



Narration:
Each of you after being infected with a chaos phage that is spreading is starting to develop a bad cough around you every person has either gone to sleep and not woken up or they have woken up with tiny runic markings running down their arms and legs.
The good news for the party is that they feel better than they have ever been before your disease is gone and each member of the party receives one bonus level in a spell casting class of their choice
Their objective for next 48 hours survives and find others like them because now they have all been brought to the surface as potion drinkers AKA rune witches the deadliest threat to the Heirphant of Brisbanes plan wipe out magic from the world.
The sees war wagons off in the distance and has about four hours until troops enter the village the party can meet up and plan to do whatever they want in this time but the Heirophant is coming and the first thing he will do is burn down libraries and schools so he can replace them with his own later on. After that everybody with rune marks on their body is coming under attack
Tactical Considerations:
*The Dm is allowed to build any number of human fighters he wants for this encounter Aditionaly their team is also aided by four homunculus slaves.
* The Brigad is very dumb angry and cowardly the four of them will mob the single weekest foe to make an example out of them however if two of them fall the rest will run away while the homunculi will only stabilize the dyeing soldiers for their turn. If a brigade member is captured hee will only shout out his eternal love for the hierophant before biting down on a suicide pill.
(With a successful intimidation check of 15 they will discuss how their wagon works or what they’re plan is with a 17 intimidation check they will reveal both.)
(They can be set free and join the parties quest adventure if somebody uses a fog cloud spell to free all of them or the shocking grasp spell to free them one at a time. Knowing how to do this requires an arcana check DC13, Something the players can now do as knowledge from the grand libraries of the multiverse now flows through them)
(*If the Homunculi go free the hierophant forces will flee in terror Back onto their wagons however if they are slain before that happens and the wagon is still in tack the party now has a horseless carriage at their disposal along with four homunculi coachmen mechanics to escape the area this bonus allows the entire party to move forward together as if they were all riding one giant horse. The brigade members carry keys on them that can free the homunculi constructs individualy)
*(if the party is defeated, they are arrested for questioning and could possibly escape later that night from within the wagon)

1: Assistance Quarters 2: Mayors House 3: Mayors Office, 4: Attacking wagon (this can be placed anywhere) 5: Library

A: Bed, B: Stairs C: Window, D: Ramp, E: Kitchen Area, F: table, G: Bath tub.
***After combat the party is welcome to take a short or long rest as they prepare for what to do next.***
Aftermath:
After the party defeats the brigade in any manner of their choice a runic Arcana check DC 12 allows them to figure out the controls and an arcana check DC 15 allows on to steer the carriage all be it bt crudely.
If the players have freed the homunculi, they remain loyal friends and will not only disable the fireball trap in the middle of the wagon but also pilot the team to Okata a peaceful country north of Adderon where they promise they will be able to get better recourses for the players. It is in Okata that the players will meet the odd bodkins.
The trip takes two days and the armored wagon easily intimidates any brigands following the party in this time the party can build a uncommon magic relic of their choice. While learning about anything the homunculi wish to teach.

Hazards:
In the center of the wagon there is a three-sided star in a hexagon this is the hierophant insignia it also an explosive fire ball rune spell.
An investigation check 12 reveals the rune and its potentially deadly nature. An Arcana check Dc 14 reveals what the rune does and how to break it easily thus granting advantage on thieves tools checks to destroy the rune.
A slight of hand check or use of thieves tools of 14 breaks the rune so that it cant be used however a 16 on this check earns the hero a new runic tatoo one that behaves as a wand of fireball they can use when they reach level 6.
If more than one homunculus is freed, they will be happy to grant the runic tatoo over and de bug the combat carriage. Otherwise, the rune detonates if the wagon is moved by anybody who isn’t a registered brigade member.
(Rune damage: as a level 3 fireball spell reflex save DC 14 vs 6d6 fire damage.)
Experience:
- Once the party safely leaves Adderons borders they will have completed this chapters objectives allowing them to swap out their bonus level for something else and/or gain a level in a class of their choice.
How the Homunculi can Help.

The Homunculi are captured spies and can speak a great deal about the Odd Bodkins Or the Heirophant of Brisbane forces. Each Homunculus is considered to be an expert side kick of at least 5th level with an intelligence score of 16 and proficiency with most every non combative skill.
Let’s create a custom pixie homunculus for your D&D game. Here’s a possible stat block:
Name: Gearwyndle
Size: Tiny
Type: Fey, pixie
Alignment: Neutral Good
Armor Class: 16 (natural armor)
Hit Points: 10 (2d6 + 2)
Speed: 10 ft., fly 30 ft.
“Whirring Wings”: Gearwyndle can use her wings to create powerful whirlwinds, giving all mechanical vehicles within 10 feet a boost to speed and maneuverability. Additionally, once per turn, Gearwyndle can use her action to give a mechanical vehicle a bonus to its speed and attack rolls for 1 minute. Does that sound fitting for Gearwyndle?
An Arcana check of 15 reveals that these are in fact Mark 7 epiphany guards. Living minds that constantly evolve with the players taking levels in expert as they also gain class levels)


