of the Ancient Blood Campaign Author: Kelly Berger / System: Incarna ver. 2.0/3.0 + i20

‘Holy Wars’ in East Torbin

Two religious factions have escalated to violence over the prosperous community of East Torbin. What was once a simple philosophical debate is now broken into violence. Its like Yojimbo – the whole town is divided in half. Nothing is getting done. Women and children have fled or are in hiding. This is following a pattern of religious clashes lately, since the Burren family has resumed the logging of the Grebell Forest and broken the accord. Lightbringers have been making inroads.

East Torbin is large enough (700; 10% religious) to support a church of Ikribu (headed by father Belkan; strength just above normal) and one of Rastur (headed by mother Mixally; 34, tanned skin, Druid 5th – not cleric – spends her time on the edge of a small creek south of town in group efforts of teaching). These two first disagreed over the nature of courage, and have since blown things so out of proportion than they had lead their followers in rumbles against each other to prove their point. Now, its going from bare fists to weapons. Soon, someone will die. In an attempt to show “courage”, father Belkan has decided to show courage in the face of the Saivelaugh Accord and like Pellan, catch up on a “backlog” of owed trees for a lack of logging in past decades – this has also angered the local elves who are now sabotaging logging efforts and harming loggers and hunters with non-lethal (for now) traps. Both religious leaders have promised to resolve this in their own way, and promised rewards to those followers who stand by them.

  1. Fight them for real: Kill one of them – but then the other will claim victory; you’d have to kill both
  2. Fight both at once… difficult, optimally you’d have to somehow defeat them without killing them
  3. ‘strike them down’ – set up some fake incident that discredits both; Orate to sway the crowd back in their favor.
    • The Green faith can be discredited by some display of power on the Sun Wall wherein writing or symbols are emblazoned.
    • The Lightbringers can be discredited by some display of power on stairs which uplift and break them – shattering the orderly symbol of light and ascent.
  4. ‘prove them wrong’ – religious debate
  5. Some other way the PC’s figure out?

Refugees of Pellan

Several dozen had fled the hard streets to nearby Pellan…

Rewards from Churches of Rastur and Ikribu

It depends on how it was done…

Candles of favor (1-4 hours; 1-2 blessings),

The Sun Wall

SEE EAST TORBIN

Climbing the Sun Stairs

The stairs are overgrown and cracked in many places. Chocked with vines and rubble, they now seem dangerous.

[ i ]> A closer inspection reveal them to be rubble free, but covered in creepers – conflicting information.

It takes 2 climb checks @+2. Roped in characters gain another +2. Characters that fall take 4 fatigue if roped, double if not.

The Temple of Ikribu

The climb up was not as difficult as it looked, and now you stand outside the overgrown temple of Ikribu. You can hear a small bubbling spring somewhere nearby. Multiple voices are whispering in prayer within the ruins. The temple roof is long gone, exposing the inside to the open sky. The top is also rubble-free, with the broken bits organized into small huts with wood rooves and fire pits – the place oozes the idea of fallen glory.

The forces of the Wyld Faith and those of Light obviously have battled to a stand still here – the entrance is literally attacked with vegetation – withered each morning… you can see the effects of the suns rays which would normally cause growth causing it to wither away back from the temple’s entrance.

[ i ]> Sitting still, you can hear the crackling of dying branches and leaves that creep from the top and sides of the escarpment.

Uncovering the Overgrown Sun Wall

Optional: Knight of Tri-Light

Kelios, a member of the Order of the Tri-Light is coming to settle things. They will challenge any remaining. They will do battle with a PC, but not to the death.
Paladin 9th (91 hp – toughened x2). Chain half; AC 16+2 (shield w/2 Resilience) = 18
This should not generally be possible for a single PC to beat easily, the idea is to humble them.

Motivations: Honorable behavior

Avoidance: Dishonor

Kelios: Shield of faith (+2) AC 20, sanctuary will not work in a duel;
Helm of Seeing: Immune to blindness and darkness.
Holy Symbol (+10 hp); holy defender service to the faith; +2 saves (-2 dmg from psychic); destroy = save from killing blow.

However, afterward, if the PCs fail to settle matters in a balanced manner, the knight will be challenged by a dark figure wearing a maroon heavy cloak with a white stripe on the back. She (Shinnia) is a member of House Du’Orlok. Ezrilus.

Betting: 3:! tops, against; 10 silver base bet

Shinnia:
Rapier (easily broken, light and for show – is magical to deliver spell attacks); can deliver Lightning [only] chromatic orb and Flame Blade.
Shield is light – small (+1 AC and 1 resilience).
Create Bonfire + Control Flames = circle of flames
+ Flame Stride and use flame circle

> If a PC is the ultimate winner, Lisa will come to them alone if she can, and invite them to the Tower of the Stag, “when they make their way, on their mission, through it” and gives them a stag token. “This will get you an audience with those you need to see.”
CLUE: Tower of Staf – Stag Token

NPCs

father Belkan of Ikribu

hairless, yellow robes with a red sash
Cleric 9th of Light; circle of protection (sunlight beam) 1/Long Rest on top of Sun Wall
HP: 63 (con 14)
AC 14 (Ring Mail; 2 res)
C: [4] hand of radiance (2d6), Light, Mending, Guidance
1st: Detect Magic, Detect Evil/Good, Sanctuary, Burning Hands, Faerie Fire
2nd: Augury (auspices movement/d20), Hold Person, Flaming Sphere, Scorching Ray
3rd: Mass Healing Word, Daylight, Fireball
4th: Guardian of Faith, Wall of Fire
5th: Flame Strike, Scrying

mother Mixally of Rastur

painted like a tiger; short hair, feline eyes (darkvision)
Cleric 8th of Nature; Polymorph 1/Long Rest into mountain lion
HP: 69 (con 16)
AC 15 (studded; res 1 + dex 15)
C: [4] Guidance, Mending, Spare the Dying, Toll the Dead
1st: Detect Magic, Detect Poison/Disease, Protection vs Evil/Good, Animal Friendship, Speak with Animals
2nd: Enhance Ability, Hold Person, Barkskin, Spike Growth
3rd: Dispel Magic, Plant Growth, Wind Wall (uplift on holy ground; advantage up in the air)
4th: Dominate Beast, Grasping Vine
Rastur’s Tears: Potion of heroism x2