Unmasking the Hidden Hand
Turning the tables - exposing the conspiracy
Session Overview
Session Focus
This is the turning point - the PCs attempt to expose and confront the Hidden Hand within Hollowspire's power structure. Major social aspect (revealing truths to the Duke or public), combined with possible combat when things escalate. The rogues go from hunted criminals to (potentially) the city's best hope.
Scene 1: Plotting the Exposure
The PCs need a strategy to expose the cabal. Simply killing members isn't enough - the rot in the city leadership must be cut out publicly.
Strategic Options
Preparation Actions
Before the confrontation, PCs might:
- Arrange backup: Captain Arden's loyal guards hidden nearby
- Distribute evidence copies: Ensure secrets don't die with them
- Secure escape route: In case things go wrong
- Position Weeping Lady allies: Ready to help or witness
Scene 2: The Council Chamber Showdown
The Duke's audience chamber is a hall of polished marble and rich tapestries. Duke Orlond Haverfort sits upon his gilded throne, looking tired and irritable. Several nobles and advisors attend - including Lord Cedric Voss, standing at the Duke's right hand, the picture of loyal service.
The guards at the door cross their halberds as you approach. "State your business."
Getting an Audience
| Method | Check | Notes |
|---|---|---|
| Bribe guards | 50 gp + Persuasion DC 14 | "Emergency petition for the Duke's ears only" |
| Arden's authority | Automatic (if allied) | "Watch business - urgent security matter" |
| Disguise as nobles | Deception DC 15 | Requires convincing attire |
| Cause distraction, slip in | Stealth DC 16 | Dramatic entrance when discovered |
The Accusation
The Duke's eyes widen in recognition - and anger. "You! The thieves who stole my Gem! Guards, seize them!"
This is the moment. You must speak quickly, convincingly.
Social Challenge: Swaying the Duke
This is an opposed social challenge - PCs' Persuasion vs. Voss's Deception.
Round 1 - Initial Claim:
- PC Persuasion DC 15: Duke agrees to hear them out before arresting
- Voss's Counter: "These scoundrels spin lies to save their hides, Your Grace!"
Round 2 - Presenting Evidence:
- Physical evidence: Stolen correspondence, cult symbols on Voss's ring, list of members
- Testimony: Captured cultist, freed charmed guards, rescued prisoners
- Gem's Knowledge: The artifact can project images of what it has witnessed (DM discretion)
| Evidence Type | Effect |
|---|---|
| Cult correspondence with Voss's seal | +2 to Persuasion, forces Voss to explain |
| Witness testimony (priest, guard) | +3 to Persuasion, credible third party |
| Ritual book from cabal meeting | Duke horrified by dark magic details |
| Captain Arden's backing | Advantage on all Persuasion checks |
Voss's Defense
Lord Voss maintains his composure, a mask of injured innocence. "Your Grace, surely you cannot take the word of admitted thieves over your loyal advisor of twenty years? They fabricate these lies to escape justice for their crimes!"
Voss's Tactics:
- Questions source credibility ("A cult fanatic's confession under duress?")
- Suggests forgery ("Anyone could have copied my seal")
- Appeals to history ("Have I not served faithfully? Would I throw that away?")
- Threatens ("Shall we let thieves dictate who is trustworthy?")
The Breaking Point
Eventually, Voss realizes he's losing. Choose the escalation:
Option A: Voss Snaps
Something shifts in Voss's eyes. The mask of civility cracks. He laughs - a cold, bitter sound.
"Fools. All of you. You have no idea the forces at play!" He throws off his cloak, revealing dark robes beneath, the Hidden Hand symbol branded on his forearm.
"The ritual will proceed. Zhal'Zar will rise. And this decrepit city will be reborn in shadow!"
Option B: Hidden Hand Strikes
At some unseen signal, three of the Duke's attendants throw off their servant robes, drawing concealed weapons. A councilor pulls a wand from his sleeve. The cupbearer moves toward the Duke with a knife.
Voss smiles coldly. "The Hidden Hand has many fingers, Your Grace. You should have chosen more carefully whom you trusted."
Council Chamber Battle
Throne Room Betrayal
Hard Combat EncounterPC Objectives:
- Protect the Duke (priority)
- Defeat or capture Voss
- Neutralize cabal attackers
Enemies:
- Lord Cedric Voss - Will try to flee if wounded
- 2 Hidden Hand Assassins - Target the Duke
- 1 Cult Warlock - Councilor with spells
- 1 Poisoner - Cupbearer, close to Duke
Allies (if prepared):
- Captain Arden + 2 loyal guards (arrive round 2 if pre-arranged)
- Weeping Lady member (creates distraction)
- The Duke himself (decorative sword, untrained but motivated)
Battlefield Features
- Throne: Provides cover for Duke
- Tapestries: Can be pulled down on enemies (Str DC 12, restrained)
- Chandelier: Can be dropped (Dex save DC 14, 4d6 damage)
- Multiple exits: Voss will try to reach the secret door behind throne
Round-by-Round Suggestions
- Round 1: Chaos erupts, assassins reveal themselves
- Round 2: Reinforcements arrive (Arden if allied, more cultists if not)
- Round 3+: Voss attempts escape if things go poorly
Hidden Hand Assassin
Medium humanoid, neutral evil
AC: 15 (leather) | HP: 32 | Speed: 30 ft.
STR 11 | DEX 16 | CON 12 | INT 12 | WIS 11 | CHA 10
Skills: Acrobatics +5, Deception +2, Stealth +7
Sneak Attack (1/turn)
+2d6 damage with advantage or ally adjacent to target.
Actions
Multiattack. Two shortsword attacks.
Shortsword. +5 to hit, 1d6+3 piercing
Poisoned Dart. +5 to hit, range 20/60, 1d4+3 + DC 13 Con or poisoned 1 minute
Cult Warlock (Councilor Mareth)
Medium humanoid, chaotic evil
AC: 12 (15 with mage armor) | HP: 27 | Speed: 30 ft.
STR 9 | DEX 14 | CON 11 | INT 13 | WIS 12 | CHA 16
Pact Magic (2 slots, 2nd level)
- Cantrips: Eldritch Blast, Minor Illusion
- Spells: Armor of Agathys, Charm Person, Darkness, Hold Person
Eldritch Blast. +5 to hit, range 120 ft., 1d10+3 force (2 beams)
Voss's Fate
| Outcome | Consequence |
|---|---|
| Captured Alive | Can be interrogated. Taunts that ritual will proceed anyway. "Others are already preparing the chamber. You're too late!" |
| Killed | Search body for documents, keys. Cabal continues without leader but is disorganized. |
| Escapes | Uses secret passage, Invisibility, or contingency spell. Will lead the ritual personally in Session 8-9. |
Scene 3: New Alliances
The Duke stands amid the chaos of his own throne room, blood on his decorative sword, shock on his face. Lord Voss - his trusted advisor for twenty years - lies captured or dead at his feet.
"I... I had no idea." His voice is hollow. "He was planning to... to sacrifice..."
He turns to you, the thieves he wanted executed just hours ago. "It seems I owe you my life. And perhaps my city."
The Duke's Response
Duke Haverfort is shaken but pragmatic. He offers:
- Full pardon: All charges dropped, bounty removed
- Resources: Access to armory, potions, equipment
- Authority: Captain Arden assigned to support them
- Commission: "Do what must be done to protect Hollowspire"
Roleplay the Duke: He's not a good man, but he's not evil either. He's vain, greedy, and out of touch - but he genuinely didn't know about the cabal. Being saved by the very thieves he hunted is humiliating but sobering. He may become a better ruler... or return to his old ways once the crisis passes.
Captain Arden's Commitment
Captain Arden approaches, her armor dented from the fight. "I should have listened sooner. The signs were there - I was too focused on the obvious criminals to see the real rot." She meets your eyes. "That changes now. My loyal officers are at your disposal. Tell us where to strike, and we strike."
Optional: Rescue Side Quest
If allies were captured by the cabal (Selise, Weeping Lady members), now is the time to rescue them:
- Intel from captured cultists reveals their location
- Quick raid on a cabal holding cell
- Rescued allies provide additional information or help
Scene 4: The Clock Ticks
A captured cultist, broken under questioning, confirms your fears:
"The Rite of Unbinding will proceed at midnight during the eclipse. The chamber is prepared beneath the manor - your manor, Your Grace. The sacrifices are already in place. Even without Lord Voss... Brother Aldric will complete the ritual. Zhal'Zar will be freed!"
He laughs madly. "You cannot stop what has been centuries in the making!"
Information Revealed
- Location: Catacombs beneath the Duke's Manor
- Timing: Midnight during the eclipse (tomorrow night)
- Requirements: The Gem ("the Eye"), sacrifices, the ritual sigils
- Backup Leader: Brother Aldric (high priest) will perform the ritual
The Gem's Input
The Gem's voice is urgent: "They seek to use me to summon Zhal'Zar into this world - at the cost of many lives. I will not be a slave to that fate. We must stop them... or I must be taken far from here before the eclipse."
A pause. "There is another option. If you bring me to the ritual site during the ceremony... I can disrupt it from within. Turn their own power against them."
Its tone is oddly eager. "Trust me. I know what must be done."
DM Note: The Gem has its own agenda. It genuinely wants to stop the cabal, but it also wants to absorb the ritual's power for itself. This will become apparent in Sessions 8-9.
Preparation Time
The PCs have until tomorrow night. They can:
- Rest: Long rest to recover resources
- Equip: Duke's armory provides gear (see below)
- Scout: Learn the catacomb layout (old maps exist)
- Rally allies: Weeping Lady fighters, loyal Watch
Duke's Armory Options
| Item | Availability |
|---|---|
| Potion of Healing (2d4+2) | 2 each |
| +1 Dagger | 1 available |
| Cloak of Elvenkind | 1 available (dusty but functional) |
| Holy Water | 4 vials |
| Silvered Weapons | 2 daggers, 1 shortsword |
| Scroll of Dispel Magic | 1 (Use Magic Device or allied caster needed) |
Session Conclusion
Night falls over Hollowspire. Tomorrow, the eclipse will darken the sky - and beneath the Duke's own manor, fanatics will attempt to tear open the veil between worlds.
You stand in the Duke's war room, maps of the catacombs spread before you. Captain Arden reviews guard positions. The Duke paces nervously. And in your possession, the Gem of Vhal'Zar pulses with anticipation.
You've gone from thieves to outlaws to unlikely heroes. Tomorrow, you descend into darkness to face an ancient evil.
The fate of Hollowspire rests on your shoulders.
Setting Up Sessions 8-9
- The PCs will infiltrate the catacombs beneath the manor
- They must stop the ritual before it completes
- The Gem has its own agenda that will become clear
- The true entity (Zhal'Zar or the Gem's full power) awaits
Experience & Rewards
Session Rewards
- Base XP: 500 XP per character (major story milestone)
- Bonus XP: +150 XP for protecting the Duke
- Bonus XP: +100 XP for capturing Voss alive
- Story Reward: Full pardon, Duke's resources and authority
- Alliance: Captain Arden and loyal Watch
- Equipment: Items from Duke's armory
Looking Ahead
Session 8 is the dungeon crawl into the catacombs. Session 9 is the climactic confrontation with the entity. Consider whether you want to run these as two sessions or combine into one epic finale.