Between dark water and glimmering gold Plot in Sienne | World Anvil

Between dark water and glimmering gold

Summary

 
   The party is hired by one of the ruling families of Avan'Wanor's capital, House Sylviere, to retrieve a shipment of drugs that was set to arrive in the city's port a couple of days ago.   However, the players are informed that the shipment has been delayed due to an unknown affliction that has struck the crew of the ship carrying the drugs. The ship is currently quarantined in the bay and no one is allowed to approach it for fear of spreading the affliction.  
by Colin Moore
   The party is tasked with investigating the cause of the affliction and finding a way to safely retrieve the drugs from the ship while keeping a low profile. Their contractor is convinced that the affliction is not a natural disease, but rather a curse of some kind.   Through their investigations, they shall uncover evidence that points to the involvement of a rival ruling family, the House Artonis, which is trying to disrupt the supply chain and gain an advantage over the House Sylviere.   As the players delve deeper into the mystery, they will encounter resistance from both the rival ruling family, who will stop at nothing to protect their interests, and the afflicted crew, turned into pupets. Ultimately, the party must find a way to resolve the situation and ensure the safe delivery of the drugs, all while avoiding the city guards and navigating the political intrigue and dangers of Roðtull'heill.
 

Chapter I : Smoke on the water

 
   The already existing party meets Adrian Sylviere at a small tavern in a quiet corner of the city. They are mercenaries that are already used to do small jobs for the House Sylviere. Adrian is a member of said family, one of the eight founding families that rule over Avan'Wanor.      The tavern, called The Grumpy Oister, is dimly lit and sparsely furnished, with a few roughen tables and chairs scattered about the room. The last rays of sunlight come directly through the windows on the side of the tavern as the sun sets over the sea. Adrian is already seated at one of the tables, nursing a mug of ale and looking up as the party enters. He nods to them in greeting and beckons them over to his table.   He is a small creature dressed like a man. His face, covered in fur, is well groomed and split in two by his enormous fluffy mustache. Although, despite the funny and cute look his fur and small hat give him, his gaze is as piercing as thunder and his greed knows no limit.  
by sixmorevodka
   Once the party is seated, he gets straight to business. He tells them that House Sylviere has recently been expanding its operations into the drug trade, specifically a new drug that has become very popular among the upper class of the city called Glimmer. Adrian admits that this is not strictly legal, but assures the party that the Sylviere family has taken precautions to avoid detection.   However, Adrian continues, there has been a complication. One of the Sylviere family's shipments of drugs has been held up in the bay, under quarantine due to an outbreak of illness among the crew. The House suspects that this is a deliberate attempt by a rival family, the House Artonis, to disrupt their operations, and they need someone to go and investigate.   Adrian offers to hire the party to investigate the matter and ensure that the shipment is delivered safely. He explains that there will be a significant reward for their services, the access to a home and maybe even a title as Agents of the House if they do a good job. He also emphasizes the importance of discretion - if the authorities were to find out about the illegal drug trade, it could spell disaster for the Sylviere family and their allies.   He's also concerned by the return of the Cobalt Lady in town. She has a reputation of being a potent witch, saved from the stake only by her entire devotion to House Artonis. She could be a great threat for the business.   Lastly, Mr. Sylviere hands the party a small, ornate box. He tells them that it contains the key to one of the family's ship storage on the dock. There will be a ship waiting for them there in order to go and board the cursed trade ship, the Siren's Call, and deliver its cargo. They'll have to be quick as no one knows if the ship is in good shape and it is vital to keep the Glimmer away from the sunlight. It'd be best to retrieve it before sunrise to ensure it doesn't get altered by some light going through potential holes in the hull.   He also warns them that House Artonis will almost certainly have their own agents watching the ship, so they should be prepared for potential opposition.      With that, Adrian finishes his ale and stands up, signaling that the meeting is over. He thanks the party for their time and wishes them luck, before slipping out of the tavern and disappearing into the night.
  Adrian Sylviere + DM TLDR
Adrian Sylviere is the quest giver
   - He is a small humanoid covered in fur with a well groomed mustache, a tiny hat and mischievious eyes
   - The party already took quests from him

Objectives of the quest :
   - Bring him the shipment safely
   - Save the ship and its crew before it's too late
   - If possible, find out who/what did it

About the quest :
   - The ship may be damaged -> need to act before sunrise in case light could go through a hole in the hull

Additional informations to give :
   - Glimmer is destroyed by sunlight
   - There is a boat ready for them on the docks -> give them the key to it
   - High odds that House Artonis is behind this
   - The Cobalt Lady is a potent witch
   - Such curses are usually broken by either killing the witch or destroying the material vessels used for the curse

 
 
Encounter n°1
     As the party steps out of the inn, in front of the docks, they get jumped by a group of mercenaries trying to discourage them from sticking their noses into this boat business. Some of the mercenaries are wearing distinctive uniforms associated with House Artonis (a large blue eye symbol) indicating their allegiance and involvement in the curse.
     There is a young boy selling bouquets of Silver Thistle. He claims they can keep the sickness and bad luck away. He will cower being his counter as soon as the encounter turns south. But after wards, the party can learn from him that the Silver Thistle is often used do dispell curses but its production is getting more complicated as House Artonis now owns all of the greenhouses of this side of the city and actively hunts down the competition.
  Enemies : Thief

Thief CR: 1

Medium humanoid,
Armor Class: 12
Hit Points: 27
Speed: 30 ft

STR

10 +0

DEX

15 +2

CON

10 +0

INT

12 +1

WIS

14 +2

CHA

16 +3

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4   Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.   Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Senses: passive Perception 16
Languages: Common
Challenge Rating: 1

Actions

Multiattack. The spy makes two melee attacks.   Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.   Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

x2 Slinger

Slinger CR: 1/2

Medium humanoid,
Armor Class: 13
Hit Points: 16
Speed: 30 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

11 +0

WIS

13 +1

CHA

11 +0

Skills: Nature +4, Perception +5, Stealth +6, Survival +5
Senses: Passive Perception 15   Keen Hearing and Sight. The slinger has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Languages: Common
Challenge Rating: 1/2

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.   Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.   Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

x3  

Chapter II : Cursing like a pirate

 
   While investigating the docks and the mercenaries, the party may find a note that mentions the involvement of House Artonis in the shipment and the curse.
 
by Monzoobo
We have spotted the filthy Sylviere's pawn meeting with a group of weird looking mercenaries in one of our inns, they are likely looking to bring the ship to shore. The curse cannot spread to the city. Use everything in your power to prevent them from getting to the ship and the jar in our vault.
— M.A.
 
   The party may overhear conversations or rumors from the locals or other sources that suggest House Artonis is behind the curse and that they have the means to break it in their industrial compound.
There is a flyer pinned on the nearest wooden beam where they can see this (see picture "The Incredible Cobalt Lady").
by Monzoobo
   The players have three main ways of lifting the curse. They can kill the witch, let the cleric use antimagic on one of the jars or defuse the liquide in one of the jars with Silver Thristle powder. Some party members may want to investigate and find the witch to either talk her out of it or kill her, it will be a really tough fight (and it may require ressources that the players will then lack for the final fight).
DM TLDR
After the encounter, players can find :
    - a flyer about the Cobalt Lady and the florarium
    - a written note about the party and the jars
    - Silver Thistle powder on the thugs
NPC :
   - there is a boy selling Silver Thistle nearby

 
 

Holy trap !

 
by Midjourney
   
As the players start to look for a cleric and asks around, a young boy comes out and tells the party Master Oren sent him to fetch them. He leads the adventurers to the Crystal Pillar district, halfway up the mountain peek in the center of the city.   They arrive in a square that overlooks the beautiful blue bay of Rodtul'heill, where the Siren's Call is anchored. The sea breeze brings in the fresh scent of salt and seaweed. The square is surrounded by tall, elegant buildings with wrought iron balconies and colorful awnings. The stone-paved ground is clean and well-maintained, with a few trees and bushes planted here and there. A large fountain stands in the center of the square, its sparkling water reflecting the red sunset sky.   On the west side of the square is a large building with white marble columns and arched windows. This is the temple of the The Black Maiden, a place of worship for sailors and fishermen. Devoid of bells, the temple emits a regular and timeless breathing as the wind rushes through the thin openings that dot its façade. On the east side of the square, there is a small tavern with a wooden sign that swings in the wind. The smell of roasted meat and ale fills the air, and a few sailors can be seen drinking and chatting outside.   At the far end of the square, near the edge of the cliff, stands a small stone tower with a winding staircase leading up to the top. The tower offers a panoramic view of the bay and the surrounding area. The party can see Father Oren standing at the top, looking out towards the Siren's Call. Some kind of surreal petals of innumerable colors seem to come out of his clear tunic. He wears a silver amulet around his neck.       The old man adresses the party with sadness in his voice "Do you hear? The seagulls have been silent since the boat entered the bay. But maybe we could help each other..."   He explains shortly that the ship is cursed and assures he can lift it although he might need help as the incantation takes time and the crew might not want to let him proceed. Yet he would not be doing this only by pure goodness : his daughter is on the boat, she's the captain. He wants the party to save her at all cost. As long as she is safe, he doesn't care about the shipment and what the players do with the ship.       He offers to bring the entire party to the boat using his medallion that allows for a teleportation to its pair, worn by his daughter, Alicia Burges.   DM TLDR
If party looks for a cleric : a young boy leads them to "Master Orsen"
  Father Orsen :
    - old man
   - weird robe with petals seemingly growing from it
    - is the father of Alicia Burges (the Captain)
    - as a teleportation medallion to get to the boat
    - can lift the curse
  Quest given : save the Captain
 
 

A lucky find

     The party finds Silver Thritle powder on the corpses of the thugs they killed and realise it might be an antidote thanks to their knowledge (Nature or Medicine check) or to the young boy next to them selling the same flowers. The strong cinnamon smell of the powder is the key clue here about the nature of the powder. They can buy some bouquets at the boy next to them. Once they have the flowers, they need to either go to the florarium to diffuse this jar or go to the boat to diffuse the one that's on board.   DM TLDR
Well, your players are smart but it ain't fun ! xD
If they decide to go to the florarium -> check "then it's a heist"
If they decide to directly go to the boat -> check "a way to the Siren's Call"
 

Chapter II bis : It belongs in a florarium !

     After reading the note, the party may want to go to the vault mentioned. To do so, they'll have to go to the florarium. The party may acquire the necessary herbs before making their way to the House Artonis compound.  
by Tai Le
     The night of the Florarium's reopening is a grand event, with the air thick with the fragrance of exotic flowers and the sound of music and laughter. The gates are thrown open, and guests are ushered through a grand courtyard to the main entrance.
The Florarium, House Artonis' compound, is an impressive sight as it reopens to the public after a long period of closure. The building is a sprawling complex of towering white stone walls, greenhouses, botanical gardens, and ornate halls, all interconnected by winding paths and stairways. The compound's main entrance is a massive ornamented glass gate guarded by a pair of heavily armed men. As the party approaches, they are greeted by the sights and sounds of a festive crowd streaming into the compound, eager to explore the lush gardens and enjoy the evening's festivities.      The ball hall, where the Cobalt Lady is scheduled to perform, is a grand chamber decorated with shimmering crystals and gold-leafed moldings. The walls are adorned with murals depicting exotic plants and creatures from far-off lands in a myriad of blue shades. A stage is set up at one end of the room, flanked by towering flower arrangements.   As the party enters the hall, they are swept up in the excitement of the crowd, the music and the intoxicating aroma of flowers. The Cobalt Lady, a striking woman with flowing arctic hair and a long, flowing gown, takes the stage to rapturous applause. Her voice is enchanting, and her songs are hauntingly beautiful, lulling the crowd into a dreamlike state. By her sides, masked performers dance like puppets.
     As the performance progresses, the party must decide whether to search for the vault and the Silver Thistle greenhouse or try to assassinate the Cobalt Lady on her private balcony near the bal hall.    

Then it's a heist !

     If they choose to search, they will have to find the entrance to the Silver Thistle greenhouse. It is hidden behind an invisible door in the main courtyard. The vault is accessed through another door in the greenhouse.   The vault is spatious and, against all odds, the room has beautiful bay windows with a breathtaking view of the bay. Away, the party can see the Siren's Call in its growing blue smoke.      Once they got into the vault, the second jar containing the replica of the cursed ship is visible on a marble altar in the center of the room. They quickly find the herb they need and begin the process of defusing the liquid inside the jar. Note that as long as the liquid didn't get diffused, what happens to the replica happens to the ship itself. It would be unwise to break open the jar by throwing on the flour for example.   As they do so, they notice that the real ship, still trapped in the cove, begins to emit a faint glow. The curse is beginning to weaken. With the liquid defused, the replica ship crumbles to dust, and the curse is lifted from the real ship.
DM TLDR
There is a hidden entrance in the courtyard -> detect magic to show the door
There is a door iniside the greenhouse -> need to pick the lock or force it open

To show the players what not to do with the jar, you can describe the ship shaking in the bay as they pick up the jar
 
Florarium's map
WIP
 
Encounter n°2(a)
   
As the party makes their way out of the florarium, they hear footsteps approaching. Soon enough, a group of guards comes into view, walking in their direction. The guards are wearing sturdy armor and carrying weapons at their sides, looking alert and ready for trouble.   The veteran among them is a tall, broad-shouldered man with scars crisscrossing his face. If the party fails their stealth check, he immediately spots the party and raises his weapon, barking out a command to halt.   "Who goes there? Identify yourselves," he demands, his voice gruff and no-nonsense.      Without a convincing cover story, they may need to fight their way past the guards. The veteran takes the lead, charging at the party with his sword raised high. The other guards follow, rushing forward to attack.   Enemies : House Artonis Guard

House Artonis Guard CR: 1/8

Medium humanoid,
Armor Class: 16
Hit Points: 11
Speed: 30 ft

STR

13 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Perception +2
Senses: passive Perception 12
Languages: Common
Challenge Rating: 1/8

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

x4 House Artonis Veteran

House Artonis Veteran CR: 3

Medium humanoid,
Armor Class: 17
Hit Points: 58
Speed: 30 ft

STR

16 +3

DEX

13 +1

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Athletics +5, Perception +2
Senses: passive Perception 12
Languages: Common
Challenge Rating: 3

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.   Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.   Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

x1  

The hard way

 
by Ina Wong
   If they choose to assassinate the Cobalt Lady, they must find a way to sneak past her personal guards and gain access to the private balconey overlooking the ball hall. The balconey is not looked after by any guard but a lackey is keeping watch on the door leading to it in the ball hall. He may need to be distracted. The party will need to use their stealth to get to the Cobalt Lady without being detected.   The last scene of the performance of the Cobalt Lady consists in the sudden appearance of a gigantic magical waterfall, gushing from the top of the florarium's façade in a surprisingly melodious but deafening noise. The waterspouts thus created are transformed into a multitude of small translucent butterflies during the fall and evaporate before the ground.      After the end of her performance, the Cobalt Lady will take a break and come to the balconey to drink tea alone and enjoy the silence of the night as the magical waterfall keeps flowing inside the bal hall, merely covered by the never ending applause of the public.   She'll only have 3 of her puppet like lackeys with her (turns out they are husks, victims from the the Azure Dream too)
Enemies : The Cobalt Lady

Cobalt Lady CR: 4

Medium humanoid,
Armor Class: 16
Hit Points: 82
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

10 +0

INT

15 +2

WIS

16 +3

CHA

13 +1

Saving Throws: Wis +5
Skills: Arcana +3, Deception +4, Perception +4, Stealth +3
Senses: passive Perception 14
Languages: Common, Abyssal, Deep Speech
Challenge Rating: 4

Spellcasting (Mage). The spellcaster's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks)   Cantrips (at will): fire bolt, light, mage hand   1st level (3 slots): burning hands, shield, sleep

Actions

Arcane claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

x1 Cursed Husk

Cursed Husk CR: 1/2

Medium humanoid,
Armor Class: 10
Hit Points: 26
Speed: 20 ft

STR

15 +2

DEX

8 -1

CON

15 +2

INT

3 -4

WIS

6 -2

CHA

3 -4

Skills: Rampage. When the husk reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a slam attack.   Cursed Fortitude. If damage reduces the husk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the husk drops to 1 hit point instead.
Damage Immunities: Psychic
Senses: Darkvision 60 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/2

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

x3      
Once she's dealt with, the curse will disapear... but they'll have to escape the place without alerting the guards. To do so, they can drop to the courtyard below and escape through it. That being said, it is 30ft below. To get down safely, they'll either need a rope or to use the sprawling vines that grow along this wall. But it might be quite dangerous to do so.
DM TLDR
DM : "Are you sure about this ?" xD
  The party decided to kill the Cobalt Lady.
  They need to :
   - distract the lackey
   - get to the balconey
   - fight the Cobalt Lady and her husks
Note :
   - the waterfall sound will cover the fight
   - after the combat, if they want to be sneaky, they can drop from the balcony to the courtyard below but they'll need a rope or to use vines on the wall (dangerous)

PS : try not to tpk ;)
 
 

Chapter III : Finding a way to the Siren's Call

     The ship storage owned by House Sylviere is a large wooden building near the docks, with a heavy iron door and a large keyhole. The key provided by Adrian unlocks the lock with a satisfying click. Inside, the storage is dimly lit by a few lanterns hanging from the ceiling, casting eerie shadows across the walls. The air is musty and smells of salt and damp wood. Rows of shelves line the walls, filled with crates, barrels, and chests. The floor is made of dirt and is slightly damp. In one corner, there is a stack of old sails and ropes. In another corner, there is a small, dusty desk with a ledger on top. The space is large enough to store a small boat, which is where the party will find the rowboat they need.      The rowboat is a sturdy wooden vessel, about ten feet long, with two sets of oars and a small mast for a sail. It is stored on a pair of wooden racks near the back of the storage, along with a set of oars and some coils of rope. The party unties the boat and carries it outside, launching it into the water with a splash. They climb aboard, take up the oars, and begin rowing towards the Siren's Call, their hearts pounding with excitement and apprehension. As the party paddle towards the Siren's Call, they can feel the choppy waves rocking the small rowboat. The dark silhouette of the ship loom in the distance, its masts and rigging, hiding the stars were faintly coloured by the unsettling blue aura that seems to emanate from the ship itself.
  DM TLDR
The party at this point may have already broken the curse (if they went to the florarium) yet they still have to go to the ship itself to retreive the Glimmer.
There is a rowboat at their disposal.
 

Chapter IV : Glimmering sparks

 
by Laure-Au
   As the party reaches the top of the anchor's chain and steps onto the deck of the Siren's Call, they see a ghastly sight. The crew, all zombified and with vacant eyes, are mindlessly moving boxes and crates from the hold onto the deck. The adventurers can hear the occasional clinking of glass vials and the rustling of paper as they work.   But the party knows that the Glimmer is highly fragile and will be destroyed if exposed to sunlight. Dawn is approaching, and if they don't act fast, the shipment will be lost.      Through the sound of shuffling feet and heavy breathing as the zombified crew continues to move crates of Glimmer onto the deck, they suddenly hear a voice call out to them, commanding them to step aside and let the crew do their bidding.   Looking around, the party sees a tall, striking half-elf woman with small horns and long black hair, dressed in an intricate blue cloth sided by long tassels on top of an almost translucid veil. It's clear that she's the captain of the ship.   "You shouldn't be here," she says in a low, dangerous voice. "This ship is under quarantine, and I won't hesitate to use force to make sure you leave."   DM TLDR
Alicia Burges is not going to negociate about saving the Glimmer. She is convinced that it is a scourge that is going to cause much harm in the city. She helped House Artonis to curse the ship in order to have the time to destroy the shipment after she found out she was hauling illegal and dangerous stuff that wasn't mentioned in her contract. She is convinced to be the good guy and will do anything to stop the party from retreiving the drug.
 
Encounter n°3
     This fight has two phases, it changes whether the party removed the curse already or not, whether they came with the cleric or not, and it is on a timer.   At the beginning of the fight, the DM rolls 1d10. It is the number of rounds remaining before sunrise (and the destruction of the Glimmer).   If he's here, Father Oren will start the incantation to dispell the curse. He won't be able to move until the end of the combat, he must stay alive. Additionally, every 3 rounds, he finds the strength to focus a bit on the party and heals every PC 1d6hp.   The fight starts against the Captain alone.   Enemy : Captain Alicia Burges

Captain Alicia Burges CR: 4

Medium humanoid,
Armor Class: 13
Hit Points: 31
Speed: 40 ft

STR

8 -1

DEX

12 +1

CON

10 +0

INT

11 +0

WIS

13 +1

CHA

16 +3

Saving Throws: Dex+3, Con+2
Skills: Acrobatics+3, History +2, Survival +3
Senses: passive Perception 11
Languages: Common
Challenge Rating: 4

Actions

Multiattack The Captain makes two attacks with her Scythe, the second has disadventage.   Khopesh Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

Backflip When a creature attacks her with a melee or ranged attack, she can make a Dexterity (Acrobatics) check to avoid being hit. If the result is higher than the attack roll, the attack misses.

Legendary Actions

The Captain can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Captain regains spent legendary actions at the start of its turn.   Reposition The Captain moves 10 feet without provoking Opportunity Attacks.   Extra Attack The Captain makes one attack with her khopesh.

x1      She'll likely die fast but when she hits 0hp, she drinks a flask of Glimmer and transforms. At this point, if the party didn't diffuse the ship's curse, she'll call some of the crew for help at the beginning of the encounter, bringing 4 Cursed Husks as a meatshield. Besides, the party is trapped with the enemies in a 60ft circle as a dark dome forms like a wall between them and the rest of the world.  
by Kudos Studio
  Enemies : Corrupted Captain

Corrupted Captain CR: 6

Medium humanoid,
Armor Class: 17
Hit Points: 76
Speed: 40 ft

STR

15 +2

DEX

15 +2

CON

14 +2

INT

12 +1

WIS

12 +1

CHA

16 +3

Saving Throws: Int +4, Cha +5
Skills: Arcana +4, History +4
Damage Vulnerabilities: radiant
Damage Resistances: psychic ; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: necrotic
Condition Immunities: exhaustion
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Deep Speech
Challenge Rating: 6
by Kudos Studio

Spellcasting. The Corrupted Captain is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:   Cantrips (at will): chill touch, eldritch blast, mage hand

2/day:
Eldritch Restraints The ground in a 20-foot radius centered on a point within range sprouts chains of dark energy. The area becomes difficult terrain for 1d4 rounds. Each round, every creature inside the zone must succeed a Dex save or suffer 1d6 necrotic damage and become grappled.   Echos or Corruption The Cursed Captain unleashes a destructive sound wave in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 4d6 force damage, is pushed 20 feet directly away from the caster, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.   Hold person The Cursed Captain targets a humanoid that she can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1d4 rounds. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.   Invisibility The Cursed Captain becomes invisible for up to 2 rounds. Anything she is wearing or carrying is invisible as long as it is on her person. The spell ends if she attacks or casts a spell.


Special Abilities   Eldritch Armor Each turn, the Cursed Captain is immune to the first 10 damage inflicted to her. This ability resets on every turn. However, radiant damage bypasses this effect and removes all immunities and damage reductions for the rest of the round.
  Sunless slumber The Glimmer degrades rapidly in the sun. The resistances and immunities of the Cursed Captain are removed once she is basked in sunlight. Additionaly, sun light pierces through her shroud abilities and she takes 1d4 necrotic damage at the beginning of each turn if not in shadows.

Actions

Cursed Khopesh Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Multiattack The Cursed Captain makes two attacks with her khopesh.

Reactions

Backflip When a creature attacks her with a melee or ranged attack, she can make a Dexterity (Acrobatics) check to avoid being hit. If the result is higher than the attack roll, the attack misses.

Legendary Actions

The Captain can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Captain regains spent legendary actions at the start of its turn.   Reposition The Captain moves 10 feet without provoking Opportunity Attacks.   Extra Attack The Captain makes one attack with her khopesh.    

Lair Actions

Vilain Action
These actions happen at the beginning of their respective rounds (R2 = 2nd round etc.) regardless of initiative order.   Rally [R2] Every Husk still standing makes an attack if it has a target at range.
  Broken Mast [R3] After the second round of battle, the mast brakes down and reduces the battlemap.
  Dark Sun [R4] The Cursed Captain makes a single cleaving attack sending a wave of energy around her, creating a dark sun above her head and halving all characters' movement speed for a round.   Every character failing a Dex save against it takes 1d4 damage and gets pulled to her melee range (5ft.).   If more than one character were pulled, the dark sun crashes down onto the Cursed Captain dealing to every character in a 15ft radius around her 1d8 damage per character pulled (up to 6d8). She is not affected by these damages. If less than 2 characters were pulled, the sun just disappears after the end of the round.

x1 Cursed Husk

Cursed Husk CR: 1/2

Medium humanoid,
Armor Class: 10
Hit Points: 26
Speed: 20 ft

STR

15 +2

DEX

8 -1

CON

15 +2

INT

3 -4

WIS

6 -2

CHA

3 -4

Skills: Rampage. When the husk reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a slam attack.   Cursed Fortitude. If damage reduces the husk to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the husk drops to 1 hit point instead.
Damage Immunities: Psychic
Senses: Darkvision 60 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/2

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

(x4)      Once defeated, she'll transform back into her human form, confused and terrified.
  "I am so sorry! I don't know what happened ! I have no quarrel with you. But you must understand that we have something important to do. We cannot allow anything to interfere with the destruction of this shipment."   She pauses for a moment before continuing, her tone softening. "I know what the House Sylviere has done, and I cannot in good conscience continue to support them. That is why I have chosen to help the House Artonis with their curse. For the good of the city, we cannot let this shipment get to shore, the lives of thousands of innocent people are at stakes here !"   If the party decides to kill her, she'll try to get away using a medallion linked to her father's.      In order for the party to lift the curse afflicting the ship, they need to take the jar that the Captain put near the steering wheel before the fight and diffuse the liquid with the Silver Thistle.

Epilogue

     After lifting the curse, potentially saving the Glimmer and hopefully saving the Captain, the party will have to make it to shore in order to finish the job. Adrian Sylviere shall be waiting for them on the docks, near the ship storage, with some guards in order to retrieve the Glimmer safely.
Rewards for delivering the Glimmer
   - Promotion of the party as "Agents of the House"
   - The key to an estate in the Crystal Pillars district that shall be their new home
They could try to negociate to get a part of the Glimmer stock
  Rewards for lifting the curse on the boat and crew
   - 100gp each.
   - one favor from Adrian (one for the whole party)
     Father Oren, and his daughter will leave promptly but can be found later on the same square as where the party met the cleric for the first time.
Reward for keeping the Captain alive (Father Oren)
   - The golden medallions Father Oren and his daughter wear (can teleport to one another)
   - The help of Miss Burges in the future

Important lore

 

Glimmer

   Glimmer is a rare and expensive magical enhancer that is highly sought after by the upper class of the city. It is a sparkling, iridescent liquid that glows with a soft golden light. When ingested, it enhances a person's magical abilities, allowing them to cast spells with greater power and precision. However, prolonged use of Glimmer can lead to dangerous side effects, including heightened aggression, hallucinations, and in some cases, cannibalistic tendencies. Despite these risks, the allure of the increased magical potential provided by Glimmer continues to drive demand for the drug among the wealthy and powerful.
  House Sylviere's control of the Glimmer trade means that they have a significant source of wealth and influence.
  Additionally, the use of Glimmer has been shown to enhance magical abilities, making it a valuable resource for mages and sorcerers. This means that House Sylviere not only has the wealth to buy political influence, but they also have a means of enhancing the magical abilities of those who are loyal to them, further solidifying their position in the Council.
  Furthermore, the potential for the development of cannibalistic tendencies among Glimmer users creates a sense of fear and unease among the general populace, which can be exploited by House Sylviere to further their political agenda.
     Overall, House Sylviere's control of the Glimmer trade gives them a significant advantage in the Council of The Eight, allowing them to amass wealth and influence while also potentially enhancing the magical abilities of their supporters and instilling fear in their opponents.
 
 

The Azure Dream (Curse)

   The Azure Dream is a mysterious affliction that turns humans into husks - emotionless, empty shells of their former selves. Those afflicted by the Azure Dream are plagued by vivid hallucinations, eldritch visions that warp their perception of reality. The afflicted often describe their experience as being lost in a nightmarish world, often related to the sea and the horrors that lie beneath its surface, such as tentacled monstrosities and eerie mermaids.
     The origin of the name "Azure Dream" is uncertain, but some speculate that it is because the visions associated with the affliction are primarily blue in hue, while others believe that it is because the curse was first encountered by a sailor who had been sailing the Azure Sea.
  The Azure Dream is insidious and difficult to detect. Its symptoms are gradual and can easily be mistaken for a slow illness or aging. Once it takes hold, there is no known cure, and victims will continue to waste away until they eventually perish.
  The affliction is said to have been born from dark magic, and those who wield it are rumored to be powerful sorcerers with a penchant for cruelty. The affliction can be spread through contact with bodily fluids, such as blood or saliva, or through exposure to cursed objects.
     Despite its deadly nature, there are some who seek out the Azure Dream for its power. They believe that by mastering its dark magic, they can gain control over others and become all-powerful. However, the cost of such power is high, as they too will eventually succumb to the affliction and become nothing more than husks themselves.
  It is assumed that, as for most curses from the lore of the deep, to lift the curse, one must either kill the entity responsible for casting it or diffuse one of the jars containing the liquid used in the curse ritual. The Silver Thistle powder is known to neutralize this liquid (among other things) and break the curses.
 
 

House Artonis

   The Artonis family is one of the eight ruling families of Rodtul'heill, known for their vast wealth and extensive network of business ventures. They are renowned for their expertise in herbology, and their compound, the Florarium, is a sprawling complex filled with gardens and greenhouses where they grow rare and exotic plants.
  Located in the heart of the city, near the bustling docks, the Florarium is a constant source of rumors and speculation among the people of Rodtul'heill. Some say that the Artonis family uses their extensive knowledge of plants to create powerful potions and elixirs that can grant great power or cause terrible harm, while others whisper of the strange and otherworldly creatures that can be seen roaming the gardens at night.
     Despite their reputation as a family of powerful and dangerous individuals, House Artonis is respected and feared in equal measure by the other ruling families of Rodtul'heill. Their vast wealth and influence make them a force to be reckoned with, and their support can make or break the fortunes of many of the city's businesses and political figures.
     Rumors have been circulating in the city of Rodtul'heill for years about House Artonis and their involvement with witches. The most notable witch they are rumored to be hosting is the infamous Crimson Lady, who is said to have cursed many people in the city. The people of Rodtul'heill speak of the Artonis family with both fear and intrigue, as they are known to wield immense power and influence.
 
 

House Sylviere

   The House Sylviere is one of the eight ruling families of Rodtul'heill, known for their wealth and influence in both politics and commerce. They are a family of merchants and bankers, and their symbol is a black stallion on a field of gold.
  House Sylviere specializes in the trade of luxury goods, including rare textiles, exotic spices, and precious gems. They are known for their excellent taste and attention to detail, and their products are highly sought after by the wealthy and elite. They also have a thriving shipping business that allows them to transport their goods all over the world.
     Rumors abound about the House Sylviere, particularly their involvement in shady dealings and unsavory practices. Some whisper that they are involved in smuggling and illegal trade, while others claim that they are secretly funding rebels and uprisings in neighboring kingdoms.
  The House Sylviere remains well-respected and feared by their peers, who recognize their wealth and power. They have a reputation for being shrewd negotiators and savvy businessmen, able to turn a profit from even the most difficult of deals.
     Their compound, known as the Obsidian Hall, is a towering structure in the heart of the city, made entirely of black stone. It is said to be impenetrable and guarded by an army of mercenaries, making it one of the most secure buildings in all of Rodtul'heill.
  However, some rumors suggest that the Obsidian Hall may also be home to secret chambers and hidden passageways, where the House Sylviere conducts their illicit business. Some even whisper that they practice dark magic and have ties to the underworld.
  Despite the rumors, the House Sylviere continues to thrive, their coffers overflowing with gold and their influence reaching far and wide.
 
Related Locations

Music and ambiant sounds

  Running the module? Set the tone with some ambiant musics!    

DM Tips

    I'd recommend having a 4 to 5 players party with characters around level 3 to 4 (DnD 5e).   Do not think of this scenario as set in stone ; there are many parts that aren't mandatory for the players to figure out a way of handeling the issue. It's ok to skip parts, move npcs etc. :)   The adventure should have between 2 and 3 encounters (4 if they are a bit unlucky and suicidal) which sadly will bring it to a fairly long one-shot. I'd recommend shortening the combats if you feel they are dragging on for too long. The first one shouldn't be that hard but the Crimson Lady will most likely be the hardest with the Captain as close second.   While being widely dependent on the group, it should be around a 4h to 5h long adventure.   DM, Remember : this is a ONE-SHOT. The key is to keep moving through the story. The players are struggling on an encounter ? -> is it worth it ? You fear the players might not find out how to diffuse the jars ? -> make Adrian give them the answer if needed ("oh btw you'll need that flower powder, go fetch some in the florarium"). Don't worry, you've got this, just keep the ball rolling and it'll be fine.     Ok so I tried it a couple of times and the last encounter may be a bit hard, feel free not to tpk xD

Premade Party

 
You don't have time to create your own character sheets ? It's ok ! You can pick one of these ! :D   These are built around the theme of the adventure but feel free to tweak them as much as you like ! And don't forget : flavor is free ;)   DMs, these may be some strong characters that use some mechanics that i'd usually ban but since it is a one shot and the encounters are hard, why not let the players have some fun with strong builds ?   In oder to access the character sheets, clic on the portraits!
 
Vaeli
by Simen
   Well, living with the mama and the papa was nice but hey, one's gotta burn from his own flame you know? Besides, my family's here with me. And I even found a new one! I guess.
     Leaving your cosy home village was hard but you know you'll get back soon. When you'll be ready. Until then, it is time to explore the world, have some fun, live as much adventures as possible so you'll have stories to amaze all the tribe at the camp fire for ever... It's gonna be fun.
 
George
by Midjourney
While many folks would think a pirate's favorite letter would be the R, it is actually the C... and so is mine.

   You've spent years escorting trading ships, helped by Snorri, a grumpy ancestros spirit in the shape of a lion. As you were thinking about retireing, maybe settling in a little house by the sea, having a small garden, a fishing boat and raising a family, you discovered you actualy already had a child from a noble lady, far up North.
   You've decided to ask House Artonis for a favor in order to bring the child and her mother in Avan'Wanor safe. Yet favors have a price, and that kind of price has to be paid upfront.
   That's how you ended up with these land folks, a funny bunch that's for sure. You almost started to like them a little. Maybe they could become your neighbors after you retire ?
   
Kherta
by Midjourney
   Every problem has its tool, every suffering, its solution.
Yet it is not enough to help the farmer with automattons and mend the armors of the guards. It's not enough to wait until the battle is over to fix their armor and bandage their wounds. If you can fight at their side, you can try to keep the folks from falling, and maybe even protect them form themselves.
I am Kherta Holgersdóttir, and I will be their shield!

  (yes this is a shameless reference to Brigitte Lindholm)
   
Carmelia
Jiunn Kuo
by Jiunn Kuo
   Born from a famous house of wealthy merchants, it is quite hard to convince your parents that knowledge can be its own reward and source of fame (and income). Let alone convince them to pay for college. But "That's no problem!", Carmelia's going to show them all her worth by creating the first ever encyclopedia in which she'll record all her knowledge and countless other stories! Whatever the technics, she'll acquire all the knowledge locked away in those dark libraries and she'll become a legend! And help her friends with her insight along the way...
Cinnamon
What did the spider say when she broke her new web?
   “Darn it!”
   Ever wanted to be the cutest spider in town ?
   Convinced that fate weaving in the fey realm and praying on pixies was not the as enjoyable as most of her kind said, Cinnamon decided to leave her lair for some time in order to discover the world, spread her good mood and her incredible luck around. While she didn't do a great job at being accepted in the material plane at first, an unexpected band welcomed her. She's been having fun helping them ever since. Be the litteral little spider on their shoulder and help them out while cheering them !
 
Piety
by Sharlyn Artieda
   Good grief... Such a huge city and so little respect for the dead. What a shame!

   Growing up in the streets of Rodthull'heill, Piety was raised by the many spirits she could hear. Finding a purpose, she swore to preserve the eternal rest of the thousands of souls that helped her when nobody would and that led her to the Temple of Mir, The Shepherdess. Her new home. Always accompagnied by multiple souls that only show themselves as flower shaped magical markings either directly on her or on her surroundings, she joined a party of good hearted adventurers because as much as helping the dead is laudable, it is not filling the plate. And while she may not confess it yet, even to herself, she's starting to get accustomed to the warmth of a living group...
Blue
by Monzoobo using Midjourney and Photoshop
   It is hard not to feel homesick when hunting down the worst filth roaming through Rodtull'heill's street. It is hard not to miss the scent of the blooming moon flowers. Yet here you are and thank Tadia, you've found some good friends along the way to keep you safe both from the outside and from your inner demons.
   Take a stand, aim that bow and let your deadly arrows fly, you'll soon be back home ; hopefully.
 
Miresu
by Monzoobo using Midjourney and Photoshop
   Your piers having lying to everyone for so long... lying to you... but know you can see it! After years, training to join the Order of the Blazing sun, hunting down heretics, suffering in the name of a false god, you've heard a voice. An echo in the darkness of your faith, for the first time, someone answered. Someone noticed your efforts. And she told you the truth. There is no Supreme gods, the Lords were just usurpators. Now you'll be the herald of the true gods as they chose you as their vanguard.    
Aros
by Monzoobo using Midjourney and Photoshop
   Hoy, there ain't no reason my lil' missy ain't getting all the stories she's after
   Life may have been hard sometimes, that's true. You've been so deep you thought you'd never see the light of day anymore but that stopped when you've seen Carmelia's smile a few years ago while pickpocketing strangers in the Great Fish Market. You didn't know her yet felt like she was your very own sister. You suddently found back your brother's habbits. Helping her to get access to all the books and scrolls locked away by scholars, you've found a new purpose in life and a family that can give you the love you need to steer away the shadows that lurk deep inside your memorise.

Cover image: by Kudos Production

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