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Episode 5 - When the Lights Go Out, Part 2 - Notes

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Episode 5 - When the Lights Go Out, Part 2

DM Notes

Scene 14 - Children's Bedroom

Room 6 on the map
Fear

Before you lies a set heavy wooden doors. Engraved in each door is a three-pointed crown.

The doors are unlocked but a bit tough to open as there is a dead body on the other side. The Master Bedroom is 10 squares wide and 6 squares deep.

This room's dimensions are familiar and similar to the other bedroom. A body lies crumpled on the ground. That seems to explain the extra weight and drag when pushing the doors open.

The body is another Asp assassin. A male human with the tattoo on his wrist beneath his glove.

Three small beds are in columns jutting out from the west wall. A three-pointed crown is carved into the headboard of each bed.

In each of the beds are the embalmed remains of three eladrin children. All three were suffocated by their pillows.

A single large dresser stands against the inner wall.

After a few minutes of exploring the room, or by using a Perception check:
A muffled crying can be heard coming from underneath one of the beds.

A small fey child is lying on the ground. Their face is buried into their crossed arms.

Attempting to touch the child causes the spirit to dissipate.

Treasure The dresser contains a few moonstones and an everburning torch.

Scene 15 - Hallway of Heroes

Room 5 on the map

The remains of the statues litter the hallway.

Scene 16 - Grand Hall - Flashback

Room 1 on the map

A familiar tune carries through the hall.

As you step into the room an unnatural darkness falls upon you. The light from the torches and sunrods disappears completely.

A burst of light appears from the south as two dozen humanoids in file in the front door. The sound of leather dragging across wood can be heard briefly followed by two soft thumps. A deep click can be heard as the door lock is engaged. The humanoids seem to effortlessly glide across the wood floors, their padded footsteps are nearly inaudible.

If the party tries to fight the invaders, a group of four engage them as the rest head down the hallways. The invaders are battling the party as if they were the guards on duty that night.

The (rest of the) group splits into three. The first group heads down the western hallway. While the second heads to the east. The final group approaches the dining area.

Encounter - 500xp
Asp Assassins [x6]

After five rounds of fighting, the leader of the invaders will call for a retreat. Most of the invaders will leave through the front door. But those battling the party will stay and fight to the death.

The party will have a short window to examine the bodies of the invaders. All four will have a black fang tattooed on their wrists.

As the darkness lifts and your vision returns, you feel slightly off-balance. The side of your face rests against the cold, hard wood floor. Simmah's sunrod lays just out of his reach. Lira's torch has been extinguished.

The party can heal themselves as if they spent 2 (or 3) healing surges.

Scene 17 - Dining Hall

Room 8 on the map

This grand hall is dominated by a large banquet table in the center. A short wall divides the dining area from the kitchen. The table is covered in a thick layer of dust.

The kitchen's basins are filled with dishes and silverware, seemingly untouched for years. Several cupboards are open, all of them with bare shelves.

A pair of double doors are closed in the north wall.

The doors are locked and jammed shut. A Thievery check (DC 25) will unlock the doors. A Strength check (DC 20) will push through the barricade.

A crash of sound filters through the doors and they seem to give way a bit easier. Wood furniture scrapes against the wooden floor as you push the doors open.

Scene 18 - Barracks - Tower Level 1

Room 9 on the map

Before you is a large circular room, clearly part of the tower you saw from the outside. Several overturned bunks and trunks are a little bit back from the arc of the door. Two humans clad in black leap at you with their daggers.

Encounter - 250xp
Asp Assassins [x2]

A Perception check (DC 15) locates the treasure.

Treasure Staff of Forceful Rebuking (+1) [PHB3]
+1d8 force damage
Property When you pull or push a creature with a power using this staff, the forced movement increases by 1 square.
Power (Daily): Free action. Trigger: You hit an enemy with a force attack using this staff. Effect: The enemy falls prone.

A set of stairs winds up against the back side of the room.

Scene 19 - Guest Room and Library - Tower Level 2

Room 9 on the map

Climbing the stairs, the room opens up into a guest room and small library. There's a bed with a nightstand against one wall. Directly across the room are another set of stairs.

A Perception check (DC 20) finds a small coin purse hidden in a book.

Treasure 400 gold pieces.

Scene 20 - Observatory - Tower Level 3

Room 9 on the map

Slim is disguised as Elaron Celebar. Flip still has the armor of Captain Russo on but looks like another human.

As you climb the stairs you find your eyes adjusting to a growing amount of light spilling out from the room. Upon entering you see three men, swords drawn and pointed at one another. A dagger whizzes by Lira's head and sticks in the wall.

A Perception check (DC 20) can determine it was the Eladrin that threw the dagger.

A very tall eladrin dressed in well-shined armor, a blue cape with a three-pointed silver crown is holding a longsword pointed at a human dressed from head to toe in black. The black clad human is holding a longsword that is emitting the light that is filling the room, the Dawn Ray. He has it pointed at a second human dressed in city guard armor with a longsword drawn and aimed at the eladrin.

The party should recognize the eladrin as part of the Celebar family. If not, Lira definitely recognizes him as King Elaron Celebar, the ruler of Skywood.

Slim has been stuck here with Nester for a while. Flip's arrival allowed them to reposition the fight.
Slim will stay true to his Elaron disguise. He'll introduce himself as the high king if addressed. He'll explain his presence as he was trying to find a way to reintroduce the (super fireflies) to the city at large.

Flip will admit to being the Captain Russo impostor but will not accept blame for the murder. He'll claim that Nester had Russo killed and then hired Flip to take his spot.

Nester simply wants out of the mansion. The position he's in, holding the Dawn Ray and at the mercy of Slim disguised as Elaron Celebar, makes it difficult for him to shift blame to either Slim or Flip. But he'll certainly attempt to by claiming that Elaron is an impostor.

Nester is willing to exchange the Dawn Ray, an admission of guilt in the killing of Russo, and knowledge of other Asp operations in the area for protection to the outside. The knowledge is of a secret base near Cairbara, the trading port city for Dayton.

If a fight breaks out, Nester will attempt to flee down the stairs, Flip will surrender and Slim will attack Nester.

Encounter - 450xp
Asp Leader - Nester desperately wants out of the tower.
Doppelganger [x2] - Slim and Flip

A Perception check (DC 15) will notice a small lockbox sitting on the desk.

Treasure A beautiful star-shaped locket (300gp), a note.

Note
Dated five days ago.

Your Majesty Elaron Celebar, King of Skywood,

The High Prince Drethar Thertylian requests your presence in a hunting expedition outside of Aithessi. It leaves [yesterday]. Queen Ilri is unable to attend the expedition but the High Princess will be going in her stead.

Your Humble Servant, Duke Waukeen Sandoval

Scene 21 - Leaving the Mansion

Scene 22 - Outside the Mansion

Lieutenant Chiles has taken command of the guards. Asks for the party to return to City Hall with the Dawn Ray.

Chiles will only talk to Odanus.

Scene 23 - Meeting Mr. Green

After recovering the Dawn Ray, the party will be escorted to City Hall by Lieutenant Edward Chiles. He'll introduce the party to the Mayor, Mr. Green. Mayor Green will promote Chiles to the rank of Captain with the confirmed death of Russo. While discussing their reward, Lieutenant Thomas will arrive and whisper news of the death of Mr. Blue to Mayor Green. The mayor will bring Chiles into the conversation. After some discussion, they'll inform the players of the situation and ask them to investigate.

Major quest reward (150xp per player)