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Book 1 – The Key to Carcosa

Chapter 2: Nights of Moonpass


The players find themselves at the gates of Moonpass on their way to Grommgord. Druk, the
pack's Orc Ranger, is carrying the black stone blade that is the Key to Carcosa, while Bjorn has been
tasked with a dangerous mission – the assassination of the city's mage, Vex.

They'll soon find that the target is not within the settlement's walls, and that there are
sinister forces after them – after all, the living typhoon that is the Black Wind has enough power to
murder a Guild's mage, and isn't afraid to attack them in broad daylight. Perhaps the wrappings that
cover the Key aren't enough to deter those who seek to posses it.

Scene 1 – The Town in the Moon


Once they're past the walls and gates that keep the citizens safe, it is up to the players how
they spend their day(s) – most likely they'll be after a Wilder tavern (Drinking Hole), a blacksmith,
and the contact from Anvil (Cooking Rat) which might shed more light on the whole murder
situation.

Just as they're about to leave a cosy, well populated gathering place, the doors fly open and
the windows shatter, a strong wind starting to rise within – the Black Wind has arrived, and it seeks
the blade of black stone. On the 'Heroes' side are some Adventurers and possibly even the Town
Guard which will force the Elemental to retreat. + Conversation with the Count about Vex

Scene 2 – The Heist


The approach to the infiltration of the tower depends on the players – Vex is out of town
and has hired a couple of guards to remain on the first and second floor, confident in the protections
of the third and above: the last two which have no openings to the outside. Whether they'll don a
disguise and try to gain entry through more clandestine means or choose to try and enter over the
third floor balcony, or perhaps even a completely other way, is wholly up to them.

Vex's specialisation are Abjuration, Necromancy and Transmutation, with minor dabblings in
other fields, and her magical wards reflect that (as well as her prepared and known spells, when it
comes to that) – currently, she is in Oasis, having stolen a treasure map from Anvil that leads to the
Scarab of Life, a magical artifact rumored to be able to undo (though it actually prevents)
catastrophic consequences.

Layout: Entrance floor, Common room (minor library/collections), Private Quarters,


Experiment room (Magic and Alchemy), Bedroom (with the Phantom Blade and wip. Dwarf Golem)

Scene 3 – The Get-Away


In the case that they don't raise any alarms, which includes not touching any of her private
collection or alerting the hired guard, they may leave the Tower without ever having been noticed. It
will still be a task, considering they need to be quite sneaky in how they enter and depart, but it is
doable.

In the case that they have taken anything of importance, alerted the Guard or otherwise
brought attention to themselves, a count-up starts as Vex's home flips upside down – the higher the
number, the more difficult (or impossible) it becomes to escape, and the more enemies become
animated and start attacking. Upon touching the Phantom Blade, the Dwarf Golem will be the first to
animate – otherwise, he remains static.

Epilogue – Crescent Departure


The players have completed the heist, though failed to murder the mysterious wizard. They
will either head to Grommgord or to Oasis, depending on the objective they prioritise. Running from
the law will hopefully not be a necessity, and may that encounter with that strange gale be their last.
Appendix – Men, Maps and Monsters

Town Guard /w Captain – adventurers against the Black Wind


Vexing Spyre: Social Encounters on 0th, 1st and 2nd Floor (3, 2, 2+1), practice room on 3rd (with
damaging spell circles and such), shocking lock leading to 4th, curse leading to 6th, no enemies until
the Pack interacts with important stuffs above 3rd. 1 – rumbling, 2 – upside-down, 3 – animated
marrionettes, 4 – animated corpses (some are hanging) + large, 5/6 – animated objects, + Animated
Dwarf Statue (instant at dagger)

When the Count-up reaches 3, each room gets more animated


objects, most likely at tiny/small size. After it reaches 6, it begins
calming down.

1st floor is a living room, 2nd is a study/sholarly conversation room,


3rd is a dining room, 4th is a practic room, 5th is a necromancy lab, 6th is an alchemy lab, 7th is
private quarters and transmutation practice room. Shocking lock towards necro, Cursed lock towards
private.

City Hall: A hallway with paintings of important Moonpass people, some offices, Count's office,
lighthearted, dusty atmosphere

Important NPCs:

The Count – a Human who has taken responsibilities of managing Moonpass, including its guard, its
taxes, the local trades and crafts etc. He is humble, only slightly eccentric, and has regular
communication with the city's wizard Vex | Side Quests: Graveyard Dog, Bandits Nearby

Ekatarina – Moon Elf Blacksmith and Historian, will take Red Gold off the Pack's hands for 1gp per 10
(they can get a 1gp per 5 elsewhere), if Bjorn realises and fixes up a few, he can sell 3 well-kept ones
for 10gp each, more on better success | Side Quest: Moonblade beneath the Lake
Erin – Keeper of the Drinking Hole Tavern, ex-adventurer/Wilder, Moon Elf Rogue, not officially a
part of Anvil but another occasional side-contractor | Side Quest: Scroll of Greater Invis from Vex (1
Favor from Bjorn + Scroll of Greater Invisibility or another Favor)

Penrose – Human Alchemist, currently selling: Potion of Strength (300, STR up by 6), Potion of Water
Breathing (200gp), Potion of Invulnerability (500gp, Resistance to all), Potion of Healing (50 gp),
Potion of Greater Healing (120 gp), Goodberries (10 gp, up to 5), Eldenroot (15 gp, up to 10), minor
ingridients free of charge with purchase, a small pouch of them (1gp), lending alchemy space (5 gp /
hour), Potion of False Life (30 gold)

Vex – The City's Wizard, though currently exploring Embersands for the Scarab Staminum, a
powerful artifact rumored to have strange abilities over life, fate, and perhaps even time.

Wild „Wild“ Jack the Wild maybe

Glen – Glyphcaster (Presents as Moon Elf – 'Aetherborn') banished

Books (R):

Brief History of the Moonpass Trade Route, Moonfolk – An Evening with Elves, On Life and its
Beginnings, Secrets of the Sand, Dwarven Politics – on Height and Houses, 101 Stew Recipes, A
Hexcellent guide to Curses, Transmutation („Become the best you you can be“), Abjuration („Always
use protection“), Necromancy („Bring your magical career to life“),

Scroll of Greater Invisibility, Scroll of Fireball, Scroll of Heal

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