The Tunnel Exit
The tunnel from the Serpent’s Chamber continues for another hour before emerging in a maze of rust-red rock formations, narrow canyons, and winding paths. Easy to get lost. The party can hear voices echoing off the stone—bandits arguing, campfires crackling.
Bandit Situation
The siege isn’t going well. Rothgar Red-Hand is dead (killed at Fort Hellrock). Marta The Knife is dead. The northern blockade fell. Morale is collapsing.
Three Factions Remain:
| Faction | Leader | Loyalty | Mood |
|---|---|---|---|
| Cult Loyalists | Rothgar’s Lieutenant, Brennan Ashvale | Order of the Black Star | Fanatical, desperate |
| Gilded Jackals Remnants | Sera Coldwater | Gold only | Ready to cut losses and leave |
| Duskrunners Deserters | No clear leader | Themselves | Scared, looking for a way out |
Overheard Conversations
Roll or choose when party gets close to bandits:
1. Cult Loyalists arguing
“Varnek promised us power. Where is it? Where’s the Black Star’s blessing now?” “Keep your voice down. The enforcers are still—” “The enforcers are DEAD. Silas hasn’t been seen in days. We’re dying for nothing.”
2. Gilded Jackals packing up
“Sera says we leave at dawn. Take what we can carry.” “What about the others?” “What about them? Varnek’s cult boys can burn with their god for all I care. We came for gold, not martyrdom.”
3. Duskrunners in hiding
“Rothgar’s dead. Marta’s dead. Who’s even in charge anymore?” “No one. That’s the point. We just… wait it out? Slip away when no one’s looking?” “Back to Lusteris?” “If the roads are clear. If anyone will take us.”
4. Confrontation between factions
Gilded Jackal: “You cultists brought this on us. Your ‘Unmaker’ hasn’t saved anyone.” Loyalist: “The Black Star tests the faithful. You’re just cowards.” Jackal: “Call me a coward again. See what happens.”
Encounters (Optional)
Patrol (2-4 bandits): Nervous, jumpy. Might attack on sight or might try to avoid conflict.
Deserters (2-3 Duskrunners): Will surrender immediately if confronted. Just want to leave.
Cult Fanatics (2 bandits + 1 cult enforcer): Will fight to the death. Enforcer has black star tattoos and a dagger that deals +1d6 necrotic.
Treasure Scattered Throughout
| Location | Loot |
|---|---|
| Abandoned campsite | 45 gp in a lockbox, 2 healing potions |
| Dead bandit (cult enforcer) | Black Star pendant (worth 25 gp to right buyer), Dagger of Necrotic Touch (+1d6 necrotic, 3 charges/day) |
| Hidden cache (DC 14 Investigation) | 120 gp, Silver ring (15 gp), Scroll of Misty Step |
| Sera’s abandoned tent | Gilded Jackals ledger (names, routes, safe houses—valuable intel), 80 gp |
Possible Outcomes
- Sneak through: Stealth checks, avoid combat entirely
- Fight through: Multiple small encounters, resource drain
- Negotiate: Sera Coldwater might let them pass for information about Southaven’s defenses (she wants to know if it’s worth staying)
- Recruit deserters: Duskrunners might be convinced to help in exchange for amnesty
Exit to Surface
The hills eventually open onto the western plains. From here, the party can see:
- Smoke rising from Southaven to the east
- The Tradeway to the north
- Open farmland (abandoned) to the south