Table of contents
Events in Denau after 2
While the players are in Mount Celestia, Elydir is still moving against them in their home plane. Consult the following list for the happenings on the numbered day:
- -
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- Orcs move to take Carnelu
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- Carnelu, a village east of the Denau mountains, is taken by the Orcs
- A band of rouges break into the City of Denaura and kidnap the elvish children
- Elydir finds the Wizard who knows of the location of Nar
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- Elydir sends an Orcish army to put Denaura under siege
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- Denaura is under siege by the Orcish army
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- Lady Pertana is assassinated
- Denaura is taken and is ruled under marshal law
- Elydir makes Denaura her capital
Additionally, on the second day, the players will receive a taunting message on the sending stone: “You are fools to leave at such a time!”
Random encounters 2
Use the random mountain encounters for every quarter day of travel (apart from the first day). Use 1d6 to determine whether the characters find a location, landmark, or feature.
During night, use the long rest events table.
Rumours 2
- Attacks from unsavoury creatures in the area have decreased and there have been fewer sightings
- Neighbouring lord in Limecall has recently passed away
- Cave in at the old tomb
- Beast people have been sighted in the woods to the north west of Denaura
It’s been a week since you have freed the City of Denaura from Qa’lir’s control. Since then, you’ve been paid a 250gp each to help secure the city from the creatures remaining here and the castle. You’ve made good progress and are to meet with Lady Pertana, who is still ruling the city in the place of King Morcant. During this time you’ve seen a lot of things: constructs made by Qa’lir fight anything around them; stationed wights murder innocents; and lots of fleeing cultists
Right now, you’re in Lady Pertana’s study discussing the progress in protecting the city. Pertana is sitting at her desk. There are papers piled and an empty glass of wine. Her eyes are bloodshot and
“We’ve been able to bring in some more of our guards from the surrounding areas,” Pertana says. "We’ve seen an abatement in the reports of bandit and goblin attack which is a great relief.
"I’m very grateful for the work that you’ve been putting in over the past week. Without your help, I’m doubtful that the city will have survived.
“Since the attack, we’ve been able to gather from our prisoners that Qa’lir was planning something call-”
A piercing screech interrupts Pertana, “for what you have done - Meriele, Elmon, and Aseir - you will know only pain.”
You each hear a whisper of a discordant melody and are wracked with a terrible pain. The room spins and your vision blurs.
At this point, ask the characters to make a Wisdom Saving Throw (DC 19). On a failed save, the characters take 5d6 psychic damage. On a successful save, the characters take half.
The melody subsides. After reorientating yourselves, you realise that the sound seemed to come from Meriele.
Pertana is standing and looking shocked and concerned but looks unharmed. She is pointing at Meriele and says “What was that! It came from you!”
The Letter 2
Meet at the Watcher’s Tavern in Jairnt, North of Denaura, on the night of the next new moon. There’s a matter to discuss that affects many people’s lives. I can provide you with a significant reward if you agree to help. Please be discrete.
Bring Elmon and Meriele.
You’ve heard news and rumours or a recent deposition of King Morcant, the old leader of the City of Denaura.
The petitioner 2
After a few minutes in the tavern, a tall hooded figure wearing a worn traveller’s cloak approaches from one of the corners. The figure takes a chair from a neighbouring table, and places it at yours, immediately sitting. The figure, in a graceful voice, says, “Good evening, Prince Aseir, Elmon, and Meriele. I’m glad to see that you’ve answered my request to discuss a matter with you.”
From the voice, you can tell that this person is unmistakably a woman
The woman’s petition to the character’s:
The city’s previous leader, King Morcant, has been supplanted by Lord Telnetar. Telnetar was once the leader of one of the three great noble houses in Denaura. The two remaining major noble houses in Denaura have stayed quiet and kept to their own business.
It’s odd, because Telnetar, when he was a noble was good-hearted and sociable. Now, he rarely leaves the castle and gives tyrannical and harsh orders to quash any opposition to his rule. The people of the city are living and acting out of fear.
My request of you, adventurers, is that you find out what Telnetar is doing and put a stop to it. You must stick together and be discrete or I think it is likely that you will be doomed to fail.
The petitioner is Juvia, the daughter of King Morcant, well versed in the politics of the city, poised to be the next Lord of the city. She fled with her father during Telnetar’s violent coup, after they saw the power in their assailants.
She is a 5th-level School of Evocation Wizard. Her intelligence score is 17, intelligence modifier +3, spell save DC 14, spell attack modifier +6.
The sort of information this person knows:
- the locations of the nobles’ mansions.
- information about the current nobles and which ones are most likely to help the characters.
- the direction to the city.
- reluctant: her own identity, she fears that, if the characters find out who she is, her family may be persecuted. She will explain to the characters that she’s worried about the knowledge causing harm to others if pressed for an answer.
- reluctant: the location of her father, King Morcant, and the rest of his family.
- reluctant: how she knows the characters, she met them when they visited the city and was awed by Prince Aseir’s stories.
The characters can identifier her if they succeed on a DC 16 Investigation check, if they have previously met King Morcant in his castle for a banquet. If the characters verbally identify her in a way that’s heard, they will be assaulted on the way to Denaura by five bandits who demand more information from the characters.
She will give them 100gp each for the troubles so far.
Elydir and the OlinarElydir 2
Since her escape using her amulet, Elydir’s has been planning to release great evil on the world as revenge for her prolonged imprisonment. The characters will remember the symbol on her amulet as a rising sun behind a dagger pointing down (this was not revealed to the players in Unbound but the characters will recognise it).
Elydir works in total secrecy, concealing her location with magic. She commands two loyal spellcasters Qa’lir and Qa’por, known to her as the OlinarElydir. Qa’lir and Qa’por are twins. They are know to common folk as “The Vanquished Fist”.
OlinarElydir 2
The OlinarElydir have been tasked with bringing Denau under her control. Elydir communicates with the OlinarElydir using sending stones, each carved with Elydir’s symbol and their own.
The City of Denaura 2
The prosperity of Denaura has now passed. The influence of Qa’lir has spread corruption in almost all parts of the city.
The Deposition of King Morcant 2
Qa’lir arrived in Denaura and quickly garnered respect as a rich merchant with the nobles. She quickly became close to Telnetar, eventually casting a spell to force Telnetar to do her bidding and threatening Telnetar’s family.
Qa’lir spent the next few weeks building a new guard force for Telnetar. Buying some of them, threatening some of them, and replacing some by apprentice spell casters. She personally replaced the old guard captain
King Morcant had regular meetings with Telnetar, and Qa’lir used this to stage the coup. Telnetar, attending this meeting bringing his guards along, citing a recent attempt against his life, and was allowed to keep the guards with him.
When the Telnetar and the guards arrived for the meeting in the castle’s parlour, they immediately fought King Morcant’s guards, attempting to kill the Lord. Qa’lir and the replaced guards used dark magic during the fight. Telnetar, realising a flaw in the magic that was binding him to Qa’lir’s magic, told King Morcant to flee during the fight. King Morcant, realising the threat, fled with his family.
The Kidnapping of Telnetar’s Family 2
After Telnetar’s disobedience to Qa’lir, Qa’lir ordered Telnetar’s family to be kidnapped to ensure Telnetar’s good behaviour.
Qa’lir in Denaura 2
Qa’lir’s servants are wights.
Qa’lir has spies throughout all parts of the city, from beggars to servants in the remaining noble’s houses. It only takes hours for displays of rebellion to reach the ears of Qa’lir. These spies have been bribed or threatened by Qa’lir’s servants.
Guards 2
One of Qa’lir’s first director orders through Telnetar as a puppet was to replace the head of the guard with one of her wight servants, Kexor. One of Kexor’s first orders was to kidnap Telnetar’s family.
In general, the guards now live in fear of Lord Telnetar and Kexor where before they were happy to serve. Severe disobedience usually leads to corporal or capital punishment. The guards are rarely used by the city government to prevent crime but instead are used to prevent the uprising of the people.
Guards are rarely punished for villainy and some (roughly 3/10) are revelling in it.
A rare few very good natured guards (roughly 1/10) will be willing to help the characters, especially if they see something that makes them realise the corruption. These guards will usually do it privately fearing the other guards. Most will be caught at some point.
The remaining guards will follow most commands from their superiors out of fear.
Civilians 2
Crime is now rife in the city, though very little of it is organised. Qa’lir has killed or threatened most of the gangs within the city.
Between harassment from guards and the rising crime in the city, most of the civilians are downtrodden. A lot of civilians believe that Telnetar was just waiting to seize the opportunity to take the city.