BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ashe C2 Episode 28 - The Vault at Wardashaw Keep

Previously on Liters of Tomorrow...
Returning back to Bulongo's Inn in the city of Wardashaw you were met by Trick Redfern who continued his recuperation with Ale and female company.  As you sat down weary after a previous battle at the broken tower your revelry was interrupted by two goliath men sent to recover Trick.  The halfling man is an escaped prisoner and still wanted by Grantebridge Strahan and his prison caravan.  
Hesitant to kick off a rumble you all tried to assess the situation and find a more diplomatic solution.  This idea was immediately dashed by Wes when he blew dark smoke in the faces of the imposing men and the Drow woman Triss when she cast darkness on the center of the common room.  Confusion and violence ensued as the Goliath men called in their backup and attempted to attack anyone who stood in their way.  
Eventually through the darkness and chaos Wes, Mausim, Bon Vee, and Triss moved the halfling around like a con man and his shell game.  The goliaths and their companions lay dead with the exception of a female rogue who fled when Triss gave her the chance. 
After you gave Trick a stern talking too and found a magical tattoo on the back of his neck that allowed Strahan to track him.  A dispel magic spell by triss deactivated it and the halfling was sent back to Copenhaus with a promise not to get into more trouble. 
After a well earned long rest at the inn you started the day in the city.  Archos, BonVee, Triss, and Wes spent some time shopping for magic items while Mausim and Finn set out to find Sava Cogson and get some information.  On their walk they found Kirana Castaliogne, or at least the woman who goes by that name.  She revealed that her real name is Ricelia Serise and she is a con artist and an art thief.  To repay the team for the trouble she caused in Westinox, she let them in on her new heist.  8000 gold in a vault underneath Wardashaw Keep.  Finn persuaded her into a 60/40 split in favor or the party.  She reluctantly agreed and set up a meeting this very night at the Broken Tower.  
Regrouping at the King's Herald Tavern across town you discussed the new information.  During this meeting you were greeted by Sava Cogson who asked for your help in hunting down another warforged in the city.  Revetan the Reclaimer a being of evil and malice who was most likely disguised as a human or an elven man.  He would be willing to trade information and perhaps a meeting with Cog if the party helped him in his task.

Plot points/Scenes

The Streets of Wardashaw


As you walk the streets after your shopping trip a light fluffy snow drifts around you.  The sky is a light grey filled with low hanging clouds.  The temperature hovers around 0 centigrade which actually feels warm after the last couple of days. You have several hours until your meeting at the broken tower with Ricelia.  
Walking down Paragon Street towards the Olde Towne Center you find several kiosks and vendors selling river shellfish, roasted meats on a stick and fresh vegetables.  The meat smells incredible and is coated with an aromatic blend of spices.  The provenance of the meat is indeterminate however and the vendor talks over those questions.
  • Rotovar's Roasts - Human man named Wilton.
  • Covan's Produce - Firbolg woman named Umber Covan.
  • Molloc's Mollusks - An old triton man named Paul Scrimshaw.

  Teva Bagshodt - On a large crate you see an earth genasi man with dark brown skin.  The left side of his face is made of a quartz crystal and his left eye is a pale green crystal.  The formations extend above his head but only on that side, the right side of his head has a dark dreadlocks that hang about his head.  He wears ragged clothes, a homespun tunic with a heavy leather vest and dark brown pants that have been mended dozens of times.  He stares at you and begins to give a sermon on the evils of modern society.  
"Behold the harbingers of the corruption that has infiltrated our great city!  The Queen is dying and the rats and roaches begin to lay siege!  Her weakness has allowed the infection to spread and the great city of Warshaw lies dying!"
Dozens of people on the street turn to listen to his rantings, but dozens more groan with annoyance clearly having heard this man before.  Shouts of shutting him up can be heard with others loudly encouraging him to go on.  Many in the city seem to be believing in this sort of thing as hard times often lead to conspiracy theories and wild speculation.
He points at the group of you, singling you out with your armor and weapons as well as your clean clothes and skin.  "There! Those mercenaries are a sign of the end times!  The city must be cleansed before they and their ilk bring ruin down upon us!!"
As you try to leave the area to avoid a confrontation he screams "We must stop them now! Do not let them leave!"  His voice is more broken and unhinged and he hurls his backpack at your feet.  
Gelatinous pseudopods explode from the pack with incredible speed.  They reach out hungrily for any exposed flesh, Roll Initiative!
[DM Note: In the chaos and confusion Teva leaves and seeks shelter in the sewer. In the sewer he has fed and created in his laboratory the Colossus that will attack everyone later.]
Meeting Ricelia
As the temperature drops once more you head out into the darkness and the cold streets of Warshaw.  The bustling traffic of the afternoon has waned and the only people walking the streets are tavern goes the occasional guard and sex workers of all types.  The sky has cleared and the stars and moons shine down upon you.  This also drops the temperature to a frigid -8 Centigrade.  You pull your cloaks tight to ward off the chill. 
As you approach you see the silhouette of the tower in the distance.  The heavy gate stands open and the massive stone walls give an oppressive feel to the inner courtyard.  The tower is dark this time and nothing moves.  As you approach you see a small flame light up the face of Ricelia as she lights a cigarette.  With a quick motion she lights a lantern and some candles.  You see a table with maps and some parchment as well as some charcoal writing utensils.  
"You ready for this?  We leave tonight."
She spreads some maps out on the table.  The first is of the basic sewer system underneath the Olde Towne Center.  The second is a map of the vault.  She explains her basic plan.  
"After researching for the last couple of weeks I came across a sewer plan from a few hundred years ago.  There were some repairs that included and older tunnel system that used to connect from the area where the vault was expanded around the same time.  A stair and a tunnel were sealed up and sealed off from the sewer but not destroyed or caved in.  It was considered too dangerous by the engineer who was in charge.  Instead, unbeknownst to the royal family or their advisors, the engineering crew just walled those areas off and hid them.  The stair and the tunnel still exists! "
"I think I found them and with the right kind of muscle we can break through the wall and have a back entrance into the vault."

Themes

The Sewer underneath Olde Towne Center
A. Trapped Entrance - This tunnel looks old and unused as you move closer.  Large cobwebs hang from the ceiling and the floor seems dry and dusty.  [DM Note: Large spike traps are hidden in the floor and ceiling.  DC 14 investigation check to find, DC 13 sleight of hand to disarm!  Also this area is monitored by goblins who fire arrows from the arrow slits at anyone who approaches. 
B. Hidden Entrance - More of the main sewer system that moves through the city.  Now it is the main movement source for the Colossus. 
C. Guard Post - An abandoned gaurd post that is empty and cobwebbed.  There is a set of stairs that goes up to a walled off exit.  Dozens of thick pieces of wood are nailed over this entrance from the other side.  DC 15 Strength check to destroy.  On the other side are 2 warders, guards who patrol the area. 
D. Floodgate - A massive thick metal wall is raised in this section.  You can see large chains and a lever system connected to it.  [DM Note: Need an intelligence check of DC 13 to operate.  The water in this area is no longer water.  Beyond the floodgate is the bulk of the Gelatinous Colossus!]
E. Market Chamber - This large chamber has dozens of unhoused people of all races meandering about.  Most seem to jabber incoherently or wander about clutching small bundles.  Others are clearly addled after consuming large amounts of drugs and still others shiver from the lack of drugs.  This community seems to be the outcasts mentally unstable of Warshaw. 
F. Dunking Gibbet - In the center of the large chamber sits a pool of water.  Above it is built a circular wooden structure large enough to hold several medium sized creatures.  In the center is a hole and a long pole arm on a swivel.  A small cage large enough to hold a person is hung on a heavy chain from the pole. 
G. Laboratory - In this room you can see dozens of braziers and torches shedding light on five large glass jars filled with moving gelatinous material.  Some are clear with small bits of shoes or buckles floating inside, some are closer to blue or green tinted.  These have small eyes in them that seem to follow you as you move about the room.  [DM Note: Anyone investigating this room will have to roll a dexterity saving throw.  A fail means the player misses a small tripwire.  If tripped a metal hammer swings down and smashes the blue bottle unleashing a very strong slime mass!  Double the acid damage on this one.]
H. Tavern - A shared space for all of the outcasts to drink stolen wine and ale. 
I. Overseer's Room - Teva has made this room his main living space.  No others are allowed in here. 
K. Loot Sorting Room - Part of the goblins living space they have dozens of small crates and rickety wooden boxes that hold hundreds of pieces of loot.  Most of this is worthless junk, chewed straps of leather, scrimshaw, buckles and buttons. 
L. Surface Tunnels - The goblins have carved small tunnels up to the Towne Center to steal food and trinkets. 
M. Goblin Nests - Several goblins have made their homes here.  They are friendly with Teva and share his goals and ideals.  Shunned from the general society of Warshaw they hold grudges as well. 
N. Arrow Loops -  Three goblins are stationed here and will fire arrows at any intruders who walk through A towards the main colony. 
O. Escape Tunnel - A tight tunnel carved for small creatures to escape quickly.  The tunnel is very small and a medium sized creature would have to wriggle through on hands and knees.  It comes up in Mettletowne. 
P. To Maintenance Tunnels - This is the entryway to sewers for the party!  They must open the floodgates and deal with the colossus to enter! [ DM Note:  See the Gelatinous Colossus stat block from here, the chase is on!]

Structure

Exposition

The Vault -


A. Entry into the vault from the sewers. The area looks old and unused. A table and bench lie decrepit in the corner as if they would fall apart with the lightest of touches. Scraps of paper lie on the table that are yellowed and brittle. [DM:Note and arcana check or intelligence check of DC 15 shows a teleportation schedule from centuries ago.]
B. Main Hallway - This chamber is literally vaulted with Gothic Rib arches of stone that meet at points in the ceiling. The visual effect is quite impressive and Gold and black tiles match the Wardashaw city color scheme. The ceiling is almost 30 feet from floor to ceiling at the highest point. The floor is also heavy stone blocks mixed with patterned tiles.
C. Sword Vault - Behind a heavy iron gate locked with a complex locking mechanism is a stone tabernacle. On top of which lays a silver longsword.
D. Statue Vault - The same gate and locking mechanism stands in front of a small stone chamber filled with heavy wooden crates. [DM Note: Inside are valuable marble statues packed with sawdust and wood shavings.]
E. Skeleton Vault - A male skeleton of a medium sized creature can be seen on the floor. [DM Note: This man was the former king, Queen Amalia's husband who was overthrown and locked in here over thirty years ago.]
F. To the Wardashaw Castle Keep - The hallway beyond leads to stairs, all well lit with torches. This way leads up to the castle and at least six guards who patrol the castle basement.
G. Skeleton Vault 2 - This skeleton belonged to Rada Cruz, the former vizier to the king. The Queen found him even more dangerous than the king.
H. Ancient Silver Vault - Packed in large crates is dozens of sets of silverware. Pitchers, utensils, gravy boats and all manner of table settings all made of pure silver. These are important to the royal family and goes back centuries.
I. Ancient Shield Vault - Dozens of antique shields dating back to the second age. They hold a history of warfare important to the royal family.
J. Teleportation circle - An ancient teleportation circle that looks to have not been used in decades. The room is dusty and cobwebbed but the circle seems to be intact.
K. The Magical Ward - [DM Note: on the floor is a magical ward on the floor. If it isn't disabled with a DC 15 arcana check it casts the web spell in this room!]
L. The Casket of Ancient Winter - This room is small and lit with embers from the four braziers in the corners. Ancient writing can be seen on the stone altar holding an ornate wooden box. [DC 17 intelligence check or speak languages to decipher. It says "In SF2 2985., Brolufrey the Ice Devil used the power of the Casket in an attempt to enslave Tanaheim by causing a new Ice Age, but he was defeated in battle by Enceledaus Calwyn." The casket when opened creates a 60' field of frigid temperatures in a 30' radius. for now...]
M. Holding Room - Another heavy iron gate is locked with a similar mechanism to the others. The room is large and empty. [DM Note: Several of the blocks are pressure plates that when stepped upon activate gas traps. Paralyzing gas fires up from the floor in 10 ft cylinders. Constitution saving throw DC 14. An investigation check of DC 14 or higher reveals the pressure plates.]
N. Gaurd Room 01 - All of these rooms are small one bedroom quarters for stationed gaurds that take shifts in the vault. They have a simple cot and a wooden cabinet for toiletries as well as chamber pots. [DM Note: Once alerted these gaurds spring into action. Have four be stationed here tonight. They fight to the death to unleash Electra. The fist kill will release a small arcane wave of a purple color. This may change the lights on Finn's armor or give Mausim a weird tickle of power on the back of his neck. The second kill will end the wards on the sarcophagus resulting in a powerful emission of magical energies. A beam of purple and pink light will explode out of the sarcophagus like the end of ghost busters.]
O. Gaurd Room 02-Loot: +1 Spear
P. Gaurd Room 03-Loot: 23 Gp
Q. Gaurd Room 04-Loot: Gems worth 50 gp
R. Gaurd Room 05-Loot: +1 Shortsword
S. Gaurd Room 06-Loot: +1 crossbow, A random potion, see table!
T. Gaurd Room 07 - Loot: A random potion, see table!
U. The Sarcophagus Room - secreted away behind a hidden door lies a small chamber. Inside is a sarcophagus carved of purpleheart wood. It looks very old and has dozens of sigils carved into it. Many of these sigils glow a pale pink color with two remaining that are dark. [DM Note: two kills and Electra is unleashed!]
V. The hidden chamber - This chamber has several small glowing blocks that light the room with a blue glow from the floor. On a pedestal sits a white corundum pentagonal stone covered with sigils. [DC 16 Shocking grasp trap on the pedestal! 3d8 lightning damage.]
W. The Airlock - A small chamber with the same vaulted ceiling but sectioned off with an enormous metal gate that reaches from floor to ceiling. A large doorway in the gate is locked with an arcane lock. [Dispel magic would work on this.]
X. The Dark Chamber - This chamber has no light in it. No glowing sigils on the wall and no torches or braziers. It even lacks the sconces to hold them. Rotted boxes line the walls and the ceiling is lower here only 8' off of the ground. On the northern end is a black metal gate locked. [DC 16 to open, it is also trapped with a DC 15 shocking grasp pin. If missed a small metal shaving falls into place activating the spell and dealing 3d8 lightning damage.]
Y. The Crown Jewels - A large chamber with 6 stone statues lining the walls. A bright red carpet leads up to a well built chest of polished oak and burnished steel. It sits on a raised platform in the center of the room. Inside is the crown jewels of the combined Retranche Wardashaw royal families. Two ornate crowns, a scepter, and a bejeweled cloak. [Investigation check DC 15 to find the secret door! If anyone enters this room the stone golems will activate!  use the stone golem stat block.]
Z. The Gold Room - This chamber is filled with piles of gold, Coins, plates, chalices all manner of pure gold. [DM Note: If any players approach the chamber they will notice ooze beginning to squeeze through the ceiling and the walls in this chamber. A transparent viscous substance begins to drop into the chamber on top of the piles of gold. The Gelatinous Colussus has arrived!]
In the Vault!
Ricelia / Bella will sneak off quickly and attempt to access the hidden areas to find the sarcophagus and the Seal.
Plot type
Main Story
Related Locations

Articles under Ashe C2 Episode 28 - The Vault at Wardashaw Keep


Comments

Please Login in order to comment!