Adventure Team Grimm Mission 1
Story ideas for the next phase of the Liters of Tomorrow. The players were presented with three missions by their new corporation, PACT.
The first mission is escort a sarcophagus to Lamborginus. Part of a trade between Agrimor and PACT and the Interested Parties of the Antiquities and magic or IPAM. This mummified 3000 year old body survived the last Shard fall in a crypt. IPAM wants to study it and is trading a Crystal orb for the sarcophagus. Agrimor is going to study the orb and find out if it is dangerous and what it's capabilities are.
Their are two large carriages and 4 horses that are going to Lamborginus. The first carriage is the passenger carriage that transports dignitaries and traders back and forth from Penthos to Lamborginus, the two largest cities in the region.
The driver of the first carriage is a half orc woman named Rosamund Pike. She has leather armor on and a short bow by her side. Her hammer can be seen by her feet. She has black hair and two large braids that come down by her ears.
The carriage is a long six seater that looks fairly comfortable on the inside. Dark green leather benches line the interior and four windows on either side of the doors that open on both sides. Green curtains can be drawn inside to shield from the sun or from prying eyes. The outside of the carriage dark polished wood with accent work that is painted in red, gold, and green. Four stout and healthy horses pull the carriage up front and there is room for someone to sit next to Rosamund as well as two seats behind them atop the carriage.
The passengers are Orko Kerrigan, the son of Duke Kerrigan who is the current ruler of Tellenor. Orko is his third oldest and not very bright. He is a 22 year old human with a haircut considered fashionable currently but looks like a mullet to you. He is wearing a bright red coat with black embroidery pinstriping that looks very expensive. The tag on the sleeve says Nock’s clothier and he refuses to take it off because that is cool amongst the young right now.
Lady Meena Humana Quail is also aboard. She was on a date with Orko the night you gambled at the Owlbear’s Egg. She is also dressed in expensive clothing and wears an olive green jacket which is one of the colors of house Quail. She is a young half elf about the same age as Orko and wears her hair with a zig zag part in the middle and small braids on the sides. Her hair is dark brown and she is wearing tan trousers as a slight rebellion towards her parents. [DM note - Meena is working with the diligent Corbomites in a Patty Hearst type of way. She is rebelling against her parents but doesn’t realize she is in way over her head. The Corbomites are a dangerous criminal organization working out of Stoneport. She has tipped them off to the transport of the Sarcophagus. They just think it’s worth a lot of money they do not know of its deadly secret!]
The third passenger is Lady Felicia Sarchetta Durrilan. A woman in her forties she holds herself in a regal manner and attempts to seize authority wherever she is. She is half elven woman who looks a lot like Tilda Swinton. Her hair is blonde and is held atop her head in a gold woven intricate basket of sorts. A few jewels can be seen around her collar and set in the hair pieces. She wears a cardinal dress robe and tight leather pants can be seen beneath her skirts. Sensible travel wear while still appearing regal. Perception check DC 14 allows player to see some muscle tone to her arms and a small dagger hidden in her skirts. She is able to take care of herself more than she lets on.
the fourth passenger is from House Verros, she is an older human lady named Hannah Solstice Verity Verros. She is a skilled diplomat but is on the decline and hasn’t kept up on the current political situation. She is wearing a Siena brown dress with light gold trim. She is nice enough though a bit impatient, not a fan of travel. Her hair is silver gray and is held in a silver basket behind her head.
The dignitaries are all attending a conference in Lamborginus. It is a gathering of the five great families of Penthos who are trying to grasp the new political situation in the north. A new ruler has taken over Lamborginus and rumor is no one has seen his true face, this makes the five families very nervous since their stock and trade for the last several centuries is to influence matters politically with cash and blackmail. Not knowing enough about a foreign ruler makes them nervous.
The second carriage is a larger and bulkier, painted red with gold trim. A large ETC symbol is on the door from the East Tellenheim trading company. It is engraved in the door and painted with gold paint. Several chests are piled on the interior of the carriage and a large sarcophagus is secured above them with leather straps and rope. The roof of the carriage has more chests and and several barrels of wine and liquor from local wineries and distilleries. You see one or two from Stirge’s right here in Tellenor.
The driver is halfling named Ennic Forestal who wears a dark green heavy cloak which looks water proofed. He clearly does this a lot.
There are two seats up front and room for one more on the back end in between a couple of crates. There are also four horses that are part of a trade that also need to be driven up to Lamborginus. Ennic says to one of you -
“Aye, can one or two of you help with the horses? My man didn’t show up so I’m short handed.”
As the passengers settle in to the interior of the carriage you hear an exasperated Hannah Verros say “Let us be on our way! No time to dawdle you lot”
As the carriages and horses set out on the road the sun rises higher to your right over the Eastern mountains. A warm spring breeze brushes past and the sun warms your faces. All except Vorleana who pulls her hood down and her cloak tighter. A little annoyed at traveling during the day. After an hour of travel that strange voice once more enters your head - [hand her the note from the other drow]
”Hello again sister, I hope you enjoy your trip. Just wanted you to know you have a traitor in your midst. I will see you soon.”
Plot points/Scenes
On the road encounter 01
-As the battle begins
as the party kills a bandit have Vom Fass roll an Arcana check. DC 15. On a success he feels a prickle on the back of his neck much like a spider sense. If he investigates the Sarcophagus he will notice a symbol has lit up on the side. Five more sigils can be seen on the sarcophagus and if his check is high enough he will be able to note that it is a countdown. If all six sigils light up it means the coffin has absorbed six life essences and will release it’s deadly cargo. It contains a member of the Fallen, an undead demigod named Electra the Unseen. She is thousands of years old and was defeated by a band of heroes from before the last shardfall. Meena Quail has been secretely working with the band and is the one who tipped them off to this journey. She was even able to give them descriptions of the strange band that she diced with the night before. Camping Night one - How would you like to set up camp for the night? The diplomats are very shaken after the battle a few hours ago. They don’t feel very safe. Karnak Vision - As you drift off to sleep and begin to dream you begin to walk through a misty forest. At first it is comforting, you always feel at home in the forest. Communing with the small animals and birds that dart between tree branches and the insects that buzz about your head. Even as a child it always felt as if they were including you in their conversations even if you didn’t understand the language. As you walk through this dreamy forest scape you come to a waterfall that descends down a cliff. On the other side of the river you see a dwarven woman. You call out to her but in the dream you make no sound. She leaps off of the cliff and you stretch your hand out to call out no! She descends and then changes into a beautiful cockatiel like bird which slowly circles towards the land below. As you follow her path you see the water below begin to roil and bubble. A dark shape emerges, it is a dark grey bears head full of scars and pale yellow eyes. With incredible speed it shoots out of the water almost one hundred feet high and clamps down its jaws on the bird, swallowing it whole. You wake with a start in a cold sweat, but with very few answers....On the road encounter 02 -
[Zombie attack, An entire little village has had their water supply contaminated by the Gnoll Menace. Every man woman and child has become the walking dead. The town is situated only two miles from the main road north of Morden's Bridge. The undead surround the carriages and battle ensues. Vom Fass notes that the Sarcophagus does not register the undead deaths.] Around 7pm after a long day of travel and a quick stop for lunch you begin to come up with ideas for that nights camp. Just then you hear a shout from Rosamund, a man runs from the woods and sinks its teeth into one of the horses! Several more shapes begin to emerge from all sides and shamble towards the carriages. Men,women and children zombies begin to attack anything in sight including the horses. As the battle with the zombies begins the players may make some perception checks. A smoke trail can be seen about a mile away. Also a small path can be seen among the trees. It looks fairly well traveled and has some wheelbarrow marks in it. If the players investigate they find the small village. Every little shack is empty and their may be a second zombie attack. By a stream behind the village a device can be found. There is Gnoll language on the device if anyone investigates. It looks like a still used for making whiskey but the smell is uncomfortable. Investigation check DC15 - Even though it is currently empty the liquids from inside the still looking device are black and inky and smell of death. The creek is upstream from the village and lots of clues point to this being the main water source for the village. DC18 Gnoll tracks can be found, but they are several days old. No activity remains of the beings that set up this device. It happened several days ago. Besides the zombies nothing else stirs in the area. Maybe have some jump scares amongst the buildings.On to Morden's Bridge -
The shopkeepers and leaders of Morden's Bridge are thrilled to have Adventure Team Grimm back in town. They get free inn rooms and food as a reward for killing the Wolfwere who was murdering townsfolk. A small girl runs up to Cog and places a small necklace of flowers in his hand. The Dwarven shop owner walks up to Karnak and presents him with a bottle of rum. “Been saving this for a special occasion, I figure you folk saving the town was pretty damn special.” The mother of the boy who was saved runs up to Vorleana and giver her a hand knit scarf. “Thank you all for everything you’ve done.” Many baked goods and meat skewers are given to Blizzard hops, while no one knows what to make of Vom Fass and his many disguises. Mayor Clayborne Plinth even presents you all with a plaque to be placed in the inn proclaiming you heroes. Most of the townsfolk are polite and thankful to Mew but most do not approach her due to her terrifying appearance. Your carriage load of dignataries are nonplussed and even a little haughty at being overlooked for a bunch of freakish heroes. They try in the background to get the attention of inn and tavern owners to look after their needs and have someone draw them a bath. Lady Durrilan and Lady Verros are the most irritated. They make a big show of trying to put the common folk back in their place and make the tavern owner show them to their rooms. They make their way to the Cobbleton Inn owned by Claddagh Stroop. There is a green elf girl who works the bar there and she also helps the dignitaries to there rooms and carries some of the baggage. A Male human named Herb also helps with the bags. The drivers of the carriages lead the horses to the stables. It is about 7Pm and you all are free to explore the town and do whatever you want to do. The bar is open at the Cobbleton inn but you can also visit the meadery.On the Road Encounter The Aventador -
As you wake up the next day you hear the horses being bridled and hooked back up to the carriages. Most of the nobles have assembled in the common room of the cobbleton inn. They are making their demands and getting their trunks back out to the carriages. Take your places once more among the two carriages and your drivers snap the reins and the horses and carriages are once more back in motion. You and the drivers once more cross Morden's actual bridge which is plenty wide for the horses and wagons. You once more check out the huge strong stones of the bridge and wonder how it can look so new and durable after centuries of use. A marvel of engineering and possibly magic. After several hours on the road the noble folk demand a stop for bathroom and lunch. Lady Durrilan steps out of the carriage and immediately begins to make herself a small picnic area. Making sure to let everyone else know that they are not high enough station to eat with her for this meal. Perception check DC15 - You hear hooves coming down the road. A figure in ornate red and gold armor rides towards you at a canter. He sits astride a huge black and grey charger outfitted with it's own armor. He wears a dark red cloak and a helmet with a t shaped slit around the eyes and down to the mouth area. It is Gold and bronze in coloration and has the basic shape of a Lion head. A scorpion and a lion face off in a crest on his chest. Fifteen soldiers ride behind him on steeds of their own all bearing the crest of Lamborginus. He calls a halt to the progression and calls out to Rosamund Pike in a deep gravelly voice "What is your business on the Ferrer Road?" Rosamund begins to detail their diplomatic mission and the cargo mission for ETC. She shows her paperwork and a clerk rides up to verify the information. At this point the Aventador points to Cog “What is this creature, some form of golem?” The Aventador tells Cog to register himself with the Assembly of the Weave when they arrive at Lamborginus. [Aventador Secundus - Secretly a Fire Genasi - Wields a Longsword with an ornate pommel that looks like a phoenix. Dark Red leather grips and a red sheath with fiery patterns painted on it. He is a 10th level fighter champion.] He mentions a large Manticore seen in these parts recently. One that has doubled in size and destroyed an entire village. Players may ask a few questions but he will get irritable quickly and send them on their way. By 7 pm the drivers ask for a camping spot and direct the players to check out the area.The Hawk in the woods -
As the caravan sets up camp once more the sun gets low on the horizon and the spring air gets chilly once more. Karnak as you scout around looking for anything dangerous, using your Druid skills to make sure no truly dangerous creatures are in the area do a Perception check - DC13 A small hawk hops behind a bush. It looks like it’s wing is slightly unfolded and in pain. Nature check DC15 and possibly an animal handling check to see if you can help. You may take him with you and nurse him back to health if you would like. You set up camp and for a fairly uneventful night. Day five goes by fast and the good weather keeps the road dry and the carriages moving. The nobles are cranky and impossible to deal with. Orko has developed a strange fascination with Mew and keeps asking inappropriate questions about Tabaxi anatomy and if males have “um, painful members?” Lady Durrilan seems to assume that Cog will be her new man servant and attempts to order him around at every opportunity. “You there Metal Golem, Fetch my robe from my trunk and bring it into the tent. I will need my dinner in 15 minutes. “ Rosamund assures you that you will be at lamborginus before tomorrow night if all goes well. She and Ennic get a tent set up for the older ladies and Orko and Meena get ready to sleep in the carriage. Night Five Encounter - Set up your sleeping arrangements and let me know if Cog is doing his usual sentry thing. As you camp you are attacked by 6 goblins and a couple of Bugbears. Cog do a perception check DC15. [Remember that the sarcophagus only allows for six deaths!] Four Bugbears and five Goblins attempt a sneak attack during the night. They get surprise damage if they are able to attack before Cog notices. The tent that the two ladies have been sleeping in is torn by two goblins looking for money and flesh to eat. Two more Goblins head towards the carriage with Orko and Meena. Bugbear Medium humanoid (goblinoid), chaotic evil Armor Class 16 (Hide Armor, Shield) Hit Points 27 (5d8+5) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 13 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1) Skills Stealth +6, Survival +2 Senses Darkvision 60 Ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage. Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage. Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.Structure
Exposition
Arriving at Lamborginus -
As you approach the enormous gate leading into the city people with carts and horses and donkeys mill about going to and fro. Piles of manure dot the flat dirt and cobblestones that make up the quarter mile leading into the city. You caravan is halted at the gate itself by the Wardens, a guard force that protects the city. Rosamund shows them the paper work and as they go over it a sharp word from Lady Durrilan gets the carriages moving again and you enter the city of Lamborginus. It’s about seven at night and the sun is getting low on the horizon, but there is still a good hour of sunlight left. Bigger than most cities it is a bit overwhelming for everyone, A bit dusty with the traffic as people move up and down the roads. Most buildings seem to be two or three stories tall which is a lot for most of you. A tall spire on your right extends hundreds of feet in the air and sits in a grassy plaza with what looks to be a park around it with green grass. To you left is a very large building that sits above the rest a full two floors taller. Vendors selling small meat pockets and vegetable skewers do a brisk business with the wardens and craftsmen in the area. Your carriages and horses are led to the front of the stables on the right and Rosamund and Ennic greet the stablehands and begin negotiations for care of the horses. Lady Durrilan and Lady Verros immediately summon rickshaws and head off towards the embassy. Orko Kerrigan and Meena grab their things and head off to an inn. Ennic turns to you and says” Oi, we need to get this Sarcophagus to the IPAM building. Flag down a Ricker.” Several different people, mostly half orcs and Firbolgs , pull large two wheeled carts which are laden with bags and crates. Some have grains and hay, some have barrels of liquor and beer and some textiles and lumber. Perception check DC 15 - The populace here is varied but most of the unskilled labor and menial jobs are done by non humans. Also most of the well dressed and wealthy of the people here seem to be regular humans or elves. As you hire a Ricker and strap down the sarcophagus to the cart Ennic suggests maybe covering it with some burlap. “Twould be a strange sight to be cartin’ that down to the Countach District. Those IPAM eggheads will be thrilled though.” As you begin to move through the city a man from the Jalpa Inn approaches you. He is a Halfling about 3’5” tall with sandy blonde hair dressed in a nice green tunic with a red vest. The J symbol of the inn is on his left chest. “Are you folks Adventure team Grimm? I have a message from PACT head office. You all have rooms provided at the Jalpa courtesy of your company. Adventure Team Cantrip is out of town on a mission but they provided you with some drink tickets as well at the Jalpa tavern. Stop by whenever you are ready your rooms, food and drink are waiting.” With that he bows quickly and heads back to the huge building on your left. As you look over that way about two or three streets over, towering over the rest of the district stands a huge hexagonal building about nine stories tall. It is a burgundy color and has many windows dotting the sides. Your Ricker tells you it’s the Jalpa Inn all right. As you make your way towards the IPAM building you pass many shops, a butcher, and a bakery. Mew, at this time a strange feeling comes over you. You become light headed and need to rest for a bit. Suddenly your psychic powers begin to fade and a sweeping panic hits you. It’s as if you went blind in a thirty second span, these mental gifts that you have had since you were a child are gone. It’s disorienting and terrifying. Roll a constitution saving throw. Failure gives a point of Exhaustion. After a minute things begin to go back to normal. The dizzy feeling and sense of loss begin to fade and your normal soul sight and psychic connection return. Then as if nothing had happened at all you feel fine. As you wind your way through the Islero district into the Countach district you pass by the Fistelbash athletics center and through another huge archway under the giant wall. You see the Grecian pillars of the giant Bank of Lambus and take a left towards the IPAM building. As you approach IPAM the building appears closed to the public. A man comes out and approaches your team. “Hoy there, the building is closed but I can store your cargo in the back. We have a large holding room in the back of the building.” He notes that no one in IPAM will be around until tomorrow. “Yeah, all those eggheads and regal assholes won’t be around until later in the morning. Some fancy party tonight they were all getting ready for.” He is a Firbolg man and speaks in a laid back slow accent which almost sounds like he is from Maine. He stands 6'8" and is the caretaker of the building his name is Roger Forestspike. [Originally from the Inorh Forest he made his way to Lamborginus on a scholarship to study magic at the Assembly of the weave academy. He washed out pretty quickly and found a job lifting heavy objects and sweeping floors at the IPAM building. [The building itself is actually the Urus building and it is 6 centuries old. One of the oldest buildings in Penthaheim it was originally a temple to the old God Opolus.] You walk with Roger and he leads you and your sarcophagus to a large set of steel doors. They open into a large warehouse that has hundreds of crates and many items wrapped in burlap and twine. Some are paintings that are wrapped in Muslin cloth and some are large statues of ancient gods and heroes. He shows you the area where he will secure the Sarcophagus until the next morning. As you begin to make your way back to the Jalpa Mew sees a familiar Tabaxi male down the road do a sleight of hand pickpocket on a merchant. He notices her and uses thieves cant to say hello, and maybe meet me in that alley over there? As you compare notes with the Tabaxi that you spared during the forest encounter he mentions something about the Abyssal Knife. “No one really knows who they are or who’s in charge. But they are offering pretty good rewards for little jobs. Lots of smash and grabs and heists of valuable objects. some of them may be at that fancy costume party tonight. Just a thought, I may look into it myself.” [Have Karnak get approached by a Fistelbash Team. There are matches tonight for warmups and a small tournament tomorrow.] Karnak as you and the rest of the team walk towards the Jalpa inn two athletic looking individuals glance at you as you pass a coffee and tea stand. A female half orc and a dwarven man call over “Ho adventurer! How long are you in town? Fancy a fight?” The pair begin to tell you about the basics of the sport and all of the teams competing in the Lamborginus league. As Mew wanders off to discuss rogue business and Karnak begins his dialogue with the Fistelbash players Cog and Vom Fass and Hops slowly head to the Jalpa in hopes that their comrades will catch up to them as they go. Two figures approach with a familiar symbol on their tunics. Two members of the assembly of the weave walk towards you. What do you do? The first one is a human man in his 20’s with sandy blonde hair and a scar that looks like a burn on his right cheek. The second is an elven man who also looks young, though it is tough to tell with elves. He has black hair and and brown eyes. [ The human is a young man named Valdo Quagmire and is from Stoneport. The elven man is also very young and hails from Orahero in the Forest lands. His name is Derevos Bloom. Both are attending the academy at the Assembly of the weave compound up the hill from the Urraco District. They are wearing grey robes with the symbol of the Assembly emblazoned on the front.] “An odd pair, a metal golem and wild magic kobold.” He motions to Hops and says “You cleric of Eigeralon, are these your wards? Prisoners perhaps? Servants?” ”you will have to register your golem and the kobold will need to be inspected as well. We expect you to do this of your own free will in the next 24 hours. Please take them to the detention facility at the compound. Ask for Master Hontalez, you will find this easier for yourselves if you do as your told.”Conflict
Note: Adventure Team Cantrip - franchise location Lamborginus
Medic - A human woman named Hortence Clamber
Cartographer - A Half orc woman named Brasha
Mythavore - A Halfling man named Drat Buttermilke
Hammer - A human man named Fret Goatsbee
Note: Cog needs a musical instrument
Need to have Mew lose her psychic powers and go “blind” as the party explores the city. Someone tries to abduct Vorleana!
After securing the sarcophagus at the holding area of the IPAM building you head to the Jalpa to get your rooms set up and rest for a bit.
Invitation to a party
As you enter the huge common room of the Jalpa you notice it's high ceilings an many polished wood surfaces. A huge bar called Undare's Place is packed with people. Some locals but many folks who are clearly travelers due to their muddy cloaks and tired eyes. Through the large archway leading to the hotel part of the building you see a desk with multiple kiosks for several different concierges. They are currently processing Orko and Meena who refused to get rooms at a more expensive hotel. The Inn itself is one of the largest inns in Penthaheim. It stands almost nine stories tall. The Hexagonal shaped main building has a spiral staircase that runs up the center. Six room per floor ring the stairs that makes 54 available rooms to guests. The long building connected to the city walls has staff quarters several kitchens and supply rooms and pantries. The owner of the Jalpa is an Elven man named Undare Armour. The current bartender is a Green Elf male named Sham Mallone. He has a blue mohawk and an eyepatch covering his right eye. But his demeanor is outgoing and humorous. There are several servers tonight a dwarves woman named Carka an elven woman named Dian and a large heavy set man named Coach. As you check in at the desk and give your names and organization. The Concierge, a half elven man named Gaius hands you each individual keys to numbered rooms and a party invitation at Galedus Manor this evening. The invitation reads "Most esteemed guest please accept this invitation to a party in costume this evening at 9pm. The members of Adventure Team Grimm will be in attendance as guests of honor." [Drinks are passed out and are poisoned. Mew psychic powers are attacked once more she takes 2 points of exhaustion.] Try to abduct Vorleana and Mew at the same time by different attackers. Mew is dragged off to the northern door by the Talons of the Rook. Vorleana is taken by the dark council and a magical hood is placed on her head to knock her out. She is grappled and dragged out the south door. Players who had drinks may be poisoned. Create the Talons - Current members are: A human male named Uthar Vinton (HP 45) A female elven woman named Zaladane Magdalin (HP 61) A Dwarven woman named Dorthus Malliball (HP 65) A human female named Morgin Ristellene (HP 54) An Elven Male named Stallis Ravenhooke who is disguised using disguise self. In reality he is a red Tiefling. (HP 59) You walk to the Muira district of the city and notice a change in the housing. The houses here get a little taller and more expensive. The materials change to brick and Inora wood instead of the more basic structures of the Urus district. Some of the businesses in this part of town are the giant central bank and an office dedicated to the Assembly of the weave and a magical artificer. After a few blocks you stand in front of the palatial Galedus Manor. A six story tall structure of brick, marble and wood. It is absolutely beautiful and ostentatious and one of the largest buildings you’ve ever encountered. An elven man stands out front and glances at your invitations and after a quick review he waves his hand towards the door and begs you enter. As the group enters, dozens of people in masks mill about holding flutes of champagne and goblets of wine. A few tankards of ale by some of the more gregarious guests. You enter into a large common room at the base of the enormous mansion. A man in a black and white suit greets you as you enter “Ah you must be the guests the master spoke of. Thank you for apprearing everyone will be quite excited to know that you’ve arrived.” He offers to take your cloaks and outer gear if anyone has the need. He then leads you to a large spiral staircase that heads up to the first floor. As you walk towards the stairs, you see a bar in service here on the ground floor and several doors around the common room that lead to other areas. A door marked dining room can be seen to your left and a door on the right that leads to a large kitchen. As you ascend the stairs you are lead into a large ballroom called the Cherry Blossom. Cherry trees are decorating large colorful tapestries and paintings of different trees in bloom can be seen on the walls. Hundreds of people fill the ballroom all in paper or canvas masks most of which are just around their eyes all in different colors. Some in metallic gold or silver, a few of the party goers are in More ornate masks that look like bird heads complete with feathers or dragon masks with fake scales. The south side of the ballroom has a 20 foot opening with a railing around it that shows the floor below. It is also open to the several floors above. A woman with a tray of drinks walks up to you and offers you wine.Rising Action
As the party whirls about you Some of you feel old vices creep up. Blizzard Hops, you see a lot of alcohol dancing around you and you remember the bar downstairs. A human man in fancy dress doublet with sable trim mentions to you “If you like fine whiskey don’t forget the tigers bar upstairs! This place is full of great drinks tonight.”
Mew, you notice a masked figure twirl past you and feel a small piece of paper move into your hand with an incredibly deft touch. It has a symbol on it and the words “Suite 237 in five minutes”
Karnak, the two fistelbash competitors are there drinking. In their flimsy masks you can easily make them out. They stand a bit taller and more muscular than the soft and pudgy nobles. They wave you over and offer you a drink.
Cog, This much activity in one place reminds you of Tellenor and the festival it is a bit overwhelming.
Vom Fass, what disguise are you going with?
[Give the leader of the Psionic the Mind fog pot]
Mew As you sneak out of the ballroom You head back to the spiral staircase. You see that there are two separate spiral staircases on either side of the opening next to the ball room. Where would you like to go. You are currently on the First floor, it works like hotel rules where the ground floor is where you entered. Now you are on the first floor. In the large room on the other side of the ballroom to the south is the centaur clock room. A huge ornate clock with a centaur in the center ticks away. As you make your way through the beautiful old hallways you once more feel that strange sense of fatigue. Your psychic senses begin to fade a way and that hollow blindness fills you once more. Roll a constitution saving throw DC 15. On a fail she takes a point of exhaustion.
As you lean against a wall dizzy a woman come up from behind you and says “My dear, you shouldn’t be wandering the hallways all by yourself! Let me help you to a room my name is Zaladane.”
[At this point as Mew is arguing with Zaladane] a man rounds the corner and says “Oh no, too much to drink? Are you in need of assistance?”
Mew roll another constitution check DC16 and an intelligence check DC15.
On a fail take another point of exhaustion. If Mew attacks just begin combat. The rest of the Talons at this point will make their way to Mew in a hurry all hungry for psychic energy. The rest of the team can roll perception checks to notice that the people in the most elaborate of masks are hurriedly making their way to the stairs. As the talons descend on Mew make her do more Constitution checks. Try to get her to at least 3 points to give her disadvantage on attacks.
What is everyone else doing?
An iron golem encased in a suit of armor comes to life in the hallway and attacks Cog. As the battle commences the Talons will try to abduct Mew and take her to the secret door in the fireplace on the second floor. Once there they will try to feed off of her once more and can even teleport into the dungeon at the cellar. There are teleportation books in the bookshelf.
If the talons begin to lose they will do two things. They will mind control party guests to attack the party and they will throw the mind fog pot. This should buy them an opportunity to escape the area and use their psychic powers to go invisible.
If mew is in real trouble Helistet Rasa will assist.
Climax
As the battle ends and the talons either escape or are killed the team can head to the Jalpa or wait for the Warden’s to arrive. If they stay in the manor the Warden’s will come and try to secure everything. They will begin to take statements from other party goers and try to question the adventure team.
The next day is the trade off to get the orb from IPAM.
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