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Ashe C2 Episode 14 - Dark Spawn

Previously on the Chronicles of Crashe Spritzer...


The team made a deal with the mining camp of clan Lockhouse to strike back at the cult of Ebon Noctua.  Presenting the fake head of Kelthier Lockhouse to the cult leader, Finnix enchanted the dummy with an image of Kelthier while Wes implanted it with a flash bomb.  You walked through the camp of the cultists and met the top brass inside the ancient mine.  
Setting off your surprise during the meeting granted you a round of advantaged attacks and get the upper hand on the battle.  The savagery of Crashe spritzer and the accuracy of Thurlis Stem allowed you all to defeat the leader, the enforcer, and several guards in short order.  From there you delved deeper into the mine to determine the source of the strange mutated creatures that had attacked you.  
You eventually came upon a large chamber filled with strange equipment, a green elven woman rode a floating platform and a large tabernacle held one of the mutates.  Using positioning and stealth you came up with a daring plan of attack and put it into action.  The green elven woman unleashed her protector, a moldering hulk which lumbered from the strangely lush walls of the cavern.  After a brutal battle though you all stood over the body of the woman and the fungal remnants of the creature.  
Bloody and bruised you ventured even deeper into the mines to find yourselves in a chamber of waist deep water.  Beyond an enormous domed chamber pockmarked with hundreds of holes all sealed with some strange membrane.  As you watched, a clawed hand ripped through the material from the inside, birthing a fully grown creature which roared it's first breath and beat it's fist upon the ground.

Plot points/Scenes

You all still stand in the waist deep water of the outer chamber in relative darkness. The huge domed chamber beyond has enough torchlight to see the openings in the wall that are covered in the strange membrane. You watch as the creature roars and picks up an angular sword. It slams it repeatedly on the ground in a manic, violent way. It shakes it's horned head back and forth and black viscous liquid flies off of it's hairy body. It then begins to make it's way to you.
What would you all like to do?
[DM Note: behind them in the tunnels, tracing their steps are the two daughters of light, Opela Barn and Qesa Huss. They are concerned for the players and also angry that the PC's took this course of action after being told explicitly to leave it alone.]
Rising out of the black, brackish water around you are three more of the creatures. In the low light of the water filled cavern they rise almost silently much like the seen in alien when Newt is abducted. These seem to have more aquatic features, even gills on the sides of their neck. Though they still have an oily black fur like an otter or a seal. Roll initiative!
Aftermath of the Death of Cult Ebon Noctua -
As you walk out of the ancient mine you eyes sting from black smoke and acrid smells. Ash floats lazily on the cold autumn breeze and you eyes adjust back to daylight. Many of the tents and some of the wooden fencing is on fire and bodies can be seen strewn about the ground. You notice some of the dead bear the wounds of vicious hammer blows and some have black holes burned into their heads and chests.
Opela Barn sees you surveying the carnage and says "These heathens had to be dealt with harshly. The creature they serve is one of the blackest most dangerous beings in existence. The only way to redeem them was death. Those marks are those of our guiding bolts, a weapon of a cleric of Vellenox. Her light cleanses all."
You see the bodies of some of the fallen are guardsmen from the Lockhouse camp. Kelthier still stands not too far away. He drags another body onto a pile when he spots you and Thurlis Stem. "It was a bloody battle, but we were victorious in the end. I assume you all were able to complete your objective?" He looks at Thurlis, "My friend, give me a hand in burying our lost friends here. I can't leave them to be eaten by crows."
You see four of his guards still live and are moving about the area tending to their wounds and dragging bodies into piles. The cultists are no more, about a dozen women and children remain. They are penned up inside of a wooden fence, they look dirty, scared, and exhausted.
Qesa Huss says to all of you "We will bring them back to Westinox and our citadel. They will see the light or be exiled. I think we can change some minds."
Kelthier and Thurlis turn to all of you "Let's head back to camp, we can get you all fed and pay you for your services this day. You all deserve a feast in your honor!"

Themes

Ariantha and Tanalir
Two days ago, just after the rest of them had trekked off into the woods on the hunt for the mutated creatures, you descend down the stairs of the Blue Jetsam Inn into the common room. The innkeep stares at you for a few seconds and says "You two, message was left for you. That elven guy and the rangers said that they headed to the west side of the Porskan crater for....reasons.
Said you would know what they were talking about." As you grab a small breakfast and head out into the town you pull your cloaks tight. The morning sun does little to reduce the chill of the a cold autumn morning. The colorful dry leaves of the nearby forest dance through the streets. You see some guards roughing up a sailor for stealing some apples off of a nearby kiosk. As you pass by the large building on your right you smell the heavy scent of horses, manure, and fresh hay.
Suddenly you hear a "Psst!"
"Hey! Tanalir!" in a harsh whisper you see an elven eye peeking out from the slats. "It's me! Nicovar! Your cousin from Urrivall. What are you doing here?!"
Two Assembly of the weave mages approach you. They wear dull dark red robes with gold embroidery on them as well as the symbol of the assembly. The first is a human man in his 50's with a bald head and a cloth cap on, the second is gnome man with grey bushy hair and a goatee.
Their names are Rotellich and Mingor.
"May we have a word with you my young friends? Forgive my manners but many tieflings have a connection to magic, do they not?"
  Vulkellich Manor - An ancient mansion that is said to have been built during the second age by the ancient House Vulkellich. These days it is used as a museum and is loosely associated with the assembly of the Weave. They sell tickets to the museum as a way to make a little extra money. Their is an office for the assembly on the ground floor. The mages who staff it are considered exiles or screw ups who pissed off a higher officer.

Structure

Exposition

Have Lord Darkhorse turn the Lockhouse tent city to zombies! for halloweeen
As you travel with Kelthier Lockhouse, Thurlis Stem, and the few remaining guards you finally feel the exhaustion of the last couple of days.  Your muscles ache and you get that rubbery feeling of your body rebelling and demanding rest.  The adrenalin and cortisone finally drained you all take deep breaths but push forward into the trees.  
Kelthier calls out and asks "I know I'm betraying the famous stamina of the dwarves but I'm feeling the exhaustion here.  It's still another four hours hike, shall we take a breather or push forward?"
It is late afternoon at this point and the autumn sky looks bright overhead.  Though a cooler breeze prevails foretelling the cold night yet to come.  Above you the canopy of the trees undulates from yellow to orange to deep reds. 
The Mining Camp and what has befallen....
As you all make your way to the forests edge you see the familiar pointed fence and large group of tents that make up the Clan Lockhouse camp.  Everything seems calm, a lazy stream of purplish smoke emanates from the cooking fires.  
[DM Note:  Perception checks 15/18/22. A 15 or better allows the PC to pick up that it is quiet, maybe too quiet.  Better checks allow for the lack of bad smells, no outhouse odors or burned food.  That seems odd.  Ionn Castaliogne has used Hallucinatory terrain to hide the zombies that now make up the camp.]
As you make your way through the main gate you don't see anyone around, it seems pleasant enough, the smells of well roasted hog and the simmering stews make your mouths water.  The light around camp has a cheery orange and yellow glow from several lanterns.  At the center of camp a man sits with a beautiful woman who appears to be asleep in his lap.  He slowly strokes her hair and smiles at her form.  As he looks up, you recognize the features of Ionn Castaliogne.  He wears a royal blue cape and a dark blue suit well tailored and with silver embroidery that accentuates the cuffs and collar.  "Welcome home travellers, I see you have enjoyed your visit to one of my little families." 
"You so often stick your swords into my business that I almost think you bear me ill will."  [DM Note: Ionn waits until the last second to drop his illusion, hoping to lure the PC's as close to the center as possible.  The zombies fill in the sides and front gate trapping the PC's. ]
As he drops his illusion you see the camp in a much more dingy damaged state.  The light goes from a cheery lantern glow to a harsh fading torchlight.  The smells of fine cooking immediately revert to the smell of death, blood, and burned, spoiled food.  Dozens of zombies lurch forward slowly blocking the gate and encircling you.  The woman is now on her feet and you see the warped flesh on her body bulging in some parts grotesquely and missing in others.  Her eyes as wide and round as tavern cups and bright white with no iris.  Her mouth opens and her jaw unhinges as a wail emanates that reverberates all around you. 
Make a DC 14 Constitution saving throw or take on the poisoned condition!
Hallucinatory Terrain-
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion.
If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC15 to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Notes for Added Bard PC -
  • The Daughters of Light bring with them a prisoner.  Bound with leather straps around his wrist, his weapons and instrument in the pack of Qesa Huss.  The Daughters arrested him on the Daggerun road early this morning.  The charges are:
    Lewd Conduct
  • Actions Unbecoming of a male
  • Heresy
  • Practicing music containing lascivious messages and wanton sexuality
  • witchcraft
Completion Date
10/26/2022

Articles under Ashe C2 Episode 14 - Dark Spawn


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