186 lines
12 KiB
Markdown
186 lines
12 KiB
Markdown
# Adventure Overview
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_Essence of Fate_ is a campaign-length adventure tracking a rogue alchemist as
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she pursues her goals. The alchemist is styled after my player-character
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Nataliah. The alchemist frequently makes use of constructs, simulacra, undead,
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and generally underhanded methods to get the answers and outcomes she desires. A
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character which epitomizes the concept that the ends justify the means.
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### Miscellaneous / General Notes / Ideas
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- One of the construct improvements in Pathfinder is to essentially build a
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wearable construct. Like living armor, basically. This could make for a really
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cool "boss" encounter.
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- The alchemist, Nataliah Kas Zhukoff, works extensively with constructs,
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simulacra, and alchemically-created zombies. She has ambitions of building an
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army to fight off an invasion of the planet by unspeakable horrors. She claims
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such an invasion is coming due to knowledge she gained while being held captive
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by a cult. Her attitude is selfish and zealous, pursuing her goals through
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almost any means necessary.
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- Nataliah's presence around the world is thanks to duplicates of herself which
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she has made called simulacra. A simulacrum is an illusory double, made from
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roughly shaped flesh into a double of a target. The simulacrum is not as
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powerful as the original, but it does copy it exactly, unless modifications
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are made. Additionally, the proper simulacra obey Nataliah's commands without
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faulter. On occassion Nataliah has made _lesser_ simulacrum, which are as the
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name implies less powerful, and also have a degree of free will. These
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versions, often of temporary allies and monsters, more often serve her as
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distractions or unwitting servants than trusted assistants.
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- There is an opportunity to have some of the "perfect" simulacra act as
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allies, or be presented in such a way that their experimentation is
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obviously beneficial.
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- All "perfect" simulacra should share some physical qualities, though it
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need not be all of them.
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- An idea for the campaign is that the first half's worth of adventures involve
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the party discovering and interacting with an experiment that Nataliah has
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tasked one of her simulacra with. Each of these acts on their own, though they
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being perfect duplicates of Nataliah means they act as she does. It could be
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the case that the real Nataliah only learns of the party towards the half-way
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point in the campaign. I'm uncertain yet if I want to have her be entirely
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villainous, and her move to destroy the party, or have her stick to her
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ambitions, and try to bring the party to her as allies. These are two
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different campaign arcs; perhaps there should be adventures for both? Perhaps
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the first arc can lead to the second.
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- I had the visualization of the party fighting and defeating her, only for
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a duplicate of her, albeit not as well equipped, to walk out from another
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room, exclaiming how unpleasant and unnecessary that fighting was, and
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then inviting the party to join with her.
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- I had an idea for something in a desert, but I can't properly remember it.
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- Krugg's recent episode had him building crypts underwater, only accessible
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when the area was frozen. This sounds like a fun hook, especially if time
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passes during the campaign.
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- This campaign could lead to a science-fantasy/sci-fi campaign, in which the
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party (with or without Nataliah) moves from the fantasy-based planetary role
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into the sci-fi-based space adventurer role.
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# Adventure Outline
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## City of Monsters
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### Synopse
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Somewhat early in the campaign will be an adventure set within a city. The city
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should be larger, perhaps a capital or major trade hub. The player characters
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learn of recent night-time killings, and are approached by representatives of
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some group to investigate. After a few days of investigation, and a few quiet
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nights without incident, the party is invited to patrol with the evening guards.
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Sure enough, that night, they encounter the killer: a monstrous humanoid figure,
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with unnaturally bulging muscles, animalistic and feral features, and an
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unyielding rage in it's eyes. When the party defeats this creature, it
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transforms back into a regular human, and is recognized by the guard as one of
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the city's poor. The guard consider the case closed, that the poor man was the
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cause, that he was doing some crazy drugs or something, and they're satisfied.
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However, the next evening more killings occur in the same manner. Sure enough,
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hunting down this killer reveals a similar monster. The party and guard dig
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deeper, and eventually catch-on to a figure stalking the poor. Eventually, they
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trap the figure, and reveal it to be a younger-looking woman, with porcelain
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skin and red eyes. The figure adamantly refuses to cooperate, and acts as the
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final boss for the chapter. The party may track her back to a hidden laboratory,
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where they find alchemical instruments, and her dilluting the liquid she uses to
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poison the poor. Otherwise, the guard will inform the party that they find the
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laboratory. In either case, they pass a journal along to the player characters,
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and within it are some details of the figure known only as "T." This ends this
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adventure.
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### Flow
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1. Party is informed of heinous killings. Perhaps they find the body on their
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way into town? Or a town crier, or gossip at their inn, reveals the plot.
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2. Party is approached by named member of the guard; an investigator or
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detective type figure. They are hired to help the investigation.
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3. Party is given some leads to investigate in the city. People to talk with,
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witnesses, etc..
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a. During this time, it could be good narrative flare to include
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interactions with the poor or the homeless, perhaps even including that they
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feel they're being targetted, but not for the killings. Just that for
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whatever reason, they've been disappearing too.
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b. The people being killed don't fall into any specific demographic; there's
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no pattern to the killings. They are senseless, purposeless murders.
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4. Whatever the investigations reveal, no murders happen for a few nights. On
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the third night, killings resume. The party may have been out on the previous
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nights, but they are explicitly invited out this night, to join a patrol. On
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this patrol, the party and guards encounter the monstrous figure, and fight
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it; the party fights, the guards hide.
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a. Opportunity to introduce a guard "contact". The guards on this patrol
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won't engage with the monster. This adventure could be woven into an
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existing story, and the guards here could be repeat appearances. This
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experience can act as a bond of friendship between the PCs and these guards.
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b. The monster is based on the "Mr. Hyde" concept of an alchemist's mutagen.
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They're mostly human, but "enhanced" in monstrous and terrible ways. They're
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much stronger, but additionally are bloodthirsty, and when they fight they
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enter into a rage. They cannot be reasoned with, and they will not relent
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from aggression. Means to forceably subdue may work, but an hour after the
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monster is subdued, it will die, and transform back into a regular human.
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c. Regardless of how it dies, when it does die, the body (or what remains of
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the body, perhaps) will revert to a regular human. Some features (the face,
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or if the head isn't available, perhaps a tattoo or birthmark) will indicate
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it as one of the homeless poor in the city.
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5. Party has some more leads. Guards give details on the homeless man. Perhaps
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something is found on his person, or an autopsy (or similar) reveals he was
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poisoned with something. The guard assume it was self-inflicted, and are
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satisfied that they found and stopped the killer. The original
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detective/investigator isn't convinced, and plans to follow-up with the
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party, but for now says there's nothing more to be done.
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a. Speaking with the dead body, it will mention it was "attacked by a doll"
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or some similar kind of language. Alluding to the appearance of the figure.
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6. The following night(s), more killings occur. The party is approached by the
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detective again, who is convinced of something more nefarious. They bring
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information to the party to investigate the homeless and the poor, and thinks
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they're being unwittingly used as muderous monsters.
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a. Nobody generally cares about the poor, and nobody cared they were
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reporting some of their own disappearing. The detective brings this up,
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though perhaps without any sympathies.
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7. Party eventually finds the culprit preying upon the poor, and can confront
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them. The figure, if given opportunity, is revealed to be a young-looking
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woman, with porcelain skin and red eyes. She will refuse to cooperate, will
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refuse to reveal any information, and will immediately turn hostile if
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engaged.
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a. The figure is a simulacrum of an alchemist. As such, it has the abilities
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associated with the alchemist class in Pathfinder, or something of a similar
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nature. They are experimenting on the poor, trying to craft some sort of
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"super soldier" serum. Initial attempts show problems with aggression.
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8. Somehow, the party is eventually given access to the figure's laboratory.
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There, they find alchemical methods for developing and distilling all manner
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of concoctions, and a journal. The journal serves as a source for lore, and
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hooks to further adventures in this campaign.
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a. Loot?
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### Notes
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- It could be fun to introduce the simulacrum earlier. It runs a shop, and
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perhaps the party visits it. Or perhaps it's also brought in to help with
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investigations. It could be feigning support while using the guards' own
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supplies to further it's objectives.
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- This could be a one-shot. Leave out the journal, and instead of a simulacra,
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the alchemist is a regular mortal.
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## Bridge of Chimes
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This is partially inspired by one of Kruggsmash's Dwarf Fortress play throughs,
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Northbridge. While I was idly listening, he described his plans for a bridge,
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and also mentioned a bell. I conjured the image of a massive stone bridge,
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surrounded by mists. The stones covered in moss, neglected for centuries, but
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still holding strong. Strung between massive towers were giant bells of various
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shapes and sizes. Legend says that ringing of the bells will clear the mists,
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and lift a curse that lays upon the surrounding lands. When I originally thought
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of this, I thought it might be an interesting adventure to write about that my
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alchemist could go on. I still think that, and I will still write about it, and
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additionally it will be included in the journal found above. Details for how to
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find this bridge, and mentions of buried knowledge and riches serve as a hook
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for the party to follow-up on.
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Drawing directly from _Northbridge_, the bridge may once upon a time have been a
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stronghold. It has since fallen into disrepair. The main structure remains, but
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perhaps the larger buildings and holds along the bridge have collapsed. Maybe
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the bridge itself is broken along the way. Within, the party finds the remains
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of a laboratory, presumably one of Nataliah's, but no sign of her. This
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simulacrum of hers was killed long ago, but her research and experiments
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persist, living in the place. Could be an undead-focused dungeon. Maybe whatever
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killed her lives deep beneath the bridge.
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### Gist
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The party finds a caravan heading towards the lands where this bridge is
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supposed to be. Upon arriving in a small trading town, asking around, they learn
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of such a bridge. Another person at the inn is also interested in the bridge,
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and offers to go with the party. In either case, they say they're leaving
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tomorrow to try and find the bridge and learn of it's history. They are an
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architect and archeologist, a lore master, and they believe the bridge and it's
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bells may have magical qualities alluded to in the stories and legends.
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