Session 7

Unmasking the Hidden Hand

Turning the tables - exposing the conspiracy

Session Overview

Theme: Revelation, Confrontation, Turning Point
Tone: Dramatic, Political, Heroic
Primary Challenge: Social with Combat
Key Moment: Exposing Voss to the Duke

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

Public Accusation

Confront Voss at a public event - council meeting, court day, or the Duke's audience chamber.

Pros: Witnesses, harder to cover up, Duke sees everything

Cons: Requires getting access, Voss has allies present

Private Revelation

Request private audience with the Duke, present evidence without Voss present.

Pros: Duke can process without public humiliation, fewer variables

Cons: Duke might not believe, Voss could be warned

Captain Arden Alliance

Convince Captain Arden first, then approach Duke together with Watch backing.

Pros: Legitimate authority on your side, can arrest Voss

Cons: Must convince skeptical Arden, some Watch are compromised

Public Disclosure

Spread evidence through the city - pamphlets, town criers, Weeping Lady network.

Pros: Can't be silenced, forces investigation

Cons: Cabal might accelerate plans, risk of chaos

Preparation Actions

Before the confrontation, PCs might:

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:

Round 2 - Presenting Evidence:

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:

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 Encounter

PC 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:

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:

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

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:

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

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.

Session Notes

Session 6: Shadows Session 8: Descent