H.o.B. Uncover the Misty Rider
Adventure Overview
Ezmerelda helps the party investigate who the Misty Rider is and why it attacks weekly.
Table of Contents
Bloodwater Theater
Read when first approaching the theater:
The Bloodwater Theater is where Mirella Cavallo’s spirit haunts. She doesn’t cause activity unless provoked, her name is called out, or the party lures her through triggers like acting.
Mirella haunting table
| Roll 1d6 | Haunting |
|---|---|
| 1 | The piano plays a Nostradeus piece. |
| 2 | A glimpse of Mirella is seen as white cloth drapes. |
| 3 | Footsteps occur around the stage or backstage. |
| 4 | Spotlights flicker on and off |
| 5 | A person’s face feels pressed like a mask is on |
| 6 | Laughter is heard echoing through the halls |
Rooms within the Theater
If told about Couteau, she becomes enraged for a brief period but eventually manifests herself. She retails the story of how she was murdered:
We had come here long ago seeking refuge from the Trinians further north. Though, we wound up here in the domain of Cardinal Couteau. Had it not been for my dear Corriero, the Venezians would not have arrived here intact.
That Cardinal was pious in his belief, if not controlling. I figured his subjects could have used a laugh and see how controlling their holy master is. I assure you, many of them chuckled during the opening. By the end, they were cackling without thought.
It would be after the show did I encounter Octavian Couteau. He brought forth his sharpest criticism yet. A dagger. It became my ruin. He whispered in my ear that every Venezian here would be thrown out to the gutter just as we had by the Trinians. As for Correrio? The pain brought to my beloved when he would hear of my death only brought sadistic glee to him.
She is partially aware of the Misty Rider but has only heard of people’s rumors. If they describe what the rider’s apparel looks like, she instinctively knows it’s Corriero. She has a strong suspicion Corriero is no doubt trying to seek revenge against the Cardinal and is blindly murdering people to reach him. Find his head somewhere, for she believes Couteau would have it as a trophy to mock her and the Venezians as a whole.
In truth, the skull has been hidden away by Couteau within the catacombs beneath Notre Majeste…
Catacombs of the Cathedral
The catacombs are the graveyard for the region beneath Notre Majeste. Blethers tend to the maintenance of the catacombs as everyone else is too scared to go down there. Clergy oversee any burials for the dead.
Entering into the catacombs is seen more as suspicious than anything illegal. At worst, interlopers without permission are later questioned by the Cardinal for the purpose in exploring them.
Gaining Access
To enter into the catacombs requires the keys from the roden prison custodian, Skrunch. He will demand a reason for the party needing entry into a place of reverence.
Captain Havre can force the roden’s hand, bribe him with food, pay him 20 gp, or the party can make a DC 14 Charisma check to get access to the dungeons.
Read when entering the catacombs:
Light is swallowed by the darkness ahead. Your footsteps echo amongst the damp cobblestones. All around you are 20-foot high walls lined with pockets where are tucked tightly inside. Many of them have polished nameplates while further down, rust and neglect have taken over gradually and patiently.
Encounters
The following can occur randomly within the catacombs:
1. Lost Blether
You hear a voice call out to the open, “Anyone there? My torchlight is bound to go! I need help before I am put into darkness!”
A blether is lost in the catacombs, seeking to regroup with other workers. It is deathly afraid of withering away like other blethers.
2. Coffin Movers
You hear a cluster of footsteps down a hall coming to a stop. The burning of their torches is the only sound for a brief moment. A voice then hollers out, “Ah! Here he is. The bishop of Portogne decrees this one to be moved among the Scorned?
Another voice pipes up, “Yes. He accuses this one of desertion.”
“Desertion? Very peculiar. On what motive for this act?”
“For returning to the farm while the blight went on.”
“Was a trial even held for this one if they are guilty of the charge?”
“No. He was simply crammed into a box and brought to us as he was found.”
“Needles still clearly mark this one on the front so desertion is an absurd claim. Leave him here.”
“Yes, your grace. I believe the next person was left among the Faithful.”
These priests move around coffins to make space to sort more recent deaths and determine if someone is instead to be placed in the far distant rooms.
3. Wandering Ghoul
Lost in the catacombs, an awakened corpse feeds on the festering remains. A fresh ghoul appears.
There are shuffling sounds as feet scrape against the overgrown and damp pathway. Down the hall, there’s a ragged and pale woman with only bits of stringy hair atop her scalp. Blood is clear around her mouth.
Sections of the Catacombs
Continuing further down the catacombs, you come to a vast hallway where there are six statues that lead into many more hallways. Four are namely depicted as caels or seraphs while the other two are simply demons. Each of the celestials stand over unique plaques that read Tried, True, Beloved, or Savior. The vician stands over a plaque that reads Scorned and the devil statue stands over the Liar plaque. Despite all these statues, the path does continue on.
Hallways of the Dead
The hallways are categorized for specific people. Of course, with the overcrowding, no one really follows the sorting as well as they ought to and instead treat it as a guideline for placement of their resting spot.
Overcrowded Hall
This overcrowded section was dug further as more deaths occurred. Older and forgotten deceased are placed here. Coffins are labeled with the deceased as they are frequently moved around.
Corriero’s skull is hidden amongst the coffin shelving. It takes a DC 20 Investigation check that reduces by 2 every 30 minutes of checking.
Returning the Skull
Should the party seek out the Misty Rider with Corerrio’s skull, they’ll have to wait out the 7 days until the Rider returns to find a victim. Mirella’s ghost can confirm whether or not the skull belongs to Corriero.
Maleou Village
At night, the spirits recreate the day the mists came and the rider first appeared. A time when the village was slaughtered by the Rider and Couteau refused to send any aid, knowing it was Corriero who returned to the grave.
Read when dusk settles on the village:
A light fog creeps around as the last light of day drains. The mist then takes on the vague shapes of humanoids, roaming around quietly. They jump as the trees begin to rustle, for emerging like a phantom wasn’t the actual headless rider, but one shaped by the fog as it runs past you.
The villagers scattered to their homes, a messenger on horseback was quickly sent south of the road, and the guard rushed in. Bayonets were punctured and shots were fired to no avail. In retaliation, the rider simply lopped off their heads. What you begin to notice are the fallen shadows landing where headless bodies are.
Once the guards are dispatched with ease, the Rider then dismounts to go door to door. The echoes of frightful screams are then swiftly cut out one by one with each until all fell still within the village. The Rider, with all these heads gathered up, then investigates each one, occasionally putting it to its stump. None were to its liking.
It strides back to the horse and rides south for Divinterre.
Should the party head north to meet with the Rider and wait out his arrival, use the table for possible random encounters during the night. For during the night, the Mists pull the area into Blackrot.
| Roll 1d10 | Encounter |
|---|---|
| 1 | Shades begin to prowl through the region to haunt creatures. |
| 2 | 5 ( 2d4 ) wretches come out to hunt for victims. |
| 3 | 2 ( 1d4 ) hungrists lurk to find victims. |
| 4 | Lost fusiliers look for a place to rest for the night after hunting for a Venezian. |
| 5 | 5 ( 2d4 ) Shadows come to consume creatures. |
| 6 | Local wildlife, such as deer or wolves, run about in the area. |
| 7 | A dire wolf lurks, looking around the area. |
| 8 | The Hunter seeks refuge and helps the party until sunrise. |
| 9-10 | Nothing occurs this night. |
Return of the Rider
Read on the day the Rider returns:
Should the party have Corierro’s skull and provide it to him, the Rider is quick to retrieve it and return back to the Mists to place it on his shoulders. The party then hears the booming voice of Corierro:
COUTEAU!
Corierro returns as a Revenant and goes to hunt down the Cardinal himself. The party can go and help him to defeat Couteau or run off and seek out the beacon (see the Divinterre Arc)

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