Libertad
Hero
I couldn’t help myself; I had to make one more post. We’re getting near the end of this book/adventure and I’m too antsy to wait until tomorrow.
The PCs hit level 6 at the start of this Act.
The Den of Snakes starts with either the Ghost or Mejid explaining that Shahmeran is a monster known as the Queen of Serpents, and who is chained beneath the Basilica Cistern. The PCs must strike a bargain with Shahmeran to decrypt the journal, but their ally also expects the PCs to ensure she remains imprisoned or dead. As for why, she is too powerful to let roam free.
The Basilica Cistern is effectively a dungeon with 2 large rooms. The ground floor is a cistern home to two groups of monsters, bichuras and merrows, at war. Bichuras are a new monster type, being the spirits of spells given flesh and form. In terms of stats they are small neutral monstrosities who can pick up and throw large objects well beyond their Strength and size limit as thrown attacks; they also have tremorsense and are always considered to be hiding unless detected via divination magic. On this level the PCs can find a journal written by a famous traveler hidden in a box with some potions and a scroll talking about the prison below, back when it was commissioned by the Roman emperor Justinian.
The prison beneath the cistern is guarded by powerful magic. The area within the jail cells have time frozen in them, and a persistent antimagic effect prevents spells from penetrating their area unless the door for that cell is unlocked and open. The prison is guarded by a Naziat, a celestial banished from Heaven yet still tasked with gathering the souls of evil creatures. They wield a magical scythe that can reduce a character’s maximum hit points until magically healed or a long rest is taken, and they have special abilities which detect and deal extra damage to evil-aligned targets so let’s hope all of the PCs are on the straight and narrow! There are a total of 15 cells with a variety of prisoners and remains, from two elven skeletons and a spellbook, the soul of a human trapped in a drawing who offended a Byzantine politician centuries ago and can be restored to bodily life if the drawing is dispelled, a crazy pyromancer who takes the form of a fire elemental, a gnome who doesn’t want to be freed as he’s doing penance for horrific murders committed lifetimes ago, and a former Vizier who is cursed with serpent eyes and has a burning hatred for nonhumans. One of the prisoners is the favored concubine of Suleiman the Magnificent, and can inform the PCs more about the magical origins of the Harem. They earn their powers from a pact with Suleiman, but hates Roxelana, the originator of the pact. The concubine blames her for everything bad that happened and has continued to happen in the Ottoman Empire.
If confronted with the fact that it is now centuries later, she will become suicidal and try to kill herself.
As for Shahmeran, she will be willing to parley with the PCs, offering to decrypt the journal in exchange for her freedom from the four chains binding her. As for her imprisonment, she will claim that she attempted to overthrow Justinian for “the good of the people of Constantinople,” but in reality her motives were selfish and she wanted to become an empress herself. Shameran is a snake in more ways than one, and will attack the PCs even if they honor her deal of freeing her.
In terms of stats Shahmeran is a pretty strong magic-focused monster. She can cast a variety of spells both utility and combat, and up to 3 times* can use a reaction to “steal” a spell cast, counterspelling it and then being able to cast it herself. On top of that, she radiates a short antimagic cone from her eyes like a beholder, and has an AoE attack that can deal psychic damage and stun nearby opponents.
*The book doesn’t say when this feature refreshes.
Once the PCs get the information they need and deliver it to either Mejid or the Ghost, the location of Mira is determined and their mission is as follows:
If the party goes to see Mejid;
“Have you acquired what I asked for? Marvelous. I might have offered you a feast for this accomplishment, but we have a limited amount of time here. The Ghost of March already knows where she is, and you must get to her first.” He pauses for a second and draws a heavy breath. “Though what I will ask from you now, you will not enjoy. I assure you, I will not enjoy uttering these words either. You must kill the girl. Before you protest, I know how distasteful it is to kill a small girl. But she is not a small girl, is she? She is a weapon. I would suggest you keep that in mind. So, go to the location and kill her on sight. Or you might not survive her powers.”
If the party goes to see The Ghost of March;
“You have found the address? Solid achievement. But we are almost out of time. If we know, he knows as well. You have to hurry and save the girl. He will surely murder her. The only way of protecting her will be to bring her to the Undercity, to safety. She might not want to come, but capture her if you must. She might not know what awaits her if she stays. And be careful. She might be a small girl, but she is quite dangerous.”
So I feel that the whole “you must choose who to side with” has come rather early in the adventure. Killing children is a topic that many gaming groups are very uncomfortable with, particularly for parents. And even if it’s a topic they don’t mind, it’s the kind of thing that establishes characters in a story as “a really bad guy.” There’s a very real effect that many gaming groups may decide to go against the Sultan, even if they don’t necessarily side with the Ghost of March. Of course the adventure doesn’t portray the Ghost of March as a saint either, given his minions’ sabotage of the steamboat in the beginning or the turtle-bombs during the Festival of Candles. But it’s another thing entirely to have a faction leader order the PCs to directly harm an innocent person.
Again, this brings up the question of Mira and Bergüzar’s ages and how long it’s been. Mejid went from a teenager to a grown adult since first meeting the latter and the start of the adventure, so for Mira to still be a small girl must mean that Mejid himself is not much older than his adolescent years or Mira was a toddler since Bergüzar left. I get that the timeline of real-world events has been squished a bit for dramatic effect, but in regards to the in-universe timeline of events an explicit statement would be good to have to avoid confusion on this matter.
The House Lying in the Dreams takes place in Bergüzar’s abandoned childhood home near the Trojan dig site. The party’s opposition will differ depending on who they sided with: if they sided with the Ghost they will be encountering Aziz Sefa Bey along with 2 Certain Stalkers and 4 Bostanji,* while siding with Mejid pits the party against Mervhan and Kore along with 4 Sekbans. In both cases the enemies will attempt to ambush the party and open with a barrage of long-range gunfire and/or spells. Mira will have taken notice of the battle outside and be hiding in the house, using her spells to keep away from the PCs. Mira is unwilling to leave the house, viewing her magic as a danger to the world and has taken precautions against such a scenario.
*antimagic rogues and regular warrior types.
PCs who force Mira to leave cause the house to come to life to attack the party and retrieve her. It’s a Gargantuan construct with some damaging grappling melee attacks, a 20 AC, and 144 hit points along with a variety of immunities. However, it has no ranged attacks of note and it cannot depart more than 500 feet from the place where it was built.
So wait, the House doesn’t come to life if the PCs try to kill Mira?
After this event’s conclusion the PCs will hit 7th level.
The Grand Negotiation (Ghost of March Route) happens when the PCs safely escort Mira to the Undercity. At this point the Ghost of March wants to call together a meeting of the various anti-government factions. Depending on how certain Side Quests have been resolved Ahra and the Janissary Remnants will either use the meeting to attack and kill Istanbul’s crime lords, or put it off and come to the negotiating table in good faith. Each faction leader has their own agenda and goals, several of which are mutually exclusive, of topics ranging from treatment of the non-human races, the Ottoman Empire’s foreign policy, and what should be done about the Harem mages and Bergüzar. The PCs must act as a negotiating balance to ensure a compromise. For example, Ahra wants the Janissary Hearth to be reinstated, but the Ghost wants to keep them abolished. It is possible to negotiate to have them in a symbolic role as one possible outcome.
The rest of the adventures in this Act and the following take place once the PCs are 8th level. And given that there aren’t as many story beats involving Mejid and practically every sidequest is below the PC’s capabilities by this point, there’s a dearth of content for 7th level PCs loyal to the crown.
Moreover, if Ahra agrees to be present at the table, she will forgo her plan of taking out all the crime lords to get in the good graces of the Palace. However, for her to agree, the characters must have done the previous quests of The Ghost of the March and brought her the “gifts” from the Sekbans.
Alright, so what happens if the PCs haven’t won over Ahra, and she and the Janissaries decide to crash the negotiations and start shooting? Well, the details of this event happen in the Mejid route offscreen…or is the implication that in the Ghost route she just doesn’t show up out of protest and this particular plot doesn’t develop? The book is rather unclear on this.
To Kidnap a Shahzadah (Ghost of March Route) happens at level 8, and its outcome is dependent on who is chosen to sit on the throne with Mejid’s removal during the faction negotiations. The quest is skipped if the PCs convince the factions to keep Mejid on the throne but with severely limited authority, but otherwise a plot is hatched to take the future Padishah/Sultan-to-be into a secure place before the coup. The most likely contenders to the throne are all Princes living in the Harem, and the PCs are to infiltrate it and replace him with a doppelganger double body known as Asfendaq who owes the Ghost a favor. He doesn’t take life too seriously, which can prove to be a hindrance.
The details for infiltrating the Imperial Harem are detailed in Act 4, which contains the final dungeons of the two routes in Historica Arcanum. Well, the final dungeon for the Ghost route can happen in Act 3 in the Tower of Justice, so a lot of this stuff is rather out of order.
Force the Snakes Out of Their Holes (Mejid’s Route) tasks the PCs with opening negotiations with Ahra and the Janissary Remnants. Mejid isn’t fond of Istanbul’s crime lords and knows that Ahra isn’t either. However, a house divided cannot stand, so he wants Ahra to be convinced that the crown will rightfully restore the Janissaries if they pull their support from the crime lords. Mejid has no intention of honoring this bargain, as like former emperors of old they will most assuredly place limits on his power if reinstated. While the Janissary’s restoration is a goal Ahra wants, she hasn’t forgotten the betrayal, so if she detects some hint of deception or cannot be persuaded she will ally with the Ghosts and Sekbans. But if the PCs win over the Wolf at the Door, she will move on with her plan and slaughter all the crime lords offscreen.
Personally speaking this feels a bit…iffy. The Janissaries hate nonhumans and swore off magic, but the crime lords don’t. I can’t see a guy like Giannis the Cut letting himself get gunned down so easily, and the Council of Ninth Life has eyes and ears everywhere. Maybe Chic Manu or Hano the Widow can die as I can see it being fairer fights (or at least one-sided in Manu’s case), but this is the kind of thing the PCs should be involved in.
Once the Janissaries hobble the crime lords and sever ties with the Sekbans, Mejid’s next plan is to deal with the Ghost’s support network. Aziz Sefa Bey learns that Mervhan is much more revolutionary than the Ghost, who is still progressive but more reformist in regards to policies for nonhuman rights. Mejid’s role in the Tanzimat Reforms has caused some nonhumans to hope that this progress will be extended to them, so the PCs must widen the gaps between the Sekban leaders by convincing Mervhan that Mejid is willing to bring them to the negotiating table. If Mervhan is not brought over, the PCs will be assigned to help the Bostanji take control of the major Undercity routes, blocking off all traffic to starve the inhabitants and make the Sekbans desperate…and therefore careless.
The Third Crescent - The Eye of Suleiman (Ghost of March Route) takes place in the Tower of Justice, a 20 room dungeon for the Ghost’s route that can occur during one of two events. The first is if they convince the Ghost of March to spare Bergüzar during the negotiation with the faction leaders. Otherwise it happens post-game if his coup and revolution succeeded but Bergüzar is dead, at which point he wants to find personal peace. The Tower is connected via a secret tunnel linking it with the Hagia Eirene Church, and tales say that the Padishahs used to climb it to overlook Istanbul from a hidden vantage point to remind people that the Empire is always watching. But its true function is to supernaturally tie the Harem mages’ spirits to the tower to stand vigil. It also mandates that said mages guard the imperial bloodline. In such a case, the Tower assault will take place before storming the Palace to ensure that Bergüzar and the other harem mages will be freed from their magical servitude. If it’s not broken, Bergüzar will be supernaturally compelled to defend Mejid even if she doesn’t want to.
This was done back when Suleiman the Magnificent and Haseki Sultan Hurrem/Roxelena married. Roxelena saw too many female mages persecuted and slaughtered the world over, and wanted to forge a safe haven for her kind. Suleiman was keen to this idea, and saw the value in strengthening the Ottoman Empire with magical might. This established the tradition of the Harem teaching its members the magical arts and a pact to never bring harm upon the Imperial bloodline. Due to the tower’s magic it won’t let in living servants of the state, so Alemdar will join the party once they break the seal.
The dungeon itself is rather linear, containing several rooms with puzzles that let the PCs pass safely if they figure it out, and pit them against supernatural guardians if they fail. There’s also some pretty potent magic items to be found here, such as the Blade of Suleiman* and Yasevi’s Arcane Tome.
*It is a +2 yatagan sword dealing +2d6 psychic damage against all non-djinn, and the wielder can see any djinns even if invisible and makes them immune to possession attempts. Sadly we won’t be fighting any more djinn during this adventure path, so these abilities are rather moot.
The final room contains the magical seal, a gold chain held together by a jade plaque with the Imperial family’s insignia. Once it is broken the Ghost of March will appear, and the party will see the spirit of Mahmoud, the ruler before Mejid, materialize. Mahmoud will give an arrogant speech, putting down Alemdar for seeking vengeance against his son. Alemdar retorts that he serves the Empire and not the throne, will use his Paladin stat block if Bergüzar’s bonds are to be broken, Rogue otherwise.
In terms of stats Mahmoud II is a powerful CR 15 undead with 20 AC, 247 hit points, resistant and immune to quite a number of damage and condition types, can Multiattack with a deadly spectral blade dealing necrotic damage, and can summon two Grim Golems to his aid. The Grim Golems aren’t anything special, being CR 6 bags of hit points that deal melee slam attacks. There’s a sidebar of quick quips and exclamations for Alemdar and Mahmoud to say to each other during the fight.
Thoughts So Far: This Act feels oddly structured. The Ottoman Imperial Harem’s details are one more Act away rather than being in this Act, and there’s clearly a lot more content for the Ghost of March/Sekban route than the Mejid route. I feel that there’s some author favoritism towards the former due to this. The Cistern dungeon crawl is definitely the highlight of this chapter, and I do like the fact that the negotiation meeting in the Ghost route has many angles for PCs to determine the political structure of the Ottoman Empire in the ending.
I’m not fond of the idea of child death being a nigh-mandatory act* for one route, nor am I for the offscreen deaths of Istanbul’s crime lords. This adventure has suffered quite a bit in de-autonomizing the PC actions, and at this point it’s recurring enough that DMs trying to fix it will have to do quite a bit of work.
*Presumably the PCs can thwart Mejid even when siding with him, as the ending details such an occurrence, but doesn’t say what actions the Sultan will take if he finds that the PCs betrayed him nor further details Mira’s characterization of being a living MacGuffin.
As for the fight with Mahmoud II’s spirit, there is one thing that stands out: the PCs are fighting alongside the Ghost of March, who has Legendary Actions and can hold his own in battle pretty well. Mahmoud does not have legendary or lair actions, and even with his golems he’s outnumbered in terms of action economy. This means that the fight may be pretty easy, and given the sidebar of quips the PCs may feel like they are second-stringers to the Ghost of March.
Join us next time as we seal the Ottoman Empire’s fate under a blood-red lunar eclipse in Act IV!