10. Sage and Ghost and also the Theldra reveal
Sage and Ghost
This is one way this encounter could happen. The other would be after the party reaches Taegan’s Rest. I think that might be better. Sage and Ghost have been stalking the party for a long time. Depending on how bad Saga’s situation is, then they appear.
As you get out of the prison, you breathe a sigh of relief. You have freed Bridgeport from a terrible fate, but the mystery has only grown stronger. What was that being that spoke to you through the crystal? What is going on inside Athean?
As you make your way back to the Bookwyrm and/or to Bad Poets Society, a sparrow suddenly flies right past Gentil, almost hitting him on the head. It then lands right in front of the party and looks at you quizzically.
If violent
An arrow, glowing bright with holy energy, pierces the ground in front of you. You can tell the owner of this arrow did not miss – they were trying to warn you.
“I wouldn’t do that if I were you,” the sparrow chirps. “My friend can be a bit temperamental and vengeful at times. And besides, we’re not here to fight. Just to talk.”
If not violent
“Curious. Very curious. You are a strange bunch of folks to be walking the streets of Bridgeport.”
Either way
Someone jumps down from one of the nearby rooftops and lands right next to the sparrow. He’s wearing a dark cloak and a mask. Around his neck is a long scarf, and you can make out the insignia of the Dawnwarden on it. He’s wielding a longbow, that’s still smoldering with holy energy, and has two small crossbows hanging from his belt.
“This is Sage,” the sparrow chirps, “and I’m Ghost.” Sage nods at you and says nothing.
“I do the talking, most of the time. It’s been so long, I can’t even remember whether Sage can speak, actually. At any rate, it doesn’t quite matter. But we have questions and we hope you’d answer.”
“You entered this city on a ship reeking with dark energies. And stench has only grown stronger over the past week. Yet you, yourselves… You… especially the tall one, the light shines on you.”
“Saga! Wait… Oh no, did she… did you… did you bring it back?”
The Theldranin
After you get back to Bad Poets Society, you notice that Theldra is not behind the bar. What’s even weirder, while there are tons of patrons all around, you notice that none of them are moving. They’re in stasis.
After looking around the inn, you notice that the drink cabinet behind the bar hides a secret room. If you open this, you’ll find Theldra inside, having a conversation with two other people. As you open the door, the two people immediately turn around with their weapons drawn. However, with a gesture of her hand, Theldra soothes the angry duo.
The twins Mara and Uldren are Theldra's enforcers. She found these two as orphans lost in the Underdocks and has brought them under her protection. Who knows if they're the first orphans Theldra has raised as her enforcers?
Theldra Nendalin is an ancient creature with a peculiar interest in the affairs of Bridgeport. In particular, she has sworn (for whatever reason) that she will protect the people living there. While she does possess the power to do so all by herself, she does not wish to draw too much attention. As such, she leads a small, but powerful, gang that protects the people from all kinds of danger. Anyone who dares to harm one of Theldra's people will face the full wrath of an angry Arganin. Luckily, no one has ever truly seen what Theldra is fully capable of.
Theldra tries to convince the party to not leave Bridgeport, because even though she is immensely powerful, her direct influence does not extend beyond Bridgeport. And even in Bridgeport, she failed to protect a lot of good people and they fell victim to the terrible deeds of Rhys.
Why didn’t you tell us or something like that
“A girl has got to have her secrets, no? And besides, if I were to trust every group of adventurers that entered the sacred halls of Bad Poets Society, I’d need to buy at least 15 more buildings – and I’m not one for monopolies, really.”
“I had to know. I had to ascertain that you were capable. And… well, you’ve gone to hell and have come back. For what it’s worth, I appreciate all that you have done for my city. I urge you, however, to please not leave. Stay. Help me protect these good people, who have done nothing wrong to anyone.”
Leave?
“I cannot force you to be helpful. But maybe you will help me and mine in your own way, no? Hm… Maybe you have to take that tainted paladin away from the city, away from me and mine. I can provide assistance with your quest. Oh and… don’t worry about your lodging and all the other fees. I’ll apply a necromancer-slayer discount for all of you.
Stay?
If your character chooses to stay behind, for whatever reason, I’ll give you the option to re-roll a whole new character.