Episode IV: Spectral Trials
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Spectral Trials is the forth episode of the Trials of the Forgotten Relics campaign. Investigating the newly discovered tomb, the party meets an ancient guardian that puts them to test who then charges the adventurers with an important quest.
Synopsis
Recap
We continue the story in the city of Sagemont where you have foiled a plot to kidnap Chloe at her wedding reception during which Dago and Philip were paralyzed. Sir Aldric, head of the guard, put both men on stretchers and headed towards the temple for the priests to restore them. Chloe’s adopted father, Grendar, the guard captain you met back in Ebendorf, a latecomer to the party, drew all of you to the side and told you that he did not trust any of this. He asked for your help, to come to the temple and make sure that Philip was in good hands. Meanwhile Chloe was persuaded by Grendar to stay at the mansion.
At the temple Dago and Philip were restored and unparalyzed, but their wounds were not healed as expected. You were told that necrotic magic has been infused in the process and the fact that you came so fast, the consequences were less dire. The temple was overcrowded with people that were shouting and yelling, and you quickly realized that somebody has been feeding them false information through flyers.
As Philip’s condition was worse than Dago’s, the priests kept him there to watch over him, while Grendar quickly intimidated the priests to bring everybody there to check on what’s wrong with him. During this time, an old lady asked you for help with some bags that she brought as donations for the temple. As you escorted her into the backrooms, she revealed herself to be Chloe in disguise. She started to tell more of what was happening: the reception was a ruse as Chloe, Philip and Grendar were followed by strange individuals, the same ones that pursued them when they fled Sagemont, 3 months ago. They tried to set a trap for them with the reception, but somehow, they got wind of it and disabled, taking Chloe by surprise.
Chloe told you that the strange individuals are somehow interested in something beneath the temple, as they got some correspondence between them, and she asked you to accompany her to investigate what is going on. But when voices were heard coming from the main hallway, Chloe sent you alone ahead, while she would distract them.
You headed down in the catacombs beneath the temple noticing that the railway down was smeared by blood. You found a hidden entrance already open and going through it you found yourselves in an underground hallway with multiple statues and three bowls of liquid. On the floor two bodies of priests bearing a weird sign on their wrists. You managed to solve the puzzles which opened the door that led you to an underground tomb where you found a group of people. One of them wore a mask and retrieved from the tombstone what seemed to be a golden shaft or rod.
The masked figure was accompanied by two more priests dressed like the others in the garments of Waukeen, an injured abomination which had carved a second breach leading to the sewers, and a frightful woman dressed in red clothes. As the masked individual left, saying that she got what she came here for, the others attacked you, and a battle ensued. The red clothed witch used darkness to disguise herself while attacking you, but Sarya did a clever maneuver that pulled her out of her darkness, the moment when you managed to kill her.
And that’s where we continue our adventure.
Tomb investigation
The adventurers start investigating the tomb. The images in the murals and bas-reliefs picture images that they recognize from the Great Sundering. While divine symbols exist, they don’t depict any known God but rather a general divine being. On the central tombstone there is an open reliquary that has a rod shape in it. The rod is missing, presumably taken by the masked cultists.
On the cultists they find a letter from someone called “Lord S” telling them to meet beneath the Wings of Amber at the Guardian’s Perch. Nobody knows where that is.
On the tombstone they find written: Here lies Sir Kendac Godrisi, hero of the Great War, keeper of the faith. Within this hallowed ground, echoes of history resonate, and a timeless piece awaits under the watchful eyes of the ancestors. To claim the prize, pass the guardian’s judgment and grasp the treasure beneath the gaze of the celestials.
As they push the stone to reveal what is inside, a ghostly apparition forms and speaks to the adventurers. He presents himself as the guardian and asks the individuals if they are willing to take the Guardian’s trials to prove themselves worthy. After some debate, they agree, and the guardian opens a doorway to the side and urges them to enter.
The guardian's trials
The adventurers take the door, and they appear in a jungle where two tribal individuals try to attack a very injured manticore. They ask the adventurers to kill the foul creature as it is a danger for their tribe but seeing that the manticore has a baby and just wants to defend herself, the adventurers take her side. When they heal the manticore, she shapes into the guardian commending the adventurers for their decision and another pathway opens.
The pathway opens into a bridge that crosses a great chasm toward an island where a crumbling tower rests. The bridge is old and partially collapsed and as the adventurers approach, the bridge becomes invisible. The party starts to cross the bridge after they tie between themselves with ropes. During the crossing of the invisible bridge, the party is assaulted by shadowy apparitions coming from the chasm below. Most of them resist the fear, but Ed fails and jumps into the chasm. As the rope holds her suspended in the air, Dago and Mother start to pull her up. The adventurers successfully cross the bridge.
In the tower they find a strange and charismatic individual that tells them that he will give them the last trial. He resembles a colorful Chinese dragon by the name of Strife. He puts some tea for them and then teleports them to a chamber where the trial begins. In the middle of the room is the scroll that they need to retrieve, but as one of the adventurers walks to it to retrieve, he must make a choice: get the scroll or save his companions from falling. He chooses his companions and as they fall, they reappear in the tomb chamber where the guardian commends them for passing the trial.
The guardian tells them that the individuals that came before are dangerous, and they set in motion events that cannot be stopped. He urges the adventurers to get involved: they will soon have to make a choice – destroy this world or reshape it. “Follow them” he says, “and get back what they have stolen”. He also rewards them with his sword found at the base of the tombstone. Dago takes the sword for himself.
Out through the sewers
The adventurers follow the path through the new opening into the sewers and eventually come out into the streets. It’s evening. They want to go to the Enchanted Chalice Tavern to meet with Grendar, but when they arrive there, they find that the captain of Ebendorf has left. They decide to go to Philip's mansion to retire for the night, but they don’t find him at home. They first head to the temple of Waukeen where they find out that the Helmets (the local elite guard) are patrolling the grounds, as they are investigating the murder of several priests there. They also find out that Chloe seems to have been seen fleeing the scene and is considered the prime suspect.
As Philip has been taken to his father’s home, they head there, finding Stonehelm Manor under watchful guard and no one is allowed in. Pondering what they should do they think of infiltrating the manor, but they reconsider afterwards.
Featured characters
The adventurers
Other characters
- Chloe Rowen: A young wizard desperate to find who is pursuing her.
- Philip Stones: Chloe's fiancée and son to Thorian Stonehelm.
- Lieutenant Aldric: Head of the guards at Stonehelm Estate.
- Strife: a dragon-like mysterious creature met during the guardian's trials.