Requiem: Bale Wardens

A raven, obviously in distress and struggling to stay in the air, soars towards the Rookery of Kelvaros; faltering in flight, wings flapping, it falls short of its goal- landing roughly outside the Shady Corner. As it gets up, shakily striding and hopping down the street, a canister bearing a seal is visible on its leg.

Story Notes

The lightbringers have come to the aid of the bale wardens in Kraylorn, but are under attack by not only the undead commanded by the Necromancers Guild of Sind, but also the Unseelie of Taer Gyllyth and the Ravening; all three under the control of Jeddit O’Jorramn. Cassadra du Soleil, First of Istensia, has sent word to Jastrey via a Vindicator of Kelvaros – Kade Crysilore once offered assistance, and Cassandra is asking her to follow through on that offer. The party will be entering the beleaguered Kraylorn not to safe it, but to make off with what Jeddit seeks to reclaim: Gravegasp. Unfortunately, despite their best efforts, the party will be unsuccessful in their mission…

THE NECROMANCER: The previously unnamed necromancer from “Excursion Into the Wraithwood” (LINK) remains unnamed intentionally.

MARK OF ETEJERIL: To the best of the writer’s knowledge, the party from “Excursion Into the Wraithwood” failed in their task. At least part of the party was “Marked by Etejeril”. While a true accounting of who these players were is lost to time, hopefully players will own up to it when prompted. The best account of those marked that the writer has are: Kade Crysilore and Silaine Norling.

DEFENSE POINTS: During one scene, players are DEFENDING Spawn Points. In this case, the players are treated as the monsters for all the Spawn Point effects; they may gain any granted "Party" effect, and may use any "Free" effect while within reach!

GRAVEGASP: If the players do not take the presented escape route in one scene, they risk being REMOVED FROM PLAY FOR THE REMAINDER OF THE EVENT. The party will receive warnings when this occurs, so if they choose to remain, they are doing so voluntarily.

WILLING VOLUNTEER(S): If anyone is doing Full Time Monster this event, the writer will pay them one Karma to get into costume and be in play for this Adventure, on the condition they are willing to die to Gravegasp during one scene (assure them they will be returned to actual life before the end of the event at no cost).

FEAR UNDONE: If Varian is present, inform him that he may negate any “Fear” effect on himself, regardless of the source. His fear is undone.

Materials

Cones (3)

Monsters

Hounds (Black Shuck | Hound of the Ravening)
Undead (Forsworn | Totem Spirit)
Necromancers (Member of the Ashen Court | Reaper of the Ashen Court)
Unseelie (Unseelie | Unseelie Ambusher)
Gaunt (Totem Spirit | Totem Spirit) *Replace "Spray X Hits" with "Unarmed Unphase (Free)"

1.1 – The Radiant Raven

Narrative
A raven, obviously in distress and struggling to stay in the air, soars towards the Rookery of Kelvaros; faltering in flight, wings flapping, it falls short of its goal- landing roughly outside the Shady Corner. As it gets up, shakily striding and hopping down the street, a canister bearing a seal is visible on its leg.
Scene Notes
The raven is still attempting to complete its task, the party will either have to approach it carefully, use narratives, or attempt to catch it. After reading the message, the party must use narratives to find their way to Kraylorn.

CASSANDRA’S NOTE:
“Kade Crysilore,

You did well to report to me. The bale wardens are not under my command; though they follow some archaic practices that stem from Istensia. Your recent report allowed us to intervene before Kraylorn was overrun, though they are losing ground. There is no hope to halt their advance, but we may delay it.

I will speak plainly; you once offered that when I found myself in need of a discrete free agent, you would be honored to find yourself my first contact. Though I had not foreseen this need arising, I am now asking you to honor that offer.

Proceed to the Eastern edge of Kraylorn, to the Old Brevator Hill Cemetery. There you will find a man named Collins, assuming you are not too late.

The Radiant and First of Istensia,
Cassandra du Soleil”


FINDING A SPAN: Players must succeed in a narrative action to move to the next scene; if the party fails more than once, or has to resort to brute force, this influences the next scene.
BRUTE FORCE: If no player succeeds in a narrative action to move to the next scene, players are afflicted with the FLAW “Always Fatigued”.
Narrative Effects
Commune Nature (Medium): Picking up the raven, it helps to guide you back to the span it came through which leads to Lower Metsar, near enough to Kraylorn. [PROCEED TO 2.1]
Explore (Hard): After searching the edges of Jastrey for some time, you eventually find a span that leads to Lower Metsar, near enough to Kraylorn. [PROCEED TO 2.1]
Forecast (Assist? | Hard): You feel a sense of dread, with only a faint hope.
Insight (Easy): The message is sincere.
Inspect Arms (Seal | Hard): PASS: It is the personal seal of Cassandra du Soleil, First of Istensia. FAIL: It is a seal used by the Lightbringers.
Inspect Evil (Medium): The raven is not evil, though it has recently been near great evil.
Track (Very Hard): Backtracking the raven’s flight, you eventually find a span that leads to Lower Metsar, near enough to Kraylorn. [PROCEED TO 2.1]

2.1 – Senior Bale Warden Collins

Narrative
You're quite aware when you cross the span, as ahead of you a blue-green glow emanates from beyond a hill and you can hear screams and sounds of combat. Cresting the hill you see the city of Kraylorn, illuminated by the blue-green balefires; thousands of undead, are engaged in combat, as overhead you can barely make out the shadowy forms of the hounds as they dive into the city or drag some unfortunate screaming into the night. Down the hill, between you and the city, is one of the many vast graveyards from ages past.


[*CONDITIONAL*: PARTY DID NOT FAIL/USE BRUTE FORCE – BEFORE COMBAT:]
On your guard you enter the graveyard. As you pass by a mausoleum, a man wearing the symbol of a bale warden emerges from the shadows.


[*CONDITIONAL*: PARTY FAILED/USED BRUTE FORCE – BEFORE COMBAT:]
On your guard you enter the graveyard. As you approach a mausoleum, you hear the sounds of combat, then silence, then an incantation. Cautiously looking around the corner you see someone in bone white robes with several undead around the area. As they complete their incantation another figure rises; the new undead wearing the symbol of a bale warden.


[*CONDITIONAL*: PARTY FAILED/USED BRUTE FORCE – AFTER COMABT:]
Among the bodies you find the corpse wearing the symbol of a bale warden.
Scene Notes
If the party succeeded in finding the span quickly, Senior Bale Warden Collins will be waiting for them. If they failed or used brute force, Collins will have been slain by undead and raised as one himself. This mainly dictates whether they get to talk to Collins’ before combat, or talk to his spirit after combat.


*CONDITIONAL*: SUCCESS:
COLLINS - RP NOTES:
You are Senior Bale Warden Collins.
You were told to wait here and meet someone.
[KRAYLORN?] Unless you’ve brought an invisible army with you, there’s no way you’re facing the forces attacking the city head on.
[UNDEAD?] The necromancers- they must have been planning this for awhile to get this many undead.
[NECROMANCERS?] They’re using magic to shield the undead from the Prime; if you can take them out, then the undead are more manageable.
[UNSEELIE?] You heard the fairies were involved as well, but haven’t seen any yourself.
[RAVENING?] The ravening normally avoids the balefire, it makes them weak. They’ve never really attacked in a coordinated effort like this before.


ANNOUNCE: “Reanimate” may be used on “Subdued” or “Slain” monsters AND players. A player hit by “Reanimate” will immediately be restored to full Hits and Spirit, but are compelled to fight as if they were a monster until they are “Subdued” or “Slain” again. This compulsion cannot be removed, but once the reanimated player is “Subdued” or “Slain” again they may be “Healed” or “Revived” as normal.
ANNOUNCE: "Minimize" is similar to "Reduce" but works on all damage types!
ANNOUNCE: The Necromancer is an ELITE MONSTER!
COMBAT: Necromancer (ELITE), Undead
ELITE: The Necromancer has twice the normal hits listed on their card, and refreshes their spirit as if they were an epic; but they take damage normally.
NETHER SHIELDED: So long as the Necromancer is alive, undead may call “Minimize” against “Prime” damage. ANNOUNCE when the Necromancer falls.
REANIMATOR: The Necromancer has “Spell, Reanimate” as a combat ability.


*CONDITIONAL*: FAIL:
After combat, read the final narration. The party may use “Commune Spirit” to speak with Collins, or “Resurrect” him (see RP NOTES, above and below).


COLLINS – RP NOTES (AFTER COMBAT):
The necromancers are pressing deeper, you must hurry.
[MISSION?] Kraylorn was almost destroyed once, you cannot hope to stop the attack now, but you can deny them their prize.
[PRIZE?] Gravegasp. The bale wardens have guarded the pipe for ages; knowing firsthand its terrible powers.


After final RP, continue to the next scene.
Narrative Effects
Commune Spirit (Easy): [Allow RP with Collins.]
Forecast (Assist? | Hard): You feel a sense of dread, with only a faint hope.
Insight (Easy): Collins is sincere.
Inspect Evil (Medium): Collins is not evil, though he has recently been near great evil.
Resurrect (Easy): [Players resurrect Collins.]

2.2 – Whispers in the Dark

Narrative
[*CONDITIONAL*: COLLINS ALIVE:]
Leading you into the mausoleum, Collins activates a hidden switch and opens a hidden passage. With a gesture he summons a mote of blue-green fire and ushers you inside quickly, closing the passage behind you all. Descending into a passage underneath the graveyard, you press on; only the flickering light of the balefire or your own lights to guide you.


[*CONDITIONAL*: COLLINS DEAD:]
Collins’ spirit instructs you to enter the mausoleum and tells you of a hidden switch inside.


[*CONDITIONAL*: FINDING THE SWITCH:]
Activating the switch, a hidden passage opens to a stairwell leading beneath the mausoleum. Descending into a passage underneath the graveyard, you press on; only the flickering light of your own lights to guide you.


[REGARDLESS:]
From the way you came you hear heavy blows, then crumbling stone. Looking back into the darkness an unintelligible whispering draws slowly closer. Approaching the edge of your vision you see hands clawing at the walls, but as they continue their approach their proportions are unnatural. Impossibly long arms pull the tall, slender figure towards you; a sudden uneasiness settles over you as where a face should have been, only a featureless visage meets your gaze. Looking without eyes, muttered, frantic unintelligible whispers from no mouth, the creature launches itself forward!
Scene Notes
If Collins is alive, he can activate the switch; otherwise the players must find it and activate it (they can do this without a check). Then the players are set upon by a gaunt while making their way through the passage.


*CONDITIONAL* FINDING THE SWITCH: Players must succeed in a narrative action to continue.


ANNOUNCE: Players are KILLING BLOW ACTIVE!
ANNOUNCE: The gaunt is an EPIC MONSTER!
COMBAT: Gaunt (EPIC)
LONG ARMS: The gaunt’s unusual anatomy allows it to use medium weapons and count them as unarmed attacks.
CERTAIN DEATH: The gaunt will single out one player each refresh and doggedly pursue them until they are slain or become an invalid target.
LAUNCH: The gaunt spawns under the effect of “Charge”.
MADNESS: At the first refresh, if nobody has “Muted” the gaunt, call hold and read the following:

ANNOUNCE: The unintelligible whispering grows louder, and the creatures words echo in your mind: “Cad is ainm dom, inis dom m’ainm!*”

MADNESS: For the remainder of the content, players are unable to counter compulsions (Fear, Frenzy, Sleep, Soothe, Stun, and Taunt). If you have “Mute”, you may counter this effect!


Once the gaunt falls, continue to the next scene.
Narrative Effects
Inspect Secret (Medium; Automatic if they asked Collins): After some searching, you find the switch.
Find Switch (Very Hard): After an extensive search, you find the switch.

2.2 – Unseen Unseelie

Narrative
As you view the unnaturally lanky creature sprawled out before you, your lights, as well as Collins, are extinguished. In the darkness you hear laughter; not mirthful, joyous laughter, nor sorrowful, mourning laughter, but cold, malice filled laughter…
Scene Notes
The players are set upon by Unseelie while making their way through the passage.

NOTE: If the party was afflicted by madness in the last scene, players risk being locked down extensively by the unseelie in this scene. The narrator should carefully monitor the situation to make it challenging, but not completely insurmountable.

ANNOUNCE: Light, whether magical or mundane, is extinguished! Players are afflicted by the FLAW "Always Dazzled"! "Adapt Darkness" may be used to negate this effect!

COMBAT: Unseelie
VANISHED: Unseelie begin each spawn “Vanished”.
FEARSOME FRIEND: If an unseelie “Soothes” a player, they may immediately use their “Fear” effect FOR FREE against the same player!


After several waves, continue to the next scene.

3.1 – Inside Kraylorn

Narrative
As you quickly continue down the passage, you can hear the muffled sounds of combat overhead. Eventually you come to the end of the passage, activating the switch to open the hidden door on this end. Looking out you can see Lightbringers and bale wardens are moving among Kraylorn soldiers, attempting to heal those they can to send them back to battle, while others are trying to prepare civilians as best they can for the inevitable fight. A crimson mantle takes notice of you and the open passage.
Scene Notes
Brief RP section with a paladin not long for this world.

CRIMSON MANTLE – RP NOTES:
You there, where does that lead?
Quick, let’s get these people out of here!
You must be the “colorful menagerie” Cassandra mentioned.
[PASSAGE UNSAFE?] Look, their odds are better in there than they are in here! We’ll send some wardens and paladins with them.
[UNDEAD?] They’ve been pressing deeper since night fell, they’re almost here.
[RAVENING?] The balefire mostly keeps them away, but you’ve seen them carrying people off.
[CASSANDRA?] Her Radiance has been holding the line; we haven’t seen her for hours.
[GRAVEGASP?] The bale wardens have brought it up to the temple; go and take it, quickly!


After RP, continue to the next scene.
Narrative Effects
Forecast (Escape via passage? | Hard): Favorable.
Insight (Easy): The paladin is sincere.
Inspect Arms (Medium): The paladin is a red mantle, one of the most common of the Lightbringer order.
Inspect Evil (Medium): The paladin is not evil, though he has recently been near great evil.

3.2 – Istensia’s Light

Narrative
An unearthly howl is the only warning given as the ravening suddenly descends on the inner city. The crimson mantle you had been talking to shoves a civilian into your arms and calls forth the prime in a brilliant flash of near daylight, bringing their sword arcing through the shadowy hound. Unphased by the display, the hound seizes upon them and drags them into the sky even as they struggle and stab at it; as the pair ascend over the ruins of a long destroyed building, the crimson mantle’s light goes out...

Bale wardens move among the crowd, flashes of blue-green fire as they order paladins to use the bale fires they had been tending. As civilians unarmed and unfit for combat are ushered towards the passage you just came through there’s a crashing, splintering sound from nearby; the undead have made it through the outermost defenses, tearing down the makeshift barricade as they advance further into the city! Beyond the horde of undead you can see the bone white robes of a necromancer, and moving among the undead you catch glimpses of unseelie fae.

[AFTER ONE CONE CLEARED:]
The undead horde presses forward, undaunted, swamping and overrunning one of the blue-green bonfires. The smell of burning, rotted flesh and bone as they smother it in a sea of bodies.

[AFTER ALL CONES CLEARED:]
As the defenses [[start to give way to / hold against]] the continuous assault, the dark sky is suddenly ablaze in blue-green light, hounds and undead that had been fighting you moments before disintegrate under the glaring light. As the lightbringers and bale wardens charge forward into the breach the way to the temple of Istensia is clear.
Scene Notes
Before combat set out the three cones strung out a good distance apart and announce the mechanic block for BALE FIRES. Monsters should spawn in roughly equal groups to make the players contend with multiple damage vulnerabilities.
> This fight has multiple mechanics, most of which the part has already encountered during earlier scenes.
> The necromancer should remain away from combat to force players to leave the safety of the bale fires.
> Other monsters should attempt to swamp the bale fire spawn points, taking advantage of their numbers to clear the points faster.
> If the players are successful at defending the points after several waves, go ahead and read the final narration and continue to the next scene.

BALE FIRES: During this scene, players may treat the cones as friendly Spawn Points; they may use “10-Count, Self, Imbue Bale (Free)” while within arm's reach. However, players must voluntarily drop “Imbue Bale” in order to benefit from any other “Imbue” ability! “Call” passive effects may be used freely.


ANNOUNCE: "Minimize" is similar to "Reduce" but works on all damage types!
ANNOUNCE: The Necromancer is an ELITE MONSTER!
COMBAT: Necromancer (ELITE), Hounds, Undead, Unseelie
ELITE: The Necromancer has twice the normal hits listed on their card, and refreshes their spirit as if they were an epic; but they take damage normally.
NECROMANCER: There is only ever ONE necromancer at a time (one monster should be dedicated to this role). The necromancer may respawn on a 10-count. ANNOUNCE when the necromancer respawns.
NETHER SHIELDED: So long as the Necromancer is alive, undead may call “Minimize” against “Prime” damage. ANNOUNCE when the Necromancer falls.
VANISHED: Unseelie begin each spawn “Vanished”.
FEARSOME FRIEND: If an unseelie “Soothes” a player, they may immediately use their “Fear” effect FOR FREE against the same player!
HOUNDS: While not exposed to balefire, the hound is "IMMUNE TO NON-BALE DAMAGE". If balefire is within close range (~10 paces or so), this effect is nullified.
> While not exposed to balefire (~10 paces) the hound may use "10-count, touch, FATE".
> If the hound is exposed to balefire (~10 paces) they MAY NOT USE "Vanish", "Blink", "Phase", or "Fate".
CLEARING SPAWN POINTS: A monster must touch the spawn point for one uninterrupted minute. If more than one monster can touch the spawn point, it clears faster (2 monsters: 30 seconds, 3 Monsters: 20 Seconds, 4 Monsters: 15 Seconds, etc).


Once ONE cone is cleared read the third narration.

Once ALL cones are cleared read the final narration, then continue to the next scene.

4.1 – Marked by Etejeril

Narrative
You enter the temple just in time to see the bale wardens who remained with the pipe slump to the ground, unseelie fae standing over them. A man all in black with an inverse crescent moon on the chest of his robe is standing behind a white stone altar. A large smoking pipe, shaped like a fiend’s claw with motifs of the pit carved into it, sits upon the altar, blue-green bale fire burning in the chamber. Placing his hands upon the altar, darkness spreads through the stone, emanating outwards throughout the room. The air grows cold as the color drains from everything and ash begins to fall within the temple, revealing some invisible shield around the necromancer and the altar.


[*CONDITIONAL*: NO PLAYERS FROM “EXCURSION INTO THE WRAITHWOOD” PRESENT:]
The necromancer extinguishes the balefire that had been burning within the chamber of Gravegasp. Picking up the pipe he packs and lights it; thick smoke pours from the bowl of the pipe, the unseelie choke and cough, half collapsing- but awkwardly catching themselves before falling- the bale wardens at their feet slowly rising as well- rigid, unnatural movements and shuffling gaits as their dead eyes turn towards you. Barely visible within the smoke, you see their souls drawn into the bowl of the pipe.


[*CONDITIONAL*: PLAYERS FROM “EXCURSION INTO THE WRAITHWOOD” PRESENT AND JOIN NECROMANCER:]
As [[PLAYERS]] move to join the necromancer, he extinguishes the balefire that had been burning within the chamber of Gravegasp. Picking up the pipe he packs and lights it; thick smoke pours from the bowl of the pipe, the unseelie choke and cough, half collapsing- but awkwardly catching themselves before falling- the bale wardens at their feet slowly rising as well- rigid, unnatural movements and shuffling gaits as their dead eyes turn towards you. Barely visible within the smoke, you see their souls drawn into the bowl of the pipe.


[AFTER ONE WAVE:]
The necromancer’s eyes go wide as [[[PLAYERS] turn on him / he begins to choke]; staggering over the altar, Gravegasp falls from his hand, but is caught by another figure in black. The Sage of Shadows looks down impassively as the necromancer feebly reaches up to him before expiring, rising as an undead himself as his soul is drawn into the bowl of the pipe.


[*CONDITIONAL*: PLAYERS VOLUNTEERED TO DIE TO GRAVEGASP:]
Choking and coughing in the smoke, [[PLAYERS]] collapse. Awkwardly catching themselves and staggering towards you. Barely visible within the smoke, you see their souls drawn into the bowl of the pipe.

[FLEEING:]
Left with no choice, you flee the temple; smoke billowing out into the streets of Kraylorn as you dash to the secret passage you had come through. Once inside you shut it behind you, continuing your escape back through Old Brevator Hill Cemetery, and the span that leads back to Jastrey.
Scene Notes
This scene is a meatgrinder where the party has no means of victory. Continue throwing monsters at them until they flee. They will be warned that remaining here means being REMOVED FROM PLAY. Have monsters go slowly, giving the players ample time to escape.

If anyone was present during “Excursion to the Wraithwood” and was “Marked” by Etejeril, the necromancer ask them to join him; inform them they are under no compulsion to do so, but if they play along they will pass through his shield and can get revenge for all those years ago (he’s not an epic, just let them utterly destroy him).


THE NECROMANCER – RP NOTES:
You are extremely confident in your abilities.
With Gravegasp, you will now be the greatest necromancer.
[MARKED?] Ah, I see several of you have already been marked by the Great Shade; come, join me and behold the fate that awaits those who stand against him.


ANNOUNCE: Any player may choose to abandon Kraylorn by taking a "10-Count" and running to the Tavern. You may not rejoin this mod if you choose to abandon it!
ANNOUNCE: Players are afflicted with the flaws “Always Bleeding” and “Always Decaying”. “Adapt Gas” negates these effects. The following races also negate the effect: Aetherborn, Efreet, Forbidden, Golem, Graefward, Oread, and Undine. The following stigmas also negate the effect: Lich and Vampire.
ANNOUNCE: Players who are “Subdued” or “Slain” will immediately be restored to full Hits and Spirit, but are compelled to fight as if they were a monster. Players who are “Subdued” or “Slain” in this way will have their souls drawn into Gravegasp and WILL BE REMOVED FROM PLAY FOR THE REMAINDER OF THE EVENT. <GET PLAYER CONFIRMATION.>
COMBAT: Undead, Necromancer (Conditional, NPC)
Narrative Effects
Inspect Evil (Automatic): YES.
Inspect Magic (Gravegasp | Automatic): The pipe radiates such a strong aura of the nether that attempting to inspect it leaves you drained. [“4 Drain”; “Immunity” does not apply, but allows it to be “Reduced”]