The Good Die Young was the third adventure released for the Covenant of Light Faction Adventure to be run as part of the Xen'drik Expeditions campaign.
Synopsis
The scenario opens with the PCs sitting in the office of Silver Flame Abbot Krovald , a stout, amiable man with a well-worn, long-suffering expression borne of many years dealing with the outside relations of his church. The PCs have been called here to discuss the nature of a crystal shard discovered with Flame Father Garris at the time of his death. As promised to the shard's finders, the Church was willing to inform the PCs of anything uncovered during its investigation. That disclosure is Krovald's job.
Unfortunately, circumstances are not going to allow the Abbot to do his job very easily this night. Just as he starts to discuss the shard, the door to his office bursts open and two expensively dressed humans barge in, interrupting Krovald. The Abbot's aide apologizes profusely for the intrusion before being rudely dismissed by the two nobles in question.
These two are Lord and Lady d'Vadalis , the parents of young ward Pyrrin , a boy killed during the same incident that led to the loss of Flame Father Garris. Apparently furious over the loss of their child, they begin railing at the Abbot, making accusations of misconduct, incompetence, and outright corruption in the handling of their son's tragic loss. Abbot Krovald, while a normally controlled man of fifty distinguished years, is taken aback by this behavior and nearly loses his temper at the raging parents.
If the PCs can diffuse the situation through diplomacy or other actions, more of the circumstances behind the parents' appearance can be learned. If not, the PCs are summarily dismissed form the chamber by a very irate Lord d'Vadalis and politely asked to wait outside by the affronted Abbot. A heated discussion occurs in the room either way, but the PCs' actions determine whether they are part of it or have to hear about it second-hand.
Eventually, the angry Lord d'Vadalis demands to talk with the Abbot alone. In the interests of peace, the Abbot agrees and, even if the PCs have been helpful so far, they are asked to step out into the temple's antechamber along with Lady Revarra d'Vadalis . While still upset, the Lady is far more sedate when not around her reactionary husband. The PCs can get more information from Revarra if they approach her carefully, including a few details about the family's current distress (the loss of virtually every member of their line of the house). Outside, they can also meet Damilla , the Lady's sole remaining child.
Damilla is everything her parents aren't: compassionate, quiet, well mannered, and kind. She happily talks with the PCs even while under her mother's wrathful eye, assuming she is approached appropriately. She abhors rude behavior but has gotten used to it form her father; very little frightens or offends her. If actually befriended, she even admits to being terribly frightened but is acting brave "for her parens' sake".
In one way or another, the PCs are recalled by the Abbot after a short time and asked to indulge him in yet another request by the Church of the Silver Flame . He explains the family's distress and that Lord d'Vadalis seems to believe there is a way to undo the death curse that is killing off his bloodline. If the PCs are willing to act as the Church's representatives, they could save the Stormreach branch of the Silver Flame faith the loss of a very wealthy, if acerbic, benefactor.
Once the PCs accept the mission (and what heroes of the Covenant of Light wouldn't ?), they are sent to meet with Lord d'Vadalis at their temporary abode in the wealthy district of the city. "Wealthy district" is a slightly misleading term considering the condition of Stormreach, but the house they arrive at is at least clean and well guarded. They are taken to a private room by Lord Alergayn and asked to bear with him while he explains things to them in the detail they deserve.
Lord d'Vadalis's change in tone may suggest to the PCs just how serious this situation is; Alergayn is literally looking at the end of his own life and the lives of those he loves most. Even as arrogant and unpleasant as the man can be, he understands impending mortality all too well and the PCs may be his only hope. As such, he intends to treat them well and reward them handsomely should they succeed.
He tells them the bedtime story his father used to recite during the stormy nights back in Sharn , making careful note of all the details that seem to indicate the jungles of Xen'drik . After the tale, he produces a leather-bound book and a dagger wrapped in grey linen. Giving these to the PCs, he explains that the journal belonged to his son Pyrrin and the dagger is the "stolen treasure" from the story. In the journal, there is mention of a place that sounds exactly like the vault where the dagger was stolen. If the dagger is put back, the curse should be lifted and his family should be safe.
Eager for the PCs to leave as quickly as possible, he assigns one of his hired bodyguards to them for their protection on their journey and genuinely wishes them a safe journey. He also gives them use of a rented carriage that can see them most of the way to their destination safely. Equipped and prepared, the PCs can begin their mission, going once more outside the gates of Stormreach.
The rest of the scenario is spent traveling to an old ruin in the jungle south of Stormreach. While the passage on foot is slow, there are few incidents aside from an unfortunate approach too close to a nest full of giant serpents . The ruins themselves have an infestation of a different sort: spider-men known as ettercaps . Their lair is built into three trees that surround the entrance to the ancient vault.
A pair of cyclopean pillars, each covered in the webs of a massive spider, bears the verdigris-covered levers needed to open the vault's main door. Once these are cleared and pulled, the PCs can delve into the timeless depths of the caves below Xen'drik. Those with the appropriate knowledge can determine that while the ruins above were made by the giants , these catacombs were worked and constructed by the freedom-fighting elves that overthrew them. As such, there are several traps and pitfalls to contend with before the PCs can reach the end of their journey.
The vault is a round chamber at the heart of a cavernous complex, supported by a large pillar of dark, seemingly corrupted dragonshard . The handles of daggers are found protruding from three of its four main facets. The fourth bears an empty slot just wide enough for the blade of the dagger the PCs are carrying. Though they will almost certainly look for them, the PCs find no traps or ward in the room. Nothing is stopping them from replacing the dagger and ending the d'Vadalis family curse.
Once the dagger is put back, the real danger becomes apparent. The enchantments on the dagger and the pillar are so old, they fail as soon as the blade is replaced. The crystal and weapons all crumble to dust instantly, their terrible magic ended at least. The chamber, long settled and supported by the column that has just vanished, begins t o collapse. The PCs have to flee as quickly as they can, possibly back through traps if they did not disarm them all, or be crushed by the ancient tomb's demise.
The destruction of the catacombs sets the stage of the bodyguard's heroic sacrifice, saving one of the PCs should they lag behind. The crypt collapses into a deep crater, sparing on the PCs if they stand under the vault's open gate. Nothing remains in the area to threaten them, and the PCs can return home to Stormreach without further incident.
Lord and Lady d'Vadalis and their daughter are grateful for the PCs' aid, and they make their goodwill known to the church. The matter of Pyrrin's death is allowed to pass without dire consequences. The PCs have earned the patronage of a wealthy benefactor in Sharn and the continued appreciation of the Church of the Silver Flame. The Covenant of Light is pleased by their efforts as well, rewarding each one with a special jewel for their everburning torch that will make the item's radiance act like real fire whenever the bearer wishes it.
In Stormreach, The Good Die Young, but at least they don't die unremembered...
Appendix
Connections