Beyond Heroes: Wildemount | Episode 4: There Are Five Questions

“I have one more question. It’s kind of THE question really, and I am just curious.”

—Killian

 

Watch Beyond Heroes: Wildemount | Episode 4: There Are Five Questions

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The cast of Beyond Heroes, currently level 9:

Full Summary

In the hour since being proclaimed a heretic and sentenced to death, Orkira Illdrex has watched several dark-robed acolytes enter her cell and begin to set up a ritual. Sitting on the floor in a circle around her they light candles, draw arcane symbols on the ground, and begin to chant. When she asks what is taking place she is ignored, and eventually it takes interfering with the ritual by snuffing out some of the candles to get some attention. The gaunt, red eyed interrogator from before is still present, announcing it’s a matter of procedure and asks the cleric to sit down in the circle again. Bothered by the dark magic at work, Orkira refuses to help at all until she knows what is going on. The interrogator waves his hand, casting a spell that causes the dragonborn to fall unconscious.

Elsewhere in Rexxentrum, the rest of the Heroes are planning on how to free their friend from jail. They have returned to the Broken Buttress Inn as they now know it is a haven for dissidents in the Empire, and Hugo the bartender has been helping them find information and connections. Freely has charmed a member of the Crownsguard and asked them to check out the building holding Alyndra’s belongings. With a willing target to share senses with he gains a layout as well as guard numbers. The Heroes have paid for the services of two well connected agents willing to help their plans with minimal bloodshed. Marius can convince many of the Crownsguard to call in sick or intentionally avoid any fights that might break out, but works from behind the scenes. Meanwhile Rend can aid in their escape plans by any means necessary, despite being described as a strange and chilling individual. Keen tracks down Avren as it turns out he is a black market dealer in all sorts of magic items. At first the prices are too high, but the eladrin finds some wanted posters of the strange shifty dealer showing how large of a reward they could acquire turning him in. This convinces Avren to drop the price enough for Keen to be able to buy a spell scroll of programmed illusion and one of major image.

Orkira comes back to consciousness feeling disoriented, disconnected, and completely paralyzed. She’s still in her cell and it’s obvious some time has gone by, but the acolytes are gone and only the red eyed interrogator remains. Unlike before, he is now seated in a wheelchair as his physical appearance has deteriorated tremendously, muscle tremors and varicose veins standing out against gaunt skin and unhealthy bulging eyes. He finally introduces himself as Killian, and sadly talks about how he dislikes what has just happened and hopes she understands that it is not personal. He explains that they have cast incredibly powerful magic stolen from the Kryn Dynasty to sever Orkira’s connection to the Weave, with the paralysis and disconnected feeling coming as a result. Killian explains that there is no known cure for what they have done, except perhaps one known by the Bright Queen herself. As this information sinks in, Orkira reaches out for her god, and her panic and fear are comforted slightly as she can still feel the connection to the Phoenix present. Killian apologizes for what has happened, once again explaining that it’s nothing personal and simply the reality of the situation, and asks if she will answer some last few questions he has out of curiosity. He wants to know what she enjoys most in life, why friendship is so important to her, and if there’s anything she wishes she could do. Despite her paralysis Orkira is able to answer; she enjoys helping others as that’s what she has always done, she doesn’t like to be alone and so anyone who will stick with her is worth protecting, and how she doesn’t like to think about wishes. Killian asks if she would ever be able to forgive him for what he's done. After a long moment to think, the dragonborn admits that she doesn’t really understand much of what has happened since arriving in Wildemount, but if the interrogator is doing what he thinks is right then she understands. Finally Killian announces he has just one more important question.

Suddenly Orkira wakes up in the cell again, but still in a chair in the middle of the remains of the dark magic circle. Apparently she blacked out a second time and is unable to remember the last question Killian asked. She finds herself alone in the cell, in chains, and feeling battered and off-kilter from whatever magic that assaulted her. Sore and feeling strange, but unwilling to remain in the center of the room, she shuffles over to sit on the cot and nurse a headache. The cleric takes comfort that the connection to the Phoenix still remains, and praying out loud thanks them for staying by her side. She gives reassurances that she doesn’t blame the Primordial for anything that has happened, asks to convey to Pelor that she’s sorry she didn’t get to finish the last rites on his slain clerics, and requests that if things go very bad that they watch out for her friends. There’s no verbal response, however the warmth of two fiery wings washes over Orkira and provides some comfort.

Alyndra casts sending to try and contact Orkira and let her know they’re working on a plan, but she does not receive a response. This is worrisome, but Keen points out that if they have been probing the cleric’s mind then it’s probably for the best that she does not know anything. With the remaining gold they have left, Alyndra heads back to Avren to buy a scroll of fast friends. She attempts to get the price lowered by reminding him that he stole from them, that they helped distracted guards coming his way, and that now a friend’s life is in jeopardy. However the shifty dealer is unconcerned and unable to be guilted into helping any further. Meanwhile, Keen has covertly scouted around the jail and found the best escape route, and sets up his scroll of programmed illusion to activate at the end of the block. Using his memories of the attack from earlier he programs an illusion of a drow riding a gigantic purple worm crashing through the wall that will activate if he runs past.

As prepared as they can be, the Heroes take a long rest and rise before dawn to begin their assault on the vault. In the darkness and pouring rain they approach the front entrance, noticing that many of the usual guards are absent but there are still two at the front door. Freely approaches, lying about how his friend had stuff stolen that they want to get back, and casts charm person. One guard succumbs and is happy to help but the other resists and wants the halfling to leave as they are ordered to stay at their post. Briv starts shouting from a nearby alley pretending to be calling for the guards for help, while Penelope also walks up and manages to cast charm person on the other guard. With both guards now magically made friendly and happy to help, they’re willing to bring Alyndra and Freely inside to get out of the rain and avoid the flu that has caused so many of their companions to call in sick. Inside there are two more guards watching over the impressive, massive black metal safe with gold trim. Alyndra uses her fast friends scroll and a portent to charm one guard, while Freely falls back on his natural persuasiveness to convince the other to go outside with him to check on Briv. As Penelope keeps her guard distracted, the other finds Briv still calling for assistance in the alley. Appearing in the Crownsguard armor he took from some of the bodies, Keen warns that there is the threat of another drow attack and to keep on alert.

The charmed guard innocently chats with Alyndra, introducing himself as Tim, and admitting it’s his first day on the job so he doesn’t know the combination to the vault. Alyndra continues to be friendly with Tim as she casts knock on the safe, causing the foot thick steel door to open with a tremendous boom that rattles the surrounding area. Since they are looking for a large number of items they both enter the safe, and she immediately can see both her own and Orkira’s property stashed on various shelves. Reaching for her fanny pack bag of holding, Alyndra sets off a magical glyph that blasts her with necrotic energy. She is able to resist most of the damage, but Tim the guard is not so lucky and drops dead. Sad but pressed for time and unable to help, Alyndra says a quick prayer for him and then moves out of the safe. Casting mage hand she then tries to take her spell book, but that also erupts with a glyph trap as soon as it gets close. This time the effect causes Alyndra to drop the book and cower in fear, and the spell reaches the guard outside causing him to shriek in terror and run screaming into the rain.

Freely and Penelope dash inside to see what has happened and try to help. As Alyndra continues to suffer from overwhelming fear, the halflings realize that there are still several items in the safe they should grab before leaving. All of the magic items have been removed from their bags and placed on shelves and trapped with glyphs, but the non-magic items are easy to take so Freely grabs Orkira’s satchel with her personal effects. He can see the Book of the Phoenix sitting nearby and warded, and knowing how important the Book is to their friend Penelope uses dispel magic to remove the glyph so Freely can mage hand the Book into her bag. Finally he grabs the ring that was gifted to Orkira by the drow who’s brother she revived, resisting the effects of the ward on that item, and puts the ring on to keep it safe. As Briv rejoins the group his paladin aura ends the fear Alyndra is suffering from, and then he sends everyone else outside the safe so he can take the brunt of the damage as he begins collecting magic items. Despite taking horrific necrotic damage he manages to retrieve Alyndra’s weapons Reason and Logic, the Cubic Gate, and the portable hole. Leaving the rest behind he heals himself as the group head back outside.

From inside her prison cell Orkira is startled by the loud boom of the knock spell going off, and discovers Killian once again nearby. He thanks her for her honesty and once again gives his sincerest apologies for what had to be done. Extending a hand he says that it was nice to meet her and wishes her the best of luck with whatever comes next. Confused but recognizing the genuine sentiment, Orkira accepts the handshake and jokes about how what comes next is dying, and how she’s done that enough to know that’s the easy part. He sadly replies that there are worse things than death, then says farewell as a guard wheels him out of the cell.

There is a torrential downpour and light flooding in the streets, and all of the guards at the vault have fled from the various fear spells the glyphs have set off. However there is now shouting in the streets and dawn rapidly approaches. Ready to move to the second part of their plan the group head to the jail. There are two guards stationed outside giant doors, and Freely and Briv get into a fake argument to distract them while Keen pretends to be a guard looking for a supervisor and heads into the building. Penelope takes the bag of holding, casts spider climb on herself, wild shapes into a rat, and begins to climb the side of the jail to the roof. Alyndra casts fly and joins her halfling friend, then casts greater invisibility to take up a sentry position as Penelope squeezes through the grate and into the jail. Scurrying through the tiny vents and using her keen rat senses she can smell the familiar scent of dragonborn and hear the awkward shuffling of her wings. Just as Keen walks to the cell door, Penelope finds the correct grate to enter into the cell and land on top of Orkira as she transforms back into a halfling! Orkira is confused but happy to see her friends, however there is no time for a reunion as Penelope pulls open the bag of holding and instructs her to jump inside. The cleric is obviously unhappy about getting into the bag, but she trusts her friends and does what they ask despite the uncomfortable sensory deprivation and 10 minute air limit. In a rush Penelope tries the door of the cell and discovers to everyone’s surprise it is unlocked, however there is still an arcane ward that is set off blasting Keen with necrotic energy. Wild shaping back into a rat and crawling onto Keen’s shoulder, they start to head back out of the jail before anyone discovers a prisoner is missing. They make it back to the exit despite Killian giving Keen a long, hard look, but as soon as the eladrin steps outside alarms begin to blare and everyone takes off at a run!

Crownsguard begin to flood the area from the building and the streets, pulling out weapons and wands as they search for the intruders. Alyndra casts storm sphere on the doorway to stop the guards coming out of the building, while suddenly Rend’s hired figures appear and begin slaughtering those coming down the street. When Alyndra turns to thank them she is surprised to find they are all various undead figures, but she’s too grateful that her friends are kept safe and takes off to join them. Fleeing down the alley they hit the illusion that Keen previously programmed, and the epic sight of the purple worm crashing through the wall stops all those still following. The strategically placed skeletons keep their escape route clear as the Heroes make their way back to the Broken Buttress Inn, and with a few minutes to spare dump Orkira out of the bag. There is a brief celebration as the Heroes are reunited, and Orkira is happy to see everyone is safe. Freely gives her the Book of the Phoenix, which she’s quick to take and hold while asking what happens next. Hugo the bartender lets them know that Rend has an unconventional escape route planned, but for the moment there’s a tunnel they can hide in and take some time to recover.

Orkira is saved and everyone is safe! But what exactly has been done to the cleric, and how will the Heroes escape Rexxentrum? Find out Wednesday, February 26th at 2pm PT on twitch.tv/dndbeyond!


  

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Lauren "Oboe" Urban is the Community Manager for D&D Beyond, as well as a professional classical musician on oboe and English Horn. When she's not playing a Bard in real life she's a prolific Dungeon Master and player on a variety of livestreams and podcasts. She lives in Seattle, Washington with her husband Luke where they spend their free time playing video games and drinking tea. The best way to keep up with Lauren's busy schedule is to follow her on Twitter @OboeLauren!

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