Chapter 6: Curst
·
Notes about Curst
o
Curst is the gate-town to Carceri, plane of
prisons.
o
Curst is ruled by Burgomaster Viligus Bazengar,
a shator demodand. No 0ne can leave Curst without his approval.
o
Maelephants guard the walls of the town, but
they only watch for people trying to leave Curst.
o
The gate to Orthys, first layer of Carceri, is
in the center of town. It has no guards, and it’s believed to be one way as no
one has ever exited it.
o
All crimes and trespasses are forgotten in
Curst, but anyone who breaks the city’s laws is chained and thrown through the
gate, a practice known as second exile.
o
Regional Effects
§
Creatures’ movement is reduced by 5 feet.
§
Teleportation and any form of extradimensional
travel don’t work. The only way to leave is through the gate or with the Burgomaster’s
approval.
·
Locations in Curst
o
Burgomaster’s estate: Three story manor that
dedicated to corrections. It looks like a grinning red face thanks to glaring
red windows. Faratsu demodands linger about the estate. The burgomaster
delights in making everyone in Curst miserable and edging the town closer to
Carceri.
o
The Dump: Multiversal junkyard owned by a green
hag named Dolores. Rust monsters roam the yard, and an adult brass dragon named
Tudhog the junk worm creates corroded art from the misplaced equipment. A
hairless cranium rat swarm floats about the junkyard, claiming to have escaped
being mazed by the Lady of Pain and railing against her.
o
Traitor’s Gate: Roadhouse that looks like a big
bucket turned upside down, ran by Tainted Barse.
o
The Quartered Man: This alehouse’s clientele has
many exiled rulers in it. A key person to a character’s backstory might be found
here.
·
Meeting Valder and Fellik
o
Characters quickly discover they are not allowed
to leave without Burgomaster’s permission, who won’t even meet with them.
o
Before characters try elaborate escape, Valder
approaches. Read box text.
o
Valder wants characters to lead his son, now a
petitioner (deceased ghost looking for final rest) out of Carceri.
o
Valder takes the characters to his house where
he introduces his son, the ghostly Fellik.
o
Valder wants Fellik delivered to his rightful
afterlife in Mount Celestia.
o
Valder knows a secret escape route through the
dump. The way will be dangerous, and he cannot go for fear of attracting the
Mercykiller’s attention.
o
You can have the escape start immediately or
send characters out till nightfall if you want some more encounters in the
gate-town.
·
Great Escape
o
The junkyard is dark at night. Characters will
need a way to see in the dark or a light source.
o
C1. Junk Heaps
§
Two otyughs will most likely attack the
characters unless they can find a way to communicate with them.
§
Fellik knows to exit through the dragon skull’s
eye sockets.
o
C2. Hidden Tunnel
§
DC 12 Wisdom (Perception) check to see
footprints leading into sludge.
§
Sludge is gross but safe to swim in to fund exit
tunnel.
o
C3. Escape Route
§
Amod Ka and Lot Sheng, two Mercykiller
bloodhounds, are waiting for the characters when they emerge.
§
They followed Fellik hoping to use him to track
down Valder.
§
They want Fellik to use to get to Valder.
§
Characters can use a DC 20 Charisma (Deception)
check to convince the Mercykillers Valder is already dead or not in Curst.
§
Failing this, the characters either give up
Valder or fight.
§ If the characters take the tunnel, they find the portal. Its key is an electrum piece that Valder gave Fellik.
- Once the characters escape, this is a good segue to have the characters escort Fellik to Excelsior, one of the next gate-towns on their list.
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