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GM Notes--Monday, July 24, 2020 1

1. Party meets with General Maol


a. Prince Sidrac will want to report immediately to General Maol about the result of their encounter
with the Gnolls.
b. Prince Sidrac will take the PCs directly to the War-Planning Room. General Maol will be there
with Lieutenant Sprog.
c. Once Prince Sidrac has given his report about the Gnolls and praises the party’s expertise, he
will excuse himself. The party may stay and speak to General Maol. If the party requests, he will
send Lieutenant Sprog away.
d. If the party begins asking questions about unusual people being in the kingdom, the General will
look uncomfortable. It will be obvious to the party that the General Maol knows something. With
a few Persuasion rolls (DC 10) he will reveal the following information:
i. General Maol will inform the party that there were two strange Dwarves who were
spotted in the Morrigan Wilds about two months ago. His scouts followed the two
Dwarves but some how the Dwarves eluded the scouts when he asked his men to bring
them to the fort for questioning.
ii. Shortly after the Dwarves were spotted, the Flute of Mirzu was stolen. The General is
fairly certain that the Dwarves were not the thieves. He feels it would be pretty difficult
for two complete strangers to infiltrate the court and know where the Flute was kept in
the Vault and bypass the security. He suspected that there was someone in the court
who conspired to steal the Flute.
iii. General Maol decided he wanted to find the two Dwarves, but he could not trust anyone
in the court. So he hired two outside agents to track them down. The two agents (Tansy
Runeflare and Ethea Idelo) lost the Dwarves for awhile, but they found them again re-
entering the Wilds. However, they lost them again, but suspected they somehow came
to the Fort again. He suspects that the Dwarves were returning to the Fort to meet the
traitor.
e. Finally, General Maol does not know who to suspect. He will ask the party if they have any
suspects.
2. Searching Lord Lum's Room.
a. The party will need a way to distract Lord Lum or else he will be in his room.
b. They need to convince Lord Lum to leave his room before they can search it. He will be
suspicious if several of the characters come to his room. If he is suspicious, he will say he is
tired and stay. He will accompany a player somewhere else for a good reason. He will lock the
door upon leaving. He will want to return to his room within 30 minutes (3 turns) unless there is
a good reason to stay away (Charmed or Good story). If the players are caught in Lum's room,
then he will know the jig is up. Go to Confrontation of Lord Lum.
c. Unlocking the door (DC 20). A failure means it takes longer to open the door (an extra 5 minutes
If the party searches Lord Lum's room, they will find:
i. an empty scroll tube on his desk. (Easy to spot: DC 5 Perception Check).
ii. a roll of bandages and healing balm in his bedside table (Harder to spot: DC 15
Perception check)
iii. There are two locked chests at the foot of Lum's bed. Both locks are DC 15 (again failure
means it takes longer to open the chests). Roll the Yes No Die to determine which
chest contains the note. In his locked chest under some other items: a letter from
GM Notes--Monday, July 24, 2020 2

Alfondeg Emberbraids saying that he and his colleague will meet you at the “Forgotten
Door.” Show the players “Emberbrand's Letter.” They will have what you need to
finish your job and they expect half of their money when they give him the required item
and half when they return from the caverns.
3. Confrontation of Lord Lum.
a. If confronted, Lum will at first deny any involvement, but eventually he will explain his plan to
return to the light: “Do you know what it is to live in constant darkness with the beauty of
the sun always hidden? I did nothing to the Summer Queen and yet I live with Dubh
Catha's curse! So I thought if I could bring her a gift, the Flute of Mirzu, she might pardon
me and give me, and perhaps all Darklings, the freedom to walk in the sunshine. But you
have ruined my plans.”
b. If pressed or if attempts are made to arrest him, he will slip a potion from his sleeve, drink it and
then transform into a hideous monster. He will attempt to flee, but it cornered, he will fight. He
will transform into a Red Dragon Wyrmling. If battle breaks out, have it happen in the “Cloister
and Balconies.”

4. Heroes' Reward
a. Takes place in the “Darkling Throne Room.”
b. Show players “Gift of the Darkling Queen.”
c. If the players are unable to figure out or find proof of Lum's guilt, they still will be rewarded their
gifts and given thanks by the Queen. They are free to go from the court.

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