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Bringers of Truth

Plot points/Scenes

Preparations: Begin as PCs are packing their bags to leave the Spire. Last chance to make any preparations. Give opportunity to ask Aisaer for any extra information, he excuses himself soon after as he must attend to Orhla's duties as she is away from the Spire.   Travelling: PCs need to plan their route. It will take 3-4 days to reach Fortress depending on route. DAY 1: Spire to near Quiet Forest. Along the way come across a mother and children that seem to be heading to Qudib. Their axle has broken on their cart and approach for help. Win 2 skill challenges to help fix it and the mother will supply them with some spices and a nice bottle of wine as thanks. She was sent back to Qudib by her husband from Najid Station as tensions between Pleres enforcers and the workers are rising and recently their major food source was cut off. DAY 2: Arrival at Najid Station. As Daisha said it looks like a lot of the families of workers have been sent home with really only the miners and security still here. The guards here look like more than general guards and are recognised as being the same style that guard the palace in Qudib. Learn that these are Janissary, a more militaristic and exceptionally loyal elite unit who take orders from the royal family directly. Workers are happy to have you stay but must supply your own food as it is becoming scarce here. Explains they are being barred from the farming lands to the north west as it's technically a territorial no-man's land and it doesn't break the Peace Treaty. Even going to work at the mines they are being forced to go through a 'checkpoint' which serves no real purpose. DAY 3: Najid Station to Fortress. Crossing the plains into Pleres will result in PCs going through the 'checkpoint'. Questioned heavily about their purposes and their citizenship, they also demand an 'immigration fee' of 10 gold each. These soldier's are clearly military and have been out here a while harassing people everyday so have a power trip vibe about them but are also kinda stupid. As the get closer to Fortress and have to walk some winding paths between hills they pass a warning sign advising to turn back, hallowed ground ahead. As they pass through the hills a wind picks up and it's almost as if they can hear voices on the wind. As they continue the whispered get more clear and they can make out a few. "they are here" "turn back but do not run" "you'll be surrounded and devoured" It finishes with a cluster of shouts and screams before everything is silent again. Arrival:The hills open up and reveal the Fortress. Two main towers stand close with a massive gate, thick walls connect this to an even larger structure that seems to be built in front of the mountain range which looms over all of it. The walls and gate are falling apart so it isn't difficult to enter the courtyard, nothing overly decorative yet. There is evidence of creatures using this area.   Courtyard: The space is large and open with the remains of buildings dotted around. Some look they have just collapsed due to misuse, others show signs of being burned. There are broken things all around and it looks like fighting may have occurred here a long time ago. Close inspection PCs will notice amounts of blood everywhere; on wood, walls, rocks etc. Entering some of the broken buildings there will be a few sets of remains, a pair of burnt corpses can be found in one of the burnt buildings in a corner together. While exploring images of dwarves engaging in normal daily life occur, these are the ghosts reliving their memories. One who seems the only one actually looking at the PCs looks towards the gate and walks through it after PCs look at mural for some time. The most untouched thing is the wall mural which stretches all the way across the mountain side, the gate in the middle shows signs of being battered down. The mural is highly detailed and decorative and looks like it may have been carved out of the mountain itself. It shows 3D representations of dwarves being blessed by a divine force and set upon monstrous creatures. It continues to depict what looks like rituals and significant events for the dwarves. One striking depiction is two dwarves arguing surrounded by others, then having a feast, engaging in a ritualistic bath and then fighting in an arena with everyone else cheering, the fight ends with one looming over the other but offering his hand. Another that follows on soon after that is some shocking images of the dwarves burning down buildings and killing what looks like scholars and spellcasters to take their scrolls and books and destroying them. The last image in the series is a book with blood dripping from it being locked in a brighthand chest and placed in a stone building.   Inner Gate: Torvar looks at the PCs clearly this time before walking through the gate indicating for them to follow. This is a much smaller space with very tall walls on every side. Two guard towers sandwich a solid gate, the gate has protective runes on it which still seem to work. The towers however are not looking too good and with a check it's noticeable that there is a wall broken on one of them, enough that something could lodge itself there securely. They can climb the tower, go through the gap, go down the half broken stairs and raise the gate from the inside. As long as they can get someone or something to raise the gate from the inside they can proceed.   Traveller's quarters: Ghosts are seen going about their business, leading people to rooms and being caring. Before entering the living space they hear a roaring fire and chatter before everything falls silent again when the see it. The entire place is upturned and there are pools of dried blood everywhere, handprints, evidence of spells exploding on the walls. Searching around the area will result in finding a CLEANSING STONE. The storage area is completely dishevelled with furniture barricade blocking the way.   Library: Torvar is seen walking down the stairs, turning his head towards the party then walking through one of the bookshelves, knocking free a few different books. Flicking through one of these books gives a general impression of the history of Brighthand mentioning their formation by their goddess and The Great Purge. Touching the other book makes it turn automatically to a particular page, the section is on religious cults and this one references The Red Fingers. Explains they are a cult of Vecna with the aim of increasing his power in return for information and the gift of undeath. Work in secret manipulating, can identify them by their missing finger. To proceed PCs will pick a staircase, the can research the runes on the stairwells to identify "HOME" and "SAFETY"   PATH 1 - Home Where Appropriate: To proceed PCs must activate a teleporter to take to the lowest levels. Torvar explains he doesn't remember the specifics, just glowing symbols and a vast ethereal portal. There must be a clue somewhere around. While exploring the level make sure they find a note with this message written in dwarven: The sun shines first upon the sky, where little birds and dragons fly, And then upon the sea it glows, with towering waves and rippling foam. When once upon the land it’s shown, it warms the Earth and rends the stone, Then last into the dusk expires, and fills the evening sky with fire. Indicates activating the symbols in order: Air, Water, Earth, Fire. Kitchen area: Pots and pans litter the place, dishes fill the sinks and everything is covered in dust. Many ghosts going about cheerfully preparing food, "Hurry up The Great Feast waits for no one" "Another Accord? So soon?" "Yup, no rest for us poor kitchen hands" "Take out the first course" And one dwarf places his hand under a counter near the stove. Searching through the storage will loot a SPICE POUCH. Most things have rotted. Dining Hall is quiet with only a few ghosts eating at the table, getting too close shows them eating guts and drinking blood in a calm manner. Living quarters: Torvar is seen going between the hallways and looks over his shoulder as he enters a room. Many of these rooms are dishevelled and much evidence of violence, blood, damage on the walls and occasionally bones. Down one hallway the entire wall is scorched, a closer looks indicates that there are also dwarf shaped silhouettes within the marks. The PCs reactions to all this will advise Torvar as to his attitude when he speaks with them. He asks why they are here and advises they leave. When they refuse he will explain that there is a monstrous creature on the lower levels that seems to have infected his comrades with insanity. Hopefully by killing it it will release the ghosts so they can move on. Clinic: Mostly a space of beds and spellbooks, a few salves. Some recipes for basic potions if they look hard enough. The decorative blood isn't present here. Relatively clean compared to the rest of this area. Still layers of dust and disuse. Nurse Ghost here reenacts treating dwarf after The Accord. "Never had someone so mangled after The Accord, you should have yielded" "The Decision was too important, 2 limbs is a small price to pay for our future" "... it might be 3 limbs" "Aye" Shrine: Main attraction is The Unending Stream. It's a very detailed statue of Berronar Truesilver, standing in a pool of water. She is offering her hands to the viewer and water pours from them as if she is gifting water to all who come here. The pool never seems to fill and is as endless as the stream itself. Other places around shrine have places to place candles in remembrance or in worship of Berronar.   PATH 2 - Safety Where Appropriate: To proceed PCs must activate a teleporter to take to the lowest levels. Torvar explains he doesn't remember the specifics, just glowing symbols and a vast ethereal portal. There must be a clue somewhere around. While exploring the level make sure they find a note with this message written in dwarven: The sun shines first upon the sky, where little birds and dragons fly, And then upon the sea it glows, with towering waves and rippling foam. When once upon the land it’s shown, it warms the Earth and rends the stone, Then last into the dusk expires, and fills the evening sky with fire. Indicates activating the symbols in order: Air, Water, Earth, Fire. Training Ground: Large scene of dwarves sparring, they don't seem to hold back even during practise. A few look to be seriously injured and are carried off, hopefully to the clinic. "An unmarked Brighthand is either inexperienced or lazy" Floor is permanently stained in blood, looks like its been attempted to be washed many many times. Tradesmen area: Evidence of weapons and armor being made here. Focus is on military style trade with some attention on tools and masonry. Looks like it could probably be restored to working order with some knowledge of trade and hard work. At the moment a lot of equipment is either broken or rusted to the point of not being usable. Skeleton is half hanging out of the forge. Another seems to have collasped on a table with nails near the hand and a mallet closeby. Tools: The tools storage looks to be the place where many were dragged to to be tortured and killed using the many tools there. The walls and floor are covered completely in blood stains, nails are hammered into the walls and benches. Skeletons left on benches with many unique and scary looking tools around them. Armoury: Most armour and weapons have been snatched and taken away. The room is a bit of a mess and everything is covered in a thick layer of dust. Ghosts appear and are discussing things as they fit some armour. "I can't believe Frostig called The Accord over this" "Over starting a crusade? You don't know him as well as I then" "But destroying so much knowledge can't be good for us let alone the world, what gives us that right?" "I'm hoping it won't come to that, that's why I will fight him, but when it comes down to it we are both just a vessel for Berronar Truesilver's will, nothing more." Dungeon: Vile stains are everywhere. There are no skeletons here. When PCs search this area they find SHACKLES. Can find some nice dwarven wine in the cellar. Two dwarves conversing about a prisoner. "Picked him up trying to infiltrate Gal Boreal, He's a Red Finger" "How you know?" "No pinkie, keeps saying he's important enough to be saved" "Should report that you know" "Nar, every cult member thinks they are worth saving, they never are."   SUBTERRANEAN Teleport: Mural: The most untouched thing is the wall mural which stretches all the way across the mountain side, the gate in the middle shows signs of being battered down. The mural is highly detailed and decorative and looks like it may have been carved out of the mountain itself. It shows 3D representations of dwarves being blessed by a divine force and set upon monstrous creatures. It continues to depict what looks like rituals and significant events for the dwarves. One striking depiction is two dwarves arguing surrounded by others, then having a feast, engaging in a ritualistic bath and then fighting in an arena with everyone else cheering, the fight ends with one looming over the other but offering his hand. Another that follows on soon after that is some shocking images of the dwarves burning down buildings and killing what looks like scholars and spellcasters to take their scrolls and books and destroying them. The last image in the series is a book with blood dripping from it being locked in a brighthand chest and placed in a stone building. There also appear to be records kept of every Accord held, and what The Decision was and why. Noticeable ones are: The Great Purge, Defense of Gal Boreal from The Drow Forces, Banning traveller's from the Fortress, moving dinnertime to 2 hours later so those out on march can join us, A number of entries based on removing member's from the clan and some about adding members, Great Hall: Much more expansive and decorative than dining hall. There are seats of honor on a raised dais indicating there was some form of leadership in Brighthand Clan. Everything here looks completely untouched. It's so silent that it's disturbing. Occassionally being interrupted by a short vision of ghosts eating or talking quietly or pouring alcohol down their throats, all appear happy although there is a sombre religious feel to everything. Spring: A large open spring, you think it unlikely this was used for normal bathing. A single dwarf ghost appears and ritualistically bathes, it is as if every move is practised and rehearsed. He also seems to be praying in dwarven repeating certain phrases. "I am the vessel" "Let Her show The Decision through me" "I fight not for myself but for a Consensus." Place of Consensus: As PCs approach they can hear cheering, it echoes through the caverns filling the air with excitement. It's as if there are hundreds of dwarves here. When they enter the PoC they see it filled with ghosts all appearing to cheer on two dwarves fighting in the centre. It's almost as if they are enjoying it for sport but there is an odd sense of reverence mixed in. As if there is an enormous amount of respect not only for the fighters but for what they are fighting for and the entire process itself. There is a small space that seems to be reserved. Seated there is definitely not a dwarf. Humanoid with a head of an octopus, tentacles come from where it's mouth would be on a human. Bluey-purpley skin. Webbed hands with long sharp claws instead of fingernails. Dressed in elaborate robe that is starting to look dishevelled and dirty. Two reptilian creatures stand beside it, you would think them bodyguards if they weren't were collars around their necks. This creature seems to be watching and enjoying the show. If the PCs do ANYTHING to disturb things ghosts will all notice and turn towards them with red eyes and Mindflayer will pay attention to them. Tomb: Large structure that has many flights of stairs further and further down. Torvar takes them here to retrieve a magic device said to be buried with one of the founders. The tomb is of white marble and looks stunningly beautiful. The tombs themselves are of different kinds of stone and have the most detailed carving in them. Torvar explains that each stone has its own significance in their culture and helps tells the story of their life. The carvings tell of their achievements and symbolic personality and traits. By looking at their tomb you could completely know someone. They are regularly brought down here as kids to learn of their ancestors. You are to live so that your tomb may be filled, it also shows how much the living appreciate their sacrifice for the cause. Everyone is buried with one item that is significant to them, this founder specialised in undead banishment and devised a way to 'kindly' send those left behind to the Outer Planes. Item resembles a puzzle box, many small nooks and crannies in it and symbols. They need to be put in the right places in order for it to work, an extra feature if this powerful item ever fell into hands that weren't Brighthand. Torvar is confident he knows how it works as he once used it. It needs to be taken to the Shrine though for cleaning and to empower it. Vault: Torvar lets PCs know that is where the items Brighthand could not or refused to destroy go to be protected. Ancient magic is used and he speculates a lot of it is lost to time at this point so is confident in it's security. Things in the Vault are never meant to see the light of day again and therefore he won't be telling them anything about getting in there. If for some reason the item couldnt be sent here they would resort to Brighthand Chests which while still quite strong and hard to break into had some... flaws.   Mindflayer: Phase 1: Minions do most of the fighting, Mindflayer stays back and flings spells. Phase 2: Once minions die, Mindflayers casts Mirror Image continues to cast spells, magic missle and will counterspell once. Phase 3: Once all illusions are destroyed Mindflayer will use Shield and when PCs start closing in uses Mind Blast. While in melee uses shocking grasp and Tentacles, when he Tentacles and grapples Syl going to mind read him. "Oh? I didn't realise I had the son of Szorros in my grasp. Your father would be so disappointed in you." End of fight: As PCs go in for the kill Mindflayer will speak: "You've made a terrible mistake. Thank you and good luck, you are going to need it heroes. Now send me back to Szorros."   Putting to rest: Ghosties all turn red and feral, start surrounding the PCs. Torvar is visually upset. Torvar will explain that he must have been wrong and the mindflayer instead of causing the insanity must have been controlling them so they didn't tear him to pieces. Need to get out of arena, too many ghosties, Torvar recommends the Tombs. As they run they may get caught by some ghosties, small combat. Once in the tomb they can take a breather and make a plan. Torvar knows of a relic that is used to banish spirits. He didn't want to use it as it's quite harsh and brutal way of putting them to rest but doesn't see much option now. "It seems they have already lost themselves, there isn't any of my brothers or sisters left after all. I was just seeing the Mindflayer's control, puppets playing out their memories like a play." Founder Msygeil was buried with her relic, a puzzle box. The sides have different symbols carved in it, it needs to be solved to activate. When activated it will 'push' spirits closer to the ethereal plane so they may depart and hopefully find where they need to go from there. "The Kindness" cleansing and purifying. Ghost buster. Research into plane travel went wrong and she was never seen again, some say she is still out there, watching over us all. PCs must take the puzzle box to the shrine, ghosties will come and attack in waves.   Cave In: Once in Shrine Torvar fesses up that this will also banish him and that he is okay with that. He blames himself for all this and wants to accompany his brothers and sister on their journey to rest. He is tired and scared that one day he will turn feral and insane too so it's for the best. When the puzzle is activated the blast is so strong the fortress's lower levels start collapsing. The force required to push this many ghosts into the ethereal plane is immense. Torvar will stay behind, sacrificing himself so the PCs can escape, someone must keep it active. PCs need to run to get out in time before everything falls.   Making It Theirs: It seems the first level of the fortress is fine but the stairs down are now blocked or ruined. No way to pass unless it is fixed. PCs decide on what to do with the fortress now. After some time Torvar will appear, confused and worried. It seems that the relic didn't work on him, he must be attached to deeply to this place. After everything the PCs have done he is willing to help look after the place for them and answer their questions. Asks if they know anyone that could help with getting the fortress up and running again. Jahida and Gyles will help set up a portal between Fortress and Spire, it can be expanded to other areas they are familiar with but it requires 50gp in gem infused inks and a fee for Gyles to perform the spell. PCs decide who they would like to invite to help run fortress, Gyles would really love to help them. Jahida obviously has her own things she needs to do in regards to Qudib, she goes off towards Kelna in search of Freddy. Orhla will visit them once the portal is set up, compliment their new home and run some rules by them. She has heard mostly good things about their classes but there's some issues with Fen that need to be addressed. Advanced classes need to be delayed until she assesses whether Fortuity's judgements are correct. Orhla tells them to pick one of Aisear's classes; Magical Items, Magical Theory or Planes , Gods and You. PCs decide what they would like to do with the rest of their week before heading back to Spire.
Plot type
Questline

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